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Author Topic: Weekly Design Contest #148: Expand The Kingdom  (Read 6972 times)

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spineflu

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #25 on: April 07, 2022, 02:20:53 pm »
0

edit: withdrawing this, its stepping on carline's entry


Quote
Stupa • $4 • Victory
Worth 3% for each Stupa - Gate pair you have.

-
When you buy this, gain a Gate from the trash; if you can't, trash a Gate from its pile.

Setup: Add an extra Kingdom card pile costing $5 to the Supply. Cards from that pile are Gates.

edits: uh clarified what i meant from a pretty absurd card down to a more reasonable one. Sorry that first draft was kind of a rush job.
pair defined as "match up a Stupa with a Gate card at the end; the matches don't get swapped around and are not combinatorically/permutationally explosive."

so if you have 6 Stupas and 4 Gates, you only score 4 stupas.
« Last Edit: April 08, 2022, 07:29:52 pm by spineflu »
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Freddy10

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #26 on: April 07, 2022, 02:55:40 pm »
+3


Quote
Stupa • $4 • Victory
Worth 3% per Gate you have.

-
When you buy this, trash a Gate from its pile, or gain a Gate from the trash.

Setup: Add an extra Kingdom card pile costing $5 to the Supply. Cards from that pile are Gates.

Maybe I'm missing something, but 3vp per gate isn't too much? with one gate is better than duchy and with two better than province. It does something similar to duke, but it is way better, isn't it?
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Who trashes the trashers?

UltimateGeek

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #27 on: April 07, 2022, 03:35:08 pm »
+3

Wheel of Time - a rotating split pile

Rules:

1. Wheel of Time cards may only play and rotate the Action cards set aside during setup in front of each player
2. Rotating or swapping the set-aside cards means moving them from one person to another. The cards remain set-aside. There may be only one set-aside card for Wheel of Time cards to play in front of each player at any time.


$3 Action - Command - Wheel of Time: Bowl of the Winds
Play the set-aside card in front of you, leaving it there.
You may rotate the Wheel of Time pile.
-
Setup: Set aside a different unused Action in front of each player.

$4 Action - Command - Wheel of Time: Saidin
+1 Action
Play the set-aside card in front of you, leaving it there.
Rotate the set-aside cards clockwise.

$5 Action - Command - Wheel of Time: Saidar
+$2
Play the set-aside card in front of you, leaving it there.
Rotate the set-aside cards counterclockwise.

$6 Action - Command - Wheel of Time: Aes Sedai
+1 Buy
You may swap your set-aside card for someone else's.
Play the set-aside card in front of you, leaving it there.
You may play it again.
« Last Edit: April 12, 2022, 10:48:06 am by UltimateGeek »
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Chappy7

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #28 on: April 07, 2022, 04:58:09 pm »
0



It guarantees that there will be +Buy in the kingdom (yay) which means the cost reduction will probably be more helpful.  Then again, the 3 locked piles could be duchess, explorer, and harvest, and then key becomes a copper for $4...(not yay). Such is the way with cards that rely on other cards, like Commander, Prince, etc.

There's already something named Key (Treasurer's Artifact).

Huh I forgot that.  Let's pretend mine is called Key Ring
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Joxeft

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #29 on: April 07, 2022, 05:07:28 pm »
0


Quote
Work Assistant
$4 Action
+1 Card
+1 Action
+1 Buy
The next time you play a card from the worker pile +1 Card and if it is your buy phase retrun to your action phase.
-
Setup: Add an extra non-Victory supply pile costing up to $4 this is the worker pile.

Feedback appreciated.

« Last Edit: April 07, 2022, 05:21:57 pm by Joxeft »
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Commodore Chuckles

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #30 on: April 07, 2022, 07:59:29 pm »
+1

I am currently working on a new gameplay mechanic consisting of Boroughs and Folks.
...

First of all, I think this is a phenomenal idea. I like how this plays with the fact that a lot of official cards are a combination of a Vanilla and a non-Vanilla effect that have nothing to do with each other; this expands on the possibilities for that.

Which makes it very painful for me to say that I don't think this entry qualifies. If I understand this correctly, the Boroughs aren't Kingdom cards.
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X-tra

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #31 on: April 07, 2022, 09:59:47 pm »
0

I am currently working on a new gameplay mechanic consisting of Boroughs and Folks.
...

