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Messages - spineflu

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651
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 03, 2020, 10:37:54 am »
Alright, pivoting to new idea

Quote
Crone • $5 • Action - Attack - Duration
Until the start of your next turn, whenever another player gains a card that costs $4 or more on their turn, they draw one fewer card when drawing a new hand at the end of their turn.

At the start of your next turn, +$2, +1 Buy

Adventures introduced a new style of duration-attack, one which changes the rules for other players on their turns as the attack, then gives a benefit at the start of your next turn (Haunted Woods, Swamp Hag - these also showed up in later expansions as Enchantress & Gatekeeper). Adventures also doesn't have a typical Militia variant, instead leaning on the –1 Card token for everything but Soldier. This kinda splits the difference - each other player controls how hard the militia style attack hits. The "cares about quantity of gains" aspect of Treasure Hunter is here. It's also a good counter to a magpie+money deck early on. It only triggers on $4+ because those early silvers can be so crucial and getting hit for taking them (or curses via cursed gold, or whatever) can be too brutal; this also provides some fun interaction with Ferry, since other players can pick which card gets to bypass the Crone.

Edit: this is also withdrawn

652
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 03, 2020, 08:50:00 am »


Quote
Roustabout • $3 • Action - Duration
At the start of your turn, you may discard a Treasure for +2 Cards, then discard a card.
(This stays in play)

Hireling but filtering. Keeps your handsize the same. Costs a treasure to use. Stack them to ensure a good action/victory/night density in every hand.
Don't you think this is similar to Dungeon, or a rotation of 2 Dungeons?

Just a reminder that these contests started out as being about adding a card to each set, so entries should ideally mix in with them well. I'm not the host of this one, of course, just saying.

oof, yeah way too close to dungeon; for whatever reason i thought Dungeon wasn't from adventures but yeah, way too close. Lemme think up something else.

653
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 02, 2020, 04:29:02 pm »

Quote
Roustabout • $3 • Action - Duration
At the start of your turn, you may discard a Treasure for +2 Cards, then discard a card.
(This stays in play)

Hireling but filtering. Keeps your handsize the same. Costs a treasure to use. Stack them to ensure a good action/victory/night density in every hand.

edit: this is withdrawn

654
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 29, 2020, 09:58:25 pm »

No functional changes from the original post but i had a minute to do a quick watercolor for the card so here it is with art.

655
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 24, 2020, 01:02:58 pm »
The last part seems to be still way too strong. With any Gold gainers, (and even a simple Silver would give 3 cards), with other cards like Peddler, Wayfarer, Animal Fair not to mention Fortress, Gravedigger would give tons of cards.

Edit: Regarding the image, I guess the new one is also licensed. If you want one from the public domain:
https://en.wikipedia.org/wiki/The_Vale_of_Rest

I have used it for a card called Undertaker.

Thank you!

These combos you mentioned also gives you tons of cards with Apprentice or Research. In general, any TFB benefits a lot from alternative gain cost of Peddler, Wayfarer and Animal Fair (and also Fisherman). The same about returning ability of Fortress. About Gold gainers, I think only two cards (Bandit, Soothsayer) give you a Gold every time they are played without a condition or a penalty (and maybe Governor, which condition to gain Gold is often a bonus). Putting it all together, I think these are the few cases that make any TFB so much better.

That said, I, however, agree with you that last option of Graveddiger is still too strong, mainly because you first play the trashed card. So, I nerfed it a little more, making the first one you play in a turn draw one card less.

I like so much more the picture you suggested, because the graveddiger is a female, like me. Thank you very much for this!


UPDATE TO MY ENTRY:




Quote

Gravedigger • • Night


Choose one:
Trash a card from your hand to gain a card from trash which costs up to more; or
Trash a non-Night card you have in play. If it costs $1 or more, put your -1 Card token on your deck.  Per each $1 the trashed card costs, draw a card to your next hand.


More feedbacks are always very welcome!

That seems kind of finnicky, since you're taking then losing your –1 Card token immediately. Why not just "Per each $2 the trash card costs (round up), +1 Card at the end of your turn when drawing a new hand" or similar?

656
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 23, 2020, 03:18:42 pm »
Quote
Magistrate
Action

You may reveal a victory card from your hand. If it costs or more, +. Otherwise, +
----
When you gain this, each other player reveals a Victory card from their hand and puts it onto their deck (or reveals a hand with no Victory cards).

I'm not sure if this is good enough. It may not work because it depends on having dead cards in hand. Maybe lowering the price, and upping the difference between rewards would be better. Any advice?

