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Messages - spineflu

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76


Quote
Ship Chaplain - $4
Action/Duration/Attack

+2 Cards
At the start of your next turn, trash 2 cards from your hand or the Supply.
Until then, the first time any player trashes a card from their hand, they gain a card from the trash.

fortress as a penalty is really interesting design space

77

Quote
Iron Mine • $4 • Action
+1 Action
Trash a card from your hand. Gain a differently named card from the trash. If the gained card was...
...a Treasure, +$2.
...a Victory, Trash a card with the same name from the Supply.
...Neither a Treasure nor a Victory, +2 Cards.

Not the strongest entry. Phrased as "neither a treasure nor a victory" to cover the bases with action/night cards (and hovel), as well as fan innovations like monotype reserves and what have you. Sorry for the small font.

78
Dominion General Discussion / Re: GPT-3 designed Dominion cards
« on: April 16, 2022, 08:58:23 am »
this probably shouldn't be in General

79
Dominion General Discussion / Re: Is Rebuild ever fun?
« on: April 12, 2022, 09:52:45 pm »
[Rebuild] earned its place on the banlist next to Wall and Annex as decidedly unfun cards.
Annex? People care about Annex? Is there a less relevant event? :o

As Empire landscapes go, surely Triumphal Arch is the most annoying to bother tracking, I ban it :)
I care about the cards I roll being consequential but not centralizing, so quest and annex get the snip for not being the former

80
Welcome to the forum!

81
Dominion General Discussion / Re: Is Rebuild ever fun?
« on: April 12, 2022, 03:44:33 pm »
No; it earned its place on the banlist next to Wall and Annex as decidedly unfun cards.

82
Variants and Fan Cards / Re: Fan Mechanics Week #34: Equipment
« on: April 12, 2022, 03:31:37 pm »


Quote
Plowright • $5 • Action
+3 Cards
+1 Buy

If this is not the only Action Card you have in play, you may discard 5 cards from your hand to equip your Plow.
Equipment: Plow
Quote
Plow • $0* • Dawn - Action - Reaction - Equipment
If its your Dawn Phase, +3 Cards.

Otherwise, +1 Action, and you may trash a card from your hand to gain a card with a same type costing up to double the trashed card's cost.
-
When you discard this from your hand (including during Clean Up), you may reveal it to put it onto your deck.

i don't think i've ever made a 4-color card before. It was originally "if this is the first card you play on your turn" but shortening it to the "dawn phase" part made it larger text.
You may say, wow, discarding five cards, that sounds expensive. Yeah. It's basically "skip your buy phase", or at least, undo the effects of this card and then some.

The remodel part on Plow seems like a fun different way to do remodeling. did a revision to clean up the language on Plow.

83
i'm not sure i agree with your middle two takes there faust.

84
Looks far weaker than Conclave.

conclave costs an action to play, generally

85
withdrawing my previous entry


Quote
Experimental Theologian • $4 • Action - Reaction
+$2

You may play a card costing $5 from your hand.
-
After you play an Action card costing $3, you may reveal and play this from your hand.

Setup: Add additional kingdom piles costing $3 and $5 to the Supply.

FAQ: using the reaction does not use an Action - you get to free play this after a $3.

86
treasure map in the black market deck

87
edit: withdrawing this, its stepping on carline's entry


Quote
Stupa • $4 • Victory
Worth 3% for each Stupa - Gate pair you have.

-
When you buy this, gain a Gate from the trash; if you can't, trash a Gate from its pile.

Setup: Add an extra Kingdom card pile costing $5 to the Supply. Cards from that pile are Gates.

edits: uh clarified what i meant from a pretty absurd card down to a more reasonable one. Sorry that first draft was kind of a rush job.
pair defined as "match up a Stupa with a Gate card at the end; the matches don't get swapped around and are not combinatorically/permutationally explosive."

so if you have 6 Stupas and 4 Gates, you only score 4 stupas.

88
Variants and Fan Cards / Re: ReAlly?
« on: April 05, 2022, 06:05:54 pm »
TotAlly: You may spend 5 Favors if you know you're winning.

ActuAlly: at the start of clean up, if you have the most points, you may spend 2 favors. If you don't each other player gets +1vp.

