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Messages - arowdok

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26


https://shardofhonor.github.io/dominion-card-generator/?title=Portcullis&description=%2B1%20Coffers%0A%2B1%20Villager%0AYou%20may%20trash%20a%20card%20from%20your%20hand.%0A-%0AWhen%20another%20player%20plays%20an%20Attack%20card%2C%20you%20may%20first%20play%20this%20from%20your%20hand.&type=Action-Reaction&credit=Illustration%3A%20Wikimedia&creator=v1.0%20MrHiTech&price=%243&preview=&type2=&color2split=1&boldkeys=&picture-x=0&picture-y=0&picture-zoom=1&picture=https%3A%2F%2Fi.imgur.com%2FJACV5fe.png&expansion=&custom-icon=&color0=3&color1=0&size=0

One of the things that I really like about Watchtower, Secret Chamber, Horse Traders, etc. is how they're anti-Attack cards, but they don't just tell you that outright like Moat does. Instead, they just counter different Attack card types.

Take Watchtower for instance. The top is draw-to-X, which removes the penalty from discard attacks (albeit in a terminal way). The bottom is a defense against junkers, since it lets you trash a gained card.

Portcullis is kind of like a reverse Watchtower. Its top trashes junk, and its bottom protects against discard attacks (playing it and trashing a card gets you down to 3 cards in hand). It also has some of that Caravan Guard next-turn stuff without ripping it off too completely.

this is far too strong for $3. Compare to other $3 trashers like Trade Route, Forager, Goatherd, Student, Loan and you see Portcullis is far stronger just based only on the top-half (villager and coffer giving a huge advantage of the others). AND it is conditional trasher. It would be a good $4 with just the top half, the bottom half makes it a strong $4

I would recommend making it $4 and mandatory trashing

I do think this card should cost $4 so players can't double open this. But I do not think don't make the trashing mandatory would be a good change it would almost would ruin the card as player could not use then for there money base. This cards' nontrashing effects are not too much better than from Candlestick Maker which is a $2.

27
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 28, 2022, 05:21:41 pm »
Here is my simple entry this week


Quote
Gilded Reef
$7
Victory
7%
-
When you gain this, each other player may gain a Gold onto their deck.

28
Weekly Design Contest / Re: Weekly Design Contest #136: ‘Tis the Season
« on: September 19, 2022, 12:49:22 pm »
Concerning Carols
Instead of stating "While this is in play. Carol cards cost 1 less" could it be "Carols cost 1 less this turn" to take less space on the card?

I'm thinking i might remake these for myself but change the gifts on some:
1: Gold
2: Spoil
3: Silver
5: Coffer
11: Coppers (but not to you)
12: Reveal top 12 for +1 V-token for each Carol

guess i need to get some Horses

I have recently removed the Carols cost reduction text and added "+1 Favor" to help make them better as Treasures the do something. They are likely still quite weak but hopefully more relevant on more boards then a narrow cost reduction. I suspect the Carols cost less effect may overly reward players who go solo Carols, which is not the best design. The addition of them becoming Treasures at all was added to help reward players who go Carol cards and specially Carol cards early, as a flat 1 VP or 2 VP victory only card is basically dead weight which discourages players to try the pile out at all. Overall, I do like your shifts they seem decent ideas to try, I have yet to get a chance to play any of the Carol card ideas at all, so please report back any feedback appreciated.

29
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 16, 2022, 12:58:58 pm »
Here is my entry
I know why this couldn't be in Renaissance it is far too close to Ducat which is a card I do enjoy. Original Cargo Chip is just super bad as a terminal Action card. Also old Cargo Ship only storing 1 card felt super bad too so here are my shifts to the card. Also I think Treasure - Duration could have been in Renaissance as it uses both types.

Quote
Cargo Ship II
$2
Treasure - Duration
+1 Coffers
+1 Buy
This turn, when you gain a card, you may set it aside face up (on this). At the start of your next turn, put them into your hand.

