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Messages - Shael

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51
Variants and Fan Cards / Re: Witchcraft - A dominion Fan Expansion
« on: April 26, 2021, 01:07:48 pm »
Mechanical soundness is easy to evaluate, especially with pure vanillas. But you seem to have missed the issue of high cost / high power cards that I tried to point out. There is a reason that all the official $7s+ (except for Platinum) do something non-vanilla-ish.
I think I've understand where we disagree: for me the vanilla bonus are just a "graphic" feature so since ther is no cards that literraly play on "vanilla bonuses" I consider that there is no difference between Arboretum and a 7-cost "Draw two card. Gain a coin token and a villager token", because vanilla bonuses is just a trick to gain card space and make them clearer.
If you consider that there isn't any simple 7-cost cards in the game, KC and Expand are two example of official simple 7-cost cards (with the platinium that you already call before).

However, there is a reason why pure vanilla cards are rare and DVX already talk about it:
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Okay the vanilla card problem is this: vanilla cards limit what other cards you can make, without having two similar cards such that one is too obviously better than the other. [...]
this is why I try to make vanilla cards where there isn't already a lot of cards (in extremly hight/low cost or with P-cost)

Same with Citadel. It obviously cannot cost $4P because the digging of Golem is stronger than drawing (this is controversial, Golem frequently digs for nothing). It can cost $3 but I have a hunch that it is then slightly better than Alchemist. Again, the card is mechanically totally sound but slightly too strong and missing some kind of twist to make it interesting and different enough from the Lost City and Lab variants that Alchemy features.

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. We compare a cantrip with a village and it's not relevant. Each cards meet different needs: Alchemist give you a prety stable hansize and you prefer it in a deck with one or two terminal card or when you already bought a village while Citadel give you actions and fit well in a more traditional engine; withe a lot of terminal and village. (even if there is board where both cards could probably fit in the same deck)

52
Variants and Fan Cards / Re: Witchcraft - A dominion Fan Expansion
« on: April 25, 2021, 03:13:20 pm »
Arboretum is too cheap, too expensive and too strong at the same time. This seems weird at first glance, but the card is a Villager-Lab plus Baker. That is a combination of two $5s and then some.
Compare it to Grand Market which is a $5 plus a $4.

But a price of $7 is arguably too high for a pure vanilla card. Sure, there is nothing inherently mechanically wrong with it but if you take a look at Grand Market it becomes obvious. Grand Market without the Buy restriction could be a $7 or $8 or $9 but at $7 it is too cheap for what it does and at $8 it directly competes with Province. People would still buy it for $8 but the twist of the official card leads to far more interesting play (you gotta thin or sift, once you did you can get the GMs relatively cheap at $6).

So yeah, that cards needs a twist of some kind to be worthwhile.

ok, so, first, thank you for your return. I'll analyse these problems one by one.
So the first issue seem to be about Arboretum. I'll discuss about it with the discord members. If you want to see wich conversation we had you can see it Here (the discution is on two part, it continue a litle bit after Locks). I'll make more return once the discution is finished.

So, the result of the discution was mainly that the card seem to worth it cost. It could be a mistake to buy some in a board with a lack of +Buy since it could give you more than you espect but it will be bought once, rarely 2 on other non-specific games.
Your remark allow me to clear my thought about the card and while I thoug it was an auto-buy that you'll spam in a lot of kingdom, this learn me that it could sometimes be a great mistakes and you just want a small amoun of them just to smoot your deck.
About the idea of add it a litle twist, I think it's not a solution that I could consider for the reason that the card was origianly think to be a pure vanilla card, like Village or Laboratory (there is only 2 card like this in the expantion). Even if I can understand that some people don't consider that minimalism isn't a quality (or sometimes something to avoid). i'll anyway won't change something else than the numbers on it and it seemed to be good.
I'll process the Citadel Later, probably tomorow (it's 23:31 for me now).

53
General Discussion / Re: It's my question about how the foum work
« on: April 24, 2021, 11:58:46 am »
hey, someone say if we can change the name of one of our topic?
In my langage, expansion is worded with a "t" instead of the "s" so I've misspelled it in my previous thread...

Edit: neverind, I found how to do it.

54
General Discussion / Re: It's my question about how the foum work
« on: April 24, 2021, 11:30:09 am »
Howdy,
Do you know if there is a sandbox channel or someone where we could test commands, table or things like this?

Not really, but you can start posting a reply anywhere and use the preview button to see what it looks like before sending it. If you want to actually try sending the messages to see how they work, it probably wouldn't bother anyone if you did it here: http://forum.dominionstrategy.com/index.php?topic=14917.msg868015#msg868015

well... I've done it but since we can't modify our message in this threat I think I'll use an other one

55
Non-Mafia Game Threads / Re: The Necro Wars
« on: April 24, 2021, 11:28:35 am »
test
test2

56
General Discussion / Re: It's my question about how the foum work
« on: April 24, 2021, 10:16:16 am »
Howdy,
Do you know if there is a sandbox channel or someone where we could test commands, table or things like this?

57
Variants and Fan Cards / Witchcraft - A dominion Fan Expansion
« on: April 24, 2021, 09:28:01 am »
«Mana»…
Few years ago, it will be ignored but now, in the modern era, this only word impress emperors, bring hope to miserable and make the wisest going insane. Your Governors find some on your kingdom’s frontier and you’ve send riders though your realm in order to take as much as possible. After all, mana belong to the one who take it right?
But, now you’ve brought some on your capital and your best scientists try to discover its secret, you have other problems. For a few days, strange things happened in your dominion: peasants heard abnormal noises in the woods, strangers came from everywhere, gathers in clearings and, worst of all, vine start having a strange taste…
And there is this old foolish woman you’ve save last day from some marauders that claim to be able to lift entire castles from the grounds… with a little bit of time and money for her and her «friends», obviously…

Welcome to Witchcraft!
Be prepare to discover the greatest secrets in the darkest libraries and the true essence of magic. This expansion have to main theme: Exile and Potion (and sometimes Exiled Potion). There is also some other mini-theme: Interaction, Victory cards and Treasure.