This looks like a nice late game card when players have a substantial number of Victory cards in their deck. However, the best case scenario when you play it is +$3, which seems quite weak for a $5 cost card. I don't know whether it would be balanced at $4. If not, a little extra bonus (e.g. +1 Buy) may help. The on-gain effect looks like an "Attack", but if I am correct that this card is bought rather late in the game, it may actually help the opponents to line up their Magistrate with a Victory card. This could be cool, but not combined with a weak on-play effect.
Also thinking +1 Buy would help justify the $5 price tag, but also maybe up the hit/miss by a dollar (+$4 on collision, +$2 on miss).

657
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 23, 2020, 03:17:14 pm »

Quote
Vizier • $3 • Action - Attack
Gain a Silver. Each other player with 4 or more cards in hand reveals their hand and places the lowest cost (in coins) card on top of their deck.
-
When you gain this, do its attack.

Noble Bureaucrat? Uses the new Noble Brigand style wording.

edited for 4 or more cards
and because i missed probably the easiest thematic naming opportunity I've ever thought up
and because i realized there's a multi-card comparison problem when there's debt/potion costs, i added (in coins) from Forge.

658
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 23, 2020, 02:59:01 pm »
Quote
Hostile Village - Action, $4 cost.
+3 Cards
+2 Actions

Trash a card you have in play.

With this being so compact, you could toss a lil kicker on the bottom to have it penalize self-trashing like "when you trash this, gain a Copper."

659
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 23, 2020, 11:28:04 am »
(I was mostly joking about that last part.) We've skipped Hinterlands, so that could also be the next one.
and there's no rule saying we have to go in order. If I won, I'd have skipped to Nocturne (not bc it's my fav expansion, but because it's the one with the narrowest card pool imo, on account of shoehorning in a new phase/type and having to build the basis vector for that).

660
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 22, 2020, 05:51:57 pm »

Quote
Bodysnatcher • $5 • Night - Attack
Trash a non-Treasure card you have in play. Gain a card with the exact same types as it.

If the gained and trashed cards had different names and this is the first Night card you've played this turn, each other player gains a Silver and a Curse.
The attack is terminal (or, rather, non-repeatable); the remodel isn't. Exact same types means you can't trash Dame Josephine into Dame Molly (Molly lacks the "Victory" type) or vice versa. Non-treasure because copper into gold is too powerful, copper into platinum is right out.

I think it's different enough from changeling that both can exist (and this lets you do bonkers stuff like turn vagrants into princes). It does have the "durations in play" problem, but players aren't complete idiots and can use like mtg-style emblems or something to help remember what they've got going on that isn't there presently.



Judge by spineflu
(I assume the victory type in the card image is meant to be action-attack, as in the text below.) This seems like a bit of a combination between Witch and Courtier, but with another player making the decisions...I think I like it, though there is a lot of text on the card. And the fact that it has two types gives you a consolation prize if drawn dead, and also means it's never strictly worse than Witch. I do think it will generally be worse than Witch though, but Witch is a strong card anyway so I think that's okay.

(yeah the victory type was meant to be action - attack; kinda the problem with working on this + the other contest at the same time, hard to remember to change everything back.)

661
Just played a game with Sheepdog and way of the seal.  If u had a sheepdog in your hand you could buy anything, react with sheepdog/seal and then top deck whatever it was that you bought, plus u get one coin more buying power and top-decking for anything else bought. Here it was nice to top-deck covens to aid in the curse slam. A bit of an edge case but I there are a few other cards that activate too like falconer. Falconer worked in an interesting way, since if you are playing a falconer from your own buy usually it only gives effect by adding to your deck (absent villa/cavalry edge cases) but here u get the option of a 4 cost or less card in future, or top-deck whatever it is you bought to engage falconer. Not exactly sure why but I tried this with trader and market square but in those cases you can't play the way of the seal, only get the silver or gold etc, and it doesn't top-deck.
trader changed over to "exchange" rather than "trash and gain" so keyword wise, you're exchanging the card you're reacting to, via trader, for a silver.

662
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 15, 2020, 01:52:38 pm »

Quote
Principality• $5+ • Victory
2%
-
When you buy this, you may overpay for it; for each $2 you spend (round down), gain a Duchy.

If you don't overpay, +1 Coffers.
Wouldn't it be "for every overpaid..."
sure

663
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 15, 2020, 01:17:05 pm »

Quote
Principality• $5+ • Victory
2%
-
When you buy this, you may overpay for it; for each $2 you overpay (round down), gain a Duchy.

