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51
Weekly Design Contest / Weekly Design Contest #203: Mixed Box 2
« on: October 27, 2023, 11:37:50 am »
Weekly Design Contest #203: Mixed Box 2

I love the Mixed Box expansion in which Guilds and Cornucopia are combined. I think there was a missed opportunity to add in a promo card that could blend the mechanics. So that's the competition! Create your own Mix Box 2 by Picking two expansions, and design a new card that fits with both. I'd like to see you blending mechanics/themes/sub-themes from both expansions. You may choose Guilds and Cornucopia for your expansions, or you may choose totally different ones. Some expansions have overlapping sub-themes, those are still fine to use!

Contest Guidelines
  • *No Plunder* -- I simply don't know the expansion well enough to judge properly.
  • Anything else goes, including kingdom cards, landscapes, non-Supply cards, and all mechanics before Plunder.
  • Please say which two expansions you are using for your "Mixed Box" and briefly explain how it fits with both.
  • I strongly prefer that your entry has a mock-up. You don't need to add card art, but I want to see the text fit on a card. I recommend using this mock-up tool.
  • Make a new post if you update your entry, please do not edit posts. I include this because I might miss your update!

Examples
  • Valid: A Hinterlands/Intrigue victory-action (Intrigue main-theme) that when you gain (Hinterlands main-theme), it gives you a choice (Intrigue sub-theme) of things to do.
  • Valid: An Allies/Empires Liaison (Allies mechanic) that costs debt (Empires mechanic) and does something with Gold (Empires sub-theme) and gives you a choice (Allies sub-theme).
  • NOT Valid: A Way (Menagerie mechanic), that during the Night phase (Nocturne mechanic), gives you Platinums (Prosperity). That would require a mixed box of three expansions, so it does not work.

Judgment Details:
  • The contest will close roughly one week from today. However, at work there's been some heavy layoffs which may potentially affect my personal timeline on judging
  • I will judge the entries based on balance, how well it fits in your new Mixed Box 2, how well it fits in existing Dominion design-practices (for example, attacks are not political), how fun I think the card is, and simplicity where possible.


Entries:
  • Way of the Opposum by Will(ow|iam). Renaissance+Menagerie. A way that Gives you Coffers and everyone else a Villager
  • Horse Trainer by BryGuy. Intrigue+Menagerie. A non-terminal horse gainer with a discard for draw or more horses
  • Priestess by segura. Nocturne+Alchemy. A cantrip boon gainer or hexer
  • Sneak Theif by Builder_Roberts. Nocturne+Menagerie. A night drawer/exiler
  • Bezoar Stone by majiponi. Alchemy+Cornucopia. In in-hand harvest treasure with setup of adding more variety ala young witch's bane
  • Ghostly Steed by JW. Nocturne+Menagerie. A night-time Haunting attack and horse gainer
  • Group of Farriers/url] by X-tra. Allies+Menagerie. An ally that gives horses for different favor thresholds
  • Raiders Base by NoMoreFun. Dark Ages+Renaissance. A project that discards treasures for spoils
  • Zoo by 4444. Empires+Menagerie. A landmark that rewards early Way plays, which adds a second Way
  • Mass Produced Resource by Cutepelican126. Reniassance+Menagerie. A Project that that can turn a given card into two different Ways
  • Faerie Village by Augie279. Guilds + Nocturne Village Coffer gainer that top decks, with an over-pay for spirit-gaining
  • Corral by grep. Adventures+Menagerie. A reserve that exiles with horse gaining depending on exile
  • Kelpie by D782802859. Nocturne+Menagerie. Night-time hand-gainer (or horse hand-gainer) with reaction to play
  • Night Owl by fika monster. Nocturne+Renaissance. Night-time leftover-action -> villager and leftover $ -> coffer converter *note: this broke the contest rules when you said it was Renaissance and guilds; however, this doesn't use overpay so it's a valid renaissance/nocturne fusion*
  • Deposit by RovingBear. Prosperity+Adventures. A sort of reserve super-plunder

52
Since I won, it feels weird for me to compliment the judging, but I wanted to second what Augie279 said. You really dug deep into cards and exposed things I totally hadn't thought through.

Thanks for the nod, I'll have my contest up shortly.

53


I'm open to wording suggestions. Do action cards "take" two actions to play? Or do they "cost" two actions? 

I think the action cost is a lot more prohibitive than you’re thinking. You begin with two actions and you play a village, which now means you have two actions again — the village didn’t do anything! Even non terminals like lab mean you play no more actions. The only way to actually play multiple non-village actions is if you have throne rooms or bustling village.

