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Author Topic: Weekly Design Contest Thread  (Read 308441 times)

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X-tra

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Re: Weekly Design Contest Thread
« Reply #5150 on: March 29, 2020, 12:19:30 pm »
+1

I got to test my entry a little bit and in the light of what I’ve seen, I’d like to apply a small modification to the Heir card. So this is what my entry looks like now:


     

     






Heir now produces + and has an extra option for the player to trade another Action card for a Gold. This allows you to keep your Heir if you want to wait to have the Letter to double Gold.

These changes have been applied because this whole Notary/Heir thingy was waayyy too slow to be competitive. Especially when you factor in the tug-of-war for the Letter. But now, I’d say it is a little bit more worth it.
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spineflu

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Re: Weekly Design Contest Thread
« Reply #5151 on: March 29, 2020, 02:26:47 pm »
+1

Popping in with more pre-judging stuff -

if you make a revision to your card, please also make a new post in this thread telling me you did so.

Probably not remotely balanced, but I love States and Artifacts and wish more had been done with them. And I love the theme of Nocturne.




(One copy of each State, like Lost in the Woods.)

Quote
Companion - Action - $5: Exchange this for a Toy. If you did, take Loyal, Friendly, or Naive.

Toy - Action - $1*: +1 Card, +1 Action. While this is in play, when you gain a Companion, you may exchange this for a Companion. (This is not in the Supply.)

Loyal - State: When you play an Action card, you may ignore its instructions and instead get +1 Card and +1 Action.

Friendly - State: When another player gains a card, you may discard a copy of it for +2 Cards.

Naive - State: At the start of your turn, you may discard any number of cards for +$1 each.

(One copy of each State, like Lost in the Woods.)

How many copies of Toy are there?
Can you explain the use case for the Loyal state? Why would I want to have that?



I got to test my entry a little bit and in the light of what I’ve seen, I’d like to apply a small modification to the Heir card. So this is what my entry looks like now:


     

     






Heir now produces + and has an extra option for the player to trade another Action card for a Gold. This allows you to keep your Heir if you want to wait to have the Letter to double Gold.

These changes have been applied because this whole Notary/Heir thingy was waayyy too slow to be competitive. Especially when you factor in the tug-of-war for the Letter. But now, I’d say it is a little bit more worth it.

Is it intentional that Letter no longer works with Heir when you aren't exchanging the Heir themselves?

scolapasta

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Re: Weekly Design Contest Thread
« Reply #5152 on: March 29, 2020, 03:39:37 pm »
+1

Popping in with more pre-judging stuff -

Kudos for the proactive pre judging.
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spineflu

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Re: Weekly Design Contest Thread
« Reply #5153 on: March 29, 2020, 03:40:47 pm »
+1

Popping in with more pre-judging stuff -

Kudos for the proactive pre judging.

Inside baseball look at this? I'm procrastinating on things I should Actually Be Doing

X-tra

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Re: Weekly Design Contest Thread
« Reply #5154 on: March 29, 2020, 05:01:10 pm »
+1

Is it intentional that Letter no longer works with Heir when you aren't exchanging the Heir themselves?

It is. The Letter only works when you are exchanging the Heir.
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Rhodos

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Re: Weekly Design Contest Thread
« Reply #5155 on: March 29, 2020, 06:17:28 pm »
0

Welcome!

Your idea seems interesting and balanced, at least at a glance.

I like the "pay to upgrade" idea. Pension is a powerful terminal draw, slightly better than Hunting Grounds and often also better than Royal Blacksmith. And in Kingdoms without other splitters, Guest Room and Pension have the net effects of 2 Labs or Village + Smithy. That sucks in comparison, but if there are other villages, you can ignore Guest Room.

So yeah, pretty great design overall.


Thanks for the nice feedback!
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spineflu

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Re: Weekly Design Contest Thread
« Reply #5156 on: March 30, 2020, 02:04:31 am »
0

We've tried several versions of this concept in our game with an Event, Artifacts, Smuggle tokens and trashing for a non-Supply card (like Hermit or Urchin). But I saw this contest and really wanted to jump in. So exchange? Sure. And who doesn't love Embargo tokens? 









add "width=250" in the starting img tag (or click "quote" on this post to see what i did)

welcome to the board

spheremonk

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Re: Weekly Design Contest Thread
« Reply #5157 on: March 30, 2020, 02:07:51 am »
+1

Thank you!
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Something_Smart

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Re: Weekly Design Contest Thread
« Reply #5158 on: March 30, 2020, 02:27:11 am »
+1

How many copies of Toy are there?
Can you explain the use case for the Loyal state? Why would I want to have that?
Hadn't thought about the number of Toys, probably just 10.

