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 ... 44 45 [46] 47 48 ... 55
1126
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 13, 2019, 09:20:48 am »

Quote
Rotten Egg Basket
$3 Curse-Reaction
---
-3 VP
-
When you would gain a Curse, you may gain this instead. If you do, reveal cards from your deck until you reveal 2 cards named Curse. Return the revealed Curses to the Supply and discard the rest.
Just like putting all your eggs in one basket- you can bundle your Curses up into one slightly more Curse-y card and (hopefully) trash it later!

Errata: I was considering adding a Setup rule to add an extra Curse-giving Attack to the kingdom to make up for the potentially wasted space, but decided that was way too wordy.

Avoiding letting it return itself to the Supply was a problem and has made the wording a little weird too, I'd appreciate feedback on how to make it a bit simpler!
Is it supposed to be -3VP or -4VP? the image and description don't match.




Dominion: Accursed sidesteps the issue by instead replacing the cards called Curse in name and type as follows:
In games using any cards from Dominion: Accursed, replace half of the Curse pile with Jinxes and the other half with one of Curios, Heretics, or Wastelands. These cards are both part of the same pile and can be gained or bought in any order.

To clarify, for a full six-player-ready set, you'd have 25 of each type?




Quote
Dark Path
Types: Action - Curse - Traveller
cost : $0
-2 VP

+1 Action

When you discard this from play, you may exchange it for a jungle.

Quote
Jungle
Types: Treasure - Traveller
cost: $3*
-2 VP

$3

When you discard this from play, you
may exchange it for a Crossroad.
(This is not in the Supply.)

Quote
Crossroad
Types: Treasure - Traveller
cost: 4*
-3 VP

$4
+1 Buy

When you discard this from play, you
may exchange it for a Loophole.
(This is not in the Supply.)

Quote
Loophole
Types: Treasure - Traveller
cost $5*
-4 VP

$5

When you discard this from play, you
may exchange it for a Breath.
(This is not in the Supply.)

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 -
  • Should it really jump to gold right away? Especially with Dark Path being non-terminal, all you've really got to do is not dead draw it from a smithy or something to be able to get a Jungle, which is an upgrade in every way; 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)
  • How many of each card should there be in a two, three, ... , six player game?
  • You've got a naming conflict (Crossroads exists) and a typo in the card for Crossroad (on its exchange line) - if you need a new forest-y name, maybe "Thicket" or "Copse"?
  • Likewise, i think there's a translation issue with "Loophole" and "Breath" - the physical phenomenon of a loophole as opposed to the conceptual phenomenon, which is usually for legal/rules-related things is a man-made thing (like an arrow slit in a tower) rather than something that exists in a forest; I'd suggest "Grove" and "Glade", respectively for what I think you're getting at with those.

1127
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 12, 2019, 08:10:58 pm »
I think Abel_K gets the honors of being the judge then, since they were runner up?


I went simple on this one. Yeah, this'll make the estates run out fast if there's a cantrip curser, but it can also de-junk a bit. You may even want to buy one if there's no other trashing in the game!  On a subtler note, this also has a higher-than-zero cost to allow you to use it with TfB cards.
For clarity, included the setup note that you're using these instead of the stock Curses.


Actually no i wanna do something weird and do the Ruins variant i've been kicking around. To h*ck with simple. Someone else can do simple.




Curses that mess stuff up before you even get them. Revolutionary.
Ten of each, shuffle 'em together, same deal as Ruins as far as setup goes. I included the randomizer which has the setup instructions.