You could simplify it by skipping action phase entirely and perhaps having it draw cards at beginning of turn to increase chances of having treasures and night cards.

54

Quote
Crusade | Night - Duration | $3
Take an extra turn after this one (but not a 3rd turn in a row).

For the rest of the game, at the start of your turns, gain a Copper onto your deck.

Crusades stay in play forever, like Champion.

Crusades are an easy way to get an extra turn, though be careful. Get too many and you'll end up flooding your deck with Coppers. I don't know too many decks that can handle three top-decked Coppers.

Maybe you can trash the extra coppers you get each turn. Maybe you even want them in your deck if you're super over-drawing. Or maybe there aren't that many turns left in the game that you don't mind a little Copper flooding.

I've meant for the "cost" of them to be mainly the Copper top-decking, so they are relatively cheap and they aren't terminal. I'd even consider costing them $2. Open to feedback.

55
My new submission


Quote
Metal Worker | Action | $5
Trash a card from your hand and gain a card costing up to $2 more than it.

When you gain this, gain a Metal
Setup: Add an extra kingdom pile costing $2 or $3 to the supply. Its cards are Metals.

A remodel that comes with something to remodel. A $3 is good because you can remodel it to 5 costs. A 2 is good because it gives you something in the supply to remodel your coppers into. And if it's a card you don't want to trash, well then you get one for free when you get a Metal Worker!



56
EDIT: This is an old entry, do not judge this one

Wagon | Action | $4
+2 cards +2 Actions
Return this to the Supply. Gain a Wheel.
-
Setup: Add an extra Kingdom card pile to the Supply. Its cards are Wheels.


The wheels are not restricted, they can be 5 cost cards, which sort of is like adding an even better Cheap trait, but that doesn’t break games so neither does this. Statistically, most games it will be on a 4 or cheaper.


I’m open to feedback. I’m considering bumping it up to a massive 3 actions so that it’s useable as the only village… I also want it to be motivating enough to buy sometimes even if the wheel is bad. Is that true of it right now?

open to thoughts on that and any other feedback.

57
Weekly Design Contest / Re: Weekly Design Contest #200: Do What You Love
« on: October 06, 2023, 01:41:44 pm »
Artist Village | Action | $3
+$2
When you play a card you have no copies of in play, +1 villager.
Ignore any + Actions you get from cards this turn


I really like the idea, but that it triggers off Treasures seems to make it too easy to get lots of Villagers. On the other hand, if it only triggered off Action cards, it would be useless without a source of +2 Actions, so that would not be a good solution.

Thanks for your feedback! The treasure villagers was intentional. I am thinking that if it’s the only “village” in the game, you need something to kickstart villagers (since the card is itself terminal), allowing coppers to give you villagers turns it your version of the card (trigger on actions only) with a delayed + villager which helps it be a village the third time you play it. The eventual villager flooding is intentional to allow you to play multiple copies of the same action card some turns.

Of course, I’d need to do extensive play testing to determine if this works.

Also this card does boost silver, which is another thing I like (cards that boost silver)

58
Weekly Design Contest / Re: Weekly Design Contest #200: Do What You Love
« on: October 05, 2023, 10:12:21 pm »
Artist Village | Action | $3
+$2
When you play a card you have no copies of in play, +1 villager.
Ignore any + Actions you get from cards this turn


I like cards that reward you getting unique cards. The villagers you might spend right away to play the next unique action to get another villager. Or, perhaps you have some actions leftover and you can bank lots of villagers for a future hand.

59
Weekly Design Contest / Re: Weekly Design Contest #199: Composition in Blue
« on: September 21, 2023, 07:33:38 pm »




Some feedback:

Wolf -- This could lock people out of their turns by forcing them to discard down to 1 or 2 cards. All other Dominion attacks avoid that possibility, and for good reason. Maybe add a "then draw up to 3 cards" or something. But overall this card is super strong.


I don't think there's a compelling reason for the main rotate to be on the reaction. It slows down the ability to rotate which is tough. And Raccoon doesn't really help you line those up -- you still have to buy a silver and you can't even play it because once it's in play you can't do the reaction. So, to make it easier, Raccoon could react from in-play (when you play a silver, you may discard this from play to rotate the Critters), that way you at least get the +2 cards to increase the chance of lining them up. You may consider having Stag's reaction on the other critters.

Fox is just ridiculously strong. Which is less of a problem since there's only 4 copies, but still. It seems strong.

