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Messages - spineflu

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1126
Variants and Fan Cards / Re: Really bad card ideas
« on: July 22, 2019, 10:34:02 am »
Timeshare
Action-Victory-Duration
Cost: $3

Set aside a card from your hand.  After your next shuffle, discard it.
--------
2 VP

Actually i kinda love this as a "lesser island" or maybe you bought an endgame card too early

1127
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 22, 2019, 09:14:25 am »
So I made a coupla things and wanna chat pros + cons for each

Gambler
Revision A - ezmode slots
...
Revision C - hard mode slots


imgur ate revision b but it's fine, it wasn't that different than this one
  • Usually just a terminal silver with some pretty mediocre cycling
  • With Lucky coin, gravitates towards being a high $ card
  • probably underpriced when there's any thinning to tamp down the noise in the deck
Revision D - blackjack woodcutter

  • con: math. and setting up a deck to get to $7 (altho this being $4 + free silvers from LC being $3 helps)
  • pro: better cycling even on misses
  • pro: always at least a woodcutter and/or chancellor
  • probably the quickest of the lot to play
Revision F - roulette upgrade

What happened to revision E? it looked too much like "revision C" at everything but max resolution.

  • pro: probably most useful - remodel those Curses directly into Provinces!
  • con: turns will take forever
  • con: clumsy wording - help? maybe add coin tokens to the card and then it's sort of Butcheresque?
  • pro: Lucky Coin gives you trashing fodder so you don't have to start from $0 with a Copper every time
  • con: only limit to guesses is number of cards in deck - probably shouldn't allow for a Curse -> Colony upgrade

My entry is revision D but talk through these with me, change my mind.

A - I think this is way too wonky to be viable. With Lucky Coin this will mostly hit Treasures giving a meager +1 Buy and +$1 and that's if it procs at all.

C - The ability to play this until your deck runs out is really interesting, but could lead to swingy games. Could function as a way to set aside Victory cards, but then Gamblers become dead cards since you don't want to play them and put your green back into your deck. Would be quite hard to do, but powerful enough that it could be worth trying. Also, I don't think you need to specify that set aside cards are not in play.

@ C : I mean, you can't do the set-aside trick - the Gambler either plays itself again (moving every revealed card to a temporary "we've done this one already" pile) or discards everything in the "we've done this one already" pile. I don't think there's any cards that can interrupt this loop. You absolutely could abuse the lucky coin's silver / buy excessive coppers / thin everything else out so it always hits a bunch on treasure but yeah, too swingy really.

D - Another interesting one. Really makes use of Lucky Coin's Silver gaining and the price of $4. Another one that could be swingy. The gambling aspect of drawing one or two cards seems fun.

F - This needs some text to address what happens to the revealed a card. Currently you reveal it and put it back, setting you up to perfectly name it the next time. If you can name it correctly the first time you can name it correctly 1,000,000 times if you wished! Even with that fixed, not having a cap on this could make it swingy. (Sorry I keep using that critique!)
@F: There's text - the last line - that says to discard all cards revealed by this card. Again, I don't think you can interrupt the loop on this card. Could probably move that up to the end of ¶2 with an "Otherwise" clause, make that less confusing.
 

Overall, some very interesting ideas. I think version D utilizes Lucky Coin the best and has some cool gameplay mechanics. I just recommend toning down the successful proc reward.

you think so? I think $5 is kind of a reasonable payout - $3 definitely isn't worth it, $4 is a "maybe" to my lizard brain but $5 gets peoples attention and gets them thinking "how can I set this up?" without being "the only game in town".

(also what is proc?)

