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Messages - BryGuy

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1
Variants and Fan Cards / Fan Card Mechanics Week 89: Workers
« on: April 24, 2024, 08:40:07 am »
This week's challenge is to use D782802859's Worker. You will design a Worker and a Kingdom card that would bring that Worker into the Kingdom. Below is a brief explanation.
:)
Workers are Supply piles of cards with five cards in them each. When you buy a copy of a Worker, it goes in front of you face-down. The backs are different. At any point during your Action phase, you can over-turn a Worker to receive the effect on the card. You can only over-turn a worker once per turn and you can only have one worker at a time. During your Cleanup phase, you return all face-up Workers to their pile.
:)
Below are some Worker examples.

:)

My main judging criteria is whether I would be excited to see the design in a Kingdom. Important factors:
* balance: is it useful, but not overpowered (both in general and in a variety of Kingdoms)
* playability: it is fun to play and works with more than one type of deck
* simplicity: this doesn't always mean fewer words; a card with lots of text that, once you understand it, can be easily and intuitively be played is better than one with four lines of text that is difficult to understand
* topicality: designs something within the specifications presented


Have fun! I look forward to seeing your entries.
:)

2
Variants and Fan Cards / Re: Card Fusions
« on: April 21, 2024, 07:03:13 pm »
Card Fusions #26
Barge & Merchant Guild
:)                         :)                         :)

3
Weekly Design Contest / Re: Weekly Design Contest #217: Silver
« on: April 21, 2024, 06:47:31 pm »
:)
Quote
Silver Scepter • $5 • Action
You may discard a card costing at least $3 to gain two Silvers and trash a Hand card. Otherwise, +$3.
-
In games using this, reveal a Hand of four or more cards and only Silver to end the game.
:)
This provides a narrow window to end the game prematurely.

4
Dominion General Discussion / Re: Cornucopia & Guilds 2E
« on: April 18, 2024, 09:46:17 pm »
I found the best price at Game Nerdz. I ordered it seven days ago and got it today.

5
Variants and Fan Cards / Re: Fan Card Mechanics Week 88: Remodel This
« on: April 18, 2024, 09:54:09 am »
:)
Old Mechanic:
Mighty type - You can't play a Mighty card if you have one in play. You can still play more through alternate means, like cards that put other cards into play, or Command cards (Although you could put under-the-line text that restricts that too, somehow). But yeah it lets you restrict a card, enabling some things we might normally avoid, like non-terminal Attacks.

:)
Issue with Old mechanic:
This mechanic as noted would likely mean that most piles would almost never become empty for fear that they may collide and become duds-in-hand. This is escecially true for those who's strategy is to draw most of thier deck each turn.


:)
New Mechanic:
More type - A More of lower cost can not be played after a More of a higher cost unless a card specifically allows that. This card type will always be in spilt piles.


:)
Quote
Royal • Randomizer
This pile starts with as many copies of each card as players, but minimum three and maximum five. These are set-up from lowest cost to highest cost.

:)
Quote
Jill • $3 • Treasure - Royal - More
Trash a Hand card. If it is ... a Victory, +$2; a Treasure, +$1.
Each other player may trash a copy of the card you trashed from their Hand.
You may rotate the Royals.

:)
Quote
Jack • $4 • Action - Royal - More
...

:)
Quote
Jacqueline • $5 • Action - Royal - More
+2 Cards
+1 Buy

Choose one: +1 Action; or discard a card for +$1.
Each other player may reveal a Victory costing up to $6; otherwise +$2.

:)
Quote
Julian • $6 • Action - Royal - More
...

:)

6
Variants and Fan Cards / Re: Fan Card Mechanics Week 87: Seed mat
« on: April 17, 2024, 09:26:30 am »
:)
Thank you all for your submissions! I wish i had time to playtest these and provide better feedback. Alas, here are the submissions and some feedback:

Will(ow|iam)'s Sift: An Event that is a decent design, but not terribly exciting of synergistic with the mat. As an Event it is available to all, but at $5 it won't be bought often.

stars's Fertile: An Action-Victory who's action is fairly week but it fuels its Victory condition. The Victory condition is not terribly strong. I'd love to have seen more synergy with the mat.

czzzz's Arborist: An Action that at $4 can be bought in the opening. It provides better exchange for Trees than the mat. If provides a method but almost no payload to secure multiple Seeds. There is some nice synergy with the mat.