First of all, I think this is a phenomenal idea. I like how this plays with the fact that a lot of official cards are a combination of a Vanilla and a non-Vanilla effect that have nothing to do with each other; this expands on the possibilities for that.

Which makes it very painful for me to say that I don't think this entry qualifies. If I understand this correctly, the Boroughs aren't Kingdom cards.

Oh snap you are correct about that! I misunderstood the contest. Though in practice, these Boroughs kind of act as an extension of the Kingdom via their respective Folk. Still, if we’re going by the very definition of this contest, it would indeed by kind of a stretch to accept this entry.

Um. I might think of something else tomorrow!
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LibraryAdventurer

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #32 on: April 07, 2022, 10:35:32 pm »
0

Quote
Morph
- Action - Command
If it's the first time you played Morph this turn, play the True card, leaving it there. Otherwise, play the True card or a non-Command Action card in the Supply, leaving it there. If the card you played cost or more take debt.
-
Add an extra non-Command Action kingdom pile costing at least $3 to the game to be the True cards.

FAQ: If the True Form card costs $5 or more, you take debt when you play the True Form card as well.
The True Form cards are not in the supply.

EDIT2: This is probably too wordy. hmmm... EDIT3: I cut a few words. Hopefully, it's acceptable now.

EDIT1: To make it something more interesting than a strictly better BOM.

Original version:
Quote
Doppleganger
Cost - Action - Command
Play the True Shape card or a non-Command Action card from the Supply, leaving it there. If the card you played cost $5 or more, take debt per coin it costs more than $4. Take debt if the card has or in its cost.
-
Add an extra kingdom pile that is a non-Command Action card costing at least $3 to the game (not in the supply). Those are the True Shape cards.
« Last Edit: April 07, 2022, 11:59:59 pm by LibraryAdventurer »
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LibraryAdventurer

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #33 on: April 08, 2022, 12:59:37 am »
0

Fief - $3
Action

Discard a card for + $3.
You may rotate the Fief pile.
-
Setup: Make a split pile out of these and 4 copies each of a random unused Kingdom card costing $4, $5 and $6.
The problem I see with this is that about half of the $6 cards in the game are weak for their cost and the bottom card of these piles wants to be strong. Might work better if the bottom card of the randomly-made split pile was a $2, so the bottom card would be a $5.

LibraryAdventurer

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #34 on: April 08, 2022, 01:11:24 am »
+1

<Merchant Road>
I think this could cost $4. You have to play it as a gainer at least twice before it has a chance to give more than $2.
(Or maybe even make its cost depend on the cost of the Goods?:  normally costs $4, but if the Goods cost $5 or more, it costs $5?)

spheremonk

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #35 on: April 08, 2022, 04:23:33 am »
+1




You reveal cards and gain one of your choice. Then shuffle the rest of the revealed cards and deal one to each other player.

Goat is included to ensure there is some way to trash the unwanted cards gained from other players’ Communes (or possibly even from your own). I do not believe the "Attack" type is warranted, but it has been intentionally omitted in any event. 
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NoMoreFun

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #36 on: April 08, 2022, 06:44:43 am »
+4

Matchmaker
Action - $3
+2 Cards
You may play a Paired card.
______
Setup: Add 2 Action supply piles to the Kingdom. These are the "Paired" cards, and you may play a copy of one from your hand after playing a copy of the other.


So basically if the Paired cards are Village and Smithy, you may play a Smithy, then play a Village (without costing an Action), then play a Smithy and so on. Kind of like Sauna and Avanto.

You don't need to play a Matchmaker to chain the cards - it's just a cheap Lab that only works with certain cards.
« Last Edit: April 08, 2022, 08:19:54 pm by NoMoreFun »
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Gubump

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #37 on: April 08, 2022, 01:05:30 pm »
+1

Matchmaker
Action - $3
+2 Cards
You may play a Paired card.
______
Setup: Add 2 Action supply piles to the Kingdom. These are the "Paired" cards, and you may play a copy of one after playing a copy of the other.


