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Messages - lompeluiten

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26
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 17, 2022, 03:37:24 am »
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

27
Variants and Fan Cards / Re: Fan Card Mechanics Week 42: Activation Cards
« on: September 15, 2022, 11:02:19 am »
When I read it without the text I tought:
Whenever X happens, now you can do Y. That also would be neat. In an game with this, whenever you gain an gold, you also gain an copper.

28
My Submission:

Quote
Grand Workshop • $7 • Action
Gain a card costing up to $5. If the gained card costs less than $4, +1VP.


My submission is Grand Workshop, a strong gainer (up to $5), which provides a VP token if you gain a card that costs $3 or less. Touches on Prosperity's themes/motifs of $7 cards, much stronger versions of basic cards (Grand Market, Expand, King's Court), and VP tokens.

I think it would be better phrased as "if the gained card costs up to , +1." It means the same thing but is less prone to misreading/misunderstanding.
I love the idea of piling down and gaining VP while doing it. But why not commit to it, instead this half backed card. An card gainer costing 7 is to late. I would try to get it to work on 5. (and if you wont, I will :P)

29
Notoire Smith $5
+3 cards
+1$
-
If you discard 2 cards from hand in your discard phase, you put this card onto your deck.


30
So something like this:

Triple Workshop

Whenever you buy an trefoil card, you may gain another trefoil card costing the same or less $

31
Variants and Fan Cards / Re: Fan Mechanics Week #35: Getting Sneaky
« on: April 21, 2022, 05:27:22 am »
is it me, or is Sneak unnecessary complex. In most cases it just reads:
You can play it, without costing an action for other effect.

32
Mass resurrection $5
action
Choose 1:
+2 card
trash 2 cards
-or-
Gain up to 10 cards from the trash. +1$ per card gained this way.



I do not know if it is any balanced, but I love the idea of gaining the whole trash for benefit. Maybe it is even an trap card, but an trapcard that promises power is an good trap card.

Balancing suggestion more then welcome
I like this and the microgame it creates. With TfB this might even be a non-last-turn card.

What I would change though is the upper part which is basically just Steward. Sure, it works fine (trash early, card draw in the middle game and the one-shot in the endgame) but I feel that it lacks a little extra spark.
The uppart part was meant to be +2 cards and trash 2 cards. That wasn't clear?

33
Mass resurrection $5
action
Choose 1:
+2 card
trash 2 cards
-or-
Gain up to 10 cards from the trash. +1$ per card gained this way.



I do not know if it is any balanced, but I love the idea of gaining the whole trash for benefit. Maybe it is even an trap card, but an trapcard that promises power is an good trap card.

Balancing suggestion more then welcome
I like this and the microgame it creates. With TfB this might even be a non-last-turn card.

What I would change though is the upper part which is basically just Steward. Sure, it works fine (trash early, card draw in the middle game and the one-shot in the endgame) but I feel that it lacks a little extra spark.
I believe that you get +2 cards AND trash 2 cards, so it it much better than steward, may even be too strong
Trash 1 then?

34
Mass resurrection $5
action
Choose 1:
+2 card and trash 2 cards
-or-
Gain up to 10 cards from the trash. +1$ per card gained this way.



I do not know if it is any balanced, but I love the idea of gaining the whole trash for benefit. Maybe it is even an trap card, but an trapcard that promises power is an good trap card.

Balancing suggestion more then welcome

35
Garbage day $3
Event
You may trash an card in play
Trash an action card from the suply
+1 buy
Gain an cart

36

2.
Gilden ticket - $2
Treusure, heirloom
+$1
You may trash this to gain +1action, +1 buy, +1 card, then return to your action phase
(Making it once, without saying “once per game”)

2's got a multiple per game opportunity with Treasurer.

I'll allow it, for the same reason as allowing a single card supply pile. The probability of a given 2 card combo gets lower and lower and in most games it will be a "once per game" effect.

So to clarify, Secret Cave (Magic Lamp) and Cemetery (Haunted Mirror) would "qualify". However they wouldn't do well on judging because you pretty much want to activate them as soon as possible.

If it's an Heirloom I would like to see a card (shaped thing) that puts it into the kingdom. I would accept a Landmark that puts an Heirloom into the game, so you can actually submit Stadium and Golden Ticket, just clarify that the two are linked (put Heirloom: Golden Ticket at the bottom of Stadium)

Nice, in that case

Monument
Lanmark
Once per game before you may gain 1 VP per action card in play.
Heirloom: Gilden ticket

Gilden ticket $2
+$1
You may trash this card. If you do: +2 actions, +1 buy and return to your action phase.

(Removed the +1 card to make trashing first turn less usefull. )

37
Dammit, i have 2 ideas:

1.
Stadium
Landmark
Once per game you may gain 1 vp per action card in play

2.
Gilden ticket - $2
Treusure, heirloom
+$1
You may trash this to gain +1action, +1 buy, +1 card, then return to your action phase
(Making it once, without saying “once per game”)

38
$2 Developing Village
+2 Actions
-
When you buy this, you may overpay for it. If you did, return to your action phase and +1 action. For each $1 you overpaid, draw an card.