Quote
Boor • $2 • Night - Cuss - Curse
While this card is in the top card of its supply pile, when you trash a card, trash the top card of your deck as well.
-
Trash a card from your hand.
-
-1%
Quote
Cur • $2 • Night - Cuss - Curse
While this card is in the top card of its supply pile, Gold produces $2 instead of $3.
-
Trash a card from your hand.
-
-1%
Quote
Heel • $2 • Night - Cuss - Curse
While this card is in the top card of its supply pile, at the start of each turn, trash a non-Night card costing between $3 and $6 from the supply (the player whose turn it is chooses which card to trash).
-
Trash a card from your hand
-
-1%
Quote
Rake • $2 • Night - Cuss - Curse
While this card is in the top card of its supply pile, if you have more than 4 cards and it's not your turn, discard until you have 4 cards.
-
Trash a card from your hand.
-
-1%
Quote
Cretin • $2 • Night - Cuss - Curse
While this card is in the top card of its supply pile, when you play a card that causes you to draw more than one card, draw one card instead.
-
Trash a card from your hand.
-
-1%
Above the first line is what it does while it's showing in the supply,between the lines is what is does when you play it.

Errata:
  • Draw-to-X bypasses Cretin; Likewise cards that reveal-and-then-put-into-hand (Scrying Pool, etc).
  • Rake happens immediately (in the event of Soothsayer/Council Room)

1128
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 12, 2019, 10:14:18 am »
I mean, you'd probably name the cards you don't want more than action/treasure - you name "Ruins", or "Curse" or "Victory", you get to sift past the cards you don't want in your hand anyways and draw the rest.
Yeah that's true, I should have written about that possibility too... didn't want to be working on that post all night, you know.

I think the attack is probably strong enough that it's worth naming something that's likely to hit. Imagine naming Victory, hitting one Victory card, and making your opponent gain a Copper... and compare that to Witch. I guess if your intent was to use it as a Smithy that sometimes attacks, it does that pretty well, but the unreliability might get annoying (especially for the opponent). I do like it more today than I did yesterday, after thinking about it, though.
yeah, no worries, judging posts look like a beast to make, especially collecting all the post-hyperlinks.

1129
Variants and Fan Cards / Re: WDC Outtakes and B-Sides
« on: November 12, 2019, 09:38:01 am »
Contest 50: Reveal
I did a bunch of really wordy cards this week. I suppose switch statements based on revealed card types lend themselves to wordy cards.
Quote
Census • $4 • Action
+1 Action
Reveal the top 2 cards of your deck.
If the reveal cards contain an...
... Action, +1 Action
... Treasure, +1 Buy
... Victory, +1 Card
... Curse, +1 Card
... Duration, +1 Villager
... Attack, +1 Coffers
... Night, +$1
(Do all that apply)
Discard any cards revealed this way.
I wanted a super-iron card. I think the only thing this misses entirely is Hovel. On the bulk of "standard" boards this is just a village-adjacent card.

Quote
Peruse • $4 • Action
Reveal the top two cards of your deck.
You may trash one of them and gain a card costing exactly $1 more than it.
Discard the rest of the cards revealed this way.
Potentially overpriced terminal lookout-remodel hybrid. Worse than either of them but probably fine for initial de-junking.

Quote
Cultivate • $5 • Action - Reaction
+1 Action
Reveal and discard the top 3 cards of your deck. +$1 for each differently named card revealed this way.
-
When something causes you to reveal this (using the word "reveal"), all players get +1 Coffers.
non-terminal Patron variant that self-synergizes but also helps the whole table.

Quote
Secret Grove • $3 • Action - Reaction - Victory
+1 Action
Reveal the top 3 cards of your deck; put one back and discard the rest.
-
When something causes you to reveal this (using the word "reveal"), add a coin token to your Grove mat.

This is worth 1% per 2 tokens on your Grove mat, rounded up.
Grove mat would be analogous to a pirate ship mat. It doesn't move the game closer to ending ever, so it's kinda busted/golden-deck-y in that sense.

Quote
Fabulist • $5 • Action
Name a card. Reveal the top two cards of your deck and put them into your hand.
If the card you named was revealed, choose one:
+1 Cards; +1 Action; or trash the card you named and gain a card costing up to $3 that does not share a type with it.
Can probably be priced at $6, given it's either a smithy, a lab, or an expand*.

Quote
Oyster Diver • $2 • Action
+1 Action
Reveal the top and bottom cards of your deck. If either is a treasure, play it. Discard the cards that were revealed but not played.
Nice and simple, this was my first alternate. Can do some fun synergy with Crown or Quarry.

