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Topics - Xen3k

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For the week 64 challenge you will be designing a card shaped thing that uses a mechanic similar to the Freezing mechanic with its Ice Tokens; Delay.

Delay is a keyword mechanic that takes cards from somewhere and sets them aside with delay tokens on them. At the start of your turn you remove a delay token from each card you own that has at least one. If a delayed card no longer has any delay tokens on it, it is played for free as if it is in your hand (if possible). Cards that cannot be played from your hand like Estates are placed in your discard pile instead, this is not considered discarding. Only cards owned by a player can be Delayed, so Delaying cards from the supply doesn’t mean anything unless someone gained ownership of it first. The point of delay is to allow any card to act as quasi-Durations, for better or worse. The exact syntax is not concrete, so if you prefer to use the term in certain ways, feel free to experiment or ask questions. Examples are below.




The challenge; design a card shaped thing that uses Delay. All official mechanics and fan mechanics are fair game. I will be judging based on my own preferences, but I will try to be as fair as I can. Factors I try to look at are simplicity of design, thought provoking design/mechanics, flavorful name/concept, and balance/playability.

I will be giving a 24 hour warning a week from yesterday and then close it the following day.

This mechanic is similar to Freezing, but I hope the differences are enough to make it interesting and fun to use in designs. I look forward to seeing what you all come up with! Have fun!

2
WDC #181: Building a Better Harem

The challenge this week is to design a Treasure - Victory card and make it interesting. The goal is not to actually design a replacement for Harem, but to try and make something interesting out of a limiting card type combination. This can be a Kingdom card, part of a split pile, or a non-supply card that something else interacts with. You can give it additional types, but refrain from having more than one dividing line or microscopic text. I want to leave this open to interpretation and only be restrictive in that it includes a Treasure - Victory card.

All official mechanics are fair game. Please limit the number of components (card shaped things) submitted to 4 at most. I will be judging based on my own preferences, but I will try to be as fair as I can be. Factors I try to look at are simplicity of design, thought provoking design/mechanics, flavorful name/concept, and balance/playability.

I will be giving a 24 hour warning a week from yesterday and then close it the following day. I hope to have judging done and posted by the end of that weekend. I look forward to seeing what you all come up with! Have fun!

3
For the week 57 challenge I am challenging you to design a card shaped thing that interacts with a non-supply remodeler. As an example of what I am talking about, here is a design I made for a past Weekly Design Contest: Plot of Land and Temp Worker.



If you would like to use Temp Worker as your non-supply remodeler, feel free to use it and rename it as needed. If you would like to design your own non-supply remodeler, that is perfectly fine as well. I want to give you the freedom to design what you like, but I do have a few rules for the non-supply remodeler.

1) It must return itself to its pile after being played at some point. It doesn't have to be every time it is played, like Horse, but returning to its pile must be a feature.
2) It needs to be a true remodeler. It must trash a card you own and then you must gain a card. Don't want to limit the creativity any more than that.
3) It should be themed/designed in such a way that you can imagine multiple cards or card shaped things interacting with it, like Horses or Spoils.

That's it. So, the challenge; design a card shaped thing to interact with a non-supply remodeler (either Temp Worker or a design of your making). All official mechanics and fan mechanics are fair game. Please limit the number of components submitted to 3 at most. I will be judging based on my own preferences and the above criteria, but I will try to be as fair as I can. Factors I try to look at are simplicity of design, thought provoking design/mechanics, flavorful name/concept, and balance/playability.

I will be giving a 24 hour warning a week from yesterday and then close it the following day. I hope to have judging done and posted by the end of that weekend. I hope this deviation from the usual challenge where the custom mechanic (the non-supply card in this case) is not necessarily already designed is acceptable. I look forward to seeing what you all come up with! Have fun!

4
Season 5 Finale Challenge!

Season 5 Mechanics.
-Activation mechanic
-Piety mechanic
-Premonition mechanic
-Roster mechanic
-Singleton mechanic
-Mutineers mechanic
-Terror mechanic
-Enchantment mechanic
-National Park mechanic

For this Finale Challenge, design a Card Shaped Thing (or set of them as needed) that incorporates two custom mechanics with at least one of them coming from Season 5. Try and limit the number of custom mechanics to two and limit the number of cards submitted to 4 max. Submiting a large number of cards will be harder to judge so ensure that it is meaningful to have so many, like a 4 card pile. All official mechanics and components from Dominion are allowed.

