Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - spineflu

Filter to certain boards:

Pages: 1 ... 43 44 [45] 46 47 ... 55
1101
Variants and Fan Cards / Re: Pricier Base Treasures and Victory Cards
« on: December 12, 2019, 02:07:42 am »
the fifteen point / $14 one is out already in empires - "Dominate"

1102
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 11, 2019, 08:57:40 am »
@anordinaryman is that the 24 hour warning?

To allow people to play with all previous and winners, I'd rather you not use names of previous winners or runner-ups. To that end, I'd like to remind @Grep know that "Rabbits" was the name of a previous runner up in contest 45 (plural is hardly a difference), so I hope you feel comforting using a new name.

This is good praxis but also we've had two different Cozeners win (challenges 23 + 52), Rabbits was a pretty well known fan card in Kru5h's card ideas prior to contest 45, Drawbridge runner upped in #30 (Kudasai) + #37 (NoMoreFun), etc; idk how enforceable this'd be.

1103
Variants and Fan Cards / Re: WDC Outtakes and B-Sides
« on: December 06, 2019, 07:51:17 pm »
Contest 52: Druid Needs Company
So I made probably the most annoyingly complex card I've ever made.


and then for shits and giggles made a second track for it.


It's essentially a branching traveller, but everyones traveller simultaneously. Some of the options are intentionally less good than others, so that if one person goes hard on Harlequins, other players can steer it away from being Too Good.

You'll probably need to click (and probably zoom/pan/open in new window?) to be able to read those. The starting space of the track is in the center - they're laid out to print on a 22"x22" board (which'd quadfold to fit in the dominion box). It'd ship with one Harlequin meeple to move around.

I uh didn't bother typing out the space options in bbcode because dear god plz no and does anyone even read this? lazy. There's some novel attack ideas in there that haven't really been done yet but otherwise should be pretty vanilla.

1104
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 06, 2019, 10:37:29 am »
I made a Cartographer/Navigator variant.



Quote
Hoist • $5 • Action - Reaction
+1 Action
Reveal the top 4 cards of your deck. Put any revealed Hoists into your hand. You may discard any of the other revealed cards, then put the rest back in any order.
-
At the start of Clean-up, you may reveal and discard this from your hand for +1 Card when drawing a new hand.
It has a built in dilemma of "when is the topdeck grooming good enough" that gives you +Cards for your next turn.




Would a split pile that refers to the other entry count? (i'm thinking Sauna/Avanto)

No. But if ONE of the cards in the split pile named itself it would count. Like  Bad avanto: you may play a bad sauna from your hand. Bad sauna: you may play a bad avanto from your hand if you do gain a bad sauna. Bad sauna refers to itself so it qualifies.
So Gladiator/Fortune qualifies. Nice.

1105
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 06, 2019, 09:28:55 am »
Would a split pile that refers to the other entry count? (i'm thinking Sauna/Avanto)

1106
Variants and Fan Cards / Re: Really bad card ideas
« on: December 04, 2019, 08:46:04 pm »
Prince and Pauper
Event
Cost: <12>

Shuffle the Treasures into the Ruins pile.  For the rest of this game, Treasures are Ruins and vice-versa.  Gain three Death Carts.

doesn't this immediately end the game if there's 3 or more treasure kingdom cards? literally every game since it empties the Copper Silver and Gold piles

I guess I should make sure they're treated as non-existent piles rather than empty.  The original wording only says to shuffle the cards into the pile, which makes you correct but also not what I intend.  If I just remove the empty Treasure piles from the game, then I have to make sure that the Ruins pile doesn't become a new Treasure pile subject to being removed from the game if the event triggers again.

I'm also not sure what happens with split piles or Capitalism.  Maybe you can't gain a Goons from Marauder unless Marauder played by a Capitalist, because even if it's on top of the Ruins pile, but it's not a Treasure, and therefore not a Ruins at that time.

oh man i missed that death cart also went into the blue dog ruins pile when capitalism is out.

1107
Variants and Fan Cards / Re: Really bad card ideas
« on: December 04, 2019, 02:25:13 pm »
Prince and Pauper
Event
Cost: <12>

Shuffle the Treasures into the Ruins pile.  For the rest of this game, Treasures are Ruins and vice-versa.  Gain three Death Carts.

doesn't this immediately end the game if there's 3 or more treasure kingdom cards? literally every game since it empties the Copper Silver and Gold piles

1108
Variants and Fan Cards / Re: Really bad card ideas
« on: December 04, 2019, 01:57:31 pm »
Chapitalism
$5 - Project

During your turns, Actions with "trash" in their text are also Treasures.

