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 ... 46 47 [48] 49 50 ... 55
1176
Manorialism, the simplest change (rather than the Capitalism style shapeshifting) would be do something like "At the start of your buy phase, you may discard any number of Victory cards for +$1 each" so "trash a card in play" style trashers don't get way better (and things like Loan don't 'hit' on your victory cards).

Line of Credit, you can't buy it if you have debt anyway, so you don't need the debt check clause; also as worded, this would allow you to bypass potions and do things like pay $3 for a Familiar, which is kind of OP. Also you might want to include a default penalty of like, two or three debt for using this (compare $5 for Band of Misfits / @8 for Overlord).

Fence might have tracking issues with cards that topdeck/gain to hand (Nomad Camp, Guardian, etc) or cards that have been Watchtower'd.

Midnight Sun I'd say you can probably lower it to 4 Cards, and then add a buy like segura said.

I don't want Victory cards to be turned into hybrid Treasure-Victory using Manoralism to avoid cards like Loan. I just want to allow the Victory cards to now be playable during Buy phases and they produce an equivalent Copper if a player does so.

Yeah, on Line of Credit I was trying to limit it's use and was considering if it was used outside of Empires. I like the idea of the debt accrued is a bit higher than the cost of the card (thematic interest). +1 extra Debt or +2? I thought Potions could not be converted, so Debt could not be substituted. I can put a quick remark that potions don't count.

For Fence, since it is during the Night phase, trashed or discarded cards would no longer be in play. Do they still count as being in play? I never noticed that in the rules.

The +4 Cards, +1 Buy might be a good way to keep it at $5 instead of raising it. Will think on it.

Thank you for the input, greatly appreciated.
The problem with the phrasing on Line of Credit is that it's more or less following Forge's wording, which is designed to dodge potion cost issues. I'm honestly having trouble phrasing it too - it's tricky - without doing it as one-time cost reduction, which is a really roundabout way of doing it.

1177
Manorialism, the simplest change (rather than the Capitalism style shapeshifting) would be do something like "At the start of your buy phase, you may discard any number of Victory cards for +$1 each" so "trash a card in play" style trashers don't get way better (and things like Loan don't 'hit' on your victory cards).

Line of Credit, you can't buy it if you have debt anyway, so you don't need the debt check clause; also as worded, this would allow you to bypass potions and do things like pay $3 for a Familiar, which is kind of OP. Also you might want to include a default penalty of like, two or three debt for using this (compare $5 for Band of Misfits / @8 for Overlord).

Fence might have tracking issues with cards that topdeck/gain to hand (Nomad Camp, Guardian, etc) or cards that have been Watchtower'd. Prior to the new errata, it would've missed on everything except the top card of your discard pile.

Midnight Sun I'd say you can probably lower it to 4 Cards, and then add a buy like segura said.

1178
Variants and Fan Cards / Re: modded Wild Hunt
« on: October 15, 2019, 07:46:35 pm »
PS: Anyone know if there was a particular reason why there were no Night cards that gave boons in Nocturne?
Just go over them: Earth, Field, Forest, Wind and to some degree Sky suck (i.e. do nothing) at Night.

Sea is also rarely good here, and Flame is nerfed. For it to work at all, it would have to be a Duration effect.
eh, it could be a pseudo duration like the on-buy of Blessed Village

1179
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 15, 2019, 11:41:01 am »
Congrats hheli, grep, majiponi!

1180
Variants and Fan Cards / Re: WDC Outtakes and B-Sides
« on: October 15, 2019, 11:16:27 am »
Contest 47: Event Using Artifact
These were both fun and easy to come up with.

Quote
Practise • $3 • Event
Play an Action card whose cost is $4 or less from the Supply, leaving it there. Take the Bow or the Rosin.
Quote
Bow • Artifact
When you buy Practise, you may play a card whose cost in coins is $5 or less instead, and you get +1 Buy
Quote
Rosin • Artifact
When you buy Practise, you may play a Treasure from the Supply instead, and you get +2 Buys
This was my fallback in case anyone found a huge glaring fault in "Surveil + Beacon"; Fragasnap's comment about how playing a remodel at buy was Different than buying-then-playing a remodel later got me thinking, and the errata about command cards had just come out, figured it'd be an interesting thing to try. The neat sneaky thing about the Bow is it lets you bypass potion costs.

