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51
I suggest you tone it down a bit. Building some weird strawman to claim that someone critiquing your card is talking "pure nonsense" is pretty rude.

Also, of course a card being a one-shot means it's weaker than if it wasn't a one-shot, unless you're going to argue that Horses are in fact better than Laboratories.
Sorry about the misusage of the word "nonsense," that was indeed unnecessary. I guess it's the "your argument falls through nonetheless" that ticked me off somewhat. Though in my defense, I believe I have argued correctly and sanely for the rest of what I had to say.

I do not like that you're assuming that I'm dismissing the criticism altogether. I spent a good amount of time entertaining an healthy back-and-forth with exfret, and I wouldn't have done so if I believed that debating here was unnecessary. I'm defending my piece, it's only natural. I have been prone before to modify and cull stuff that did not work at all following valid criticism; I'm not stranded in an echo chamber, this I promise.

And finally, since we're on the topic of strawmen, I don't know why you're putting words into my mouth with the Horse analogy. I never argued that such cards were better than their non self-trash (or self-return) counterparts. If we return to the topic at hand, here, we are in a situation where being a one-shot can be better than it not being so. They keyword "can" means that it's up to the player to evaluate whether it is the case in a given game. I think that's fair, no?

52
Yeah, but the trashing is forced. Spending $3 to hit $5 once maybe isn't great. Stop cards aren't great either, but I feel like this is extending that line of thinking too far. There is a point you want a silver, and that point lasts longer than once during the third/fourth turn.
Spending a (pseudo) one-shot to hit is not only fair, it's totally great. Feast existed for a reason, and it wasn't cut because of its power level - rather, because it was a boring card. Recycled Goods remedies the boring factor by adding a neat alt- scoring mode combined with player interactivity and giving more mileage out of Estates and Duchies. Pretty nifty.

The reaction doesn't amp the actual card up, it just makes it so you have it in your deck more often... It doesn't provide any more reason to buy it.
The reaction does amp up the card, otherwise it wouldn’t exist. It mostly amps up the excitedness of the card over the power level, but it sure allows you to set up to get more benefit from Duchy dancing. Duchy dancing happens fairly often, and if you played a Recycled Goods prior to gaining your first Duchy, then, playing that re-gained Recycled Goods, you’ll score 5 for , which is one point short of a Province for the same cost. The advantage being that you didn’t carry a dead weight Silver in your deck prior to that.

As for it being a "5+" without the one shot, that doesn't really change my opinion much. You can't play it multiple times, that's a huge drawback. Not to mention your original argument was that it's strength came from it leaving your deck. I feel like that indicates a card is weak in the first place (and silver is fairly priced, so that's probably not what this is about, but your argument falls through nonetheless).
Your idea that a card leaving your deck on its own being weak is pure nonsense. This would mean that all one-shot cards are de facto weak, not to mention Horses. There is a fallacy here.

Moreover, in game in which Recycled Goods appear, Silver will also be present 100% of the time. For the same cost, it is up to the player to determine if they prefer keeping subpar lingering economy from Silver, or if they prefer to cull the Silver altogether from their deck to see their more powerful cost cards appear more often. This could be the case in a game with no trashing, or in single-gain boards where the extra 1 (or more?) could matter, etc... It’s Dominion. The goal is to assess what works in a game, and what doesn’t. That’s the beauty of it. There are games in which a player will prefer to grab a Silver, and games in which they will prefer to grab a Recycled Goods. Data shows that the latter happens more often though, if that says anything.

53
I don't know if the victory point is worth it being trashed on the first play. I feel like the effect should be more or the cost less.
The main perk is not the , but the trashing clause itself. Sometimes, you want to hit , but do not wish to keep the Silver that got you there. Recycled Goods is just that: A Silver that does not linger in your deck. And it's mostly better than keeping a subpar stop card.

Recycled Goods can copy Duchess’s “In games using this” wording. It also doesn’t need the Reaction type because the contents of the trash are common knowledge.
True that it could use Duchess' wording, but that would add a 4th line of text, shrinking the font. I think the current version is a good compromise between readability and ease of understanding. The only reason why it's blue is to draw attention to the fact that it can be gained from the trash. Same as Patron; that card is uselessly coloured in blue, yet it still is since Donald X. figured that players could benefit from the extra tell.

55
Weekly Design Contest / Re: Weekly Design Contest #168: Turkey Time
« on: November 10, 2022, 03:36:28 pm »


How much of a glutton d'you wanna be? Save the leftovers for later, or gobble down everything now?

