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Messages - spineflu

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1
Weekly Design Contest / Re: Weekly Design Contest #136: ‘Tis the Season
« on: December 03, 2021, 11:16:30 am »
Redevelopment
cost $3 - Action
Trash a card from your hand.
Gain a card costing up to $3 more than it.
Each other player may trash a card from their hand.
If they do, they gain a card costing exactly $1 more than it.
Expand is priced at $7 because it does net you $5s. Free trash (nobody wants to blow up their Estates when they can Expand them later) is nice but does not compensate for that.

So this concept does not work (at any price).

ah yes no one would ever trash an estate when someone played bishop because they could play their own bishop and double its point value
and no one ever trashes coppers with governor when they could instead expand/mine them into silvers

please be a little more diplomatic/less sweeping with your critique.

I agree at $3 this is maybe underpriced, but at $5 its probably fine.

2
Variants and Fan Cards / Re: Fan Card Mechanics Week 24: Heritage Cards
« on: December 02, 2021, 05:17:35 pm »
also can I put in a meta request for whoever wins - that we do the holiday round-robin/secret santa contest rather than start the next fan mechanic contest after this? I know some people prefer we aren't doing more than two contests (the wdc +  set expansion or fan mechanic or [seasonal other contest]) and i think given that it's a two-parter over the holiday, we'll need extra time.

3
Weekly Design Contest / Re: Weekly Design Contest #136: ‘Tis the Season
« on: December 02, 2021, 04:14:06 pm »
I'm glad we get to revisit this, since that means I can enter the reworked version of my way-too-long original entry from last time which has lived rent free in my brain for two years:



Quote
Haunt • $5 • Project
Gain a Ghost of Christmas Past
-
At the end of the game, -6VP

Quote
Ghost of Christmas Past • $0* • Night - Duration - Traveller
Choose a Treasure from your discard pile and set it aside with this. At the start of your next turn, play it twice.
-
When you discard this from play, you may exchange it for a Ghost of Christmas Present.
(This is not in the Supply)
Quote
Ghost of Christmas Present • $0* • Night - Duration - Traveller
Reveal cards from your deck until you reveal an Action card and set it aside with this (discard the rest). At the start of your next turn, play it twice.
-
When you discard this from play, you may exchange it for a Ghost of Christmas Yet To Come
(This is not in the Supply)
Quote
Ghost of Christmas Yet To Come • $0* • Night - Duration - Traveller
Gain an Action costing up to $4 from the Supply and set it aside with this. At the start of your next turn, play it twice, then +9VP, each player (including you) gets +2 Coffers, and trash this.
(This is not in the Supply)

Design notes:
there's 6/pile, since you can't double up on buying a project
All the ghosts are based off the spirit Ghost. Thematically they tie to their "time" - past looks back (into the discard), present looks to the immediate future, yet to come works like summon and is only ever done once - after all, there's only one future, but many times to consider pasts and present. Completing the cycle nets you 3VP, but starting too late, not advancing sufficiently, or otherwise bailing on them (via trashing or what have you) gives you a –6VP for the hubris.

Side note:
AJL828, I'm sorry for entering a traveller line. I hope they're sufficiently similar that it's not too much of a situation to judge - I know how rough that can be.

4
Weekly Design Contest / Re: Weekly Design Contest #136: ‘Tis the Season
« on: December 02, 2021, 11:01:05 am »
Lab is significantly better than Scheme, so Toy Train should probably provide a Horse.

or give everyone else an optional Moon's Gift/Harbinger

5
Variants and Fan Cards / Re: Fan Card Mechanics Week 24: Heritage Cards
« on: November 28, 2021, 02:26:06 pm »


Quote
Rowboat • $3 • Action - Reaction
+1 Action
Reveal a card from your hand. For each type it has, +1 Card.
-
When you gain a card, if it isn't your turn, you may reveal this from your hand to trash that card

Dock • $3 • Heritage - Reaction - Duration
At the start of your next turn, +1 Card.
-
When something causes you to reveal this (using the word "reveal"), you may play it.

Some additional rules for the persnickety rules lawyer types:
When something instructs you to play a card that's not an action, treasure, or night card, follow the instructions on the card like you would an action, treasure or night card, including when it would be cleaned up (for duration cards).

