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Messages - fika monster

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1


Doesnt this break the rule of “only guilds, cornucopia and menagerie”?

2
New card (or well, really wagon v2 but changed)

STAGE COACH v3




New and buffed version of the card. This should be meaningfully different from beguiler.

3
STAGE COACH v4



Quote
Stage coach
7$ Action-Reaction

+3 Coffers
Spend any number of Coffers for +1 card each.
-
When you get Coffers or $ in your action phase you may play this from your hand.


v3

v2

v1


Comment: My attempt at a Guilds lab combined with menageries "reaction play".
Originally a straight +2 Cards, this card is now a story teller variant: You may bank a ton of coffers and refuse to pay, and then play a library. Or you may decide to use Your non coffers money for draw that turn and save the coffers.

Edit 2:
Now its a smithy/coffer golds. Its probably too strong, but i did not want to make it weaker. So hence the increased cost.
6$ for a smithy is pretty bad on paper, but this lets you choose between spending coffers for draw or to gain coffers from the future. The reaction part is probably overkill but i just really like having the reaction there. It makes it go from a weak 6$ card to a strong one in my opinion, one you want to fill your deck with.
I changed the card to just react to coffers/money gained in YOUR ACTION PHASE as to remove weirdness on other peoples turns, and i included $ just cause i wanted to.

Edit 3:
Its effectively a beter gold that can let you draw, and coffers is really good. So i changed the price to 7.
May be too high, but oh well.

UPDATE:
Ack!! I totally missed beguiler. Darn. I will change my submission tommorow

4


Im quite happy with this in some ways, but also something feels wrong with it. And i dont know what it is.
Does anyone have any critisism or feedback?

5
MADE A NEW VERSION OF THIS:
New card (or well, really wagon v2 but changed)
STAGE COACH




Quote
Wagon
4$ Action

+2 Cards
+1 Coffers
-
In games using this, at the start of cleanup you may spend $2 to set aside an action card from your hand. At the start of your next turn, play it.

Combines Coffers from guilds with "able to play card at unusual times" from menagerie.
Is also a new attempt at an action card that lets you trade money for an action card play.

6
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 22, 2024, 11:34:49 am »
Thank you for the gift of such a thorough judgment at a difficult time. Condolences for your loss, thank you again for the feedback and for pouring into us and this hobby.

Thank you

It was a bit healing to judge and be thorough. It took a lot of energy but it was nice

And thank you. Im happy that people like my judging :)

7
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 21, 2024, 04:09:10 pm »
GGs! Maybe I'll get the chance to judge again eventually, who knows.

Only complaint is that the theme feels a bit off to me, i dont see how a plain would gain you other cards.

Thought was that it's a lot easier to build things if the land is available. American expansionism and all. Probably could've come up with a better theme, but I don't make cards too often for the theme anyway.

I kinda like the name "Hill"
You find a nice hill foundation, and build something on it!

8
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 21, 2024, 02:00:52 pm »
GGs! Maybe I'll get the chance to judge again eventually, who knows.

Only complaint is that the theme feels a bit off to me, i dont see how a plain would gain you other cards.

Thought was that it's a lot easier to build things if the land is available. American expansionism and all. Probably could've come up with a better theme, but I don't make cards too often for the theme anyway.

the finalists were all pretty close to each other.
My bias for shepherd ended up making estuary the winner, but all of them were worthy

9
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 21, 2024, 09:23:26 am »
THE JUDGEMENT IS HERE

District
Action - Victory - Duration, $4

Discard a card. At the start of your next turn, +2 Cards.
-
Worth 1% per 3 Action cards with +Card amounts in their text you have.


An interesting attempt to enable victory points from a specific vanilla action. For me it compares poorly to an existing Victory card, vineyard:
“Vineyard. Victory card, Costs 1 potion.
Worth 1 vp per 3 action cards you have (round down)”

I feel that the VP worth is too variable, and that if you ever have vineyard on the board that i would go for that instead.

My suggested changes:
make the card be worth 1 VP for each 3 instances of +1 card draw you have.
This would change its flavor and make it different enough from vineyard. This runs the risk of making it dominant on some boards, but feudom sorta already have that. It would make it very volatile in its potential value, but i kinda like that. would make it a unique victory card.