If you don't overpay, +1 Coffers.

rationale: Guilds lacks a fancy victory card. I wanted to do something where overpay works a little differently - not too out there/crazy, but different enough from existing cards, on the level of how stonemason cares about potion overpay but herald doesn't. I also thought it'd be interesting to give a small rebate for not overpaying - after all, $5 for a flat 2vp isnt a great price when duchy exists.

thematically, it ties "prosperity" to "guilds" by giving a use to the $7 turn - something that, at the time, only expand/forge/bank used. Might also be interesting as a Dominate style megaturn finisher, if your deck can handle that much green.

664
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 15, 2020, 06:17:35 am »

Quote
Judge • $5 • Action - Attack
+2 Cards
Reveal a card from your hand. For each type it has, the player to your left chooses one:
Each other player with 5 or more cards in hand:
...gains a Curse;
...gains a Copper;
...discards a card; or
...places a card from their hand on top of their deck.

Sorry the text on-card got a little small there. Torturer but one person hoses the rest of the table, and it's potentially an "and" rather than an "or". Having fewer than three cards in hand does let you dodge the Curse/Copper gain though. The "each other player" applies to everyone who isn't playing this card, not everyone who isn't choosing options on this card (so, like every other attack card).
so-titled because i had to judge the judge contest so i've never gotten to make one.

Can the player to the left choose the same option more than once?

Aside of that I think you can get a larger font if you combine the different options a la Scrap:

Quote
Each other player with 5 or more cards in hand:
gains a Curse; gains a Copper; discards a card;
places a card from their hand on top of their deck.
no, i'll change that out for "chooses a different one:" and your wording, ty!



Do people like smugglers? I have the card banned. Ime, cards that punish you for doing good stuff with your deck (possession, smugglers, goatherd, masquerade), are among the most unfun things in dominion.

Plenty of submissions so far don't work like that, but just throwing that out there. If you share my dislike of the aforemsntioned cards, don't accidentally design a similar mechanic. It's part of the natural design space given the current theme.
i think smugglers is fine, the piggybacking variety of cards actually makes things interesting and, yknow, not multiplayer solitaire.

My banlist is cards that either make the game monotonic (rebuild) or provide a degree of randomness that makes the game unfun (swindler, wall [since trashing isnt guaranteed to show up]), or dont change the game in any meaningful way (quest). i think the only one i agree with you here on is possession, but for me thats mostly because d.g's implementation handles the event logging for it so badly.

665
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 14, 2020, 07:14:20 pm »

Quote
Judge • $5 • Action - Attack
+2 Cards
Reveal a card from your hand. For each type it has, the player to your left chooses a different option:

Each other player with 5 or more cards in hand: gains a Curse; gains a Copper; discards a card; or places a card from their hand on top of their deck.

Sorry the text on-card got a little small there. Torturer but one person hoses the rest of the table, and it's potentially an "and" rather than an "or". Having fewer than three cards in hand does let you dodge the Curse/Copper gain though. The "each other player" applies to everyone who isn't playing this card, not everyone who isn't choosing options on this card (so, like every other attack card).
so-titled because i had to judge the judge contest so i've never gotten to make one.


Contest #94: Pure Victory card (with no other types)
[ ... ]
Bog by spineflu
Not much to say here, I read it as an IGG fix. Hey, does IGG need a fix?
Well, it is totally subjective, I loate IGG rushes and this looks like a less crazy version of it.
I also love putting the extra Buy to a Victory card.
[ ... ]

it does have one major difference on IGG tho, it can't empty the Curses in 2-player, which makes it harder for 3piling than a comparable IGG game.

666
you host it on a 3rd party site like imgur and use [ img ] tags (without spaces) around the url. use the "quote" button to see how other people have done it.

667
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 13, 2020, 09:13:46 am »
I think Restore would be terribly weak at 5$. It's 2$ worse than Mine on-play if used on Coppers, which is a big deal, and Mine is quite underwhelming for a 5$.
terminality matters here

668
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 13, 2020, 03:23:04 am »
Heavily modified Warlord Throne


Quote
Vulture
$4 - Action - Reaction - Looter
+$2
Gain a Ruins into your hand. Play it twice and then trash it.
-
When another player trashes a card, you may discard this to gain a Spoils into your hand.
is there a reason you gain the ruins to your hand? seems like an unnecessary step when things like innovation exist.

