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Messages - LordBaphomet

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126
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 30, 2020, 06:26:05 pm »


Edit: Should probably say to a minimum of three.

127
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 27, 2020, 11:36:51 am »


Quote
Mad Scientist
Action - Cost: $5
+$2
Trash 2 cards from your hand. If at least one costs $3 or more, gain a North Magnet and a South Magnet, both onto your deck.

North Magnet
Action - Cost: $4*
+2 Cards
+1 Buy
Look through your discard pile. You may reveal and play a South Magnet from your hand or discard pile.
(This is not in the Supply)

South Magnet
Action - Cost: $4*
+1 Action
+$2
Look through your discard pile. You may reveal and play a North Magnet from your hand or discard pile.
(This is not in the Supply)

Mad Scientist is a pretty decent trasher by itself, but if you trash a better card than Copper or Estate, you get some Magnets. The Magnets are decent by themselves, but if you're able to chain them, they become much more powerful.

I have a hard time deciding what the trashing qualification should be. Originally it said "if none were treasures" but that seems too easy to get your first two Magnets (although it makes it harder to get more than 2). Any thoughts/suggestions?

Mad Scientist only has one vanilla bonus. The magnets probably should only be in your hand, not the discard pile as that would take too long to resolve and they would still be good (considering they both go onto your deck when gained).

128
Variants and Fan Cards / Re: ALCHEMY 2
« on: July 27, 2020, 10:39:03 am »
hm - please test principality and county
Sorry, but there are so many fan cards here that I don't see the appeal of playing with a card which looks bad in theory to me. If you could explain to me the ideas behind your design, and why you chose P cost for vanilla green, I am all ears though.
sorry: no testing - no judging (no personal attack from my side  :) )
We talk about cards here all the time without ever having played with them. That is the whole reason to post cards here, to get feedback.


That's amazing for you,but not everybody has the time, energy, and resources to test fan cards. Segura is right. They're boring and worse than vineyard. If your vineyards aren't worth more than provinces, you are doing something wrong or playing vineyard when there are no good supports for it (eg. gainers, uni, hamlet, attacks/long games, etc.)

129
Tournaments and Events / Re: Small Games Tournament 6
« on: July 27, 2020, 12:01:11 am »
Can someone please enlighten me as to what all of the mu and phi and levels and whatnot mean? I'm a bit confused...

130
Variants and Fan Cards / Re: Really bad card ideas
« on: July 26, 2020, 08:05:26 pm »

Wrong cost, but whatever

131
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 26, 2020, 07:56:38 pm »


Steal your opponent's hand space if they are careless with money, and some extra coffers to boot.

132
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 26, 2020, 11:13:35 am »
CONTEST #82: 2 SCOOPS OF VANILLA, PLEASE
Create a card that has exactly 2 vanilla effects.
[...]
what about -1 ? Is this a „bonus” too (like a curse)?
... and what about + ?
Virtual Potions have obvious issues and negative VP tokens do not exist. You can emulate them via Exiling Curses or via giving each other player a VP token.
Why do virtual potions have obvious issues?
http://forum.dominionstrategy.com/index.php?topic=20123.msg824725#msg824725
Thank you, I understand now.

133
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 26, 2020, 10:00:49 am »
CONTEST #82: 2 SCOOPS OF VANILLA, PLEASE
Create a card that has exactly 2 vanilla effects.
[...]
what about -1 ? Is this a „bonus” too (like a curse)?
... and what about + ?
Virtual Potions have obvious issues and negative VP tokens do not exist. You can emulate them via Exiling Curses or via giving each other player a VP token.
Why do virtual potions have obvious issues?