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Disclaimer:
Some of the card aren’t perfectly worded; some of my message will not be worded too, if you you want to show me where I’ll won’t take it personally (On the contrary, I would prefer to correct a mistake as soon as possible).
Some of these cards aren’t mine and some of them have been changed. The only card I’ve create is those with my pseudo on it. I don’t consider myself as the owner of the other cards, including the remaked ones. (You can still made feedback on them, I just clarified that everything here isn't my work)

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Special Rules and clarification.
There isn’t any new type of cards, tokens or other special keyword in this expansion but there is still some additional rules when you play with it and I strongly advice you to juge the card with these in mind:

1) If you randomise your kingdom and if it contain only one P-cost cards; replace the last non P-cost card from he kingdom with a random P-cost card.

2) If you play with Potions; add the Floating Island pile with the other base card. There are no other special rules about them. Floating island, like Colonies, isn’t a kingdom card but, as opposed to the Colonies, it will not end the game at the end of it pile.

3) If you draw a P-cost Event or Project in a kingdom that don’t contain any Potions, replace them with an other landscapes (or replace the last 2 piles in the kingdom with 2 p-cost piles and add the Floating Island).

The Number of cards in the Potion pile don’t change but if you play-test this expansion; don’t hesitate to return any thought to me; especially concerning this point. In the base game, buying a lot of potion isn't verry useful, but if everyone start to Exile a lot of them, maybe a too small number of them can create a first-player advantage in 5 or 6 player game.

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The cards:

About a common généralisation in the following analysis
In a lot of commentaries I’ll say that potion in a cost «worth» 2.5 coins. Obviously that isn’t true but it’s an approximation that I made in order to test a card’s balance. Indeed, even if a potion cost beweena  silver and a gold, it don’t exactly worth 2.5 coins for few reasons:
- You can’t pay potion before your first shuffle.
- You usualy have only one Potion between your first shuffle and second shuffle.
- You need to invest exclusively on potion in order to buy P-cost cards (you can't just pay 2.5 coins).
- You need to have the potion in your hand when you want to buy a P-cost card (the timing is important).
- A card that cost 2 Potions need to collide two 4-cost cards in order to buy it. ( mechanic similar to treasure map)
So I’m conscious about how 2.5 coins is a simplification of the reality but I’ll make it when all the precedent condition are me or if I have previously explained them. (At least I’ll try to do so)

I'll post between 3 and 5 card per day, mainly because it's easyer to proceed like this for me.

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Special Cards



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Floating Island

Posted the: 24 April 2021

Owner: Shael

Floating Island is a base card so it’s never on the kingdom but always in the supply when you play with potion (like Colony and Platinum). So, when you play with this, Potion can buy a total of three cards: two on he kingdom and this one. Assuming that potion worth 2.5 (approximation) it’s 5vp for 6.5 so it’s a ration of approximatively 0.8 vp/coins (province is at 0.75). Obviously it’s balanced by the fact that it take more space in your deck for the same amour of point and you need a Potion to get one. Let’s hope it will be enough to push potions a little bit…

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Kingdom Cards



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Aqua Vitae

Posted the: 24 April 2021

Owner: eHalcyon (changed effect, cost & illustation)

The original version was more expensive but also consider by those who play test it as an overpowered auto-buy so I needed to fix it if I wanted to include it in the set. (It originally give +1$ to all the Potions and Coppers and stack when you play multiple of them)
Now, It’s still a peddler variant but you need to play the cards if you want to gain some coins so a card can’t get multiple buff and each Aqua Vitae can only give up to 2 coins. It’s a huge nerf but the cost have been decrease too. It combo with cards that like when treasure are played during action phase like draw-to-X or Tactician for example. It’s not what make you buy a Potion but it’s potentially a correct source of coins and a support for a potion-oriented strategy in my opinion.





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Arboretum

Posted the: 24 April 2021

Owner: Shael

A simple vanilla bonus card; it’s a peddler+Laboratory but the coin and the action can be save for later. I don’t have a lot to say for this one except that is a strong payload for a classic engine deck. If you miss to buy your province at only 1$ you can just buy this to make you deck more flexible an increase your economy.



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Barrels

Posted the: 24 April 2021

Owner: Shael

It's a pure reserve card: You buy it and you Exile some other cards in one of your future turn. Then, you can continue to buy some barrel to use his effect more than once: with two Barrel you may always exile one with an other and each time you do it, you draw a card and you may exile one more card. A pure reserve was something I would try to make since a lot of time and I think it's a good way to start this concept.



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Posted the: 24 April 2021

Owner: Shael

An attack that junk your opponent, especially if they don’t use Potion. But, in order to attack them, you have to Exile one of your own Potion so you could continue to buy Potions, or hope that someone will also use Cauldron or just take it for a terminal draw that attack the first times you play it.



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Cipher

Posted the: 25 April 2021

Owner: Kru5h (cost change)

It’s one of my favorite card: I love the idea of pllay a card again. It’s an other terminal draw but it have two special ability: you can sift one card onto your deck or in your discard pile and you may play it one more time. If you have a lot of action or if the 3 card you’ve draw are really good and you whant to keep all of them, you can just top deck a card and Cipher again.

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Citadel Have been remove from this set. It will maybe be reintroduce later in an other form.
Posted the: 25 April 2021; removed the 27 April. The owner was: Shael (rip).
Original though: It’s just Lost City; but you opponents get nothing and it have an alternate cost. It’s one of my first P-cost card and I don’t have a lot to say about it: it’s a good tool for engine, like a lot of P-cost card in the original game.



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Curio

Posted the: 25 April 2021

Owner: Shael

My first idea was an expansion that rely on interaction between player so this is one of the first card in the set. As you see, the set have change but this card not. It’s a trasher that give VP but if your opponent try to attack you, you play if for free and draw 2 card. Because it’s a treasure, you can play any number of them during you turn but if you haven’t any card to trash in your hand you’ll get nothing.



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Decoration

Posted the: 25 April 2021

Owner: Shael

The idea of a Treasure-Command sound fun so I came up with this. There is two cards like this one in the set but the two are played very differently. I think the idea with this card is to buy some in order to Exile exile your Copper and then, manage to buy a least one with an interesting treasure in play. With potion or other treasure in the kingdom, you may even choose which one to play depending of what you need.



