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51
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 29, 2020, 09:03:37 am »


Just a small tweak to the Scheme part of the card so it doesn't have issues with durations.

52
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 28, 2020, 08:20:48 am »

53
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 28, 2020, 08:06:19 am »


Tried this with 3 choices, but it's too wordy that way by far. I prefer the either/or decision.

54
Dominion General Discussion / Re: Distribution of Dominion card costs
« on: December 20, 2020, 07:35:37 pm »
Of course, Alchemy having only 2 cards without Potion costs does throw off the numbers here.

55
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 20, 2020, 07:02:38 pm »

56
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 16, 2020, 10:19:19 am »



For Intrigue, to lean into the Victory card themes of the set.

57
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 12, 2020, 09:20:41 am »
Changing my submission to make it a bit more unique

58
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 11, 2020, 08:53:05 pm »

59
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 11, 2020, 08:35:51 pm »

EDIT: Replaced with

60
Variants and Fan Cards / Re: Equipment, Cabinet and Moral
« on: December 08, 2020, 01:11:23 pm »
I don’t get why this needs new keywords. Simply use gain, keep the once per turn clause and explicitly make it a non-Supply card.

Yeah, I'm still on board team "non supply and gain". I get that won't work with the cards being yours and set aside at the start of the game. But it begs the question, why?


Can you gain a card you already own?

I don't get the "non supply" part. The Equipment cards are non-Supply cards and are accordingly designed. Like Heirlooms, they have no own pile, therefore no cost*, and no (This is not in the Supply.).

I'm glad my other suggesting might work for you.

To be clear with the above, what I (and I assume @segura) was suggesting was that players don't already own Equipment and that they are non supply piles.

My goal was to help accomplish the goals you want with the Equipment mechanic within the confines of standards that already exist. i.e. trying to minimize the # of new rules ("take" owning cards at the beginning that are set aside, etc).

I really appreciate your work and help in improving my cards. Please don't get me wrong.

I have prepared a version with your suggested wording (left) and posted the previous version to the right, just for a better comparison, text wise and aesthetic-wise:



What do you guys/gals think about that?


The second one is so much clearer and more understandable.

61
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 07, 2020, 01:29:29 pm »
You left the cost off of Work Order.

62
Variants and Fan Cards / Re: Equipment, Cabinet and Moral
« on: December 07, 2020, 11:29:28 am »
The Equipment cards are a great idea! :) I like how the Equipment and their associated cards interact with each other, while both of them can still be played individually, as gaining the Equipment can be gained without its associated card.

I do not know the Nocturne rules good enough, so I may ask a question: Has every turn in Dominion theoretically a Night Phase? Otherwise, you could set aside junk cards with Observatory and they would stay their until the end of the game, if you choose to not have any Night cards, right?

The Night phase only exists in games with Night cards. Since Telescope is a Night card, games using it have a Night phase, which happens even if you don't personally have any Night cards, like how the Action phase still happens if you don't have Actions.

63
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: December 04, 2020, 11:05:30 am »
An initial note here is that there seems to be an imbalance of terminals, I think there are a couple too many non-terminal actions and not quite enough terminals.

Wishing Fountain seems really bad at 5 next to Laboratory, the trashing seems like it isn't enough to justify the price tag.

Calmness has a confusing wording, I'm not really sure what it does.

Burnish is too good with in the early game, particularly the opening. Maybe it should cost $2.

Season's Grace is pretty terrible next to sinister plot which is also +1 Card every other turn but a lot cheaper and more flexible.

Emissary could also use a clearer wording.

64
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 30, 2020, 07:51:03 am »


This is strictly better than Feast and by a lot.  I know Feast isn't completely relevant anymore, but it was removed for being boring, not weak.  This fixes why Feast is boring in a way that makes it much stronger, especially at a lower price.  I think it needs more restrictions.

It also compares very favorably to Improve.

You're right, I'm removing it's ability to trash itself, which was actually totally unintentional.

I'm fine with it in comparison to Improve because it lacks a lot of Improve's flexibility and Improve gives you some economy early.

65
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 29, 2020, 09:40:30 pm »

66
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 22, 2020, 12:28:06 pm »
Death Cart trashes itself and Rats trashes cards in the hand.

67
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 22, 2020, 10:29:33 am »

68
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 17, 2020, 06:48:34 pm »


I think this should clarify "the player to your left chooses one for you to receive:"
Yup, totally should. I'll correct it.