EDIT: updated cost it should be $2 not $4

30
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 05, 2022, 03:45:59 pm »

Quote
Receipt
$5
Action - Duration
+1 Card
+1 Action
You may set aside a Treasure from your hand to play it at the start of your next turn.
-
When you gain this, gain a Silver and you may set it aside to play it at the start of your next turn.
This card help players save money for the future which useful when the extra copper or two does make a difference on what they buy. This also has burst of money to help surge up to a Gold or other Treasure card which might be useful to put into play during the action phase.


The Silver boost is neat but given that the play effect of this is nearly strictly worse (draw to X and obscure cases like Leprechaun prefer in play over hand) than Haven this is far from $5 territory.

Haven is a must effect, which Receipt is not, which is a bigger difference to me. Playing a Haven always means hurt the current turn to help the next turn which is not always great. Also if not used as a Haven but just a cantrip then Receipt reshuffles faster which ups the odds it meets up with the Treasures players are hoping to abuse. But you somewhat right this card is not super strong which why I gave it the Silver boost to push it from a $3/$4 to a $5. This card does combo with Quarry and a few other Fan-made Treasures that do weird stuff, also draw to X effects are common enough to make this interesting to me and I hope others.

31
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 05, 2022, 02:36:26 pm »
Here is my entry

Quote
Receipt
$5
Action - Duration
+1 Card
+1 Action
You may set aside a Treasure from your hand to play it at the start of your next turn.
-
When you gain this, gain a Silver and you may set it aside to play it at the start of your next turn.
This card help players save money for the future which useful when the extra copper or two does make a difference on what they buy. This also has burst of money to help surge up to a Gold or other Treasure card which might be useful to put into play during the action phase.

32

Quote
You may rotate the Elements.
Either now or at the start of your next turn: +2 Cards.


Updated Water's text based on your feed back

Quote
I can see what you're trying to do with Earth and Fire, but as worded by the time you're looking at Earth in your discard, you've already discarded it, so it's too late to play it.

I can see this working as an online-only card, but you couldn't do that physically unless you said something like, "Reveal every card in your deck, then discard the revealed cards". That would allow the user to react to this (as well as Tunnel)

Speaking of Tunnel, you can't reveal it in response to putting your deck into your discard pile, so that ruling would hold for Earth too.
https://boardgames.stackexchange.com/questions/7389/when-you-use-chancellor-to-discard-your-deck-do-you-gain-a-gold-for-each-tunnel

Update Fire's Text to make it discard the cards. I find it lame I have to do these as I thought for sure Chancellor's text discarded the cards but thank you for catching that.

33
Here is my entry




Quote
Water
$2
Action - Duration - Element
You may rotate the Elements.
Either now or at the start of your next turn: +2 Cards.
This card is based on Boons The Sea's Gift and The River's Gift, as it gives the player a choice when they want the cards and also felt quite like a Seaside card. This is simple card and should provide players with a decent draw effect to power up their decks. Also the simple draw might help with the other cards from the this pile as they are mostly card disadvantage.
Quote
Earth
$3
Action - Reaction - Element
Choose one: Trash a Treasure from the Supply; or gain a Treasure from the trash to your hand.
-
When you discard this other than in Clean-up, you may play it.
This card is based on Boon The Earth's Gift as is focused as a gainer and linked to Treasures. After seeing Salt the Earth this card become a Treasure version of Lurker and to help is combo with later cards in the Pile it gained the reaction from Weaver.
Quote
Fire
$4
Action - Element
Reveal your deck then discard it. Look through your discard pile and you may trash up to 2 cards from it.
This card is based on Boon The Flame's Gift as a trasher. As most Trashers are purchased early on and this card is buried under the other Elements it was tuned up to be a somewhat unique and powerful trasher. Most trash effects that hit multiple cards at once are a trade off of current power, as in the card in hand are useful for that turn, for a better deck. This card cheats that by trashing card in the discard which typically overpowered but this card is slow to acquire and terminal. Hopefully that enough to keep it from being too broken. This also combos with Earth as a way to discard it and a way to get Treasures in the Trash.
Quote
Air
$5
Action - Element
+2 Cards
+2 Actions
+2 Buys
+$2
Discard 2 cards.
This card is based on Boon The Wind's Gift as so can see the +2 Cards and Discard 2 cards. The tricky part was making a good card with that text at $5 and it felt fun to do a bunch of simple 2s. This card combos with Fire a bit as it fills the discard with Trash-able targets. This card combos with Earth as a discard outlet. As mentioned before the card disadvantage of this card can be recouped with Water. Overall I hope this card is good enough for players to want in may decks as it functions like a Festival with a bit of card selection on top.