89

Quote
Enlist Committee • Ally
At the start of your turn, you may spend a Favor to move your cube to a set-aside Ally for it applies for you. Setup: Set aside three random Allies and give each player a cube.

I think this smooths out a lot of the issues you were having with first player moving, cards too good, etc. This is, however, going to feel real bad in four-player where one person just doesn't get an ally, and also maybe in 3p with Plateau Shepherds, League of Bankers, or Gang of Pickpockets. A more reasonable version might be "At the start of your turn, you may spend a Favor to remove one of the set aside Allies. If only one remains, swap this with it." which sort of brings in an election process but doesn't 100% hose player four.
I think, with the project cubes, this was meant to allow more than one player choosing the same Ally.

Yes, more than one player may choose the same Ally and may move to another at the start of their turn if they want.

oh that makes a lot more sense. Especially with a centralizing ally.

90
Variants and Fan Cards / Re: Fan Mechanics Week #33: Trial By Fire
« on: April 05, 2022, 10:49:58 am »


Quote
Salt Collector • $4 • Action
If there are any empty supply piles, +1 Card and +1 Action.

Trash up to 2 cards from your hand. Gain a copy of any Action trashed this way.
-
§: Trash an Action from the Supply per Action in the Trash.

91
Alrighty.
Judgment for Contest 147
I tried to consider multiple liaison parameters for each card - how's it play in an underling game? sycophant? importer? the rest?. I also made judgment based on how a new player would react to it, given that "teaching people dominion" seems to be my main way of interacting with the game lately.



Quote
Company of Paladins - Ally
When another player plays an Attack, you may spend a Favor to be unaffected by it.   

I like this a lot more than the reserve-driven "call this to ignore an attack" that we used to see a lot of during the early days of the WDC. You are right with your concerns - the no attack games, the discouraging getting attacks - although the concept of building up and wearing down defenses sounds interesting to me.



Quote
Enlist Committee • Ally
At the start of your turn, you may spend a Favor to move your cube to a set-aside Ally for it applies for you. Setup: Set aside three random Allies and give each player a cube.

I think this smooths out a lot of the issues you were having with first player moving, cards too good, etc. This is, however, going to feel real bad in four-player where one person just doesn't get an ally, and also maybe in 3p with Plateau Shepherds, League of Bankers, or Gang of Pickpockets. A more reasonable version might be "At the start of your turn, you may spend a Favor to remove one of the set aside Allies. If only one remains, swap this with it." which sort of brings in an election process but doesn't 100% hose player four.




Quote from: Shepherd Clan
At the start of your turn, you may spend 2 Favors to discard a Victory card for +2 Cards.  Repeat as desired.

I really like this one. Kudos for including a 'repeat as desired'. Two favors might be kind of steep, but that's probably fine, it keeps it out of the non-Importer openings and is a strong effect.




Ally: Circle of Mages
When you gain a card, you may spend 2 Favors to exchange it for a non-Victory card costing up to $4.

This is pretty neat. I don't know if it needs the non-Victory clarification - given that you're using a different resource, i think it's fine for it to compare overly favorably to Alms.




Quote
Boat Dwellers - Ally
At Clean-up, spend any number of Favors, to set aside a Copper you would discard from play per 2 Favors spent. At the start of your next turn, put them into your hand.


I wonder if an Underling deck could generate Enough Favors to pseudotrash-juggle all your copper. Probably with a Throne or something. This seems like the sort of fun side-game I'd get distracted by and completely miss that someone was greening.



Quote
Horde of Barbarians
Ally

When you gain a Liaison, gain a Curse.
If it is the first Curse you gained this turn,
+1VP per 2 Favors you have (round down).

I'm not going to lie, i'd be frustrated at having to do math to figure out when to buy liaisons in games. Also if it's going to have compulsory curses, including at least one that will fire before you can get more favors into play, you should at least round up. This just feels like I'd dig a hole for myself and lose hard.



Order of Cryptkeepers
Ally
At the start of your Buy phase, you may set aside a card from your hand, putting one or more of your Favors on it. After you shuffle, retrieve a Favor from each card you set aside this way, and then discard it if it has no Favors on it.

