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Messages - Xen3k

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51
Variants and Fan Cards / Re: Fan Card Mechanics Week 50: A Natural Gift
« on: December 11, 2022, 09:57:40 pm »
Thanks for the challenge and the judging Augie279! I will try and get the next challenge up tomorrow.

52
Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 10, 2022, 02:48:42 pm »
The wording of "gain a card costing more than that isn't a Province or Colony" wouldn't fix the issue. Every card that doesn't cost costs more than ; costs more than , for example. My suggestion is "gain a card with only in its cost that isn't a Province or Colony."

Huh, I guess you are right. Well, changing it to "costing $1 or more" fixes that, but your solution works as well and avoids gaining things like Possession.

That said, @Xen3k, I don't see why I would ever take a Curse to get a card when that also lets my opponent get a copy of the same card for free. That would be shooting myself in the foot by gaining a Curse to benefit my opponent just as much as it benefits me.

This is a fair criticism. So, I can drop the Curse gain for other players to gain a card, or require the active player to gain a curse as well to get a copy of the gained card. Either of those seem more appealing than the other?

As worded, you'd gain up to 3 Curses and/or DDs. Because the cards "gained this way" were 3 Curses and 3 DDs.

As it is now, this is correct. I could change it to "For each other player, you may gain a copy of the cards they gained this way." That woulce the player of Dark Dealings to gain a Curse as well. Thoughts?

Whether you drop the Curse gaining for opponents or make the player required to self-Curse to gain cards, I think it's still not worth doing for your opponents since it still benefits you just as much as it benefits them.



I changed the design into an actual attack. Should still have a bit of the same feel where how many cards you want to gain off it depends on what other players gain. Thanks for the feedback. (Original post updated.)

53
Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 10, 2022, 10:54:22 am »
That said, @Xen3k, I don't see why I would ever take a Curse to get a card when that also lets my opponent get a copy of the same card for free. That would be shooting myself in the foot by gaining a Curse to benefit my opponent just as much as it benefits me.

This is a fair criticism. So, I can drop the Curse gain for other players to gain a card, or require the active player to gain a curse as well to get a copy of the gained card. Either of those seem more appealing than the other?

As worded, you'd gain up to 3 Curses and/or DDs. Because the cards "gained this way" were 3 Curses and 3 DDs.

As it is now, this is correct. I could change it to "For each other player, you may gain a copy of the cards they gained this way." That woulce the player of Dark Dealings to gain a Curse as well. Thoughts?




Extra gaining as penalty as opposed to reward.

For example, when I gain a Golem or an Overlord, do I gain a Curse?

Not as worded, since it only takes into account.

If the above cases are a concern, I would recommend modifying this to "Gain a card costing more than $0 that isn't a Province or Colony" to avoid the balancing hassle of gaining Debt and other alternate cost cards. You won't be able to gain Copper anymore, but I doubt that is much of a concern.

54
Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 09, 2022, 07:16:57 pm »


Quote
Dark Dealings - $5
Night - Attack
Each other player may choose a non-Night card you have in play and gain a copy of it. They gain a Curse if they don't. For each card gained this way, you may gain a copy. If you don't gain anything, gain a Gold.

Things of note
1: You (the player of Dark Dealings) can opt to not gain a copy of anything other players gain to gain a Gold.
2: All other players choose to gain a Curse or a card you have in play before you chooses to gain anything.
3: Other players make their choices starting with the player to your left and goes clockwise.
4: Other players may choose to gain a copy of a card you have in play even if their piles are empty and avoid the curse gain.
5: If you only have Night cards in play, other players must gain a Curse (if able).
6: For each card each other player gains through Dark Dealings, you may gain a copy of the same card. You cannot choose to gain a different card.

A weird gainer that relies on others to get multiple cards in a turn. While a non-terminal Gold gainer/top-decker may be underpriced at $5, the possible benefits to other players makes this reasonable IMO. Feedback is welcome.

