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Messages - spineflu

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101
Variants and Fan Cards / Re: Fan Mechanics Contest 32: Season 3 Finale
« on: March 22, 2022, 10:09:31 am »
I've tried to put images up; but you probably can't see them!

I think this is controllable in your trello settings, although it does make your board search-engine-indexed, turning it to public. (I've written to them requesting an option for the old way - they said they didn't know anyone liked it that way. So maybe write to trello customer service? idk)

102
Variants and Fan Cards / Re: J Reggie's expansion
« on: March 20, 2022, 08:54:33 pm »
how do support cards work with stuff like Voyage? do they count as one of the three cards you can play?

103
Variants and Fan Cards / Fan Mechanics Contest 32: Season 3 Finale
« on: March 20, 2022, 11:38:21 am »
It's that time again, that time to show what you learned from the past twelve or so weeks.

For the season 3 Finale, create a card/cards that combine two or more mechanics we've covered in season 3.
To review, those are:

There are diminishing returns from trying to incorporate all of the mechanics; I trust you'll use good editorial judgment to keep your cards simple and concise, as well as balanced, playable, and staying within dominion's theme and using its own mechanics appropriately. If you have a non-conventional pile size or something, please make note of it. Include an appropriate FAQ if you need it. Consult the Fan card creation guide or the #variants channel on the discord if you've got to.

I know other people do like, detailed breakdowns of their scoring, but my criteria has always been more "vibes based":
• do i like your card (that is, i don't feel constrained by it when it's in the game? I want to buy it and use it in my deck)?
• does it make games its included in interesting? Not all canon dominion cards do this - Possession doesn't. Rebuild doesn't. Make it so it's not the same game.
• if I were teaching someone Dominion, them having never played a deckbuilder, how many other mechanics would I have to walk them through before we could play with your card? Is it fun enough to be worth that wait?
• how's it behave when bought at scale?

I'll post judgment in about a week - expect the 24 hour warning on late saturday or early sunday next week, but i'll be writing judgments (but not posting them) as you post your entries so please MAKE A NEW POST IF YOU MAKE A REVISION; using the ShardOfHonor card generator is also highly encouraged.

OK i think that's everything. Show me what you've got.

104
Pay (on Capital City) is not affected by having debt - you can pay $2 to draw more cards yet.

105
Salt Merchant • $5 • Action - Attack
Trash an Action from the Supply.
Each other player discards a copy of it from their hand (or reveals they can't).
For each additional type it has, gain a Cart.

interesting card: how come it costs 5$ and not 4$?

Im not sure why, but it feels like it lacking something. can't pinpoint it.

just saw this; $5 because I don't want people opening with it, across the board. It's going to lead to some real 3-pile games if people go hard on these, and since the discard attack is unlimited (that is, if you double-KC one, miss the first play, but get to see the opponent's all-action hand, you'll be able to discard their whole hand by strategically nixing/trashing each action they've got). So $5 keeps it in the "use it as a cart gainer and enabler" territory, rather than "use it for infinity turns" (not that I don't think people can still do that, but it's harder, right? and there's at least a ramp-up to it.)

106
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 18, 2022, 06:21:11 pm »


Quote
Nursery • $3+ • Action - Liaison
+2 Actions
You may discard a card for +2 Cards.
-
When you buy this, you may overpay. For each $1 you overpaid, +1 Favor.

Named after the "it takes a village to raise a child" bromide. Where does one raise kids? in a nursery.

I think it's different enough from Village that it's not a big deal to have both at the $3 base price point - after all, shanty town's there too, right? Leans into the red/blue discard-draw subtheme of Allies.

107
oh wild, thanks Xen3k! I think I'm going to just do the season 3 closer/combinatoric thing for mine, but if anyone has any suggestions, feel free to throw them my way via DM. Otherwise I'll post the new contest tomorrow at noon EDT.