Melon's Arborists: A rotating four card split pile. These can be great if they entice players to gain them. Gardener is a little underwhelming - the first card is always the most difficult though. Harvester is interesting. Canopy if fine, although it would be better is the deck discard did something, like maybe fish your deck for a card and discard the rest or is like Lookout. Orchard is a Victory-Reaction who's points are difficult to get, but who's reaction adjusts the mat's operations in an attempt to gain its elusive points.

StrangerSon712's Proprietor: An Action that hastens the shuffle while loading the mat. This might work, but limit its usefulness since using it would progress the mat at the expense of getting to your other cards. I could see this getting skipped late game if it came up early after a shuffle. Interesting idea though.

:)                                       :)
While these are all good submissions, there can be only one winner.

Winner: czzzz's Arborist

Runner-up: Melon's Arborists

:)

7
Variants and Fan Cards / Re: Fan Card Mechanics Week 87: Seed mat
« on: April 16, 2024, 12:20:10 pm »
.          :)
Contest Closed
:)                  :)
I plan to post results in less than 24-hours.
.          :)

8
Variants and Fan Cards / Re: Fan Card Mechanics Week 87: Seed mat
« on: April 15, 2024, 09:15:02 am »
.          :)
24-hour Notice
:)                  :)
Please get your entries in to be judged.
.          :)

9
Weekly Design Contest / Re: Weekly Design Contest #216: Blue Dogs
« on: April 10, 2024, 07:58:29 pm »
:)
Quote
Black Bear • $3 • Action - Reaction
Choose one: +2 Cards; or trash up to three copies of a card from your Hand.
-
When you gain a card, you may play this from your Hand to put the gained card into your Hand.

Heirloom: Blessed Gems
:)
Quote
Blessed Gems • $2 • Treasure - Heirloom
$1
If you've trashed a card this turn, gain a Spoils.
:)
previous
:)
Quote
Black Bear • $3 • Action - Reaction
Trash this and up to three copies of a card from your Hand.
-
When you gain a card, you may play this from your Hand to put the gained card in your Hand and +1 Card.

Heirloom: Blessed Gems

10
Variants and Fan Cards / Re: Card Fusions
« on: April 09, 2024, 08:55:16 am »

Idk man I'm trying here
I think this needs Tunnel's language "When you discard this other than during Clean-up, you may reveal it to ..." for accountability.

11
Variants and Fan Cards / Re: Card Fusions
« on: April 08, 2024, 10:13:49 am »
Card Fusions #25
Weaver & Swap
:)                         :)                         :)

12
Variants and Fan Cards / Fan Card Mechanics Week 87: Seed mat
« on: April 08, 2024, 09:58:37 am »
:)
Howdy All,

This week's mechanic is to make a card or Horizontal that would work well with czzzz's Seed Mat. Let me know which version you use (A or B). Version-A:

Seeds...they don't do much. But sow (shuffle?) them and you get Trees! You could always cut them down, but you're no Woodcutter. Let them live and you'll see the Fruits of your labor, something to feed the Horses.

Seeds
When you shuffle, +1 Fruits for each Trees you have.
Move all your Seeds to Trees.
During your Buy phase, you may remove Trees for +$1 and +1 Buy each; and remove Fruits to gain a Horse onto your deck for each.


Version-B:
Seeds
When you shuffle, +1 Fruits for each Trees you have.
Move all your Seeds to Trees.
During your Buy phase, you may remove Trees for +$1 and +1 Buy each; and remove Fruits to gain a Spoil for each.
:)

My main judging criteria is whether I would be excited to see the design in a Kingdom. Important factors:
* balance: is the mat useful, but not overpowered (both in general and in a variety of Kingdoms)
* playability: the mat is fun to play and works with more than one type of deck
* simplicity: this doesn't always mean fewer words; a mat with lots of text that, once you understand it, can be easily and intuitively be played is better than one with four lines of text that is difficult to understand
* topicality: designs something within the specifications presented


Have fun! I look forward to seeing your entries.
:)

13
:)
Quote
Neighborhood Garden / Adjacent Neighbor • Randomizer
This pile starts with as many copies of each card as players, but minimum three and maximum five. All copies of Neighborhood Garden are on top.
:)
Quote
Neighborhood Garden • $3 • Treasure
Trash a Hand card. If it is ... a Victory, +$2; a Treasure, +$1.
Each other player may trash a copy of the card you trashed from their Hand.
:)
Quote
Adjacent Neighbor • $5 • Action
+2 Cards
+1 Buy

Choose one: +1 Action; or discard a card for +$1.
Each other player may reveal a Victory costing up to $6; otherwise +$2.
:)
previous
Quote
Neighborhood Garden • $3 • Treasure
Trash a Hand card. If it is ... an Estate, +$2; a Copper, +$1.
Each other player may trash a copy of the card you trashed from their Hand.