134
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 25, 2020, 11:28:20 pm »
Once again: here is a comprehensive list of double vanillers:
Harbringer, Merchant, Village, Council Room, Lab, Sentry, Woodcutter, Spy
Shanty Town, Steward, Wishing Well, Baron, Bridge, Diplomat, Secret Passage, Upgrade, Nobles, Great Hall,
Haven, Lighthouse, Pearl Diver, Warehouse, Salvager, Wharf
Herbalist, Alchemist, Familiar
Trade Route, Monument, Contraband, Vault
Horse Traders, Hunting Party
Crossroads, Scheme, Nomad Camp, Cartographer, Highway, Inn, Margrave, Stables, Border Village
Poor House?, Vagrant, Urchin, Fortress, Wandering Minstrel, Bandit Camp, Counterfeit, Cultist, Mystic, Sir Bailey, Madman, Mercenary
Herald
Coin of the Realm, Page, Peasant, Ratcatcher, Dungeon, Guide, Magpie, Messenger, Port, Ranger, Giant, Lost City, Storyteller, Wine Merchant, Treasure Hunter, Champion, Fugutive
City Quarter, Encampment, Plunder, Patrician, Settlers, Bustling Village, Farmers market, Gladiator, Capital, Charm
Pixie, Ghost Town, Blessed Village, Conclave, Shepherd, Tragic Hero, Pouch
Will-O-Whisp, Zombie Apprentice, Zombie Spy, The Field's Gift, The Forest's Gift, 
Ducat, Lackeys, Experiment, Hideout, Mountain Village, Recruiter, Seer, Swashbuckler, Exploration,
Goatherd, Stockpile, Bounty Hunter, Cavalry, Groom, Holstery, Village Green, Barge, Coven, Paddock, Destrier, Wayfairer, Desperation, Way of he Horse, Mole, Monkey, Mule, Pig, Horse

For inspirational and reference needs!


135
Variants and Fan Cards / Re: Really bad card ideas
« on: July 24, 2020, 02:08:30 pm »
Edareuqsam - Action - $3
You may gain a card to your hand from the trash.
Each player sets aside a card from their hand.
At once, each player passes their hand to the player on their right, then returns the set aside card to their hand.
Discard two cards.

I feel as though backwards is a great new mechanic for very bad cards. Here's another:
Fieht - Action - Attack - $4
Reveal the top cards of your discard equal to the number of players. Each other player gains a revealed treasure that you choose onto their deck,
going to the right. Then, each other player puts the top card of their discard onto their deck, or the top two if they did not gain any treasures.

136
Variants and Fan Cards / Re: Really bad card ideas
« on: July 23, 2020, 12:07:54 am »
Rage Quit - Event - 0$
Return your deck to the supply.

137
Variants and Fan Cards / Re: Really bad card ideas
« on: July 21, 2020, 09:10:40 pm »
Invoke Ancient Gods - Event - 3 Potions
Kill the player to your left, spreading their blood on this card. If you do, gain 3 cthuhlu's blessings

Cthulus Blessing - Action - $666
Murder any number of living creatures. For each murder you have committed this game you may gain a card from the supply.

I can't believe whoever this is made an alt just for this.  But I approve?  Unless the FBI is asking.

rip lordbaphomet is in fact my main account due to being a satanist.

138
Variants and Fan Cards / Re: Really bad card ideas
« on: July 21, 2020, 07:58:27 pm »
Invoke Ancient Gods - Event - 3 Potions
Kill the player to your left, spreading their blood on this card. If you do, gain 3 cthuhlu's blessings

Cthulus Blessing - Action - $666
Murder any number of living creatures. For each murder you have committed this game you may gain a card from the supply.

139
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 21, 2020, 01:30:31 pm »



Allies update:

Contracter [one per player]
+1 Card, +1 Action, exchange one of your Ally cards with another player's.

Watchman - Ally - Reaction
Discard a card. Draw up to 5 cards in hand.
-------------------------------------------
While this is on your ally mat, when you gain a card you may trash it.

Financier - Ally - Reaction
+1 Buy, +1$
--------------------
While this is on your ally mat, when you gain a treasure you may set this aside. If you do, play this and return this to your ally mat at the end of your turn.

Thug - Ally - Attack
+2 Cards, each other player with 4 or more cards in their hand discards one card.

Conman - Ally - Attack
+2$, Each other player takes 1 debt or gains a copper, their choice.

Craftsman - Ally
+1 Action, gain a card costing up to 3$.

Hag - Ally - Attack
Each other player gains a curse. You may trash a curse from your hand.