1130
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 11, 2019, 09:10:01 pm »
Congrats [TP] Inferno!


Racketeer by spineflu
It feels unsatisfying to get all the cards that aren't of the type you're focusing on. That's my first instinct. If you play this in an engine, you're probably naming Action, making it probably dead (to you) or maybe drawing you a Treasure or two if you're lucky. If you play it in Big Money, you name Treasure, and again it's completely dead to you. While the attack is very strong, I understand why there are very few official attacks that give no benefit at all to the person who played them. Even if I did well with this card, I wouldn't feel I was doing well-- I would just feel my opponent was doing badly. You can use it as a Smithy, of course, but then it's just an expensive Smithy.

I mean, you'd probably name the cards you don't want more than action/treasure - you name "Ruins", or "Curse" or "Victory", you get to sift past the cards you don't want in your hand anyways and draw the rest.

1131
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 11, 2019, 12:58:44 pm »

Three-cards Monte. Costs $5
Reveal the top 3 cards of your deck.
- If they are all different, discard them,  and + $3. The other players gain a Ruin
- If they are not, take in hand the similar cards. +1 Action

Some ideas :
- this card interacts with itself : if you're attacked and gain Ruins, you have more chances to get 3 different cards.
- you can try two strategies completely different : collecting various cards (1st effect) , or multiply buys of few cards , to take advantage of the second effect.

It seems to me balanced, but perhaps it is not at all !
You may want to give the +1 Action regardless (think of Tournament as your comparison) - would you play it knowing it could be your last action?
You may also want to rephrase for the edge case where someone uses these to draw their deck (since it's a super-lab/super-cultist, that's entirely possible) - if you draw no cards, are all the cards different?

maybe something like:
Quote
+1 Action.
Reveal the top 3 cards of your deck. If you revealed 3 different cards, discard them, +$3, and all other players gain a Ruins. Otherwise, put the revealed cards in your hand.

Thanks for your feedback.
- Don't you think that the +Action is  too strong for the first case ? TCM becomes a super-cultist now, no ?

- " if you draw no cards, are all the cards different?"...oups, I didn't think of that case. My idea is that is a third case in this card, so that risks to become a bit wordy... ("if you reveal less than 3 cards, +1 Action, and put them in hand")
- your proposition 'forgets' the concept of "similar cards" , that is important for me in that card : if I systematically put in my hand 3 cards + Action, it is an hyper-card, no?

So, something like :

Reveal the top 3 cards of your deck. If you revealed 3 different cards, discard them, +$3, and all other players gain a Ruin. Otherwise, +1 Action, put the revealed similar cards in your hand, or all the cards if you revealed less than 3
yeah that looks good.

1132
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 11, 2019, 09:27:17 am »

Three-cards Monte. Costs $5
Reveal the top 3 cards of your deck.
- If they are all different, discard them,  and + $3. The other players gain a Ruin
- If they are not, take in hand the similar cards. +1 Action

Some ideas :
- this card interacts with itself : if you're attacked and gain Ruins, you have more chances to get 3 different cards.
- you can try two strategies completely different : collecting various cards (1st effect) , or multiply buys of few cards , to take advantage of the second effect.

It seems to me balanced, but perhaps it is not at all !
You may want to give the +1 Action regardless (think of Tournament as your comparison) - would you play it knowing it could be your last action?
You may also want to rephrase for the edge case where someone uses these to draw their deck (since it's a super-lab/super-cultist, that's entirely possible) - if you draw no cards, are all the cards different?

maybe something like:
Quote
+1 Action.
Reveal the top 3 cards of your deck. If you revealed 3 different cards, discard them, +$3, and all other players gain a Ruins. Otherwise, put the revealed cards in your hand.






The Magpie effect as Project. Not as good as Piazza (which is the equivalent of +1 Card and +1 Action) but cheaper.
I think this might be under-costed; the reason Piazza gets away with a $5 pricetag is you've got to also buy actions to use with it, meaning it's generally not bought until your action density is high enough for it to hit - money density's high at the beginning of the game anyhow. This is a no-brainer buy during your opening, doubly so if the other project is Silos.

