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Messages - mandioca15

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51
Brazier (Action, $5)

+3 Cards
---
While this is in play, when you finish playing an Action and it's still in play,
you may trash it for +1VP.

Turn your Action cards into VP tokens once you're done with them. You can even self-immolate if you want. Of course, you need extra actions if you want to trash other Action cards...

52
Weekly Design Contest / Re: Weekly Design Contest #105: Attack with Choices
« on: February 15, 2021, 02:04:14 pm »
Valkyrie (Action-Attack, $5)

+3 Cards

Each other player takes Jinxed.

Jinxed (State)

At the start of your turn, return this and choose one: -1 Action, -1 Buy, or gain a Curse.

There is one copy of Jinxed per player.

53
Weekly Design Contest / Re: Weekly Design Contest #104: Raise the Ceiling
« on: February 13, 2021, 01:22:18 pm »
Missing mine (Armada, reply #115).

54
Weekly Design Contest / Re: Weekly Design Contest #104: Raise the Ceiling
« on: February 12, 2021, 02:18:50 pm »
Going to change my entry to this instead:

Armada (Project, $5)

At the start of each of your turns, choose one: put a card from your hand onto your Armada mat, or if you haven’t already done so this game, put all cards on your Armada mat into your hand.

This allows you to build up for one really big turn, but how far are you prepared to push your luck? Maybe someone else will get theirs in first...

What happens after your big turn? Are you required to put a card from your hand onto the mat? Can you choose the second option and have it fail? If it keeps working, players could use it to stash victory cards (or Coppers if they still have them) so they wouldn't be dead weight in their deck.

Yes, after your big turn, you still have to keep putting cards onto your Armada mat. Players can, of course, put their Victory cards and lesser Treasures (Coppers) on the mat if they want without ever putting them into their hand - but will that work if other players are building up to a big turn? It gives you a bit of flexibility in terms of how you want to use it...

55
Weekly Design Contest / Re: Weekly Design Contest #104: Raise the Ceiling
« on: February 11, 2021, 05:39:27 pm »
Going to change my entry to this instead:

Armada (Project, $5)

At the start of each of your turns, choose one: put a card from your hand onto your Armada mat, or if you haven’t already done so this game, put all cards on your Armada mat into your hand.

This allows you to build up for one really big turn, but how far are you prepared to push your luck? Maybe someone else will get theirs in first...

56
Weekly Design Contest / Re: Weekly Design Contest #104: Raise the Ceiling
« on: February 09, 2021, 01:39:54 pm »
Potter (Action, $5)

+3 Cards
+1 Buy

If your discard pile has any cards in it, +1 Action.

A Margrave-Swashbuckler hybrid that rewards you if you play it at the right time.
This is too strong. There are enough boards where you can consistently activate Swashbuckler, and Double-Lab+Market Square is way too good of an effect.

Would it work better as a $6, or does it require nerfing in some respect?

57
Weekly Design Contest / Re: Weekly Design Contest #104: Raise the Ceiling
« on: February 09, 2021, 08:10:26 am »
Potter (Action, $5)

+3 Cards
+1 Buy

If your discard pile has any cards in it, +1 Action.

A Margrave-Swashbuckler hybrid that rewards you if you play it at the right time.


Replaced by Armada, see reply #115.

58
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 31, 2021, 07:53:36 am »
My entry doesn't appear in the judgement.

59
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 23, 2021, 10:21:01 am »
Not sure how viable/broken this is, but as it's Promotions week:

Chameleon (Action-Command, $5)

Play the last-played Action card this turn, leaving it there; if you can't, +1 Card, +1 Action, +$1.

This mimics whatever your previous Action card did. If you don't have any, it's just a Peddler.

60
Weekly Design Contest / Re: Weekly Design Contest #102: Unspent
« on: January 21, 2021, 05:01:56 am »
Spiv (Action, $4)

Gain a card costing up to $4.
You may use a Buy. If you do, play it.

A Workshop variant that lets you play gained cards immediately, at the cost of a Buy. Perhaps you have spare Buys, or perhaps you don't care if you're not able to buy anything later this turn.
I just wanted to mention that with a +Buy token on this, you can drain the whole pile.

Theoretically on turn 2 (with Shelters, Way of the Pig, Seaway, a $5 / $2 opening, and hitting the 1 of 6 draw when you shuffle after you Pig your Necropolis). But even if you were to miss that draw or not have Way of the Pig and/or Shelters, you would still almost certainly get it on turn 3 or 4. So if one player hits the $5 / $2 split and Seaway is in play, the other players would at best have one or two chances to buy this before that player was able to empty the pile.

Could easily be fixed (if you think it is a problem) by adding "other than a Spiv" to first line à la Vampire. Would fit thematically as well, as a Spiv would likely not be taken in by the wiles of another Spiv.

Fair point, I don't want the pile to be drained immediately in some situations. Will change it to:

Spiv (Action, $4)

Gain a card other than Spiv costing up to $4.
You may use a Buy. If you do, play it.