Shame that Elder doesn't work with this. :-\

56
I went ahead and adjusted the wording on my  cards to match Pixie's wording of Discard the next Hex/Boon for better clarification as I agree. They would not be durations just as Blessed Village is not.

The problem there would be if you choose the discarded Boons/Hexes for next turn, but more Boons/Hexes get discarded atop of them (this has a good chance of happening, since the Boons are tied to a Village; and other players may flip some on their turn as well). The Boon and Hex piles could even get reshuffled until then! This is why the set aside seems handier in this situation.

57


Nobles is my favourite Dominion card. Here's how Lord recreates that which I love from Nobles:
  • Victory cards usually portray pieces of land/property. Nobles twist that a bit and allows aristocracy to be worth too. Lord follows suit. I find that original.
  • It's such a nice feeling to passively score some while still building your engine. Nobles and Lord are both green engine components.
  • Nobles has a high price point you need to work for if you want to add them to your deck. Likewise, Lord is expensive, and you need a proper game plan to afford them. It acts kind of like an objective.
  • Nobles is such a straightforward, quasi vanilla card. You know exactly the role it plays in your deck. Lord is pure vanilla as well, to capture that ease of play feeling.

58
This would mean that, in a 3 player game, if Player 2 played a Crow, Player 1 would gain a Curse and Player 3 wouldn't. Was that your intention? This also triggers earlier than the examples (which all only trigger after each player has taken 7 turns). If you wanted to change those things, you could go with something like:

Quote
After each player has taken seven turns, players are affected by Attack cards played by other players. Until then, they are not.

That looks like a very good approach as well, though I'll say I'm not 100% against the reduced FPA aspect of the current version of Swarm.

59


Might be batshit insane, idk.

60
Variants and Fan Cards / Re: Fan Card Mechanics Week 43: Piety
« on: September 24, 2022, 02:00:33 pm »
CONTEST 43 RESULTS

Okay well after making you guys wait for 2 weeks and a half, let’s uh, finally move on with the results. We only have 5 entries, so I’ll simply pick a winner among them instead of categorising them into finalists and semi-finalists subcategories. Weirdly enough, we only got yellow and blue cards, lol. Let’s see now:




$2 Sacred Mask (Treasure – Duration)
$1
+1 Piety
During your next turn, when you spend a Piety token from area 3, +1 Piety.
This seems like a cute way to make you want to hoard your Piety to upgrade them to their highest level. From the many games I have played with this mechanism, spending level 3 Pieties is actually a pretty efficient way of scoring. Sacred Mask is a cheap efficient tool to take advantage of that. Until then, it’ll help you quickly thin your deck, something you can hardly say no to. I think Sacred Mask might be a smidge too strong for its cost, as it has a very low opportunity cost and you will never be unhappy to add a couple of these to your deck. But I don’t see that as a major and even a mild strike against this card. Cool idea!

$4 Supplicant (Action – Reaction)
+1 Piety
If it isn’t your Buy phase, +1 Card.
-----
When you gain a card, you may play this from your hand, to exchange the card for a card costing up to $2 more than it.
+1 Card without +1 Action is a little awkward I will admit. So the top part is certainly uh, a little weird to me. The Remodel Reaction is pretty cute. It synergises pretty well with area 2 and 3 Pieties (Spending an area 2 Piety to trash a Supplicant for a Gold, Reaction with a Supplicant to exchange to Gold for a Province). I’m pretty sure that Reaction is a little bonkers with most if not all gainers, but I’d have to play with it to truly be sure.

$5 Tithe (Treasure)
$2
+1 Buy
During your Buy phase this turn, you may buy Piety for $2 each.
That certainly is a novel way to approach Piety, or any token on mats, for that matter! I think it definitely work better than outright buying Coffers or Villagers (although Academy exists, heh). You’ll normally want a bunch of Piety if you want to use them more than simply thinning your deck. Tithe is a good way for you to try to achieve alt-VP scoring via level 3 Piety. I can see myself trying to build a deck revolving around that. Otherwise, a +$2 and +1 Buy Treasure is always a damn decent baseline. I love this!

$4 Devout Village (Action – Reaction)
+1 Card
+1 Action
+1 Piety
-----
When one of your cards is trashed, you may play this from your hand and get an additional +1 Action.
The top part is the Underling of Piety. Which honestly, acts just like playing a Ratcatcher. Except, it’s still in your deck and so you can stack the effects with subsequent plays of Devout Village without having you to “call” your Piety beforehand. As such, it’s already a tad stronger than Ratcatcher (Piety is also more powerful). On top of that, we have a Reaction that synergizes very well with the top part. I love this Reaction. Makes you get a Piety back for your spent Piety at the start of your turn, which you can then in turn use immediately (though your handsize will inevitably start to suffer by this point). All in all, a cutely built card, I like it!