Tavernkeeper - Ally
+2 Cards, +2 Actions, discard 2 cards.

Courtesan - Ally - Victory
+3$, take your -1 card token.
-----------------
This is worth 2 VP if on your Allies mat at the end of the game.

Propagandist - Ally
+1 Action, +1 Buy, +1$
----------------------------------------------------
When this leaves your ally mat, take your -1$ token.
----------------------------------------------------------------
While this is on your ally mat, if you bought a victory card this turn, you may take 1 debt to gain 1VP.

Slaver - Ally - Curse
+3 Cards, +1 Buy
----------------------------------------------
This is worth -2 VP if on your Allies mat at the end of the game

140
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 20, 2020, 09:55:24 pm »



Allies update:

Contracter [one per player]
+1 Card, +1 Action, exchange one of your Ally cards with another player's.

Watchman - Ally - Reaction
Discard a card. Draw up to 5 cards in hand.
-------------------------------------------
While this is on your ally mat, when you gain a card you may trash it.

Financier - Ally - Reaction
+1 Buy, +1$
--------------------
While this is on your ally mat, when you gain a treasure you may set this aside. If you do, play this and return this to your ally mat at the end of your turn.

Thug - Ally - Attack
+1$. Discard a card. Each other player discards down to three cards in hand

Conman - Ally - Attack
+2$, Each other player takes their -1$ token or gains a copper, their choice.

Craftsman - Ally
+1 Action, gain a card costing up to 3$.

Hag - Ally - Attack
Each other player gains a curse. You may trash up to 2 card from your hand.

Tavernkeeper - Ally
+2 Cards, +2 Actions, discard 2 cards.

Courtesan - Ally - Victory
+3$, take your -1 card token.
-----------------
This is worth 2 VP if on your Allies mat at the end of the game.

Propagandist - Ally - Victory
+1 Action, +1 Buy, +1$
----------------------------------------------------
When this leaves your ally mat, take your -1$ token.
----------------------------------------------------------------
This is worth 5 VP if on your Allies mat at the end of the game.

Slaver - Ally - Curse
+3 Cards, +1 Buy
----------------------------------------------
This is worth -3 VP if on your Allies mat at the end of the game

141
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 19, 2020, 10:57:49 pm »
Warrant
Action/Reaction - $3
You may put a card from your hand on top of your deck.
Discard your hand. +6 Cards.
-
When you move or return this to the top of your deck, you may turn this face up, leaving it that way, for +1 Coffers

Rules clarification:
Includes
  • gaining to the top of your deck
  • putting cards from your hand or the bottom of your deck, or exile, or anywhere else on top of your deck
  • revealing cards from the top of your deck and putting them back (even if not explicitly told to "put it back")
  • Same with "looking at" cards
.

Shuffling does not count, nor does deck counting, nor does drawing cards the cards above it. In general, you should know that you're revealing this card; I can't think of effects that would have you think you're revealing this card and accidentally revealing another.

This is crazy for $3, comparing to scholar you get one less card but you get to keep one, which I think makes the card worth 5 even without the reaction. The reaction is weird, maybe do when this enters the top of your deck, you may set this aside, if you do, etc.

142
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 19, 2020, 12:30:44 pm »
Allies update:

Emissary [one per player] [I don't know how I feel about this being typeless, but it makes the wording comprehensible...]
+1 Card, +1 Action, exchange one of your Ally cards with another player's.

Watchman - Ally - Reaction
Discard a card. Draw up to 5 cards in hand.
-------------------------------------------
While this is on your ally mat, when you gain a card you may trash it.

Financier - Ally - Reaction
+1 Buy, +1$
--------------------
While this is on your ally mat, when you gain a treasure you may set this aside. If you do, play this and return this at the end of your turn.

Thug - Ally - Attack
Discard a card. Each other player discards down to three cards in hand

Conman - Ally - Attack
+2$, Each other player takes their -1$ token or gains a copper, their choice.

Craftsman - Ally
+1 Action, gain a card costing up to 3$.

Hag - Ally - Attack
+1 Action, each player (including you) gains a curse. You may trash up to 2 card from your hand.