108
General Discussion / Re: Movies: Any movie buffs?
« on: March 18, 2022, 11:01:26 am »

For all the flaws of the prequels, though, I felt they were redeemed by the Clone Wars. Even Jar Jar was only mildly bothersome in the series.

yeah that Jar Jar/Mace Windu arc in s5(?) was the buddy comedy i didn't know star wars needed


 And as incredible as it sounds, they made Darth Maul to be infinitely more interesting than the blah villain in Phantom Menace.

yeah good thing they absolutely squandered the end of that in Rebels

109
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 18, 2022, 10:55:58 am »

interesting non-symmetric interaction with Plateau Shepherds, where it does nothing when they're the special ally (since game end instructions put everything from in play into your deck for endgame scoring), but work when they are the regular ally.

brings up a rule question about Family of Inventors tho - does the FoI/Plateau Shepherds interaction happen? or at the end of the game, do cards cost what's printed on them, and the kingdom itself gets cleaned up or otherwise ignored?

110
Salt Merchant • $5 • Action - Attack
Trash an Action from the Supply.
Each other player discards a copy of it from their hand (or reveals they can't).
For each additional type it has, gain a Cart.

111
Was thinking Faithful Hound would protect me from the gang of pickpockets. I was wrong.

yeah suddenly i have to care about what order duration draw happens at the start of next turn. I had played a highwayman and did that before Gang of Pickpockets and uh whoops

It also makes Expedition a lot less useful if you don't have a good way to gain Favors.

Any Duration draw too, for that matter. Especially Hireling. I guess you'd get some free sifting, but that's about it

It's better to have that sifting than just have reduced handsize! The problem with Expedition/Pickpockets is that you have to draw the extra cards before you discard down to 4, but that's not the case with Hireling, so you can draw back to 5 anyway.

Oh, right! I forgot you can order Duration draw after Gang of Pickpockets
yeah more on the "annoying" side than "potentially harmful" side

112
Dominion Online at Shuffle iT / Re: Hamlet + Fellowship Of Scribes
« on: March 13, 2022, 08:28:05 am »
That doesn't address Chuckles's problem, Davio; it still didn't give them a chance to use Scribes after the Action card was resolved.
Oh right, I thought it only fizzled after the action part, but if it also fizzels after the buy part, that's obviously a bug.

fizzling after discarding for an action would also be a bug - using hamlet as a village is still handsize negative.

113
General Discussion / Re: Movies: Any movie buffs?
« on: March 12, 2022, 05:22:43 pm »
TRoS had many good points, including C3PO finally being an enjoyable character, but its main problem was that it broke the #1 rule of improv. It's totally fine that they went into the trilogy without a clear plan for all three movies; apparently it wasn't even decided that Vader was Luke's father until writing the script for ESB. But if you do that, you have to follow the "yes and" rule and not just undo a major plot point of the previous film.

yeah IX didn't even commit to its own yes-ands - just immediately walk back chewbacca death, babu frik dying, C3P0 getting wiped, even kylo dying. The most child-playing-with-action-figures star war.

114
Was thinking Faithful Hound would protect me from the gang of pickpockets. I was wrong.

yeah suddenly i have to care about what order duration draw happens at the start of next turn. I had played a highwayman and did that before Gang of Pickpockets and uh whoops

115
Dominion General Discussion / Re: Allies is online
« on: March 10, 2022, 12:30:44 pm »
I’m foreseeing a lot of rage quits with Barbarian; it could be quite brutal with Rabble.

had a barbarian/hunter/KC game and hit $7 + a lucky draw first. game ended with something like 60 cards in the trash. frankly we need larger banlists, and maybe combinatoric banlists on shuffleit.

116
Lich allows you to prolong your duration attacks (swamp hag, highwayman, etc.) across multiple of your opponents' turns.

117

Quote
Round of Shots - $4
Action/Duration

Reveal your hand. +1 Card per revealed Silver.
At the start of your next turn, +2 Actions. Until then, when any player (including you) plays a Round of Shots, they gain a Silver.

weird antithematic element: when i end up doing a round of shots irl, i usually end up with much less money by the end of the night than if i'd not done that

118
Dominion General Discussion / Re: Allies is online
« on: March 09, 2022, 11:32:05 am »
why wasn't Research worded like Garrison? like i feel like half the problem with it is it ties up your cards with being set aside.

119
Dominion General Discussion / Re: Allies is online
« on: March 09, 2022, 11:07:45 am »
pretty sure i can guess the answer to this, but the Pay keyword on Capital City: You have to have the coin to use it? It's not like the '–$1 for each treasure card revealed' on Poor House, where you can really embrace that $0 floor, get stuff for free?