1128
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 19, 2019, 11:04:29 am »
So I made a coupla things and wanna chat pros + cons for each

Gambler
Revision A - ezmode slots

Pros:
  • pays out nearly every time - still a miss if you hit on like. durations that are mixed action-durations and night-durations
  • can do a lot of roles, although none reliably
  • gravitates towards +$1 +1 Buy due to Lucky Coin
  • probably a better buy elsewhere

Revision C - hard mode slots


imgur ate revision b but it's fine, it wasn't that different than this one
  • Usually just a terminal silver with some pretty mediocre cycling
  • With Lucky coin, gravitates towards being a high $ card
  • probably underpriced when there's any thinning to tamp down the noise in the deck
Revision D - blackjack woodcutter

  • con: math. and setting up a deck to get to $7 (altho this being $4 + free silvers from LC being $3 helps)
  • pro: better cycling even on misses
  • pro: always at least a woodcutter and/or chancellor
  • probably the quickest of the lot to play
Revision F - roulette upgrade

What happened to revision E? it looked too much like "revision C" at everything but max resolution.

  • pro: probably most useful - remodel those Curses directly into Provinces!
  • con: turns will take forever
  • con: clumsy wording - help? maybe add coin tokens to the card and then it's sort of Butcheresque?
  • pro: Lucky Coin gives you trashing fodder so you don't have to start from $0 with a Copper every time
  • con: only limit to guesses is number of cards in deck - probably shouldn't allow for a Curse -> Colony upgrade

My entry is revision D but talk through these with me, change my mind.

1129
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 16, 2019, 04:37:46 pm »
I wasn't gonna enter this week because I forgot about it but then i saw there was still like two days left in the contest so here I am, with my Potion remodel + Potion overpay junker.



card text:
Metamorphosis • $3+ • Action
Trash a card from your hand. Gain a card costing up to [Potion] more than the trashed card.
-
When you buy this, you may overpay for it. For each [Potion] you overpay, each other player gains a Copper.

This is useless without other potion cards. The top just says “trash a card and gain a card costing up to the same amount” while the bottom only junks if I’ve already junked myself with useless potions. I’m not sure how to fix it. Maybe make it cost potion and overpay with coins? The top part would still be pretty bad though.

how about don't play it without other potion cards? it's rare that there'd be only one in a "good" kingdom setup anyway.

Like... yall need a breather - not every card is good in a random kingdom. Let there be weirdness and edgecases. That's how you make a fun game. Yall wanted an unconventional junker. This is not a conventional junker. It's gonna have setups where it's underpowered / not worthwhile. Those aren't its interesting cases - its interesting cases are the ones where its a contender.

Having a card that is completely useless in some kingdoms is a design flaw.  It's the reason why Donald X cut a card that was "+$2, return this to your hand" - it was almost useless without villages (I forget its cost, but it was at least $3).  It's the reason why every card that gains or plays a card from the trash also has a way to put good cards into the trash (Graverobber, Rogue, Lurker, Necromancer).  It's also the reason why every Reaction card has an effect that might be useful even if there is no opportunity to use the reaction, such as Moat for +2 Cards without attacks and Tunnel for 2 VP with no way to discard it.

I strongly suggest changing this to have a positive effect even in games without other Potion-cost cards.  A different above-the-line effect that interacts with Potions would be one possibility, something like Apothecary or Alchemist.  That would prevent the Potion you bought from being a dead card.

Honestly I prefer a different Donald X anecdote. It's fine - it's gonna be worthless in a bunch of kingdoms. It's also going to be an interesting card for both top and bottom in a bunch of kingdoms. Make your own version if you're unhappy with it.

1130
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 16, 2019, 03:46:39 pm »
I wasn't gonna enter this week because I forgot about it but then i saw there was still like two days left in the contest so here I am, with my Potion remodel + Potion overpay junker.



card text:
Metamorphosis • $3+ • Action
Trash a card from your hand. Gain a card costing up to [Potion] more than the trashed card.
-
When you buy this, you may overpay for it. For each [Potion] you overpay, each other player gains a Copper.

This is useless without other potion cards. The top just says “trash a card and gain a card costing up to the same amount” while the bottom only junks if I’ve already junked myself with useless potions. I’m not sure how to fix it. Maybe make it cost potion and overpay with coins? The top part would still be pretty bad though.

how about don't play it without other potion cards? it's rare that there'd be only one in a "good" kingdom setup anyway.

Like... yall need a breather - not every card is good in a random kingdom. Let there be weirdness and edgecases. That's how you make a fun game. Yall wanted an unconventional junker. This is not a conventional junker. It's gonna have setups where it's underpowered / not worthwhile. Those aren't its interesting cases - its interesting cases are the ones where its a contender.