$2+ Indulgences (Treasure)
$1
-----
When you buy this, +1 Piety; Overpay: and +1 Piety per $1 you overpaid.
We end our delve in this Piety journey with another Treasure, Indulgences. The bottom part is a little weirdly segregated and still make use of the old “when you buy this” wording. As such, I don’t know how to build the idea described there. The first iteration of Indulgences certainly was more elegant and easier to read to me, regardless of its power level. Heh, an idea could be to actually make this card cost $1+ if you want something that’s similar to this version. That would be a novel card for sure, the only of its kind with this cost! As for the effect, I do like it. Not unlike Masterpiece, the card itself is pretty sucky (it’s a Copper), but at least, you have Piety to get rid of it! Which means paying $2 for it is when you get your money’s worth. I dig it!




Winner: Tithe

Augie279 wins the contest for fan cards this week (or should I say, this two weeks and half). I pass the next contest onto them. Thanks everyone for participating, I loved every single entry submitted!

61
Variants and Fan Cards / Re: Fan Card Mechanics Week 43: Piety
« on: September 21, 2022, 08:40:31 pm »
Yep, all good! In true X-tra fashion, I haven't even starting judging yet. I'll get onto that tomorrow. :P

62
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 21, 2022, 01:36:56 pm »

63
Variants and Fan Cards / Re: Fan Card Mechanics Week 43: Piety
« on: September 21, 2022, 01:31:05 pm »
Ok, let's close the contest here! I'm going to judge them cards tomorrow. :P

64
Variants and Fan Cards / Re: Fan Card Mechanics Week 43: Piety
« on: September 20, 2022, 04:09:59 pm »
Yes, let us consider this as the 24 hours limit. Quite honestly I was willing to give more time for more entries, but I don't think any more are coming anyway. It's still really surprising how much less popular these fan contests are compared to the WDC. Ah well!

65
Variants and Fan Cards / Re: Fan Card Mechanics Week 43: Piety
« on: September 15, 2022, 08:33:20 pm »
One thing i didn't understand from the piety rules: Can you use the piety that is generated from this immediately? if so, that wasnt my intent.

You can use Piety obtained during your start-of-turn sequence. For instance, take Inuksuk from the OP. If you remodel it with a level 2 Piety at the start of your turn, you'll also get +1 Piety from trashing that Inuksuk, which you may then use immediately. Similarly, for your card, trashing, say, an Estate with Piety at the start of your turn whilst holding a Devout Village in hand, you could react with that Devout Village, obtaining a Piety that you may then use immediately.

66
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 13, 2022, 09:28:03 pm »
The spiel about the definition of insanity, that's just a well-known quote from Far Cry 3, used when trying the same thing over and over and expecting a different outcome. In this context, I used it simply because we both just keep repeating what we already said while still failing to reach an understanding.

Also, you do not have a leg to stand on when it comes to being polite online. You straight up said that Marpharos' gaming friends suck at playing with Camel Train. You keep coming off as abrasive with statements such as "it should be obvious", or starting off with a condescending "I mean, gee [...]". If you truly advocate for civility, maybe tone that down a little.

I never denied anybody the right to post any idea. I just provided arguments for why I think that the card design is not good. Which is, in case you have not noticed yet, is what we always do here. Without insulting each other.
You didn't just do that. You did that, yes, and I said before I even agreed with you. But you also straight up said that Camel Train was already fine as-is, that his idea for a replacement said very little about Camel Train itself, and that to me looks a lot like negating their right to replace Camel Train altogether.

67
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 13, 2022, 07:43:23 pm »
Mining Village is a variation of Village. The cards posted here are fixes. Now if the fix actually messes up whatever it tries to fix, that should be pointed out. And yeah, I even dared to point out that perhaps, just perhaps, trying to understand why whatever you dislike about a particular card because your buddies suck at playing with it might actually be the best feature of it which, in consequence, might make you think twice about fixing it.

Again the beaten to death Thief example. If some beginners hate Thief, you make them play even more games with Thief until they actually get how super weak it is. The fix would never ever be to nerf Thief. Your notion that pure subjectivity, not analyzing your preferences in any way, is a sound basis for good card design is simply wrong.

For example I don’t like Graverobber and I suck at it. Yet I know that this is just me, my irrelevant issue with this card, and I would never suggest that the card is bad just because I cannot deal with it well.

Do you know what the definition of insanity is?