You could also make it do a weird thing and play the treasure (a la Piazza) for some fun interactions with Quarry, Royal Seal, Crown, and some antisynergy with Fortune, Bank, Horn of Plenty, Spoils, Magic Lamp, Cursed Gold, and Diadem.

1133
Variants and Fan Cards / Re: The Missing Nocturne Curser
« on: November 11, 2019, 09:07:40 am »
I see an issue as a tabletop player: it does not track the amount of trashing, so people will forget and lie about how much they can trash when playing physical dominion.
That's no worse than Treasure Hunter or Smugglers, really.
Yeah, but those have to work that way, this one really doesn't.  This could just trigger at the end of cleanup.  Then it wouldn't be a duration and wouldn't get stuck in play which would nudge its power up, which is the direction I think it needs to go, I think it's a little on the weak side.

iunno, this way it plays "better" with Dungeon / Hireling / Transmute / "at the beginning of your turn" stuff

1134
Using Madman via Innovation. Whoops.

1135
Variants and Fan Cards / Re: The Missing Nocturne Curser
« on: November 08, 2019, 08:50:53 am »
I see an issue as a tabletop player: it does not track the amount of trashing, so people will forget and lie about how much they can trash when playing physical dominion.
That's no worse than Treasure Hunter or Smugglers, really.

1136
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 07, 2019, 10:51:35 am »


This has the design flaw of generating VP without bringing the game closer to its end. There can come a point where everyone has well-made florist decks and there's less than 6 points between them, and the best play is to keep running the deck through to get VP because nobody can run the risk of the last Province deciding the winner. A never-ending situation.
I don't disagree but I think we have to specify the very situation in which this can only arise: a deck drawing engine with a sifter like Cellar, Warehouse or Dungeon.
or shepherd, or count, or any other discard-for-benefit/discard-for-penalty card + draw

1137
Variants and Fan Cards / Re: Really bad card ideas
« on: November 06, 2019, 04:38:42 pm »
Ruined Journey • $0 • Action - Ruins
Turn your Journey token over (it starts face-up).

1138
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 06, 2019, 10:48:26 am »
Convulsion of Nature
Project - $2
For the rest of the game, flip your deck upside-down and play with it that way.

FAQ question: since you are allowed to count your deck, are allowed to see what all the cards are? Or does counting need to be done without looking?

followup: does shuffling need to be done without looking?

1139
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 06, 2019, 10:29:44 am »
My entry:



My idea is designing an on-buy Island, though putting starting Estates or late-game Provinces does not provide another 2VP.

This event has various usage. We can use it simply as Estate (or Hovel) trasher keeping VP, even on our first turn. We can keep consistency of deck with $12, 2 buys and it makes easier to even building a golden deck. On the supply with Curser, it can be a another source of VP. Gaining a Curse by Haggler or Stonemason can be reasonable playing.

I considered several version of bonus. Since I like tricky things, it is intentional to make a Curse into something which is sometimes better than an Estate.
Giving 4VP is too strong against Duchy (and I wanted to give $4 cost to make it possible to buy it at the first turn), thus it gives 3VP.
1: this still hits Night cards
2: this is approaching Remodel levels of "too good" as an anti-junker
3: given that you can net 2VP when you Drift a Curse, this may discourage using cursers at all  in games where it's present. It may even encourage people buying Curses with extra buys to try to Drift them in future turns.

1140
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 06, 2019, 08:51:04 am »
Convulsion of Nature
Project - $2
For the rest of the game, flip your deck upside-down and play with it that way.

isn't this a yu-gi-oh card?
You can probably rephrase the last bit to "play with your deck face-up". That's what I did with Beacon anyhow (which was this same concept as an Artifact)




You can probably rephrase the first line to "For each card in your hand, reveal a card from your deck." which should cut down on your text wall

1141
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 05, 2019, 04:03:12 pm »

Quote
Racketeer • $5 • Action - Attack
Name a card type and reveal the top 3 cards of your deck. For each revealed card with the named type, choose one: Each other player discards down to 3 cards in hand; Each other player takes their –1 Card token; or Each other player gains a Copper.
Discard the cards with the named type and put the rest into your hand.