34
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 18, 2022, 11:13:56 pm »
Here is my entry

Quote
Serenity
$10
Event
You may trash a Province, a Duchy, and an Estate from your hand for +20%.
Just to be clear the player must trash all 3 cards to get the +20%. This card is a fun quest for players to accomplish. Like Colonies and the Events Alliance and Dominate or any powerful Green card pile, this new card should reward players to go big and make a strong engine decks that can draw through Green cards and double their score. I really enjoy this idea as many slow engine decks get running then find their is not enough Green card left in the supply to catch up and this presents a method to help catch up. But does not stale out the game as player still need to collect this Green cards from the supply pushing the game toward an end state, except when they card pull from the trash but that feels a bit narrow.

Here are my other cards I made this week but they felt not as great but others might enjoy using them or improving on them later. I really enjoyed this contest as many cards want to reward players with game objects and Base cards are a great thing to reference as every game uses them and players don't have to fish out other piles.


Quote
Prestige
$5
Treasure
+1 Buy
+1 Coffers
This turn, when you gain an Estate, gain a Gold onto your deck.
This turn, when you gain a Duchy, Queue a Silver and a Copper from the Supply.
This turn, when you gain a Province, you may Exile it.
I tried to make a card that mentions the 6 common base cards and this card does a lot because of that. Frist, it is a treasure as it is not strong enough to be a terminal Action and being a Treasure saves space no having the +1 Action. Second, it gives a Coffers due +$1 how felt weak it that effect is and to reduce text size which saves spaces for the important bits. Third, the +1 Buy opens the door for multiple purchases of Green cards doubling this cards effectiveness. Fourth, the Estate bonus is mostly to get players decks started. Fifth the Duchy line requires the use of a Fan machinic with is linked below but should help Midrange Big money decks keep the money flowing but also Junking themselves up with low powered cards. Last the effect to Exile Provinces helps players Green earlier without much punishment other then playing this card with is a stop card and only generates +$1 money.
Also an easy reminder for Queue rules
http://forum.dominionstrategy.com/index.php?topic=20894.msg875641#msg875641

Quote
Capital Spending
$3
Event
Choose one: Gain a Copper and Exile a Gold from the Supply; or Exile a Duchy from your hand to gain a Gold onto your deck.
This card does a few things, first the the majority of the card Camel is the early gain effect, as buying Camel or this new card rewards rushing multiple Golds. Second this card helps midrange Big money decks clean out Duchies and set up for a Province. Third if player Buys this a few times early for the Exiled Golds they can get $5 money to snag an early Duchy to help get to Gold instead of just hoping to get to $6 which a Camel start can make much harder.

Quote
Lofty Pursuits
$5
Project
At the start of your Buy phase, you may discard an Duchy to look through your discard pile. You may reveal a Gold from it and put it into your hand.
This card is like turning the 1st Duchy into a Harem like card.