As for Loyal, the use case is the same as Way of the Pig-- it mitigates terminal collisions and lets you put more copies of a terminal in your deck than you need without clogging it up. Remember that using Loyal is optional.
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Supernova888

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Re: Weekly Design Contest Thread
« Reply #5159 on: March 30, 2020, 10:12:37 am »
+1

I know I technically posted something saying I would revise my card, but here's an explicit message saying I revised my card idea just in case!
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navical

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Re: Weekly Design Contest Thread
« Reply #5160 on: March 30, 2020, 10:16:41 am »
+3



Collier, Action $4
+1 Card
+1 Action
You may gain a Copper to your hand.
Once this turn, when you discard a Copper from play, you may exchange it for a Silver.

Slowly turn your Coppers into Silvers. Or, play it as a Peddler that gains Silvers.
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GendoIkari

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Re: Weekly Design Contest Thread
« Reply #5161 on: March 30, 2020, 10:42:19 am »
+2

All cards that exchange cards for other cards other than specific ones need to say from the Supply. Exchanging isn't limited to cards in the Supply like gaining is, so a lot of the entries let you exchange Estates for Prizes or something similar as they are worded now.

Maybe? The rules are silent on this, because there are no official cards that use Exchange without saying "Exchange for a [specific card]". Basically "exchange for a cheaper card" or "exchange for an action card" are undefined concepts in official Dominion. A fan-card rule of "Exchanging must be from the supply unless it is naming a specific card" seems just as good, if not better, than "exchanging can be from anywhere unless it is limited by the instruction". It seems likely to me that if Donald ever did create a "exchange for a card" type text; then he would create a rule worded the same as the rule for gaining.
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GendoIkari

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Re: Weekly Design Contest Thread
« Reply #5162 on: March 30, 2020, 10:44:17 am »
0

Here they are again, with a couple of minor language tweaks and in the right format. Please let me know what you think.




     

Please either remove the other post with the giant images; or use the edit feature to replace the giant images with smaller ones. Thanks!
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scolapasta

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Re: Weekly Design Contest Thread
« Reply #5163 on: March 30, 2020, 12:29:53 pm »
+1

All cards that exchange cards for other cards other than specific ones need to say from the Supply. Exchanging isn't limited to cards in the Supply like gaining is, so a lot of the entries let you exchange Estates for Prizes or something similar as they are worded now.

Maybe? The rules are silent on this, because there are no official cards that use Exchange without saying "Exchange for a [specific card]". Basically "exchange for a cheaper card" or "exchange for an action card" are undefined concepts in official Dominion. A fan-card rule of "Exchanging must be from the supply unless it is naming a specific card" seems just as good, if not better, than "exchanging can be from anywhere unless it is limited by the instruction". It seems likely to me that if Donald ever did create a "exchange for a card" type text; then he would create a rule worded the same as the rule for gaining.

Right, just like default gaining.
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spheremonk

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Re: Weekly Design Contest Thread
« Reply #5164 on: March 30, 2020, 12:55:40 pm »
+1

We've tried several versions of this concept in our game with an Event, Artifacts, Smuggle tokens and trashing for a non-Supply card (like Hermit or Urchin). But I saw this contest and really wanted to jump in. So exchange? Sure. And who doesn't love Embargo tokens? 

Please let me know what you think.




     
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spheremonk

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Re: Weekly Design Contest Thread
« Reply #5165 on: March 30, 2020, 12:57:38 pm »
+2

My apologies, Gendo. I'm new to this. I think I fixed it.
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grrgrrgrr

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Re: Weekly Design Contest Thread
« Reply #5166 on: March 30, 2020, 01:34:14 pm »
+2

My apologies, Gendo. I'm new to this. I think I fixed it.

One advice: if you wonder how other people format things, just use the quote option. Then you see it.
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spineflu

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Re: Weekly Design Contest Thread
« Reply #5167 on: March 30, 2020, 03:08:52 pm »
0

26 hour warning.

Optimal_Inefficiency

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Re: Weekly Design Contest Thread
« Reply #5168 on: March 31, 2020, 09:20:40 am »
+1

Set up:
Place the General pile in the Supply. Set aside 7 Military piles and the Resupply pile (Resupply pile has 30 cards) (these piles are not in the Supply.)
2-3 player games:
General pile: 10 cards
Each Military pile : 5 cards
4-6 player games:
General pile: 20 cards
Each Military pile : 10 cards

Military card rules:
1. If you cannot exchange a Military card, because there are no Generals remaining in the Supply, return the Military card to its pile and gain a card from the Supply costing up to $1 more than the General.
Aside from the Reactions, all Military cards are required to be exchanged for a General when discarded from play. If the General pile runs empty, players still need to return the Military cards. Gaining a more expensive card is your compensation for not being able to get your General back.
2. Whenever a player plays a Military card that forces any number of other players to trash Military card(s), the player who played that card gains a Resupply.
Think of Resupply as things your troops need, but normal folks don’t really need.
3. When a player is forced to discard a Duration card out of turn, any cards set aside on or under the Duration card are also discarded. 
This a clarification for Surprise.