Edit: Big overhaul to make it a proper Attack and to make other players make harder choices. Removed the option for other players to gain a Dark Dealings off it. Gained Gold is no longer topdecked. Early game it likely will just be a Copper junker, but there is always the chance other players will want something you have in play enough to allow you to gain a copy as well. With the choice now forced, the Gold gain may be too good, but I am unsure. Thanks to Gubump for the feedback provided.

Old Versions

55
Variants and Fan Cards / Re: Fan Card Mechanics Week 50: A Natural Gift
« on: December 07, 2022, 07:32:12 pm »


Quote
Industrialist - $5
Action
Trash a card from your hand.
Gain a card costing up to $3 more than it that does not share a type with it.
----
When you gain this, gain a National Park and a Curse.

A worse Expand with junk on gain. Not sure the nerfs are enough to warrant the $5 pricetag. Could be fun to go mass Industrialist to get all those National Parks, but you'll have to deal with the Curses gained along the way.

56
Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 02, 2022, 06:58:26 pm »


Quote
Goblin Village - $2
Action - Duration - Attack - Looter
+2 Actions
At the start of your next turn, you may discard a card for +$1.
If this is the first time you played an Attack this turn, each other player gains a Ruins.

A Necropolis and delayed Copper with a once per turn Looter junking attack for $2. The Actions on play allow players to enable terminal draws or at least allow Ruins to be played. Compared to to Marauder, it does not have the same acceleration with the Spoils, so I am hoping the weak effects allow it to be an $2 cost Looter. Not sure how appealing a $2 cost Junker is, but it will never junk more than once a turn and it being a Duration will slow it further. Feedback is appreciated.

Edit: Nerfed the coin gain to require a discard and the attack now only triggers if it was the first attack played for the turn. Feels more like a $2 now.

Old Version

57


Quote
Rumpelstiltskin - $5
Night - Enchantment
+2 Coffers
----
Enchant a card costing $4 or more: The first time any other player gains a copy of that card each turn, gain a Gold onto your deck.

Source for Coffers. Enchanting a card sets you up to gain and topdeck a Gold whenever another players gains a copy of it. Useful when Enchanting a kay card in the Kingdom or Victory cards.

58


Quote
Burnt Offering - $5
Action
Trash this to gain a Gold.
Trash your hand, then, for each differently named card trashed this way, gain a card costing up to $2 more than it and a Copper.

Things of note.
1: You must trash Burnt Offering to get the Gold.
2: You remodel and gain a Copper only once for each differently named card trashed.
3: The second effect only counts the cards Burnt Offering trashes from your hand.

A once-shot mass trashing/remodeling card that also gains you a Gold. I am not sure if this is priced right at $5. The Gold gain is there to try and offset the self trashing. Feedback is welcome.

59
Variants and Fan Cards / Re: Fan Mechanics Week 48: Terrible Terror
« on: November 18, 2022, 12:14:15 pm »
Incubus - $5
Action - Night - Attack
+ 2 Coffers
If it's your Night phase, discard your hand. Then, each other player may reveal a Night card from their hand. If they don't,  they gain a Terror to their hand.
Interesting card idea, but i don't understand why the card includes "discard you hand"?

Prevents you from playing more than one at Night.

60
Variants and Fan Cards / Re: Fan Mechanics Week 48: Terrible Terror
« on: November 18, 2022, 07:37:41 am »


Quote
Incubus - $5
Action - Night - Attack
+ 2 Coffers
Each other player may reveal a Night card from their hand. If they don't,  they gain a Terror to their hand.
If it's your Night phase, discard your hand.

Edit: Changed to always attack, not just at night. Added image.

Edit2: Added price to image.

Old Version
Quote
Incubus - $5
Action - Night - Attack
+ 2 Coffers
If it's your Night phase, discard your hand. Then, each other player may reveal a Night card from their hand. If they don't,  they gain a Terror to their hand.

