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Messages - spineflu

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1076
General Discussion / Re: STAR WARS
« on: December 24, 2019, 06:27:03 pm »
saw the new one and uh that certainly was a star war.

episode X is gonna be nuts now that sarlacc gets to dual-wield lightsabers

i also enjoyed when the ewoks blew up a star destroyer

1077
Variants and Fan Cards / Re: WDC Outtakes and B-Sides
« on: December 24, 2019, 09:40:07 am »
Contest 55: For You and Your Kin
This was another fun one to design for.
Quote
Prepare • $4 • Action - Victory
+1 Action.
Look at the top 3 cards of your deck. You may discard any number of them. All players reveal cards from their deck until they reveal a Victory card. Put one of your revealed cards into your hand and discard the rest. Each other player may discard a card revealed this way then put the rest back in the same order.
-
2%
This was withdrawn for being too fiddly - it's inspirations, Spy & Scrying Pool, are also way fiddly.

Quote
White Elephant • $4 • Action
+1 Card
+1 Action
Each player reveals a card from their hand, then passes it the player on their left. All players who received a Victory or Curse this way may gain a Treasure to their hand costing up to $5.
Maybe too mean for something that's supposed to benefit everyone? Or too boring with everyone passing copper. Could probably revise to "All players who received a card costing less than $3" for the bonus gaining.

Quote
Winter Break • $4 • Action - Duration
+2 Cards
Now and at the start of your next turn, each player chooses one: +1 Card; or discard a card from your hand for +1 Coffers.
Boring? Probably good, but kinda boring. Also maybe too good for everyone else.

Quote
Greeting Card • $4 • Action - Duration
Gain a Silver to your hand. At the start of your next turn, +$1 and each player (including you) gains a Silver.
Sort of a worse Amulet, for more money. Also silver flooding isn't that good.

Quote
Goose • $3 • Treasure
$1
Each player (including you) may discard a card from their hand. Each player that does reveals cards from their deck until they reveal a Treasure, which they put in their hand (they discard the rest of the revealed cards).
A Venture for Everyone. Honk.

Quote
Quote
Krampus • $4 • Action - Attack
+1 Card
+1 Action
You may trash this. If you do, +2 Cards and gain a Coal to your hand and each other player gains a Coal to the top of their deck.
Quote
Coal • $2* • Treasure
$1
Return this to the Coal pile.
(This card is not in the supply)
How do you make a junking attack not hurt so much? Make it junk with lesser spoils. Of note here:
• Krampus is a double lab and non-terminal attack (that only attacks if you proc it)
• Coal has remodel potential, not being a $0 card.



Quote
Haunt • $5 • Project
Gain a Christmas Ghost to your hand and place three Haunt tokens here.
-
-3% per Haunt token you have here

Quote
Christmas Ghost • $3* • Night - Duration
Remove one of your Haunt tokens. If you have:

2 Haunt tokens remaining: choose an Action or Treasure card from your discard pile and set it aside with this.

1 Haunt token remaining: reveal cards from your deck until you reveal an Action card and set it aside with this.

0 Haunt tokens remaining: choose an Action costing up to $5 from the supply and set it aside with this.

At the start of your next turn, play the set aside card twice. If you have no Haunt tokens remaining, return this to the Christmas Ghost pile and each player (including you) gets +2 Coffers.
(This is not in the supply)

This was withdrawn because woof, that wall of text that necessitated full art. I liked it though, thought it told the story decently through mechanics (although I liked somekindoftony's entry too, where you keep Christmas Present when you know Christmas Future.)

1078
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 23, 2019, 02:47:51 pm »
i think Something_Smart was talking my suggestion on his card, which admittedly does make it a political card. anordinaryman, yours seems very well thoughtout and balanced to me.

1079
Variants and Fan Cards / Re: I suspect this is broken...
« on: December 22, 2019, 12:05:00 pm »
re: nonterminal attacks -
you could introduce a journey token esque mechanic - say, an Aggression token (for each player).
Have its rules be "Each player gets an Aggression token, which starts face-down. If this is face up, when you play an Attack card, other players are unaffected by it. Flip this face-down at the start of your turn."
and then have the non-terminal powerful attacks flip your Aggression token face-up.
Borrows the wording from Moat for how it interacts with other players and lets you keep the attacks as cantrips or villages or whatever.