Fun factor: low
Theme: low
Balance: too weak
Score: 2/5


___________

Quote
Exclave - $5
Victory

Worth 2 VP per card on your Exclave mat that another player has more copies of than you.
-
When you gain this, gain an Action or Treasure onto your Exclave mat.
A victory cardwith an unique minigame.
My immediate thought looking at it is that i wish you would move an action or treasure you have in play unto your exclave mat. As is, Exclave mostly feels like keeping track of whatever cards the other player already has on their mat, and feels a bit uninteresting to me.
If you moved a card in play to the exclave mat, then you would need to on one hand decide whether you want to thin out bad cards like coppers, or want to move valuable cards that you might want to keep in your deck as a way to get much more VP.
This would also create a very unique interaction with some split piles, ruins and Loot.
Still, the minigame as currently is seems decently fun. And i like the theme.

Fun factor: medium
Theme: high
Balance: good
Score: 3.5/5


___________
:)
Quote
White Tree / Night Tree • Randomizer
This pile starts with as many copies of each card as players, but minimum three and maximum five. All copies of White Tree are are on top.
:)
Quote
White Tree • $4 • Action - Victory
+1 Card
+2 Actions

You may discard a Treasure for +1 Buy and +$1.
-
If a Supply pile, except Province, is empty, Worth 1VP.
:)
Quote
Night Tree • $5 • Action - Victory
+3 Cards
Discard a card and if it was an …
Action, +1 Action and +1 Card;
Victory, +1 Card.
-
Worth 1VP per empty Supply pile.
:)
[/font][/size][/color]
:)
[/quote]

A complete action victory split pile, which is something we havnt seen really. That is a bit exciting to me on it’s own.
White tree seems like a decent Village variant, if a bit stronger then the usual 4$ Village.
Night tree is easily my favorite here: A smithy/moat that can become a lab or a proper smithy. And if you discard white tree, then you get a cool effect.
i think, my math is pretty off today.
I like its VP criteria more then white tree, and given that the card is pretty strong, the low VP is good in my eye.
Fun factor: Good
Theme: Confusing, i dont understand it
Balance: Good
Score: 4/5


___________


Quote
Estuary | Victory | $4
2
-
When you gain this, set aside the top 2 cards of your deck. At the start of your next turn, put them in your hand.

One of my favorite cards from this contest, estuary is expedition put into a decent way to score VP. Its priced just right, and the way that you set aside card is very interesting. It interacts well with many types of cards and events. You could search and control your deck and then gain this as a way to “temporarly exile” bad cards or to get vital cards for next turn. Gainers can become a sort of +2 cards. And cards like shepherd would love this.
My only nitpick is whether when you gain this, you first gain this and THEN set aside the top 2 cards of your deck, or you set aside them first.

Well done

Fun factor: High
Theme: Great
Balance: great
Score: 5/5

FINALIST


___________
Haunted Manor
- Action Victory
+2 Cards and +2 Actions. Discard a Card.
---
1
In games using this, when any player gains a Victory card during their Buy phase, they put their hand onto their deck in any order.
An Inn/Lab variant of sorts.  Haunted woods is one of my more liked attacks in how it changes up games, and thus the below-line effect of this card is very interesting to me. The more irritating of haunted woods is less severe because of Haunted manors sifting ability. Keeping the effect to only the buy phase is probably a good decision.
And the fact that the effect is always active in the buy phase means that sometimes i will want to buy an estate or mill or something even when the game isn’t eneding, just so i can set up the perfect next turn.
Well done.

Fun factor:High
Theme:Great
Balance:Great
Score:5/5

Finalist



___________




Quote
Bamboo Forest (Action - Victory, $5)
Discard any number of Action cards from your hand. +$1 and +1 Villager per card discarded.
-
Worth 1% per 2 Action cards in your deck that have no +Action or +Villager amounts in their text (rounded down).
This card seems competently made and like it should be fun, but it just doesnt vibe with me for some reason.
The VP aspect is pretty unique, and its Action ability is good.
But i can’t explain why i don’t like it that much.
The only thing i can pin down is that the theme feels off: Bamboo forest as a name works for an Treasure-Victory card, but not for an Action-Victory card.