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Enchanted Wood

Posted the: 25 April 2021

Owner: McGarnacle (illustration change)

This card that aren’t mine and I haven’t change anything about the effect. If the idea of making a card that is balanced at nearly any reasonable cost sound interesting but dificult. And the idea of making it cost random amount is even better in my opinion. I’m not a great fan of random (especially pre-random) but here it don’t affect the balance of the card. You can play 2 or 3 game in a row with enchanted wood and it different at each game. In therm of strategy, beware to don’t buy too much of the because your opponent could just end the pile buy buying / trashing them in order to reduce the importance of your own card.



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Essence

Owner: Shael

Posted the: 26 April 2021
Essence is like a Cantrip that do 3 things: you sift 1 card, you may save an action for later and same with a coin. It just make your deck less swingy; it give you more more control on your cards, your economy and your actions. At least, it’s a cantrip, at most, it could be way more interesting.



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Florist

Owner: Fragasnap (cost change)

Posted the: 26 April 2021

It’s not one of my card. I haven’t change a lot of thing in this card: I just make it P-cost in order to fit it better in the expansion. When I saw the card I really liked the idea of counting the cards you have in play and gain effect with it. If you play it on the right timing, it’s a Peddler and it don’t seem to hard to do so in the good engine.



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Forest

Posted the: 26 April 2021

Owner: Shael

The original text was «When you discard it +1 Card». I though it was clear enough but some people thought that you instantly discard the card you’ve draw in that code so I have to do this wording, less elegant but clearer. Maybe I’ll use the original wording if everyone agree that card are discarded simultaneously during clean-up but for now, I use the precise one.
In there of strategy; it’s a sort of « cantrip » 3VP in that that, when it take one spot in your hand, it will give you back on your next turn.



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Guilded Sack

Posted the: 26 April 2021

Owner: Shael

I’ve struggle to balance this one but I think it’s fine now. Like treasure map; it ask you to make something hard in order to be rewarded. Unlike TM, it’s not a one-shot so when you manage to complete the conditions, all of your guilder sack become very strong. I’ve receive some commentary that say it’s a maybe little bit weak for now so I really want to playtest it to see his power.



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Hometown

Posted the: 26 April 2021

Owner: nobody

I think nearly everyone already though about this and I’m not an exception. 2$ seem good but I’ve hesitate to put it at 1$ since there isn’t a lot of differences between these two cost. I have nothing to say about his balance or potential strategy here; it's just a village.



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Ingredient

Posted the: 27 April 2021

Owner: Shael

It’s between Cauldron and Gilded Sack for the attack part: it exile Treasure and if it’s potion it attack. The treasure part however is quite interesting, especially if you get rid of your potion for the attack but you still want to have a potion strategy for your Victory cards, and the +Buy is a good suport to this option.



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Land of Exile

Posted the: 27 April 2021

Owner: Psly (Reaction effect, illustration and cost changed)

This one isn’t mine, and like a lot of card I’ve change the image and make it P-cost.
Since the expansion play on Exiling card; I thought this one will fit well here. Originaly, the reaction also worked when you trash a card but it was too op with Province + Trash for benefit so I remove this part; hope it's fair now.



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Magical Land

Posted the: 27 April 2021

Owner: Spheremonk (illustration changed)

Usually; cards that cost 2 potion are too swingy because you don't buy a lot of potions and the oods to colide them are pretty low. However, I think it’s quite fine here because you want to buy potions: more you have potion, less it’s swingy and more you'll get points. I think the idea of magical land is to make an engine efficient enough to collide two potion nearly every turn in order to buy 2 or 3 Magical land without using the exiling part and then; buy up to 2 more with the highest amount of potion in play to gain a lot of points.
It also combo with some other cards on the expantion and I've tried to make these combo fair: the original game have some verry strong combo and I don't think this is stronger than as some of the most well-known combo in Dominion.



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Medium

Posted the: 27 April 2021

Owner: Alion8me (cost and effect change)

Still not mine even if I've change the cost because the original version was too strong.
It’s a sort of upgraded cantrip: your action is a villager and you draw any card your own. The +1 buy is here because, if you play a medium, your turn will probably be great since you've probably choose a strong card to put in your hand in order to start odr continue a big turn.



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Ore

Posted the: 27 April 2021

Owner: Shael

It’s a silver, in slightly better with a +1Buy and you may « upgrade » it. I think the ability to turn it in an other treasure is quite nice in this set because there is some interesting special treasure so you can have games where you gain something else than Gold.



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Outrider

Posted the: 28 April 2021

Owner: eHalcyon (illustration changed)

I’ve already talk about the fact that I’ve though about a set that rely on interaction between player. I also say that I'll put cards from other here. This one is both: I really like the bluff part and the number of possibilities on this: it’s like a lab but I think that game using this will be really fun.



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Pillager

Posted the: 28 April 2021

Owner: Shael

An other one from the previous set, like a lot of reaction here. It’s a little bit like Coven but it don’t strongly junk you at the end; it’s more delayed. Moreover, have a ruin in Exile is way better than have a Curse in Exile but play this outside of your turn is terrifing for your opponents



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Replacement

Posted the: 28 April 2021

Owner: Shael

It’s a small pay-off for your engine that you can buy when you have too many actions: you can play once more at any point in the game by spending one action. It’s just to make them more valuable and avoid the turns where you have a lot of actions and nothing to do with them.
Btw, I really don't like the art of this one but it was so hard to find one that fit here taht I finnaly give up



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Ring

Posted the: 28 April 2021

Owner: Shael

A silver that turn a Treasure to your hand into a sort of Spoil. It’s especialy interesting with Copper since it's a treasure that you whant to get rid of. I’ve made it Exile in order to allow you to take back your treasure witch is something nice if you really need the +3$ and you heve no other way to do it. It’s in the expansion theme, so why not increasing the combo possibilities?



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Shelves

Posted the: 28 April 2021

Owner: Will(iam|ow) (cost and illustration change)

I’ve just introduce a potion in it cost, the original idea was well design and there isn't any broken combo so keep it like this is fine.
It’s a sort of terminal Haven but you may set aside multiple card in order to gain them later at the right time but also get rid of your victory card and keep their points.