1080
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 22, 2019, 11:56:46 am »


(I'll likely still tweak this some tomorrow, but wanted to get this out there to get some feedback)

Originally this was super simple: "+3 cards, Each player may set aside a Victory from their hand." The +3 cards helped you increase the probability for you, but I was still worried it would miss for you, but hit for your opponents. So I went with "Reveal until..."

The +1 Action allows you to play multiple WWs in a turn, and with each, your opponents are less likely to have a Victory in their hands.

It's still missing something, maybe a +Buy to also help you get more victories for future turns?

I prefer the Smithy version.

The problem of this is that it is not the best opening buy. After the first shuffle chances are high that the opponents have green in hand, so this would do something virtually identical for everybody.
So this is then only decent for alt-VP and once you start to green.

The Smithy variant on the other hand is more versatile, even with little or no green in your deck you might want a $5 Smithy.

Basically we already went though something very similar to this with Scout and Patrol.

imo, split the difference, put it at +1 Card +1 Action +[reveal until victory] and bump the price to $4 or $5. That way it's a lab-cantrip hybrid that always draws a victory for the second card (and then sets a card aside).





Love the concept on these but isn't that the Ghost of Christmas Present in Scrooged? You didn't wanna go with David Johansen's over the top cabbie?





the goodwill-to-all aspect breaks in Potions games because no one is going to want to get junked with potions.
You might want to revise the order of these to make it more ... charitable - something like
Quote
Choose a card in the Supply costing at least $3; each other player may gain a copy of it. If anyone does, gain a card costing up to $5; otherwise, +1 Action
which keeps it from being a totally dead card in a game with an opponent who is refusing your help.

1081
Variants and Fan Cards / Re: I suspect this is broken...
« on: December 21, 2019, 10:08:53 am »
on top of what segura said about Coppers, you might want to pick a different name to avoid confusion with "Copper", especially in the presence of cards like Counting House, Fountain, Silos, Cache, or Apothecary.

You could probably make Ragamuffin less of an "immediately 3-pile the board" card if you have the pile face-down except for the top (like Knights) and only turn up the next card at the end of your turn. Or have it be "if this is the first time you gained a Ragamuffin this turn, [rest of card text]".

1082
https://imgur.com/a/CUJEUiN

Aagh. Hi all.
Any advice on how to embed these into the reply. I can't seem to find where I would even find how to do it.

Also the Ghost of Christmas Past should have that heirloom reference on it that tells you to include the Ghost of Christmas Past in your deck at the beginning of the game instead of a copper. But I thought it looked messy.

[ img width=250 ] Image's url (ending in .jpg / .png / etc) goes here [ /img ], but without the spaces around the brackets.

You can replace the 250 with whatever and that'll be the image's width in pixels; 250 works good for most vertical cards, 350 for landscape cards.

1083
Weekly Design Contest / Re: trashed with a stake of Holly thru his heart
« on: December 20, 2019, 04:45:17 pm »
Papa Noel • @8 • Action
+$1
Choose one; you get the version in parenthesis: Each player gets +1 (+2) Coffers; or Each player may discard up to 2 (3) cards from their hand then draw until they have 5 (7) cards in hand; Each player may discard a Victory card for +1 ( +2 ) %.
Potent stuff! I like the Governor riff, that's a good way to make a card that helps everyone, but also helps you more so you actually have a reason to play it.
Giving VPs is a bit fraught. Usually that's tied to something that advances the game (e.g. emptying the Supply) so that you can't have the game continue forever with everyone gaining VPs but nobody emptying a pile. Santa has to rest sometime, it can't be Christmas forever.
What's the reason for it costing Debt? Nothing wrong with that, I just don't get it.

Thematic reasons; 8 debt is roughly the $5/$6 ish mark, by my estimation, and this allows santa to come early (as someone who has missed the $5 mark until turn 6 in the last like, five games hes played). The free VPs is yeah, potentially golden deck fodder, but a net +1VP is more like tiebreaker potential than "runaway win" potential; it's also kind of the hubris option, since it sets up the other player's draw-to-X for Papa Noel

1084
I slept on it and I think Snowyowl's right about it taking too long / being too fiddly.
I'm uh withdrawing "Prepare" and entering "Papa Noel" instead.
It's a riff on Governor and is non-terminal with Capitalism (which honestly seems about right).



