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Messages - Shael

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26

My Submission:

   
Overlook
$4 – Action - Duration
Quote

     Either now or at the start     
 of your next turn: Look
 through your discard pile.
 You may play an Action
 card from it.


“All work and no play makes Jack a dull boy.” - Proverb

It's a verry cool reference ^^
Since it's a sort of super-cantrip, maybe it should cost $3 no?
$4 seem a litle bit expensive for this effect, especialy if you compare it to Throne Room (witch also "copy" an action card).

Abandoned stone
cost $6 - Action - Duration
At the start of each of your turns for the rest of the game, look through your discard pile, reveal any number of cards costing less than this, put them onto your deck, discard any number of cards, and draw that many.
I think it need a (This stay in play)

27
ok, I think I have my submition for these contest:



Yes, i've already post a version of this for an other contest (this stay in play) but I've rewok it a litle bit since it was consider too strong and it's a card that I like. My other ideas for this contest seem worth or not as elegant than this so here we go...

Courtyard of Miracle assure you +$1 each turn in exchange of junking your deck. In general, having 3 of these is a garanteed Province each turn (hand full of Copper +3 other with the Courtyards) but between handsize attack, Copper/Treasure synergy or just alt-vp it's usualy not that simple and I think it can lead to different strategy.
Hope you'll like it.

28
Good question. I'll allow "$0" in the top corners.
Thank you, I have few ideas and a treasure may be one of them.
Edit: I haven't that treasures have already been post

29
The rules have two condition that could be interpreted differently (in red):

WDC #115: Don't Count On It

"+3 Cards"
"Choose one"
"Play a card from your hand twice."

Enough with all this mathematical nonsense! Please design a card or landscape that doesn't use numbers in its text.

Specifically:
• The only numeral on your card should be its cost. This means no vanilla bonuses of any kind.
• Written-out numbers are also not allowed. Your card cannot say "two", "seven", or even "one". Nor can you use the words "once" or "twice".
• Ordinality is as bad as cardinality! You can't use the words "first", "second", etc.
• I'll try to be relatively generous with gray areas, but try not to use e.g. "You may play an Action card from your hand" without a good reason it couldn't have been "+1 Action" instead. Something like Imp's "You may play an Action card from your hand that you don't have a copy of in play" would be fine.
• Entries are allowed to refer to numbers and amounts indirectly. Some examples include Counting House, Forge, Monastery, and Way of the Chameleon.



Judgment Details:
• Entries and revisions must be submitted by 7:00 PM CDT (12:00 AM UTC) on Saturday, May 22. I'll do my best to post the results on Sunday, May 23.
• I value concision pretty highly. Ideally entries should be able to fit with the large font that new Dominion cards use, meaning no more than 7 lines of text for cards or 3 lines for landscapes.

I'm guessing this'll be a tricky one, but hopefully also fun. I'm sure you'll come up with some cool stuff!

So I have a question: if we make a treasure that give no coins, we're forced to put "$0" on the preview (on the top corner) so, is this eliminatory because there is a number other than the card cost? or can we make this type of treasure for the contest since all the numbers aren't on the actual text ?

30
I agree that Pier and Locket are two great cards.
Thank you for your junging ^^

I'm honestly surprised I won. There were a lot of great entries. Thanks for running the contest, 4est. Hopefully people will enjoy WDC #115.

I've been out of the fan card scene for a lot of years now. It's good to see the Variants forum thriving! This rotating weekly contest idea is really genius. It's great that just one person isn't responsible for keeping the whole thing going.
Honnestly, I'm not, your card are one of the best in my opinion too.

Locket by faust
Gain and play in the Buy phase is a little awkward sometimes, since +Cards can draw Actions dead, but I like that it changes up the strategy a bit from typical gainers and encourages you to add variety.
It's not a huge miss but I think + cards could be usefull during the buy phase: if you play locket, gain a +card action and draw a treasure you can play it since you've bought anything, right?

31
Variants and Fan Cards / Re: A Dominion Fan Card Creation Guide
« on: May 16, 2021, 05:28:29 pm »
( basicaly the entire coment)

A model, just one of the best leηon of the forum.