Recommended Set-Up #1





Recommended Set-Up #2





General ($4) - (Action)
+1 Action
+$2
You may play a Military card from your hand.
-
When you discard this from play, you may exchange it for a card from one of the set aside Military piles. If this card is trashed, return it to the General pile.
- You, the ruler of your kingdom, can appoint a general to lead your military campaigns. Your general sends out troops, who complete objectives, then return to camp. (The asterisk in the cost in the image is a mistake.)

(?) Resupply (?) ($3*) - Treasure
$3
+$1 if you have at least one Military card in play.
When you play this, it’s worth $1 less per Resupply in play (counting this).
(This is not in the Supply.)
-What is Resupply? It could be supplies you bring (Supply Line), supplies you commandeer (Captives), or supplies you loot (when trashing another player’s Military card). Your army needs supplies, but the more you have, the less you need and the more cumbersome it all becomes. And these supplies are more valuable to your army than to your regular folk (hence the +$1 line). I struggled to find the right way to word this card, but this is what I settled on.

Officers ($4*) - (Action - Military)
+$2
+1 VP Token
-
When you discard this from play, you may exchange it for any 2 different cards from the set aside Military piles. If you don’t, exchange this for a General.
(This is not in the Supply.)
-Officers have money, hence the +$. And they are like nobles, hence the VP. Officers also set your deck up for future success.

Sergeants ($4*) - (Action - Military)
+1 Card
+1 Action
You may choose a Military card from your hand. Play it twice.
-
When you discard this from play, exchange it for a General.
(This is not in the Supply.)
Sergeants make sure things get done. They inspire their troops complete tasks, and better than could be done otherwise.

War Council ($4*) - (Night - Duration - Attack - Military)
While this is in play, cards (everywhere) cost $1 more for all players. At the start of your next turn, gain a card from the Supply costing up to $5, then exchange this for a General.
(This is not in the Supply.)
The results of good planning are a hard time for your enemies and future boon.

Secret Delegation ($4*) - (Night - Attack - Military)
Gain a Silver onto your deck.
Each other player reveals cards from their deck until revealing an Action card, trashes it, discards the rest, and gains a Silver per $2 it costs (rounding up).
Exchange this for a General.
(This is not in the Supply.)
In the dead of night, your delegation bribes the enemy into standing down.

Rear Guard ($3*) - (Action - Military)
Look through your discard pile. Choose one: trash exactly 2 cards from your discard pile; or +1 Action and put a card from your discard pile into your hand.
-
When you discard this from play, exchange it for a General.
(This is not in the Supply.)
The Rear Guard appropriately lets you check and manipulate what is behind you, your discard.

Vanguard ($3*) - (Action - Military)
+1 Card
Look at the top 4 cards of your deck. You may trash one of them. Discard two of them. Put the rest back on top of your deck in any order.
-
When you discard this from play, exchange it for a General.
(This is not in the Supply.)
The Vanguard appropriately lets you check and manipulate what is ahead of you, your deck.

Surprise ($4*) - (Action - Attack - Military)
Each other player discards a Resupply or Silver from their hand, their choice, or reveals they can’t.
If nobody does, gain a Silver.
-
When you discard this from play, exchange it for a General.
(This is not in the Supply.)
Carefully laid plans are cast asunder when hit by a surprise attack. Just don’t mess up and ambush a spice merchant by mistake.

Maneuver ($4*) - (Action - Attack - Military)
Each other player discards a Military card from their hand or reveals they can’t. If nobody does, +1 Buy and cards cost $1 less this turn.
-
When you discard this from play, exchange it for a General.
(This is not in the Supply.)
A strategic movement to give your army an advantage. One way or another, this card will do the same for you.

Longbowmen ($3*) - (Action - Attack - Military)
+2 Cards
Each other player reveals the top card of their deck. If its cost is $3 to $6, they trash it.
-
When you discard this from play, exchange it for a General.
(This is not in the Supply.)
This card does not “discard the rest,” and that’s on purpose. In most kingdoms, that card left on top will be a Copper, Estate, Province, or cheap Action card. Also interesting, this card only affects cards ranging from $3 to $6. Bowmen also have effective ranges...

Foot Soldiers ($3*) - (Action - Attack - Military)
+$2
+1 Buy
Each other player with at least 4 cards in hand discards 2 cards and draws 1.
-
When you discard this from play, exchange it for a General.
(This is not in the Supply.)
Similar to Militia, but with a weaker attack. However, if you link Foot Soldiers with Sergeants, the attacking affect is akin to Legionary.

