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201
Variants and Fan Cards / Re: More Dominon Fan Card Ideas
« on: April 30, 2021, 12:51:43 pm »
Time to feed this thread 3 more cards. This time, we have some pretty simple Engine components. They should find a nice place in your deck in most games, although, nothing is ever guaranteed in the wonderful world of Domion!


          


Quote
  • Booming Town: Man, what can I say here. Once gained, it is nothing but a normal Village. Kind of like Border Village. Here, though, it costs , because it’s a Village + a little something, like Walled Village, Farming Village, etc. The bonus, here, is that the card is simply gained onto your deck, or to your hand, your choice. Therefore, Workshop variants love this. Ironworking a Booming Town to your hand is a neat little trick to pull off. Likewise, in your Buy phase, you could purchase a Booming Town and topdeck it à la Nomad Camp, ready to be drawn next turn.

    A small issue this card could face is some potential stop moving shenanigans. The card can be gained to multiple places, so it might create rule weirdness. None that I have found so far, however. And hey, if Rocks can do it, then so can this, perhaps? Unsure about what this fully entitles.

  • Bunker: Draw, then discard (most of the time), with an Action to spare. This smell and sounds like Forum. And look, it costs , just like it! So, this sifts. Played from a hand of many cards, this hurts more, as you get to discard more. It's not to say that Bunker can't actually increase your handsize, for instance, if this is played from a Miltia’d hand. Finally, there’s the whole “play a Treasure from your hand” clause. Yes, another one of these, gleefully joining Black Market and Storyteller. Here, it’s to save some payload from the discarding, a neat little effect. Keep your engine pieces and slowly put some payload in play, instead of discarding it as Warehouse would make you do.

  • Key to the City: This gets you to play Action cards during your Buy phase, a weird take on Scepter. Except that it checks from your hand instead of from your play area. And yes, you’ve read right, you draw a card first. With the +, this makes it a Peddler variant, and if we assume you play an Action card with it, then this becomes some kind of Bazaar. Pretty simple, and convenient to kill terminal collision. Or playing that Action card you drew into.

    There’s a cool lil’ combo between Bunker and Key to the City. Draw with Bunker, play Key to the City, draw one more card, play an Action card (which could chain into more cards if it’s something like Vassal, Herald, or a Throne Room variant), and when you’re all done, then you discard down to 4 cards in hand. Wacky!

202
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: April 29, 2021, 02:34:43 pm »


An Event I've designed and shown in my "10 Events" thread. I think it fits pretty nicely for this week's competition. An erratum added since then is the "Once per turn:". We played games with this, and with 6+ Coppers in play (with good deck control), it became crazy too quickly.

Yes, this dispenses a lot of Buys (only in certain contexts though). But it's crazy fun :) . Will you build a deck that always want 5 Coppers in play each turn to rely on Brewery as your primary source of economy?

203
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: April 28, 2021, 07:56:51 pm »
I'm pretty sure I already know the answer to that one, but does it have to be an added bonus on top of what the card originally did? For instance, I once designed a Curser that did a different type of Attack (discarding Attack instead) once the Curse pile was empty. Is this "upgrading" a card? I don't think it is, because then people could argue which of the two different effects is stronger, whereas an added bonus is almost always better.

204
Variants and Fan Cards / Re: More Dominon Fan Card Ideas
« on: April 26, 2021, 05:34:29 pm »
I would recommend wording Hanging Gardens like Royal Carriage: "After you play a card, if it's still in play, you may Exile this from your hand to replay that card."

You are right, it's better wording wise to imitate what Royal Carriage says. I edited Hanging Gardens to match your suggestion. However, I decided not to carry over the "if it's still in play". I don't know, I still want people to double their Feast if they want to. :D

205
Variants and Fan Cards / Re: More Dominon Fan Card Ideas
« on: April 26, 2021, 12:46:44 pm »
Thank you for your comment. It's true that in practice, Resupply will almost always exclusively be used for its Reaction. There is the case where a player could play 2 Villages, then Workshop an Action card, then draw via Smithy, drawing into a Resupply. In that scenario, the Resupply should be allowed to be played as a normal Action to gain a cheaper Action card than the card gained by the Workshop. Admittedly, it would be wiser to simply play the Smithy before the Workshop, but still. I think it'd be needlessly mean to disallow Resupply to do something in that scenario (not counting the Buy phase).

