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Messages - fika monster

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301
hm, yeah my way is pretty weak on its own: if there are other conditions, it could be good, but without it, its MAYBE useful for some resource you need or something. The wayflipping is a neet idea, but doesnt really do a lot. ah well.

302
Ah lovely, thanks very much for your hard work in doing this contest scolapasta, it was worth it for the challenge. I will put up the next contest shortly.

It looks like your commentary for xen3k's Night Traders is half finished?

The statistics for the use of each mechanic seem mostly understandable; Conditions and Trade tokens (Gems as LFN calls them now) are versatile, whilst Kins and Wonders aren't. Freezing could be more versatile than suggested here, though, imo.

I think freezing was avoided cause it was last weeks challenge, and people probably wanted to design something different.

303


Gourmet - Treasure - $7*
+3 Coffers
+1 buy
-
You can't buy this if you have Coffers.


Uses Grand Market's you can't buy if you have...

Easy fix: Have it be "you cant buy this if you started your Buy phase with coffers". This way, the spirit of the limitation remains, but you cant just spend them before buying this.

304
not my submissions

two card ideas: Not sure what to go with right now. Would appreciate feedback/thoughts.

Aristocrat

Unique's: Costs 8 like prince, draws 5 cards like RBS, Can be gained via a victory card gain like duchess
A massive drawer, but while RBS discards coppers and punishes a poorly thinned deck, this one topdecks any revealed Victory cards and topdecks them. One one hand, this is bad and you would like this to not happen. on another, you might want to go for its "gain a province" effect that happens as a "consultation prize" if you happen to kill your next turn with 5 revealed victory cards or more.

Flippant City

Uniques: only card to care about even or Odd number of cards in play (like Idol)
This happened to become quite similar to Dilemma, an earlier WDC card I made. THis one is instead based on timing then on if you have a surplus of actions: Drawing one Flippant city is pointless in itself, but if you manage to get several of them, you can get a massive turn.

Coffee House

'Uniques: UUUUUHHH... Its the only card that makes you draw fewer cards next turn like outpost? Please tell me if this is Illegall for this weeks WDC
Oh hey, a city for 3$! nice! Wait... you draw one less card next turn? that sucks! I guess its like coffee... Energy now, but a crash later!

On most boards you would at most want two or 3 of these: Attack heavy boards like militia or discard cards like it this would be appealing. Obvious synergies with draw to X, Guide, Outpost, And mission.

305
I tried making a list of unique Dominion mechanics: Someone tell me if any of these are incorrect, as there doubtless are some goofups made on m,y part


I think some cards in this list start getting into too specific of "this card is unique because...", but that will be up to the judge to confirm for sure, if people do choose to use some of those ideas. (As stated in the OP, all cards are unique in some way).
I'll address some of the ideas you brought up, from my perspective.

Tactician - yes, discarding whole hand for next turn benefit (but there are multiple cards that discard whole hand for a benefit).
Treasury - yes, it topdecks if you didn't buy a Victory card, but there is at least one other card (a village of some sort, can't remember which) that topdecks under a certain condition.
Native Village - obviously the only card to use the Native Village mat (the same could be said of Island, Trade Route, Pirate Ship, etc. for their respective mats).
Alchemist - same idea as Treasure and the village I mentioned above.
Golem - it lets you look for a certain card, sort of... but I think this is the same idea as Venture.
Loan - this is very specific, and would be sort of pointless to design another card with this same "concept" (set of concepts) but a minor difference (probably a different vanilla bonus).

I think i agree with the points you make here, so i made those cards crossed.

I guess a broader way to describe Both Treasury, walled village and achemist topdeck mechanic is "You may topdeck this is X condition apply". In this broader description, they are no longer 'Uniques'. Would you agree?

306
I tried making a list of unique Dominion mechanics: Someone tell me if any of these are incorrect, as there doubtless are some goofups made on m,y part

seaside
Tactician - Only card to discard entire hand for next turn benefit? Ghost ship - Only card to force opponents to topdeck cards from their hand?
Treasure map - Only card that trashes itself and a copy of itself for a huge benefit?
Treasury - Only card That topdecks if you didnt buy X card top?
Island - Only card to basically exile itself and a card from your hand?
Embargo - Only card to use the embargo token, and make a certain pile give curses
Native Village - Only card to use the native village mat
Pearldiver - Only card to look at the bottom of your deck?
Smugglers - Only card to gain a copy of a card your opponent gained last turn?
Outpost - Only action card to give you an extra turn after this one (there are events : Does those count?