So basically if the Paired cards are Village and Smithy, you may play a Smithy, then play a Village (without costing an Action), then play a Smithy and so on. Kind of like Sauna and Avanto.

You don't need to play a Matchmaker to chain the cards - it's just a cheap Lab that only works with certain cards.

I assume all of these plays are supposed to be from your hand?
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infangthief

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #38 on: April 08, 2022, 02:17:31 pm »
+1

Matchmaker
Action - $3
+2 Cards
You may play a Paired card.
______
Setup: Add 2 Action supply piles to the Kingdom. These are the "Paired" cards, and you may play a copy of one after playing a copy of the other.


So basically if the Paired cards are Village and Smithy, you may play a Smithy, then play a Village (without costing an Action), then play a Smithy and so on. Kind of like Sauna and Avanto.

You don't need to play a Matchmaker to chain the cards - it's just a cheap Lab that only works with certain cards.
I wanted to do something like that for this contest (I'm a fan of Sauna-Avanto), but couldn't figure a way of doing it without too much text. Looks like you've found a way.
Now, if one of the Paired piles is Sauna/Avanto...
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Lackar

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #39 on: April 08, 2022, 03:18:20 pm »
+1

Distant Traveler
$3 Action - Reserve

+1 Action
Put this on your Tavern Mat.
-
At the start of your turn, you may call this. If you do Gain a Distant Lands.
Worth 2VP if on your Tavern mat at the end of the game (otherwise worth 0VP)
-
Setup: Add Distant Lands outside of the supply.

Is the wording correct on the Setup? Thoughts on the price?
« Last Edit: April 11, 2022, 11:33:41 pm by Lackar »
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Timinou

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #40 on: April 08, 2022, 03:59:38 pm »
0

I'm withdrawing my previous submission, and entering a new card:



EDIT: Fixed typo
Discarding a $5 is a steep price before the endgame so this will mainly be weaker Artisan early on and, with a Duchy or Province in hand, an emulator later.
My hunch is that this is weaker than Artisan.

Thanks for the feedback - I agree that it might be weaker than Artisan.  I'll try to buff it somehow, or maybe reduce the cost to $5.
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spineflu

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #41 on: April 09, 2022, 02:08:07 am »
+1

withdrawing my previous entry


Quote
Experimental Theologian • $4 • Action - Reaction
+$2

You may play a card costing $5 from your hand.
-
After you play an Action card costing $3, you may reveal and play this from your hand.

Setup: Add additional kingdom piles costing $3 and $5 to the Supply.

FAQ: using the reaction does not use an Action - you get to free play this after a $3.
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spineflu

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #42 on: April 09, 2022, 02:26:16 am »
0

Looks far weaker than Conclave.

conclave costs an action to play, generally
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Carline

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #43 on: April 09, 2022, 04:01:31 am »
+1






Updated to make Foreign card piles have 8 copies, so, to Foreign Lands worth 5VPs in a 2 player game, you have to win both splits. Also add that Foreign cards pile don't count to end game, because they make easier to 3-pile, specially in multiplayer game.  Foreign Lands itself counts. I'm also updating original post.



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Carline

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #44 on: April 09, 2022, 04:14:00 am »
+1

Wheel of Time - a rotating split pile

Rules:

1. Wheel of Time cards may only play and rotate the Action cards set aside during setup in front of each player
2. Rotating or swapping the set-aside cards means moving them from one person to another. The cards remain set-aside. There may be only one set-aside card for Wheel of Time cards to play in front of each player at any time.


$3 Action - Command - Wheel of Time: Bowl of the Winds
Play the set-aside card in front of you, leaving it there.
You may rotate the Wheel of Time pile.
-
Setup: Set aside a different unused Action in front of each player.


$4 Action - Command - Wheel of Time: Saidin
+1 Action
Play the set-aside card in front of you, leaving it there.
Rotate the set-aside cards clockwise.


$5 Action - Command - Wheel of Time: Saidar
+$2
Play the set-aside card in front of you, leaving it there.
Rotate the set-aside cards counterclockwise.


$6 Action - Command - Wheel of Time: Aes Sedai
+1 Buy
You may swap your set-aside card for someone else's.
Play the set-aside card in front of you, leaving it there.
You may play it again.