Quote
Papa Noel • @8 • Action
+$1
Choose one; you get the version in parenthesis: Each player gets +1 (+2) Coffers; or Each player may discard up to 2 (3) cards from their hand then draw until they have 5 (7) cards in hand; Each player may discard a Victory card for +1 ( +2 ) %.

1085
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 19, 2019, 01:28:00 pm »
good point. Modified so other players just get topdeck grooming rather than "put a card in hand"

1086
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 18, 2019, 03:48:22 pm »
welcome to the board!

1087
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 18, 2019, 12:38:32 pm »
net draw isn't The Point for you though, it's being able to pick the best card from between the top of your deck and whenever the next victory card [after card #3] is. It's sifting on roughly the same tier as a Embassy (no handsize gain like embassy, but is nonterminal). Like, net draw doesn't mean anything if you pick up three estates.

You point out one of the ways of short circuiting the benefit - handsize attacks - but topdeck attacks like Bureaucrat, Ghost Ship, and Haunted Woods do this as well.

I think moving this to to the 2VP scoring point might be a fair idea though. Makes Mill less worthwhile i guess but like, Mill costs more than Tunnel anyway so *mumbles incoherently*

1088
EDIT: this is withdrawn; new entry is here




changing up my entry (again) to a scrying pool variant that helps everyone rather than hurts everyone:
Quote
Prepare • $4 • Action - Victory
+1 Action.
Look at the top 3 cards of your deck. You may discard any number of them.
All players reveal cards from their deck until they reveal a Victory card. Put one of your revealed cards into your hand and discard the rest. Each other player may discard a card revealed this way then put the rest back in the same order.
-
2%


Revisions:
  • changed from 1VP to 2VP
  • changed other player action to "discard a card revealed this way and put the rest back"

1089
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 16, 2019, 09:11:29 am »
Santa's Workshop
$3
Action
+1 Buy
Gain a card costing up to $4. Each other player gains a Gift.

Gift
$0*
Action
+1 Card
+1 Action
+$1

Setup instructions for Gift: Use as many of them as you would Curses (haha). 50 provided.
The name is as thematic as I could get, hopefully it works.
So basically, it's a Workshop+ that gives a little present to the other players. How nice. I think the +Buy will be useful in Gardens games, and if you're making an engine, this could help you gain 3 cheap components in a single turn. Just be careful how many Gifts you give.

Just to be clear - Gifts aren't in the supply, right? Like, the impression i'm getting is they're in a similar boat to Spoils or Will-O-Wisps but uh it doesn't have the "not in the supply" disclaimer and also they're immediately compared to Curses so ... in the supply? free peddlers?

Also: gain 3 cheap components? help me w the math on that - i'm seeing the gained card, the +Buy card, and ????

1090
Weekly Design Contest / Re: Weekly Design Hall of Fame
« on: December 13, 2019, 08:51:59 pm »
Quote
Contest #54: The Sweetest Sound
Your challenge is to create a card or card-shaped thing that refers to copies of itself by name. Examples of cards that do this are Rats, Treasure Map, Magpie, Cultist, Port.

Winner: Loner (auth: NoMoreFun)


Runner Up: Hoist (auth: spineflu)




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Contest #55: For You and Your Kin
Firstly, I'm interested in a Christmas/Holiday theme for the cards. Presents, nativity, Santa, winter wonderland, Hanukkah etc. This theme idea actually came first to me and the mechanic later, so I'm bringing it up first.

The mechanic: The card (shaped thing) should do something positive for your other players at some point, and that effect shouldn't be buried in a negative effect (eg Margrave wouldn't count). A non-attack interaction, but in a direct way (like Council Room or Embassy) rather than in an indirect way (like City).