1131
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 16, 2019, 03:21:45 pm »
I wasn't gonna enter this week because I forgot about it but then i saw there was still like two days left in the contest so here I am, with my Potion remodel + Potion overpay junker.



card text:
Metamorphosis • $3+ • Action
Trash a card from your hand. Gain a card costing up to [Potion] more than the trashed card.
-
When you buy this, you may overpay for it. For each [Potion] you overpay, each other player gains a Copper.

1132
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: July 16, 2019, 11:31:38 am »
Backcountry Day 2:
We've got some more causes! We've got some more mixed piles! We've got some more things that care whether you're "Wanted"!

Causes
This is the rest of the "Vanilla" causes:



(masquerade counts as vanilla, right?)

and keeping with the trash-from-supply theme:


"regular" Kingdom Cards that care about Wanted





Mixed pile Kingdom Cards
Constable/Deputy (5 each)



Marquis/Magistrate (5 each)



Piper/Singer/Fiddler (4 each)




1133
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: July 16, 2019, 09:25:13 am »
...

...
...
Yes, this is a fine way to expand the game. Those who like a more strategic Dominion can always stick to Donald's cards, can't they?
bingo - same as how when people don't like Potion-cost cards, they don't play with Alchemy. Like I said in the Causes rules, it's your game and you should play it how you want.

Quote from: Aquila
re: what you're buying with Prohibition, you're adding a token delivery mechanic to a pile (similar to a conceptual Adventure token for +1 Coffers) but it affects all players (a la Embargo). What the prohibition tokens do is resolve when the Vice Raid and Valuable Contraband Causes come up, as well as provide a future design space thematically based around bootlegging/smuggling.
So 5 x players tokens go on the event, ready for taking. Are there going to be other ways to get them besides the Prohibited State? If there aren't then the number of tokens won't match up to the number of cards in the Prohibited pile in 3+ player games.
And what I meant with buying was, you pay $4 to use the Event, what happens?
You pay $4 to use the event - it allows you to place the Prohibited state on a pile. While the number of Prohibition tokens won't match the number of cards in the pile, the more limited number does make it so I don't have to buy an additional copy of Seaside to test with - for two or three player, i can just pull out the embargo tokens (for 4-6 i'll have to grab some 8mm cubes from my gamedesign supplies box). Why five per player? There's no real prize or penalty presently to having specifically more than 5; I figured five was a manageable amount, and thematically, if you were a bootlegger and got busted with five barrels of whiskey or ten, I don't think it really mattered in terms of penalty. Playtesting will tell whether I hit or missed the mark on that.

Quote from: Aquila
The mixed piles will be expanded upon in my second set, "Heresy"; for now they're largely cards that are variations on a theme, synergize in a way that doesn't necessitate one happening first a la split piles, and/or a collection of lower cost cards that would maybe be boring to have all three as separate kingdom cards but put them all together in one pile and you get interesting interactions. Having a nonconsistent supply pile can create interesting randomness in the (un)availability of the card you want.
This could well work, and with your intent on the player interaction side it looks like a good mechanic to explore. It might just be Slaughterhouse/Cattleman I don't really like - terminal Actions are the ones players want to get right in their decks, and these two behave quite differently. So, I could see a mixed pile of very similar and/or non-terminal cards working better.
This is also the reason for trash-from-supply being a thing in this - you can sift the supply piles.

Quote from: Aquila
Cow - how many of these are there? The premise looks good, storing these up to spike certain effects.
16 for 2-4 player, 20 for five player, 24 for six. For the time being I'm not going to be testing with 5+6 players.


