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Messages - Chappy77

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1
Weekly Design Contest / Re: Weekly Design Contest #218: Tokens
« on: May 02, 2024, 04:15:58 pm »


Raiders' Den
+2 Actions
You may move your Horse or Spoils token to a Kingdom Supply pile you have no tokens on. (When you play a card from that pile, gain a Horse/Spoils from its pile.)
$5 Cost Action

I'm tentatively setting it to $5 for now, but might make it cost $6 before the deadline ends, after i've done some testing.

This enables the use of both the Horse and the Spoils token. I hope using two tokens is fine?^^

Covering up the scary faces made me notice just how disproportionately long that lady's thigh is...goodness, Harem had some bad art.

2
Variants and Fan Cards / Re: Alchemy: New (Fan) Edition
« on: February 28, 2024, 11:17:55 am »

to made the images easier to view, remember that:
for Horizontal, "img height=250" or "img width=385"is best
for cards, "img width=250" or "img height=385" is best
You can also select the "Quote" at the top right of this message, to see what i used. Then copy and paste it into your message.

If you clink the link below for Dominion: Experimental, you can see my Alchemy expansion, which went in the opposite direction as yours.



You correcting the formatting while continuing to use blue puffy fonts is hilarious.  Are you secretly mickey mouse?

3
Carnival $5 Action

Reveal the top 4 cards of
your deck. Put one of each
differently named card into
your hand and discard the rest

Farmhands $4 Action

+1 Card
+2 Actions
When you gain this, you may
set aside an Action or Treasure
from your hand, and play it at
the start of your next turn.

Farrier $2* Action

+1 Card
+1 Action
+1 Buy
Overpay: +1 Card at the end
of this turn per $1 overpaid.

Ferryman $5 Action

+2 Cards
+1 Action
Discard a card.
Setup: Choose an unused
Kingdom card pile costing $3
or $4. Gain one when
you gain a Ferryman.

Footpad $5 Action - Attack

+2 Coffers
Each other player discards
down to 3 cards in hand.
In games using this,
when you gain a card in an
Action phase, +1 Card.

Infirmary $3* Action

+1 Card
You may trash a card
from your hand.
Overpay: Play this once
per $1 overpaid.

Joust $5 Action

+1 Card
+1 Action
+ $1
You may set aside a Province
from your hand to gain any
Reward to your hand. Discard
the Province in Clean-up.

Shop $3 Action

+1 Card
+$1
You may play an Action card
from your hand that you don’t
have a copy of in play.

Rewards:  (All cost $0*) 2 copies of each in the pile in 3+ player games
Coronet Action - Treasure - Reward

You may play a non-Reward
Action from your hand twice.
You may play a non-Reward
Treasure from your hand twice.
(This is not in the Supply.)

Courser Action - Reward

Choose two different options:
+2 Cards; +2 Actions;
+$2 ; gain 4 Silvers.
(This is not in the Supply.)

Demesne (Action - victory - Reward)

+2 Actions
+2 Buys
Gain a Gold.
Worth 1% per Gold you have.
(This is not in the supply.)

Housecarl Action - Reward

+1 Card per differently named
Action card you have in play.
(This is not in the supply.)

Huge Turnip (Treasure - Reward) (Also my new fave card name lol)

+2 Coffers
+ $1 per Coffers you have.
(This is not in the Supply.)

Renown Action - Reward

+1 Buy
This turn, cards cost $2 less.
(This is not in the Supply.)

4
https://www.riograndegames.com/wp-content/uploads/2024/02/CornucopiaGuilds.pdf

Edit: If this is an unintentional leak I can take it down.  Not really sure, since it seems official but it is before the previews week.

5
General Discussion / Re: Movies I watched in 2023
« on: January 30, 2024, 03:41:06 pm »
I also watch mostly movies, and horror is my fave. 

Mama was the movie I went to when my girlfriend (later to be wife) first held hands when we were like, 16.  So it has a special place in my heart.  I like to go back and rewatch it.

Fall of the House of Usher was wild.  I didn't like it as much as midnight mass or hill house, or even bly manor.  But it was still good, and I'm a big flanagan fan.

This thread has inspired me to keep track of everything I watch in 2024.  I watch a lot of movies.  in 2023 I only kept track of my october spooky movie/show binge. Child's play, Goosebumps tv show, fall of the house of usher, insidious: the red door, No one will save you (surprisingly awesome imo), Case 39, Freaky, Betelgeuse, It, hereditary, Boogeyman, Talk to me. 

I try to watch some old classics that I've never seen each year, in addition to some new stuff.

6
Variants and Fan Cards / Re: Revised versions of published cards
« on: January 24, 2024, 06:21:06 pm »
I got another idea for Silver Mine

Idea 4
Quote
Silver Mine (Treasure, $5)
Gain a card costing less than this to your hand.