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Spectral Witch

Posted the: 29 April 2021

Owner: Shael

The attack part «downgrade» your opponent’s ruin into Curse. If they haven’t one, they take a ruin so you need to be attacked 2 times to be cursed like other wiches do. The effect is also interesting: you turn a card in your discard pile into a gold so if an other player just play spectral witch in a previous turn, you can get rid of one of the Ruin or the Curse he give you. It's obviously stronger in Big Money since you have a greater discard pile but in engine, you can use gainer or force your deck to shufle in order to don't exchange an good card with a Gold.



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SpellBook

Posted the: 29 April 2021

Owner: Shael

Spellbook give you a Potion. Usualy you don't want a lot of these but here is the twist: it also give you victory point if you have a lot of P-cost card. And it cost a Potion so it already help you to take some points. I think it could be interesting: 8 P-cost cards aren’t too hard to get if you really want them. If you manage to get your 12th P-cost card, your spellbook start to be incredibly strong.



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Superintendant

Posted the: 29 April 2021

Owner: Shael

The effect really seem like decoration, but here, you usually don’t want to Exile your Card. However, play an action from exile give you more possibilities than just play treasure. I think it's fair at $2 since you have to sacrifice your cards in order to increase the power of the Superintendant. The first time you buy it, you just set the cost of an Action you have in play to $2.  I've hesitate to make most expensive version that also throne the card you play but the set don't have a lot of cheap cards, maybe if it useless during the playtest I'll change it.



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Surplus

Posted the: 29 April 2021

Owner: JackTheBard (Cost and type change)

This is an adaptation from someone else’s card.
You choose 3 cards and the worst one (usually) will have it cost decrease by 3. The idea is obviously to choose 3 card you really want and then use the +Buy to take a maximum amount of them. I think it’s good way to gain a lot of cards in the early game or in slog strategy. The other thing is that more you play stock in the same turn, more it become weak: if you choose the 3 best cards, one will reach $0 and you have to choose an other card, probably less interesting than the others, because your opponent can always choose the one that cost $0 and then, your Surplus will became useless.



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Watchpost

Posted the: 29 April 2021

Owner: Jonis2004 (effect and illustration changed)

Watchpost is a cantrip that put your cards in exile if you don’t want them. At least, you see it so it could be interesting for some cards (like Wishing well) or to give you information for your next play.
The reaction also allow you to put your card wherever you want in your deck so if you gain some interesting cards, you may put them on top of your deck to draw them faster or together in order to make a combo.

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Landscape

Events



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Annexation

Posted the: 30 April 2021

Owner: Shael

Annexation is like delve for Duchy: but it came with a different cost and a reward. If you choose the Coffers option, it only cost 2$P, so it’s slightly "cheaper" than Duchy and it also attack. I think it’s a good way to use your Potions on mid-game or during Duchy dancing. The Ruin part make it especially valuable at the beginning but the Duchy gaining is only interesting on late-game so it make the power of the event consitant during the game. I think it could actually have a lot of way to use it depending of the board.



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Contest

Posted the: 30 April 2021

Owner: ShadowLancer (litle change on the effect)

It’s not my card.
I think Contest is a great idea since it really feel like a race. Since 12$ is a pretty hight cost to reach, I think there isn’t any First player advantage here. The way to use this card is also pretty interesting: you can just ignore it and consider that you’ll hit 12$ one time in the game to get a decent prize or you can try to get the 12$ as fast as you can in order to take the best prizes.



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Copy

Posted the: 30 April 2021

Owner: Shael

Assuming that a Potion give 2.5, Copy could be pretty interesting depending of which event is under it: Banquet is stil pretty bad, even if it could combo with Aqua Vitae or Apothecary; Bonefire turn your potion on trasher; Enhance change them to non-terminal Upgrage; Expedition is very good too; Ferry is quite interesting since you can change the token’s pile more than once per game but even with the +1 Buy it will probably never be played a lot of times; same for Plan but if it’s probably weaker here; March could do some verry fun stuff as always and transport makes you gain any Action for 2 Potion.



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Fallow

Posted the: 30 April 2021

Owner: Convolucid (illustration, effect and name change)

I think it have a nice synergy with this Exapansion’s theme: Potion strategy could be easily be stuck but if they manage to obtain their decent amount of +Buy (thing that Potion strategy already look for) they can just get rid of the token and block the pile that they don’t use.



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Invade

Posted the: 30 April 2021

Owner: S_Smart (illustration change)

This is also an adaptation from someone else’s card.
A cool way to end the game swiftly. If you have at least one Duchy in your hand you’ll use it. But do you really want to buy Duchy in order to transform them later? Probably not if the kingdom won’t allow you to draw 2 duchy with 5 coins each turn. A more "normal" way to use it seem to just destroy the Province pile or during Duchy dancing.


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Ordeal

Posted the: 1st May 2021

Owner: Shael

I have a card that use the Prize, why not an other one? Now you can open Estate/duchy during your 5/2! Isn’t this amazing? (spoiler alert: probably not without trash-for benefit). However, if your engine manage to draw you 4 victory cards while not hurt too hard how many coin you have this turn or if you have an incredibly bad luck, you can still grab these.



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Renovate

Posted the: 1st May 2021

Owner: Unknown (image and effect change)
 
Renovate let you change your treasure for action card. It cost you 2 coins but you immediately play the action so more the action is strong, more renovate is interesting: Silver can make you gain decent action, Potion is better Gold is probably the most interesting. Since you exchange your treasure for cards that have a similar power level, the event will essentially just trigger action’s effect (and have a very interesting synergy with gold gainer).
Or you can just destroy Coppers (it’s not very efficient but if you need it…).



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Stargazing

Posted the: 1st May 2021

Owner: Shael

Basically it’s « while you have potion, you may tun your Coins into Buy ». Potions like Buy so potions should like this right?

Project



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Clock Tower

Posted the: 1st may 2021

Owner: Jupaoqqq (Illustration and name change)

About interaction between player, this one is pretty interesting. You can buy it to encourage oner player to don’t end a pile or buy it just before one end in order to gain some Coffers for your next turns.