1134
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: July 15, 2019, 09:20:26 pm »
A general disclaimanifesto: a pervasive subtheme in many of my designs (both in dominion and in other/original board game designs) is hubris cards/abilities - higher risk cards or strategies that generally don't pay off. While this is boring to a competitive scene (there's usually a more optimal/dependable path), it enables the "big fish" stories that more casual game scenes thrive off of. This is the same design space that MtG's "Un-" sets live in; it sees cards like Coppersmith, Tribute, or snagging three coppers per turn for a Thief-Garden combo as worthwhile paths to examine, not missteps. I'd encourage looking at your own designs from this perspective. Ask whether a thing is fun when it pays off rarely - is the payoff story worth the times it doesnt work? Is the randomness fun for a new player? Since most gamers play a game only a handful of times, I'd say light constant randomness (shuffling) and heavy intermittent randomness (rare payoff strategies) are both crucial to a design to encourge a positive memory of a game, despite ths latter discouraging data-driven replayability.

1135
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: July 15, 2019, 08:44:29 pm »
Here's a brief Backcountry overview:

Main themes: States are a wide open design space with lots of potential, look forward to seeing what else you've done. With using the tavern mat just mind interactions with the Reserve cards and Miser. With cost adjustment, go overboard and it'll be really hard for players to keep track of the changes all the time; with the other Supply alterations in this set there's a huge amount going on.

Subthemes: Mixed piles add randomness, suggesting that you want Backcountry to be a relaxed, low-skill set less about strategy and more about player interaction. Supply trashing understandably goes with this, but too much and the game can be over on 3 piles before players get satisfying decks together.
Causes I first thought would be further randomness with shuffling them in (with split piles you could always say put them in the middle), but then I remembered players can look through the piles at any time to see where they are. So it's public knowledge when they come up and what will happen - that can make for some neat strategizing! You could certainly do interesting things with Causes!

Prohibited: this looks like it wants to be another unique mechanic like the Causes and mixed piles. I don't really get the $4 cost Event; what are you buying? The rules could be kept in the 'rulebook' and the tokens in the box. To introduce the Prohibited State into a game you could use a unique type on the things that need the tokens, like Looter to Ruins. So one random pile each game powers these up - the replayability it adds is nice, the competition to win the split of the pile another thing if it's worth it.

Out of time to look at the specific cards and the cow mechanic, but the combination of Causes and Prohibited could make for a neat set. Mixed piles...I don't think will really work. That kind of randomness doesn't really suit Dominion.

player interaction (especially non-attack player interaction) is definitely a highlight goal for me with these (esp. in the third set, "Syndicates", but that's future knowledge). The supply pile trashing is a minor theme, nothing overboard.

re: what you're buying with Prohibition, you're adding a token delivery mechanic to a pile (similar to a conceptual Adventure token for +1 Coffers) but it affects all players (a la Embargo). What the prohibition tokens do is resolve when the Vice Raid and Valuable Contraband Causes come up, as well as provide a future design space thematically based around bootlegging/smuggling.

The mixed piles will be expanded upon in my second set, "Heresy"; for now they're largely cards that are variations on a theme, synergize in a way that doesn't necessitate one happening first a la split piles, and/or a collection of lower cost cards that would maybe be boring to have all three as separate kingdom cards but put them all together in one pile and you get interesting interactions. Having a nonconsistent supply pile can create interesting randomness in the (un)availability of the card you want.

Prohibited should not be a State. It's more similar to the Bane card.

Giving Stampede the "Attack" type does nothing as everything that reacts to Attack cards says "when another player plays an Attack card" and Stampede cannot be played. Note that Raid is not an Attack.

Prohibited is actually closer to an Adventures-style token, i just didnt want to have the rules for it buried in the rulebook, nor have it be player-specific. While there havent been non-player-anchored states, there's no reason to reinvent the wheel here - let states be attached to whatever and provide additional rules for what they're attached to.

Good catch on Stampede tho. I'll change that tomorrow when i'm back at my work pc.

1136
Variants and Fan Cards / spineflu, an idiot, designs fanspansions
« on: July 15, 2019, 12:24:43 pm »
So i've been working on designing cards and then i accidentally a full expansion of cards, and then i accidentally a full five expansions of cards, and then i browsed the variants/fan cards formula and realized a whole bunch wouldn't work / would be bad / would not be "fun" and trimmed it down to three-ish and then realized a couple people had better ideas for cards than me or cards that fit with the whole set scheme (cited/credited as I get to them) and swapped them in.