32
Seem that there is a lot of entry for this one, it was a really cool contest, really inspiring!

33
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: May 16, 2021, 07:15:49 am »
Hey, I have an issue with the Card generator but I always forget to report it:
On the cards, where you wright a +x% (the vanilla bonus) it apear at the same size of a normal x% (so the size of a victory card).
An example with a "normal" wording of salt the earth:

you can acces to the card with the link here if you want to try it on your side.
(I work on traduction so it's normal that the text on the card isn't in english)

And, btw, the previous problem of textbox's size also seem to exsit with landscape.
I don't have some obvious example for now but I'll make a reply when I have them.

34
Variants and Fan Cards / Re: Dominion: Wilderness
« on: May 15, 2021, 11:13:27 am »
There is a lot to say here!
The idea of making a good/bad point on the card are a verry nice idea.
I'll just talk about the first 5 kingdom cards for now to avoid a too long reply (I'll treat the rest later)

Ancient Ruins is cool, obviously it have some issue with big victory cards but if durring the plyatest it's not bought because of the effect, you can reduce the cost (so it will be played in verry special strategy where you don't want Victory cards) or just let the choice to the player "look at the top card of your deck, then you may tras it..."

Astronomer is verry elegant, it's a nice card that really feel like dominion. I think there is a mistake on the wording: "to first pick one of the cards from your discard pile ..."

The idea of Boundary Marker is insanly interesting imo. A card that have an effect while it's on your tavern mat is really smart and you don't fall into the trap of infinit vp (I feel like there is no cards on your expantion that fall into that trap, it's a good point)

Copse is cool. I have nothing to say about the balance but I have something to say about the wording. I think you should just say "victory card": since there is no "action-duration-victory" it will never ba a tracking nightmare, it will not afect the balance of the card and make it more elegant. An other point about this card is that it should say "An action card" or "a victory card"

Craft is a good way to introduce ressources. Seem really good on early game but still valuable after. The design is claver and the wording elegant.

35
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: May 15, 2021, 10:37:36 am »
Howdy !
As you'll probably notice; I had fun with the generator (it's verry cool, I'll probably never create all of my card without you, for the best and the worst) and that's when I nocie somthing: I haven't made a lot of progarmation but it seem like there is probably a litle differenc between the size of the textbox in the generator and the one in the actual game. An example with Royal Seal (I let you guess witch one is fan made)

Hi, thanks. Actually, the textbox is the same size, if you resize the images.
1st is remade with the generator, second the original from the wiki (only given a border), and last is yours - I like the seal  ;D
Arguably, there are some minor differences with coloring and font thickness, but it is quite similar.

OK, thank you for your job!

36

Quote
Locket - $4
Treasure

Gain a card costing up to $4. If it is an Action or Treasure that you have no copies of in play, play it.
Wow, this card is really cool; it's a verry ellegant one! Great job here!

37
Parish
Action - Victory
Cost
1
You may trash a card from your hand. If you do gain a Parish
__________________________________________________

When you trash this +3
I think parrish should have a second dividng line (one between the vp and the action and an other between the action and the on-trash effect)

new submission: hopefully this isnt terrible

Wait, this can easily autopile right?

38
This is my card for the contest:



Small precision: Yes, it's intended to work during clean-up; it's even the main point of the card. Even if it's clear on the effect I still say it since the precedent has been the opposite.

It's a sort of Workshop with some litle twist: you don't have to spend action on it, you gain the card at the end of your turn (usualy) and you may play it as a treasure if you really need $2.

39
Variants and Fan Cards / Re: Really bad card ideas
« on: May 05, 2021, 10:31:23 am »
Or wait, would spending a Coffer trigger this also and just give you a Coffer back instead of ?
Yep, exactly. you spend a Coffer to gain a Coffer; you can't have coins

40
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 04, 2021, 01:59:20 am »
Shouldn't there be a "non-Victory card" limit on Voyager? Rebuild is (more than) all the non-terminal Province trashing I need.
Voyager also refers to "Old Saphir" in its text instead of Old Sapphire.
Yes; I think I've posted the wrong version of the card.