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Collection

Posted the: 1st may 2021

Owner: Jupaoqqq (Illustration and name change)

In a normal game, it will be 17 piles in the kingdom. The number grow a lot with potions, colony, ruin and so on… More there is piles, more it could be interesting. It’s  pretty decent source of Coffers and potentially a good way to setup a megaturn, or just a good way to accelerate your deck on the early game.




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Fertilizer

Posted the: 2nd may 2021

Owner: Shael

Fertilizer is an alternate version of Pageant but for Actions. It’s interesting if you have a deck that generate a lot of action and if you want to remodel you village later; or if you just want to smooth your deck when you have one potion left and you don’t know what to do with it.



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Fountain of Youth

Posted the: 2nd may 2021

Owner: Shael

Especially efficient in tiny decks, fountain of youth allow you to use your best cards more often but also delay your shuffle. It have nice synergy in combo deck but could also find a place in some Alt-vp strategy. For example, it allow you to play 6 turn without shuffle in a deck of 15 cards. However, the effect could be a problem in early game since it’s really hard to find the card you’ve just bought.




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Lot

Posted the: 2nd may 2021

Owner: Jupaoqqq (Illustration change)

Exchanging a 5-cost card for a gold isn’t very good a a 2-cost action for a Silver is just slightly better. But it’s very useful in Big money or if you want to gain a lot of vp. Indeed, all victory card (except Colony) have a treasure that cost exactly $1 more than it, it could also allow you to just exile any card from your hand if there isn ’t any treasure that cost exactly $1 more than it. Lot also allow you to just get rid of some cards from your deck each turn.



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Naval Domination

Posted the: 2nd may 2021

Owner: Shael

I’m actually sad that only one card use the Embargo token so I made a card that allow you to put an embargo token on any pile with the condition that you have already buy at least one card about of this pile, it’s especially powerful on Victory card because you don’t really care about discarding them. However it also protect you against his own effect so you can put a lot of tokens in the Province pile and continue to grab them. The principal downside is probably that other player could just spend $5 and buy to protect themselves from the Domination but make them pay sometimes on a moment where they don’t really want to spend money could still be an advantage.

Landmarks



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Crumbling terrain

Posted the: 2nd may 2021

Owner: ThetaSigma12 (Illustration change)

In general; I like cards that push an other way to pay dominion. And landmarks are the type of card-shaped-thing that could do it in the most efficient way since they change the way of playing dominion. That’s what Crumbling terrain do, sorta. The most efficient strategy in the kingdom have now one main flaw: if you buy to many time the same card; someone with a different strategy could just finish the pile and make you loose a lot of point. Same for the Province; in game using this, they’ll probably worth 5vp instead of 6.



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Lost Manor

Posted the: 3rd may 2021

Owner: Shael
Lost manor was originally design to give an sort of counter-attack effect to duchy: A lot of attack make you discard cards from your hand and sometimes ask for trashing some. With this effect; you’re encourage to buy duchy once the other player start to take hand size attack or if you play with sifter.



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Prophecy

Posted the: 3rd may 2021

Owner: Shael

The main problem i have with this card is it could freeze the game; especially when there isn’t any +Buy. In the other hand; it make the game far more strategic because ending a pile could give you so many vp that you’ll probably never leave a pile that could easily be empty during his turn. I really want to play test this one because it’s probably the most flawed cards of all the expansion (but it could make some very interesting game and deep tactical choice).




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Shared border

Posted the: 3rd may 2021

Owner: Shael

It’s simple: you buy a province, I discard a Duchy to gain 2vp. So it’s interesting to buy duchy right? Sure but since we all start with 3 Estate maybe you’ll give 2vp to the other player while doing so. And if everyone take all of these card and not the province; Duchy will not be so valuable and there was no real point to buy them. It’s a type of card that I really like because if a strategy s too strong, you can buy a certain card to take advantage of it: if buying duchy is too strong, buy Estate. If buying Estate is too strong (lol), buy Province ect…

Other

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I’ve made two other cards for this expansion:
An alternate version of stargazing (because both art were good so I’ll let people choose their favorite). And an sort of Black market event (since black market is a promo concept, it feel normal that ‘Exotic find’ is in «other»).



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Special Thanks

Peoples in the dominion's discord for pointing the different problems in my cards and helping me about balance and review.
All the people here that made any kind of return: I can't do anything without feedback.
So please if you saw this, make feedback; I really need them.

58
Variants and Fan Cards / Re: The Shael's Archive
« on: April 24, 2021, 07:20:08 am »
Update: Now; I include the set here for few reasons, essentialy because it's more convenient for me and it avoid the last catastrophy.
The liks to acces to these set are here so this is that list of the cards that figure in none of them, for now:






There is also the cards for these set:
¤ A list of favorite fan-cards (you may expand it by posting your favorite ones)
¤ Witchcraft A Potion & Exile themed Expansion

59
Variants and Fan Cards / Archive
« on: April 24, 2021, 07:19:17 am »
Edit: This is an archive, every cards that I've post somewhere on this forum are repertoried here. The only thing I've done is usualy post them on a link in order to conserve them. Only cards that are mine are those with my pseudo on it.
The links of the cards here will probably never be deleted (or, at least, not by me).

60
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: April 22, 2021, 04:50:33 pm »
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):

So, it's not a big deal as you see but it's just to report it.
Thank you for your job!
By the way, I see that you have you personnal list of fan card. That's nice, I'll check that, I promise!

61
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 22, 2021, 04:18:40 pm »
Glad that I've already made a card with this type of effect:

Don't hesitate to told me what you think about it.
(Edited)
I don’t get the point of the variable cost. Is this really stronger in 3P?
you have more choice about wich card you could keep so it's strictly better at 3P than at 2P
Glad that I've already made a card with this type of effect:
<Carnival>
Don't hesitate to told me what you think about it.
(Edited)

With the similarities to Masquerade, using the Pass mechanic, I don't know if this would actually be an Attack card.  I guess where Masquerade (if an Attack) could be almost useless/redundant if people use a Moat, this card does make sense to protect against with a Moat, so maybe it's okay.

Would this qualify?  Your opponents are losing cards, but they're also gaining cards, and likewise, you're both gaining and getting rid of cards, so in the end you're just redistributing cards, like Masquerade on steroids

The variable cost is quite an interesting twist

I know I'm not judging.  But it seems to me that even if your/their cards are all "replaced", there is still the concept of "steal" and "gain" here.