I did a long one this week. Considered breaking the three flavors of attack out to hexes/hex-like cards but i figured these were all easy enough to do and I didn't want the variation/envy/miserables from hexing to be in there.
Has a fun interplay between whether you want to get cards for you in your hand or hurt other ppl.

Rulebook errata, since this card is overly long already: choices must be different.

1142
Variants and Fan Cards / Re: WDC Outtakes and B-Sides
« on: November 04, 2019, 09:55:30 am »
In retrospect, I absolutely should've changed out my entry for this:

Quote
Bargain • $3 • Treasure - Night - Heirloom
If it's your Night Phase, you may exchange a card from your hand for a card from the Supply costing up to $3 that does not share a type with it. Otherwise, +$1.
Quote
Hub • $4 • Action
+1 Action
Choose a card type (Action, Treasure, etc). Cards of that type cost $1 less while this is in play.
Heirloom: Bargain

because it's really not that much more complicated than what I entered (Hub is just a weaker Highway; Bargain isn't really that complicated), while doing a better job at justifying its existence.



Quote
Contract • $3 • Treasure - Night - Heirloom
If it's your Night Phase and you still have one or more Buys, you may exchange a card from your hand for an Attack card from the supply costing up to $3 more than it.
Otherwise, +$1.
Quote
Cutthroat • $7 • Action - Attack
Trash a card from your hand.
Name a card type.
Each player discards a card of that card type (or reveals their hand to show they cannot). If they cannot, they reveal cards from their deck until you reveal a card of that type and trash it (discard the rest).
Heirloom: Contract
Was kind of on a Night-remodel kick when I designed cards this week. Made a very mean attack that's maybe too close to Saboteur, and then an attacking remodel for the heirloom.



Quote
Tincture • $5 • Treasure - Heirloom
Choose one: $1 or ⚗️
Quote
Portent • $5⚗️ • Action - Attack
+1 Card
+1 Action
If this is the first Portent you've played this turn, each other player takes their –1 Card and –$1 tokens, then discards a card from their hand.
Otherwise, +$1
Heirloom: Tincture
Also had the revelation that potions probably should've been a heirloom-esque mechanic. This was my attempt to fuse the two. Would've been a real feelsbad situation to play against someone whose opening allowed them to get a pre-shuffle Familiar though.



Quote
Goose • $3 • Treasure - Heirloom
Discard a card from your hand.
If it cost...
...Exactly $0 or $1, +$2
...$2+, +$1, +1 Buy
...$4+, +$1, +1 Buy
...$6+, +$1, Gain a Copper to your hand.
...$8+, +$1, Gain a Copper to your hand.
(Do all that apply.)
Quote
Instauration • $6 • Action
Trash a card from your hand. Gain a card costing up to $3 more than it that doesn't share a type with it.
Heirloom: Goose
This one wasn't thematically connected. Re-reading some Francis Bacon for an essay on Watchmen I'm doing. Thinking a lot about Untitled Goose Game because I had just finished it.

Goose is good for using with your starting estates/shelters, or if you get Cursed a lot, it can turn those into a copper-equivalent. It gets less great for your deck if you use it with Provinces but I guess if there's a Coppersmith or Counting House situtation it can be useful, or if it's approaching last turn and you don't care about junk. Using it with Gold makes $4 +2 Buys, counting the copper you gain.

Instauration is a 3-Remodel that can't do a direct upgrade thing. Semiuseful for getting rid of your Goose-coppers, provided there's a $3 card in the Kingdom that doesn't suck.

1143
Weekly Design Contest / Re: Weekly Design Hall of Fame
« on: November 04, 2019, 09:33:49 am »
Contest #49: Make a Card with a Custom Heirloom
Design both a card and a new Heirloom that comes with it. Can't think of any restrictions at the moment except that the Heirloom has to have the Treasure type.

Winner: Elder + Locket (auth: Something_Smart)



Runner up: Foundation + Safe (auth: Aquila)




Contest #50: Design a card (or card-shaped thing) that causes you to reveal one or more cards from the top of your deck.

