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 1 
 on: Today at 07:59:21 am 
Started by Augie279 - Last post by silverspawn
Metropolis
- Action Duration
+1 Card and +2 Actions.
Choose one: +1 Card; or trash a card from your hand to gain a card costing exactly more than it.

Notes: It’s Lost City or a combined Village / Upgrade. It can be your +Actions, draw, and trashing, but with its high cost you're going to want other cards to be able to fill one or more of those roles too.

Name chosen before the similarly named “Polis” was posted.

Edit: mock-up here: https://shardofhonor.github.io/dominion-card-generator/index.html?title=Metropolis&description=%2B1%20Card%20and%20%2B2%20Actions.%0AChoose%20one%3A%20%2B1%20Card%3B%20or%20trash%20a%20card%20from%20your%20hand%20to%20gain%20a%20card%20costing%20exactly%20%20more%20than%20it.&type=Action&credit=&creator=&price=%246&preview=&type2=&color2split=1&boldkeys=&picture-x=0&picture-y=0&picture-zoom=1&traveller=false&trait=false&picture=&expansion=&custom-icon=&color0=0&color1=0&size=0


Duration type why? ???

edit: surround image with [img] [/ img] tags to embed

 2 
 on: Today at 06:30:29 am 
Started by lowroar - Last post by lowroar
Alchemy Rebrewed is a fan-made expansion and simultaneously a second edition to Alchemy, which expands the original set to 400 cards, replacing 6 of the original Kingdom cards. It has 31 Kingdom cards, 15 Elixirs, 13 Events and 13 Spells.

The goal of this project, in contrast to my former potion-less Alchemy expansion, is to make Potion more useful in every game it appears in. It avoids the treasure-chest approach by only adding the usual mechanics of the Adventures-era, which are Events & Durations, and adds fan-made mechanics instead (Pupils, Elixirs and Spells), to maintain and strengthen the sense of identity of the set and account for its increased size.

Most of the new Potion cards interact with Potion in some way to make you want to draw it together with them, others justify their price point by adding an on-gain advantage, and the rest, well, they just try to be something that makes you willing to go through with the Potion investment.

Note that none of this is playtested, as I don't have the means to do so right now.

Note on original cards

Alchemist, Apothecary, Apprentice, Herbalist University and Vineyard remain unchanged, as does Potion itself (though it is changed by the presence of Elixirs).
Familiar, Golem, Philosopher's Stone, Scrying Pool & Transmute received new 2E-styled versions, see if you can spot them all. Possession is just gone.

Pupils

A mechanic by ChungBog, who posted their excellent Agraria expansion on these forums a whole ago. This one is from one of their other projects, Dominion: Academia, Vol.1 & Vol.2.

Concerning the mechanic itself, the mat pretty much explains it. So it's basically the +Card token that never got to be in favor of Horses, and it solves Donald X.'s original concern of hoarding the tokens by controlling how much you can spend in a given turn. "After playing an Action" means, you can spend the token after you do what you can do immediately with the Action card you played, so you don't have to wait for e.g. a Duration card to fully resolve next turn, or Merchant Guild to give you the Coffers. You can't spend them on Durations played last turn that do something on your current turn, though, or Reserve cards you called.

With the original Alchemy set being so focused on strong draw, the Pupils seemed like a natural fit for this, so I implemented them with ChungBog's blessing and advice. In total, 6 kingdom cards, 2 Events, 1 Elixir & 1 Spell use them.






KINGDOM CARD GALLERY: POTION CARDS










KINGDOM CARD GALLERY: NON-POTION CARDS










Elixirs

Before the game, when a card, Event and/or Spell with Potion in its cost is used, one Elixir is randomly chosen and put next to the Supply. It doesn't count toward the 2-per-game limit of other landscapes.

At the start of your turn, you may discard a Potion once to receive the effect specified on the Elixir. Once you play a card from your hand, that opportunity has passed (any effects that happen at the start of your turn don't count towards this).

Reddit user u/FordEngineerman originally suggested the Elixir mechanic in
this comment.


ELIXIR GALLERY












Spells

Spells are similar to Events like Plan or Training (from Adventures).

When a Spell instructs you to enchant a pile, choose a pile and put your Spell token on it. The tokens are used to track the specific effect it imposes upon that pile.

You may re-buy a Spell to put your token onto another pile.

Spells use Spell tokens. At the start of the game, each player may choose one token in their player color and take it. If there are 2 Spells, they take the 2 different Spell tokens in their player color.

If a game uses two Spells, use the Spell markers (on the right) and put one on each of the two Spells, in order to differiante the effects the tokens represent by the symbol on them.



The 13 Spells are inspired by Enchantments, which is a fan concept/mechanic about kingdom cards that modify piles.


SPELLS GALLERY












Events: Additional set-up rule

Short version: If there's a Potion event in the kingdom, there must also be a card with Potion in its cost. This is especially relevant to Dispense, which wouldn't make sense otherwise.

Longer version: When playing with randomized kingdoms, as soon as the first card, Event or Spell with Potion in its cost is randomly chosen, skip any other kingdom cards or landscapes until a second card with Potion in its cost turns up (if the first is an Event or Spell), or any of the aforementioned things turn up (if the first is a kingdom card), then continue normally.
If the last card in a kingdom is a card with Potion in its cost, skip cards until you reveal an Event or Spell with Potion in their cost. If you already have e.g. 2 Events at that point, nothing happens.
If you always use 2 landscapes and keep the randomizer decks for kingdom cards and landscapes seperate, first determine the 10 kingdom cards. If any of them cost Potion, skip any landscapes until one with Potion in its cost comes up, then continue normally. If none of the kingdom cards cost Potion, skip any landscapes with Potion in their cost.