Seriously dude, CTRL + F the word "fix" on this thread, and you'll see that you're the only one babbling about that (minus a comment made by the person who did their Adventurer variant - and Adventurer is not short of actually needing a fix, hence it being dropped from the game altogether). If my least favourite card of the game is Fool, because I don't like how much of a setup hog it is; or if my least favourite card is Witch because I only play Base and ewww, the junk; or if my least favourite card is pre-errata Prince because look at how much text there is on it - then all of these reasons could explain why I'd submit a variant of these cards on this thread. Certainly not because they bear a balance issue.

Also, consider that maybe if people suck with a card (as you nicely put), it may be because they do not like the card and are not interested to learn to play with it? A lot of people do that already with prime candidates such as Possession.

The only thing I'll die on the hill for is defend one's right to submit any card for this contest, because people can have all the reasons in the world to hate the card they want to replace. It's a subjective truth that can't be demolished by objective analyses about balancing and what not.

68
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 13, 2022, 04:22:00 pm »
You say "fix the card", the contest and I say "come up with a variation of the card". That doesn't imply the same thing at all. Whether or not Camel Train is an already balanced, working card is irrelevant at all for the purpose of this contest. There are perfectly valid reasons to dislike a card that does not invoke balance in the slightest anyway. In fact, Marpharos and his "dudes and dudettes" shouldn't even try to justify their dislike of a balanced card: They just do and that's that. This qualifies for the contest. It's wonderful to see this thread not just full of Philosopher's Stone variants, you know what I'm sayin'.

This is the only point I was arguing about. As for their entry, I too find it to be somewhat problematic for the reasons you have highlighted, but that's a different subject.

69
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 13, 2022, 03:40:46 pm »
Camel Train is perfectly fine. It should be obvious that the card puts stuff in the pipeline but does not help you access that very pipeline. I mean, gee, Thief was not overpowered just because every beginner feared him stealing your Coppers. People misevaluating or misplaying a card says very little about that very card.
Lucky for them, the contest isn't about rebalancing an already balanced card, nor is it to bump up an underpowered card or to take down a peg an overpowered card: It's about coming up with a variation to a card you personally do not enjoy.

You're not "misevaluating or misplaying" Camel Train by disliking it. The only thing their entry says about Camel Train is that they do not enjoy Camel Train, something that simply can't be put up to debate.

70
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 12, 2022, 10:45:17 pm »


This replaces Tax. Boy do I hate Tax. Don't get me started on Tax!

People on the Discord server helped me tweak this concept, because boy it was not easy to make this work.

FAQ: Set aside cards are part of a player's cards; it's considered "theirs". Set aside Curses and Provinces would count toward end game scoring, for instance.

71
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 12, 2022, 09:11:15 pm »
Hobo (Action – Night)
+1 Card
+1 Action
You may end your Action phase for +. If it’s your Night phase this turn, you may return to your Action phase.
I think the second part could’ve simply said: “If it’s your Night phase, return to your Action phase”. Very rarely in Dominion will you be forced to play a Night card, so the “you may” can be safely dropped. It doesn’t hurt to go back to the Action phase even if the card you drew is like, a Province or something :P . This card is interesting, you’ll want a lot of these in your deck. In fact, I certainly would not mind having all 10 copies of Hobo in my deck. It seems really strong is where I’m getting at.
Not sure how that happened, but it seems that you dropped a word from my card text. It is supposed to read.
Quote
You may end your Action phase for +. If it’s your first Night phase this turn, you may return to your Action phase.
which I think would take care of the balancing issue and the question of why you wouldn't want to return to your Action phase; at least that was the intention.

Ahhhhh God dammit! You have no idea how much it hurts me to see bad judging on my end because of my own misquoting mistake. Yes indeed, that would tackle the main issue I had with the card. That certainly would've boosted my opinion of your card, so sorry about that! I'll try to be more careful down the line.  :-\

72
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 10, 2022, 12:31:12 pm »
CONTEST 162 RESULTS

24 entries, that’s uh, that’s quite a lot! I never had to judge so many cards at once. As such, it saddens me to say that, don’t expect big in-dept analyses of your cards, since I have many to go through. My reviews will unfortunately have to fall into the “quantity > quality” trope, since we have to move on with this contest. This doesn’t mean I will take the cards for granted though; I still have some integrity! :P

I will say in advance that I have a slight preference toward cantrips in their purest form. Some tried to stretch the definition a little and that’s super fine. Just, I like seeing the plain ol’ “+1 Card; +1 Action", ya know.

Anyway, on with it!