Passing two cards can be harsh and it could be particularly brutal if played after a handsize attack.

I agree.  There probably needs to be a restriction on who it affects - maybe "Each other player with 4 or more cards..."?  You could put it at 5, but Legionary already sets a precedent for a player's cards temporarily going down to 2, so I think 4 is okay.

My own additional comment... I think this card borders on a political attack.  Yes, it's attacking everyone.  But the option to give one person 2 Curses and a different person 2 Coppers does allow for directed attacks.  Any time that cards allow for a non-random effect that can harm/hurt a single player, it specifically deals with the person to the Left (or Right), rather than allowing a choice.
Yes, there is still some problem with this card, but the handsize thing is probably a good way to nerf it.
At the begining I though that Masquerade have also this types of problem (giving a player a certain card in order to encourage him to do things that will be interestng for you) but carnival do it too much. Randomise card seem too swingy so I probably have to think about it one more year...

62
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 21, 2021, 03:49:13 am »
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Wrangler - Action Attack, $5 cost.
+2 Cards
Each other player returns a Horse from their hand to its pile (or reveals they can't). Gain 2 Horses if anyone did. Those who did draw a card; those who didn't gain a Curse and a Horse.
Steal Horses, or give them out with Curses to those with none.
It's a cool idea; have you any issue about the card generator or you just don't want to make it a card?
I can halp if you want
(I think that don't make it a card probably give you a disadvantage)

63
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 21, 2021, 03:23:01 am »
Glad that I've already made a card with this type of effect:
...
Don't hesitate to told me what you think about it.

Would this qualify?  Your opponents are losing cards, but they're also gaining cards, and likewise, you're both gaining and getting rid of cards, so in the end you're just redistributing cards, like Masquerade on steroids

The variable cost is quite an interesting twist
I think we can do anything while we follow the rules and give cards to other isn't explicitly forbiden...
More seriously, I understand why you wonder if this really fit here, I personnaly think it's fine but it will probably be interesting to see the opinion of Pubby about this.

For information, I've remake it a litle bit because it was consider as a verry weak card on discord.

64
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 21, 2021, 02:16:12 am »
Glad that I've already made a card with this type of effect:

Don't hesitate to told me what you think about it.
(Edited)

65
Variants and Fan Cards / Re: Dominion: Alchemy Reforged!
« on: April 15, 2021, 12:45:00 pm »
First though: Outside any dominion consideration and according to my sources, the alchemical element are inspired by Aristotle’s vision of the world and they are actually 5 of them. ... However I wonder why there is so much of these cards in the pile. It don’t seem that much useful and it sound arbitrary.

It was Aristotle who added the fifth element to the classical elements system. The four elements as a concept had been in use for at least a hundred years before him. There are 16 cards so that each player could conceivably get 2 of each card. It was originally 12, but then it was just too sad if one player got 2 Waters vs 1, or an uneven fire split, etc. Since 8 is too small, 16 it is.

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Bibliothecary
Cool card; it seem a little bit weaker than Blacksmith in a lot of situation and I don’t think the overpay effect is enough to make it balance. My suggestion it to make it draw to 6 and I think it’s fine. discard 2 to draw 3 is usually weaker than just draw 3 so discard 2 to draw 4 should be fine.

Yes if you were only going to play a single Biblio it is going to be weaker than Smithy. All DtX cards kinda have to be a bit weaker than their draw equivalent, because their intended use is in DtX engines, and in those, discard 2 draw to 5 is actually much stronger than simply draw 3. At draw to 6 it would be too strong for 4, discard 2 draw 4 is very often stronger than smithy.
I originaly though i'll make a response to all the coment but I only do with 2 of them and keep the other for later to avoid the big paragraph or agumentation about multiple topic.

About the element I'll start with the less important: I though about the 5th because, since dominion take place in a medieval theme, I though 5 was the norm at these times but as I said after that ther isn't a lot of sources so it's was just a misundertanding. I just let it here if you want to ad a 5th cards to the pile (for exmple an other DtX, idk).

For the number of cards from each element, I don't think it's sad to make a pile of 12 cards because having 2 Water could only be a result of 3 situation:
- you buy an air so you basicay let your opponent have it (If you do it you think that get a air is more valuable for you than let one water to you opponent)
- your oponent is the only one with a DtX engine (in this case you don't care about see him with two or more water)
- your opponent manage to get $8 and 2 buy and decide to spend it in order to take the air and the watter (in this case I thik he probably deserve to have one more watter; two water isn't such a big deal)
However, these considerations only work in the case where only two player manage to dig until the 14th card of 4-cost pile and I think this is relatively exeptional.

about Bibliothecary (it will be the longest; sorry)
I dont think that DtX should be a bit weaker than their draw equivalent. For me it's a trap that potentialy explain the DtX lack of efficiency in the base game. If it was really the case; Library won't be consider as a bad/medium card.
I think it's mainly beacause of 2 things:
- there isn't that many card that combo with them (even with the other cards of this expantion)
- if they can draw more than expected; they can also draw less and sometimes even don't be played because they don't draw enough.
the efficiency of the DtX engine reside on the fact that a player have a litle hand so a low number of posibilities an nearly unexisting vision on what he can do in the future and a a risk because having a deck full of stop & DtX is more risky than just a bunch of cantrip, sifter and lab variant: drawing more card than expected is usualy just the reward to such thing.
Moreover since it's not finaly complete, a DtX engine is less stable than a normal engine (it's not unstable, just less than the challenging strategy)

I totaly disagree about the fact that discard 2 draw to 5 is much stronger than simply draw 3 (in one case, you finish with a handsize 7 of where it's 5 in the other case. If we consider the card depending on how many car you'll discard:
A terminal +1 card is obviously terrible
Discard 1 and +2 cards is slightly better but probably won't cost more than $1
Discard 2 and +3 cards the best and will probably cost $2.5
And finaly choosing between al of this with an overpay for vilager will probably push the card to $3.5 at most
(and also the overpay make the card cost form $4 to $5 or $6, one of the highests power gap of the games)

66
In that case, I also doubt that it's too strong. But I don't get the connection to Tax Collector. The cards don't seem to me to be similar. One does deck improvement, the other does payoff.
The remark wasn't on their similarities; it's just than tax collector, presented as a model of balance, is way stronger than Orrery, consider as too strong.