1109
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 04, 2019, 01:47:55 pm »

Simultaneously doesn't exist in Dominion. Things happen one at a time, always.
Not true. Masquerade occurs "at once," so anything that happens simultaneously should be described that way (Each player discards a card at once)
Not on the online implementation, if you look at the game log - it's still in turn order, it's just broken into discrete steps. First, each player chooses a card to pass, then in turn order, each player passes the card they selected. There's no "instants" or "interrupts" that make it matter in this case though.

However for things like Tunnel when theres less than the number of players discarding Tunnel's worth of Gold left, you're gonna be doing this in turn order anyway and you may want to rephrase to something like:
"Each other player with 4 or more cards in hand set a card aside, face-down. All players then reveal their set aside card. The player whose revealed card costs the least gains a Curse. All players then discard the set aside cards."
This uses the blue dog rule like, six times but it does the appropriate steps without introducing a "true simultaneous" rule.

1110
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 04, 2019, 11:31:05 am »
In that situation, nobody's card cost less than all the others, so nobody gets cursed.

One last dumb question - "all" as in the sum of all other cards discarded, or "all" as in any other card discarded?
like, if the former, if the following are tossed:
Transmute
Silver
University

then the university player gets cursed, yeah (2P vs 3 + P)?

1111
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 04, 2019, 09:32:45 am »
Usurper's Crown
Artifact(*) - 3+ players

At the start of your turn, +1 card, +1 action
---
When you gains a province, you may take Usurper's Crown.
---
At the end of game, if your vp is not higher than the sum of your best two opponent's, you lose.(**)

*This artifact doesn't bind with a kingdom card. It should be shuffled with project / event / landmark (into the randomizer deck or a card-shaped things deck).
**The remaining player with highest VP wins.

This card turns a regular game into a N vs 1 game, while not breaking the game too much.

I like this but you might want to change the bonus to be like... Woodcutter or something instead of an autovillage. I imagine lack of buys is more of a limiting factor when trying to double skunk the table.

Tithe
$4 - Action/Attack
+$2
Each other player draws until they have 4 or more cards in hand, then sets a card aside face-down. All players discard their set aside cards, and if any such card cost less than all the others, that player gains a Curse.
Does this only curse one person, or if (in a four player game) two people toss Copper, one tosses an estate, do the copper tossers get Cursed?

1112
Dominion Online at Shuffle iT / Bug? Crown-Scepter to replay Crown twice
« on: November 27, 2019, 08:15:03 pm »
This breaks after the first leg of the Crown -> Scepter -> first Crown -> (other treasure) stack. I'd copy/paste the game number (I remember it's on frankfurt, my sn is spineflu) but I'm locked out because I tried to refresh the page.

I was gonna try to King's Court -> [ nothing ] then Crown -> Scepter -> King's Court -> 2nd Crown -> payload treasure (after the Fortune/Doubling thread) but I didn't get that far and now it's busted.

1113
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 27, 2019, 08:10:06 pm »
I think Pearl Pendant gives too much of an advantage to whoever happens to get it since they can guarantee a in one of their opening hands.
makes sense. Ima change it to "discard a non-Victory card". That way it only happens that way with Shelters and even then doesn't always happen.

1114
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 27, 2019, 07:00:38 pm »
Cool! I made a sorta musical chairs variant of hypercube's Cursed Skull artifact.





Each has a reasonably-good-but-not-gamebreaking effect.
Quote
Swap • $4@1 • Event
+1 Buy. You may exchange your Pendant for another player's Pendant.
-
Setup: Deal out one Pendant Artifact at random to each player.
Quote
Sapphire Pendant • Artifact
If you have $2 or more when you draw a new hand at the end of your turn, +1 Card, then put a card from your hand on top of your deck.
Quote
Jade Pendant • Artifact
At the start of your turn, +1 Buy
Quote
Amethyst Pendant • Artifact
If you have the most Curses at the end of the game, this is worth 4%
Quote
Ruby Pendant • Artifact
At the start of your turn, if you have any @, +$2.
1%
Quote
Emerald Pendant • Artifact
2%
Quote
Pearl Pendant • Artifact
At the start of your turn, you may discard a non-Victory card for +$1
Quote
Crystal Pendant • Artifact
Play with the top card of your deck face-up.