Barn Hand (Action)
+1 Villager
Discard a card and gain a Horse to your hand.
---
The next time you gain a card this turn, you may trash this from play to gain a card besides Barn Hand costing exactly more to your hand.
Well, this really does stretch the definition of what a cantrip can be. I’ll be honest, I would’ve preferred sticking closer to the tried and true “+1 Card; +1 Action”. In any case, the top part seems decent, if a little weird. The bottom clause seems needlessly complicated, as a weird “Remodel me later” kind of idea. As such, it’s tough for me to assess the strength of this card. I’m sure it’s fine, if a little too convoluted.

Bookkeeper (Action)
+1 Card
+1 Action
You may play a Treasure from your hand twice.
Hey, this seems like the next logical step after Specialist! Okay so it’s better to throne Action cards, sure, but this right here is, as the contest wants it to be, a cantrip. Thus, it doesn’t hurt you to have a self-replacing card that doubles some payload you have. I think it’s a very elegant idea that could very much exist in Dominion. Maybe one could argue that it’s a little unoriginal, but nay I say. I think it would play quite differently than Crown or Specialist. Good card!

Bootlegger (Action)
+1 Card
+1 Action
Play any number of Treasures from your hand, then you may buy a card. When you gain the bought card, put it into your hand.
The ever-changing Bootlegger! Got disgruntled at the debt, huh :P ? We’ve tested some different versions of this card before. This has lost its +Buy too, so I understand the nerf. I think that this will be quite a strong card now, seeing as it does exactly what it sought out to do since its inception: Giving you a card that you desperately need right there and then. I see this as a good way to feed your deck some draw when you need it; or a Village should you dud and be overterminalled. It’s very versatile, it invokes some reputable gain and plain and thus, it’s probably pretty swell to have a couple of Bootleggers in your deck!

Buyer (Action)
+1 Card
+1 Action
This turn, when you pay for a card, +1 Buy.
I see the idea behind this card and uh, unfortunately, I don’t think I’m a big fan. Solving the +Buy issue in one easy trick is killing a lot of what makes Dominion appealing: To search for components to build a competent deck. A solution-in-one just nukes that idea and makes everything too easy, too mind-numbing. Even stuff like Travelling Fair and Galleria that can multiply your Buys have some kind of restriction you must work around.

Capitular (Action)
+1 Card
+1 Action
You may discard a card from your hand to gain a copy of it. If you gained a Province or Colony this way, trash this.
You don’t need to say “from your hand”. There you go, I did the thing instead of Gubump, lol :P . Anyway, yeah, this is a nice hybrid between Swap and Wheelright, I kind of dig it! I do however advocate for this card to drop the Province/Colony clause altogether and stick to the “non-Victory” formula. Otherwise, you could build toward a feelsbad megaturn and we already have Horn of Plenty to fill that annoying gap. As in, you drew deck, have 4 or more Capitular in hand and one Province.

Cavalcade (Action)
+1 Card
+1 Action
You may trash a card from your hand.
---
When you trash this, gain a Gold to your hand and +1 Buy.
Hey, quite the sexy card, there! It’s a cantrip trash akin to Junk Dealer, but it replaces the + with a nice on-trash effect. It trashing itself seems like a good baseline, but it fares better with stronger trash-for-benefit cards, such as Salvager or Broker. I like the on-trash effect, it’d definitely try to play around it (and have fun doing so).

Countess (Action)
+1 Card
+1 Action
Gain a Duchy.
I can hardly imagine a card being simpler than this one. Not that this is a bad thing! You see Countess in the Supply, and you know exactly what roles it plays. I can see fattening my deck with some Duchies as a thing I’d do. Heck, I already do that with Artisan sometimes, and Countess would do it better. I think this card would tend to empty the Duchies a little too quickly on average though, and so I wonder if associating some kind of condition or minigame to the Duchy gaining could be a healthy addition. Sure, the elegance would tank a little, but then the card could potentially be more fun to use. Just tossing ideas here, I think the simple unconditional Duchy gaining is already a pretty solid baseline.

Fairy Home (Action – Fate)
+1 Card
+1 Action
Choose one: Rotate any Kingdom pile; or put the top card of a Kingdom pile on top of a different Kingdom pile; or receive a Boon.
I think it’s usually a good thing to avoid calling out for the Kingdom specifically. I can see some players being confused by the definition and try to put a Silver or a Curse onto the Province Supply pile, for instance. I know you can’t do that, but Donald X stated before that a good portion of players don’t. Perhaps it would be clearer if you could only rotate or move cards from Action Supply piles instead, I don’t know. Anyway, I think there’s a cool idea there with the whole moving cards thingy. But it being a cantrip means that it’ll happen often in a game where one or more players invest heavily in Fairy Homes. So I wonder if piles won’t get mixed too much, making players lose track of what is where over the course of the game. The Boon option seems a little tacked on, and Donald X. usually warns against cantrip Boon givers (Pixie self-trash to account for that), but it’s not a big offender either. Overall, pretty swell card.

