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Messages - Shael

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76
Mummer's Farce
Night/Duration - $5

+5 Villagers
+5 Coffers
At the start of each of your turns for the rest of the game, lose a Villager or Coffers.
(This stays in play.)

Very cool.

... but it should be 'Village or Coffer' (singular), right?
It should be "one Villager or one Coffers"
Coffers is never singular (ex on candlestick maker). oops; already spoted

77

Quote
Archbishop
Action-Duration
$6
At the start of each of your turns for the rest of the game, if you have not trashed a card that turn, you may trash a card from your hand.
-
While this is in play, when you trash a card, +1VP
(This stays in play)
Allows you to trash for benefit at the start of each of your turns.  The benefit doesn't scale, though, it's a fixed 1 VP per Archbishop in play.  Also, even if you have multiple Archbishops in play, you can still only trash one card.  I put that restriction on there because otherwise it would be broken with multiple Archbishops.  It would be especially broken with Changeling, since Changeling would make it really easy to gain copies once you bought the first one.  Without that restriction you could end up with a situation where you have 5 Archbishops in play and the most sensible strategy would be to simply trash your starting hand every turn for +25 VP (5 cards * 5 VP each) until you've trashed everything, then spend the rest of the game buying a Copper each turn to trash on the next for +5VP!  Or worse, if you had extra buys, you could buy multiple Coppers.  Imagine a "golden deck" consisting of 2 Markets and 3 Coppers.  Trash the 3 Coppers for 15 VP, then play the two Markets, buy 3 Coppers and repeat the next turn.  Truly awful!  I had also considered instead putting "other than with this" on the while-in-play clause, but then that would restrict the trashing for benefit to kingdoms that have at least one other trasher.  So, this way you can still get +1VP per Archbishop in play by trashing a card at the start of your turn even if there are no other trashers.  But you can't go crazy and trash a bunch of cards each turn without some other trashers

The cost is something I kept going back and forth on.  It's basically an improved Cathedral - the trashing is optional so you're never forced to trash a good card, and you get VP out of it, although you do have to wait for the card to get shuffled and drawn.  Does it seem balanced at $6?
I'll probably say it seem too strong at $6 because trashing and +1vp each turn seem stronger than hierling's +1 cards.
A way to balance could be: make the vp conditional
for example: "when you trash a card that cost $3 or more: +1vp" the 3 is juts here for the example.  This change can also allow you to get rid of the "one trash per turn" condition if the amount of require $ is hight enough.

78
I really like the idea of this Weekly Contest.
This is my submission:

I don't know if "courtyard of miracle" is an international reference so if nobody have it and if it's problematic, I could change the name.
Don't hesitate to notice me if you have a problem with the cost, I think $4 is too strong but I've hesitate to put it at $6 (or, why not, ad debs cost)

I don't know the reference, but I don't think that's an issue, it's a  cool-sounding name anyways.  My only concern is that in most games I'm not sure why you'd ever *want* to buy this.  I can certainly think of some card combos that would benefit from this, but it seems like most of the time this would just end up self-junking.  You usually want to get rid of Coppers, not gain them
This is one of the return I had on discord; we notice a synergy with counting house, gardens, Duke, guildhall, maybe tower,
all cards that give things for trashing treasure (moneylender/ Spice merchant) or force you to trash (trade route; junk dealer; rats; Cathedral)
The main probelm was here:
Tha card bring you to a deck density of 1 so you have around $6 per turn (where you can esaly buy more of them).
With at least 3 of these, it's a Province each turn. When we saw cards like Duke or Garden that are played because they make value with junk; it was hard to say if it's a bad plan or not...

Btw, the card's name could sound good but don't have the reference reduce the card's flavour to nearly nothing: Why something called a "courtyard of miracle" give you Copper?