67
Variants and Fan Cards / Re: Dominion: Alchemy Reforged!
« on: April 14, 2021, 02:48:39 pm »
Btw; if there is any update, could you also post them in a separate coment?
I think it will make the discutions easier and allow us to see the changes in their own conttext.

68
Variants and Fan Cards / Re: Dominion: Alchemy Reforged!
« on: April 14, 2021, 02:46:08 pm »
General though

In therm of cost balance, it seem to have a great balance: compare to the five 6$ or 5$ cost card; there is only two 3$ cost card and that don’t seem  a lot but in my opinion, it’s not a problem because of Silver that are present on every kingdom.

The other thing I have to point is that, assuming the total number of card in dominion, I think that just adding some other P-cots card will create more problem that it solve them:   it will increase the number of kingdom with only one P-cost card far more than it will increase the number of kingdom with 2 or more P-cost card.
But… Because I don’t think there is any elegant solution to this problem and because I haven’t any real statistic calcul in order to prove it; this is, for now, just my opinion.



Alkahest
I really like the card; seem fun and combot well with DtX

Elixir of life
I feel that a better wording would be « If you have no Action left, +3 action » but because there isn’t any precedent I think this is not a problem. Fun card that could replace a DtX since it combo with discarding (you can try to left only Treasures in your hand to gain the geat +3C/+3A bonus and I think it’s a cool way to play the card)

Ingredient
Like it too; It seem like a village for DtX. In therm of balance I wonder if it’s a little bit weak (3 cards seem really expensive) but if you discard the good cards at the right time I guess it’s fine.

Aqua Vitae
Well, obviously I prefer my version but the adding of +1Buy really fit with the Potion (and Copper?) synergy. The card is still very cool

Panacea
Really nice flavor: if you need something, the Panacea will solve your problem, whatever it is. I have nothing to say about this card design. It’s just perfect. In therm of balance, the choices are obviously unequal but I don’t think they need to. You can consider it as a lab+ that can situationally help you to get something different than a card if you really need to.

Tansmute
Obviously it’s far more better than the actual card. A big remodeler that turn lot of your cations into province seem good in engine. Your copper become good actions, your actions province and your estate… probably Gold I guess?
Anyway it’s a cool card, the fact that it can now gain province is better.

Homunculi
+1 point because make an alchemy expansion with an Homunculi is flavorful.
Very expensive and it’s hard to say if it’s strong enough. Wile your action don’t make you draw any card, you have basically an infinite huber of action so if you build your deck around I guess it could be fine in some trategy. I fear that in general, it will be weak of it cost…

Philosopher’s stone
The thing is that collide two potion is, in fact, incredibly rare. once you’ve buy this once it’s easier but it’s really hard before that. This is a Potion card that ask potion in order to give Potion so I hope the other effect of the card will make it valuable.
The fist thing is that it allow you to get rid of your potion so it’s fine if you think they will junk you at the end of the game. The idea of the philosopher’s stone is here: it’s hard to get and it turn things into gold. I still feel it’s too weak, but not very weak. And it seem really swingy.

Holy Relics
even if the effect isn’t too long, it’s really hard to understand at the first time. The artifacts however are really well related with the way to gain them and they all fit well with DtX so I guess it’s fine: you just have to told you that you gonna buy it if you go on DtX. However, it’s pretty hard to balance and since it only give you artifacts, it probably depend on how many player they are around the table. I don’t think it’s bad design, I just think it need to be played in order to really see how it work.

Four element
First though: Outside any dominion consideration and according to my sources, the alchemical element are inspired by Aristotle’s vision of the world and they are actually 5 of them.
After verification I guess 4 could be fine because there isn’t a lot of alchemical principe that use Ether so won’t juge the design for avoid it. However I wonder why there is so much of these cards in the pile. It don’t seem that much useful and it sound arbitrary. The balance of each cards are pretty good and they work really well together.

Bibliothecary
Cool card; it seem a little bit weaker than Blacksmith in a lot of situation and I don’t think the overpay effect is enough to make it balance. My suggestion it to make it draw to 6 and I think it’s fine. discard 2 to draw 3 is usually weaker than just draw 3 so discard 2 to draw 4 should be fine.

Athenaeum
I think the Dt5 is good because Dt6 would make it stronger than lost city. It could be a sort of Village of Festival. One of the problem i have with this card is that the discard 2 give nothing else. I know it’s obviously to make it synergies with other DtX but I don’t think it’s enough because if you don’t have any benefit of discarding card, even if it’s for draw he same number of card, you usually don’t do it if you can have $2 or 2Actions instead. My suggestion it to make it « choose two or all: » it could be a little bit strong but discarding some cards is a downside so I guess it could be fine. the other proposition is to make the discard outside of the choice (you may discard 2 cards. then, choose two: … )

Research Library
The card is good; I think a DtX engine will probably struggle to pass it hand over 6 cards but it should be fine. Nice and elegant.

Study
Nothing to say, it’s a good and elegant card

Workroom
hey, it’s not a DtX engine part!
more seriously; it’s well balanced on my opinion; very good on rush or slog synergy. The fact that it could give you a potion make it find it place in the expansion.

Royal Archives
I think it’s cool too; especially when you have a lot of action or afer a village if you what to change your hand.

Chain reaction
Province / Colony synergy with a trash for benefit make it too swingy in my opinion. these types of card should be limited buy the cost or the type of the trashed card. The flavor of the card is however well transmitted.

Black powder
I don’t know how this is balanced; I’m pretty sure it could allow some sort of lock or weird thing like this. I think your opponent should have an alternative. But, because of the card is one-shot and the potential combo will probably involve a lot of card; I guess it’s fine. However, the card seem too strong for me, especially during the late game when you usually have province and key component for your engine in your hand: trashing any of those seem really hard…

Distill
Cool card; I feel like it’s a little bit too weak but using your victory card to gain vp token make it card fine I guess.