Unique Alchemy cards?
Philosophers stone - Only card that cares about deck and discard pile
Possesion - Thank god there is no card like it
Alchemis - Only card that, when you discard it from play, you may topdeck if you have X card in play.
Transmute - Only card that gives you a certain card based on the type of the card you trashed.
Golem - Only card to Reveal decks in your deck untill you find a certain card and lets you play it.
Scrying pool - Only card that lets you reveal action cards and then draw all the revealed action cards.
Herbalist - Only Card that when discarded from play, lets you topdeck a Treasure.

Prosperity Uniqe cards?
Counting house - Only card that Puts all X cards (Coppers) in discard into your hand
Contraband - Only card that removes the option to buy a Kingdom card.
Mint - Only card that when bought, trashes certain cards you have in play.
Bank - Only Treasure card that cares about number of treasures in play? (does Wishing lamp discount this?)
Vault - Only action that lets other players choose if they wanna discard 2 cards to draw a card
Venture - Only card to reveal cards in your deck until you find a treasure, then lets you play it
Loan - Only card that reveals cards in your deck untill you find a treasure, then lets you trash it or discard it.

Cornucopia unique cards?
Tournament - Only card to have a prize pile with it.
Harvest - only card to give you money based on unique cards revealed
Horn of plenty- only card to let you gain a card based on unique card in play.
Diadem- only card to give you +$ based on leftover actions (or villagers)

----

I could go on but i dont really want to read the entire dominion wiki

307
Sorry for the delay, I had hoped to get judgement out before the weekend, as I knew I wouldn't have time then. But for whoever posted that designing a card with two or more of these mechanics was hard, I gotta add, JUDGING a contest with 2+ fan mechanics feels even harder.

I'm hoping to get the judgment in by tonight or tomorrow latest (I want to post the new weekly contest first, so that people have something to noodle on).

no worries. We all get struck by optimism bias sometimes. Thanks for writing in on why judgement was late

308
Variants and Fan Cards / Re: Really bad card ideas
« on: May 24, 2021, 07:06:09 am »

309
Variants and Fan Cards / Re: Really bad card ideas
« on: May 24, 2021, 07:03:57 am »

310
Variants and Fan Cards / Re: Dominion: Dynasty
« on: May 23, 2021, 11:35:54 am »



Thanks for the feedback. Eunuch probably needs some testing for how it interacts with remodels (trash a province, gain a province, trash this to gain the province back), and seems the reaction doesn't actually relate to the top part, so I might need to adjust the on-trash ability and maybe make it more expensive if it turns out to be too good with remodels. Rice farmer even without lab is better than pearl diver and harvest already uses "differently named". You can open winery + silver at open to spike $6 or $7, you can gain them with workshops, and wine token mechanic could perhaps be used for other one-shot/permanent cards, of course.

You could make Enuch only let you gain back the trashed cards for Non - victory cards if you want: Early game you wouldn't want Estates back anyway, And almost never get trashed by attack cards.

311
Variants and Fan Cards / Re: Dominion: Dynasty
« on: May 23, 2021, 08:45:35 am »
neat

312
Design a way that Flips

313
Didn't have time to post this earlier, but:

Submissions closed.

(@fika monster, is Way of the Egg / Hen your final entry?)

ah yeah way of the egg/hen is my final entry: It feels interesting, albeit im not sure if its the best one i got

314
All right, one last idea before i decide which one is my submission.

This one is Trade and condition


When a Way uses the word "this" it refers to the Action card being played using the Way, not the Way itself (see Way of the Butterfly, Frog, Rat,
Turtle). Thus, these should probably say "Flip Way of the Egg" and "Flip Way of the Hen" instead of "Flip this."
Thanks for the suggestion. updated the cards.

315


/

Quote
Mission • $4 • Action
If it is A Time To Preach, +1 Worshipper. If it is A Time To Build, +2 Villagers.

Turn over A Time To Preach/A Time To Build.