You can kickstart your engine again if it just needs an little boost.

39

Quote
Stronghold | Victory | $4
Worth 2vp if you have the most copies of this at the end of the game.
-
When you gain this, gain an Action card costing up to $5

Sort of like if Banquet costed 4 and only junked 1 card instead, and could only gain Action cards. Sometimes it is worth to rush 5, and then perhaps you can trash your Stronghold. Although, you may want to hold on to them, at the end of the game they could be worth something. Is it worth hanging on to the junk?
Designed this with two tensions -- a card that junks you to get a $5 is something you are likely to get in the opening, but victory cards you only want in the ending, so what do you do? Your choice! You may want to rush these to get that decisive VP lead, but a tie means no one gets the bonus points.

The Action card restriction prevents infinite loop, and also prevents IGG rush which would make this laughably powerful and un-fun.

Open to feedback

I feel like the victory clause will prevent people to use it in an third way: suplementary vp in games in an normal game or in an slog, giving this only to the player who already chose to buy 2.

I think that giving it 1 vp flat still gives you all the play you discribed and more. Even rushes become more dynamic where an duchy really matters.

40

Quote
Stronghold | Victory | $4
Worth 2vp if you have the most copies of this at the end of the game.
-
When you gain this, gain an Action card costing up to $5

Sort of like if Banquet costed 4 and only junked 1 card instead, and could only gain Action cards. Sometimes it is worth to rush 5, and then perhaps you can trash your Stronghold. Although, you may want to hold on to them, at the end of the game they could be worth something. Is it worth hanging on to the junk?
Designed this with two tensions -- a card that junks you to get a $5 is something you are likely to get in the opening, but victory cards you only want in the ending, so what do you do? Your choice! You may want to rush these to get that decisive VP lead, but a tie means no one gets the bonus points.

The Action card restriction prevents infinite loop, and also prevents IGG rush which would make this laughably powerful and un-fun.

Open to feedback
So thinking about game plans:
- rushdown: Pretty potent
- Midgame rush: Get an provice and suplements them with this
- quick fix for an five: nice balance
- supplementary victory points and at the start of the endgame (doens't clog your deck to an halt as fast as VP Cards). Okey

But why do you need the "if you have the most copies of this at the end of the game." instead of just: "2 VP" What are you trying to prevent?
- In an rushdown the one who had the most wins anyway
- Midgame rush: Nobody is going to join in.
- Quick Fix: For many players it aint vicotry points, but just an dead card
- Suplementary victory points: Does discourage that expect for the first player who starts with it

So it feels like it descourages certain play paterns

41
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 30, 2021, 02:01:05 pm »
Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.
All you gotta do is what you always gotta do anything: count your Coins.
You are constantly checking the change halfway your turn.
True that. In Dominion you gotta constantly remember how many Actions, Buys and Coins you have. Throne Room variants lead to an actual tracking mess because they influence all 3 variables.

Souk does not unless you wanna argue that subtracting is significantly more difficult than adding.
So you add something you have to track that you dont used to have to track… but what for?
You always gotta count your Coins. With Throne Rooms or cards that conditionally provide Coins or cost reduction it becomes more complicated that simply counting all the Coin symbols on all cards.
So your notion that this card somehow leads to a huge tracking mess that is totally unheard of is plain false.
The argument is that you have to do more tracking, while it does not provide satisfying gameplay. Unnecessary complexity where +buy will do just fine.
I totally disagree. Mid-turn gaining is, at least to me, what makes a card that would otherwise be fairly bland interesting.
It is in this respect similar to to Artificer vs. Market. The latter is simple whereas the former is more of a high-skill card.

yeah in a lot of ways, the highlight of Souk is giving access to "when buy" effects like Spices' coffers mid-turn, so you can use them during the buy phase proper. There's not a ton of these interactions, since there's not a ton of when-buy triggers that'd care about this, but there is novelty with that and it interacts well with its heirloom.
That is what i said with “too niche”: there are to few cards that make this out of secuence buy fase worth while. That is what this card effectively does: make an extra buy fase with 1 card and return to your action fase. (And then maybe draw some cards). There is little strenght in that effect, other then the +buy in most kingdoms.

(And plus 1 buy supports the heirloom even an pinch better)

42
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 30, 2021, 06:24:53 am »
Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.
All you gotta do is what you always gotta do anything: count your Coins.
You are constantly checking the change halfway your turn.
True that. In Dominion you gotta constantly remember how many Actions, Buys and Coins you have. Throne Room variants lead to an actual tracking mess because they influence all 3 variables.

Souk does not unless you wanna argue that subtracting is significantly more difficult than adding.
So you add something you have to track that you dont used to have to track… but what for?
You always gotta count your Coins. With Throne Rooms or cards that conditionally provide Coins or cost reduction it becomes more complicated that simply counting all the Coin symbols on all cards.
So your notion that this card somehow leads to a huge tracking mess that is totally unheard of is plain false.
The argument is that you have to do more tracking, while it does not provide satisfying gameplay. Unnecessary complexity where +buy will do just fine.

