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Messages - BryGuy

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126
Variants and Fan Cards / Re: Fan Card Mechanics Week 70: Turn Counter
« on: August 17, 2023, 10:22:14 am »
Spilt pile: Stock Document + Plutocrat

Stock Document • $3 • Treasure
Turn 1-10: +$0
Turn 11-14: +$1
After Turn 14: +$4
-
After Turn X: When this card is on top of a supply pile, trash it.


Plutocrat • $6 • Victory
0%
Worth 2% more for every turn after turn 13.
-
After Turn X: When this card is on top of a supply pile, trash it.


What about a pile, which trashes itself turn after turn? Of course, you have to build the deck uo in the right order before the game like you du with the castles. And to spice things up a bit, you have a split pile. First a stock, which is quite worthless at the beginning, but gives you +$4 in late game. And a Victory card which gets stronger the longer the game takes. Yes, maybe the are some things to tweak, costs or when the turn effects are getting activated (I see, it would thematically make more sense when the Plutocrat gets his value after the Stock Documents go high, or the Stock Document shouldn't bo $0 foor 10 turns). But I think you get the point. :)

I like this concept, but there are several things you could do to make it better.  :) Remove the reference to zero - no need to state a Treasure is wroth $0 or a Victory is worth 0VP. Each card need not have different wording, if the wording is better constructed. Stock Document is not likely to be bought if it is a dead card for so long. Plutocrat is much too swingy. Here is how i would do this concept:
Quote
Stock Note/Plutocrat
Randomizer
This pile starts with one plus one per player of each card (max 5). All copies of Stock Note are on top.


Stock Note
$3 Treasure
After turn-4: +$1
After turn-13: +$2
Even turns: +1 Buy
-
After turn-3, when this card is on top of a supply pile, trash it.


Plutocrat
$6 Victory
Worth the smaller of either: 5VP; or 1VP plus 1VP more for each set of two turns after turn-9.
-
After turn-9, when this card is on top of a supply pile, trash it.

FAQ:
What is Stock Note worth:
After turn-04: $1
After turn-13: $3
Even turns: +1 Buy

What is Plutocrat worth:
After turn-00: 1VP
After turn-11: 2VP
After turn 13: 3VP
After turn-15: 4VP
After turn-17: 5VP
 :)

127
Non-Mafia Game Threads / Re: The Necro Wars
« on: August 15, 2023, 09:09:30 pm »
It would actually be easier with a separate document contianing just the figures
I review documents like these. I save a second copy and put that on my other monitor.

128

Usually Peddler variants cost $5. How do you justify this costing less?

129
^ the card is pretty cool, but why is the font so damn small? I guess bc the other two signs are too large, but it looks weeeird
Sorry, I am too lazy to make my own card generator or hack the existing one
Here is an option that also credits the artist:

130
Quote
Termite • $4 • Action
+1 Card
+1 Action
If the Estate pile is empty, gain a Termite; otherwise gain an Estate.
You may trash a Victory card or Termite from your Hand for +1VP.

:) I'm wondering if this could cost $3.

131
Variants and Fan Cards / Re: Fan Card Mechanics Week 70: Turn Counter
« on: August 09, 2023, 12:24:09 pm »
Quote
Bamboo • $4 • Action
+1 Card
+1 Action
If a Supply pile is empty, +1 Card.
After turn-3, you may trash a card from your Hand.
After turn-5, +1 Action.
After turn-7, +1 Buy.
:) After reviewing all of the village-like cards, at full power this is should easily cost $6. I priced it lower since it takes a while for all effects to become active.

Does "after" include on that turn?
That is a good question. I can see how that may be slightly confusing. While that is what i intended, my words may not have been carefully crafted. i'm thinking to avoid confusion that it should not be effective on that turn.

132
Variants and Fan Cards / Re: Fan Card Mechanics Week 70: Turn Counter
« on: August 09, 2023, 10:47:18 am »
Quote
Bamboo • $5 • Action
+1 Card
+1 Action
you may choose one: If two Supply piles are empty, +1 Card; or after turn-3, you may trash a card from your Hand.
You may choose one: If a Supply pile is empty or after turn-6, +1 Action; or after turn-9, +1 Buy.
:) After reviewing all of the village-like cards, at full power this is could cost $7. I priced it lower since it takes a while for all effects to become active.

previous:
Quote
Bamboo • $4 • Action
+1 Card
+1 Action
If a Supply pile is empty, +1 Card.
After turn-3, you may trash a card from your Hand.
After turn-5, +1 Action.
After turn-7, +1 Buy.
:) After reviewing all of the village-like cards, at full power this is should easily cost $6. I priced it lower since it takes a while for all effects to become active.

133
Quote
Sly Fox • $5 • Action
Choose one: +1 Card; or +$2
Choose one: +1 Action; or +1 Buy
Each other player gains a Curse.
-----
In games using this, Curse is also an Action with "+1 Action; If another Curse is in play, trash this."
:)

134
General Discussion / Re: Brag Board
« on: July 25, 2023, 09:46:08 pm »
Our offer was just accepted on some land to build a house on!!