Fun factor: good
Theme:Medium
Balance:Good
Score:3.5
Fun factor:



________________________________
Note: my energy started to be very uneven at this point, and some of these judgements will be too brief and others more elaborated. im sorry if this is unfair

_________________________________
Forsaken Lands
Victory - $4
Worth 5VP if you have at least as many Curses as Forsaken Lands. Otherwise, worth 2VP.

Somewhat interesting and a way to shake up curse games.
This makes some attack cards very awkward though. which isnt necessarily bad, some games with charlatan makes it a bad idea to give your opponents any curses.
With the absence of cursers its hard to make this have an impact though.
I feel that it being worth 2Vp is just too good given its condition.
Ways to counteract this might be to make this an action card that gives you a curse (or otherwise coppers) and +1 Action +2 Cards.
And have it have 0 VP if the curse count isnt higher then forsaken lands. this might break the card though.
overall, it just doesnt seem that fun to me.

Fun factor:2/5
Theme: Good
Balance: ?
Score: 2.5/5


___________
Factory of Mass Production
Night/Victory 6$

Gain cards costing up to 4$ equal to the ammount of cards costing 5$ or more you gained this turn.
Worth 1 Per 4 Cards in your deck costing 4 or less.
My brain is a bit off rn but the wording of this confuses me. I think the second part “equal to the amounts of cards costing 5$ or more you gained this turn” works similarly to a card like treasure hunter? where you gain a silver for each card that was gained on the previous persons turn.
If so, thats interesting and i like it. But the wording can be improved.
The night element of this is cool, as we dont have a night victory card. The name of it is a bit weird.
The Vp part isnt as interesting as the rest of the card imo. It feels too similar to gardens.
This suggestion might be not the best, but maybe make it be “This card is worth 1Vp for each different $ card you have (not counting factory of mass production” (my intention there is to encourage cost variety. so if you have 1 0 Cost card and 2 2$ cards, then Factory of mass production would be worth 2 VP

Anyhow, this card has a lot of potential!
Fun factor:4/5
Theme:good
Balance:Good?
Score:3.5/ 5


___________
Depository - Victory -
Quote
Worth 1 per 4 Treasures you have (round down).
When you gain or trash this, +2 Buys.
Cache but as a victory card. This one falls a bit flat for me, as The VP part is very specific for treasures and a worse gardens. The +Buy part is cool.
I think this might benefit from being a Treasure-Victory card, and modifying its effects.
1 vp for for 3 Treasure cards might be better.
Personally, i would prefer seeing marchlands on the board as its on buy is more interesting then this. Sorry for the harshness.

Fun factor: 2/5
Theme: 4/5
Balance:?
Score: 2/5


___________
Quote
Rubber Duchy
$4 - Victory
2VP.
-
When you trash this, discard it for +1 VP.
Cards that can't really be trashed are fun.

Quote
Rubber Duke
$4 - Victory - Reaction
2VP if you have at least 2 Rubber Duchies (Otherwise, worth 0VP).
-
When you discard a Rubber Duchy either from your hand or by trashing it, you may discard this for +2 Cards.
Setup: Replace the Duchies with Rubber Duchies.
replacing the duchys with alternative oness is interesting. But the “when you trash this, discard it for +1VP” seems to me to encourage dragging the game out.
Rubber dukes react is interesting and i like it.
Fun factor:good
Theme:good-ish? rubber doesnt fit dominion imo
Balance: potentially too strong
Score:3/5


___________


Plains
Victory - $4
1 VP
-
When you gain this, gain a non-Victory card costing up to $6.

Simple and seems fun. You clog your deck with a weak vp card in exchange for a better card. Openings with this would be very varied. And many 6 cost cards would be immediately available with this card on the field, which i like.
The fact that there are a limited amount of these also limits the gaining bonkerness.
as a side note: yes this combos in a crazy way with border village, but those combos can be very fun. and the game wouldnt be dragged out with that on the table, so its actually a plus in my book.
Only complaint is that the theme feels a bit off to me, i dont see how a plain would gain you other cards.
Fun factor:5
Theme:mid
Balance: Good
Score:4.5

Finalist


___________

This seems like a competently made card, and in a way its very similar to a curse.
But it just seems to break the spirit of dominion to me. In a multiplayer game, this would be political, and i also just never liked embassys “each othe player gains a silver effect”.
So i might be biased, but this just isn’t something i would want to play with.
It isn’t badly balanced or anything like that.
Fun factor: 2/ 5
Theme: Great
Balance: good
Score: 2 /5