You can access all other custom card mechanics through the Fan Card Mechanics Contest -- Index.

I will be judging based on my own preferences, but I will try to be as fair as I can. Factors I try to look at are simplicity of design, thought provoking design/mechanics, flavorful name/concept, and balance/playability.

I will give a 24 hour warning a week from yesterday and then close it the following day. If the number of submissions are very few in number, I may extend the time table out, but submitting something sooner rather than later is appreciated. Let me know if I missed anything in the description of the challenge or if you have any suggestions. Nothing more to say other than have fun! I look forward to see what you all design!

5
For the week 47 challenge! Gonna be using a mechanic designed by Violet CLM from the very helpful Atlas of Fan Card Mechanics: Mutineers. I created a mat for them and modified their function slightly.


 
Quote
Mutineers
During your Action phase, if you have at least 1 card in hand, you may remove a token to discard a card. When scoring, -1VP per token here.

Things to note. You must have a card in hand to spend a Mutineers token. Spending a Mutineers token will discard a card from your hand. You cannot spend multiple tokens to discard a single card. You may only spend a Mutineers token when a card is not resolving; this is not part of the rules on the mat, but that is the intention of the mechanics design. When scoring, players get -1 VP for each Mutineers token they still have.

The challenge; design a card shaped thing to interact with the Mutineers mat. All official mechanics and fan mechanics are fair game. I will be judging based on my own preferences, but I will try to be as fair as I can. Factors I try to look at are simplicity of design, thought provoking design/mechanics, flavorful name/concept, and balance/playability.

I will be giving a 24 hour warning a week from yesterday and then close it the following day. I hope to have judging done and posted by the end of Thursday next week, but it may be delayed due to work and such.

This mechanic is similar to the Curse tokens previously showcased in fan mechanics challenge #21, but I think Mutineers are a lot more forgiving, so they fulfill different niches. I look forward to seeing what you all come up with! Have fun!

Update: Extending the close date until Friday due to only 4 entries so far. Will give 24 hour notice on Thursday. This is up for change if people generally don't want to wait that long. Please reply below with your thougts.

6
Variants and Fan Cards / Customized/Modified Nocturne Hexes
« on: July 24, 2022, 11:53:01 pm »
Custom Hexes


Quote
Greed - Hex
Gain a Copper onto your deck.
Quote
Plague - Hex
Gain a Curse to your hand.
Quote
War - Hex
Gain a Ruins and shuffle it into your deck.
Quote
Poverty - Hex
Gain a Copper to your hand. Then, reveal your hand and discard a Treasure with the hifhest cost in (Coins).
Quote
Bad Omens - Hex
Gain a Curse. Look through your discard pile and shuffle a Curse, a Ruins, and a Victory card of your choice from it into your deck.
Quote
Misery - Hex
Discard an Action card (or reveal you can't). Then, gain a Ruins to your hand.
Quote
Envy - Hex
If you don't hace Deluded or Envioous, take Envious. Otherwise, gain a Copper.
Quote
Haunting - Hex
If you have at least 4 cards in hand, put one of them onto your deck. Otherwise, gain a Curse.
Quote
Delusion - Hex
If you don't hace Deluded or Envioous, take Deluded. Otherwise, gain a Ruins.
Quote
Famine - Hex
Reveal the top 3 cards of your deck. Discard the Treasures and Actions costing $1 or more. Shuffle the rest into your deck.
Quote
Fear - Hex
You may gain a Curse. If you don't, discard a non-Victory card costing $3 or more (or reveal you can't).
Quote
Locust - Hex
Reveal cards from the top of your deck until you reveal a Curse, a Ruins, a Shelter, or an Estate. Put it onto your deck and discard the rest.

Intended goal: Normalize the power level of all Hexes, reduce instances of Hexes having no effect, remove trashing attacks, and add Ruins junking.

This is a modified version of the Hexes from Nocturne I developed for my game group. We have a completely randomized card set that is limited to roughly 175 cards. To align all the Hexes to what we play with, all trashing Hexes were already removed and some of the other Hexes were removed by popular demand. Adding Ruins gain into Hexes basically makes Doom act like Looter for set up. Some of the Hexes were only slightly modified to allow the Hex to still have an effect if the primary effect does nothing.