43
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 28, 2021, 02:29:18 am »
Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.
All you gotta do is what you always gotta do anything: count your Coins.
buy something for 3, one left, then buy something for 4 with one discount, with 5 new coins. As you can chain them this can go up to 4 to 5 times. You are constantly checking the change halfway your turn.

But if it makes it more fun to be being in your turn... I really don't see the fun in that. I see myself just not buying three times because I want that colony. And then maybe if I will notice I have some change, I might wanne use it.

I've never heard anyone complain about tracking issues with Black Market, so I don't see why Souk would be any different.

As to why not just give the card a +Buy to use during your Buy phase like a normal card, rather than during your Action phase...by design, I wanted the choice of whether or not to try to take advantage of the extra Buy to create a dilemma for players in some cases.  There are some esoteric reasons why you would want to take advantage of buying cards in your Action phase (e.g. I believe this would let you buy cards without being affected by Hexes like Envious/Deluded) but the main reasons are either (i) if this is the only source of extra gains in the Kingdom, or (ii) if you want to be able to gain and play a card during your Action phase.
Never played the black market xD

But i am not buying to advantages. I think they are way to niché to warrent them.

I do understand them on the black market a bit more. The timely aspact with the three cards that are put there is kind of real (one of these, now or never)… if youw would play multiple of them in 1 turn. Often it would be the last card. It isn’t an engine card like yours. And if you dont buy with your card, the option will still around the next time you play the card.

44
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 28, 2021, 02:16:58 am »
Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.
All you gotta do is what you always gotta do anything: count your Coins.
You are constantly checking the change halfway your turn.
True that. In Dominion you gotta constantly remember how many Actions, Buys and Coins you have. Throne Room variants lead to an actual tracking mess because they influence all 3 variables.

Souk does not unless you wanna argue that subtracting is significantly more difficult than adding.
That iwhy is said; “what for?” You normal flow is playing all your klcards for an engine, and see it tick. Then decide what you are gonna buy to improve that. So this card decide to break that flow. But how does it make more fun to break that. If you say:
“So you have jn between turn if yiu are gonna buy something” i dont bellieve that. In the build up face maybe, but he comes at 5. And if it comes at the greening stage, you are just going tk build up for buying green and then see what comes after.

So you add something you have to track that you dont used to have to track… but what for?

45
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 27, 2021, 05:36:27 pm »
Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.
All you gotta do is what you always gotta do anything: count your Coins.
buy something for 3, one left, then buy something for 4 with one discount, with 5 new coins. As you can chain them this can go up to 4 to 5 times. You are constantly checking the change halfway your turn.

But if it makes it more fun to be being in your turn... I really don't see the fun in that. I see myself just not buying three times because I want that colony. And then maybe if I will notice I have some change, I might wanne use it.

46
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 27, 2021, 02:35:11 pm »


The extra buy that Souk gives allows for gain and play, but isn't a bona fide +Buy, which in some cases you may prefer to have during your Buy phase once you have been able to play all your Treasures.  Moreover, you're less likely to be able to make good use of this extra Buy if you have a high density of Action cards that don’t give +$ in your deck or low money density.
I think this buying in between is an tracking nightmare without providing enough fun for it. I think you should drop the +$ and just make it +1 buy. (I do love the rest of the card very much)

47
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 24, 2021, 07:48:28 am »
Royal Signet $4
Treasure
+1 buy
You may play an treasure card from your hand twice.
Heirloom: Weighted Coin

Weighted Coin $2
Treasure
Cards cost 1 less this turn

Applications:
- An opening to get your strategy going. (silver + royal signet you can get something going)
- An source of +buys, if you need one.
- Big money
- Engine deck where you copy the most valuable treasure every time. If you combine 2 of them with an platinum and weighted coin it with the weighted coin you can make an sudden pile drive when needed.

48
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 24, 2021, 07:39:24 am »

Quote
Night Drive - $5
Night

Trash a card you have in play.
Gain a Horse per $1 it costs.
Heirloom: Carriage
That is anti synergy?

49
Weekly Design Contest / Re: Weekly Design Contest #125: What's the Draw?
« on: August 20, 2021, 01:55:39 pm »
Aigain some last minute inspiration:

Gold prospector $3
Reveal the top 4 cards of your deck. Take all treasurecards and discard the rest

The only problem with it that is is pretty strong in the early game but in quite a few games it will drop off in power quickly as you refine your stratagy.

50
This looks slightly too good. It can easily lead to degenerate, stalemate like openings (nobody can get any purchases but Hooligans into play).
I like the conditional Pendler aspect of the card though, that looks quite fun and quite interactive. But it could also be too centralizing (the card does after all partially defend against itself, you want lots of them such that the likelihood of the Attacker getting a Peddler is smaller).
It is quite an risky opener. The first time you play it, it often take out the card they just bought, but also an estate they get to draw an better card for it. And even if you did, you are not advancing your game plan, while your opponents still do.

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