It doesn't seem like any of the cards really combo enough for a split pile. The only thing is Raccoon gains from trash, and Fox is a trasher. The main potential I'm seeing is Gaining (both Raccoon and Wolf gain). So maybe Fox could be a reaction to play itself "when you gain a Treasure." Just trying to think of a way to make them feel like one pile a little more. This could allow you to simplify Raccoon to the typical "you may rotate the Critters" if you want.

60
Missing cards, uh...

Farmer

21/30.
[..]
Final placements are unaffected.

Does Farmer's 21/30 make it a runner up?

61
Farmer | Action | $4
+2 Cards
You may discard a Farmer or an Estate for +1 card +1 action

In games using this, when a player gains a non-Estate victory card, they gain an Estate


Farmers make more green fill the world. Every province now comes with an estate. Every duchy comes with an estate. Every estate… doesn’t, but then, who buys estates anyway? Maybe you, since  farmers know how to process those estates.

I’m open to feedback — costing it 3 and/or making the benefit be a simply +1 action as it’s basically a super lab when it hits right now since you don’t care to discard estates.

62
Quote
Junk Dog | Action - Reaction | $3

+ 2 cards

When you trash this, you may play it.
When you trash a card, you may discard this from your hand to gain an action card from the trash.

You can’t get both “when’s” since playing it takes it out of your hand and it isn’t in your hand after getting trashed.

63
Quote
Silversmith | Action | $4
+2$ +1 Buy
This turn, when you play a Silver, instead of following its directions, replay the last action card you played before it.

Silversmiths don’t stack, playing two doesn’t make your silvers into throne rooms.

Often the last terminal you play will be one you want to re-play in your buy phase, but not always. Hey, maybe silversmith will be the last card you played, turning your silvers into +buy silvers.

Rules clarification, if the last action card you played is trashed (via procession), I believe because of losing track rule, the silvers would have no affect. Someone may correct me.


64


I feel like this should be “when you gain this on your turn” to prevent messenger pins and just other  things.

Like it a lot even without that change

65

Quote
Water Wheel
Action - $4

This turn, after you play a card, discard a card for +1 Card.
It keeps on turning...

Yes, it activates on itself.

I like this, but it kind of gets annoying on treasures, prompting a discard each time. I also see casual players misplaying this with treasures.

I like “you may” and I don’t think it makes it too powerful.

66
Weekly Design Contest / Re: Weekly Design Contest #188: Make a Wish
« on: May 24, 2023, 04:09:10 pm »


Quote
Monkey's Paw | Victory | $5
Worth 1% per Wish you have.
-
When you gain this, take 3 hexes. At the start of your next 3 turns, receive one of those hexes to gain a Wish.

The Monkey's paw is a mythical artifact that grants three wishes -- but each wish is corrupted and it turns out bad for the wisher. Perhaps the wisest thing is to not use the Monkey's paw at all.

The best way I could make this fun and theming is to pair the wishes with hexes. I do note that in the real story it takes your specific wishes and turns them rotten, but I couldn't do that easily in span of card, so instead you just get hexed first. Seems fun. You also get some choice in what hex you get when, so you may be able to make a wiser choice based on your hand. They do hit hardest, hexes are strongest at the beginning of your turn.

There's another fun play, perhaps it is wisest not to use those wishes at all. Then your Monkey Paws could become quite valuable -- there are up to 12 wishes in the deck to get 12VP per MP. But be warned, going a victory strategy means you have tolerate all the hexes that come along (even if all wishes are gone you still get hexed).


Doing the math of some situations for fun.
(2MP, 6 wishes) = 12 VP, 8 junk cards (1.5VP/card), 6 hexes. Spent a "junk" wish and lose 2VP
(3MP, 9 wishes) = 27VP, 12 junk cards (2.25VP/card),  9 hexes. Spent a "junk" wish and lose 3VP
(4MP, 12 wishes) = 48VP, 16 junk cards (3VP/card), 12 hexes. Spent a "junk" wish and lose 4VP
(6MP, 12 wishes) =  72VP, 18 junk cards (4VP/card), 18 hexes. Spent a "junk" wish and lose 6VP
Of course this requires your hoarding of the wishes to be uncontested. Especially tough since the 3 wishes or gained once a turn starting the turn after you play a monkey's paw


I'm open to suggestions. I was considering costing it at $4 since if you spend the wishes it's self junking and that balances decently with the hex at start of turn for a delayed wish -- but I don't like War being able to kill Monkey Paws. I could be convinced though, it's tricky to balance.

Rules clarification 1: you can only receive a hex you have "taken." So if you first take Bad Omens, Delusion, and Envy, next turn you receive Bad Omens, then the turn after that you can only choose to receive Delusion and Envy.