206
Variants and Fan Cards / More Dominon Fan Card Ideas
« on: April 26, 2021, 10:23:15 am »
So, this might seem like a hot take, but I really do like designing Dominion fan cards. Everyone needs their poison; making cards is mine. :D

Normally, this would be where I’d put a super elaborate intro about the thought process behind this thread, how them cards came to be, why I felt the need to compile but a few cards together even though they’re not part of a set or fan expansion per say, etc etc. But uh, honestly, I simply just have a couple of cards floating around, and I’d like to share them. That’s pretty much it. I thus won’t fake an epic story and simply jump into the cards themselves. :)

Over the next few days, I’ll post the cards in batch of 3, like I’ve done in other threads before. I like this format better. I feel like it’s less overbearing on readers as opposed to just dumping everything at once. Let’s make this smooth, baby!



So, right off the bat, we have 3 Reaction cards. I bothered the Discord for a while with Reaction cards. I really tried to make some wacky out-of-the-box Reactions happen. Most of them were underwhelming, or didn’t need to be Reactions at all. These 3 cards are my best attempt however, so here they are (and look, they form an "Action - Treasure - Victory" trio!):


          


Quote
  • Resupply: A versatile gainer. It relies solely on what you’ve gained before though, otherwise it straight up does nothing. So playing this without the Reaction on your Action phase without having gained something beforehand this turn is probably a bad idea. Better wait in your Buy phase to at least buy and gain a card, to which you’ll be able to React with Resupply.

    So, what can Resupply do. Well, you could Workshop a Action card, and then Resupply will React and gain an Action card costing up to . Or you could buy a Copper and Resupply will make you gain a nice card, kind of like a less punishing Banquet. Or, if you’re cheeky, you could wait to get Cursed by your adversary. Just React with Resupply to that curse, and you’ll also add a to your deck. Thanks for the Attack, friend! All in all, Resupply does a bunch of stuff, and it’s up to you to make the best of it.

  • Recycled Goods: More Discord shenanigans with that one. And hey, I did the art for that one too :) ! Always wanted to take a crack at that. But, onto the card itself, now. This is a disappearing Silver, more or less. It can be interesting when you need to spike a certain price point, but don’t want to keep the Silver in your deck (Engines often like that prospect). You get a too, so yay! There can be ways to farm some off Recycled Goods, because adding an Estate or a Duchy to your deck allows you to “un-Exile” each copy of Recycled Goods from the trash. Everyone shares that fight, and pulling the trigger could be important. In the face of an opponent who’s ahead, Duchy dancing with Recycled Goods in the trash can be beneficial for you. Not only will you re-add some form of economy to your deck growing greener and greener, but you’ll toss in some extra to your score too, and that could make the difference. You can also play, like, 4 Recycled Goods in one turn, trash them all, get 4, buy a Duchy and automatically re-gain them all. The wheel is churning!

    All in all, probably a below median card strength wise. But I’m ok with that. It’s a card people will have to try to find ways to make it work instead of mindlessly emptying the pile, and that’s a pretty cool feeling. Also, this probably overstretch the definition of a Reaction card, but if Patron can be one, then so too can Recycled Goods. It's mostly blue to draw attention to it.

  • Hanging Gardens: A Duchy giving 1 less . What do you get in exchange? A pseudo one-shot Throne Room Reaction. Using the Reaction will make you Exile that "Duchy", so hurray for Victory cards not clogging your deck. On top of that, you get to replay an Action, Treasure or even Night card, so that’s some neat versatility. It’ll almost certainly always work, even in the face of hand with no Action cards. Worst case scenario, just Throne a Copper or a Silver or what have you. And it still works even if drawn dead with, say, a Smithy. Hanging Gardens looks past that and can replay that Smithy anyway. Such is the beauty of the Reaction.