Quote
Recover
$5
Event
Once per turn: +1 Buy. Look through your discard pile, reveal up to one of each of these cards from it: A Colony, a Province, a Duchy, an Estate, a Platinum, a Gold, a Silver, a Copper, and/or a Curse, and set them aside. If you did, then at the start of your next turn, put them into your hand.
This card does a lot and was the best card I could make that uses all 9 Base cards (except Potion). It is quite a long test box but feels like the effect is easy to understand and shouldn't need to much rereading.

Quote
Reduction
$3
Event
Trash a card from your hand. If it's an…
Copper, +2 Coffers
Estate, Gain 2 Horses
Otherwise, +2 Villagers
This card slowly cleans out the player's decks of start cards or other junk and gives some small rewards much like the action card Sacrifice.
Quote
?
$10
Event
Gain a Gold onto your deck. Gain a two Duchies.
This card reward players who hit $10 with the % of a Province and helps set up the next turn but the Double Duchies might start to hurt. Sorry no image this idea was scrapped before I made a mock up.

Quote
Trawling
$5
Action
Reveal the top 5 cards of your deck. From those cards, put a Copper, a Silver, a Gold and a different Treasure card into your hand. Discard the rest.
FAQ: This card can draw at most 1 Copper, 1 Silver, 1 Gold, and 1 other Treasure (such as a Potion or a Spices) but this last Treasure card cannot be a Copper, a Silver, or a Gold.
This card has the potential to draw a lot of money but is terminal and requires players to fill there deck with targets and get lucky.

Quote
Wellspring
$4
Action
Choose one: Look through your discard pile. You may reveal a Copper, a Silver, and/or a Gold from it and put them into your hand or +1 Card and +1 Action.
This card has replacement mode because as with Counting House, it sucks far too much to draw this right after the shuffle.
This card has a very high ceiling to generate lots of money but may take a while to get working as the players must acquire the Treasures and a large enough deck for them to be in the discard pile reliably.

Quote
DI
$5
Action
+3 Cards then discard a card. If it was an...
Estate or Copper, +$1
Duchy or Silver, +1 Coffers
Province or Gold, gain a DI
Curse or Ruins, Exile it
This card was based on emtzalex's Amphitheater, which I liked but disliked the punishment for Discarding Curses. Also only mentioning Curse and Gold by name felt wrong and mostly tacked on it felt better to me to doubled down on references and pair them up to save space.

35
Variants and Fan Cards / Re: Ways but for Treasures
« on: August 13, 2022, 09:37:46 pm »
I think that foot path is to good. Silvers are now labs and golds are now double labs.

Except they can't combo into Action cards so a bit more limited still strong but less good then Laboratory on boards with powerful Action cards.

36
Variants and Fan Cards / Re: Ways but for Treasures
« on: August 13, 2022, 05:32:46 pm »
These seemed fun at first as I spent an evening designing quite a few Path cards. Unfortunately I woke up the next morning converted most of them into low costed Events and they worked much cleaner. Also looking at these as Events made it more clear how powerful these cad be like the Paved Road one you posted is way too strong compared to the Event Bonfire or How your Dark Alley is Toil but costs less and can combos much easier. These are the few Path cards I made that might still be worth the rules effort

Quote
+$1
When you discard this from play this turn, put it onto your deck.
Quote
+1 Card
Take a card from your hand and put it anywhere in your deck.
Somewhat useful deck manipulators, the other 3 are basically using conditional effects to turn Coppers into Silvers temporarily
Quote
Gold produces an extra $1 this turn.
Quote
If you’ve played 3 or more Actions this turn, +$2.
Quote
If you have exactly 7 cards in play, +$3.

37
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 13, 2022, 04:52:37 pm »
This looks too good compared to Explorer and Pirate. Pirate is only better as it can gain $5 Treasures but that does not compensate for the immediate hand-gaining.

Explorer's removed so I don't see a reason to care about that. Pirate's Reaction allows it to be non-terminal... not all the time, but a good amount of the time, where this will just never be.