Rules clarification 2: if you have bought multiple Monkey Paws that still have hexes, you treat the hexes piles as separate. So if MP 1 has Delusion and Envy left, and MP2 has Fear left, you can't choose to receive Delusion and Envy, you'd have to get one of those and Fear.


67
version 2, thanks Gubump for the this turn phrasing

Quote
Ransacked Village | Action | $2
+1 Card
+2 Actions
When you gain a Victory card this turn, trash this.
-
When you gain this from the supply, you may gain a non-Victory card from the trash.

68


Quote
Ransacked Village | Action | $2
+1 Card
+2 Actions
When you gain a Victory card, trash this.
-
When you gain this from the supply, you may gain a non-Victory card from the trash.
There are 16 copies of Ransacked Village in the Supply

A village for $2 with no vanilla downside! Wow, let's get a bunch! Careful though, gaining land (victory cards) cause all of your villages to get ransacked and go away. Just when you got your engine going it falls on its face with a single victory card. There are of course ways around this -- you can build a more stable engine by buying a victory card and then buying a few ransacked villages to get more back each turn. There's 16 in supply to make this a little more viable, Of course eventually this plan fails when the supply runs out. And maybe you just need some of these villages temporarily, once they are ransacked maybe you have a more expensive City or Bazaar to flee to instead. Lastly, you can try to do a mega turn, who cares if your villages are ransacked if you have plenty of other land and the game ends?

Then there's those of you who will spot the on gain as a fun combo with remodel/trash for benefit variants.

I'm open to suggestions -- I considered a mandatory "gain an Action card from the Trash" to simplify it. a mandatory "gain a non-Victory card from the trash" seems to bad as what do you do with those Coppers? I like the cost at $2 -- as a village it is strictly worse than the original $3 Village, and there's no harm in this cheaper cost because most of the time I prefer Village over this, unless I'm doing the fun trash-gain combo which doesn't apply until mid-game anyway. I could be convinced to cost it $3 though, but I think $2 is better. "Gain from the supply" prevents a single purchase from getting all from the trash, which made it too easy to do the gradual engine approach.

69
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: January 31, 2023, 11:48:30 am »

Quote
Bluffs | Action - Victory
+2 Cards
+1 Action

1 VP
In games using this, when any one gains a Victory card, each other player draws up to 6 cards in hand

The image editor made the font all tiny, unfortunately.

I wanted some fun mechanic to turn every victory card into a party of the council-room/lost city sort. So that's the purpose of this card. The top-half is just, some victory card, and something you want in most games. A lab does that. I'm not certain of the cost... I think it could be $5, but maybe it should be $6. If I compare it to lost city, this one seems slightly better (assuming there is another village, you might prefer to have the extra point -- if there is no other village, then you have to get another lost cities in your deck as you need, and then you prefer Bluffs). But maybe not good enough to double the price point. The main reason for $6 is to make it harder to get two in one turn, although I could be convinced to move it back down to $5.

The card name is a hidden pun off of "council bluffs" a city in Iowa.

70
Dominion General Discussion / Re: * Plunder Previews #3: Loot *
« on: December 14, 2022, 04:19:40 pm »
Loots look amazing!! On a first glance I'm going to say it's one of best non-Supply piles (imps ties for me). Boons were a great idea, fun little random bonuses to spice up the game. On first glance, it looks like Loot implements this idea even better since they permanently go into your deck, and their effects are always useful (unlike boons, which sometimes can not help you depending on the situation and when you gain them).

Another way of thinking of it -- it's all the fun of prizes but it's way more balanced (the ways of gaining loot seem to beless random than tournament, and the size of the loot pile and relative strength of each means you don't need to resign if your opponent gets a core loot.) Well done, Donald X!

So far the Traits we've seen make the cards they're applied to better in some way - giving them extra options or making them easier to get as with Cheap. I wonder if there'll be any Traits that weaken the card they're applied to? I suppose Fawning can kinda do that to Province, depending on which card gets Fawning, but that's very much dependent on what card gets it

That was my first idea -- some sort of Trait like "Cursed" that gives you a curse when you gain it unless you discard a treasure or something. But then it's possible playtesting ruled negative traits out as not fun... I also thought about "haunted" that would involve top decking something like "When you gain a Haunted Card, put it and a card from your hand on top of your deck" ... I dunno, I guess we shall all find out soon!

71


Quote
Adorn | Night | $4
Trash a non-Duration card you have in play. Gain a card costing exactly $1 more than it.
-
When you trash this, gain a Copper.