Slowly working on making paper copies of all these.


backcountrywhy even have the marquee text option if you don't use it, right?

Backcountry is my sort-of sequel to Adventures. Its main mechanical themes are:
  • cost adjustment
  • states
  • cares about what else is on the tavern mat
Its mechanical subthemes are
  • co-op random "events" (Causes, so called because "event" was already taken)
  • Tavern Mats (sort of by default)
  • Mixed piles
  • Trashing from the supply

Its flavor themes are pastoral cattle farming, being in a literal tavern, a sort of barney fife-esque small town law and order, and just a hint of The Wicker Man.


New mechanics for Backcountry:
Causes are card-like things that are shuffled, then one is shuffled into each of the Kingdom piles prior to the start of the game (in the event of split piles (introduced in Dominion: Empires), you may either randomly slot in the cause or just not include a Cause in that pile; it's your game and you should play it the way you like.) Causes affect all players. When a cause is revealed on a Kingdom pile, it is set aside; at the end of the turn the Cause was revealed, it is resolved - do what the card says on it. After resolving the Cause, it is placed back in the game box, removing it from the game.
When building the Causes deck (prior to shuffling/adding one to each supply pile), you may include a number of blank white cards if you'd like each pile to potentially not have a cause in it - when the blank card is revealed, simply return it to the box.

Mixed Piles are like split piles but their order doesn't matter. You can only buy or gain the top card of the pile. Mixed piles with two different cards have five each; mixed piles with three different cards have four each. While this goes against the conventional ten card pile, it does go with the original design choice of twelve cards per kingdom pile.


Here's some of the cards + cardlike things (i'll post more slowly over time)
Events

Just because something is illegal doesn't mean you can't do it.


An attack-like event specifically for later-game.


An attackesque event that allows you to accidentally swamp hag yourself.


Use your tavern mat as an island



States

a state that marks piles and gives players prohibition counters (really an excuse to re-use embargo counters). The prohibition counters, in turn, interact with some Causes.


a state that makes money cheaper and doing things hard.

Supply cards

A lynchpin card used by other Cattle cards.

some other cattle cards:






^ mixed pile with v


Causes

For use with the Prohibition event, but works without it


For use with the Prohibition event, doesn't work without it.


More of a generic Cause


More to come in this set!

1137
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 15, 2019, 10:36:32 am »
Cockroach
cost $1 - Action
+1 Action
If the Cockroach pile is empty, each other player gains a Curse. Otherwise, gain a Cockroach.
---
Setup: Each player gains a Cockroach.

i hate that this could lead to a $3/$3 opening ( 3 copper, 2 estates / 3 copper, 1 estate, 1 cockroach / 1 copper remaining in deck)

1138
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 04, 2019, 12:21:14 pm »

Heretic
Types: Action, Attack, Victory
Cost: $5
While this card is in play, Curses gain the type "Treasure" and have the ability +$2. Choose one or both: Gain a Curse to your hand; or each other player gains a Curse.
At the end of the game, if you have the most Curses, 2VP
If I play multiple Heretics, is it intended that Curses will continue to stack types (even if it is more Treasure types)? Do you intend the Curse to only ever produce $2, even if you play multiple Heretics? I'm not even sure how it would work. Are ties friendly (as in, multiple players each with the most Curses each get 2VP from their Heretics)? I'd assume so since Keep is friendly, but it has a clause for that.
I'm not sure I would like this very much due to the way the VP will play out so differently in multiplayer games. If giving Curses out is ideal then they split normally, but if its ability is ever relevant (though I'm not sure if it will ever be good enough to take Curses yourself), then the Curse split turns weird.


the intent is that curses become functionally equivalent to silvers and that the most cursed player ends up gaining 2vp/heretic; ties are friendly (which you're right, does need to be specified). The double treasure thing you specified when multiples are played i don't think matters (i'm operating under the assumption that card types are a Set - no duplicates - but even if I'm wrong with that i still don't think it matters in this case bc there's no limit to the number of treasures you can play during your buy phase).