____________


Note: The Woods pile has 20 cards, regardless of number of players.
This one makes me excited when i see it. It can be a decent amount of VP on its own, and obviously it clogs the deck. But its ability to self exile is cool, and can mean that sometimes you can gain a not completely optimal victory card without clogging your deck further, gaining you vp.
This makes many kingdom victory cards feel different. Those mills might not be as attractive anymore. but maybe you want to get a farm since you already have a woods in your hand, and it better then getting a gold?
This just makes games very varied.
i like it.
Fun factor: High
Theme: Great
Balance: great
Score:5 / 5


___________

Quote
Attic $3 Victory
Worth 2 VP if you have more Silvers than other Treasures totaled.
---
When you gain this in your Buy phase, Exile a card you have in play and a copy of it from the Supply.
Seems in a way interesting, but also i might just prefer to have feudom in the kingdom.
its “when gained in buy phase” is the interesting part, and makes it behave in a similar way to camel train.
Only question is how it interacts with duration cards: maybe make it not be able to exile those?

Fun factor:3.5
Theme:good
Balance:good
Score: 3.5


___________
Second Draft

Victory - $3

Worth 1% per 10 cards in the Trash (round down).
-
When you trash this card, the card that trashes it treats its cost as $6. Then, each other player gains a copy of this card.
The Vp aspect just feels kinda weird with how it treats the trashmat, and you have no way to know if this can do something cause there might not be trash on this kingdom.
Tomb has a similar problem but it doesnt take up space, and its more immediate.
the bottom bit feels weird to me.
Apologies for being so harsh here. Please continue to make more cards and experiment. Even donald, Dominions maker, has made plenty of bad cards (and some that are on my ban lists.)
Fun factor:1
Theme: ?
Balance: ok
Score: 1 /5


___________


Abbey
$6 - Victory
3VP
-
When you gain this, Exile your hand.

ref
Banish as a duchy! I dunno what else to say, seems decently fun. If a bit too dominating in its bottom text part.
Fun factor:4-5
Theme:5-5
Balance:too good maybe
Score:4 /5


____________________


Quote
Monkstead -- Action/Victory -- 5$

Trash a card from your hand.
-
Worth 7VP if you have exactly 7 Victory cards in your deck (otherwise worth 0VP).
This is a neat one! Monkstead can be  better then provinces, but only if you have a very specific amount of victory cards. The action part of the card compliments its VP condition well, as if you wernt able to get rid of estates, this would just be so weak.
Most Victory cards wants you to have as many as possible for the VP effect, but this one feels very different because of its condition. I like the little conflict.
7 VP if there are 7 Victory cards in deck also just feels nice in multiple ways: It matches other “lucky” cards like leprechaun.
Doing some math, having 7 Monksteads gives you 49VP, while having 8 provinces gives you 48 vp. But since you can keep 3 estates with the provinces, the province person wins out.
So one has to do fairly exact planning to make this card work.
This is very much a card i would like to see in dominion.

Fun factor:5 /5
Theme: Great
Balance: great
Score: 5

finalist

_______________

FINALISTS
  • Estuary by anordinaryman
  • plains by Augie279
  • Monkstead by silverspawn
[/size]

WINNER: Estuary by anordinaryman
Runner up: Monkstead by silverspawn

10
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 21, 2024, 04:55:49 am »
working on making the judgements good. I wont be able to make a proper "kingdom analysis" judgement with the finalists.

It might be that im just unable to post something good. In that case i will just write the victor here

11
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 20, 2024, 04:24:54 am »
SUBMISSIONS ARE CLOSED

i will try to get the first judgements today. i might not be able to do a fancy kingdom analysis, because my moms funeral is the 22nd march. She passed away from terminal cancer.
I still want to judge all your cards because this is a good hobby for me. Ifi can't due to grief, i will ask someone else to judge.
im sorry if im being way to personal here.

12
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 19, 2024, 04:31:07 am »
I will do a first round of judgement tommorrow, where i pick my favorite cards, and then later this week i want to do a "kingdom review" of the finalists, where i randomly generate 3 kingdoms with 9 kingdom cards, and judge each finalist on how it contributes and affects the game in that kingdom.
1 kingdom will be without any other green cards.
1 kingdom will have one other green cards.
1 Kingdom will be maximally different from the other two.