After multiple delays due to issues with getting DOT and county approval for new subdivision stuff; finally closed! We now own a bunch of land. Can't do anything at all with it until we get the floor plan finalized.
That is awesome! I built our house about 13 years ago after almost two years of research. Oh wow did i learn some things in the building process though. I'd love to discuss if you are interested. In general, where are you building? We build in a hot humid climate and most of the design choices followed that. Low mass walls and roof, porch to obstruct sun; foam insulation, longer W-E than N-S, etc.

135
Quote
Trading Docks • $4 • Action - Duration
Trash a card from your Hand. Play any Treasures from your Hand. You may buy up to two cards from the Foreign Market using the played Treasures.
At the start of your next turn, +1 Buy.
Interesting mechanic :)

136
World-traveling merchant crew
Ally - Import

During your buy phase, if your Journey token is face down, then you may buy from the Foreign Market, and you may not buy from the supply. At the start of your buy phase, you may spend 2 favors to flip your Journey token (it starts face up).
You may need a mechanism to flip the Journey token over, like when you buy a card from the Foreign Market. It may prove useful to use a unique token instead of the overused Journey token. :)

137
Here is a plant Traveler series:

Quote
Small Seed
$4 Action - Traveller
You may do this up to two times: discard a card to draw a card and +$1.
Then choose one: +1 Action; or +1 Buy.
-
When you discard this from play, you may trash this and a Treasure card from your Hand for a Plain Plant.

Plain Plant
$5* Action - Traveller
+1 Card
+1 Actions

You may trash a Treasure from your Hand to choose one: gain a Silver to your Hand; or +1 Buy and +$1.
-
When you discard this from play, you may exchange this and another card from your Hand for a Bold Blossom. (Not in the Supply)

Bold Blossom
$6* Treasure - Duration
+1 Buy
You may set up to four cards under this revealing them for +$1 per differently named card.
At the start of your next turn put the cards into your Hand and +1 Action. (Not in the Supply)

previous:

Quote
Small Seed
$4 Action - Traveller
+1 Card
+2 Actions

You may trash a Treasure from your Hand to choose one: gain a Silver to your Hand; or +1 Buy and +$1.
-
When you discard this from play, you may trash this and a Treasure card from your Hand for a Plain Plant.

Plain Plant
$5* Action - Traveller
You may do this up to three times: discard a card to draw a card and +$1.
Then choose one: +1 Action; or +1 Buy.
-
When you discard this from play, you may exchange this and a Victory card from your Hand for a Bold Blossom. (Not in the Supply)

Bold Blossom
$6* Treasure - Duration
+1 Buy
You may set up to four cards under this revealing them for +$1 per differently named card.
At the start of your next turn put the cards into your Hand and +1 Action. (Not in the Supply)

previous:

Quote
Small Seed
$4 Action - Traveller
+1 Card
+2 Actions
+1 Buy

-
When you discard this from play, you may trash this and a Treasure card from your Hand for a Plain Plant.

Plain Plant
$5* Action - Traveller
+1 Action
You may do this up to twice: discard a card to draw a card and +$1.
-
When you discard this from play, you may exchange this and a Victory card from your Hand for a Bold Blossom. (Not in the Supply)

Bold Blossom
$6* Treasure - Duration
+1 Buy
You may set up to four cards under this revealing them for +$1 per differently named card.
At the start of your next turn put the cards into your Hand and +1 Action. (Not in the Supply)

138
Variants and Fan Cards / Re: Fan Card Mechanics Week 68: Geyser mat
« on: July 14, 2023, 07:25:25 pm »
I'm very sorry about the long delay. I though I might get to this sooner... oh well. Here is the judging:

Nordic Island & Private Geyser Pool by Alki
Ok, i'm a sucker for Heirlooms. I like that the Heirloom gives more and is mitigated by sitting out.
8/10

Crowd by Will(ow|iam)
I like that this sets-up Geyser to gain Blast. Gaining two cards for a bargain price.
7/10

Landfill by NoMoreFun
I don't get this.
3/10

Runner-Up: Crowd by Will(ow|iam)
Winner: Nordic Island & Private Geyser Pool by Alki

Congratulations.

139
Variants and Fan Cards / Re: Fan Card Mechanics Week 68: Geyser mat
« on: July 10, 2023, 12:00:16 am »
Contest Closed

140
Variants and Fan Cards / Re: Fan Card Mechanics Week 68: Geyser mat
« on: July 08, 2023, 12:15:59 am »
25 hour notice

141
Variants and Fan Cards / Re: Fan Card Mechanics Week 68: Geyser mat
« on: July 06, 2023, 09:26:51 pm »
50 hour notice

142
Variants and Fan Cards / Fan Card Mechanics Week 68: Geyser mat
« on: June 24, 2023, 05:30:15 pm »
Design a card around this mat:
Quote
Geyser
Mat
If there are are any cards on this mat, at the start of your Buy phase, reveal your Deck's top card, if it is a Victory, take Blast.