I've played around with this concept before. You can use this as a copper trasher (assuming Poor House is not in the Kingdom, etc), if so, it sort of works like +1 Action +$1 trash a card from your hand. You can us this to Improve your action (or night cards) or silvers, even after playing them! Of course the gained card won't be really drawable since you're in your night phase when playing this. When you're done with Adorn, you can self-trash/ one shot it for a $5 cost. The reason for the copper gain is to prevent it from being strictly better than feast.

This card seems to be a strong and flexible trasher with no downside, so I'm wondering if it might be better to change the last line to "When you gain or trash this, gain a Copper." -- that would weaken the card significantly, maybe too much.

72


https://shardofhonor.github.io/dominion-card-generator/?title=Portcullis&description=%2B1%20Coffers%0A%2B1%20Villager%0AYou%20may%20trash%20a%20card%20from%20your%20hand.%0A-%0AWhen%20another%20player%20plays%20an%20Attack%20card%2C%20you%20may%20first%20play%20this%20from%20your%20hand.&type=Action-Reaction&credit=Illustration%3A%20Wikimedia&creator=v1.0%20MrHiTech&price=%243&preview=&type2=&color2split=1&boldkeys=&picture-x=0&picture-y=0&picture-zoom=1&picture=https%3A%2F%2Fi.imgur.com%2FJACV5fe.png&expansion=&custom-icon=&color0=3&color1=0&size=0

One of the things that I really like about Watchtower, Secret Chamber, Horse Traders, etc. is how they're anti-Attack cards, but they don't just tell you that outright like Moat does. Instead, they just counter different Attack card types.

Take Watchtower for instance. The top is draw-to-X, which removes the penalty from discard attacks (albeit in a terminal way). The bottom is a defense against junkers, since it lets you trash a gained card.

Portcullis is kind of like a reverse Watchtower. Its top trashes junk, and its bottom protects against discard attacks (playing it and trashing a card gets you down to 3 cards in hand). It also has some of that Caravan Guard next-turn stuff without ripping it off too completely.

this is far too strong for $3. Compare to other $3 trashers like Trade Route, Forager, Goatherd, Student, Loan and you see Portcullis is far stronger just based only on the top-half (villager and coffer giving a huge advantage of the others). AND it is conditional trasher. It would be a good $4 with just the top half, the bottom half makes it a strong $4

I would recommend making it $4 and mandatory trashing

73
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 07, 2022, 06:23:32 pm »

Quote
Barn Hand | Action | $5
+1 Villager
Discard a card and gain a Horse to your hand.
-
The next time you gain a card this turn, you may trash this from play to gain a card besides Barn Hand costing exactly $2 more to your hand.

you gain a card costing up $2 more than the gained card. For example if you have Barn Hand 1 in play, and then you play Barn Hand 2, gaining a Horse, you may trash Barn Hand 1 to gain a lab (costs exactly $2 more than Horse) to your hand. The Barn Hand exclusion is necessary to prevent auto-piling all 10 Barn Hands.

If you don't use the below the line, it's a slightly superior cantrip. Starting with 5 cards in hand and 1 action, you play Barn Hand and now you have 4 cards in Hand and no Actions. You discard a card and gain a Horse to hand, so you still have 4 cards in Hand. You spend a Villager to play the horse and you are left with 5 cards in hand and one action.

Of course if you don't need to spend the Action you just saved yourself a Villager. The below the line is a pretty powerful effect potentially, but the "exactly $2" limits its applicability.

The contest said to avoid non +1 Card +1 Action, but I had a silly idea of how to balance the most convoluted net +1 Card +1 Action and out came this card.


74
I got the update pack, but I can't find the second edition rulebook online anywhere? Does anyone have the updated recommended sets for Prosperity Edition 2?

75
Dominion General Discussion / Re: start with Wishing Well?
« on: June 20, 2022, 11:24:41 am »
WW+Silver:
Ways to get 5 on turn 3:
5C
4C + S
3C + S + E
3C + S + WW
(WW will guess copper cuz it’s more common than silver and is only way to get to 5)
4C + WW + (1C on top of deck)
4C + WW + (1S on top of deck)
4C + WW + (E + C on deck)
2C + 1S + WW + (1C top of deck)
2C + 1S + WW + (E + C top of deck)
3C + WW + E + (CC on deck)
3C + WW + E + (S on top of deck)
1C + 1S  + 2E + (CC on deck)
3C + WW + E + (E + S on deck) **wish for silver**


Ah man this is gonna be tedious. Might come back later and fill these in.

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