Farrier (Action)
+1 Card
You may play an Action or a Treasure from your hand. Reveal your hand. If you have no copies of it in your hand, you may play it again.
What an excellent idea for a Throne variant! Who says you can’t put a +1 Card on a Throne Room, ha! I think this solves that issue wonderfully, with the whole “revealing your hand”. You’ll have to be cautious about what card you play when. The minigame of hoarding unique cards to make Farrier work is probably not as intense as that of Menagerie, but man. If Cornucopia had a Throne Room, Farrier would be fair game. Even the name and flavour fits within Cornucopia. Anyway, I’d have a good time trying to build a deck around Farrier. You can even Farrier a Farrier if you only have one copy in hand! Very cool card, very cool idea, bravo!

Farrier (Action – Reaction)
+1 Card
+1 Action
Discard a card. If you did, gain a card costing less than this.
---
When you discard this other than Clean-up, you may reveal this to discard any number of Victory cards from your hand. Gain a Horse for each card discarded this way.
So, I quite like the top. It’s default use is a cantrip gainer, except, not really, since you have to decrease your handsize by 1 to gain a card. Cantrip gainers are usually deemed strong, but with a cost of alongside the aforementioned handsize reduction, I think this bounces back onto the weaker side of things. Luckily, there’s a Reaction attached to Farrier to rebalance the whole. Unfortunately, I find the Reaction a little too complicated. It’s got a lot of words, making this card really wordy as a whole. The condition is a strange one as well. I understand that this card self-synergises, but the Reaction does not really speak to me, sorry.

Hobo (Action – Night)
+1 Card
+1 Action
You may end your Action phase for +. If it’s your Night phase this turn, you may return to your Action phase.
I think the second part could’ve simply said: “If it’s your Night phase, return to your Action phase”. Very rarely in Dominion will you be forced to play a Night card, so the “you may” can be safely dropped. It doesn’t hurt to go back to the Action phase even if the card you drew is like, a Province or something :P . This card is interesting, you’ll want a lot of these in your deck. In fact, I certainly would not mind having all 10 copies of Hobo in my deck. It seems really strong is where I’m getting at.

Land Claim (Action)
+1 Action
You may reveal a hand with no Duchies in it to gain a Duchy to your hand. Either way, afterwards, +1 Cards.
This does what the proposed Countess above does, but puts in a minigame in it. As such, already, my curiosity is piqued. I think the Duchy-gaining condition is a good one. It would slow down mindless Duchy spamming. You’d have to work on your deck a little harder to abuse Land Claim, such as discarding Duchies in hand via Oasis or what have you. The +1 Card being put at the end of the card is a little weird, but I understand why it works like that. Pretty cool card!
 
Mad Scientist (Action)
+1 Card
+1 Action
You may trash a card from your card costing at least for +2 Cards. If you don’t, gain a Silver.
Forgetting about the main idea of this card, the fallback clause is already a cool idea of its own. Silver gaining cantrip seems like it could exist in just about any Dominion expansion. Unless my mind is rotting, we do not have such a card in Dominion quite yet, it’s sort of stunning, really. The trashing option is a very good way of culling Estates away from your deck. You’d better believe I’d do it in a heartbeat. But it’s not just about Estates either. Sometimes, you need the draw, and I wouldn’t feel bad about blowing a Silver to do so- and look! Mad Scientist gives you Silvers to do so too! You knew what you were doing when you made this, hehehe! The only small thing to be scarred about here is how much Silver flooding this would allow.

Master Craftsman (Action)
+1 Card
+1 Action
Discard 2 cards. Gain a non-Victory card to your hand costing exactly as much as the difference between the 2 cards.
A pretty basic gainer, but you gotta do maths like with Forge. Usually, I tend not to like these sorts of math-y cards all too much, but I think Master Craftsman does it in a basic enough way that it’s acceptable for it to exist. It just seems a little weak is all. Even if you gain a , reducing your handsize by 2 is a tough deal when cards like Wheelwright exists.