FAQ: The Favors remain yours after retrieving them, so you can then use them on another card.

This is really clever. In the same way that Peaceful Cult secretly made Worshippers, you've secretly implemented Freeze tokens. I really like this, especially with reclaiming the Favors as they return. The entry you nixed for this was great too.





You can spend 4 Favors for your buy token, 5 favors for your $1 or action token...

This looks like a blast. I don't know if starting everyone with a non-card vanilla token of choice is the best idea in Importer games, but maybe that's fine. I suspect games with this Ally will be fairly quick.



Worker's Union
Ally

At the start of your turn you may spend at least 1 favor to trash a card from your hand. If you did, gain a card, costing up to the cost of the trashed card plus $1 per Favor spent.

Ah, the Transmogrified Butcher ally. This looks fun. It starts everyone in an Importer game with a $7, though, which is an absolutely brutal leadoff. That's probably fine, although I suspect the player who leverages three or four $3- and $4-cost gains out of that is probably going to come out ahead of the one who trashes their estate for a not-yet-functional KC.





I suppose the strength of this is really dependent on what the $4 is - Priest? awesome. Nomad Village? maybe less so (although the buy might matter). Conspirator? I'm assuming it's intentionally worded so that it's not shapeshifting the card you played, but instead providing a sort of tag-along effect on top of it, yeah? Might be a very large conspirator enabler, in that sense. It should probably exist.




Band of Adventurers
Ally

After playing a Liaison, you may spend any number of Favors to gain a card to your hand or onto your deck costing $1 per Favor spent.

I think this, more than other Allies, encourages you to amass favors; Is stockpiling favors fun? I know I was kind of "eh" on it when I tried to make an autoprovincing deck with League of Bankers during previews, but also, yknow, I had to get to 32 of those, so maybe that ordeal poisoned it for me. I think there might be a Haggler-enabled Guildmaster engine that'd let you empty them with... idk, seven haggler plays and a Guildmaster? Three and two guildmasters? It's not going to be common but it's something that should probably be addressed, but it's on the level of a Hermit-Market square combo in terms of obscurity so maybe that's fine.




Quote
Band of Rebels
Ally

At the end of another player's Buy phase, you may spend 2 Favors to play a card with exactly one type that they have in play, leaving it there.

I feel your pain on trying to get this to play nice with Durations and Commands; I don't think 'exactly one type' is the way to do it, especially considering we're fan card world and we do weird stuff like monotype Reserves and Reactions; even purely with canon cards, you've got a 12 of 31 "playable" pile rate in Allies, and of those, two (merchant camp, galleria) don't do anything for you during not-your-turn (and barring something like Wot Mouse), bringing the hit rate down below 1/3rd for the set. Worse, this may push play towards avoiding those "plain" cards, simply so your opponent can't get a bonus card on their next turn. I think this is conceptually doable, but don't think this is quite it.





Maybe this is just me, but allowing a played card to turtle seems Real Cheap for 2 favors. "1 Favor per $2 or @2 it costs (round up)" might be ok here? So a Sycophant plays on for 1 favor, a Wandering Minstrel 2, the Band of Misfits does an encore for 3 favors, etc.





Quote from: Veteran Trainers
Veteran Trainers • Ally
When you play an Action card, you may spend 1 Favor per $1 or 1D it costs. If that's its entire cost, replay it and gain a copy of it.

FAQ: You can't spend 0 Favors, so if a card is discounted to being free Veteran Trainers can't be used on it.

This seems really strong; I think it makes things like Sycophants games incredibly split-sensitive, which might not be super fun for newer players that could overlook the combo or misjudge how strong it is. However, they're also not the end-all be-all of dominion, so they'll learn and learn fast, i guess.



Maison of Hoarders
Ally
When shuffling, you may spend a Favor. Otherwise, add a Copper from the supply to the shuffle.

This has an interesting effect of pushing the game towards a slog, but in a slog, Copper is not the worst junk to have. I think this would be one of the ones that makes Regular Liaison Play more important, as opposed to something like Coastal Haven where it's fairly ignorable. I'd hate to play a game with this, Importer for a Liaison, and Wall (although Keep and Fountain both love it). It's cool to see a card penalize overdraw in the way this does.