FAQ/errata:
  • Cards revealed by Crystal Pendant count as constantly revealed (so revealed once, no infinite Patron coffers).
  • Amethyst Pendant isn't worth anything if you don't have the most curses
  • There's seven of them so there's always at least one left over/not used in a game
  • "exchange" as used on Swap means you give them your pendant and take theirs simultaneously - I'm open to a different word since this is a keyword but couldn't think of one at the moment.
  • These may need a "grouping" card(like thing) type (kinda like Knights or Castles or what have you) to be able to "exchange your Pendant" but the template generator doesn't provide enough room for that so please use your imagination
  • I'll probably make some art for these at some point this weekend.

1115
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 27, 2019, 12:25:51 pm »
Master - Action-Command - $2
Play a non-Command Action underneath a Master from the supply, leaving it there.
Setup: Place one Master on top of each Kingdom supply pile.
Do you use this as an "eleventh" supply pile when you play with it? or does the game start down a pile from the get-go?

1116
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 26, 2019, 08:51:23 am »
Warlock
Types: Action, Attack, Doom
Cost: $5
+1 Card, +1 Action. Choose one: each other player receives one of the set aside face-up Hexes, then flip it face-down; or flip one of the set-aside face-down Hexes face up and +$1. (You may look at the face-down Hexes at any time)
Setup: place 3 Hexes face up, set aside.
You say you want to avoid Deluded every turn, but you put this on a cantrip.  Playing 2 Warlocks each turn to proc Delusion will be pretty easy.
If you want it to be non-terminal, consuming all the Hexes first and then flipping them automatically would go a long way to preventing a single abusive Hex from being played (though it would scale even more strangely than it already does).  I would say it would work better simply being terminal, though.

That's a good point. I think changing the bonus to +$2 rather than cantrip would probably be better (and people can have it be non-terminal in their Capitalism games, if they want, since this is already capitalism-susceptible).

1117
Rules Questions / Re: Fortune Secret History
« on: November 26, 2019, 08:49:01 am »
I think comparing Fortune with TR and KC doesn't fundamentally work. After all, Fortune is also a card taking up a slot. Fortune doubles all the $ you have produced at the expense of one slot. Maybe something TR-like but equivalent would have to repeat all your played Action cards.

I think the point was exponential growth. Allowing Fortune to work more than once would have allowed exponential growth; in a way similar to how KC is exponential. It's just more direct with Fortune, you can literally see 2^n in the calculation for how much money you get when you play n Fortunes (if it weren't limited to once per turn). With KC, the formula is more complicated.
Also, if it weren't for that restriction, crowns could make Fortune even more insane - crown a fortune for 4x!  Two crowns + two fortunes = 2^4 = 16x.  And the ultimate absurdity -  five crowns + five fortunes = 2^10 = 1,024x!
and unfortunately those were all the treasures you had in hand, leaving you with ten buys and no money

1118
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 25, 2019, 09:06:20 am »
Fan Creation
Type: ?
Cost: ?

Set up:
Choose a kingdom card from Weekly Design Contest Thread. This is that card until the game ends.

I like the recursive case for this, where Fan Creation is Fan Creation is Fan Creation is Fan Creation is Fan Creation is Fan Creation is Fan Creation is Fan Creation is Fan Creation is Fan Creation isFan Creation is Fan Creation is Fan Creation isFan Creation is Fan Creation is Fan Creation is...

It's not often we get an infinite loop during setup.

1119
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 22, 2019, 03:26:03 pm »
I mean the issue is if one person has Goons and is playing it with Sleepwalker every turn and the other person can't get to $6 to even get a Goons in the first place.

But honestly I think there are attacks that are more degenerate than Goons to be playing every turn, such as Mountebank or the Knights. While I don't think those games would necessarily be unbalanced they would probably not be very fun.
I guess that is true. 
"Non-attack" seems like an inelegant restriction, I don't want it to be the right answer, but it might be.
"costing less than $5" would fix a lot of these problems but then it's just Sage that can hit a Poor House.

Another option would be "cards whose only type is Action", although that disqualifies a few more than just "non-attack".

I think "non-attack" is the right way to go with this.

1120
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 22, 2019, 10:41:18 am »
@Fragasnap: is it a gang or a cabal? it's different in the photo + the text versions.

I think it's probably a bit much to have at $5. +2 Cards, +$1 feels like maybe a better middle ground between Cultist and Smithy. Or like +3 Cards, discard one.

