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Messages - lompeluiten

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1
does this quailify:

Prosperous Duke $2+
project
Put an action card costing the amount overpaid under your project cube. Duchies can be played as if it were that action card.


It has other wording then Inheritance, but i think this is cleaner.
I think the wording of Inheritance was debated for quite a long time and is the best compromise to get. Your wording does not really work for me: "Played as if it were that Action card" just means you can play it during your Action phase, following its instructions. But Duchy has no instructions. So the way I parse this, it just means "you can now play Duchies, but they don't do anything". You don't change what happens upon playing, only the rules for when they can be played.

And if this were to work, technically it would have to involve some sort of shapeshifting - the instructions of the set-aside card now need to be on Duchy somehow.

I suggest just using the existing wording.

I did not participate in any of those discussions. And if you ask my opinion: Inheritence is written like it is for an computer program. Store info, make them refence that info.

Meanwhile humans would not have an problem with just: "play it like some other card". At least, if you not have to ignore current text that is on it. I found many people struggling with ways.

2
does this quailify:

Prosperous Duke $2+
project
Put an action card costing the amount overpaid under your project cube. Duchies can be played as if it were that action card.


It has other wording then Inheritance, but i think this is cleaner.

You should explicitly specify where the card comes from. Should you take it from hand or from the supply or from some other place?

Jeha, you are right about that. I will adjust it.

3
does this quailify:

Prosperous Duke $2+
project
Put an action card from the supply costing the amount overpaid under your project cube. Duchies can be played as if it were that action card.


It has other wording then Inheritance, but i think this is cleaner.

4
Variants and Fan Cards / Re: Revised versions of published cards
« on: July 31, 2023, 07:01:16 am »
make an colony 9 points, instead of 10?

Now you can more easy race with cheaper alternatives.

5
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: February 02, 2023, 12:47:39 am »
Local stable $4
Action
+1 action
Play up to 3 treasure.  +1 card per treasure played this way
-
In games using this, whenever an player gains an victory card, they gain an copper.



Might look strong, but it is an conditional libary, with some potential upside.

6
Hammer fairy $4
Action - enchantment
gain an card costing up to 4.
-
enchant an action card. When you play that card, gain an card costing up to 4


If you need to end the game in an hurry, this card piles down fast!

7
So you can entchant every victory card just to get rid of it in your deck?

8
Travelling book merchant $3
Action
Trash this or an card from your hand
-
When you trash this card, +3 cards, +1 action


Sometimes you just need an boost to get this going. I also like how it reads: trash this, okey. O, you want to trash this!

9
Variants and Fan Cards / Re: Fan Mechanics Week 48: Terrible Terror
« on: November 18, 2022, 12:00:51 am »
This was the only thing i came up woth:

Black Library $3
+1 action
+2 cards
-
When you gain this card, gain an terror.

I do not know if it is any good. It is an library with an slow payoff…(when you start chancing those terrors into greens) but the library is an powerfull card, sooo….

10
Variants and Fan Cards / What to do with colonies platium
« on: November 11, 2022, 03:47:54 am »
We used to always set up colonies and platium. But the games tend to be about the platinum.

Now we stopped setting up platinum, but kept the colonies. And i must say, it plays great. It takes an bit longer, but it is really about an building an good deck. And not in the way it is woth provinces, where the game evolves in the end game rather quickly.

So how do other people decide wether colonies/platinum is added to the game?

11
Weekly Design Contest / Re: Weekly Design Contest #168: Turkey Time
« on: November 11, 2022, 01:27:16 am »
I want to upgreade the feast:
Royal Banquet $5
Action
+1 action
Gain an card costing up to $6
Trash this card
-
When you trash this card, gain 2vp

I think it gives card does give some play. You can do duchy rushes, or gain some vital points in an spilt situation.

*banquet was also taken by an landscape card.

12
I really like this mechanic. An pitty you have such few submissions. But do you really think more will come?

13
Variants and Fan Cards / Re: Alchemy Landscapes: SPELLS
« on: November 07, 2022, 05:55:33 am »
Love it!

14
Pirate Recruiter  4$
Action - Attack
+2$
Give all other players 2 mutineers
If another player has at least 5 mutineers tokens, then +2$


15
Just wondering, would this wording just be better:
"During your action face you may discard an card to remove an mutineer token"

16
Weekly Design Contest / Re: Weekly Design Contest #167: Monster Mash
« on: October 31, 2022, 06:54:39 am »
Summoning Circle
Way - Project - $6
Play the card you set aside, leaving it there.
-
Set aside a non-Command non-Duration Action card next to this from your hand costing up to $4.

The top part is the Way, the bottom part is the Project. The Way does nothing if you haven't bought the Project.
This seems quite prohibitively expensive compared to Inheritance, which
- does not require you to have the set-aside card in your hand
- turns useless cards in your deck useful rather than already useful cards slightly more useful
- allows you to increase your VP while gaining cheap engine components.