61
Weekly Design Contest / Re: Weekly Design Contest #168: Turkey Time
« on: November 13, 2022, 02:17:46 pm »


Quote
Meat Pie - $5
Treasure - Liaison
Reveal up to two cards from your hand. For each different card type they have, choose a different thing: +$2; +1 Buy; +1 Villager; +1 Favor; Gain a Silver; Gain a Horse.

Nothing like a tasty meat pie at a feast. Encourages purchasing multiple card types. Not sure if the Villagers should be an option. Feedback is welcome.

62
Fan Card Mechanics Week 47: No Good Mutineering Scallywags!
Alright, I am very happy with how many people submitted entries! Mutineers are a really cool idea, but are far weaker than an immediate discard. The -VP is basically there as a threat to ensure players do not allow too many to pile up, but early game accumulation of Mutineers does not seem as much of a penalty. It was pretty interesting seeing the different uses of them, and thank you for your participation! Without further rambling; the results!
Results

Pirate Recruiter by lompeluiten
Quote
Pirate Recruiter - 4$
Action - Attack
+2$
Give all other players 2 mutineers
If another player has at least 5 mutineers tokens, then +2$.
Judgement
Pirate Recruiter is an interesting Militia variant. Handing out Mutineers will always be weaker than immediate discards, but the potential for it to give +$4 instead of +$2 is an appealing prospect. It kinda reminds me of Baron, but far less consistent. If it ever comes online, it will be later into the game due to needing the Mutineers to pile up, or have multiple players go Pirate Recruiter. With the attack being this weak and it being terminal, I am not sure it is as appealing as Militia. I think if it handed out another Mutineers it would be more appealing, but I really do like the concept.


Buccaneer by LibraryAdventurer
Quote
Action - Attack
+1 Card
+1 Action
+$1
Each other player takes a Mutineer.
Judgement
Buccaneer is a Market that trades the +Buy for a Mutineer attack. Being a cantrip, it has a greater potential to flood the other players with enough Mutineers to actually hurt. As long as the Kingdom does not have a card that would benefit from having on demand discarding, I can see this doing some good work.


Buckaroo by Commodore Chuckles
Quote
Buckaroo - $4
Action
+1 Card
+1 Action
+1 Mutineer
Gain a Horse.
----
When you gain this, +1 Mutineer.
Judgement
I am glad this was changed from the original version, but I think this is still very strong at $4. The Mutineer when you gain it helps balance it, but it still seems too good. I really like the concept, but I think to keep it at $4 it needs something more. Maybe another Mutineer on gain or play? I would like it more with just a little change.


Greedy Mate by czzzz
Quote
Greedy Mate - $4
Action
+3 Cards
+2 Mutineers
You may gain a Copper for +Action.
Judgement
A really cool Smithy variant. If it only had the option to gain a Copper for +1 Action, it would be underpriced at $4. With the added Mutineers gain, it feels just slightly weaker than Smithy, at least enough so to be optionally non-terminal. Junking yourself with Copper is a pretty rough, but it is a nice option to have available. Nice design.


Corrupted System by NoMoreFun
Quote
Corrupted System - $5
Action
+3 Mutineers
This turn, during your Action phase, when you discard any number of cards from your hand, +1 Card.
Judgement
Ok, this is really cool. Turning Mutineers into Cave Dweller favors as long as Corrupt System is in play is quite nice. The bonus card draw from discarding cards to any other effect is really strong. I’d have to try it out a bit to see just how strong of an effect it is, but it being terminal and priced at $5, I think this feels pretty balanced, depending on the Kingdom.


Ruined Wharf by weretheruler
Quote
Ruined Wharf - $4
(Action - Duration)
Now and at the start of your next turn:
+2 cards
+2 Mutineers
Judgement
A Wharf for $4, minus the Buy, plus Mutineer gain. Solid design, and not much more to say. I like it, and if it is too good there are tweaks that can be made without changing the price.