Quote
Seige • $5@5 • Event
If you have not gained any cards this turn, +1% per unused Buy you have and take the Ram. Trash a Province from the Supply.
Quote
Ram • Artifact
When you shuffle, each other player trashes the top card of their deck and either gains a card with the same cost, or a cheaper card that shares a type with it, their choice.
Had misgivings about this being too fast and too good on boards with like.... Market and Donate, for instance - just get hella buys, enough money to Seige every turn, donate the rest, Golden deck out the game.

Quote
Vespers • $2 • Event
Choose one: Trash a card from your hand; or take the Soutane
Quote
Soutane • Artifact
At the start of your Buy phase, +$1 per card you've trashed this turn.

Essentially an alternate version of Surveil, smaller scope. Figured it'd have some tracking issues in IRL play (how many did I trash this turn?) and also useless on some boards that had neither trashing nor villas.

Quote
Contest • $5 • Event
Discard a card from your hand. If you did, choose one: +1 Actions and return to your Action phase; or take the Tainia.
Quote
Tainia • Artifact
At the start of your Buy phase, +1 Card per unused Action you have (Action, not Action card).

Passed on this one bc +Cards is weird/feelsbad in your buy phase and it's use case is when you've got an all cantrip/village kingdom (like diadem, really) - too narrow for what you want with an event.

Quote
Graze • $5 • Event
Trash an Estate from the Supply.
If you did, choose one: Discard any number of Estates, then +1% per 2 Estates discarded (rounded down); or take the Crook.
Quote
Crook • Artifact
At the start of your turn, you may discard an Estate for +2 Cards.

This is worth 1% for each Estate you have.

An alternate Shepherd/Pasture combo. This was my second alternate.

Quote
Coerce • $10@8 • Event
Gain a card costing up to $8. The player to your left may discard a copy of it. If they do, take the Gavel. If they do not, trash a copy of the card you gained from the supply.
Quote
Gavel • Artifact
When you buy a card, you may pay $2 to trash a copy of it from the supply.

This is worth -2% at the end of the game.
A Salt variant. Too big, and therefore too swingy, and also forces things towards a gamestate i don't like (and if you aren't making cards that you like, what's the point?)

Quote
Offertory • @5 • Event
Choose one: +1% and trash up to two cards you have in play; or take the Mite Box
Quote
Mite Box • Artifact
At the start of your turn, reveal cards from your deck until you reveal a Treasure; you may play it or discard it.

Didn't wow me. Probably useful, and very Strange in games with some special treasures (Quarry, etc).

1181
Variants and Fan Cards / Re: modded Wild Hunt
« on: October 15, 2019, 08:54:40 am »
Two of the cards I hate are Wild Hunt and Farmer's Market. mandioca15 recently posted a card that I think works well as a replacement for Farmer's Market, so I thought I'd come up with a replacement for Wild Hunt. I kind of turned it into a crossover Empires/Nocturne card...

Quote
(modded) Wild Hunt
- Action - Night
If it's your action phase: +3 Cards.
If it's your night phase: Receive the next boon.
Either way, you may put a card from your hand onto your deck to take a token from here.
-
Setup: This pile starts with 6 per player.

PS: Anyone know if there was a particular reason why there were no Night cards that gave boons in Nocturne?

I'm like rationalizing here but I think it was partially DXV wanted some simpler cards in the set (after the complexity of Empires) and because a chunk of the Boons are awkward to receive after your buy phase (Earth's Gift, Field's Gift, Flames Gift, Forest's Gift, Sea's Gift), which means they'd have to be phrased like Blessed Village, which adds more text.