I think the instruction "Rotate" has already a defined meaning in Dominion, so maybe would be better to use another verb to avoid some potential confusion
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Xen3k

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #45 on: April 10, 2022, 11:41:27 am »
+1



Quote
Servants' Quarters $1
Victory
0VP
----
Setup: Add an additional Kingdom card pile of Duchies and another of Estates. Each player takes Well Served.
Quote
Well Served
State
When you buy a Victory card, gain a cheaper Victory card. When scoring, 1% per 2 Servants' Quarters you have (round up).

A Victory card essentially worth .5 VP. The Victory card has the setup rules, the State each player takes has the scoring and in game rules that make you gain a cheaper Victory card whenever you buy a Victory card. Using the state makes it so I did not have to cram so many rules on a single card. Feedback is appreciated.
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JW

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #46 on: April 10, 2022, 02:07:50 pm »
+3

Adding an additional Kingdom pile that contains the same cards as an existing pile will cause too much rules confusion. And, on a practical level, it would require the set it is in to have an extra copy of Estates and Duchies to ensure that there are enough copies to do so. Which is a lot of extra cards to include for one Kingdom card.
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Xen3k

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #47 on: April 10, 2022, 03:50:15 pm »
0

Adding an additional Kingdom pile that contains the same cards as an existing pile will cause too much rules confusion. And, on a practical level, it would require the set it is in to have an extra copy of Estates and Duchies to ensure that there are enough copies to do so. Which is a lot of extra cards to include for one Kingdom card.

I agree there may be rules issues with having multiple piles with the same cards in them, but I think a simple "choose a valid pile to get a copy from" rule would resolve most. As for physical copies having issues, I actually designed this after sorting out our game groups copy and noticing all the extra basic victory cards we never use. I appreciate the feedback, and you do bring up some potential issues with the design.
« Last Edit: April 10, 2022, 05:12:16 pm by Xen3k »
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Carline

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #48 on: April 10, 2022, 08:26:08 pm »
+1



Quote
Servants' Quarters $1
Victory
0VP
----
Setup: Add an additional Kingdom card pile of Duchies and another of Estates. Each player takes Well Served.
Quote
Well Served
State
When you buy a Victory card, gain a cheaper Victory card. When scoring, 1% per 2 Servants' Quarters you have (round up).

A Victory card essentially worth .5 VP. The Victory card has the setup rules, the State each player takes has the scoring and in game rules that make you gain a cheaper Victory card whenever you buy a Victory card. Using the state makes it so I did not have to cram so many rules on a single card. Feedback is appreciated.

I think Well Served would better if it is "you may gain...", as it changes game for all players even if they don't buy Servants' Quarters. In general, I would not want to gain a Estate when I buy a Duchy, it's less VPs per card in average. It would also soften consequences for 3-pile, as it would make not automatic the Border Village effect to all Victories.
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Xen3k

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #49 on: April 10, 2022, 08:44:49 pm »
0



Quote
Servants' Quarters $1
Victory
0VP
----
Setup: Add an additional Kingdom card pile of Duchies and another of Estates. Each player takes Well Served.
Quote
Well Served
State
When you buy a Victory card, gain a cheaper Victory card. When scoring, 1% per 2 Servants' Quarters you have (round up).

A Victory card essentially worth .5 VP. The Victory card has the setup rules, the State each player takes has the scoring and in game rules that make you gain a cheaper Victory card whenever you buy a Victory card. Using the state makes it so I did not have to cram so many rules on a single card. Feedback is appreciated.

I think Well Served would better if it is "you may gain...", as it changes game for all players even if they don't buy Servants' Quarters. In general, I would not want to gain a Estate when I buy a Duchy, it's less VPs per card in average. It would also soften consequences for 3-pile, as it would make not automatic the Border Village effect to all Victories.

Well, the intention is to actual augment the game and how it plays, so making the gain mandatory is a feature. That is why Servants' Quarters is costed less than Estate, so if you buy an Estate, you gain a Servants' Quarter. I wanted to mix up when Greening seems appealing, change how doing so junks your deck, and make 3 piling more of a threat. I am honestly not sure if it will translate into being fun, but this is a design I found interesting and different enough to share.
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