7
spineflu's Bromides (A Sparing Father, A Spending Son, Make Light Work, Look a Gift Horse, Reach for the Sky, Over the Moon, Tricks of the Trade)

Unlike Laws, Bromides are randomly selected from the set based on the number of players.  In a 2-player game, there would be 3 available.  As emtzalex pointed out early in the thread, have 3 to choose from in 2-player game will essentially only give the players a choice the first time they place their cube (e.g. Player 1 selects Bromide A, Player 2 then selects Bromide B, then Player 1 has no choice but to select Bromide C, and Player 2 has no choice but to select Bromide A, and so on).  Tweaking the rule to using n+2 Bromides, where n is the number of players, would give the player an actual choice to make.
Bromides have an interesting feature whereby they give the active player a bonus and a different bonus to their opponents.  In the case of a Spending Son and Make Light Work, the bonus that your opponents get is arguably better than what you get, so you need to be wise about whether your really need to take the +$1 or +1 Action.  On the other hand, a well-timed Over the Moon might not give your opponent any advantage if their discard pile is empty, and the remaining Bromides generally have better bonuses for the active player than their opponents.  It may mean that players will gravitate towards the latter ones.

I don't think giving the players a choice every time is a good idea - you're going to be stuck on your particular orbit through the bromides, and your opponents can plan for that. Otherwise the "better for your opponents than yourself" ones will never get picked; it's like randomly getting a dud Council Room draw.

8
Weekly Design Contest / Re: Weekly Design Contest #135: Go Big or Go Home
« on: November 26, 2021, 01:17:39 pm »
( ... )

i mean theres a middle ground too - "exile the gained card". no verbswapping, no ambiguity.

9
Weekly Design Contest / Re: Weekly Design Contest #135: Go Big or Go Home!
« on: November 24, 2021, 01:02:13 pm »


Quote
Border Wall - $7 - Project
When you gain a card, if you do not have a copy of it in Exile, you may Exile it.

Is this suppose to work with green cards because that feels insane right? Gain a Province gain another for free and the 2nd one does not clutter the deck.

nah, you exile the one you gain. its just the decluttering.

10
Weekly Design Contest / Re: Weekly Design Contest #135: Go Big or Go Home!
« on: November 24, 2021, 06:45:29 am »

Quote
Border Wall • $7 • Project
When you gain a card, you may immediately Exile it by discarding cards from your hand equal to the number of copies of it on your Exile mat.

Updated. Now it still has the same functionality as the former version, but some expanded functionality too. The first copy is free to exile, the second costs a card, etc. While there are "better" exilers (sanctuary, bounty hunter maybe, kinda sorta Displace, debatably way of the worm), there's only a few cards that can do arbitrary exiling for you, and they almost unilaterally either omit victory cards (invest, transport) or rely on collision (any card-based ones). This one is quasi automatic.


old version:


Quote
Border Wall - $7 - Project
When you gain a card, if you do not have a copy of it in Exile, you may Exile it.

11
Dominion General Discussion / Re: Interview with Donald X.
« on: November 23, 2021, 11:00:53 am »
what's your go-to dish for thanksgiving (either cooking or eating)?

12
Variants and Fan Cards / Re: New Ruins and Looter Ideas
« on: November 18, 2021, 03:54:09 pm »
What if it were just:

Quote
Abandoned Chapel - $0 - Action - Ruin
Trash this.


It still trashes something (itself), but now there's no actual advantage to being the only one to get this.
I think this has an advantage over the other ruins then - it vanishes, so playing it is always helpful (remove a junk card) rather than kinda-helpful like the rest of them

13
Variants and Fan Cards / Re: New Ruins and Looter Ideas
« on: November 18, 2021, 09:52:20 am »
the problem with abandoned chapel is that it's potentially only one player that gets the benefit - same reason goat is attached to pixie and sacred grove shares the boon, so Flames Gift is less swingy.
The fix for it is both to scale it down in power - 2 cards trashed is still like how Remodel deals with Coppers, which is to say, well, too good for a ruin - and to open it up to other players for dejunking like Bishop does.

so something like
Quote
Abandoned Chapel - $0 - Action - Ruin
Trash a card from your hand. Each other player may trash a card from their hand.