Winner: Sawmill (auth: [TP] Inferno)


Runner up: Three-Cards Monte (auth: Abel_K)




Contest #51: Design a custom Curse card. *gasp*!
Quote
All submissions must have the Curse type and be worth negative VP. Cards that award -VP tokens or something similar aren't justified in having the Curse type (like Monument isn't a Victory card)
Submissions shouldn't be just an undercosted card with a VP penalty, see rinkworks' article on that. Try and come up with an interesting way to make it work.
Challenge judged by NoMoreFun

Winner: Slave (auth: grrgrrgrr)


Runner up: Fanatic (auth: Kudasai)



Contest #52: Druid needs some Company
Quote
Design a card whose effect differs per game. From the already-existing cards, Druid, Black Market, Young Witch, and Obelisk would be eligible.

Winner: Cozener (auth: pst)


Runner up: Tall Tale Teller (auth: Kudasai)



Contest #53: Three is Company
Quote
Make a card(-shaped object) that would be suitable for an expansion meant specifically for 3- and 4-player games!

Winner: Redistribute (auth: anordinaryman)


Hon. Mentions:

Emissary (auth: Gubump)


Tithe (auth: Something_Smart)


Swap + Pendants (auth: spineflu)




1144
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 30, 2019, 11:31:06 am »
@spineflu, hhelibebcnofnena:

These are both great wording choices for Lute and are certainly safer than what I'm trying to do. Which is have a starting card that starts at $0 and gets much better if you hold onto it. I just worry that if Lute gives $1 initially and scales later, holding onto it is a no-brainer.

I think Lute can work as-is, but it probably needs a cheap ($2-$3) cantrip as a counterpart to make it viable. Musician is anything but that. Any suggestions for a Musician change? Even a complete overhaul would be fun to discuss!

well
I'm thinking mainly on the ruins slowdown here
but you could have Musician look at the top two cards of the ruins pile, trash one and gain the other. Cuts into the number of cards in the ruins pile, empties it faster, makes sure you're getting the "good" ruins.

An alternate suggestion would be, on play, to discard any number of Ruins or Curses and draw a card (or two cards?) per, kind of a Shepherd for garbage. Thematically you can justify that as taking inspiration from tragedy, i guess.

As far as mitigating the opening, you could have musician, if it's the first card you buy on a turn, give +1 Buys which allows you to keep a $1/$5 opening but still get 2 new cards by turn 3.

1145
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 30, 2019, 08:53:39 am »
CONTEST - HEIRLOOM ENTRY

Just some funky ideas that kind of help each other out.

   
I like the Lute/Looter pun, if that was intentional.
i love it if it's unintentional

Are you worried that it'll mess with the opening at all? $2/$4 can be a rough start.

I'm very worried it will mess with the opener! I believe Donald X tried an Heirloom that didn't give any $ and he said it was fine, but just slowed the game down. So maybe it works okay? I'm really not convinced though.

If you had a way to guarantee your opening split, I think $6 coin to start would be fine.

And no, the pun was not intentional. That is quite funny though. Good catch!
Yeah I'd be real worried about that slowdown with intentionally seeding your deck with ruins. Maybe adopt City wording?
Like a
Quote
$1
If there is one empty supply pile, +$2.
If there are two or more empty supply piles, +$5.
to maybe at least mitigate the opening. I realize that kinda hoses you on situations where you empty 4+ supply piles.

1146
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 29, 2019, 09:35:53 pm »
CONTEST - HEIRLOOM ENTRY

Just some funky ideas that kind of help each other out.

   
I like the Lute/Looter pun, if that was intentional.
i love it if it's unintentional

Are you worried that it'll mess with the opening at all? $2/$4 can be a rough start.