I agree that it's too expensive, but I think being able to play a $2 Action card as a $4 Action card, or being able to play a terminal card as a non-terminal card, is more than "slightly more useful". I lowered the cost to $5.
I think you need to phrase it differently:

Project
Set aside a non-Command non-Duration Action card next to this from your hand costing up to $4. You can now use that card as if it was an way.

But that makes it officially just an project.

17
Weekly Design Contest / Re: Weekly Design Contest #167: Monster Mash
« on: October 28, 2022, 01:29:57 am »
Way of the mermaid $5
Way - project - landmark
Put this card on the shipwreck mat
If you have your project cube on it, also recieve +1 action, +2$
-
+1 vp per card on your shipwreck mat


18
I looked at goons again, and now I get why it stated: "While in play". I added that to my submission

A recent errata changed all “while in play” to “this turn” (Bridge Troll’s new wording is a good example).  It also replaced all “when buy” with “when gain,” sometimes including an “if you bought it” clause (see Hoard’s new wording).  You can apply that to your new wording with something like this:

On this turn and your next turn, when you gain a card costing $5 or more, if you bought it, gain a Gold. Now and at the start of next turn: +1 Buy and +$1.
Jesus, i really dislike that wording. Sooo, wordy.

19
Gold reserve $5
Action - Duration

Now and at the beginning of next turn:
+1$
+1 buy
-
Whenever you buy an card costing 5$ or more, gain an gold.


So i was looking for cases where if you would just gain it instead, you would break the game. This is 1 example. If it would say "Gain" you pile down the gold pile in 1 turn.
Note that the way this is phrased, you would always get a Gold with a buy of $5 or more in games using this, since below-the-line effects are always active and not contingent on playing a card or it being in play. I assume that is not the intention.
I looked at goons again, and now I get why it stated: "While in play". I added that to my submission

20
Gold reserve $5
Action - Duration

Now and at the beginning of next turn:
+1$
+1 buy
-
While in play, whenever you buy an card costing 5$ or more, gain an gold.


So i was looking for cases where if you would just gain it instead, you would break the game. This is 1 example. If it would say "Gain" you pile down the gold pile in 1 turn.

21
Black Market is the card for people who can’t pick just one favorite Dominion card.  Story gives you that same experience, but with Events.

Edit: Updated this based on feedback. Now it also takes inspiration from Quarry. (Extra fun because the names kind of rhyme!)



Current Version:
Quote
Story - $4
Treasure

$1
Reveal the top 3 Events of the Story deck. You may buy one of the revealed Events. Discard the revealed Events.
-
Setup: Make a Story deck out of unused Events. Its Events cost $2 less.

Previous Version:
Quote
Story - $5
Treasure

$2
Reveal the top 3 Events of the Story deck. You may buy one of the revealed Events. Discard the revealed Events.
-
Setup: Make a Story deck out of unused Events.
I kept thinking about that card(because it is awsome) but i found an itsie bitsie issue with it. Normally treasures do not care about order, so you just slam them. If you have mulitples of these, order becomes quite importend.

22
Black Market is the card for people who can’t pick just one favorite Dominion card.  Story gives you that same experience, but with Events.


Quote
Story - $5
Treasure

$2
Reveal the top 3 Events of the Story deck. You may buy one of the revealed Events. Discard the revealed Events.
-
Setup: Make a Story deck out of unused Events.

As you still have to buy the event, i think the card should either cost 4 or even better: get an discount on the event (events cost 1 less to buy this turn)

23
My favorite card is the warehouse. I always felt like nobody understood the raw power that card gives. In most games it was in, i would play at least 3 of them, while the rest just never bothered (or when they did, they cursed a lot because they didnt understand how to use it)

So to make people understand the card better, we have to marry it with the card that is often overvalued by beginners: the market

Guild warehouse $5
+3 cards
+1 action
+1 $
+1 buy
Discard 3 cards

24
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 29, 2022, 05:19:53 am »
Slum City $4
action
+2 actions
+2 cards
---
Can't play any treasures while this is in play


I think this is to extreme, but I couldn't think of an better way.

25
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 18, 2022, 12:45:35 pm »
Cursed city $3
Action
+2 action
+2 cards
-
When you gain this card, gain an curse

I hate lost cities power level. That downside of al players drawing an card when you gain it is just too less impactfull.

I like this design more at $4 and gain an ruin, but ruins are from another set

I would say a curse isnt really enough to make lost city at 3 balanced. I would suggest 2 coppers, that would probably make it okay.

Say you habe an libary varient that gained you are curse. It looks powerfull, but that extra draw the libary gives will not help you cycle trough your deck faster. It became an +1 card, +1 action with an higher varience. So i think an curse is appropiate.

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