1182
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 14, 2019, 04:32:05 pm »
OK, so I haven't had an entry in a several weeks, but I came up with what I hope is an interesting idea for an artifact yesterday, so let's try it out*:

* I'll tweak/add card names / images later, but wanted to get something in sooner in case anyone has any feedback (in particular the Event, as I just tried to think of something quickly that could go with the Artifact)

Cauldron - Artifact
During your turns, Potions are  "Choose one: +1 Potion or +$3."

? - Event - $P
+1 Buy. Trash a card from play. If it costs $4 or more, take the Cauldron. Play any number of treasures.
"Brew"? "Concoct"?

1183
Variants and Fan Cards / Re: Really bad card ideas
« on: October 14, 2019, 09:25:52 am »
struct card_t
{
   char*** types;
   char cost;
   FILE *art;

   char** action;
   char** reaction;
   char** duration;
   char** reserve;
}typedef Action;


edit: i guess you'd probably use a file pointer for art rather than a triple pointer of ints, although that's what a jpg is behind the scenes.

1184
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: October 14, 2019, 09:21:13 am »
is this errata coming out because the rumored early 2020 dominion expansion set has cards this is pertinent to?

or is it more bc you're tired of our kvetching about it?

1185
Chancellor
probably fine.

Woodcutter
i probably wouldn't introduce the duration rules in base set - they can be tricky. Also that is criminally underpriced for what it does - consider/compare to Merchant Ship, which is $5. Also I'm pretty sure Woodcutter was cut because DXV thought he could do more interesting things, not because it was underpowered.

Feast
again, probably not Night for base set, although this one seems pretty ok - it's functionally similar to "Borrow" as is (narrower use case). I think my favorite remake version of this "(Action • $4) Gain a card costing up to $5. Trash a card you have in play." which lets you scrap out cantrips instead of your feasts being a one-shot.

Spy
I think Rabble does this better, especially since I don't want my opponents to have Treasures or Actions; maybe "discard all cards that cost more than $2" instead? Lowering its price to $3 is also kinda whack. It's better than a $3, especially looking at more cards.

Thief
This maybe looks fine for two or even three play but consider a five player gardens game - you just made Thief non-terminal, meaning someone can eat (with a hand of five thieves) 60  treasures per turn (because they gain ALL of the treasures), if each has a full connect (5 thieves x 4 other players x 3 cards per thief, if you're wondering where 60 came from).
That alone makes each Garden a Province, which is probably Too Much Synergy.

Adventurer
Seems ok. Not great, not terrible. I probably still wouldn't buy that. Needs to have that Farming Village style synergy; maybe redo adventurer as a Rebuild type deal: +1 Action, Seek + Reveal two treasures, trash one and gain a treasure costing up to $3 more than it, play the other.

Ima skip the intrigue cards that I'm not as familiar with;

Scout
This changes up the whole Reserve concept. Not a fan. Everyone else is optional to call. Gonna confuse new players if you do it this way.

Coppersmith
This looks ok but you should probably make it cost $4 since they're easier to make collide now.

Great Hall
This is better-ish than Throne Room, i think? Easier to make collide with a Lab anyway. I think I still prefer Mill.

Saboteur
Unconditional top-deck trashing with no swindler effect or locust effect is .... too powerful/swingy. It's a major feelsbad moment when your province gets hit by this - at least with the original you'd get a duchy back.
Tacking on more bonuses to make it "better" on top of that... well. not great.
Also Rubble as a Victory-Ruins has some issues, namely its interaction with Death Cart.

Tribute
There's a simpler fix to Tribute - give the revealing player-to-your-left the option to topdeck or discard each. That way it's never an attack - they just get to see whether they want those cards or not. ezpz.

Secret Chamber
This is just Caravan Guard Gear. It's good. I like it. There might be a better way to phrase it so I don't feel like i'm doing that Winnie the Pooh reading meme but it's good.