The Event "Unleash" is an slightly modified version of "Divination" (3rd slide in this post)., an Event by reddit user u/theheirofbreath, who agreed to let me use it

u/TheRedKnight2's card "Hazard Dice" directly inspired the Event "Dice Roll".


EVENTS GALLERY












LINKS TO THE SINGLE IMAGES ON IMGUR

New & reworked Potion cards

New Non-Potion cards

Elixirs

Spells

Events

Pupil mat, Spell tokens & markers

 3 
 on: May 17, 2024, 10:33:41 pm 
Started by Augie279 - Last post by Augie279
Metropolis
- Action Duration
+1 Card and +2 Actions.
Choose one: +1 Card; or trash a card from your hand to gain a card costing exactly more than it.

Notes: It’s Lost City or a combined Village / Upgrade. It can be your +Actions, draw, and trashing, but with its high cost you're going to want other cards to be able to fill one or more of those roles too.

Name chosen before the similarly named “Polis” was posted.

I'm requesting that all participants submit cards as images. This won't be judged until it is one, but if you'd like I can make an image version for you.

 4 
 on: May 17, 2024, 09:54:36 pm 
Started by czzzz - Last post by czzzz
Contest Closes in 48 Hours
With judging shortly after. I'd love to see your idea, please submit before then!

 5 
 on: May 17, 2024, 08:00:07 pm 
Started by Augie279 - Last post by Tiago

Inverse City Quarter!

Communal ride

Weak for me compared to Lost City.

Which is why it costs $3. This is meant to be used as a village, not a draw card.

 6 
 on: May 17, 2024, 06:37:50 pm 
Started by Augie279 - Last post by Ethan
NEW ENTRY

Communal ride

Quote
Communal Ride
$3 Action

+2 Cards
+2 Actions
Each other player gains a Horse.
Weak for me compared to Lost City.
Never mind, somehow i saw the price as .

 7 
 on: May 17, 2024, 06:36:47 pm 
Started by Augie279 - Last post by StrangerSon712
If the kingdom doesn't have draw this is decent, but it's not super great either. If the kingdom has weak draw and no trashing, this might have relevance in the ways you are pointing out. But that's not most kingdoms at all.

While building, this is approximately either a blank Loot, a terminal +$3 +1 Card, or a Grand Market. Blank Loot is okay but not great, particularly because you want to be drawing your trasher, and the last 2 are usually pretty good, although the terminal mode will occasionally mess you up. So it does something nice there, but Hunter is double lab in those good situations, so it doesn't compare well. Also important to mention is that the "while building" phase doesn't last very long, so you aren't getting that (limited) value for long.

Less important, but I'm confused about your use of the word payload. Payload is by definition the cards an engine is trying to play every turn, so if a deck is a payload deck, that would mean you are drawing every turn.

Overall this card pushes towards weak engines. It raises the floor of any kingdom, but lowers the ceiling. I don't think it is any more relevant in money than Harvest was (hint: it wasn't).

 8 
 on: May 17, 2024, 06:27:11 pm 
Started by Augie279 - Last post by JW
Metropolis
- Action
+1 Card and +2 Actions.
Choose one: +1 Card; or trash a card from your hand to gain a card costing exactly more than it.

Notes: It’s Lost City or a combined Village / Upgrade. It can be your +Actions, draw, and trashing, but with its high cost you're going to want other cards to be able to fill one or more of those roles too.

Name chosen before the similarly named “Polis” was posted.

Edit: Removed duration type, thanks silverspawn!

Mock-up here: https://shardofhonor.github.io/dominion-card-generator/index.html?title=Metropolis&description=%2B1%20Card%20and%20%2B2%20Actions.%0AChoose%20one%3A%20%2B1%20Card%3B%20or%20trash%20a%20card%20from%20your%20hand%20to%20gain%20a%20card%20costing%20exactly%20%20more%20than%20it.&type=Action&credit=&creator=&price=%246&preview=&type2=&color2split=1&boldkeys=&picture-x=0&picture-y=0&picture-zoom=1&traveller=false&trait=false&picture=&expansion=&custom-icon=&color0=0&color1=0&size=0

 9 
 on: May 17, 2024, 02:38:16 pm 
Started by Augie279 - Last post by segura
True, but you will hit 2 or more Actions fairly often if you are building right. 3 or 4 Treasures out of 4 is a bad deck, and Festival is on the weak end of cards. And if your village can be terminal something isn't right.
Not all Kingdoms support engines and you ignore that this does a job in a money (payload) as well as an engine (splitter) deck. It is not automatically a splitter at all but a variable card. Also, you gotta consider the very card while building. It is similar in this respect to Hunter, a card which also wants you to have variable types (read: green earlier than otherwise and don’t mindlessly increase you Action density).

As I said, it is only bad if you hit more than 2 Actions. All other cases are effects that are as good or stronger than that of a $5 which compensates for the risk / lack of reliability.

 10 
 on: May 17, 2024, 02:11:03 pm 
Started by Augie279 - Last post by StrangerSon712
True, but you will hit 2 or more Actions fairly often if you are building right. 3 or 4 Treasures out of 4 is a bad deck, and Festival is on the weak end of cards. And if your village can be terminal something isn't right.

Consistency is valuable, and this card doesn't have that. It's better than Harvest and Tribute, sure, but I'm not sure it's better than, say, Carnival. Sure it fills a niche in a lot of kingdoms, and like Festival it can fill that niche, but it really isn't doing a particularly good job of it.

That said, I think it would be a bit cluttered as a Victory card. Maybe another fix would be better, or maybe it's interesting enough that it can exist as a weak card.

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