With this, it can also serve as an expansive nonterminal Workshop if there are no interesting Treasures to gain. And of course, it gets quite nuts with stuff like Villa.

Soooo Sculptor.  Add a dead action to your hand, or add a non-terminal treasure.  Very very similar.

7


I'm open to wording suggestions. Do action cards "take" two actions to play? Or do they "cost" two actions? 

I think the action cost is a lot more prohibitive than you’re thinking. You begin with two actions and you play a village, which now means you have two actions again — the village didn’t do anything! Even non terminals like lab mean you play no more actions. The only way to actually play multiple non-village actions is if you have throne rooms or bustling village.

You could simplify it by skipping action phase entirely and perhaps having it draw cards at beginning of turn to increase chances of having treasures and night cards.

Yep it shuts down all but the most extreme engines.  You can still play a payload action like bard or sacred grove, and then money.  Or you can play an attack or a trasher.  But you will not be drawing and playing lots of actions.  This is intended.

8


I'm open to wording suggestions. Do action cards "take" two actions to play? Or do they "cost" two actions?

Then to the cost.  I admit these are hard for my little brain to handle.  With this being non-terminal, does it need to cost 6? I'm trying to compare it to Outpost.  This one basically shuts down all but the very strongest engines, which could be more harsh than Outpost, but on the other hand, this does nothing to harm money decks that only have a couple key actions.

I think you either need to start with +2 Actions from the card, or make every action card after the first one cost 1 more action to play

The +1 action means you start with 2 actions, so you can always play at least 1 card on your extra turn.

9


I'm open to wording suggestions. Do action cards "take" two actions to play? Or do they "cost" two actions?

Then to the cost.  I admit these are hard for my little brain to handle.  With this being non-terminal, does it need to cost 6? I'm trying to compare it to Outpost.  This one basically shuts down all but the very strongest engines, which could be more harsh than Outpost, but on the other hand, this does nothing to harm money decks that only have a couple key actions. 

10
I'm assuming looters aren't the spirit of this contest, even though they add a pile to the kingdom?

11


It synergizes with (and mirrors) Count.  Discard cards with Count? You have draw to 7.  Topdeck a card with Count? You can trash junk from the top of your deck, or pull a strong action or treasure into your hand. 

It ends up being a weak Library, a weak Cartographer, or a weak Legionary.  The flexibility is what (hopefully) makes it still worth $5.

12

Most similar to Way of the Pig, it is essentially a cantrip, but you discard a card from play after drawing, which makes the conditional +1 Action easier to activate. It also allows you to play treasures in your action phase since that seems to be all the rage nowadays.

Hopefully fixed version. A lot of words to do a relatively simple thing, but I think it works better now


13

Most similar to Way of the Pig, it is essentially a cantrip, but you discard a card from play after drawing, which makes the conditional +1 Action easier to activate. It also allows you to play treasures in your action phase since that seems to be all the rage nowadays.
This can go infinite with itself. With exactly 2 copies of it you can play 1, discard it, then play the other, infinitely. Obviously becomes a bigger problem with stuff like Training around.
I think the idea is cool but should restrict itself (and also durations so you don’t have any invisible next turn effects)

I was trying to avoid these, which is why I had the draw come before the discard.  I obviously didn't think hard enough about it.  I'll keep thinking up ways to make it work.  I thought about the discarded card getting set aside, but then this really isn't much different than a cantrip which can play treasures, which I don't find interesting enough.  So maybe it just doesn't work.  Idk.   I'll keep thinking.

Edit: if it said "you may play and action or trasure card from your hand that you don't have a copy of in play, that wasn't played in the Way of the Imp, that might work? But it get's really wordy.

14

Most similar to Way of the Pig, it is essentially a cantrip, but you discard a card from play after drawing, which makes the conditional +1 Action easier to activate. It also allows you to play treasures in your action phase since that seems to be all the rage nowadays.

15


A Smithy from the Ironfamily. It is not as elegant as -works or -monger as the vanillas are, for obvious reasons (discarding a Treasure for a Coin is pointless unless you overdraw), not symmetrical.

Shouldn't this be written like Ironmonger?
+3 Cards
Discard a card.  If it is an...
Action card, +1 Action
Treasure card, +1 buy
Victory card, +$1


At least for me, the way it is written is very odd.

16

I have no idea how to make that $4 not so huge...if I add more text it shrinks to normal size, but with this text it just gets huge.  Pretend it's normal.

Try adding a period or space right after the $4. If it's shard of honor's tool, I've run into the same issue occasionally, and the period or space (instead of a line break) usually resolves it.