Quote
League of Freebooters
Ally
When you play a card from your hand, you may pay 2 Favors to play a cheaper card sharing a type with it from the supply, leaving it there.

The other Command-like in this contest. This is good. It'll be weird when people do fun stuff like chain cards on pile types like "Odyssey" after they've rotated away from the finale card in the pile (although tracking-annoying on things like Elder). I like it.



Caterer
Ally
At the start of your turn, you may spend 1, 2, or 3 Favors to gain a non-Victory card costing up to and a number of Coppers equal to 3 minus the number of Favors spent.

The banquet mimicry here is cute. I'd see if you could cut out the middle case so you don't scare the new players away with math and contingent phrasing - something like, "At the start of your turn, you may spend 1 Favor to gain a non-Victory card costing up to $5, then you may spend an additional 2 Favors or gain 2 Coppers." I know some of the people I've introduced the game to bounced off Border Guard hard because of the contingent phrasing on it.



Winner: Commodore Chuckles's Order of Cryptkeepers
Runners up: emtzalex's Veteran Trainers, Timinou's Shepherd Clan

Really I had a hard time cutting it off at two runners up (a new rule for myself, lest i end up listing everyone under the runners up/hon. mentions [again]), and many of these will probably fall on a spectrum of "Really Fun" to "Perfectly Workable", so everyone take a bow, great work.


.
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incidentally, had someone else won the liaison design contest, my ally entry would've been the League of Lurkers:

Quote
Sewer Dwellers • Ally
When you trash one of your own cards, you may spend 1 Favor to either trash an Action from the Supply, or gain an Action from the trash.
(i'm sure there's refinements needed on it, but i still wanted to show it off)

92
gonna close it out here; i'll have judgment in a bit.

93
In a recent game I discovered that Voyage has a strong synergy with Exploration. Basically you are highly rewarded for doing a lot of nothing. :)

throw in a Baths, you got yourself a real do-nothing combo

94
it's been six days, yall know what that means: 24 hour warning.

95
Raze a Miller
i think his name is spelled "Ezra"

96
Weekly Design Contest / Weekly Design Contest #147: Target Demographic
« on: March 28, 2022, 05:55:46 pm »
Well, we designed a liaison. Let's do the other one, design an Ally.

No kingdom/non-supply piles, please, and do try to limit the number of Other Components I'd need to drag out - I'm already getting coin tokens and mats, I don't want to be getting Other Mats.

If you need to include other types, in the interest of keeping your card readable without me getting my reading glasses out, consider using the "Heirloom" portion of the card generator to add additional types.

All that said, I'm not going to be disqualifying any entries, because that felt really bad the last time I had hard limits on parameters, so just, do your best.

97
Variants and Fan Cards / Re: Fan Mechanics Contest 32: Season 3 Finale
« on: March 28, 2022, 05:49:43 pm »
Okie dokie artichokie. Since there's A Lot of cards this time, I kept summary judgments pretty brief. Sorry.

If no one minds, I'm going to submit an improved version of the cards I entered for the Pairs contest.
Now the Pair card with Puppeteer is Marionette, and Puppet is a Heritage card that comes with them, replacing an Estate.

EDIT: Revised versions:

Quote
Puppeteer
$5 - Action - Attack
+$2.
Each other player reveals their hand and plays an non-attack Action or Treasure from it that you choose. If they then have less than 5 cards in hand, they get +1 Card.

Quote
Marionette
$5 - Action - Reaction
Reveal the top 4 cards of your deck. From them, set aside an Action and a Treasure. Discard the other revealed cards then play the set aside cards in either order.
-
When another player plays an Attack, you may first set this aside to play this at the start of your next turn.

Quote
Puppet
$3 - Action - Heritage - Victory
If you didn't spend an Action to play this, +2 Cards. The player whose turn it is gets +$1, +1 Buy, and discards a card.
-
Worth 1 VP.

FAQ: If a card says "Play an Action card" rather than "+1 Action", that does not count as spending an Action.