I am posting this for feedback, ideas, and just to share what I have made. I was thinking of using this idea as the subject for a weekly design challenge, but I really do not want to judge multiple sets of 12 Hexes. Hope you enjoy.

7
Alright. This is the Finale Challenge for Season 4. After this I believe FMC will be going on hiatus and moving briefly back to the Set Expansion Contest. I am not sure how we are going to handle the winner of this challenge, but I assume they would be the first Judge when we go back to it. For now, however, let us start the fun.

Season 4 Mechanics.
-Burn Ability mechanic
-Equipment mechanic
-Sneak mechanic
-Origins mechanic
-Trefoils mechanic
-Combine mechanic
-Snow mechanic
-Blessing/Rosary mechanic

For the Season 4 Finale, the challenge will be simple! Design a Card Shaped Thing (or set of them as needed) that incorporates two custom mechanics with at least one of them coming from Season 4. Try and limit the number of custom mechanics to two. I will try and be lenient on allowing whatever creative combinations, but the official limit is at most three custom mechanics per entry. All official mechanics and components from Dominion are allowed.

I will be judging based on my own preferences, but I will try to be as fair as I can. Factors I try to look at are simplicity of design, thought provoking design/mechanics, flavorful name/concept, and balance/playability. If changes are made to your design, I suggest making a new post with the new entry to ensure I do not miss it.

I will give a 24 hour warning a week from yesterday and then close it the following day. With this closing in the middle of the week, it may take me some time to get the judgements out, just fyi. Have fun, I can't wait to see what you all design!

Edit: Added Snow as it was in Season 4 even if it was a repeat.

8
So, I have been discussing a design that one of my friends are wanting to add to our custom Dominion cube, and there are some disagreements over pricing it, so I figured getting some alternate opinions would help. You can also just have fun and try to gauge these cards cost.



So, this is obviously a a mix of Vineyard and Great Hall/Nobles. The goal is not to have it play the same as Vineyard or Great Hall, but be an appealing alt victory card that is not obviously better than Province. If you think some of the designs cannot be priced, that is completely acceptable. Thanks ahead of time to anyone who cares to help out.

9
I am going to mix things up a little for the week 36 challenge. I do not have a mechanic with a name. It is something I have tried to implement in a couple previous weekly design challenges, but it could very well be its own mechanic. Update: I am going with "Origin" as the term for this particular subset of States. You can stick with using State for the landscape card as the examples below show and still be valid though.

EXAMPLES


[

The challenge: Design a State that each player starts the game with. You do not have to make a Kingdom card (or other card shaped thing like an Event) to go along with it if you don't want to or if it is not necessary. A randomizer can always be used to simply have each player start with the State, or it can be decided to use one when setting up the game. If anyone has a good idea for a name for this mechanic, I am open to suggestions.

UPDATE: I am going with the suggestion from infangthief and calling this subset of States "Origins". Your entry is still valid if you stay with States, this is mainly for flavor and to differentiate them from the standard States.

All official mechanics and fan mechanics are fair game. I will be judging based on my own preferences, but I will try to be as fair as I can. Factors I try to look at are simplicity of design, thought provoking design/mechanics, flavorful name/concept, and balance/playability.

I will be giving a 24 hour warning a week from yesterday and then close it the following day. Ideally I will have judging done and posted by the end of Wednesday next week. I hope it is alright I am deviating a bit from the normal structure of these challenges, but had trouble coming up with something. Hope you have fun!

10
For the week 31 challenge we are going to be using a mechanic designed by gambit05 that I pulled from the very helpful Atlas of Fan Card Mechanics: Carts.


 
Quote
Cart - $3*
Action
+2 Actions
+$2
+1 Card per empty pile.
Return this to its pile.
(This is not in the Supply.)
Here is the explanation.
This is a one-shot non-Supply card like Horse. Notable differences
are that the strength of Cart depends on the number of empty piles
(note: any piles, not only Supply piles) and that the number of
cards in the Cart pile is more limited, i.e. 8 for 2 players and 2
more for each additional player.