Medium (Action)
+1 Card
+1 Action
You may discard a Victory card from your hand to gain a cheaper Spirit from one of the Spirit piles, or to gain a cheaper Treasure.
Hey, cool idea! Early on, this’ll act a bit like Exorcist, leeching off Estates to add some Will-O’-Wisps to your deck. Except, there are differences. This can gain and play Will-O’-Wisps, this is handsize neutral, it doesn’t cull the stop card away from your deck and it’s more expensive. This already strikes me as balanced, but this goes beyond. A Duchy or a Province for an Imp/Ghost seems pretty appealing. Perhaps this would push you toward greening early? Not to mention that this is a pretty damn good friend with alt- cards, such as Nobles or Mill. All in all, being encouraged to keep your green and pushing you toward early greening makes you plan differently than your typical Dominion game, and for that, I really love this card. I didn’t even mention a thing about the Treasure part of Medium, but do I need to? I’m already sold!

Minister (Action – Liaison)
+1 Card
+1 Action
Gain or lose Favors until you have exactly 5. Each other player gets +2 Favors.
Oof, this really dispatches a whole bunch of Favors at once! A bit too much for my taste, sorry...! This is like Underling on crack, except, Underling already exists. Like, imagine Minister with Island Folk. This becomes a cantrip extra turn giver. Or with Circle of Witches, a Familiar sans Potion. How about getting 5 Ratcatcher tokens at once with Peaceful Cult? No really, I think this is way too much. You ought to work for your Favors. Here, everyone gets a bunch, there’s no struggle.

Monk (Action)
+1 Card
+1 Action
Move your +1 Card, +1 Action, +1 Buy or + token to an Action Supply pile you have no tokens on (when you play a card from that pile, you first get that bonus). At the start of Clean-up, remove all your tokens from their Action Supply piles.
Holy text Batman! Granted, most of it comes from the Adventures token instruction, so it suffers from the same faith as Teacher. If there was a way to reduce the number of words on this card, I’d be up for it. Because I do like the idea of temporary tokens to boost your cards on a turn basis. Perhaps Monk could do without the “you have no tokens on” condition? It’d be easier to answer via testing.

Pearl Diver/Pearl (Action)
This pile starts with 5 copies of Pearl Diver on top of 5 copies of Pearl. Only the top card of the pile can be gained or bought.

Pearl (Action)
+1 Card
+1 Action
Reveal the bottom card of your deck. If it isn’t a Gold, gain a Gold to the bottom of your deck.
Hey, pretty cool buff to Pearl Diver! I like this edit of Pearl, the first version indeed seemed a tad too much on the strong side (luckily, a stack of Pearl Divers was still atop of it). I do like the whole fishing for a Gold minigame. But I feel like in practice, there could be situations where you draw deck, and then nothing stops you from flooding your deck with some Golds with your leftover Pearls, Windfall style. Something to perhaps keep in mind, I suppose.

Proselytist (Action – Reserve)
+1 Card
You may trash a card from your hand for +1 Villager. Put this on your Tavern mat.
---
When you trash a card, you may call this for +1 per it costs (round down).
A loose definition of a cantrip, hmmm. We here have the infamous “it” in the call clause. Are we referring to the trashed card, or to the Proselytist itself? It’s quite obvious to me that it’s the former, but still. Reserve cards are annoying to word because of that, lol. As for the card itself, it seems like a fairly powerful way of scoring. As a whole, however, I feel like it tries to do so much, perhaps too much. You need your Tavern mat, your Villagers/Coffers mat and tokens for a single card only!

Receipt (Action – Duration)
+1 Card
+1 Action
You may set aside a Treasure from your hand to play it at the start of your next turn.
---
When you gain this, gain a Silver and you may set it aside to play it at the start of your next turn.
The bottom part could’ve tried to mimic Reap; I’m not so sure it needs a “you may there”, primarily. As for the top part, it sure seems weak to me at . In a Treasure-less engine, which happens often enough, this is essentially an overpriced “do nothing” card (and in those games, you do not want the on-gain Silver). Same when you draw it at the wrong time. I feel like this is the sort of card that would’ve liked being a Treasure, perhaps at or something. I’ll say though, I really do like the on-gain effect. Wish we had an actual official card that did something like this.

Savant (Action)
+1 Action
Gain a card to your hand costing up to per differently named card you have in play minus the number of Savants you have in play.
Oof, this calls for way too much maths for me to properly plan ahead with this card. I feel like this could bring some moments of analysis paralysis, as you carefully try to plan your turn order to maximise Savant’s reward, especially if you have many in your deck. If drawn early in your turn, this is effectively a self-junking card, so you’d rather not play it, and then it’s just a dead card. It can totally work if you have a good deck to support it though, just, I’m worried about the “shot myself in the foot” of it. Definitely a card I’d have to play with first to truly assess the power level to avoid sounding completely off.