    If keeping these green cards out of your deck à la Distant Land is not satisfying enough for you, nothing stops you from gaining another Hanging Gardens and un-Exiling them all. Your Throne Rooms will happily rejoin your deck, ready for some double trouble!

    A quick note about some rule precision: Hanging Gardens cannot React to other Hanging Gardens, since they can never be played. They never enter your play area; they are simply Exiled. This brings some tracking issues with re-playing Duration cards, since they don’t keep themselves out, but that’s a problem I’ll learn to live with. It can also replay cards that have left your play area, such as Horses or even Recycled Goods up there, but again, too bad. I like the elegance as-is, and don't want to add a bunch of fail safes on the card to tackle these cases.

207
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 23, 2021, 03:13:15 pm »


Yes, it's silly. Effectively the thou-shall-not-do "+2 Cards; +" card. Except that it adds a stop card to your deck to do so. And hey, if you snipe your opponent's Ambush, then yes, they lose that card and replace it with two miserable Coppers, but they also get a starting hand of 7 cards, which include a Silver. Oh and if the Attack hits you back, that's something you cannot Moat ("do its effects" =/= "playing a card", Moat cannot do anything about that, similar to Noble Brigand's on-buy Attack). Overall, probably a pretty good Money card.


Edit: Not to say that you wouldn't want to trash this yourself. Imagine feeding this to an Apprentice. +8 Cards (Silver included), +1 Action, +1 Buy and doing an Attack is a pretty swell trade-off for gaining two Coppers.

208


Effectively a + (Princed terminal Silver card) each turn with a small twist.

209
Also, with certain Treasures, this would be really fun.  You could use Scepter to replay two Actions, or one Action twice.  Since 0 is an even number, Idol would give each other player two curses, assuming you hadn't played any previously with something like Storyteller or Black Market (since it counts Idols in play).  A trashed Capital would be $12 +2 Buys and no debt!

I'm sorry I beat you to the punch with this idea. Should this win, consider it a shared victory!  ;D

Also, this is what I like about Necromancer: you can only do these shenanigans once per turn, since Throne of the Dead will be flipped over. Zombies really benefit from that rule, it's fun designing cards for it!

210
Quote from: Zombie Horde
ZOMBIE HORDE -- $3
ACTION - ZOMBIE
Trash an Action card from the Supply.

I'm hesitating to even submit an entry this week. This is a very good submission. I'll have to think outside of the box now.  :D


Edit: Didn't take too long, lol. Here's my entry:



Fun challenge!


Edit 2: Funny how all cards submitted so far have no more than 2 lines of text, hahaha! Short and to the point; elegant. I love that. :)

211
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: March 17, 2021, 02:41:26 pm »
Wonders were just an adaptation of an idea that didn't originate as mine, and I sketched that one up very quickly without much thinking. I'd drop the "Builder" extra resource entirely, it's just too tedious to have extra Potion-like components (Potions rank consistently as the most disliked mechanic out of Dominion). Then there's the whole idea of, Wonders have different number of build steps in 2-3 player games as opposed to 4+ player games. Each step has a different cost, meaning there can be some feelsbad player advantage.

All in all, not too sure about this one anymore.

212
I'm going to attempt something really silly, probably broken (and untested on top of that)! I might withdraw it in the situation where the good people of this forum makes it really obvious to me that it's broken/not working as intended :) . Anyway, here goes nothing:

     

Institute can be a non-terminal Smithy if it draws you 3 Treasures/Victory cards. Big Money dudes are happy. You start with a deck of 15 cards. 3 turns until the first shuffle instead of 2. Your opening split could be //; or //; or //. Or it could be none of that should you want to trash the junk-y Grants instead of taking their money. If you do, well, your deck is leaner, yay! But adieu, cool opening splits (and adieu 1 too, I guess).