I agree with segura this card is a bit too pushed as Pirate is the only card the gains Gold to hand and is much more compare able to Swamp Hag as it is a duration effect. Courtier basically gains a Gold to hand, with its +$3 and gain a Gold, if they have 2+ typed card. Even comparing this card to the other just Terminal +$3 cards this card is quite a bit stronger. See bellow
Stronghold - Cost $6 but does some very uncomparable stuff
Giant - Only trigger half the time
Poor House/Souk - Needs a small hand
Mandarin/Horse Traders - self discard
Wine Merchant - Self kills after use
Sacred Grove - Help opponents quite often
Galleria/Guildmaster/Livery - these require doing something to get there bonus and there bonus is a much smaller reward then a Gold.
And all these comparisons are assuming player never uses the Duchy clause, just Gain a gold to hand for $5 is far too strong.

Overall I like your simple Gold gainer but the floor is too strong. You might try a card that gains the 1st Gold to the discard pile, but if a Duchy is discarded put the 2nd Gold into the hand.

Also if possible to reword the card to make it clear that the player gains 2 Golds as I misread the card the first time and I assumed only 1 Gold was to be gained and the Discarded Duchy just moved the 1 gained Gold into hand.

38
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 13, 2022, 04:26:06 pm »


If both Curse and Estate piles are empty or either pile is empty, do players still get the +3VP?

39
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 13, 2022, 03:24:46 pm »
Names 3 Base cards
Bandit Fort
I'm not sure how you counted 3 base cards for Bandit Fort?

My mistake I will update previous post.

40
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 13, 2022, 01:38:37 pm »
Judge to be clear we are to make a card(s) that uses 2 or more named base cards or exactly 2 named base cards?

Also might be useful for other people here is the full lists of official cards that reference Base Cards

Names 6 Base cards
Alliance

Names 4 Base cards
Castles

Names 3 Base cards
Explorer, Palace

Hexes(Bad Omens, Envious, Greed, Locusts, Plague) - I don't want to count this but the deck of Hexes reference 3 base cards, so all Doom cards reference at least 3.

Names 2 Base cards
Apothecary, Aqueduct, Augurs, Bandit, Bandit Fort, Beggar, Corsair, Count, Enclave, Fool's Gold, Governor, Hunting Grounds, Ill-Gotten Gains,  Mountebank, Noble Brigand, Quest, Soothsayer, Tournament(Prizes) Transmute, Treasure Trove

Boons (The Mountain's Gift + The Sea's Gift) - I don't want to count this but the deck of Boons reference 2 base cards, so all Fate cards reference at least 2.

Names 1 Base card
Alchemist, Amulet, Annex, Banquet, Barbarian, Baron, Black Cat, Blockade, Bonfire, Bureaucrat, Cache, Camel Train, Cauldron, Charlatan, Circle of Witches, Commerce, Conquest, Coppersmith, Courtier, Counting House, Coven, Cursed Gold, Cutpurse, Defiled Shrine, Delve, Desperation, Devil's Workshop, Dismantle, Distant Shore, Dominate, Ducat, Duchess, Duke, Embargo, Embassy, Encampment, Familiar, Feodum, Fortune, Fortune Teller, Fountain, Giant, Grand Market, Groom, Hideout, Hoard, Idol, Inheritance, Jack of All Trades, Jester, Legionary, Leprechaun, Lucky Coin, Market Square, Merchant, Miser, Monastery, Moneylender, Mountain Pass, Old Witch, Pasture, Raid, Reap, Replace, Rocks, Royal Blacksmith, Sauna, Scrap, Sea Hag, Sea Witch, Settlers, Silos, Skulk, Sorcerer, Squire, Swamp Hag, Territory, Torturer, Town Crier, Trade, Trader, Trading Post, Treasure Chest, Treasure Hunter, Treasure Map, Triumph, Tunnel, Vagrant, Way of the Camel, Way of the Worm, Wayfarer, Weaver, Wedding, Wild Hunt, Windfall, Witch, Witch's Hut, Young Witch

41
Dominion General Discussion / Re: Prosperity 2E Preview 2
« on: May 31, 2022, 10:09:43 am »
Clerk:
• A player with no cards in their deck will have the card they put on top become the only card in their deck.
• At the start of your turn, you may play any number of Clerk cards from your hand, one at a time, without using up your regular Action play.