61
Weekly Design Contest / Re: Weekly Design Contest #102: Unspent
« on: January 20, 2021, 02:13:33 pm »
Spiv (Action, $4)

Gain a card costing up to $4.
You may use a Buy. If you do, play it.

A Workshop variant that lets you play gained cards immediately, at the cost of a Buy. Perhaps you have spare Buys, or perhaps you don't care if you're not able to buy anything later this turn.

62
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 12, 2021, 05:22:14 pm »
Hawk (Action-Duration, $4)

Now or at the start of your next turn: gain a card to your hand costing up to $4.

I like the "now or at the start of your next turn" subtheme from Menagerie, so here's a card that uses that idea. Obviously it's a bit stronger if you take the bonus next turn, but it does mean you get to play it less often.

Looks interesting.  Should it cost $5 like Sculptor?  You sometimes get a Villager with Sculptor, but I think the flexibility to gain the card to your hand during your next turn is at least as good.

Yes, wasn't sure about the price. Would $5 make more sense? I was dissuaded from that originally because of the "play it less often" thing.

I think so.  Gaining to your hand is much better than just gaining; if you compare it to Cobbler and Sculptor, I think $5 would be better.

Very well, then, will change it to the following:

Hawk (Action-Duration, $5)

Now or at the start of your next turn: gain a card to your hand costing up to $4.

63
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 12, 2021, 02:43:31 pm »
Hawk (Action-Duration, $4)

Now or at the start of your next turn: gain a card to your hand costing up to $4.

I like the "now or at the start of your next turn" subtheme from Menagerie, so here's a card that uses that idea. Obviously it's a bit stronger if you take the bonus next turn, but it does mean you get to play it less often.

Looks interesting.  Should it cost $5 like Sculptor?  You sometimes get a Villager with Sculptor, but I think the flexibility to gain the card to your hand during your next turn is at least as good.

Yes, wasn't sure about the price. Would $5 make more sense? I was dissuaded from that originally because of the "play it less often" thing.

64
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 12, 2021, 02:31:30 pm »
Hawk (Action-Duration, $4)

Now or at the start of your next turn: gain a card to your hand costing up to $4.

I like the "now or at the start of your next turn" subtheme from Menagerie, so here's a card that uses that idea. Obviously it's a bit stronger if you take the bonus next turn, but it does mean you get to play it less often.

65
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 10, 2021, 12:44:39 pm »
Carthorse (Action, $5)

+1 Action
+1 Card
+$1

This turn, when you gain a card, gain a Horse (that doesn't come with another).

A Livery variant that doesn't impose any cost restriction on Horse-gaining.

66
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 29, 2020, 09:34:46 am »

Deadline for submission in 24 hours (30th Dec., 4 am forum time)

Please, when you change your cards, please clearly indicate that in your original submission post. Best and simplest way is to add something like "Update" on top of the post.




Also, I have a couple of questions. Some, but not all, may need some changes in the card text:

Hectare
The card instructions don’t say when exactly Hectare is used in a game. Is it supposed to be similar to Shelters? 

Enchanted Orchard
Can the player receive a Boon when 0 cards have been discarded? See wording of Tactician.

Land of the Damned
Can the player choose in which order they receive the Hexes or are they received in the order they are revealed? If the latter, is the 2nd Hex revealed before the first is received?

Stargazer
I suppose you want to add “look through your discard pile” to the first instruction of the card in some way.

Sorceress/Moonstone
How does Moonstone versus Envious work, i.e. which can override the other?

Hectare is intended to be just another Kingdom card, like Gardens. When it is used, each player will have a starting deck of two Estates, one Hectare, six Coppers and one Silver.

67
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 22, 2020, 08:11:09 am »
Hectare (Action-Victory, $4)

+2 Cards
+1 Action

Trash this.
------
2VP
------
In games using this, replace one of your starting Estates with a copy of this, and a starting Copper with a Silver.

Heirlooms, but not Heirlooms. This mixes up the opening a fair bit.

68
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 22, 2020, 03:55:55 am »
Cascade (Action, $5)

You may play an Action card costing less than this from your hand three times.

A KC variant that only works for cheaper cards.

69
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 16, 2020, 04:18:30 pm »
Lictor (Action, $4)

+1 Card
+1 Action

You may return any number of VP tokens, for +1 Card each.
---
When you gain this, +2VP tokens.

Effectively a Storyteller variant that lets you pay VP tokens for draw, instead of coins. It comes with a couple of such tokens so that this ability is never defunct.

Many other Empires cards deal with VP tokens, so perhaps you can go mad with draws on some boards.

70
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 16, 2020, 03:08:27 pm »
A simple one for the base set:

Dome (Landmark)

When scoring, -1VP per Copper you have.

This nudges newer players towards the idea that trashing weak cards is a good thing to do.

71
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 02, 2020, 01:52:02 pm »
Catalyst (Action-Reserve, $4)

+1 Action
Put this on your Tavern mat.
---
When you gain an Action card, you may call this, to immediately play it.