Ahh, the line break is what caused it.  Thanks

17


I have no idea how to make that $4 not so huge...if I add more text it shrinks to normal size, but with this text it just gets huge.  Pretend it's normal.

Anyway, Hoarder.  It's a workshop, and it can also be a terminal Gold.  Could be good in slogs or garden games etc.  Maybe it will only be used for an early spike and then never again.  Who knows.

Ending your sentences with periods would fix the big $4 issue.

I tried that.  It made a giant period after the $4. 

18


I have no idea how to make that $4 not so huge...if I add more text it shrinks to normal size, but with this text it just gets huge.  Pretend it's normal.

Anyway, Hoarder.  It's a workshop, and it can also be a terminal Gold.  Could be good in slogs or garden games etc.  Maybe it will only be used for an early spike and then never again.  Who knows.

Edit: Thanks for the tips.  Fixed the mega $4

19
Dominion General Discussion / Re: Badly designed cards
« on: January 26, 2023, 03:38:31 pm »
Surprised everyone is arguing about bandit instead of mentioning shit like wharf, margrave, etc that are just beyond broken.
Broken or weak cards are explicitly not what this thread is about.

There are many examples of (arguably) suboptimal design in Dominion, most of which have been discussed ad nauseam (Possession, Rebuild, Governor, Swindler, Cultist, Spy and many other slow topdeck attacks and / or filterers). Other than those, I think the card design in Dominion is generally quite good. There are, however, some mechanics and some big picture stuff I dislike:
- Boons, Hexes and Loot; needlessly complex and swingy. Boons and Hexes were pretty unpopular already, why did there need to be Loot? In my opinion, Loot is actually even worse. The most meaningful difference between the Loots is often whether they have +Buy or not. Bad luck in that regard can easily decide a game, depending on how quickly you can get more of them. Apart from that, does the difference between, say, Amphora and Jewels, really justify a randomized 30 card pile you have to carry, get out of the box, shuffle and get familiar with?
- Potion costs (as mentioned by Gherald)
- The explosion of ways to play Action cards in the Buy phase, Treasure cards in the Action phase and Reaction cards just whenever you goddamn please is probably justfied by the amount of design space it uncovers, but there is a real cost with how much it distorts the flow of the game and confuses new players.
- The push of Engines has made Money and Slog games much less common, which is great for many expert players, but not so good for most casual players who don't typically enjoy sitting through 10 minute turns by their opponents. While Slogs and Money usually take more turns, those turns are much shorter and the games are more engaging and manageable. Also, it's now quite rare now to seriously have to decide between playing Engine or Money; Engine is almost always correct if there is a way to draw at all (you may not always have +Buy, but there are now so many gainers that single gain games are borderline exotic).

Your last point is, imo, why loot is good.  Plunder as an expansion seems to be bringing back a bit of the simpler times where you can do well by playing a few really big cards.  Of course it has plenty of engine cards too, but the emphasis on big treasures dilutes it a bit, which I think is healthy.

20
I agree that Rope's power level probably is more mid than we think, but it is really nice that it is a good card on almost every board.  It's in my deck frequently, which makes me like it more.

21
Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 05, 2022, 12:27:53 pm »
Soldiers Village
cost $2 - Action - Attack
+1 Card
+1 Action
You may play an Attack card from your hand.
---
When you gain this, gain another Soldiers Village (that doesn't come with another).

Armed Smithy
cost $7* - Action - Attack
+3 Cards
+1 Buy
Each other player discards an Action or an Treasure (or reveals they can't), and draws until they have 4 cards in hand.
---
This costs $1 less per an Attack card you have in play.


8 Soldiers Villages are on 4 Armed Smithies.

EDIT: cost changed ($6 was too easy to gain).

Does Soldier's Village need the attack type? It doesn't appear to attack at all

22
Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 05, 2022, 12:21:39 pm »
On a $3 or $4 mandatory trashing increases the price, because it's very useful in the beginning of the game, but when you can afford and play a $7 card, the game is already very close to the end (and there is a high chance that your junk is already trashed), so the trashing becomes a net negative.

But if the game is that close to ending, trashing an engine component doesn't matter nearly as much as trashing one early on.  You may not even get to (or need to) play it again anyway.  Also it's not that hard to get an early $7 on most kingdoms.  Regardless, $7 for a double lab that trashes and attacks is wild.  If this mandatory trashing is being used as a negative, it's not nearly negative enough.  Maybe it would work if it made you trash something that costs $4 or more, or something like that.  Kinda fits the theme of a wild dragon too.

23
Weekly Design Contest / Re: Weekly Design Contest #168: Turkey Time
« on: November 17, 2022, 11:45:46 am »
Hey this is Chappy7....Just had to make a new account for my work computer lol.

Anyway, this is the official warning! I'll be closing the contest in ~12-14 hours.

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