So if my opening hand for a turn is clerk and 4 copper. I play the clerk using its reaction but use way of the otter to draw two cards and draw two clerks can i play both new clerks using their reaction?

42
Variants and Fan Cards / Re: Fan Mechanics Contest 32: Season 3 Finale
« on: March 27, 2022, 01:27:47 pm »










Sorry for making 2 traveler lines as I know more work but I had fun making linked paths that interacted with each other some what. Also I hate the wording on the event and would love to rework this phrasing to find better way of commutating this but I have not found one. I used Debt to not interact with other travelers. Thought about using Carts/Fishes instead of Horses and Spoils to use more mechanic but decided this pile was weird enough.
To clarify the mechanics I am combining are
Paid Traveller Upgrades (Even It is is done in a different way)
Heritage cards
Pair Cards (Even It is is done in a different way then the Supply thing)
Heirlooms/Heritage cards on Landscapes

43
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 23, 2022, 05:38:56 pm »

Quote
Exchange Rate
$3
Action - Duration - Liaison
Now and at the start of your next turn, choose one: +1 Favor; Spend a Favor for +2 Villagers; Spend a Villager for +2 Coffers; Spend a Coffers for +2%.

I really like this idea, but the VP reward at the end seems way too easy to obtain if there are any other sources of Coffers. Self contained I think the work may warrant the reward, but I can see this likely being broken in Kingdoms with other sources of Coffers. If I could hazard a suggestion; keeping with the theme and design, perhaps "Spend a Coffers for +2 Favors"?

Would you spend a Coffers for +2 Favor and consider that good? Like the card gives +1 Favor to start the trading game so it would really be -1 Coffers for +1 Favor more then what is guaranteed on each trigger which seems like a waste of text and players time.
The -1 Coffer for +2VP may seems strong as the whole point of Dominion is to turn $ into VP. This card play in some risky spaces as any VP token card that does not progress the board may stalemate the game. So I would compare it to Monument which grants +1VP each play along with money which this card does not give it actually cost $ to get the VP tokens. Now with an alt source of Coffers you may find the best action is to ignore all other cards and cheese out lots of coffers into lots of VP tokens. Hopefully that happens only late enough in the game for others to counter that strategy or end the game before a player has a clean system, like players who aim to get a mega deck full of Throne Rooms & Monuments, typical struggle to clean out there deck before the game ends. I think this card will be held back by it being terminal (excluding the villager use but that slows down your VP token gaining). The card is also a duration card, even if it triggers on both turns, it might miss some shuffles, if you do no have complete deck control.

44
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 22, 2022, 03:58:33 pm »

Quote
Exchange Rate
$3
Action - Duration - Liaison
Now and at the start of your next turn, choose one: +1 Favor; Spend a Favor for +2 Villagers; Spend a Villager for +2 Coffers; Spend a Coffers for +2%.

45
Variants and Fan Cards / Re: Fan Card Mechanics Week 30: Scrapbook
« on: March 10, 2022, 02:41:02 pm »

Quote
Safe
$3
Project
At the start of your turn, exile a non-victory card from your hand.
Heritage: Deeds
Quote
Deeds
$3
Victory - Heritage
Worth 1% for each 2 cards you have in exile rounded down.
Safe is very comparable to Cathedral, it does need some text to deal with the situation of a hand of all green cards. This is worse as players usually just trashout their Estates early, also the fact this does not remove a curse’s -VP. But with the Heritage giving some addition of VP for completing an objective is nice. Not sure if players will ever be in the situation of buying this too early then buy something that is in exile just to fill up their deck, which Cathedral does quite differently. This pair does get better with other sources of exile which is probably good. Overall this combo is more comparable to a Landmark, that enables itself but also you need to keep a dead card. Might be able to make this just an Action - Victory card and get a similar result with less games being slowed to a crawl when this is bought too early.

