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Messages - mandioca15

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26
Pendant (Treasure-Attack, $5)

+$2
+1 Buy

Each other player takes Thwarted.

------
Thwarted (State)

At the start of your turn, return this and reveal your hand. If you have any non-Victory cards costing $3 or more, you may discard one of them. If you didn't discard a card, trash a card from your hand.

An Attack that doesn't stack and might be helpful early on, but gets stronger as the game continues.

27
Capstan (Action-Duration, $4)

+1 Card
+1 Action
Discard any number of cards. At the start of your next turn, draw that many cards.

Effectively, this is a mini-Tactician, without the buys.

28
Flywheel (Action, $5)

Trash a card from your hand.
Draw until you have 6 cards in hand.

29
I like this card quite a bit, note that a lot of Estates imply a crappier deck. But if your buying power suffices to get a Duchy in each post game turn, this is nonetheless 4VP for $2 which is too strong.

Not necessarily. If you have enough buys, you could easily just pick up a few Estates in the last few turns. Also, in a kingdom with Exiling, you can have those Estates without the junking

Yes I 100% agree with this, which is also why I think this card-shaped-thing is broken. I think it might work better with a different trigger if you're trying to go for a fleet on steroids effect.

Would something like this work better?

Compound (Project, $6)

At the end of your Buy phase, if you have at least $3 unspent, add a token here.

At the end of the game, take an extra turn per token you have here.

30
Compound (Project, $5)

At the end of the game, take an extra turn per Estate you have.

31
Pack Mule (Action-Duration, $5)

While this is in play, at the start of your turn, +1 Card.
———
At the start of Cleanup for your turns, you may pay $1 or discard an Action card from your hand. If you did not, discard this from play.

A Hireling variant that requires payment if you want to keep it around.

32
Weekly Design Contest / Re: Weekly Design Contest 119: Triple Threat
« on: June 30, 2021, 02:24:06 am »
Drawbridge (Action-Attack-Reaction, $5)

+1 Buy
Draw until you have 6 cards in hand.
Each other player discards down to 3 cards in hand.
———
When a player trashes a card, you may play this from your hand.

33
Violin (Treasure, $6)

+$2
+1 Card per Violin you have in play (including this).

You may play an Action card from your hand.

34
Ruby (Treasure, $4)

+$2
---
When you gain or trash this, you may play an Action card from your hand.

This allows you to play Action cards at potentially unusual times.

35
Market Town (Action, $5*)

+2 Cards
+2 Actions
———
You can’t buy this if you have any Market Towns in play.

A Lost City variant that uses the Grand Market buy restriction, a mechanic which I think is underused.

36
Jasmine (Treasure, $4)

When you play this, gain a card costing less than the most expensive card you played this turn that's still in play (including this).
If it's a Victory card, trash this.

A Horn of Plenty variant that always gives you a Silver (for example) at the very least.

This is a cool idea. May I suggest this wording?

"Choose any card you have in play (including this). Gain a card costing less than it. If it's a Victory card, trash this."

These days Treasures are losing the "When you play this" text. The "most expensive card" is actually impossible to determine in some cases since City Quarter is neither more nor less expensive than Market, as an example. Finally, I'm not sure what requiring the card to have been played this turn gets you. It's strong with e.g. Hireling without that clause, but I don't think that's problematic. It's a rare combo. But maybe I'm missing something and there's a good reason for only caring about cards played this turn?

Yes, your wording is nicer, thank you - I will use that instead.

I did wonder if the card would be too strong with expensive Durations like Hireling, hence that clause, but maybe it’s sufficiently rare not to worry about...

37
Jasmine (Treasure, $4)

Choose any card you have in play (including this). Gain a card costing less than it. If it's a Victory card, trash this.

A Horn of Plenty variant that always gives you a Silver (for example) at the very least.

38
Foundry (Action, $4)

Gain a card costing up to $4.

This turn, when you gain a card, +1 Card.

This requires a bit of thought to use correctly. Get it right and you can go mad with your drawing. If you're careless, you might end up drawing a card you can't play...

39
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 05, 2021, 01:39:53 pm »
Bond (Treasure, $5*)

+$1
+1 Buy

When you play this, +$1 per Coffer token on the Bond pile.

This turn, when you buy a Card costing $6 or more, add a Coffer token to the Bond pile.
---
This costs $1 more per Coffer token on the Bond pile.


This all feels a bit wordy - not sure if there's a nicer way of phrasing all of this.