41
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 03, 2021, 04:47:51 pm »
So, this is my participation: a split pile with 5 Voyager and 5 Old Sapphire.



Once you arrive at the midle of the spit pile, Voyager can now give you Old Sapphire if you want (but you still have the choice if you prefer to trash). And then, once the Pile is over; Old Sapphires became better than Gold and you can start to make megaturns with their +Buy and all the Coffers you gather.
(soory btw, the illustration aren't from the same image)
Hope you'll like them and thank you for this WDC.

Edit: no no, voyager never gave +2 Villagers. It was just... an illusion ;D
Whisper: *thank you Gubump*

42
Variants and Fan Cards / Re: Really bad card ideas
« on: May 03, 2021, 11:01:42 am »
Coffers are better than coin and it only cost 0!
I'm sure you should always buy this :P

43
Variants and Fan Cards / Re: Dominion: Alchemy Reforged!
« on: May 03, 2021, 06:14:53 am »
too lazy to write anything smart here today, but i want to say that i like a lot of these cards. Good luck with the xpanmsion, i like "alchemy" a lot myself!

I might add a rule saying that you has to have at least 2 different potion cost cards/events/projects for potion to be in the game. The usual probelem with potion is when only one card has potion in the kingdom.
Yeah, Potions aren't that bad; they have verry usefull and interesting propreties. I wonder how DXV will make the second edition of Alchemy: It will be the first mini-set to be reissued and, since it's the most hated; a lot of thing will probably change.

44
Variants and Fan Cards / Re: More Dominon Fan Card Ideas
« on: May 03, 2021, 05:58:40 am »
So, this might seem like a hot take, but I really do like designing Dominion fan cards. Everyone needs their poison; making cards is mine. :D

          


All of these three cards are really interesting; you're really talented! nice work!

45
Variants and Fan Cards / Re: Witchcraft - A dominion Fan Expansion
« on: May 01, 2021, 05:48:42 am »
So, now, all the Kingdom cards are done; I've post the expansion on discord and our discution bringed some change on the card:
- Superintendent on-Buy effect will now be an on-gain effect
- Decoration on-Buy effect will now be an on-gain effect (it's the same)
Both of this corrections take place for the following reason:
Quote
General rule of thumb is that you should use on-gain over on-buy unless you have to use on-buy for some reason
Since it don't change the balance of the card to deeply, I have no reason to don't accept it: this rules seem to avoid confusion by standardizing the cards effect.
- Ring cost a coin less but cost one Potion more. The card was far more powerfull than counterfeit and having both at the same cost isn't a good thing.
- Medium was consider as too strong for it cost so it will be raise by one coin. It now cost $3P.
The changes will take place in few minutes. The cards are already corrected, I still need to implement them.
For those who want to see our discution: Click here

46
Variants and Fan Cards / Re: The Shael's Archive
« on: April 29, 2021, 05:14:16 am »
ho, thank you, I have't see that, I'm so sorry. I change this imediatly.
I've used the original cards look but I haven't notice that all the cards aren't sign.
Please forgive me, the phrasing was confusing too :-[

47
Variants and Fan Cards / Re: Dominion: Alchemy Reforged!
« on: April 29, 2021, 05:05:36 am »
Second question: does Candle let you discard the action card that you're about to play (assuming it was in your hand)?
I assume the steps are:
1) put the action card in play
2) use the candle
3) play the action card
So the answer is probably "no" but the question is interesting; we need to ask it to more people...