I really like Puppeteer. Marionette might be too strong though - it's basically Hunter+, and that card is already pretty beefy.
Puppet is very clever.
Here is my entry: paid traveller and carts

So one thing I noticed with Carts is that you want to push the game towards emptying at least one pile, otherwise they're just vanishing coin, yknow? These don't really do that, which means they're going to be sloggy. Supreme Carter is going to be swingy as heck, especially if one player can proc theirs at the end and the other can't.

I'm torn about differing exchange conditions between travellers - they should probably all have a similar thing, right? Like, 1st "discard an action", then "discard 2 actions" or similar.



Quote
Way of the Raven
Way
+1 Curse Token
You may play an Action card from your hand that you don't have a copy of in play twice.
Quote
Witch's Hut - $4
Action - Victory - Heritage
You may gain a Curse or Exile a Curse from your hand. If you do, -2 Curse Tokens .
-
Worth 3% per 2 Curses you have (round down).

I am unsure about the VP scaling on Witch's Hut. Right now it makes Curses beneficial, beyond them junking your deck. I was thinking of having it only mitigate the Curses VP penalty, maybe at a "worth 2 VP for every 3 Curses" rate. Could use another opinion on that. This was a bit of a rush design, so I could only get 2 or 3 mechanics into it. Feedback is appreciated.

First off, I really like Way of the Raven. I think that alone is a worthwhile addition to the game, and really a good jumping off point for "what would a throne way look like?", if it's Too Much.

Witch's Hut, I feel like it goes against the general sense of how VP tokens and Curse tokens should work - they don't move, right? Maybe it's fine. Idk.











Absolutely wild choice to enter two traveller lines. I'll allow it, but man. Doesn't really put me "on your side" for judging.

But these are pretty clever actually. The simplicity really works for them. I'd consider tweaking the tier 3+4 treasures to be a little weaker, just because, consider toy shop as a beefier Merchant Ship. Child's joy as a double-Plunder is also suuuper strong.
Still though, I like the interplay, good job keeping them simple, and innovative way of making them a paid (and limited) deal.




You could probably rephrase Sawmill as a "Choose one" type deal. Idk. I don't feel super strongly about these. Seedling changes up the opening - especially that opening shuffle -  in a swingy way. Rusty Saw is good. I feel like Forest is going to have boards where it's way too good and needs to be reined in somehow - turning any number of Warehouses into Superlabs is Too Good.



Feedback is appreciated.

A village is always an eminently reasonable entry. However, they don't really need on-gain effects like this, because you want them anyway as an engine component (as opposed to Sycophants or Lackeys, which you can definitely have Too Many of).

It's probably not busted, and if anything it might be underpriced, especially if they all go before the carts get used.

My Submission:

Quote from: Dragon Tamers
Dragon Tamers • Ally
At the start of your turn, you may spend 3 Favors to play one of the face up Dragons, leaving it there, then flip it over.

   

I am using Week 25's Singular "Duration" Attacks. I'm also using the 2-sided cards from Carline's Dominion: Venus  expansion. The 2-sided Dragon attack cards are (the card on top starts face-up):

Red Dragon / Green Dragon:          Plague Dragon / Gold Dragon:          Ice Dragon / Storm Dragon:
                   
Quote
Red Dragon • $5 • Action - Attack - Dragon
Each other player discards down to 3 cards in hand.
         
Quote
Plague Dragon • $5 • Action - Attack - Dragon
Discard a card. Each other player may gain a Curse to
their hand. Then, each other player may reveal their
hand. If they didn't reveal a Curse, they get +2§.
         
Quote
Ice Dragon • $5 • Action - Attack - Dragon
Each other player reveals the top 2 cards of their
deck. They Freeze one of those cards you choose
three times, then discards the other.

         
         
                   
Quote
Green Dragon • $5 • Action - Attack - Dragon
Choose one: +2 Cards; or gain a card costing up to $4
onto your deck; or each other player with 5 or more
cards in hand puts cards from their hand onto their
deck until they have 4 cards in hand.
         
Quote
Gold Dragon • $5 • Action - Attack - Dragon
+$3
Each other player gains a Copper normally (into
their discard pile), to their hand, or onto their deck,
their choice.
         