14
My rule changes:
I called them Bromides (after the idioms that are kind of a mental shortcut around an idea). See what Aquila wrote on this upthread for why I did this.
You use one more than there are players (shuffled, selected randomly, return the rest to the box).
You can't select a thing that has someone else's cube on it.
The targeting/effects are specified by the cards (meaning other players can be affected) and done at the start of your turn (same time as like, many duration cards).
They start the turn after someone shuffles for the first time. This means usually, turn 3; but in niche cases, could be turn 2, or the first player doesn't get the first pick.

Kept rules:
per player wooden cubes.

Notes:
I tried to keep this pretty vanilla. Naturally, this means making you pull components from Menagerie and Renaissance to use them.






15
Weekly Design Contest / Re: Weekly Design Contest #134: This is Worthless
« on: November 13, 2021, 05:55:56 pm »


Quote
Waterwheel - $0 - Action
When you buy a card this turn, queue it.
-
When you buy this, +2 Buys.

queue mechanic

16
Weekly Design Contest / Re: Weekly Design Contest #133: A Time to Feast
« on: November 02, 2021, 05:24:46 pm »


Quote
Bribe • $4 • Action
You may trash this and a Gold from your hand to gain 2 differently named cards from the Supply.

If you don't, Gold costs $2 less this turn.

Gaining but no price limit; the else-case price reduction puts gold into $4 gainer territory, if you have the village support to do that. The way to tell which mode it's in is, if it's in play, it's the price reduction version.

secret history: got told it was pretty feels bad/luck-based when it didn't proc/collide - now it gives you a means to flood gold easier to make that not happen.

17


Quote
Connive • $2 • Supplier - Traveller
+1 Card
+$1
Put a card from your hand on top of your deck.
-
$2: +1 Buy, Exchange this for a Concoct
Quote
Concoct • $3 • Supplier - Traveller
+$2
This turn, when you buy cards, they are gained to the top of your deck.
-
$3: +1 Buy, Exchange this for an Arrange.
(This is not in the Supply)
Quote
Arrange • $5 • Supplier - Traveller
+$2
+1 Buy
Look at the top 3 cards of your deck. Discard 2 of them, then put the last back.
-
$5: Exchange this for a Plot
(This is not in the Supply)
Quote
Plot • $7 • Supplier - Duration
At the start of your turn, +1 Buy.
During Clean up, put one of your Action cards onto your deck when you discard it from play.

(This stays in play, and is not in the Supply)
-
$7: Once per game, +4%
FAQ
The once per game Plot buy can only happen once, regardless of how many plots you get into play.
Concoct's buy-topdecking is compulsory. That is, it's not just "Better Tracker". Same with Plot's scheme option - per Plot you have in play, you must topdeck an action from play (or whiff because not enough actions.)
Pile sizes are 10 for Connive, 5 for each of the others.
Only four long because to "fully" proc it, there's that extra purchase at the end.

Purpose
So I've got a trello board of travellers floating around. Most aren't very good, and most aren't very unified in purpose. One of the concepts I had though, was take an existing card archetype and build an increasingly good version of it - this does that with Scheme (although some of the mechanics are more taken from sifters or tracker). Rather than type out the "At the end of your turn, you may pay $X to exchange this for etc etc etc", I went back to week 12's fan mechanic contest - Suppliers. They already had syntax for "this is a card attached event", so, work with that. Does make these non-terminal, but I can live with that, or at least design around it.

Supplier rules refresher
(this is mostly copy/pasted from emtzalex's thread about them)
How they work:
  • Suppliers are played during your Buy phase. Unlike Treasures, they may be played at any point during your Buy phase, even after you buy something.
  • Every Supplier card has at least one purchase option available. A purchase option is indicate by a price (in coins, debt, etc.), followed by a colon, followed by the effect the purchase generates.
  • Buying a purchase from a Supplier you have played works exactly the same as buying a card, Event, or Project. The player spends the price and 1 Buy and then resolves the effect on the card's text.
  • Once a player plays a Supplier, they may buy the purchase(s) as many times as that player has the Buys and resources to afford to do (subject to text on the card limiting such buying, and things like the Stop Moving rule - these all are no longer where they are expected to be on the 2nd+ buy, so they are functionally once per turn).
  • In other words, playing a Supplier card is like adding a new Event (or multiple Events, if it has more than one purchase option) to the game, but one that is only available to the player who played the card, and only that turn.
  • Buying the purchases isn't part of resolving the card (as, for example, paying your coins to Storyteller to draw cards is). But you can put restrictions on when/how the player can make the purchase, similar to Events that say "once per turn" or "once per game".
  • Suppliers may have some additional effect when they are played, which can including giving vanilla bonuses.