Quote
A Time To Preach • Condition
At the start of your turn, you may spend a Trade Token for +1 Coffers.
(A Time to Build is on the other side)
and on the other side:
Quote
A Time To Build • Condition
When you buy a card costing $3 or more, gain a Trade Token.
(A Time to Preach is on the other side)

the condition starts with "A Time To Preach" face up, so it will take at least two plays of Mission to turn trade tokens into coffers.

An alternating village/trasher. Uses Conditions, Worshippers, and Trade tokens. Only allows conversion of one Trade token into Coffers at a time.

I like this submission, but i think the conditions names are too long: idk

316
All right, one last idea before i decide which one is my submission.

This one is Trade and condition

Which came first? The egg or the hen? Well, at least in dominion, the answer is now...

Way of the Egg


Which then flips into...

way of the hen



And hens can sense what the weather will be! it might be
a Sunny Day right now...


But it can quickly become a
Rainy night



Edit 1: Changed wording on some of these to clarify that you flip they way, not the actio card played (thanks emtalez!). Added the option to pay a Trade token for a buy or a money on the sunny day condition, which should normally be a bad deal, but you might be desperate.

Old versions of the cards
v1 Way of the egg


v1 way of the hen

v1 Sunny day (condition)

317
A quick idea i got: Faithful hound meets band of misfits. It's probably pretty weak without its reaction, which is why i added it.

I think this is strongest late game, when you have a lot of douchys or provinces. But early game, you might want two or three if there is no thinning.
This probably likes sifters a lot, and village Green of course. I imagine that it should combo with faithfoul hound a bit.



Edit 2: (v7)



On play ability has been buffed: You can now, for example, discard a douchy and play a powerful 5$ card.

Added an "When you gain this, you may exile a card in hand". I think this is unique, very late game, you might want to buy a Srcribe over and estate as you could exile a victory card in hand. This should also give workshops a sort of unique thinning on the boards it's on.
Buffed Scribe

I think you are trying too many things on one card. I would remove the Treasure part from the top and one of the parts below the line, at least.

Did the first and and kindoff the second suggestion. I think it looks a bit better. thanks for the feedback.

318
Stratagem
Night - Duration

Set aside an Action card from your hand. At the start of your next turn play it.
_______________________________________________________________
This is gained to your hand (instead of your discard pile).


My thoughts
- This is a really interesting challenging idea for the contest. When thinking through and refining cards, very often you might want to add vanilla bonuses or other tweaks which would not be permitted. This has evolved quite substantially from my original idea as a result. It has retained a common theme of being able to do something with unplayed action cards.
- This is a variation of Scheme that trades not playing an action card one turn for playing it without using up an action the next. It can still be used to bootstrap your turns but more careful deck planning might be required as the Stratagem and the action will be stop cards in your action phase.
- Where it offers more flexibility then Scheme is when action cards are unintentionally drawn dead. The gain clause allows for the possibility of tactically gaining it should cards have been drawn dead on that turn.
Looks like a Necro/Village and not a Scheme variant to me.
I think that it is weaker than Ghost Town. If you drew no Actions dead that you can set aside with this, you'd rather have the +1 Card of Ghost Town.

I think its weaker than ghost town too, but I still like this: I think its ok to be a bit weak.

He could make it a bit cheaper: I think a 2$ is fine for this.

319
A quick idea i got: Faithful hound meets band of misfits. It's probably pretty weak without its reaction, which is why i added it.

I think this is strongest late game, when you have a lot of douchys or provinces. But early game, you might want two or three if there is no thinning.
This probably likes sifters a lot, and village Green of course. I imagine that it should combo with faithfoul hound a bit.



Edit 2: (v7)



On play ability has been buffed: You can now, for example, discard a douchy and play a powerful 5$ card.

Added an "When you gain this, you may exile a card in hand". I think this is unique, very late game, you might want to buy a Srcribe over and estate as you could exile a victory card in hand. This should also give workshops a sort of unique thinning on the boards it's on.
Buffed Scribe

320
A quick idea i got: Faithful hound meets band of misfits. It's probably pretty weak without its reaction, which is why i added it.

I think this is strongest late game, when you have a lot of douchys or provinces. But early game, you might want two or three if there is no thinning.
This probably likes sifters a lot, and village Green of course. I imagine that it should combo with faithfoul hound a bit.