48
Variants and Fan Cards / Re: Dominion: Alchemy Reforged!
« on: April 28, 2021, 05:26:02 am »
Right, so you agree that the base play of the card with no other considerations is a $3.5, that's exactly where it wants to be, because you have to consider the potential of this card to be anything from discard 2 +5 cards to a straight +5 cards.
If I have to consider that the card could be stronger than it is, I also have to consider that it could be weaker. Be unplayable when you have too many card in your hand is a flaw and that's why DtX should be consider like I told previously.
If we take for exemple a good DtX from the base game: Cursed village is balanced even if you play it at the start of your turn: if we replace the "draw up to 6 cards in hand" with +2 cards, the card is still playable.
Btw; the power of the card is anything from nothing (if you draw it in a hand of 7+) to a straight +5 cards and not anything from discard 2 +5 cards to a straight +5 cards.
If you have any virtual coin or other non-draw actions, its not that hard to get to the point where you can have a hand of 2 actions you can play first (which villagers help you to do), play Biblio, discard the 2 junk left over in your hand, and draw 5 cards. In that case, its stronger than Embassy at $5, since it discards one less.
There is two affirmation here and I have to precise them both:
- There isn't a lot of of non-terminal stop cards in the base game; sure the villager overpay is probably a good way to solve this problem but the power gap is so hight between 4$ to 5$ and 5$ to 6$ that I think it's not enough so either it should give 2 villagers / overpayed coins; either the overpay ability should be used in a different way (like; while you have this in play, you may overpay when you buy a card for +1 Villager per $ overpay). These are two example but I think both of them are a fair way to improve the card.
- Embassy isn't weaker because discarding after drawing is always better than discarding then drawing. Embassy is better than "draw the 2 best of 5 cards" and Bibliotecary can't be consider as this type of cards. (it's a weak argument, in your example it's still better than embassy but not as stronger as it seem)

With a hand of 4 other actions you can play (or an action that can play treasures), Biblio is a straight +5 cards, which is easily a $7 cost card being better than Hunting Grounds.
I think the phrase should be more: "With a hand of 4 other non-terminal stop actions (or the incredibly rare actions that can play treasures), Biblio is a straight +5 cards."
In these types of hands, Library could ba a +7 cards +; something that should cost an incredible amount of money; probably more than 10$. So with your reasoning, library have a power between a smithy+ and a 10-cost cards so it should cost at least 6$. But at 6$ we agree that the card is bad so we can deduct than, if we've made a wrong deduction while having good information it's probably because the logic have a flaw right?

In short, you're right, when its weakest (being played at the start of your turn), then it is definitely weak for $4. But at its weakest it is $3 lets say, and at its strongest its $7, that makes a price of $4 fair I would say. If it drew one more, it would have to cost $5, and then the overpay would be too far out of reach.
DtX are in the weakest posiion not at the start of your turn but when you draw them with themself.

So, if these arguments aren't sufficient (wich is totaly possible, and that's probably what is expected here) I can only advice you to playtest the card in a randomly-generated kingdom, where a player play DtX and an the other a non-DtX engine then play with the same kingdom while swaping roles. This is especialy efficient with someone that have aproximatively the same level as you but if the swap clause is respected it should be fine. (Even if, in order to have a reliable result, a lot of these games have to be played. It take a lot of time so maybe randomise then just analyse the kingdom with few people could be more efficient, IDK)

49
Variants and Fan Cards / Re: Witchcraft - A dominion Fan Expansion
« on: April 27, 2021, 06:11:10 pm »
Me upon seeing this thread
Ho no... The meme technic! He will gain so much respect! HaaAaAA!
(that was actualy funny)

50
Variants and Fan Cards / Re: Witchcraft - A dominion Fan Expansion
« on: April 27, 2021, 06:11:52 am »
And this is where we can talk about Citadel:
In fact; my though about Alchemist comparaison is quite clear: 'Alchemist vs Citadel debate' is nearly the same as a theorical 'lost city vs laboartory debate'.
The quesion is: why this debate don't exist?
And the answer seem simple to me: both cards don't do the same thing and none of them are strictly better than the other.
There is no vanilla Lost City for a very good reason: that card is a powerhouse so it needs some twist. Golem, Lost City and Herald are all variants of that hypothetical vanilla.
You could argue that having a Potion cost is enough of a twist but I disagree. That your card is likely slightly stronger than Alchemist is a secondary issue.
Since I'm not as sure about the power of this card; I've post our discution on discord (here). In subtance; the card was consider as closer than alchemist that I though...
So, for now, I remove it from here; maybe I'll implement it in an other way. I can't promise you that I'll won't put an other vanilla effect on it in order to keep it simplicity but it's maybe hopeless so for now; this card is remove from the set.

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