18
Variants and Fan Cards / Re: Flips
« on: October 28, 2021, 08:31:11 am »
I (and I'm pretty sure most others who sleeve Dominion cards) use clear sleeves for Dominion so you can see the card back. Nobody wants to get all new sleeves to be able to do this.

Wow that's kind of harsh. I have tons of sleeves just as I have thousands of Magic cards. Speak for yourself

If you lived nearby I'd gladly donate sleeves, got hundreds of different colors and styles

mtg sleeves don't fit dominion cards tho. magic cards are 63ื88mm, dominion cards 59ื91mm. leaves you with floppy, unshufflable sides and the card sticking out the top, ready to fall out.

There's only really three or so options for dominion sleeves - mayday, fantasy flight, or sleeve dominion dot com. Mayday used to offer black-backed sleeves but they were cut so janky I threw out half the pack. Fantasy flight was $$$ - i've got all the expansions and if i were to do that, it would've cost nearly a grand, since they're in packs of 50. Sleeve Dominion only offers clear, and is the lone sanely priced option for people who don't want to un/re sleeve the kingdom cards every game, and my miscut rate (other than the ones customs slashed, thanks usps) was 3 in 4000.

19
does it have to be a cost, or can it just be "non standard exchange condition for travellers"? like, could it be a reaction or something?

20
Variants and Fan Cards / Re: My card generator (WIP)
« on: October 27, 2021, 08:54:02 pm »
I really like the "set colors" feature (but it's doing night cards like they're regular split types.)

I also really like that it's in hexcolors rather than multiplicative RGB, that makes it much more intuitive - load up the w3c hex color picker, copy-paste, ezpz.

Including different blend modes is interesting - I've mostly used those with Jerry's Java Image Editor / ImageEditor.jar, which for a while was the only photoshop-like that'd run on my then-potato of a computer, so it's interesting to see them in a browser. Do you have the option to add like, Additive as a mode?


21
Variants and Fan Cards / Re: Fan Mechanics Week 19: Join the Queue
« on: October 20, 2021, 10:30:07 pm »
played a game tonight with Workhouse (mine), Bronze Mirror (emtzalex), Strategist (TheAlchemist). Was able to keep queuing enough stuff to have a neutral/negative effective deck size, even when Bronze Mirror made me gain coppers. Really love this mechanic.

22
Weekly Design Contest / Re: Weekly Design Contest #132: All Hallow's Eve
« on: October 20, 2021, 04:00:36 pm »


Quote
Urban Legend • $5 • Night - Attack
+2 Villagers

If you've played 6 or more cards this turn (including this), each other player gains a Jack-O-Lantern.
Quote
Jack-O-Lantern • $3* • Treasure • 2-3p: 12/pile, 4p: 15/pile, 5-6p: 20/pile
-$1
(You can't go below $0)

If you've played another Treasure this turn, trash this.

(This is not in the Supply)

Urban legend? and it's a village? you get it guys? ... guys?
The six-or-more requirement is thematic - the spoooooky legend has to spread to enough Villagers before the attack starts landing. I think this has a soft requirement of some kind of draw or plays-things (like Vassal or Golem) to hit six things in play.

Also, I couldn't get a negative amount to work in the upper coin emblem for Jack-O-Lantern so I just left them blank.

23

Quote
Scoundrel • $5+ • Action • author: emtzalex
+3 Cards
You may play from your hand an Action card from the pile with your Cur token on it.
-
When you buy this, you may overpay for it. If you did, gain an Action card costing the amount you overpaid and move your Cur token to its pile.
$10 to turn Scoundrels into Smithy-Cultists. Or $7 to turn them into collision-dependent superlabs if there's a $2 cantrip on the board. Cultists are quality in the slogs they themselves cause - I can't imagine how this'd wreck shop in a game with no junk, maybe a little +Buy action.
Themewise, I'm not seeing the connection to scoundrel-y-ness? I'd expect it to be something like a petty attack - oracle-esque or maybe cutpurse, which, at $5 is not great.

Thanks for the feedback/judging. In terms of the theme, when I made it I thought I vaguely remembered some olde timey quotation that was something like "you can tell a scoundrel from the company he keeps" or not to trust someone who keeps the company of a scoundrel. Having now searched the interwebs, this does not seem to actually exist.