Blast
State
At the start of your Action phase, place all cards from Geyser into your Hand. Return Blast.

Secret History: While I like the Exile mat, I was wondering if there were other similar mat ideas where cards went but had other mechanisms that returned the cards to your Deck. The two ideas I kept are Geyser (Fan Mechanic 68) and Tiny Isle (Fan Mechanic 74).

143
Quote
Stock Keep • $3 • Action
Set aside a card from the Exile mat. All players reveal a hand card. If your card costs more, discard the set aside card and +1 Action; otherwise Exile it and +1 Card.
Set-up: Include Stockpile in the Kingdom.
Interesting challenge. :)

144
official entry
Quote
Worm Rider • $6 • Action
Choose one: gain a Duchy; or discard a Duchy to gain a Spices; or trash a Duchy and Spices from your hand to gain a Province.
Set-up: Set aside the Spices pile.
The spice must flow. :) This is from Dune.


updated based on feedback:
Quote
Worm Rider • $6 • Action
Choose one: gain a Duchy; or discard a Duchy to gain a Spices.
Choose one: gain a Silver; or trash a Duchy and a Treasure not costing $0 from your hand to gain a Province.
Set-up: Set aside the Spices pile.

145
Quote
Currywurst Stand • $2 • Event - Landmark
At the start of your turn, you may remove one token from this for +1 Card, +1 Action, and +1 Buy.
This is worth 2 Victory for each token not of your color.
Set-up: Each player places four tokens of their color.
Use this four times to prevent your opponent from gaining easy points. :)

146
Non-Mafia Game Threads / Re: The Necro Wars
« on: June 11, 2023, 04:29:25 pm »
Any recommendations for travel in the German Alps? I've read so many websites.

147

Quote
Water Wheel
Action - $4

This turn, after you play a card, discard a card for +1 Card.
It keeps on turning...

Yes, it activates on itself.

I like this, but it kind of gets annoying on treasures, prompting a discard each time. I also see casual players misplaying this with treasures.

I like “you may” and I don’t think it makes it too powerful.
I have thought about this. Thematically, I kind of like the fact that you can't just stop it. I see your point though.

I do believe that a blanket "you may" is too strong here. This is already very good if you can pair it with a Village, I want at least some potential downside in there. A potential fix could be that you get to choose to stop at some point, but then the effect is gone for the remained of the turn. Not sure how to best word that though, and it would take away from the simplicity, which is a bit sad.
How about:
During your Action phase this turn, after you play a card, discard a card for +1 Card.

or

This turn, after you play an Action card, discard a card for +1 Card.
That would make it pretty pointless in a kingdom without villages.

:) How so?

148

Quote
Water Wheel
Action - $4

This turn, after you play a card, discard a card for +1 Card.
It keeps on turning...

Yes, it activates on itself.

I like this, but it kind of gets annoying on treasures, prompting a discard each time. I also see casual players misplaying this with treasures.

I like “you may” and I don’t think it makes it too powerful.
I have thought about this. Thematically, I kind of like the fact that you can't just stop it. I see your point though.

I do believe that a blanket "you may" is too strong here. This is already very good if you can pair it with a Village, I want at least some potential downside in there. A potential fix could be that you get to choose to stop at some point, but then the effect is gone for the remained of the turn. Not sure how to best word that though, and it would take away from the simplicity, which is a bit sad.

How about:
During your Action phase this turn, after you play a card, discard a card for +1 Card.

or

This turn, after you play an Action card, discard a card for +1 Card.

149
Quote
Wise Jester • $5 • Action
Choose one: set this aside for +1 Card, +1 Action, and either +$1 or +1 Buy discard at Clean-up;
or trash this from play for +4 Cards and either +1 Action or +1 Buy.
Choices choices. :)

previous version:
Quote
Wise Jester • $5 • Action
Choose one: discard a card from play (not this) for +1 Card, +1 Action, and either +$1 or +1 Buy;
or trash this from play for +4 Cards and either +1 Action or +1 Buy.

previous version:
Quote
Wise Jester • $5 • Action
Choose one: set this aside for +1 Card, +1 Action, and either +$1 or +1 Buy discard at the end of your turn;
or trash this from play for +4 Cards and either +1 Action or +1 Buy.

previous version:
Quote
Wise Jester • $5 • Action
Choose one: discard this from play for +1 Card, +1 Action, and either +$1 or +1 Buy;
or trash this from play for +4 Cards and either +1 Action or +1 Buy.

150
Quote
Gambling Fool • $5 • Fury
To play this, trash your Deck's top card.
If it is a Victory card, you may exchange a hand card for it. Choose one to gain: a card costing up to $1 +$1 per empty Supply pile more than the trashed card; or a Silver.
:) Another gainer.

previous:
Quote
Gambling Fool • $5 • Fury
To play this, trash your Deck's top card.
If it is a Victory card, you may exchange this for it. Otherwise choose one to gain: a card costing up to $1 +$1 per empty Supply pile more than the trashed card; or a Silver.

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