1139

This one's for Adventures, of course. A Reserve curser that points toward giving big flocks out later game. It's got self emptying like Magpie to help influence timing, but won't work unless you gain a Province to avoid pointing to 3-pile rushes.
Something doesn't quite feel right about it...but here's the first draft for now.

is a group of ravens still a murder? because this would straight up murder decks in flocks. i love it.

1140
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 03, 2019, 04:48:22 pm »
doesn't the name of your card itself kinda break theme/canon tho? these are named after some russian guy from the late 18th century iirc

Why should it break canon? The themes of Hinterlands are trading, roads and foreign cultures. Mandarin is also a direct reference to imperial China and the German names of the cards Walled Village and Church are Carcassonne (only in the Hans im Glück version, it is now Befestigtes Dorf) and Schweriner Dom, which are both references to real world cities.

cos timeline-wise, your card happens like 200 years minimum after literally all the other sets?

1141
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 03, 2019, 04:28:30 pm »


Potemkin Village
Cost: $4

+1 Card
Discard 1 card. If it’s a Victory card: +1 Card and each other player gains a Curse, otherwise: +2 Actions
-
1 VP
-
When you gain this, gain an Estate.

You are very proud about the opulent fortifications surrounding your small kingdom. But in the big world outside there must be great leaders. After a long and burdensome journey, you reach a magnificent village, which must belong to a great leader. At least you think it is a great leader and you think it is a magnificent village. In fact it is just another small village at the border of just another small kingdom and you realize, that this is just the begin of your long and burdensome journey.

This is a Victory card, which comes with a Victory card, in a set which has nice interaction with Victory cards. If you discard a Victory card, this is a Witch, if you don’t this is a worse Village. Well, this card sounds very desirable at the first glance. A curser for $4 which already comes with 2 VP!? How it this even possible??? I mean, nobles costs $6, but ... Stop! As the card’s name implies*, it seems to look perfect, but actually this is just a façade threatening to crumble in an extremely fast game, where piles are drained very quickly. In fact this card performs very poorly without the correct assistance.

Fortunately, Hinterlands comes with a lot support for this card. Silk Road and Crossroads love decks with many Victory cards. Trader gives you Silvers instead of Estates and Cartographer sifts through your Estates. Potemkin Village is also a nice Tunnel enabler and unlike Young Witch its cursing effect cannot be stopped by the bane card. You can also buy a Border Village, which comes with a Potemkin Village, which comes with an Estate. And in a pinch, the Hamlet effect is acceptable Margrave or Embassy engine.

*) A Potemkin village is the illusion of a wealthy village with impressive buildings. Those buildings often only have a renovated front or are shells without interior. The card’s image shows Pyongyang for obvious reasons.

doesn't the name of your card itself kinda break theme/canon tho? these are named after some russian guy from the late 18th century iirc

1142
Dominion General Discussion / Re: Storage options?
« on: July 03, 2019, 04:06:06 pm »
this is my storage solution that uses the original boxes (i posted it on r/foamcore a few months ago)

It's heavy but until i start actually making paper versions of the Fan/Variant card forum should do fine.

1143
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 03, 2019, 03:44:45 pm »
I'll take a stab at making a promo curser.
Here's Heretic. Super swingy alt-vp that allows you to do an absurd thing like get all the curses and use them instead of money.



Card text is :
Quote
While this card is in play, Curses gain the type "Treasure" and have the ability +$2.
Choose one or both:
• Gain a Curse to your hand.
• Each other player gains a Curse.
-
At the end of the game, if you have the most Curses, 2%

you'd clearly want enough of them to make them actually worth VP to offset the curses you take on.

Alternatively, you can just curse everyone else, and/or yourself!

Also ties into the promo's subtheme of "generally large/strange choices" (Governor, Envoy (for the player on yr left), Prince and Stash also exhibit a similar "large" decision space, Black Market exhibiting "strange" decision space).