1147
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 29, 2019, 07:33:04 pm »
Tinker
Types: Night
Cost: $5
Exchange a card from your hand for a card from the Supply costing up to $2 more than it.
Heirloom: Tin Snips
Quote
Tin Snips
Types: Treasure, Reaction, Heirloom
Cost: $3
$1
When you return a card to the Supply, you may discard this from your hand for +3 Coffers.
I do agree that Tinker needs to cost $5 (which you changed in the image but not the text): Remodel is very nearly too strong for $4, let alone Remodel-with-a-benefit (and being non-terminal is a huge benefit, even if it has to trigger during the Night phase).
Tin Snips is this huge source of +Coffers, but has so little to play with it except Tinker.  +3 Coffers is way too big for how frustrating it will be to align in the early game.  I'd much rather Tin Snips trigger off trashing for it to play nicer with more Kingdom cards.  Then it can give a more reasonable number of Coffers, and Tinker could trash instead of Exchange.
I mean if I did that I'd basically be making cards that already exist. The exchange-instead-of-trashing is The Whole Point of the card.
I did change Tin Snips to +2 Coffers tho, because +3 is too much - you hit that and a Swashbuckler? You've got your treasure chest in one go. Too much. But in the interest of having a game where you ignore Tinker and still use Tin Snips, I changed it to be a Silver instead of a Copper (and bumped the price up by one so we don't have to have Yet Another "Strictly Better" thread derailment on this board).
There isn't currently a non-terminal Remodel, nor a Remodel that ties into an Heirloom.  Exchanging is a fine idea for a Remodel variant, but it is not as though exchanging is the only unique part of Tinker.  It seems to just make Tin Snips virtually only proc on Tinker instead of having a host of triggers.  That reads odd to me, because I would think that Heirlooms should be designed to interact meaningfully with their Kingdom cards without being strictly defined by it.
Reducing Coffers to +2 is a major improvement to Tin Snips, especially with it giving +$2 on play: It massively reduces the frustration of missing as it goes from better $2 to worse $2.  I'm not sure I like the effect it has on the opening, as $5/$3 is probably pretty silly on most boards compared to $4/$4.

Rebuild exists (and is way too good but the nonterminality isn't the biggest issue there). Upgrade exists. Changeling is arguably also a nonterminal remodel variant, and I really like the idea of Night-Remodels exchanging rather than trashing.

As far as openings, its less drastic than Cursed Gold and on par with Baker (although you get to choose your opening w Baker).

I do have another possible entry along similar lines:


Quote
Bargain • $3 • Treasure - Night - Heirloom
If it's your Night Phase, you may exchange a card from your hand for a card from the Supply costing up to $3 that does not share a type with it. Otherwise, +$1.
Quote
Hub • $4 • Action
+1 Action
Choose a card type (Action, Treasure, etc). Cards of that type cost $1 less while this is in play.
Heirloom: Bargain
but I'm disinclined to have this be my entry because Commodore Chuckles has historically favored less wordy/keep-it-simple entries as winners.

1148
Rules Questions / Re: Lurker/Changeling clarification
« on: October 28, 2019, 03:57:26 pm »
this is a couple distinct steps -
1: you gain the card from the trash
2: you exchange the gained card for the changeling
2.1: you return the gained card to the supply or its non-supply pile, as appropriate.
2.2: you move a changeling from the supply to your discard pile.

note that 2.2 is not gaining.

1149
Variants and Fan Cards / Re: Stone Age Set
« on: October 27, 2019, 03:05:56 pm »
yeah i think it would be; imo bad judgment calls were also made in Harem and Native Village - both perpetuated some pretty crappy stereotypes. but just because there's offputting themes in past/canon expansions, thats no excuse for failing to try to be better in what we make now.

1150
Variants and Fan Cards / Re: Stone Age Set
« on: October 27, 2019, 02:47:49 pm »
I just thought that any concept could be offputting for some people. But the images maybe bad yeah... I'll try to find something else.

I mean sure but with slavery you're picking a concept that is for-sure offputting (if not downright offensive) to a good chunk of the world population. you pick like "curses and hexes and jinxes and magic" and you're pretty much only ruining the day of people that had a problem with Harry Potter for promoting satanism or whatever.

Pages: 1 ... 44 45 [46] 47 48 ... 55

Page created in 0.142 seconds with 18 queries.