Quote
Storm Dragon • $5 • Action - Attack - Dragon
+2 Cards
Discard 2 cards, revealing them. Each other player
with 4 or more cards in hand discards a copy of one
of those cards (or reveals they can't).

I really did ask for it, doing the recap week with both travellers and pair cards "in bounds".
Going to kind of go through one at a time on these.
Red Dragon: I do not feel strongly about Red Dragon. It's probably fine.
Green Dragon: The attack is the point, right? what's with these other weak options?

Plague Dragon: This is cool and a good use of raven tokens.
Gold Dragon: This is clever. I don't know if it needs the money bonus. I feel like you'd want to use this regardless of its lowercase-b boon for you, because you want to get it back to Plague Dragon. If you want to nerf it a little (and i do mean a little), just make it gain to hand, then each other discards down to 5.

Ice dragon: absolutely brutal freeze attack. Three turns? in midgame, where it freezes out your, say, Overlord? nah. how's this on the same power level as red dragon?
Storm dragon: clever, and probably the only good use of the bonuses on these.

With having one option blocking others, it does mess with the opening in bad ways - it's not like an opponent can necessarily retaliate in kind, they'd probably get stuck doing The Other dragon at you, yeah?

These on their own / triggered from an Event or similar landscape would be extremely swingy. Factoring in Liaisons, they're going to be impossible to balance. Maybe that makes for a fun game, but it probably just earns them a spot on my banlist after an opponent Ice Dragon's my overlord while I Storm Dragon a duchy out of their hand, choosing my discards so i can still try to hit $5.

This is also making me rethink whether I want to do "design an ally" for the next WDC. I think there's a reason most of those are fairly conservatively designed, and that's because it is combinatorically explosive ground to tread.

Merchant City • $5 • Action
+1 Card
+2 Actions
If one or more supply piles are empty: +1 Coffers and you may spend 4 Favors or 4 Coffers to play Trade.

Glass Maker • $4 • Action - Liaison
+1 Card
+1 Action
If you have an even number of Glass Makers in play, +1 Coffers, +$1, and +1 Favor

Trade • Outcome
+1 Villager
+1 Buy
+$6

Merchant City & Glass Maker are paired cards.

First impression: This is doing too much. Doubly so with Glass Maker being a Liaison. I get that Glass Maker exists as an enabler for Merchant City, but it's going to be a bummer for the player that lines those up versus the player whose shuffle gives them those spread over several hands during that post-opening early game.

Additionally, I'm not convinced a card needs to ever give coin and coffers. Or that Trade needs to be giving Villagers. or enabled via Favors. Trade is too big of a swing with 4 Favors -> $6.

Nitpick: Trade is already an Event


Corvidologist • $5 • Action - Duration
Gain a card onto your deck costing up to $5. If you do, at the start of your next turn, play the Raven.

Raven • $0* • Action - Attack
Each other player reveals their hand. If the cards are not all different, they discard down to 3 and get +2 Curse tokens.

Good analysis on Curse tokens having the same issue as VP tokens. I like how the Corvidologist is a partial defense against the Raven attack.

Nitpick: Corvidologist should probably specify to leave it there when playing the Raven.



Great job everyone; it was not easy choosing a winner. Ultimately I chose based on walking a theoretical new player through as my regularization - the cleanest entry in that respect was Corvidology, but I imagine I'd have a great time playing a number of these cards.

Winner: Aquila's Corvidology + Raven
Runner Up: arowdok's Maturity + Buttons + Parcel

LibraryAdventurer, you should absolutely put together a mini-expansion on the concept "If you didn't spend an action to play this".

98
Variants and Fan Cards / Re: Fan Mechanics Contest 32: Season 3 Finale
« on: March 28, 2022, 10:22:49 am »
aight, contest closed; i'll have judgment in a minute

99
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 27, 2022, 10:27:01 am »
oh wow thanks for the win. i'll get the new one posted after i finish up judgment for the fan mechanic contest tomorrow

100
Variants and Fan Cards / Re: Fan Mechanics Contest 32: Season 3 Finale
« on: March 27, 2022, 10:23:08 am »
24 hour warning, get those cards in.

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