Dark Water by BryGuy
Quote
Dark Water - $2
+1 Action
+1 Mutineers
Choose one: (until the end of the turn) +$1 per card discarded; or (until end of turn) +1VP per card discarded.
Judgement
With the clarification on the effect lasting until end of turn, this just seems broken. First, it is nonterminal. Second, it only costs $2 for its effect.  Third, playing a Warehouse after this will net you either +$3 or +3 VP. If it was the only source of discarding (through the Mutineers), I think it may be ok, but there are so many other ways to discard cards. I also just thought of the fact you discard during cleanup, and I think you would gain VP for those cards as well. I like the idea of a cheap Mutineers gainer with a nice effect from discarding cards, but I don’t think this is balanced.


Press Gang by Erick648
Quote
Press Gang - $3
Action
+5 Cards
+5 Mutineers
Judgement
Oof, drawing 5 cards is really nice. I do not think the Mutineers have a hope of balancing out that kind of card draw for this price tag. Mutineers will most always be gotten rid of by discarding junk or green. With that in mind I would be more than happy to draw 5 cards and not get rid of any Mutineers that turn if I don’t have the junk or extra cards in hand. The design has a few things that can be modified to make it more reasonable, dropping the draw to +4 Cards would be my first step. I do really like the simplicity of the design though.


Jinxed Plunder by Builder_Roberts
Quote
Jinxed Plunder - $3
Treasure - Reaction
$2
+1 Mutineer
----
When you discard this, +2 Actions.
Judgement
This is a really cool idea. I like the price at $3. I like that you can’t immediately get rid of the Mutineers the same turn you play it. In a Kingdom without Villages, I can see this getting a lot of use. Otherwise, buying one or two early game for the flexibility would be something I would do. If I would change anything, I would see how it feels with +2 Mutineers. Probably fine as it is. Great design.


Impressment by emtzalex
Quote
Impressment - $0
Event
+2 Buys
+1 Mutineer
Judgement
I am not sure how I feel about having unlimited buys in a game. I know it comes at the cost of gaining Mutineers, and I like that you must wait for your next turn to get rid of them, certain cards notwithstanding. I can see how it would be quite dangerous to use this late game when another player could end the game before you get another turn. Simple, clean design.



Runner-Up
Greedy Mate by czzzz

Corrupted System by NoMoreFun

Ruined Wharf by weretheruler

Winner
Jinxed Plunder by Builder_Roberts

63
Closed
I'll be working to get the results up later today.

64


Could you clarify which discarded cards it refers to?
Oh, i guess from your hand. Is there discarding from another place?
No, I assumed you meant from your hand. I mean what cards are being referred to? The cards that have already been discarded, or the ones that will be discarded? For how long do you have to track this effect, for the rest of the game? The card itself does not discard any cards, so it needs to be a bit more specific.

65
24 hour warning

66


Could you clarify which discarded cards it refers to?

67
I really like this mechanic. An pitty you have such few submissions. But do you really think more will come?

Not sure. Gonna give it a couple more days. If no response by Thursday, I am giving the 24 hour notice.

68
Ok, I have 4 entries. I can either put 24 hour notice up later today, or update the OP with an extended entry time phrase. Anyone have a preference?

69
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.

70
Variants and Fan Cards / Re: Fan Card Mechanics Week 46: Singletons
« on: November 01, 2022, 08:51:21 pm »
Hey! Thanks for running the challenge and judging. Appreciate the win! I'll work on getting something up within a day or so.

71
Weekly Design Contest / Re: Weekly Design Contest #167: Monster Mash
« on: October 27, 2022, 11:13:21 pm »



Quote
People of the Pumpkin Patch
Ally - Landmark
When you gain a card costing $4 or more, you may spend a Favor.
If you don't, trash a Curse from the Supply and gain a Pumpkin.
----
When scoring, for each Curse in the trash, you may spend a Favor. Each time you don't, -1VP.
Quote
Carving Knife - $2
Treasure - Heirloom
$1
You may trash 2 cards from your hand, for +1 Favor. If you didn't trash a Pumpkin this way, gain a Pumpkin.
Quote
Pumpkin - $0* (pile of 8 per player)
Reaction
When you trash this, if you have Carving Knife in play and have not gained a Jack-O-Lantern this turn, +1 Coffers and gain a Jack-O-Lantern. Either way, return this to its pile.
(This is not in the Supply.)
Quote
Jack-O-Lantern - $3* (pile of 10 total)
Night
+1 Coffers
You may trash a Curse from the Supply for +2 Favors.
Return this to its pile.
----
When you trash this, gain a Curse and return this to its pile.
(This is not in the Supply.)