Edit: An additional quote from the original post.
Please note that for both versions, all empty piles (not only Supply piles) count for an upgrade of Cart. While there is no official card that has such an instruction as far as I am aware of, piles should be defined as being set up at the start of the game (or if a Fan-made or future official card would allow to form a pile later in the game, it should define it as such). All cards of a non-Supply pile are labeled with “(This is not in the Supply.)” and I think no other cards (e.g. Heirlooms, Shelters, Zombies) that are not part of a non-Supply pile have this note. An exception is the Black Market deck for obvious reasons. It is defined as a “deck” by the card’s set-up instructions. In relation to Cart, I count it as a pile, though in practice that should be rarely relevant anyway.
I will be interpreting this as  meaning that landscape cards such as Artifacts and States are not considered piles that can be depleted and power up Cart. /End of Edit

Examples from the original post
   

Glass Slipper
$3 - Action
Quote

+2 Cards

             You may discard a card             
to gain a Cart.

Hector
$3 – Action
Quote
+$2

If one or more piles are
empty, gain a Cart.
-----------------------
When you gain this, if no
             pile is empty, +1 Villager.             
Sleepy Hollow
$4 – Action – Attack - Looter
Quote

Gain a Cart.
 
Each other player may
             discard a Cart to draw a             
card. If they don’t, they
gain a Ruins.


Please have a look at the original post for additional examples.

The challenge is simple; design a card shaped thing to interact with Carts. All official mechanics (including from Allies) and fan mechanics are fair game. As before I will be judging based on my own preferences, but I will try to be as fair as I can. Factors I try to look at are simplicity of design, thought provoking design/mechanics, flavorful name/concept, and balance/playability.

I will be giving a 24 hour warning a week from yesterday and then close it the following day. Ideally I will have judging done and posted by the end of Friday next week. I look forward to seeing what you call come up with! Have fun!

11
Variants and Fan Cards / Fan Card Mechanics Week 28: Gone Fishing
« on: February 09, 2022, 06:59:44 pm »
For the Week 28 I am going to challenge you all to design a card shaped thing that interacts with a mechanic I came up with back in Week 24: the Fish pile. This is a non-Supply pile (like Horses) of a mix of cards in a random order (like Ruins). Unlike any other pile it remains face-down and the Fish all can either remain in your deck or be returned to its pile for some effect. For tracking purposes there is a Pile Marker that I mocked up below. I also have the contents of the Fish pile below as well.

Fish Pile Marker


Fish Pile: 4 of each, total of 28 cards




Quote
Freshwater Eel - $2*
Action - Attack - Fish
+1 Coffers
You may return this to the bottom of its pile. If you do, choose one: Each other player gains a Curse; or +3 Villagers.
Otherwise, +1 Action.
(This is not in the Supply.)
Quote
Northern Pike - $2*
Action - Attack - Fish
+1 Action
You may return this to the bottom of its pile. If you do, +1 Card and each other player discards down to 3 cards in hand.
Otherwise, +1 Coffers.
(This is not in the Supply.)
Quote
European Perch - $2*
Action - Attack - Fish
+1 Coffers
You may return this to the bottom of its pile. If you do, you may play an Action card from your hand twice.
Otherwise, +1 Action.
(This is not in the Supply.)
Quote
Brown Trout - $2*
Action - Attack - Fish
+1 Action
You may return this to the bottom of its pile. If you do, +1 Card and gain a Spoils.
Otherwise, +1 Coffers.
(This is not in the Supply.)
Quote
Atlantic Cod - $2*
Action - Attack - Fish
+1 Coffers
You may return this to the bottom of its pile. If you do, gain a card onto your deck costing up to $4.
Otherwise, +1 Action.
(This is not in the Supply.)
Quote
Atlantic Salmon - $2*
Action - Attack - Fish
+1 Action
You may return this to the bottom of its pile. If you do, +3 Cards, then discard 2 cards.
Otherwise, +1 Coffers.
(This is not in the Supply.)
Quote
Common Carp - $2*
Action - Attack - Fish
+1 Action
You may return this to the bottom of its pile. If you do, trash up to 2 cards from your hand, then +1 Card.
Otherwise, +1 Coffers.
(This is not in the Supply.)

The design challenge is to design a card shaped thing that interacts with the Fish pile in some way. You can add to, remove cards from, or completely revamp the Fish pile if you want. I just ask that you notate how you are modifying it and that you try to keep the spirit of the Fish pile intact. I welcome critiques of the pile/mechanic as currently designed, so if you have any I appreciate it. I want this to be as fun as possible, so if you want to use other fan mechanics, go for it. I just caution going overboard with mechanics when the Fish pile adds a fair amount of complexity already.