In terms of substance, I am wondering whether I wonder if the price point is too high (it's probably no accident that all of the official Overpay cards cost $2-$4). Absent a $2 cantrip or discounting (there is some potential for this to be quite wicked with Highway), you can only trigger this when you hit $8. While there could be some analogy there to Pathfinding, I tend to think of that as a somewhat niche landscape that is unplayable in a non-negligible portion of games. And while that might be acceptable with landscapes (see Tomb), I do feel like it is less so for one of the 10 Kingdom cards. I am now thinking it maybe should have had a $3+ cost and given +2 Cards (and maybe prohibited putting the token on itself).

yeah that would've been better received; while the pathfinding-on-a-lab comparison kinda works, that requires both being in the kingdom to pull off (and doesn't give you a copy of the card the turn you enable it)- this, as long as there was some sort of village/cantrip at $3 or less, always had it at $8, and at $10 could always chain on itself.

24
The Winner is scolapasta's Endowment
The Runners Up are X-tra's Logs, LibraryAdventurer's Suspension Bridge, and NoMoreFun's Token
Honorable Mention are lompeluiten's Developing Village, Xen3k's Ritual Attendant, faust's S้ance, and anordinaryman's Town Square

Here's the individual judging/feedback. Sorry this took so long; I took some minor (mostly) grammatical liberties - dividing lines, linebreaks between vanilla stuff, etc - with some of your cards to make them more Dominionesque in their grammar, hopefully changing the effect as little as possible.

Quote
Isolated Village • $4+ • Action • author: JW
+1 Card
+2 Actions
You may spend a Villager to trash a card from your hand.
-
When you buy this, +1 Villager and you may overpay for it. If you do, for each $1 you overpaid, +1 Villager, to a maximum of 4. If you don't, each other player gets +1 Villager.

A village that comes with extra actions and can turn the villagers into worshippers for $4 is pretty strong, although I guess if you're buying it at $4 it does come with a drawback. I think there's probably a more graceful way to do the limit - "you may overpay up to $4 more than the price" or something.
Themewise I think there's some dissonance from the name to the effect - after all, with more actions things are more seen as Bustling, right? - but maybe if it were to explicitly convert villagers into worshippers that'd be better.



Quote
Scoundrel • $5+ • Action • author: emtzalex
+3 Cards
You may play from your hand an Action card from the pile with your Cur token on it.
-
When you buy this, you may overpay for it. If you did, gain an Action card costing the amount you overpaid and move your Cur token to its pile.
$10 to turn Scoundrels into Smithy-Cultists. Or $7 to turn them into collision-dependent superlabs if there's a $2 cantrip on the board. Cultists are quality in the slogs they themselves cause - I can't imagine how this'd wreck shop in a game with no junk, maybe a little +Buy action.
Themewise, I'm not seeing the connection to scoundrel-y-ness? I'd expect it to be something like a petty attack - oracle-esque or maybe cutpurse, which, at $5 is not great.



Quote
Developing Village • $2+ • Action(? - inferred/not specified) • author: lompeluiten
+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 a card.

I love this. It should probably also give a +1 Buy when you overpay for it (lest you return to your action phase and have to skip your buy phase because there's no plus buy on the board.) I really like how it turns into junk/junk-adjacent afterwards. Fantastic job.



Quote
Totem • $4 • Action • author: xyz123
+1 Card
+1 Action
-
While this is in play, when you buy a non-Victory card, you may overpay $1 for every $2 it costs (round up). If you do, gain a copy of it.
A card that unlocks overpay on other stuff (but doesn't do much on its own) is very cool. I'm not sure this needs the non-Victory restriction, if you could find a way to lock out provinces + colonies (or just live with the strength). I really like this, and I think you did a fine job pricing it. A design like this might be a better way of doing Potion-cost cards - "While this is in play, you may buy potion-cost cards". Certainly gets in the way less than a Potion.



Quote
Uproar • $4+ • Action • author: AJL828
+1 Card
+1 Action
You may discard 2 cards for +2 Cards
-
When you buy this, you may overpay for it. If you overpaid at least $1, each other player Exiles a Curse. If you overpaid at least $2, each other player with 5 or more cards in hand puts a card from their hand onto their deck.
That on-play is weaker than forum, but not much. I wish the overpay-attack was a little better integrated into the card. This might be a good candidate for mixing with Annie's Curse Tokens/ Themewise I'm not sure what Coven-y cursing and a minor haunting have to do with an uproar.