669
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 12, 2020, 05:29:23 pm »
Hmm I like Restore even better with that wording, but think it should really cost $4. This is partly because of power level (it's weaker than Upgrade usually), but also because at $4 you can Restore a Restore into a $5 card, and can restore a Silver into a Restore.
i dont agree because its definitely stepping on vanilla remodel's toes for strictly better early game (copper->silver, etc) (likewise trading post or other silver-centric trashers). i see where you're coming from but it would be too good at $4.

670
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 12, 2020, 11:42:57 am »

Quote
Restore • $5 • Action - Looter
+1 Action
Trash a card from your hand. If it cost $0, gain a Silver; Otherwise, gain a card costing up to $1 more than the trashed card.
-
When this is trashed, each player (including you) gains a Ruins to their hand.

For all its focus on the trash, Dark Ages doesn't have a straightforward flexible remodeler for the card you gain - sure, it's got Altar, where you turn ∀ into a $5; it's got Procession, but that's a fixed +$1 remodeler; it's got Rats, where you turn ∀ into Rats*; and it's got Gravedigger, where you expand Actions only; and it's got Rebuild, which turns games into boring - but nothing that turns ∀ into ∀+$1 (or less! you decide! run down piles!).

I considered having it gain a Spoils instead of Silver, but i think Silver will be better what with Feodum in the same set (plus, it makes it so you still have to deal with junk when Silver is a stop card). It's on-trash effect is designed for interaction with Knights, or self-interaction as a sort of Messenger-style nonattack attack. It's nonterminal, in the vein of Rebuild. And it gets you out of the $1 hole that Remake/Upgrade/other +$1 remodelers put you in, which could be problematic in Poor House games.


Love this design. For simplicity, consider "Trash a card from your hand. Choose one: gain a Silver; or gain a card costing up to $1 more than the trashed card." This change does not impact the power level that much (the only difference is now you can turn shelters/poor house into silvers) and I think the simplicity is worth it.

The on-trash mechanic is very interesting cool direction.
that's a good simplification and doesn't change the card too drastically. I made those changes.

671
Dominion General Discussion / Re: Homage to the Best Card
« on: November 10, 2020, 06:33:35 pm »

672
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 10, 2020, 06:29:02 pm »

Quote
Restore • $5 • Action - Looter
+1 Action
Trash a card from your hand.
Choose one: Gain a Silver; or gain a card costing up to $1 more than the trashed card.
-
When this is trashed, each player (including you) gains a Ruins to their hand.

For all its focus on the trash, Dark Ages doesn't have a straightforward flexible remodeler for the card you gain - sure, it's got Altar, where you turn ∀ into a $5; it's got Procession, but that's a fixed +$1 remodeler; it's got Rats, where you turn ∀ into Rats*; and it's got Gravedigger, where you expand Actions only; and it's got Rebuild, which turns games into boring - but nothing that turns ∀ into ∀+$1 (or less! you decide! run down piles!).

I considered having it gain a Spoils instead of Silver, but i think Silver will be better what with Feodum in the same set (plus, it makes it so you still have to deal with junk when Silver engine-detrimental). It's on-trash effect is designed for interaction with Knights, or self-interaction as a sort of Messenger-style nonattack attack. It's nonterminal, in the vein of Rebuild. And it gets you out of the $1 hole that Remake/Upgrade/other +$1 remodelers put you in, which could be problematic in Poor House games.


*


Update: made changes that anordinaryman suggested.

673
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 07, 2020, 05:22:03 pm »
i mean, nothing but convention says we gotta do 'em in order also - pick an expansion, any expansion

674
Variants and Fan Cards / Re: WDC Outtakes and B-Sides
« on: November 07, 2020, 12:05:23 pm »
contest 94: pure victory

felt like this was maybe too "out there" to win in a segura contest (not a knock against segura, just, their designs have traditionally been more conservative/aiming for simplicity/geared for old and new players, where the new players don't necessarily understand "phases"). A bad fit for the judge.

675
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 07, 2020, 12:02:16 pm »

Quote
Bog • $5 • Victory
1%
-
When you buy this, +1 Buy and each other player gains a Curse.

Net 2VP, does the Forum thing where it doesn't cost a buy, does the IGG thing (but only on buy, not gain). It's net 2vp bc i didn't feel like getting into "strictly better than duchy" conversations by having it be a net 3vp.
was originally named swamp but i didn't want to get it mixed up with LibraryAdventurer's entry; i suppose the picture is actually a marsh or a fen, but i don't feel like re-doing that.

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