I will be judging based on my own preferences, but I will try to be as fair as I can. Factors I try to look at are simplicity of design, thought provoking design/mechanics, flavorful name/concept, and balance/playability. None of that is very distinct, but I don't really want to inhibit your designs and creativity.

I will try to give a 24 hour warning a week from right now and then close it the following day. It will be in the middle of a work week, so there may be some delays in judging, but I will try to have it out by the start of that weekend. Have fun!

Edit: I have a small update for this mechanic that is optional, but should address some concerns that may arise.

Quote
Shuffle the Fish
Landscape Card
When you gain this, reveal this and gain a Fish.
When you gain, Exile, reveal, or trash this, shuffle this into the Fish pile.

"Shuffle the Fish" is a landscape oriented card shuffled into the Fish pile. When it is gained, you first gain a Fish (to replace it) and then you shuffle it into the Fish pile. This should semi regularly randomize the Fish pile to prevent card counting or other possible concerns. There is a potential accountability issue as the player who gains this has to show he did and not actually put it into their deck, but that can't really be avoided. It may be a bit of a jank solution, but I hope this alleviates problems with the face down randomized pile characteristics.

12
Weekly Design Contest / Weekly Design Contest #109: Raise the dead.
« on: March 22, 2021, 06:36:34 pm »
Weekly Design Contest #109: Raise the dead.

Objective: Design a new Zombie to be used with Necromancer, a new card-shaped thing that puts the Zombies in the trash and uses them in a meaningful way, or both.

Rules and Restrictions: There are no limitations on using custom card types and mechanics. Additional components like tokens, Heirlooms, non-supply cards, and such are allowed, but complexity will be taken into account. If you choose to to design both a Zombie and a card-shaped thing to interact with them, they will be judged together. If your design is intended for specific environments, like a 2-3 player game, and that is relevant, just be sure to mention it along with your entry.

References: For reference purposes only, this is Necromancer and the Zombies that currently exist.


Close Date: 3/30/2021 5:00 PM CST (but if you need to sneak it in later that day you probably can)

General: I'll try and be prompt on getting the results out to you, but as this falls within the week I cannot guarantee when as life can get busy. If you update your entry please try and do so on the original post and indicate that it has been updated. If there is an issue with your entry I will try and notify you as soon as possible. I will catalogue all the entries before the end date to make sure I did not miss any.

Hope you enjoy the contest!

Addendum
Considering that Necromancer says "put the 3 Zombies into the trash", I do wonder how new Zombies would work.  Would you pick three to put in the trash, or just put all four (or however many) into the trash?

Good question. I am going to judge all entries assuming all Zombies (the 3 original and any designed for their entry) are added to the trash by Necromancer unless otherwise specified in an entry. Additionally, you are free to design more than one Zombie, but the original 3 will have to be included in the design concept. Feel free to specify alternate methods of choosing what Zombies will be added to the trash if you want, just take into account the original Zombies.

13
Variants and Fan Cards / Cheap Trasher or source of Villagers idea.
« on: January 27, 2021, 10:26:49 pm »


Quote
Ditch Digger - $2
Action
+1 Card
Choose one: +1 Villager; or trash a card from your hand; or put a card from your hand onto your deck.

So I have been working on designing cheap cards and came up with this design. Originally it was pretty bland and just gave +1 Action instead of a Villager and did not give +$1 when you trash a treasure. I want it to be an appealingly efficient trasher, but not quick like chapel or free on a given turn like Rat Catcher. My main concern is that the Villager bit is too strong at $2 or the +$1 for trashing Copper makes it too much of a no brainer to pick up.

Edit: Made the changes suggested by BBobb. I am going to stick with the +Villager version for now and try and do some playtesting with my game group. If it looks like Villagers are too easy to come by, that will likely be the first thing to change.

Edit2: After some review with others in my game group and reviewing feedback here design has been altered a bit. Dropped the $1 reward for trashing Copper and added a 3rd option that will very rarely ever be of use, but I like the 3 choice design. I have a version without the third option below and still plan to playtest the updated design.

Quote
Alternate Version

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