Aqua Regia
Strong gold remodeler but since it only trash treasure I guess it’s fine. Cool card even if the most powerful acid should probably be a strong trasher or, at least, a non-remodeler trash-for benefit. It’s a cool card

Orrery
I think the card is actually a little bit weak, especially in engin; and the effect seem long to resolve. the effect is also very long.

Sanctum
Cool card; I wonder if it will not be strong. I’ve also struggled a little bit to understand if the effect if related to Exile a card or if this card have to come fem your hand. I think it need some play test to know if it’s really stronger than gardens but if it is, I still leave my suggestion: the action part could say « Exile a card from your hand for +1% » or « +1%, you may Exile a card from your hand »

Quicksilver
Nice card, both part probably cost around 4.5$ so put them together and make it cost $5 seem fine. The treasure ft well in a potion deck where +Buy is nearly essential so it’s cool.

Prima Materia
the opting $1 or more is nice. However, since it’s in a potion-themed expansion, I think a better wording should be « that don’t cost $0 » because of the pure P-cost.
The card itself it cool in therm of balance an design.

Potion seller
Unlike the two other events, I think you won’t buy it if it’s the only P-cost card in the kingdom. So I fear that it’s one of the weakest Project, or even card of the game if we consider this expansion official.

Fermentation
If it’s the only P-cost card in the kingdom; your potion basically become « once per turn: at the end of this turn, set aside two card you have in play and ‘draw’ them at the start of your next turn » so the question is: do you whant this card for $4 in a game when fermentation is the only P-cost card ? I think the answer is «yes»: it’s very strong and very cool. +2 specific card next turn each time you play a potion is very strong but the limitation to once per turn make it really nice and not too OP. really nice design.

Magnum Opus:
basically « your gold cost $4 » (and you have already one)
Fine, even if it’s the only P-cost card on the kingdom in my opinion. So it’s very cool.

Glad to finish on a good card!
Good expansion; I don’t have a lot of problem in fact: they are usually minor and won »t destroy some game

Summary of the problem / worrying (so it’s not relevant of my true opinion) some of them are just simple interrogation:
- I’m not sure that just adding more P-cost will make Potion valuable
- Homunculi could be too expensive, I’m not sure about it
- Philosopher’s stone don’t seem strong enough
- Holy relic is hard to h-juge si i have no idea about them
- Four element have maybe too many card
- Bibliothecary and athenaeum maybe have some problem with their discarding effect
- Chain reaction is just OP in some kingdom; and they aren’t rare
- Black powder can do mad thing at the end of the game
- Orrery is to long to solve if you have too many of them
- Maybe the power of Sanctum should be tested
- Potion seller could be useless in a lot of kingdom.

So I only see two card with a problem and one won’t broke the game (just take the place of a potential useful Project). the other one, chain reaction, could be more problematic in some kingdom. The rest seem totally playable in a normal dominion game; moreover there is 16/27card where I have any problem or interrogation about the power or the balance, some of them are even really well find.
There isn't any introduction of a dark concept or an other weird thing like this: only the simple dominion mecanic feel great. There is still a lot of unexplored thing for now in this game and this seem to prove it well.

Rate: Well done! / 10 (I don’t like number rating)

69
Wouldn't Orrery decrease your handsize if your discard pile is empty at the start of your turn?
Yes, it decrase it.

70
Yes, I believe Orrery is way too strong at $4, as it gives you huge control over your hand and deck... and does it every turn.

Tax Collector triggers only when you shuffle, which typically happens less and less frequently as the game goes on and even so only gives you +1 Coffers. Sure, you could get 2 (or even 3 or 5) in play... but at the cost of not buying other stuff, to get a couple extra Coffers every few turns.
In a good engine, you usualy shufle each turn. If you play with sifter, discard for benefit or gainer it goes to multiple coffers per turn. You don't have to buy multiple tax collector and wast too much buy on it; only one is enougth to be a great source of money. And it's way stronger than Orrery.
This was the general discord though about these two cards and I agree with them.

71
From The Alchemist:
Quote from: Orrery
$4 Action-Duration
At the start of each of your turns for the rest of the game: Look through your deck and discard pile.  Put a card from your discard pile into your hand, a card from your hand onto your deck, then discard a card from your deck.  After all start-of-turn effects, shuffle your deck.
(This stays in play.)

I feel that this is way too strong at $4.  Even with 1, once you discard a strong card from play (Gold, Goons, whatever), it comes back into your hand every turn.  And with 2, as you mentioned, you can take any card out of your deck, put it into your discard, then into your hand.  It either needs a much higher cost (at least $6, possibly more), or it needs some serious nerfing (though this would be hard to add, since there is already a lot of text).  I also don't really like that it messes with the normal movement of cards so much - a small amount make sense (e.g. Harbinger), but not this much.
Rating: 3/10

From silverspawn:
Quote from: Tax Collector
$4 Action-Duration
For the rest of the game, when you shuffle your deck, +1 Coffers.
(This stays in play.)

I love the simplicity of this card.  Its effect is not overpowering (which is needed from a $4 permanent Duration card), but it does seem appropriate - and tied to the name very well too.  It will affect your strategy slightly, as you will want to be able to get through your deck faster (more draw, or more trashing, or both).  There's a good balance that would be needed.
Rating: 9/10

I know that the winner is already decided and I don't want to constest the ranking but I just whant to point that...
Orrery is too strong where tax collector is ok ?
I mean, Orrery have default, obviously, but this one...

72

I figured it was alright after no-one complained about Snow.  You also don't need a new mechanic; you can use Debt or Coffers.

If I've misjudged the situation and people have a big problem with this theme, I can change it.
I'm not one of the moderator of this topic so I can't ask you to change it; especialy since a participation was already post here. I advice you to check with the organisator if you have any doubt but the "snow" agument seem fine. Maybe the Weekly Contest: Fan Card Mechanics didn't exist at these times and that could explain why it have been accepted.
If I was there when Snow I would have said the same thing.

73
Whut? This shouldn't be in the category Weekly Contest: Fan Card Mechanics ?

74
Here is my submission

Feedback welcome
I think it need to say "for the rest of the game".

75
Do you know if we can participate more than once per Contest?
Because this one is verry inspiring...

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