Winner: Gift Exchange (auth: Snowyowl)


Runner Up: Grinch (auth: grrgrrgrr)




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Contest #56: What's Your Next Adventure
Design a card/card-shaped object that uses one of the tokens that were introduced in the Adventures expansion.
You can use multiple tokens but must stick to the original functionality of the token

Winner: Tramway (auth: NoMoreFun)


Runner Up: Shipwright (auth: Gazbag)




Quote
Contest #57: Fee For Service
The card (shaped thing) must involve paying or overpaying some kind of currency (eg $, Actions, Buys, VP Tokens, Coffers, Villagers, some other arbitrary token that can be earned). The overpay mechanic from Guilds is allowed, and the official cards Storyteller, Butcher and Black Market would count. Discard for benefit (eg Artificer) doesn't count.

Winner: Porcelain Shop (auth: Snowyowl)


Runner Up: Metalsmith (auth: Gazbag)




Contest 58: Double, Double

Create a card-shaped thing that in some way doubles or duplicates something.

Examples of official cards include Throne Room (doubles an action you play), Coppersmith (doubles the value of your coppers),  Experiment, Magpie (get more copies of themselves), and Duplicate (is called Duplicate).

Winner: Flooded Fields (auth: grep)

Runner Up: Mausoleum (auth: Gubump)

1091
Variants and Fan Cards / Re: WDC Outtakes and B-Sides
« on: December 13, 2019, 08:40:01 pm »
Contest 54: The Sweetest Sound
This was a really fun one to make cards for; I was very close to not entering Hoist.

Quote
Truss • $4 • Action
Choose one:
+1 Buy, +$1; or cards cost $1 less this turn.

You may play a Truss from your hand.
You got a couple Trusses and you've pretty much got a Bridge - For me, the most annoying part of Bridge / Highway is it's hard to stack Bridges and it's hard to branch (+Buys) with Highways. This lets you pick and choose as you go.

Quote
Colliery • $4 • Treasure - Reaction
$1
Reveal the top two cards of your deck. You may play any Collieries revealed this way. Discard the other revealed cards.
-
When something causes you to reveal this (using the word "reveal"), you may gain a Colliery.
I feel like the Patron style reaction is very under-utilized. "set aside" reactions also seem to be a ripe area for development.
Also protip for naming cards: specialized jargon webpages. Apparently train people and mining people are both Very Into making glossaries for their respective hobbies/occupations.

Quote
Fabulist • $5 • Action
Name a card. Reveal the top two cards of your deck and put them into your hand.
If a card you named was revealed, trash it and gain a card costing up to $3 that does not share a type with it.
You may play a Fabulist from your hand.
Non-terminal remodeling! Without being bonkers strong! Novel! Note that "costing up to $3" is not "costing up to $3 more than it" - it's mostly a de-junker/silver gainer.

Quote
Split pile - Meridian/Azimuth
Quote
Meridian • $4 • Treasure
Name a Treasure you haven't named yet this turn. When you play this, it's worth $1 per Treasure with that name you have in play.
Quote
Azimuth • $5 • Treasure
Worth $1 per differently named Treasure you have in play.
For each Meridian you have in play, +1 Buy.
a Bank variant. Or, really, a pair of bank variants that care about each other. Also another way to get modular +Buys (see Truss, above). DQ'd from competition but I'm probably not going to do anything with it anyhow so here it is.

1092
Weekly Design Contest / Re: WDC 55: Humbug
« on: December 13, 2019, 07:17:31 pm »
Does DXV get an honorary entry in this contest?

also: unequivocally positive? like, would Messenger count even though you can throw curses around with it?


EDIT: This is withdrawn - see the newer entry here
idk if I'm gonna stick with this but I leaned extremely hard into the theme:



Quote
Haunt • $5 • Project
Gain a Christmas Ghost to your hand and place three tokens here.
-
-3% for each token you have here

Quote
Christmas Ghost • $3* • Night - Duration
Remove a token from Haunt. If you have:

2 tokens remaining: choose a Treasure card from your discard pile and set it aside with this.

1 token remaining: reveal cards from your deck until you reveal an Action card and set it aside with this (discard the rest).

0 tokens remaining: gain an Action costing up to $4 from the supply and set it aside with this.