13
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 19, 2024, 03:51:25 am »
Submissions close in approximately 24 hours

14
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 18, 2024, 01:03:47 pm »
https://imgur.com/a/xJLiYHE

Paradise
Victory - $4

You need to press the button under the “I” symbol and generate this text:
””
Enter the imgur link in the middle of it.
Then, write “width=350” in the left img part

15
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 15, 2024, 05:07:54 am »
Just wanna say that i like the submissions so far! Allready some very good ones.
I hope i’m not breaking judge etiquette here

16
Weekly Design Contest / Weekly Design Contest #213: GREEN
« on: March 13, 2024, 04:50:31 am »
This weeks challenge

Design a Victory Card that's in the supply.
  • The card MUST be a victory card
  • Can be part of a pile
  • can be any number of types.
  • You can involve gaining victory tokens.

I close the submissions approx 20th march, expect the judgements to up 22th march
have fun.

17
WDC #212: Three's Company

Commentary & Results



Good judging. it was a fun challenge

18


Quote
Vase Merchant (Action, $3)
+$2
If you have unused Actions, (not Action cards), +1 Card.
-
In games using this, Silvers are Action cards producing +1 Card, +2 Actions instead of $.

I wonder if making silver be "also action cards producing +1 Card, +1 Villager instead of $" would make this card more interesting

because currently, you get just such infinite number of villages with this card. Its a bit much.
Maybe the card should remove the "in games using this" and have the silver modification part happen when you play it.
Maybe have the card say "play any number of differently named treasures from your hand, +1 Money for each differently named one" instead of its usual effect.

19
New entry:


Quote
Anchor
Project 3$ cost

When you gain a card, you may put it onto the bottom of your deck.

20

Quote
Puppet Strings - $3
Treasure/Attack

+$1
Each player (including you) may play a non-Attack Action or Treasure from their hand.
Each player who didn't discards down to 3 cards in hand.

Why not have the discard down to 3 be mandatory?
That way the opponent cant play a smithy for no cost.

You could also have the discard be down to 4

21
Withdrawn. Came up with a idea i like more



Quote
Logistics
$3 Action-duration

Either now or at the start of your next turn, Look through your discard pile and put two cards from it into your hand; for each one that you can't, +1 Card.

I like the discard pile effect draw effect of mountain village. it doesnt seem like theres any dominon card that mimics it closely on this point. so heres a draw card

On one hand, just +2 cards is usually reserved for 2$ cards (exception arise for strong cards with another effect)
but this card both lets you fetch 2 cards from your discard pile, and lets you choose between this turn and the next like barge.
Maybe this should be 4$ but that just feels too high for me. also, that wouldnt allow me to post it for this competition

22
Variants and Fan Cards / Re: Fika monsters Dominion fan cards
« on: March 05, 2024, 03:17:51 am »
I updated wolverine and aristocratic feline:

aristocratic feline is now elegant feline.

Wolverine now gives +1 Action so it isnt terminal, and if you combo it with an elegant feline it becomes a lost city with +1money.
if you trash a copper with the wolverine and trigger elegant feline you get:
+2 Actions
+1 Card
+2 money
you drew and play W, so -1 card.
But you played 2 cards without drawing having to draw them and you keep EF, so +1 card at min
-1 action for having to spend it on the wolverine.
=
+1 Action
+0-1 cards
+2 Money
you trash a bad card from your deck

I feel like wolverine is now a very good card with the non terminal aspect.


Extra setup text added to wolverine, hope its not bothersome.

23
Variants and Fan Cards / Re: Fika monsters Dominion fan cards
« on: March 04, 2024, 07:58:14 am »
Modified Greedy Village.



Quote
Greedy Village
5$
Action

+1 Card
+3 Actions
+1 Buy
This turn your Coppers are also Action cards with +1 card +$1.
You may not play them from your hand in your Buy phase.

24
Variants and Fan Cards / Re: Fika monsters Dominion fan cards
« on: March 04, 2024, 07:57:04 am »
Updated Royal mill



Royal Mill
8 Debt
Action-Victory

+2 Cards
+1 Action
Discard two cards, Revealed. If their combined cost is $8 or more, +$4 and +1 Buy
-
worth 2VP

25


Does “play it twice” refer to the action card or the treasure card you set aside?

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