Sewing Circle (Action)
+1 Card
+1 Action
Choose one: Gain a card costing up to ; or set aside a Sewing Circle from the Supply; or discard a set-aside Sewing Circle.
So if I’m understanding this correctly, the set-aside Sewing Circles can be grabbed by any player? Like everyone’s contributing to one single set aside pile of Sewing Circles? If so, then this definitely has some Lurker feels to it. I kind of like it, mostly, because it’s a cantrip gainer, but I could see myself trying the set aside minigame if I have a couple of Sewing Circles in my deck. Then you become the master of 3-piling, and players should be scared of you! :P

Used Goods Store (Action)
+1 Card
+1 Action
Trash and/or discard any number of cards from your hand. + per card discarded this way.
I think the non-cantrip effect could’ve benefited from being separated in two different sentences. “Trash any number of cards from your hand. Discard any number of cards for + each”. Because right now, I feel like one could mistakenly think that the and/or means that both operations can be mixed and matched at will. “I trash this card. Okay, now I discard this Village Green. Sweet, I drew a card, I’ll trash it! Now I discard […]”, y’know what I mean. The effect is cool. We have a Count/Vault hybrid attached to a cantrip, I think it can work. Though, uh, it’s probably pretty strong. A couple of play testing games would highlight if that’s truly the case.

Wishmonger (Action)
+1 Card
+1 Action
Reveal the top card of your deck; you may discard it. Either way, if it costs...
or less, trash it.
or , gain a card costing up to .
or more, gain a Wish.
Mucho texto on the cardo. So this is some kind of Ironmonger which checks for the card’s cost instead of its type. Pretty novel idea, I could see that working. The problem is the Wish part of it, to me. It seems like in a fair number of games with Wishmonger, players will get a bunch of them, putting Leprechaun to shame. It doesn’t seem too hard to make it work: Not unlike Ironmonger, get a bunch of Wishmonger and simply build a good deck. Wishmongers tripping on each other makes this even better, it’s a positive feedback loop. If Wishmonger cost or less, it would still be strong, but it would cull that positive loop a little, I would assume.




Semifinialists: Bootlegger; Cavalcade; Countess; Mad Scientist; Pearl Diver/Pearl; Sewing Circle

Finalists: Bookkeeper; Land Claim; Medium

Winner: Farrier (binbag420)


Well picking a winner was a living nightmare. There are too many good entries here, how am I supposed to pick a single card to take the win, hahaha! Still, I had to pick, that’s the whole point of them contests, and so I chose binbag420’s Farrier. It is living proof that a Throne Room with a +1 Card can be a thing. Not only that, but it’s a Throne that’s not as mindless as other Thrones; it creates a cool and tactical minigame, of which you need to plan your deck for. And for that, I pass on the next contest to binbag420.

Thank you everyone for participating; I must simply reiterate that your wonderful entries made it extremely difficult for me, hehe!

Oh, by the way... Sorry IlstrawberrySeed, I still could not see your images loading! I did see them when you first posted them, but then it seems like the link broke, or something.

73
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 08, 2022, 02:30:40 pm »
CONTEST OVER

I'll try to get the results either today or tomorrow.

74
Variants and Fan Cards / Fan Card Mechanics Week 43: Piety
« on: September 07, 2022, 10:53:59 am »
Contest:
So, I suppose this is that time where I do self-promotion about a gameplay mechanic I've toyed with before in New World. We're going full pious this week! Design a card that gives +Piety.


How Piety works:
  • Some cards say +Piety. Like, +1 Piety, or +2 Pieties, etc… Like Villagers and Coffers, these Pieties are tokens. They go on your Piety mat. So each player will take a Piety mat of their color in games with cards with +Piety instructions.
  • When you get +1 Piety, you may either put it to the left area (area 1) on your mat, or move a Piety token ALREADY on your mat from one area to the next. So if you get, say +2 Pieties, then you could put a Piety token on the area 1 of your mat, to then slide it right onto area 2. Hurray!
  • At the start of your turn, you may spend any number of Piety tokens to trash cards from your hand. They’re like Ratcatcher tokens, in sum. But! Piety tokens spent from higher areas on your mat give you stronger bonuses! You get all bonuses from areas below it, from left to right.
  • All in all, instructions are written on the mat if you forget. The mat is shown just below. And look, there’s even a spot for you to put tokens!

Click here to make to have a zoomed-in view of the Piety mat just above.


Existing examples:
Here are all the Piety cards that I've made thus far:

75
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 07, 2022, 05:21:19 am »
24 HOURS REMAINING

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