1186
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 10, 2019, 08:00:59 pm »
Holy Relic would be plenty strong if it only affected one of the +Vanilla bonuses (compare/contrast with Vanilla bonus adventures tokens); Also then you'd be able to rephrase to something that'd fit on the card but not turn 0 -> 1.
Also Gendo's right, as worded, it turns everything into a peddler+.

1187
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 10, 2019, 11:43:15 am »
Holy Land, man that's a stupid powerful curser.
I don't think so. I posted, and since played a bit, Parade here, a $4 Project which curses when you gain green. It is good but not overpowered. Holy Land is significantly weaker as you gotta fight for it and as you have an out-option.

I feel that, but I still think it's too powerful. Parade is *way* underpriced for my taste, and also is kinda apples-to-oranges - the cursing goes both ways there, where everyone can buy it. With Warfare/Holy Land, if it's a no-plus-buys game, someone's gotta make the call on whether to Warfare or work on their Actual Deck, and meanwhile the Holy Land player gets to curse them and/or break their components. The first person to get there in a no-plus-buys game is in a way better position to hand out punishment.

Speaking of outs: There's not much junk in the $3+ range (Potions after the potion cards have run out/you have enough of them? Swindler in midgame? Silvers in a Colony game after you've started to get Platina? Masterpiece?), so your out is to trash a component or economy, and that's likely going to hurt more than a Curse will; meanwhile going for green is something you want to do anyways, so while there may be some hubris going for it too early, it's more of a rich-get-richer vibe that I'm getting from it (same rationale DXV used when he said he'd change Margrave to lose the +Buy).


ALSO
That dodge gets Painful in a game with cost reduction.

1188
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 09, 2019, 08:22:38 pm »

Quote
Warfare
Types: Event
Cost: $3
Take the Holy Land. Trash a Victory card with the lowest cost in coins from the Supply.
Quote
Holy Land
Types: Artifact

When you gain a Victory card, each other player may trash a card costing at least $3 from their hand. If they don't they gain a Curse.

Fight over the Holy Land. Warfare trashes Victory cards from the Supply so that
1) You can buy Estates more easily to leverage the Holy Land while emptying Supply piles to threaten a 3-pile.
2) It prevents the objective of the game from ever turning into "fight over the Holy Land forever."
Other players have the option to trash a valuable card or gain a Curse so that postponing a 3-pile is possible (or other times when losing a card is better than gaining a Curse).

I don't know if I like it, but that might be my anti-expansion-mixing bias. Maybe I'm also a little upset with myself considering Holy Land was a pretty cool Artifact pubby made a bit ago. Maybe because of similarities between this and Salt the Earth.
Anyone else have any thoughts?
Warfare is kinda interesting in a Vineyards game. You could make it Real Weird for shelters games by having you put your hand into play without playing it and have it trash the Victory card with the lowest cost in coins from in play or the supply - also lets you do strange things with "trash a card in play"/"for each card you've got in play" when you've got +Buys.

Holy Land, man that's a stupid powerful curser. Maybe change it to when you Buy a victory card? and / or lower the trash-a-card-dodge cost to $2 (because presumably someone's gonna try to spam Estates to curse everyone else and then they can dodge it when someone takes it away from them)?  That has the additional effect of making Going For It maybe not a wise thing to do right away - other players can trash their starting Estates to dodge.

I think they're workable as-is. I think if I were to redesign them, I'd have Warfare trash a Curse from the Supply as well (weakens Holy Land's Cursing ability), and (and maybe this is last contest in my brain still) make Holy Land something like "When you gain a Victory card, choose one: each other player may trash a card costing at least $2 from their hand, and if they don't, they gain a Curse; or return a Curse from your hand to the Supply." so you can choose whether you wanna fight or grow. Thematic! but maybe not in a good way.



Quote
Surveil
Types: Event
Cost: $4
+1 Buy. Reveal the top three cards of your deck. You may trash or discard any number of them, then put the rest back in any order. If you have trashed three or more cards this turn, take the Beacon and put your deck into your discard pile.
Quote
Beacon
Types: Artifact

When you would shuffle, you may look through and trash a card from your discard pile before shuffling. Play with your deck face-up.
Beacon is really cool, though I can think of plenty of players who will mistake their deck and discard pile.
Surveil is ridiculous though. $4 trashes 4 Coppers\Estates on turn 1. Surveil should probably not trash so many cards so freely as it makes Beacon's trashing less notable.