Garrison ($2*) - (Action - Reaction - Military)
+4 Cards
Put 2 cards from your hand onto your deck.
-
When another player plays an Attack card, you may first play this from your hand.
(This is not in the Supply.)
Initially, I dropped the “exchange this for a General” text from the reaction cards just for lack of room, but now I think it adds flavor. When you build a garrison or sign a treaty, you are giving up on offensive war, and transitioning your troops to a defensive posture. For Garrison, I drew on the reaction of the Secret Chamber, but gave it an upgrade. 

Treaty ($2*) - (Action - Reaction - Military)
+1 Card
+1 VP Token
-
When another player plays an Attack card, you may first play this from your hand.
(This is not in the Supply.)
Ending wars by signing treaties in medieval Europe normally included redrawing borders, so you virtually gain an estate each time you play a Treaty.

Supply Line ($4*) - (Action - Duration - Military)
Gain a Resupply from the Resupply pile. 
Now and at the start of your next turn: +1 Buy and + $1.
-
When you discard this from play, exchange it for a General.
(This is not in the Supply.)
An army needs supplies, and here is the supply train. Beware the Surprise card.

Captives ($4*) - (Action - Military)
+2 Actions
You may discard a card, for +$1.
Gain a Resupply from the Resupply pile. 
-
When you discard this from play, exchange it for a General.
(This is not in the Supply.)
So you capture some enemy forces... You could use them for labor (+2 Actions), you could sell/ransom them (discard for $), or you could commandeer their weapons and provisions (gain a Resupply).

Edit #1: to fix the post so the pictures are visible.
Edit #2: rewrite the Surprise; a strong attack cantrip seemed overpowered.
Edit #3: rewrite Surprise again to make it no longer “attack” Duration cards.
« Last Edit: March 31, 2020, 02:47:50 pm by Optimal_Inefficiency »
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Optimal_Inefficiency

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Re: Weekly Design Contest Thread
« Reply #5169 on: March 31, 2020, 09:25:03 am »
0

Can anyone tell me what I did wrong with the images?
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pubby

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Re: Weekly Design Contest Thread
« Reply #5170 on: March 31, 2020, 09:32:39 am »
+1

You linked to the imgur webpage, not the actual image URL. Right click on each image and select "Copy Image Address" or "Copy URL", then paste that.
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Optimal_Inefficiency

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Re: Weekly Design Contest Thread
« Reply #5171 on: March 31, 2020, 09:47:02 am »
0

You linked to the imgur webpage, not the actual image URL. Right click on each image and select "Copy Image Address" or "Copy URL", then paste that.

Thank you, kind sir, for the assistance.
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Re: Weekly Design Contest Thread
« Reply #5172 on: March 31, 2020, 12:54:29 pm »
+1

3. When a player is forced to discard a Duration card out of turn, any cards set aside on or under the Duration card are also discarded. 
This a clarification for Surprise.

Recommended Set-Up #1


Surprise showcases a common mistake I've seen in fan cards. Duration cards only stay in play for tracking reasons, not to prolong their effects. Durations' next turn effects still take place even if that Duration is no longer in play; if you use Bonfire to trash a Hireling, for example, you still get the +1 Card every turn even though the Hireling isn't in play anymore. As worded, this "Attack" mostly helps your opponents my helping prevent their Durations from missing the reshuffle, among other things.
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scolapasta

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Re: Weekly Design Contest Thread
« Reply #5173 on: March 31, 2020, 01:00:04 pm »
+1

3. When a player is forced to discard a Duration card out of turn, any cards set aside on or under the Duration card are also discarded. 
This a clarification for Surprise.

Recommended Set-Up #1


Surprise showcases a common mistake I've seen in fan cards. Duration cards only stay in play for tracking reasons, not to prolong their effects. Durations' next turn effects still take place even if that Duration is no longer in play; if you use Bonfire to trash a Hireling, for example, you still get the +1 Card every turn even though the Hireling isn't in play anymore. As worded, this "Attack" mostly helps your opponents my helping prevent their Durations from missing the reshuffle, among other things.

An example of those "among other things", your opponents would be able to use their Hirelings multiple times!
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spineflu

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Re: Weekly Design Contest Thread
« Reply #5174 on: March 31, 2020, 01:24:19 pm »
0

Last minute pre-judgment question:



Collier, Action $4
+1 Card
+1 Action
You may gain a Copper to your hand.
Once this turn, when you discard a Copper from play, you may exchange it for a Silver.

Slowly turn your Coppers into Silvers. Or, play it as a Peddler that gains Silvers.

"Once this turn" = once per Collier you've played or once period?
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