I think the only other instance of Pay is on Storyteller, which just spends all your money regardless.

120
Dominion General Discussion / Re: Allies is online
« on: March 09, 2022, 10:30:44 am »
Barbarian
$5; Action-Attack
+$2
Each other player trashes the top card of their deck. If it costs $3 or more they gain a cheaper card sharing a type with it; otherwise they gain a Curse.

Question: Suppose Barbarian hits, say, a Village, but there are no Action cards costing less than $3. Do you get a Curse? I think no, because the "otherwise" would refer back to the "if it costs $3 or more". But it could also mean "if you did not gain a cheaper card"
i also think "no", you just do as much as you can so the gaining fails

121


Bacchus' inebriating attack can be quite brutal, although this can be somewhat mitigated by its Heirloom.

The best defense against Bacchus other than Moat variants will be cards like Fishing Village and Ghost Town, throne room variants, and cards that give you +Villagers (including Bacchus itself) (or just go for a money strategy).

Rules clarification: Bacchus' effect also applies to the next time you play a card with +Actions this turn, so you could use it to play a Village as a Smithy or for some extra economy.

is it the first time they play a +actions card, or each time? card is unclear

122
Dominion General Discussion / Re: Interview with Donald X.
« on: March 08, 2022, 10:15:16 am »
With Alayna Danner (nee Lemmer) getting married, is her art credit going to be updated as old sets get reprinted?

123
Dominion General Discussion / Re: Seaside 2E Announced
« on: March 07, 2022, 07:03:48 pm »
I'm amazed if it's really true that Ambassador and Ghost Ship are being excised. Both are strong, unique, fun and interesting cards, and I haven't heard many people criticize them.

Nothing fun about Ghost Ship imo. good riddance.

pff you guys have fun when you play dominion?

124

Quote
Trappist • $3 • Action - Reserve
If you don't have a token on your Trappist Mat, place one on the "Trash a card from your hand" spot.
Put this on your Tavern Mat
-
At the start of your turn, you may call this to take your bonus from the Trappist Mat. If you don't, choose one: advance your Trappist tokens; or add a Trappist token.
Quote
Trappist Mat
Per token you have here:
Trash a card from your hand | +1 Buy | +1 Action | +$1 | +1 Card



Rulebook/off-card rules:
• Trappist tokens are coin tokens on the Trappist mat.
• 'Advancing' means your Trappist tokens - all of them - move one space to the right (so +1 Buy, +1 Action, +$1, and last, +1 Card). Tokens cannot be advanced beyond +1 Card.
Trappist tokens are added where your existing Trappist tokens are. If you do not have any existing Trappist tokens, they're added at 'Trash a card from your hand.'
• Taking the bonus removes your tokens from the Trappist Mat after you receive the bonus.
• Advancing can happen multiple times, for multiple Trappists on your tavern mat. Likewise adding tokens. That below the line part is per-card.

Design notes:
• Theme inspirations: aging beer, trappist monks, live yeast beers.
• Create a choice between getting a better bonus and increasing the yield of the bonus
• Single-mat card; this could've been done with individual mats for each player but I like the idea of putting the color coding right on there. Sorry Blue (bottom) + White (top), you're going to have your coins interfere with the text of the mat.
• Terminal, but there wasn't a lot of room for +Actions. c'est la vie v0v.
• Starts with trashing because that's what religious themed cards do in dominion
• Sorry I did a rush job on the photoshop, i used jerry's java image editor because I couldn't be bothered to wait for Actual Photoshop to load
• Probably pretty frustrating to actually play. Might not be my final submission, as a result.
• did you know the middle brown-gold on the big mats is pretty darn close to the color of Reserve cards? I didn't.
• sort of an attempt to balance "what if broker was a reserve card?"

125


Barrel is a weird one, it's a pure Reserve card that goes right to your Tavern mat, but it's secretly a VP card that you want to buy early and gets better with age. Each time you shuffle, you decide if you want to add a VP token to it (sort of like a Gathering card) or call it to take all the VP. The Barrel becomes a dead card in your deck afterwards. The more times you can shuffle, the more points you can earn, but don't let them age too long, as you don't get any VP for uncalled Barrels! You gotta drink it sometime.
interesting but too easy to juice via sifters - you might want to change it to just count the first time you shuffle on a turn

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