That's a good point. I think drop the price tag on Surveil to $2 and have it peek at one is probably a saner solution - no turn one Beacons then (unless Cursed Gold? but thats fine, I guess, since everyone can do it. Feature, not bug.). I'll update that tomorrow when I'm back at my Real Computer.

I guess I didn't really think about whether people would mix up their deck/discard - I keep them on opposite sides of the "in play" zone, with Deck on the left all the time. Looks like that's how the Playmats for the base game laid things out too. I suppose I could include Banes style "Deck" and "Discard" cards but that kinda seems like overkill. I think they'll figure it out.

Liturgy
Event - $3
+2 Buys
Take the Confessional

Confessional
Artifact
When you gain a card, you may trash a card from your hand


Hell Yeah More Buy-splitters

1189
Castles pile was the Bane. didn't know that could happen.

1190
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 09, 2019, 01:08:39 pm »


Not sure about the cost, but here's my entry.

Mining is definitely undercosted. In the opening it effectively turns a 3/4 into a 4/4 + trash 2 Estates. It also allows you to trash Gold from play into Province with the money that Gold gave you, which is probably pretty degenerate. I'd suggest a price of at least $5, but I suspect it might be better off even higher than that.

I mean Mining is a Remodel+ whenever you want it, which means it should at least cost $4 (and probably have a drawback if it's that cheap). You could probably get away with a $5 cost if you change Pick to be non-optional.

1191
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 08, 2019, 01:21:30 pm »


This was the first thing I thought of when I read the contest. I hope hypercube comes back/tweaks this design. Its pretty neat.



I made a Lookout style sifter/trasher and a weird miniature anti-junker/trasher for the artifact.



Quote
Surveil • $2 • Event
+1 Buy. Reveal the top card of your deck; trash it, discard it, or put it back. If you have trashed 3 or more cards this turn, take the Beacon and put your deck into your discard pile.



Quote
Beacon • Artifact
When you would shuffle, you may look through and trash a card from your discard pile before shuffling. Play with your deck face-up.

rulebook errata: when you lose Beacon, flip your deck over - what card is on top will change. When you shuffle, you still do that face-down/so you can't see what cards are where.

  • synergies: Mystic, Wishing Well, on-trash benefits that have to line up with an external trasher (Cultist, Feodum, Overgrown Estate, Rats).
  • antisynergies: top-decking cards on the turn you lose the Beacon; topdeck attacks like Swindler, Knights, Jester (because your opponents will see whether it's "worth it" to hit you with it). Chancellor effect on Surveil can cause you to miss Travellers.
I uh also did the art on these - its spray paint and sheet metal - and it wasn't the reason i picked them from my list of potential cardlike things, just a fun coincidence.

1192
Variants and Fan Cards / Re: WDC Outtakes and B-Sides
« on: October 08, 2019, 09:58:41 am »
Contest 46: But it wasn't even your turn!
I kinda went HAM on the Seasidesque theme this week.
Quote
Quay • $5 • Action - Duration
+2 Cards
Set a card from your hand aside, face down, under this.
-
While it is not your turn, if another player gains a card with the same name as the one you set aside, you may reveal and discard the face-down card and this for +2%.

At the start of your next turn if this is still in play, +1 Card, +1 Buy and add the set-aside card to your hand.
this was a little too wall-of-text and I liked Jetty better

Quote
Pier • $5 • Action - Duration
+3 Cards
Set a card from your hand aside, face down, under this.
-
While it is not your turn, if another player gains a card with the same name as the one you set aside, you may reveal the face down card and return it to the supply. If you do, +2 Cards.

At the start of your next turn, +1 Buy and return any cards set aside with this to your hand.