79
I really like the idea of this Weekly Contest.
This is my submission:

I don't know if "courtyard of miracle" is an international reference so if nobody have it and if it's problematic, I could change the name.
Don't hesitate to notice me if you have a problem with the cost, I think $4 is too strong but I've hesitate to put it at $6 (or, why not, ad debs cost)
After consultation of the discord's #variant; the card have been changed. It now cost $4 and give +1Action when you play it in order to avoid colision.

80
Variants and Fan Cards / Re: A Dominion Best-of Fancards
« on: March 31, 2021, 12:23:55 pm »
I've checked the X-Tra's list and it's verry nice.
Even if the objective of these two list is the same, I think they are still different mainly because this one will take he submition of other people but also because I don't want to be limited to the result of one forum in particular.

81
This is my participation:

Btw, how balance or elegance are considered durring the judging ?
I don't think Debt cost is a good idea on this. This will be a required opening buy 95% of the time.

I think Debt does seem like a good idea, as it allows it to be bought earlier than it otherwise would (since this is helpful earlier in the game, probably more than later).  $8 seems too high.  4 debt plus $4 cost is effectively no different than 8 debt.  What about $6?  Or $6 plus 2 debt?  Then it's not an immediate buy, but still is reachable early enough.

A completely different take on it - you could "... may trash a card from your hand costing at least $2 to..."
This seems more in line with the official cards, encouraging actually useful cards to go into the trash for future use.  It would still allow trashing your 3 estates, but it couldn't trash copper or curse for benefit anymore.  At this point, full debt cost would probably be okay (and/or possibly a cheaper cost).
Originaly I've made it at just 8 coins and that's how I put it on discord. But they point out that, with this cost, the first player who buy it will probably win the game. So they advice me to put it at the same cost as Donate because it's exactly for these reason that card like chappel or Donate have a cost that allow them to be bought in your first shuffle.
Your idea of a trash-fer benefit is a good idea and this is how I'll change the card if the constest wasn't finished (exept if we could change it before the result)


82
Variants and Fan Cards / Re: Dominion: Weekly Design Contest Set
« on: March 31, 2021, 10:07:11 am »
This list is verry good!
I love nearly all the cards and you've done a verry good job for the rewording the ilustrations and the choice. It's sad that runer-up and cards from other channel couldn't fit into this list but it's understandable.

83
General Discussion / Re: It's my question about how the foum work
« on: March 30, 2021, 12:43:21 pm »
Ok, thank you.
This one work; I'll see for the next ones...

84
General Discussion / It's my question about how the foum work
« on: March 30, 2021, 06:53:49 am »
Howdy
I've spend some times on the forum and I have some question about it. Recently I starting to update my profile but I have a problem with the signature.
I think some person manage to put gif/animated image in their signature and I don't found how to do it, even using the help.

85

I think it need an other dividing line.

86
This is my participation:

Btw, how balance or elegance are considered durring the judging ?

87
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: March 30, 2021, 05:00:28 am »

Colossus - Shael
Steps: 6 (fixed)

Ok, nice; thank you for your return.
I have a question: what 6(fixed) mean ?

88
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: March 29, 2021, 03:55:54 pm »
i'm gonna call it here; i'll have judging posted tomorrow.
Hmmm... I think I have a problem, I don't recieve message here since March 27. (my last message)

89
Variants and Fan Cards / Re: A Dominion Best-of Fancards
« on: March 28, 2021, 04:22:07 pm »
Is Lunar Ritual basically a more expensive version of Toil? I guess if you have more than 2 Actions you want to play you'd rather have Lunar Ritual, but.
Yup; Lunar Ritual is a Toil that isn't a Toil... :P
Seriously, the little differences make the card interesting, you can have a verry wierd deck with Lunar Ritual and not with toil.
I'm also surprise that I'm not the only one to put it here.