213
Technically, any Victory card posted here would count, right? They either have 8 or 12 cards in them, and not 10. Would this count (just making sure)?

214
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: March 11, 2021, 06:15:30 pm »
Oops, seems like something's amiss with my entry. I will edit it in the hopes of getting it fixed.  :)

Edit: This is done.

215
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: March 11, 2021, 11:30:28 am »
Something pretty simple:



Edit: Made it a little more usable.

216


Once sent a beta version of this for a contest a good while ago. Liked the idea and made it less "feelsbad". So here's a revised Lease!

(The highroll is very much real here.)

217
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: February 25, 2021, 10:47:04 pm »
I feel inspired, so here's an attempt, using the unlimited Dawn cards per turn:



Lots of cool stuff you can do, here.
  • Start with a hand of multiple Cottages? Say, 3 Cottages? Topdeck two of them for 2 extra Actions, then draw them again with the 3rd one... then topdeck one of the remaining 2, again! And then draw it again! Start your turn with 6 cards and 4 Actions, weee!
  • Alternatively, just draw with all of your Cottages. They all increase your starting handsize by 1, which is cool.
  • In your Action phase, you can play this as a simple Moat, meh. Or! You can set it up so you start with it in your next hand by topdecking it.
Unsure about the cost. This is a new mechanic, after all.

218
The "it"s seem to be multiplying. I can work through what you're doing, but as the card's wording is now I think it would trash copies of Wooden Spikes, not the card you gained. You might try "...to reveal your hand and trash all revealed copies of that card."

You also might consider taking out the "you may first" language, which I don't think is necessary for the card to work (see Falconer), and without it can be used to trash cards you gain to your hand, either from a Torturer attack or using Sleigh.

Too right. The wording could be clearer, and I'll definitely jump on any occasion to make it so. So with that:
  • Removed the "first", even though this means you can draw into the Curse you just gained to trash it now.
  • Changed a "it" into "the gained card" (so if you trashed it via Watchtower, you didn't gain the card, and the Reaction doesn't allow you to trash anymore).
  • Placed the "from it" right next to "your hand", to make it more obvious that said "it" refers to the aforementioned "hand".
  • Finally, added a "then", to make it more obvious that you draw before trashing.
Thank you for your suggestions! :)

219
do you get the +2 Cards when you play it also?

Yes. In fact, you must draw 2 cards before you reveal your hand for the trashing.

220
Oof, already so many good entries. This is going to be a tough one. Still, I'll attempt something:



Too good compared to Sheepdog? Too decent of a trasher? Perhaps. I like the idea of it, though.

A funny "anti-Curser" though, lol.


Edit: Updated the wording to be clearer.

221
Variants and Fan Cards / Re: 10 Events
« on: February 21, 2021, 06:11:05 pm »


Let us finish this new little 5 Event streak with something I will probably do after I'm done typing: Rest.

Ok, so, Rest. You kill a turn. A turn in which you do nothing, except buying Rest again. The turn after, though, behold! You'll start with a massive hand of 11 cards! There's definitely some kind of Tactician shenanigan going on here. Just uh, don't play Duration cards if you plan on buying Rest this turn. And you should also probably not Rest in the face of discarding Attacks. That'd be just... ouch.

Rest is probably weak in most cases. Giving all of your opponents a Mission turn in which they can actually buy cards is... wow, you're wasting a lot of time doing this. But! Rest also costs . This means that it can be bought any time you need that kind of push. This flexibility alone can make Rest a worthy Event. I suspect Rest will be bought more often in slug-ish games. If you have a mega dud hand, you can theorize that better stuff is left to be drawn in your deck. Thus, you could plan a Rest turn with this dud and expect a big 11 cards starting hand full of goodies on the turn after.

In the end, I will just let you guys ponder on the cute little Rest + Fair combo.