Things of Note
1. The Pumpkin gain from Carving Knife only happens when you trash cards with Carving Knife.
2. People of the Pumpkin Patch is pulled the same as any Ally, it just happens to have a Landmark included.
3. The Landmark portion of People of the Pumpkin Patch give players -1VP when scoring for the difference between the number of Curses in the trash and the number of Favors they have. It does not grant positive VP for having more Favors than Curses in the trash. I am really not sure if this is the best wording so suggestions are welcome.
4. The intention with the design of both Pumpkin and Jack-O-Lantern is for them to always return to their pile when trashed. Hoping I got the wording right.
5. Pumpkin doesn't really need the Reaction card type and the effect from it trashing is automatic like Fortress. I still wanted it to have some kind of type, so I went with Reaction.
6. I went with multiple variants of this with the goal of having a "mini game" within the game of dominion. I went with this balancing act of gaining favors to counter Curses in the trash along with juggling the powerful trashing of Carving Knife and Pumpkins junking your deck. I would have to play this with my group to fully judge if it is actually fun or not, but I think the interactions are novel enough.

Thanks for your time if you read the above. Feedback is welcome.

72
Variants and Fan Cards / Re: Fan Card Mechanics Week 46: Singletons
« on: October 21, 2022, 08:49:36 pm »


Quote
Kindly Benefactor - $5
Action - Single
+1 Action
+$3
Each other player reveals their hand. The player with the fewest Victory cards in hand gains this (the player closest to your left wins ties).

A cheap non-terminal +$3 that positively interacts with Throne Rooms and cards that care about Action cards. Will skip over players with Green in hand, so there is randomness to early game and incentive to reduce green in hand later on. Feedback welcome.

73
This turn, when you play a card, –1 Buy. (You can't go below 0 Buys.)
As phrased, this counts plays of Treasures, making it a lot weaker than it probably should be.

That is intended in the current design. Like I said, I am unsure how appealing it would be. I could limit it to playing Action cards, but I am not sure that is all that interesting a drawback to play and design a deck around.

74


Quote
Picky Patron - $4
Action
+$3
+1 Buys
This turn, when you play a card costing $1 or more, –1 Buy. (You can't go below 0 Buys.)

A Woodcutter for $4 that gives +$3. The catch is that you will have vanishing Buys as each card you play (that costs more than $0) afterwards subtracts a buy. Combos nicely with +Buy cards as you break even after you play them. Not sure how appealing this is as a concept, but figured I'd give it a shot. Feedback appreciated.

Edit: Changed it to not subtract a Buy when you play Copper. This makes it a far more appealing early buy, but later game will require designing your deck to benefit from it or get rid of it. Thought about it having a ceiling instead of a floor, so only cards costing less than $5 subtract a Buy, but I am not sure that is as compelling a penalty. Feedback is appreciated.

75
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 27, 2022, 03:23:50 pm »
It will be fine in most games, but I don't like that the penalty will unnecessarily hose other cards that use the Tavern Mat, especially things like Miser, Ratcatcher, Distant Lands, and Wine Merchant which all encourage putting multiples of themselves (or Coppers in Miser's case) on the Tavern Mat. The simplest fix would be to just create a separate mat that's used just for Mad Alchemist. You also could then put the scoring instructions on the mat and eliminate the need for States.

Having a dedicated Mat would be an interesting idea, but would not really fit the rules of the contest to have the penalty appear below the line. I could always have you gain the State if you gain a Mad Alchemist, so it becomes an active choice.

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