90
Variants and Fan Cards / Re: A Dominion Best-of Fancards
« on: March 28, 2021, 01:43:13 pm »
I'm not sure how much help this really is, though, since tastes can be very different.
I hope that elegance and fairness of each card will be enought to sort the propositions

Also, I must admit that I hesitate to put "Terrace" here since trade tokens isn't an in-game mecanic
I think the card could potentialy use the Journey token in order to fix the issue (the difference is that Journey token isn't "stackable")

91
Variants and Fan Cards / Re: A Dominion Best-of Fancards
« on: March 28, 2021, 01:08:16 pm »
Precisions (so this is basicaly the borring part that you can skip without too much future missunderstanding):

If any card is yours and you aren’t credited for it, it’s because I haven’t find you when I’ve searched the card’s creator. In this case you can notice me here or on discord.

If you want to add your own card; be sure to sign it if you want to be credited

This is also where I'll post the rules:
Quote
Rules
-Rules can change and be added over time (Especially when, as an incompetent, I've forgotten to tell it)
-Rules can have their exeption (but don't count on it)
-Don't credit yourself for a card you haven't create (it's frustrating for the autor)
-It's adviced to avoid mecanic that aren't already in the game (because we can't list all of them)
-A card that follow all the Rules and the conditon have to be put on the list. (this one is for me; it prevents me to be unfair)

More will be added here in the future in order to answer common questions

92
Variants and Fan Cards / Re: A Dominion Best-of Fancards
« on: March 28, 2021, 01:08:05 pm »
This is the list of the cards that are already in the set:
Quote
Events

 
Quote
Projects

 
Quote
Victory

 
Quote
Night

 
Quote
Actions

93
Variants and Fan Cards / A Dominion Best-of Fancards
« on: March 28, 2021, 01:07:18 pm »
Hi, I try to make a « best-of » of fan card.
This set intend to gather all the cards that have amazed you for their originality, their elegance and their interesting exploitations of the game's principes.

This is where you could be very helpful.

You can put here some cards from others or even your own card if you like them and if they fit to the precedent description. There isn’t any obligation to have tested the cards you send here.

If the mechanics seem really interesting don’t hesitate, it would be a shame if people here miss it, even if the card isn't 100% fair, balanced or finish (in this case it will be rework and probably share on the #variant on discord). You can also send me some of them if you have any doubt on Discord (Shael#5891).

Thank you so much for your future participation on this project!

94
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: March 27, 2021, 04:57:36 pm »
Yeah! Intended to be very strong if one player can solely win the wonder, but relatively weak if contested.
Ahh, I didn't intend the steps to have to be taken in order? Thought it was more of A Jeopardy situation where you can fill in as you go. That way, the copper buys can be something you do as part of a late rush, or with extra buys midgame if you have decent deck-control that can handle the junk.

I advice you to precise that you can build the wonder in any order to avoid the confusion. Not directly in the card (because I assume that all you wonder will follow this rule) but just say it somewhere in your post.
Also, I haven't understand the meaning of "Jeopardy situation".

95
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: March 26, 2021, 02:35:47 pm »
Quote
There is no real reason for using a blank line and not a divider other than the example provided HERE. The Wonder is completed when all Steps are completed (all players can contribute) which is dependent on the number of players: 2-3 player games-5 steps &
4+ players: 7 steps.
No problem with the question, I did post that rather hastily and so it may not have been completely clear.

Ho, I haven't see this on Great Wall, sorry.

96
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: March 26, 2021, 12:05:03 pm »
This will be using the "Builder Card" mechanic from Sanctum to allow contributing to the wonder.
I hope it is alright I just used the example one.


Number of Steps
2-3 player games: 5
4+ players: 7

To buy a Step, just like Sanctum, you discard the "Build Card" and pay the Step cost ($4 in this case).



Quote
Eldritch Gate
Wonder
$4 Step: Each other player Exiles a Curse from the Supply.
You may Exile a card from your hand.
Completion: Each player may trash an Exiled card per contribution. Then, each player discards all Curses and Coppers from Exile.