Tavernkeeper - Ally
+2 Cards, +2 Actions, discard 2 cards.

Courtesan - Ally - Victory
+2$
-----------------
This is worth 2 VP if on your Allies mat at the end of the game.

Propagandist - Ally - Victory
When this leaves your ally mat, take your -1$ token.
----------------------------------------------------------------
This is worth 5 VP if on your Allies mat at the end of the game.

Slaver - Ally - Curse
+3 Cards, +1 Buy
----------------------------------------------
This is worth -3 VP if on your Allies mat at the end of the game

143
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 19, 2020, 11:58:37 am »
Having done some playtesting, Waterwheel is too strong for $5, so will increase the price. I will also reword the below-the-line effect (thanks for the suggestions).

Waterwheel (Action, $6)

+3 Cards
You may trash a card from your hand.
———
When you gain this, trash a card from your hand. If you didn’t, return this to its pile.

I was thinking of doing something really similar to this and have a below the line effect of "when you gain or trash this, trash a card from your hand." I like the idea of not gaining it if you can't trash something, so keeping it as it currently is maybe it should say "When you gain this, you may trash a card from your hand. If you didn't, return this to its pile." If there are still shenanigans to have with this then they're probably fine and edge-case scenarios anyway.

[Edit - I missed that there was a later version of this...]



My submission this week is Marooner. It's like a returning island with a Ghost Ship below the line effect.

Marooner $5 - Action - Attack - Reaction



Quote
+$3
Exile this and another card from your hand.
-
When you discard this from Exile, each other player with 4 or more cards in hand puts cards from their hand onto their deck until they have 3 cards in hand.

Maybe it wants to cost 4, or maybe it wants to give +$2 instead of +$3. I'm not sure how to value Exiling cards so any advice is appreciated!

I don't think this needs a reaction type at all, since all it reacts to is itself. It could just be a standard dividing line, similar to when-gain.

144
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 17, 2020, 11:45:50 pm »
Quote

Scenic Route
$5 - Action
+2 Cards
If the previous card you have played this turn was not Scenic Route, +2 Actions.

While this is in play, you cannot buy Attack cards.



Well, best case scenario you are playing this every other action, so it averages to +1 Actions, +2 Cards, which is a lab, so with a drawback on the card it makes it seem rather weak. Additionally, the drawback is very swingy, not doing anything when there are no attacks, not mattering when there are garbage attacks, doesn't affect attacks you only want a few of early game like junkers, and makes the card a huge no-go with things like goons, margrave, etc. on the board.

It's a lab when you play nothing but Scenic Routes. If you interlace them with payload cards, it's a Lost City. I found sequences like Route-Attack-Route-Attack-Route-... too severe and relatively easy to achieve, hence the non-Attack limitation.

I'm sorry, I misread that.  I now understand why it needs a limitation but I still think that an attack limitation is way too swingy.

145
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 17, 2020, 11:14:58 pm »
Quote

Scenic Route
$5 - Action
+2 Cards
If the previous card you have played this turn was not Scenic Route, +2 Actions.

While this is in play, you cannot buy Attack cards.



Well, best case scenario you are playing this every other action, so it averages to +1 Actions, +2 Cards, which is a lab, so with a drawback on the card it makes it seem rather weak. Additionally, the drawback is very swingy, not doing anything when there are no attacks, not mattering when there are garbage attacks, doesn't affect attacks you only want a few of early game like junkers, and makes the card a huge no-go with things like goons, margrave, etc. on the board.

146
Variants and Fan Cards / Re: Really bad card ideas
« on: July 17, 2020, 10:52:32 pm »
Dragonslayerslayer - Action - $5
When another player reveals a Dragonslayer's Village, they trash it instead of following its intructions.

147
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 17, 2020, 07:24:29 pm »
Treaty: a necromancer clone but its different! The allies come from a random small deck, and are shuffled and distributed each game.



Allies are as follows: (I will make images once I receive feedback and balance them)
Emissary [one per player] - Ally
+1 Card, +1 Action, exchange one of your other two allies with one of another payer's allies (that isn't an emissary).