An Innovation variant that lets you wait for the right card to use it on.

72
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 22, 2020, 06:38:55 am »
Engine (Action, $4)

+1 Action

You may trash any number of Action cards you have in play (including this). If you did, +2 Cards per card you trashed.

A Lab variant that lets you draw many cards if you really want to. Just make sure it doesn't run out of fuel...

73
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 14, 2020, 02:35:52 pm »
Wrangler (Action, $5)

+$2
+1 Buy

Gain a Horse per card the player to your right bought on their last turn.

74
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 07, 2020, 10:33:43 am »
Cantref (Victory, $5)

1VP

---
When you gain this, trash a non-Victory card from your hand. +1VP token per $1 it costs.

75
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 06, 2020, 11:21:10 am »
Contest #93 Results

Firstly, thank you all for your entries. I had a lot of fun reading through them and thinking about their merits and demerits. Feel free to disagree with any or all of my analysis below.

Haunted Mansion (silverspawn)

A one-shot King’s Court-plus. While I have often wondered what a card would cost that allows you to play a card four times ($10?), this version feels rather swingy. If you line up a junking attack with this early on, it’s essentially game over. It also feels harsh that you lose your payload card too. I feel there is a good idea here, but it needs development (perhaps it could cost less, or retain the payload card, or play the card fewer times).

Hacienda (spineflu)

This follows in the footsteps of Villa and Cavalry in allowing you to switch turn phases. This one is unique, as it’s a Treasure that allows this. It is a nice effect - similar to Toil. It does feel pricy at $5, though, as you only get to use it once. I feel this might work better as a $4. If you don’t use the effect, it’s basically a tall Silver. Again, I like the idea, but some development is required.

Golden Spoils (Carline)

An inverse Fool’s Gold, as you don’t want to play more than one of these. Unless you can exert some kind of control over when you draw these or you need the buys, you’d probably only ever buy one, as a solitary Golden Spoils is better than Gold. Once you have one, getting Gold becomes easier. It’s a tricky balancing act. Overall, though, I like it, as I like Fool’s Gold.

Mail (grep)

An Ambassador-lite, almost. This is a cheap and accessible way of getting rid of cards you don’t want. I like the fact that it costs $1, for the reasons outlined in the original post, plus the fact that it’s another $1 card (we only have Poor House for that at present). In a game with trashing, you’d probably ignore this, so it does feel quite niche.

Mapmaker/Map (D782802859)

A Smithy that effectively gains itself, but as one shots. This feels similar to Lackeys, with a step up. It’s simple but effective. I like this concept.

Mountaineer (pubby)

A double Hireling that sticks around until you turn to green. This allows you to power up your deck effectively. It feels very powerful, even after being edited. I do like the strategic idea of having a useful resource that you need to blow up at some point - you have to decide when to do so. It still feels like there are many Kingdoms where this would be overpowered, so some development might be needed.

Clue/Hideaway (Aquila)

Another Fool’s Gold variant, this time paired with a gainer. Having the buy is necessary if you are to ever uncover the Hideaways. I haven’t played with Nocturne, so I’m not sure how good Hideway is, but it looks like a nice card. Overall, this feels like a good entry.

Cargo (segura)

A limited Lost City variant that gives you a reasonable consolation prize if they run out on your turn. This feels like an attempt to turn Artifacts into cards. I like the strategic idea of having a smaller number of relatively powerful cards to fight over. This is a good entry. This is the kind of idea I’d like to see developed into other cards, as I feel it has a lot of merit.

Quay/Cart (gambit05)

I liked Cart upon seeing it in a previous contest, so I’m glad to see it make a reappearance. It’s pretty powerful, but that’s fine, as it’s a one-shot. Quay looks simple and nice, and makes use of the debt mechanic, which was underused in Empires in my opinion. Overall, this is a nice package.

Escape Artist (Fragasnap)

A Camel Train variant that also allows you to exile cards during Cleanup, either from your hand or from the Supply. I liked the initial idea of having an Action card that did nothing upon playing it, but I’m glad you added an above-the-line effect to stop confusion. This feels very useful without being overpowered, so I like it.

Rosary (Rhodos)

A cantrip that allows you to go big with your draws when the time is right. It has a similar effect to Research. Again, deciding when to blow something up is a fun part of the game for me, so I like this card: simple, yet effective.

Assistant (NoMoreFun)

A self-gaining Smithy that eventually runs out of steam. Another simple yet effective card that I like. You probably don’t want loads of these, so there is a balancing act in deciding where to draw the line.

Tobacco Box/Old Pipe (Xen3k)

A Heirloom that acts as a Quarry for Treasures. Interesting to see a Treasure that allows trashing. Tobacco Box feels a little underwhelming - Ducat seems to accomplish this idea better. I think I would like this if Tobacco Box did more things.


Determining the winner was difficult, as there are some excellent cards here.

Runners-up: Rosary (Rhodos), Quay/Cart (gambit05), Golden Spoils (Carline)
Winner: Cargo (segura)

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