222
Variants and Fan Cards / Re: 10 Events
« on: February 20, 2021, 04:06:12 pm »

A different take on Banquet, this time involving other players and ditching the Coppers.

I am not too sure about this one, truth be told. I have a hard time gaging how much you shoot yourself in the foot with Buffet. I suspect that on average, it's rather weak... and that's an euphemism. However, if there are some exceptionally strong and cards, something like Fishing Village and Wharf, I think Buffet could have some merit. But if there is a strong to begin with, then other players can just gain it to their hand. Hrrmmm. Buffet's power level seems like it gravitates around ; however, I do not wish for players to double Buffet open. I feel like too many cards would be flying left and right this early into the game.

Perhaps I should drop the "to their hand" clause. Eh. We'll see.


Edit: Yeah, okay. This won't do. I removed the "to their hand" close. Buffet is still helpful for your competition, but it's not downright suicide anymore. :P

223
Variants and Fan Cards / Re: 10 Events
« on: February 19, 2021, 03:14:59 pm »

Oh dear.

Now just what in the heck do we have here. It's beautiful, it's grand, it's marvelous, it's once-in-a-game: it's a Wonder!

When you buy it, the only time you will in a given game (similar to stuff like Seize the Day), you will triple your remaining with 3 new Buys to spare. But it's quite expensive. You have to get there. Having or , for instance, does not seem to be just quite enough. "Overpaying" this by or is weak, you'll invest a lot to gain so little. You do not want to botch this amazing opportunity. In fact, let's bring up some charts to better see what's going on here!


As you can see, to break even, ignoring your need for extra Buys, you need at least . That's as much as Dominance's cost. Another worthy aspect to look for is how little you need here to triple Province. You only need . The reduction in buying two Provinces in a turn is marginal. It goes down from to . saved. Meh. Hardly impressive. The triple Province trick, however, definitely is something to keep in mind. You know you'll pull it off too. You'll have 3 Buys guaranteed.

It's worth noting that this Event was originally made as a joke; but I tried to flesh it out into something that could potentially work, even though it's still super duper silly!


Edit: There was a small mistake with my data table. In the first 3 columns of the right table, you can afford 0 Province, not 1. This has been rectified.

224
Variants and Fan Cards / Re: 10 Events
« on: February 18, 2021, 03:49:59 pm »

Looks like Scouting Party and Pursue made a new friend. It even costs and gives a Buy too. Wait, does it? Let's explore... and discover!

Discover forces an Action card or a Gold from your deck to be left on top of it, ready to be drawn into your next hand. The potential for highrolls with Discover is very much real. For instance, on a / opening, Discover guarantees that you'll have your precious Mountebank or Wharf or what have you in your turn 3 hand. Or you can always Chapel turn 3 with Discover as well. Other neat tricks involve drawing your entire deck, buying a powerful card, and using an extra Buy you have to immediately topdeck it via Discover. Hurray for Engine consistency!

Last thing worth mentioning: why the choice between +1 Card and +1 Buy? Wouldn't you pretty much always go for the extra Buy? Well, it depends! What if you topdeck something you kind of don't like? Like in a deck of almighty powerful cards, through sheer lack of luck, your lone Pearl Diver gets put on top of your deck. Yuck. In this case, using the extra Buy option, you could rebuy Discover, but choosing the +1 Card option this time. That way, you won't automatically re-topdeck your Pearl Diver, seeing as it is now in your hand! It's a neat-o trick you can pull off. ;)

225
Variants and Fan Cards / Re: 10 Events
« on: February 17, 2021, 05:11:36 pm »
I think it might be worth trying the a simpler, more exciting version.

Gain a Curse for +3 VP.

I mean, I like the idea of players having the choice to keep their Estate if it really comes down to that. So they'd be 1 over their Duchy buy this way.

I too believe that Tyranny is not an Event you'll always buy over Duchies, especially if trashing is non-existent in the Supply. Though, there are a couple of other applications to this Event besides that too...

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