Quote
Town Square • $1+ • Victory • author: anordinaryman
Worth 1% if you have no Duchies.
-
When you buy this, you may overpay for it. If you do, +1 Card per $2 you overpaid (rounded down) and set aside any number of Action cards from your hand that cost equal or less than the amount you overpaid. Return to your Action phase and play the set aside cards in any order.

I really like this card also. Similar vibes to lompeluiten's Developing Village, it's mostly-junk, and it has the fun side effect of wrecking the "exactly $1 more" flavor of remodel as de-junkers. Like with lompeluiten's, if this is backtracking, it should really give +1 Buy.
Themewise, I'm not sure 'Town Square' really fits - that brings to mind Market Square or a village - but that's just theme *shrug*



Quote
Token • $2+ • Action • author: NoMoreFun
+$3
+1 Buy
Return this to the supply.
-
When you buy this you may overpay. Either way, gain a card costing less than the total amount you paid for this card.
I like the idea of a pile with overpay not really emptying (or, at least, refilling), keeping the overpay in play as a strategy for the duration of the game, rather than running out like Stonemasons tend to. I also really like the subtlety of the penalty here when you don't overpay.
From a theme perspective, this might need a different name - too similar to Coin Tokens, Adventure Tokens, etc.



Quote
Ritual Attendant • $3+ • Action - Attack - Fate - Doom • author: Xen3k
Receive a Boon. Each other player receives the next Hex.
----
When you buy this, you may overpay for it. For each $1 you overpaid, discard the top Boon and Hex. You may remove 1 Hex and/or 1 Boon discarded this way from their pile.
I really like the idea of thinning the boons/hexes. You could actually thin out the entire Boons pile if this is in a game with Druid, but maybe that's a feature rather than a bug. I'm not sure I like how this can remove both a Boon and a Hex - I think it should force specialization, something like "For each $1 you overpaid, reveal the top Boon or Hex. Trash one of the revealed Boons or Hexes and discard the rest." Basically my qualm is with the "and/or" - commit to the or, imo. Having it trash it, which unconventional, prevents the question of "oh it's removed from the game, like, for the rest of the game?" and there's nothing really that touches a Boon/Hex in the trash, so it's safe to do.
At $3+, this is kind of expensive for what it does. Remember that if this is contested, it's probably not going to be Locusts or War or one of the "Heavy Hitter" hexes that stays in, it'll tend towards a middle-power level one.
That's all to say, that this is good and i like it, but with revisions.



Quote
S้ance • ^+ • Night - Duration • author: faust
You may reveal a hand without Treasures. If you did, and you have exactly $0, +3 Cards at the start of your next turn.
-
When you buy this, you may overpay for it.

Now this is a novel way to overpay. I'm not sure the potion cost works for it - kinda hard to make this proc when you don't have a potion - but this is a really neat take on Den of Sin. Not a ton to say about it. It was kinda funny, ShardOfHonor's response to "hey potion symbols and overpay plusses don't work well together on the generator" - "yeah don't do that."



Quote
Logs • $4+ • Action • author: X-tra
+1 Buy
+$2
This turn, you can't buy Logs.
-
When you buy this, you may overpay for it. For each $1 you overpaid, play this.

This was sorta borderline, ruleswise, but I allowed it given that playing it turns off the ability to Buy (or overpay) for it. If a card that enabled overpay qualified, a card that disabled it also qualified.
That said, DAMN, this is its own ridiculous Tfair-style combo. I hope you playtest/develop this concept further, this is a card that had a similar "wow" effect to Populate or wot Chameleon for me, having to woman_doing_math.jpg out the possibilities




Quote
Suspension Bridge • $4+ • Action • author: LibraryAdventurer
+2 Cards.
This turn, all cards other than Suspension Bridge cost $1 less.
-
You may overpay for this. For each $1 you overpaid, +1 Buy. If you overpay at least $3, gain a Suspension Bridge, set it aside, and play it at the start of your next turn.

This is a really slick card with a Tfair overpay. I hope, when I play with it, I remember to buy enough village support for the Suspension Bridges to not clog my deck with them.