Watchman - Ally
Draw up to six cards in your hand

Merchant - Ally
+2 Cards, +1 Buy

Thug - Ally - Attack
Discard a treasure. Each other player discards down to three cards in hand

Conman - Ally - Attack
+2$, Each other player takes their -1$ token

Craftsman - Ally
+1$, gain a card costing up to 3$.

Hag - Ally - Attack
Each player (including you) gains a curse. You may trash up to 2 card from your hand.

[Name Pending] - Ally
+1 Action, +1 Card, +2$. Take your -1 card token.

Courtesan - Ally - Victory
+2$
-----------------
This is worth 2 VP if on your Allies mat at the end of the game.

Propagandist - Ally - Victory
When this leaves your ally mat, take your -1$ token.
----------------------------------------------------------------
This is worth 4 VP if on your Allies mat at the end of the game.

148
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 17, 2020, 06:56:21 pm »
Thank you alion8me but I guess I finished them off while you were compiling your post, and you wrote them up much nicer than me :). I'll delete the duplicates from my post.

149
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 17, 2020, 05:50:10 pm »
For reference the dividing lines in the game are:
Reveal after attack to be unaffected (Moat)
1 VP (Mill)
2 VP (Nobles, Harem, Island)
While in play, attacks don't affect you (Lighthouse)
Topdeck if you didn't buy Victory card (Treasury)
Topdeck treasure when you discard this from play (Herbalist)
Topdeck if you played potion (Alchemist)

Setup mat and coins (Trade route)
Reveal on gain to trash or topdeck (Watchtower)
Actions cost 2 less (Quarry)
Gain double on $4 or less buy (Talisman)
Trash treasures in play when bought (Mint)
May topdeck new gain (Royal Seal)
Gain gold when you buy Victory card (Hoard)
+1 VP on buy (Goons)
Can't buy if copper in play (Grand Market)
Costs 2 less per action in play during buy phase (peddler)

Set aside from hand on attack, +1 card and return to your hand next turn (Horse Traders)
Add bane (Young Witch)
Cards cost 2 less (Princess)

May gain this when you gain duchy (Duchess)
When other player gains province, trash this to topdeck gold (Fool's gold)
When dicarded, gain gold (tunnel)
This is gained onto deck (nomads)
Reveal to gain silver instead of other card (trader)
When gained, gain two coppers (hoard)
When gained, opponents gained silver (embassy)
cards cost 1 less (highway)
When gained, opponents gain a curse (igg)
Gain cheaper card on buy (haggler)
Shuffle any actions from discard into deck when gained (inn)
Topdeck treasures in play (mandarin)
gain cheaper card on gain (border village)
Remodel card when gained (farmland)

Discard when attacked to gain 2 silvers, topdecking one (beggar)
Gain attack when trashed (squire)
when dicarded without buying, trash this and gain X (hermit)
When you trash a card, may discard this for gold (market square)
When you play another attack, trash this and gain X (urchin)
Gain two ruins when gained (death cart)
gain 3 silvers when trashed (feodum)
put into hand when trashed (fortress)
+1 card when trashed (rats, overgrown estate)
gain cheaper card when trashed (catacombs)
+3 cards when trashed (cultists)
gain duchy or 3 estates when trashed (hunting grounds)
gain gold when trashed (sir vander)


setup: make bm deck (black market)
when you play silver, may trash card from your hand (sauna)
topdeck at end of turn if 2 or less actions in play (walled village)
while shuffling, place anywhere in your deck (stash)


Use these for inspiration or reference! Note: the wordings were altered to make it faster to type

150
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 17, 2020, 03:33:25 pm »
Added to the chorus of voices praising Carline's effort in judging. I am very happy to make honorable mention. I was rooting for alion8me's Lunar Ritual the whole time. It's simply phrased and complicated to use correctly. It expands the game without being game-warping. It really belongs in Dominion. I can only imagine that Donald X never thought of a similar idea. It's so good it should be in the game.

The first time I saw lunar ritual, I thought "wow, why didn't I think of that". I knew it was going to win right from the start, being very simple while having endless interactions.

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