69
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 17, 2020, 03:09:53 pm »

70
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 12, 2020, 04:37:08 pm »

71
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 07, 2020, 04:07:53 pm »
Cards that discard your own cards and Victory interactions are also themes.

72
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 07, 2020, 04:03:54 pm »

An Estate that Changelings on gain.

73
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 30, 2020, 10:30:16 pm »

A two-shot Smithy, with a  small twist.

74
Dominion General Discussion / Re: Minor note about new printings
« on: October 28, 2020, 09:29:03 pm »
That would be a functional change, though.

75
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 28, 2020, 07:51:58 pm »
Sorry for the late judging, I've been busy lately.
Brazier by spineflu
http://forum.dominionstrategy.com/index.php?topic=18987.msg856103#msg856103
A Coppersmith variant that also gives attack protection. I think this is just a Coppersmith without much difference a lot of the time. The attack protection doesn't matter enough to put this above a regular Coppersmith, particularly since it requires keeping Coppers around.
Pharmacy by silverspawn
http://forum.dominionstrategy.com/index.php?topic=18987.msg856107#msg856107
This is an anti-trashing attack for your opponents that forces them to get back junk if they trash it. This isn't very good. It has timing issues where you often can't activate the attack when it matters and that creates some feelsbad moments with a 5 cost oneshot.
Drunken Master by LibraryAdventurer
http://forum.dominionstrategy.com/index.php?topic=18987.msg856118#msg856118
A ruin-based junker that gives you a way to mitigate its attack with your own copy. The main issue I see here is that it can snowball, since the first player to get one can somewhat lock out their opponents with ruins, but it doesn't seem like a huge issue. The self-countering nature creates some interesting decisions.
Polish by NoMoreFun
http://forum.dominionstrategy.com/index.php?topic=18987.msg856124#msg856124
First impression is that this encourages boring strategies, since it just makes you gain a bunch of silvers to win. Not a lot of nuance here.
Cheshire Cat by gambit05
http://forum.dominionstrategy.com/index.php?topic=18987.msg856131#msg856131
The attack is pretty interesting, a good mix of punishing, but not so much that it makes games miserable, the command half especially so. It should be unable to hit durations with the attack and the command option, since that makes tracking tricky.
Monkey by grep
http://forum.dominionstrategy.com/index.php?topic=18987.msg856137#msg856137
A nice, simple 2-cost card. Not much to say, I like the sleek design.
Beginner by Aquila
http://forum.dominionstrategy.com/index.php?topic=18987.msg856155#msg856155
This is a good concept, but States don't seem like the best way to implement this. It's somewhat confusing.
Prayer by majiponi
http://forum.dominionstrategy.com/index.php?topic=18987.msg856164#msg856164
The versatility is very nice. I also like the decisions keeping or using it creates.
Chamberlain by anordinaryman
http://forum.dominionstrategy.com/index.php?topic=18987.msg856165#msg856165
This seems like it slows down games, since every single time you gain a card you have to wait for anyone with the states to make a choice and potentially resolve another card.
Planning Committee by Xen3k
http://forum.dominionstrategy.com/index.php?topic=18987.msg856331#msg856331
The abilities of this to do megaturns are interesting, but they're sort of awkward. This is more of a pseudo extra turn generator than anything else, so I think it's a bit overtuned.
Midas by Spheremonk
http://forum.dominionstrategy.com/index.php?topic=18987.msg856401#msg856401
Hexes as attacks are pretty underpowered, so this is weak. Best case scenario, this gives your opponents a curse and you get to make $3 per copy of this you have. That's not as much as it sounds because you need two copies of a 5 cost card and they can block it. I think lowering the cost and maybe changing the numbers a little would be best.
Hedonist by mandioca5
http://forum.dominionstrategy.com/index.php?topic=18987.msg856417#msg856417
This was super weak at $5, but I really like it at $3. It creates some extremely interesting gameplay. It's a bit narrow, but in a good way.
Genius by Something_Smart
http://forum.dominionstrategy.com/index.php?topic=18987.msg856435#msg856435
I like the concept, but it's a a tad overtuned, not losing it isn't hard.
Top 3:
Monkey/Curious
Prayer/Small Wish
Hedonist/Penury
WInner: Hedonist


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