Edit 2: (v7)



On play ability has been buffed: You can now, for example, discard a douchy and play a powerful 5$ card. Andon some boards with a 2$ card on them, you might want to get a scribe to exile a copper or estate, and then you can play scribe on an estate to play an 2$.

Added an "When you gain this, you may exile a card in hand". I think this is unique for the card, (the closest equivalent being mints "trash all treasures in play when bought" effect).

very late game, you might want to buy a Srcribe over and estate as you could exile a victory card in hand. This should also give workshops a sort of unique thinning on the boards it's on.

Edit 3: Gambit thought the card was too busy, and editing it further, I think I agree: I removed the treasure part and changed the language a bit on the bottom. I think it looks better like this, while still keeping the spirit of the bottom changes

Edit 4: added "reveal" to the bottom part to have accountability.


321
A duo traveller line im sketching on: Right now its a total mess, but here the first version is. also, maybe using The little mermaid pictures for your dominion cards isn't the best idea.

Anyway, I will inevetabvle edit this Duo line, and when I do, I will create a new post that I link to from this one.

some things I will need to improve:

Simplify some of the cards (too much text on them)

Change the End traveller or nerf it


And a random though:

Dominion can be said to have 6 types of cards:
Villages (actions), Drawers, Money (virtual money, +buy, treasures), Thinners (Trashers, Exilers, quisi thinners like Archive), Workshops, and Alt VP

My opinion is that a traveller line can do a lot on its own, but its very risky if it does too many of these different things: A problem with my traveller line is that I have 3+3+1=7 different cards. This means making them simple and distinct will be hecko difficult.

Idk.

322
This is not my submission

Update: I realized today that in total, this traveller line would be 9 different cards that would have to interact: 3+3+1=7 travellers, and 2 conditions. Thats way too much to handle, albeit i like the idea.


A duo traveller line im sketching on: Right now its a total mess, but here the first version is. also, maybe using The little mermaid pictures for your dominion cards isn't the best idea.

Conditions and Aquatic is used for this

In kingdoms using these, both are supply pile cards, meaning that you have 11 Kingdom piles instead of 10.

The conditions




The aquatic Traveller
my rule is that aquatic cards that are exchanged, are exchanged to the bottom of your deck






The Condition Traveller






And the final traveller in the line can only be exchanged into if you have both the third condition traveller and Aquatic traveller in play



Anyway, I will inevetabvle edit this Duo line, and when I do, I will create a new post that I link to from this one.



323

Quote
Consulate • $5 • Action
+2 Cards
+2 Actions
-
When you buy this, gain another Consulate, then each other player gains a Consulate.
twelve to the pile in 2, 3 and 5player. fifteen to the pile in 4p, fourteen in 6p.
will pile in
4 buys in 2p
3 buys in 3 + 4p
2 buys in 5+6p

Lost City version of Port that also gives everyone else the card.

nice, this was sorta what i was going for, but it doesnt get infinite loops

324
Im now in the Idea phase: im gonna post a lot of different card ideas here, and then decide which one will be my submission


Combining the wonder and the ice token...


im going with The alchemists rules here for this wonder
Quote
The effect upon completion (fully advanced, a player cube on each space), is provided to all players and on every turn from the point of completion onwards, and is given by the main text above the line. The only distinction between players is provided by any bolded text that has slashes dividing the bonus. All players tied for first, the most cubes placed on the Wonder, get the first number, all players tied for second the second, etc., with no skipping of places in case of a tie. A player who places no cube gets no bonus, you can think of a Wonder as a delayed Project with an alternate cost as the buy-in. There is a front/backside to each card, with a two player and a three+ player variant of the Wonder.

This wonder has 7 Steps for a 2 player game and 11 steps for 3+ player games


Another card idea, this one using Trade tokens and ice tokens


Third card idea: This one uses Dawn and trade tokens

325
Third times the charm. This is my submission now

Jewelry is a 20 card supply pile, regardless of the numbers of players



A self gaining gold that hates having other copies of itself in its hand: Can give you a huge boost early on, but tank your deck if you aren't careful

edit 2:

Improved wording courtesy of crlundy



Edit 3:

Increased its cost to 4 so players cant double open with jewelry: Buffed it by adding an option to trash itself. Its now a 20 Card pile, similar to Rats

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