So, not sure how balanced or fun this would be, but I wanted to contribute something to this challenge. It is similar to a Coven that lets you Exile something from your hand as well as attack other players without attacking them. Even contributing later on is beneficial as it will still help mitigate the completion attack.

Is there any reason why you don't use a separation bar instead of an empty line?
(^ I hope this formulation isn't too aggressive, I do not fully master this language)
Btw, I don't fully understand when the wonder is finished

The Wonder:


The Kingdom card that triggers the inclusion of the Wonder:


I chose to just put reminder text on the card and explain the concepts here due to space considerations. The Wonder is built in 3 stages. To complete a stage, you must simply do what it says at the bottom of the card for each stage:

Stage 1: At any time during one of your turns, discard 2 Estates.
Stage 2: At any time during one of your turns, discard 2 Sacred Lands (Sacred Lands are the Kingdom pile that triggers the inclusion of a randomly selected Wonder (Great Pyramids is one of them).
Stage 3: At any time during one of your turns, discard 2 Duchies.

The Stages must be completed in order (per player, so if player 1 completes Stage 1, he may next complete Stage 2, but player 2 must still complete Stage 1 before continuing). The completion of Stage 3 by a player means the Wonder is constructed and no more stages can be completed by any players.

A constructed Wonder confers advantages to all players who completed at least one stage.  The player the completed the Wonder gets the first advantage ("...you may trash or exile a card from your hand.". Any player who completed exactly 2 Stages gets the second advantage ("...you may trash a card from your hand."). Any player who completed just 1 Stage gets the third advantage ("...you may trash a Treasure card from your hand.").
---
Adding: just to further explain the concept, Wonders are not normal Landscapes in my version (you don't shuffle them in with Events, etc.).  They are an extra pile to be included in the game only when "Sacred Lands" is selected for the Kingdom.  This triggers a drawing of a number of random Wonders from the Wonders deck to include. You can choose one or two (it's Dominion, you can do whatever you want, really, but 1 or 2 is recommended). I'm showing here an alternate Wonder to show the kinds of things that can be done by tying these to Sacred Lands rather than having them be a normal Landscape on their own, since it's an important part of the design.  This is not part of the entry other than to illustrate the design concept:



I think you can just say "Treasure" instead of "treasure card" (like in Mine; there are exceptions when the other types are also mentioned like in Ironworks). Also, I really like the idea of a special card that is included in the kingdom with the wonder and the way you build them, have you thought about a way to precise that the card is in the kingdom with Great Pyramids? It's just an idea, but you can use the heirloom box (And use a new wording like, for example: "Emplacement: Sacred Land" where an emplacement is the condition and mandatory with the wonder).

For Hanging garden, it's the opposite: it's "Victory card" instead of "Victory" (like in Bureaucrat). I also think "you may spend an action" is less confusing than "you may use an action", people can think about using it like ways do: instead of playing it you do something.
I not sure if it's important, but maybe you should distinguish the way to build the wonder and its effect.

97
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: March 21, 2021, 04:30:06 pm »
Do Wonders have to be communal or can they be individual? The communal Wonders are more interactive but perhaps turn order can become an issue.
I totaly agree: turn order is become an issue, especialy with cheap wonder with a small number of steps.
That's exactly why I've made a special rules for my wonder (The Wonders are available only once the first Victory card is gained.). You can potentialy do the same thing if you want: it's a new landscape type so you create the rule aroud them.

This is my participation to the challenge :
(I've never post any image here so I hope it will work...)



Quote
Of what I saw, there isn't any special rules with the wonders but I've create my wonders with a common rule: The Wonders are available only once the first Victory card is gained.
Quote
Colossus
Each step cost 4 coins.
The wonder is complete when all step are build. One step per player have to be build in order to achieve the completion (4 step at 4 player, 6 steps at 6 players ect...). You can buy any number of steps during the game until the wonder is constructed.
Once the wonder is complete, the players who have the less number of step discard down to two cards and each player gain an Attack card or a Duchy from the supply for each steps they have built.