In retrospect, I should've entered this one tho.

Quote
Causeway • $5 • Night - Duration
At the start of each player's turn, they get +1 Buy.
When the player to your left buys a card, they may pay $2; if they don't, put a coin token on this.
At the start of your next turn, for each coin token on this, choose one: +2%; or +2 Cards; or +1 Buy
Too finicky/too in-other-players-business, and also way swingy.

Quote
Lumberyard • @8 • Action - Duration - Reaction
Now and at the start of your next turn:
+1 Buy
+ $2
-
When another player plays a Duration, you may reveal and discard this for +2%.
Priced at 8 debt bc of Merchant Ship and also $6 seems like a bad price point for this.

Quote
Harbor • $5 • Action - Duration
Now at at the start of your next turn:
+1 Card
+1 Buy
-
While this is in play, when another player gains a Victory card, +1%


And then two off-theme:
Quote
Marquis • $5 • Action - Duration
+2 Cards
While this is in play, when any player gains a Duchy, +2%.
At the start of your next turn, gain a Duchy.

Quote
Floodland • $4 • Victory - Reaction
1%
-
When another player gains a Victory card, you may discard this to return a card from your hand to the supply.

Quote
Causeway • @8 • Project
When another player gains a Victory card, turn your Journey token over (it starts face up). If your Journey token is face up, exchange a card from your hand for a card costing up to $4, which goes to your hand.
Reused a name. I like that this pulls from Adventures, Empires, and Renaissance, but I don't like entering card-like-things if I can help it.

1193
Weekly Design Contest / Re: Weekly Design Hall of Fame
« on: October 08, 2019, 09:18:41 am »
Quote
Contest #44: Extra! Extra!
There are only 4 cards that give extra turns so far (Possession, Outpost, Mission, and Fleet). Design another card that gives an extra turn. Remember to word it so you can't get infinite turns. In addition, remember that extra turns can be very powerful. Think about how you will limit the turn (just like the official cards do) to balance this.

Winner: Voyage (auth: Commodore Chuckles)


Runner up: Borrowed Land (auth: 4est)




Quote
Contest 45: Unruin the Library
Make a card that gives a vanilla terminal +1 Card

Whenever anyone tries to buff a fan card by adding +1 Card, it's always pointed out what an awkward bonus this is. The prospect of drawing a single dead Action card is awful, and even if you have spare Actions, you don't actually increase your handsize, so it never feels good.

Your challenge is to make this fun! Basically, the first line of your card should be a vanilla "+1 Card" and there should not be any vanilla +Actions or +Villagers below it. Other vanilla bonuses, such as +$, are fine. *Conditional* +Cards, +Actions or +Villagers are allowed. Also, it should be played *only* in the Action Phase.

Winner: Copier (auth. NoMoreFun)


Runner up: Rabbits (auth. anordinaryman)




Thank you Commodore Chuckles

Challenge #46: But it wasn't even your turn!


Design a card (shaped thing) that can do one of the following things on another players turn:
  • Increase your VP (either with VP chips, an alt-VP formula, or other means) and/or decrease the VP of other players
  • Give you a say in when the game ends (eg it can gain a card, prevent gains, return a card to the supply, etc.)

The idea behind this challenge is cards that change the endgame so that players need to think about more than their own deck's capacity to gain a VP lead and end the game, because other players have cards that will change the VP balance, or it might not be up to them whether the game is going to end on a given turn. Cards which add a level of complexity to the endgame, while still being fun and fair, will have the best chance of winning.

Winner: Mirage Island (auth. Aquila)


Runner up: Stowaway (auth. anordinaryman)





Contest #47: an Event that uses an Artifact.

This feels like a wide space of opportunity to me. You have lots of ways to go, so find something that really shines. If you want to use one of the official Artifacts...I will judge it based on games with the official card it's attached to also included, which I can't say will go too well as the functionality of that original card is interfered with. Basically, go for something new.