Adjacent Neighbor • $4 • Action
+1 Card
+1 Action
+1 Buy

Choose one: +1 Action; or discard a card for +1 Card.
Each other player may reveal an Estate. If no Estates are revealed, +$2.
:)

14
Dominion General Discussion / Re: How often do you buy new Base Cards
« on: April 01, 2024, 10:08:43 pm »
I sleeve all my cards, in order to hopefully never need to replace them. I've been playing Dominion physically roughly twice a month for seven years, and only occasionally had to replace a single broken sleeve.
I am thinking about sleeving my cards. Would you mind letting me know what sleeves you use?
I use these for they offer the best value for the price. I replace one of the Base card's sleeve, usually a Copper about once every four games.
Unlike the Mayday ones i bought, these allow easier shuffling, so Mayday are used for Randomizers, Horizontals, and other card-like objects.

Update 20240403: Standard Mayday.

:)

15
Variants and Fan Cards / Re: Fan Card Mechanics Week 86: Quests
« on: April 01, 2024, 10:03:44 pm »
:)
Quote
Spartan • Quest
1. Gain a Silver
2. Gain a Ducky
-
At the start of Clean-up, you may trash a card you would discard from play this turn, to gain a Treasure costing up to $3 more.
:)
This can be used in any Kingdom for it does not depend upon having other functions not readily present in every game.
:)

previous:
Quote
Spartan • Quest
1. Gain a Silver
2. Gain a Ducky
-
At Clean-up, trash a card you would discard for a Treasure costing up to $3 more.

16
Variants and Fan Cards / Re: Card Fusions
« on: March 25, 2024, 10:41:06 pm »
:)
Quote
Cloister Garden • $4 • Action - Duration
+1 Card
You may trash a card from your Hand. Set aside two Hand cards.
At your next Start, put all set aside cards into your Hand.
-
If you discard this, other than in clean-up, play it.
:)

17
:)
Quote
Prism • $4 • Treasure
+1 Buy
If you no have no Coffers, +2 Coffers;
otherwise gain a Horse per differently named Treasures in play (including this).
This uses variety from Cornucopia, Coffers from Guilds, and Horses from Menagerie.
:)

18
Variants and Fan Cards / Re: Card Fusions
« on: March 24, 2024, 11:38:29 am »
Card Fusions #22
Church & Trail
:)

19
Variants and Fan Cards / Re: Fan Card Mechanics Week 85: March Matness
« on: March 21, 2024, 10:35:47 am »
:)
Quote
Black Bank • $5 • Night
Shadow a card in play. If it is a Treasure costing $2 or less, Shadow a copy from the Supply.
-
Gain this to your Hand.
:)

20
:)
Thank you all for your submissions.

Winner: Seeds mat by czzzz

:)

21
.          :)
Contest Closed
:)                  :)
I plan to post results in less than 24-hours.
.          :)

22
Variants and Fan Cards / Re: Card Fusions
« on: March 20, 2024, 01:40:08 pm »
Card Fusions #21
Bridge & Border Village

23
Variants and Fan Cards / Re: Dominion: Experimental
« on: March 18, 2024, 09:39:41 am »
:)
Well, this has largely been successful. Like my other expansions there have been some slight changes to some cards. I'm in the process of making those changes now and adding a few dozen more cards.

Here are the updated Rule changes:
Additional Experimental Rules:
* In games using these cards, include no less than two Experimental cards. In games using double potion costing card, include a single potion costing card and M-Chalice. In games using triple potion costing card, include a single potion costing card, a double potion costing card and M-Chalice.
* In games using three or more Experimental cards add M-Chalice, and Parish to the Supply. In games using five or more Experimental cards, replace Provinces with County, and replace Gold with M-Medicine and M-Flame. In games using all Experimental cards, remove Duchy, add Quicksilver, M-Vapor, Principality, and Alchemical Exchange to the Base cards.
* Game ending is modified to either three piles are empty, County pile is empty, or Principality pile is empty.

:)

24
Dominion General Discussion / Horizontal Card backs
« on: March 18, 2024, 09:11:33 am »
I was wondering if anyone could direct me to card backs not readily available on dominionstrategy.com...Landscape. Specifically the one that are not there Events, Landmarks, States, Ways, and Traits. Otherwise, would anyone be willing to design these?

25
.          :)
55-hour Notice
:)                  :)
Please get your entries in to be judged.
.          :)

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