1121
Variants and Fan Cards / Re: WDC Outtakes and B-Sides
« on: November 22, 2019, 10:14:58 am »
Contest 51: Alt-Curse
This had a much more narrow design space than I expected going in.
All of my entries replace the curse pile (so 50 cards) because that's easier than differentiating between Curse the card and Curse the type.


Quote
Damned • $2 • Action - Curse
Choose one:
+1 Card, +1 Action; or Trash a card from your hand.
-
–1% for each Damned in your deck.
If you have at least 3% in # tokens when you gain this, you may return 3# to trash this immediately. Otherwise, gain a Copper to your hand.
Actually mocked this one up because there's a lot of dominion card img generator syntax here.
Does the quadratic cursing and also is a Mountebank variant. Too powerful, in my estimation.


Quote
Burial Ground • $2 • Action - Curse
Trash a card from your hand.
-
-2%
When you gain this, gain an Estate.

Setup: In games using this, replace the Curses with Burial Grounds (using the same number of Burial Grounds as you would Curses).

This was a very simple double-junking curse and was my entry for all of six minutes before I decided I wanted to get weird with it.

1122
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 22, 2019, 09:55:37 am »
I went with trying to make the hypothetical hex-druid in a way that doesn't ruin everyone's game via spamming Deluded/Envious


Quote
Warlock • $5 • Action - Attack - Doom
+ $2
Choose one: each other player receives one of the set aside face-up Hexes, then flip it face-down; or flip one of the set-aside face-down Hexes face up and +$1.
(You may look at the face-down Hexes at any time)
-
Setup: place 3 Hexes face up, set aside.

Borrows a little from Necromancer too.

v1, for posterity:

1123
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 19, 2019, 09:05:52 am »
My entry is a 5/5 split pile:



This is supposed to work such that you can't gain Demons until all the Dark Rituals are gone. If this wording doesn't accomplish this, please let me know how to fix it  ;)

P.S. The images from the shardofhonor tool are huge. Is there a way to make them show up smaller on the forum without manually resizing the files?
Include width=250 (or a number of your choice) in the [ img ] tag. 250 works good for vertical cards, 300 for horizontal.
This replaces the normal Curses?
The numbers on this being a 5/5 split might not be great - you might want to do something like 2 of each per player (4/4 for two player, scaling up to 12/12 for six)
Also welcome to the board!

1124
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 14, 2019, 03:53:42 pm »
This may not be valid for this contest, but I’ll throw it in anyway...

Faustian Pact (Event, $6)

Once per game: set aside a non-Duration Action card costing up to $4 from the supply. Move your Devil token to it. All of your curses gain the types and abilities of that card. In addition, each of your curses is now worth -2VP at the end of the game.

Not sure how balanced this is, but it certainly makes things interesting...

Subtle note I like about this - it uses the pre-errata Inheritance wording so you can turn your curses into Feasts/Embargos/other one-shots and they can then autotrash themselves. Very cool.

1125
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 14, 2019, 06:41:02 am »
    [...]

    [...]
    Quote
    Breath
    Types: Treasure - Victory
    cost: 6*
    2 VP

    $6
    Trash this.

    (This is not in the supply)

    This is a super cool idea but i've got a couple reservations about it -
    • [...] You may want to consider having them be $2 -> $2 +1 Buy -> $3 -> $4 Trash this Return this to the supply, which would make them a little more even-keeled (ie, if you wanted to play with the biggest money, you wouldn't just buy curses right away)
    [...]
    [/list]
    The instruction of breath „trash this” is very important here, means it follows the main idea to give the player a decision. If you don't play it it is only an estate. If you play it you loose 2 VP but you have a one-shot-gold; maybe you need it in your last turn?
    BTW the name in German is Lebenshauch which is dfficult to translate in English, maybe soul?
    An Alternative are expressions like „Odem” or „Brodem” which are old expressions. But again it is difficult to translate.

    Yeah, i was thinking more that since it's not in the supply anyway (so you can't just buy them) that it might be better to handle the one-shot like Madman; do it the trashing way, the first five players to do the traveller line get a Breath and everyone else is out of luck. Do it the return-to-supply way (or even "exhange this for a Dark Path"?) and they cycle through/no one gets hosed by someone else's lucky shuffle.

    Pages: 1 ... 43 44 [45] 46 47 ... 55

    Page created in 0.081 seconds with 18 queries.