Winner: "Decompose" + "Compost" by hhelibebcnofnena


Runners up:
"Fire Year Plan" + "Communism" by majiponi


"Revolution" + "Guillotine" by grep




CONTEST #48 DESIGN A COMMAND
Donald added a new type, Command, to Band of Misfits, Overlord, and Captain to avoid infinite loops. Let's enjoy this new card type. You can create either a card or a card-shaped thing. Your card should have "Command" in its text or its type, with a good reason to have that word.

Winner: "Charity" by Commodore Chuckles


Runner up: "Assembly" by Gazbag

1194
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 06, 2019, 10:53:29 pm »

Quote
Stowaway $5
Action - Reserve
+1 Card  +1 Action
+$1 per card on your Tavern Mat.
Put this on your Tavern Mat.
-
When another player gains a card, you may call this to gain one card per empty Supply pile that each costs less than the card the other player gained.

I had trouble with this contest. I wanted to make something that really applied mainly in the endgame so it is mainly used for victory points. I decided to track the endgame state via empty supply piles -- it turns out that works well. If someone is in the middle of a pileout, they will have three empty piles and you'll be able to call each of your stowaways for three estates. Or, if someone gains the last province, you can call each of your stowaways for a duchy. You might be able to cause a pile out that your opponent didn't want. In a game with single gains, and your opponent empties a second pile, you can potentially clear out another pile on their turn. This seems to be a strong card.

The +$ gives you money to buy higher cost cards (that other players can then gain cards costing less than it), and also provides a tension between whether to call the stowaways or not.

it took me like four tries to read this and figure out the "costs less than the card the opponent gained" applied to the card you were gaining and not the empty supply pile; I'm not sure how I'd fix that though.

1195
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 04, 2019, 02:01:14 pm »
Ok, here's my submission. It's a cross between smugglers and duplicate.


1) This orginally did not have +1 action. The problem was how to price it. It seemed worse than duplicate, since you had less control and it was more likely to miss reshuffle (since it must stay on your tavern mat for at least 1 turn). It also seemed better than smugglers since it was more versatile since you could hold onto it (ever get smugglers on a turn your opponent didn't buy anything good?) and it could work on any opponent (not strictly better since you get the card later and eavesdropper is more likely to miss the reshuffle). If figured a good solution was to give +1 action and make it $4.

2) I added the "on their turn" clause so it you wouldn't have players using their eavesdroppers on other players eavesdroppers (you'd start having reactions on reactions and it would get confusing who gets to react first). Also, at that point it would start to feel more like a duplicate. This usually won't make too much of a difference since cards gained on other players turns are usually cards you don't like (ruins, curses, etc.)

really like this. Probably more of an FAQ/errata question but: what happens when... say.. three player game, Players B + C have Eavesdropper on their mat, player A plays two Highways and buys the penultimate Province - whose Eavesdropper happens first? whoever's next in turn order?

1196
Variants and Fan Cards / Re: Really bad card ideas
« on: October 04, 2019, 08:54:43 am »
Gambler
Action-3
Reveal a card from your hand. The player to your left reveals a card from your hand. If your card cost more then your opponents then roll a die. If you roll:
1- +1 card
2- + 1 action
3- + 1 (coin)
4-  take an extra turn after this one
5- swap the revealed card with the card your opponent revealed
6- trash both cards revealed
this should be a cantrip.

1197
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 02, 2019, 02:19:13 pm »
@pops
can you elaborate/elucidate a little bit on what scenario you've concocted? I'm having trouble following it as-written.

1198
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 02, 2019, 01:27:39 pm »
ah i guess not - my brain just filled in "Supply" instead of Kingdom.

1199
Puzzles and Challenges / Re: Slowest trashing kingdom
« on: October 02, 2019, 12:55:27 pm »
Ambassador + Watchtower? Return your cards and then trash them when other people try to give them back to you.

1200
entirely on accident but did two Highways into a Knight and trashed a Province. that felt pretty good.

Pages: 1 ... 46 47 [48] 49 50 ... 55

Page created in 0.151 seconds with 19 queries.