If there are no Attack cards in the Kingdom, gaining Duchies might actually hinder your deck depending on when the Wonder gets completed.  Perhaps it should let you gain any card costing up to $5 per step you have built?

What happens if there is a tie, e.g. in a 3-player game each player builds one step?  Do they all discard down to 2 cards or is everyone immune?

For your first note, we could have two posibilities:
1) The board "force" you to have a deck were gaining duchy is really bad and risk to break your strategy.
In this case, all player have the same "penality" but it's wierd that you've all build something that kill the balance of your own deck instead of just make it beter...
2) The board don't force you to have a deck were gaining duchy is really bad but you still have this type of deck.
Since you know the wonder at the start of the game, if you've create this type of deck and not your opponent (because in this case, see 1) ), that mean you've done it with full knowledge of the fact and, after all, you've also buy the step(s). So it mean that you prefer to break the balance of your own deck and spend 4 coins and one buy per step instead of just discarding 3 cards during one turn. That mean it's probalby not a great imbalance.

For your second note: If there is a tie, both palyer are the minority contributor. I gess it's the same the other Wonder in this thread. With great wall, for example, if in a 5-player game each one have build one step, they all became imune to attacks. Same in a 4 player game with hanging garden where each player could have bought 3 steps and all became the main contributor (or with 3 player and 4 step per player). I mean, I think...

Alright here's my first shot at one of these!

The idea is a communal Wonder that players would likely casually contribute to early and mid game(encouraging a diversity of buys), with the option of a sprint towards a VP explosion (or blocking of said explosion) late game with a bit of effort. Also might lead to some unique endgame considerations.

Each step requires a buy and its cost.

Quote
Great Ziggurat
Step costs: 0 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8
Step: Gain a card that costs the same as this step.
Completion: Each main contributor, starting with the player who completes the Wonder, takes turns removing a step token and gaining a card of that cost until no step tokens remain.

I was originally thinking maybe just one step at each price point (for a more reasonable reward) but I think this really helps balance it for player 2.
I don't know if it's intentional but if only one player is the main contributor, he gain 2 province, two Duchy and a lot of verry good card (and yes, also two copper but it's stil verry strong).
An other thing (and I think this one isn't intentional) but in a majoity of board, no one want to make the two first steps of this if they are forced to gain Copper.

98
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: March 21, 2021, 12:05:35 pm »
This is my participation to the challenge :
(I've never post any image here so I hope it will work...)



Quote
Of what I saw, there isn't any special rules with the wonders but I've create my wonders with a common rule: The Wonders are available only once the first Victory card is gained.(I bold it because it's important in therm of balance and some people miss it)
Quote
Colossus
Each step cost 4 coins.
The wonder is complete when all step are build. One step per player have to be build in order to achieve the completion (4 step at 4 player, 6 steps at 6 players ect...). You can buy any number of steps during the game until the wonder is constructed.
Once the wonder is complete, the players who have the less number of step discard down to two cards and each player gain an Attack card or a Duchy from the supply for each steps they have built.

99
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: January 30, 2021, 06:51:53 am »
Hi !
Since the last update, I've lost my favorites. Do you know if there is a way to regain them or if they are lost forever.

100
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: December 12, 2020, 05:43:05 am »
Shael: I tried your image URL with Shard's version and it works for me, but it does take several seconds to load that particular image. Maybe because I'm in the US and I'm guessing zupimages is in France or somewhere.

The main issue with allowing direct image upload from computers is that it makes it hard to distribute custom cards. Currently, once you've finished setting up all the properties of your custom card, all those properties are encoded directly in the current URL, so you can copy it or bookmark it or whatever. That doesn't work so well if the image came from your computer and doesn't have a permanent address on the internet. Here's shard's github issue about it, though.

Thank you verry much for what you did.
You right, that's probably because of the image or my computer if I can't load it.

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