Quote
Way of the Pegasus
Way
You may trash a Silver from your hand.
If you do, +1 Action and draw until you have 6 cards in hand.
Heirloom: Lucky Coin
Quote
Lucky Coin
$4
Treasure - Heirloom
$1
When you play this, gain a Silver.
I am glad somebody explored the uses of Official Heirlooms. I really like how this helps unjunk your deck of Silvers for an engine focused deck which might struggle to deal with the glut of Silver this Heirloom creates, given the Heirloom really helps green rush decks keep gassing all game.

Quote
Way Of The Parrot
Way
You may play a Treasure card from your hand twice.
Heirloom: Mirror
Quote
Mirror
$2
Treasure - Heirloom
+2 Actions
+$1
Way Of The Parrot plus an Heirloom is a great idea, as it expands the Card’s uses by guaranteeing that a cool treasure is onboard, except your treasure is just lacking. Mirror feels like it could use some work as its text box only matters if you Way Of The Parrot it and even then not worth it. Mirror doesn’t interact with enough cards for the extra reading/confusion it would create.

Quote
Kriegsspie
Act
Once per turn, set aside any number of Young Knights from your hand, then play them all.
Heirloom: Knight's Shield
Quote
Knight's Shield
$2
Treasure - Heirloom - Supplier
$1
-
$3: +1 Buy. Gain a Young Knight; if it's the 3rd you've gained this turn, Queue it.
Quote
Young Knight
$3*
Action
Choose one: +2 Cards; or +2 Actions; or +3 Buys; or +$2.
(This is not in the Supply.)
So you tried to use all the custom mechanics, bold choice.
Kriegsspie is limited but still cool, most Act I have seen or made feel useless or game warping so this is nice to see, the choice is meaningful and simple.
Knight's Shield, a Supplier that is Heirloom Supplier is a great use of both mechanics, it gives players limited access to the “Pile” to buy, so kinda different than just an event. Also it gives access to the “Pile” earlier than a supply pile would as players usually have to wait a rotation. The Queue if you spend $9 ($3*3) feels like a waste of text, might make this easier to trigger by reducing it to the 2nd copy or “if you have gained 3 or more cards this turn Queue the Young Knight) or Queue all 3 copies you bought this turn. (No idea how to word that)
Young Knight feels off, this does not feel worth all the effort of the weird steps to get it. The use of 3 buys is just irritating to see as everything else is a +2. Gaining lots of these seems cool and very much what the design wants you to do, but having a bunch of these feels like too many choices for each play and yet not enough power for only buying a couple. Also get ruined by any attack effect, basically lowering the density with junk or hand size ruins this pile's plans. Side Note how many Young Knights are in the pile?
Overall the price and inconstant way to gain the Young Knight does not feel worth it. Also the Landscape feels like the smaller point to this design, you might be able to even remove it and the pile plays the same.

Quote
Campsite
$5
Project
At the start of Clean-up, trash up to 2 non-Duration cards you have in play.
Heirloom: Obsidian Ring
Quote
Obsidian Ring
$2
Treasure - Reaction - Heirloom
$1
-
When you trash this, put it into your hand.
When you discard this other than during Clean-up, you may reveal it to put it into your hand.
This project feels pushed, a trash effect that does not take up room in your deck late game feels just too good. The upside of when discarded you may return to hand is great Heirloom. Seems great for lots so shifter and such it is quite sad your landscape does not help enable this somehow. I was surprised to see a Heirloom as a downside, this does feel like a great place to explore, and pairing a downside Heirloom with a strong project seems like a good pair.