At the start of your next turn, play the set aside card twice and if you have no tokens remaining on Haunt, trash this and each player (including you) gets +2 Coffers.
(This is not in the supply)

It's uh maybe a little wordy, but it's pretty straightforward - you get visited by the Ghosts of Christmas Past, Present, and Future, then you give some presents. If you don't get visited by all three Ghosts and give some goodwill to your fellow players (presumably in an attempt to dodge giving other people money, you scrooge), there's a VP penalty.

Christmas Ghost isn't duration colored bc the full-image option on Shard of Honor's card maker only lets you pick one - I went with the color that tells you when to play it (and I don't have photoshop so **shrug**) - and i did full image because the text was microscopic on the normal layout.

The tokens-on-project thing is borrowed from Sinister Plot and uses the same rules - if you're playing IRL, use coin tokens + put them under your cube.

and uh errata i guess - Christmas Ghost only removes your tokens from Haunt. I'll change it if it's a big deal as-written.

EDIT: well after this contest concluded, I've got a fix for the :scroll: on this - it's making it a traveller line. 6/pile, since you can't double up on a project

1093
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 13, 2019, 10:57:59 am »
House
$4 Action
The player to your left names their favorite card. If they name House, they win the game.
bold move to design a card to use exclusively with Ambassador + Masquerade

1094
Other Games / Re: Pokemon Sword and Shield
« on: December 12, 2019, 05:20:38 pm »
They are like a train wreck; you can’t look away.

I read a thing that they're based on how early british archeologists would match up random bones and say they connected to basically make the most outlandish animals and uh they kinda nail that part of it

1095
Other Games / Re: Pokemon Sword and Shield
« on: December 12, 2019, 04:35:47 pm »
You can get all the fossils from the more skilled of the mining brothers, but obviously two of them will be quite rare.

this is good to know but surely it's easier to just trade w someone who has shield, esp. since you need three of each.

Also this is the first generation since gen 1 (aerodactyl, really) i've actually been interested in the fossil pokemon. def not "good" designs but more entertaining than most.

1096
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 12, 2019, 04:28:25 pm »
Quote
Bicycle
$5 Action
Reveal cards from your deck until you reveal a Bicycle. Put 3 of the revealed non-Bicycle cards into your hand, and discard the rest.
I think it might be too strong without the "non-Bicycle" clause, although I would like to remove it if possible. Essentially, it is a smithy+ that gets worse the more you have.

You may want to have this do the Experiment thing where you get two so that buying one of these isn't "pick the best three cards in your deck; put them in your hand".

1097
Dominion Online at Shuffle iT / Re: AI’s whims
« on: December 12, 2019, 02:52:33 pm »
Kingdom has Chapel + Apothecary
Both AI open chapel / potion
Both AI have rules to always trash coppers, never buy coppers.
GG

1098
Other Games / Re: Pokemon Sword and Shield
« on: December 12, 2019, 11:16:33 am »
Really miss the GTS trades; is there any word on if they're bringing that back? I've got Sword (because I have waited twenty dang years for an evolution for Farfetch'd and I'm not going to be cheated out of it by version differences).

Looking for ppl to trade with to flesh out the galar dex. i'll post my friend code later when i get home. I mostly want an Eiscue and to swap fossils.

I really enjoyed the storyline (and how this was the first pokemon game since Gen 1 that really Required leveling - I remember rolling in to the elite four in gen 2 with level 30-some pokemon and winning - my galar rapidash was at lv 78 when i finished the elite four.) The post-game... it was fine. Not exactly the Delta Episode, but still more rewarding than the tacked-on random arcade game that I was terrible at in US/UM.

1099
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 12, 2019, 10:07:04 am »
"Cats" has some much needed thematic synergy with "Villain"

1100
Variants and Fan Cards / Re: Pricier Base Treasures and Victory Cards
« on: December 12, 2019, 09:09:30 am »
So the ones you've mocked up are very nice looking cards.
However I don't think they'd be super effective as cards though - mostly, they'd just make the game longer, and make getting bogged down by "lesser" treasures more penalizing. With the bigger money, you'd have a runaway leader problem, where whoever can afford the treasures that makes $13 in a turn earliest being way further ahead than anyone else and more able to afford the bigger lands.
I forget who said it - it's on the forums here someplace - but dominion isn't a game about having the most points; dominion is a game about ending the game when you have the most points.

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