Thematically, its named "Heretic" because it involves having a large pile of junk, and "religious"-themed cards are generally de-junking trash cards.

edit: fixed image link, added thematic rationale

1144
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 26, 2019, 09:31:52 am »
Gossip - Action-Duration - $3
Until the end of your next turn, Villagers can be removed from Villagers mats during their owner's Action phase for +1 Action each or +1 Card each. This card affects all players.
I think this might get disqualified as the +1 Action / +1 Card would count as "Conditional Vanilla++ effects".
If a card read "While this is in play, when you play an Action, +1 Card," I would disqualify it, so modifying tokens to give additional Vanilla++ benefits must disqualify Gossip.
If it gave a non-Vanilla++ effect (or some kind of scaling effect) for consuming tokens (or any other trigger) then it would be fine.

fair enough.

1145
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 25, 2019, 10:02:56 pm »
Here's my entry. part of a set i'm working on that emphasizes non-attack player interaction.
Gossip - Action-Duration - $3
Until the end of your next turn, Villagers can be removed from Villagers mats during their owner's Action phase for +1 Action each or +1 Card each. This card affects all players.


link to card creator image bc i can't remember how to resize images using phpbb syntax

This helps your opponents more than it helps you because they didn't have to play it or buy it. The only reason you'd buy it is if you were the only one obtaining Villagers, which is very unlikely.

kinda - you get the bonus during your current turn and your next turn, which balances it out a bit imo

Ah, I misread it as only affecting your current turn. That makes it a bit more balanced, but it still has the issue naitchman pointed out-it's completely useless without a source of Villagers, and giving it +Villagers to fix that issue would disqualify it.

yeah thats fine - its a card whose utility depends on its kingdom, same as Moat when theres no attacks, or a lone potion-cost card in an otherwise potionless kingdom. Its there to make the games where it does fit more interesting.

1146
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 25, 2019, 06:57:15 pm »
Here's my entry. part of a set i'm working on that emphasizes non-attack player interaction.
Gossip - Action-Duration - $3
Until the end of your next turn, Villagers can be removed from Villagers mats during their owner's Action phase for +1 Action each or +1 Card each. This card affects all players.


link to card creator image bc i can't remember how to resize images using phpbb syntax

This helps your opponents more than it helps you because they didn't have to play it or buy it. The only reason you'd buy it is if you were the only one obtaining Villagers, which is very unlikely.

kinda - you get the bonus during your current turn and your next turn, which balances it out a bit imo

1147
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 25, 2019, 02:49:25 pm »
...

I think this might get disqualified as the +1 Action / +1 Card would count as "Conditional Vanilla++ effects".

For images just use width attribute:

Code: [Select]
[img width=200]Image_URL[/img]
thanks - it's literally been ... seven years? eight? since i used a phpbbs. social media hasn't been kind to my markdown skills.

and re: disqualification: i'd hope not. the card itself doesn't give cards, actions, or villagers, it just changes how other existing components interact.


1148
Variants and Fan Cards / Re: Wording Challenge: Planetarium
« on: June 25, 2019, 01:47:09 pm »
you've got a player honesty issue with it specifically having to be an action card you set aside, so you can trim that.

you also have a multi-variable output issue (reveal + telling truth, reveal + lying, no reveal) that can be handled a little more elegantly.

and you've got some ambiguity as to whether the gained cheaper card for "reveal + lying" is based on the revealed card or the named card.

This wording fixes all of those (although doesn't make it much shorter):


Set aside a card from your hand, facedown.
Name an Action card costing less than $5 from the Supply.
The player to your left chooses whether or not you reveal the set aside card.

If they choose to have you reveal it and it was the named card, play it three times.
If they choose to have you reveal it and it wasn't the named card, trash it and gain an Action card cheaper than the revealed card.
If they choose to not have you reveal it: reveal it now and play it twice as if it is the Named card. It is that card until it leaves play.

1149
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 25, 2019, 12:36:08 pm »
Here's my entry. part of a set i'm working on that emphasizes non-attack player interaction.
Gossip - Action-Duration - $3
Until the end of your next turn, Villagers can be removed from Villagers mats during their owner's Action phase for +1 Action each or +1 Card each. This card affects all players.


link to card creator image bc i can't remember how to resize images using phpbb syntax

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