Quote
Theatre • $4 • Action • author: Gardoomalion
+$2
This turn, when you buy a card, you may overpay for it. If you did, put on its pile as many of your Actor tokens as you overpaid in $

Quote
Actor tokens
When you have Actor tokens on a pile, when you play a card with the same types as that pile, you may remove an Actor token to play a non-Duration card from that pile instead, leaving it there.

So Actor tokens as a concept might need some re-tooling - specifically, you might want to have them only target Action cards/piles, and maybe even strictly non-Duration ones at that. I don't know if this is the best use for them, but it certainly is a way to get them onto piles.



Quote
Forbidden Text • $3+ • Action • author: Aquila
+1 Action
Draw until you have 7 cards in hand. Return this to its pile.
-
When you buy this, you may pay $4 more to gain a Madman.
Not exactly the standard overpay text but I think, given the fixed overpay amount, that it's a pretty good way of doing it. Succinct.
I also think a one-shot library that returns to pile (letting you get access to Madmen, who also return to pile) throughout the game is kind of too much? Like if it self-trashed instead, you'd have to be more judicious about when you used it - there's a max 10 madmen uses in non-hermit + this games, so you'd create more risk, yeah?

Thematically, this has fantastic cohesion. Great work.



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Carnival • $3+ • Action - Gathering • author: Timinou
+1 Card
+1 Action
If there are no % on the Carnival Supply pile, +1 Buy and +$1. Add +1% to the Supply pile.
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When you buy this, you may overpay. For each $1 you overpay, up to the number of Carnivals you have in play, take 1% from this Supply pile.

I rephrased the bottom portion a little, let me know what you think.
I think this should drop the "if there are no % on the Carnival Supply pile" portion. That's only going to trigger a fraction of the times it's played, tend towards not proccing, and if the pile is emptied, not matter, since no one can overpay to take the VPs away - it's adding a whole lot of length on a card that doesn't need it, and swapping from a conditional statement to an unconditional one means casual players are going to screw it up.
That said, conceptually, this is a cool card. Maybe refine it a bit more.



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Guru • $0+ • Action • author: Freddy10
+1 Action
Reveal cards from your deck until you reveal one that does not cost less than this. Put that card into your hand and discard the rest.
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When you buy this, you may overpay for it. On your turns, this costs the total amount you've overpaid for Gurus.
I know you entered this just for fun, but I tweaked the wording a little to make it work in paper - you track the total amount you've overpaid with like, player-colored d20 trackers (such as those used in mtg) or even coin tokens. I think that's a better suggestion than having individual cards with different prices, sort of a general rule of dominion card design that cards with the same name are identical (and the impetus for the 2019 errata around Inheritance). I think it's going to suffer from the same problem as Sage - once you start greening, it hits green.



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Seller • $4+ • Action • author: 4est
If you have the Deed, +1 Card, +1 Action, and +$1; Otherwise, +1 Buy and +$2.
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When you buy this, you may overpay for it. If you overpaid (in $) more than the number of Coin tokens on the Deed, take the Deed.
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Deed • Artifact
When scoring, +5%
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When you take this, add Coin tokens on this to match the amount (in $) you overpaid.
I like the concept on this. I don't love the soft terminality - the times when this is a contested pile and one person ends up with a deck full of wood cutters while the other ends up with a deck full of peddlers? That's gonna be a feels bad moment.
Also I think having this at $4+ is real rough, since you're going to be overpaying for them at least once - $5 woodcutter is gonna feel Real Bad, and letting the winner of that particular tug of war get a free 5vp is rough. It might be more balanced if having the Deed counted against your score, although maybe that just means everyone avoids the pile.



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Endowment • $2+ • Treasure • author: scolapasta
If you have at least 1 Coffers on your Coffers mat, +$2.
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You may overpay for this. For each $1 you overpaid, trash a Copper from your hand. For each Copper you trashed, +1 Coffers.

This is a really clever alt-Silver. I think, had this been released in a pre-Delve / pre-Stockpile world, there'd be some balking at the price. I was thinking this imbalanced the opening too hard, but it's actually just really good and clever and subtle. This might be too much in Swashbuckler games, but maybe that's fine.


Thanks for playing, I'm sorry the prompt was a hard/weird one, with questions going right up til the buzzer. I'll try to pick something where everyone can enter next time.

25
closing the contest now;
will have judging done soon

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