A couple suggestions for wording, to improve phrasing:
- you don't need to say "when you play this".
- you don't say "Coffers token", but when they are used for tracking, they are called "Coin token".
- instead of "this turn", generally cards use "While this is in play," even though it actually uses more words (and then goes below a line)

Also, this doesn't seem like a very desirable card.  Paying $5 for +$1, +Buy is a lot.  And it also gets hard to buy a $6 card with effectively a Copper.  Even after 2 tokens are added, it's +$3, +Buy (which is similar to a Gold), but now costs $8.  It doesn't "break even" until 4 tokens are on it (then it's Platinum with +Buy, i.e. costing $9 and worth $5).  I think you could probably have the card cost $3 or $4 instead of $5.  Or if you want to leave it at $5, then it has to give +$2, +Buy.

Thanks for the suggestions. Will modify it to:

Bond (Treasure, $4*)

+$1
+1 Buy

+$1 per Coin token on the Bond pile.
---
While this is in play, when you buy a card that costs more than this, add a Coin token to the Bond pile.
---
This costs $1 more per Coin token on the Bond pile.

40
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 05, 2021, 11:05:12 am »
Bond (Treasure, $5*)

+$1
+1 Buy

When you play this, +$1 per Coffer token on the Bond pile.

This turn, when you buy a Card costing $6 or more, add a Coffer token to the Bond pile.
---
This costs $1 more per Coffer token on the Bond pile.


This all feels a bit wordy - not sure if there's a nicer way of phrasing all of this.

41
Priest/Counterfeit. Particularly nice if you have multiple Counterfeits in hand...

In one game, I had Hovel in hand as well, so with $11 and 2 buys, bought a Province, trashed my Hovel, and bought a Duchy thanks to the extra $2 that Priest gave me from trashing the Hovel.

42
Jetty (Action, $4)

+2 Cards
+2 Actions

Return an Embargo token.
------
When you gain this, take 3 Embargo tokens. You can't buy cards while you have any Embargo tokens.

This can kill one player easily.

play Swindler to make your opponent gain Jetty
play another to make your opponent trash that

Maybe gaining a Curse per an Embargo token is better.

That’s a good catch. Will have a think on how to fix this - might come up with another card altogether.

43
Jetty (Action, $4)

+2 Cards
+2 Actions

Return an Embargo token.
------
When you gain this, take 3 Embargo tokens. You can't buy cards while you have any Embargo tokens.

44
Magnate (Action-Duration, $5)

At the start of each of your turns, if you have no Debt tokens, +2 Cards, +1 Buy and take two Debt tokens.
(This remains in play.)

A perma-Wharf that only functions if you can keep on top of your Debt.
Is it intentional that you only ever want to play one of these? Because it seems in that case it would make more sense as a Project.

Would it work better if it always gave you the draw, buy and Debt tokens, regardless of if you have Debt?
Maybe? I think I like the balance with it only giving draw if you have no Debt, so it's not too bonkers with no-buy engines. But it would be good if they could still be stacked. Not sure there's a good wording for it. A somewhat awkward solution would be

"At the start of each of your turns, if you have no Debt tokens, +2 Cards, +1 Buy and put two Debt tokens on this. At the start of your Buy phase, take the Debt from here."

Thanks for the suggestion! I will amend my entry to the following:

Magnate (Action-Duration, $5)

At the start of each of your turns, if you have no Debt tokens, +2 Cards, +1 Buy and set aside two Debt tokens. At the start of your Buy phase, take all Debt tokens set aside by this.
(This remains in play.)

45
Magnate (Action-Duration, $5)

At the start of each of your turns, if you have no Debt tokens, +2 Cards, +1 Buy and take two Debt tokens.
(This remains in play.)

A perma-Wharf that only functions if you can keep on top of your Debt.
Is it intentional that you only ever want to play one of these? Because it seems in that case it would make more sense as a Project.

Would it work better if it always gave you the draw, buy and Debt tokens, regardless of if you have Debt?

46
Magnate (Action-Duration, $5)

At the start of each of your turns, if you have no Debt tokens, +2 Cards, +1 Buy and take two Debt tokens.
(This remains in play.)


A perma-Wharf that only functions if you can keep on top of your Debt.

(See reply #82 for latest version of this card).

47
Can't think of much, but here is something (possibly broken):

Zombie Forager (Action-Zombie, $3)

+1 Buy
Trash a card from your hand, then +$1 per two differently named cards in the trash (round down).

48
Stockade (Action, $5)

+1 Buy
Draw as many cards as there are cards in the Stockade pile.
———
At the start of Cleanup, if you gained a Victory card this turn, return this to its pile.

There are only eight copies of Stockade in its pile, to impose a limit on its drawing power.

Make the most of your buys, because every time you return a copy to its pile, you strengthen the copies everyone else has.

49
You've missed out my entry (the first reply in this thread, no less).

50
Manor (Action, $5)

+3 Cards

You may trash an Estate from your hand. If you did, choose one: +1 Action, or +1 Buy.

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