Quote
Bellmaker
Edict
When you buy a Silver, gain an additional Silver.  When you trash a Silver, +1 Card.
Heirloom: Chime
Quote
Chime
$2
Treasure - Heirloom
$1
This turn, when you gain a Treasure, you may put it on top of your deck.

Bellmaker feels very comparable to Delve letting players start with an extra silver, except Delve costing a player’s early $4 ($2+$2) and this one costing a player’s early $3. The other half of turning Silvers into pseudo Rat/Overgrown Estates is interesting, though I'm a bit sad as the Heirloom does not help guarantee a form of trash for the Silvers. An edict that affects early game by giving out silvers then later when silver matter less gives players something to do with those silvers late game seems like a fun place to explore.
Chime feels like a great Heirloom effect to design around, except it really messes with the early 3/4 split math. These two cards in conjecture really create some swingy early turns. If a player gets the heirloom in the 1st hand vs the 2nd hand matters a lot. If a player gets the heirloom in the $3 hand vs $4 hand can give two silvers on top matters too much and is probably not a good place for this. Now over the course of the game it should somewhat work out but feels off overall.

Honorable mention
Emtzalex - Kriegsspie/Knight's Shield/Young Knight

Runner Up
Augie279 - Campsite/Obsidian Ring

1st place
Xen3k - Way of the Pegasus/Lucky Coin

46
Variants and Fan Cards / Re: Fan Card Mechanics Week 30: Scrapbook
« on: March 10, 2022, 12:17:01 am »
Submissions closed. I will have them judged by tomorrow.

47
Variants and Fan Cards / Re: Fan Card Mechanics Week 30: Scrapbook
« on: March 08, 2022, 11:09:53 pm »
24 hour warning

48
Variants and Fan Cards / Re: Fan Card Mechanics Week 30: Scrapbook
« on: March 08, 2022, 11:25:02 am »
Hey judge, would a heritage card with a sideways card be acceptable for a submission.

Yes you may. That fits the spirit of this contest i will update the OP.

49
Variants and Fan Cards / Fan Card Mechanics Week 30: Scrapbook
« on: March 02, 2022, 09:00:16 pm »
This week I wanted to explore the design space of Heirlooms that are linked to Landscape cards. So your task is to design a Landscape card (Event, project etc.) and an Heirloom pair; Existing Landscapes and Heirlooms are allowed (but you must design at least half of the pair). You are allowed the full range of official Dominion mechanics Current, New(Allies, etc.), and Fan-made mechanics, if you use a Fan-made one please include a link or text explanation of the rules. This includes landscapes that are not official dominion such as Edicts, Acts, or anything sideways.

Example pairs:
You may make a custom Heirloom linked to a custom Landscape
or
You may make a custom Landscape linked to an official Heirloom
or
You may make a custom Heirloom linked to an official Landscape
or
You may make a custom(yours) Heirloom linked to a fanmade Landscape (by another person, please cite/link the original)l. As long as that Landscape was NOT a submission by another person in this contest.
or
You may make a custom(yours) Landscape linked to a fanmade Heirloom (by another person, please cite/link the original)l. As long as that Heirloom was NOT a submission by another person in this contest.

You may NOT combine both an official Heirloom and official landscape. (Such as Goat + Donate )

The deadline for submissions is Wednesday, March 9, 2022 at 11:00 p.m. Eastern (Forum) time / 4:00 UCT.

Edit: You may use a Heritage card instead of an Heirloom for the contest, but still must be paired with a Landscape card.
http://forum.dominionstrategy.com/index.php?topic=20967.msg882987#msg882987

50

Fan Card Mechanics Week 29: Gone Pair-Shaped


The Results

Thanks to everyone who participated. Here are the results:

Runners up:

Bricklayers and Worksite by Xen3k

Retreat & Regroup by Mahowrath


Winner:

Duality Moon and Duality Sun by arowdok


Thank you for the prompt and extended feedback.
I will have the next contest put up shortly

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