Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - J410

Filter to certain boards:

Pages: 1 [2]
26
Variants and Fan Cards / Re: Fan Card Mechanics Week 72: Season 7 Finale
« on: September 16, 2023, 05:22:08 am »
Quote
Wayfinder - Fury, $5
To play, delay an Action card from your hand by 2.
+2 Cards
+1 Buy


Uses the delay and fury mechanics.

27
Thanks for the contest and the judging. All cards are very good and I think that has to do with the awesome mechanic. It is very simple, and yet very different from any of the official mechanics. I wouldn't mind seeing this in an official expansion, though it probably takes too many tokens and table space if many cards get delayed.

28
Refurbisher - Action - $5
+2 Cards
At the start of Clean-up, you may choose a card costing $1 or more you would discard from play this turn, to Delay it by 1 per $1 it costs.

The obvious choice would be to use it on itself, but its cost is quite high to make sure there are probably better targets (it had a Debt cost once, but was quite sad then). It offers a Lost City effect, at the cost of keeping a good card out of your deck for a few turns, or maybe you even wanted it out of your deck. Best targets are probably cheap cards providing extra cards and/or actions, and it gets better with (limited) cost reduction.

29
I was planning on making a Mount-Jewelry card, but ended up using three other mechanics from this season.
Quote
Storage Plan - $3 - Charter

+1 Power
At the start of your next turn, choose one:
+2 Workers, or +1 Card per Power and -2 Power.
Storage Plan* is a mix of Travelling Fair, Expedition and Sinister Plot. It provides flexible buys, though at a steeper cost and limited to once per turn. After some expensive buildup (depending on expected game length), you can buy a super-expedition, but be wary of diminishing returns each time you do so. You might want to save your workers for these turns.
*Name and artwork subject to change

30

Quote
Salvation Army - $3 - Action - Duration

+2 Cards
+1 Buy

Next time you gain a card costing $2 or less, +$2.
The Salvation Army cares about the poor. Junk yourself to get +$2 and your card back, or rely on cost reduction or good $2's. Maybe you can even play multiple and gain a copper for lots of $$. The +Buy is there, but watch out for cursers.

31
My submission: Crane

(bottom should be 'Action - Duration - Mount')
Quote
On this turn and your next, cards cost $1 less
-
Mount: At the start of your turn: +1 Buy. Dismount when you have any Buys remaining at the start of Clean-up.
Keep one mounted for an extra buy per turn. The top part makes good use of the extra buys and is spread out of two turn to help prevent duds. Dismounting one when it's the only source of buys is quite painful.

32
Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 06, 2022, 04:40:42 pm »
Vizier
$2 - Action - Attack
+1 Card
Each other player takes their -1 Action token.

-1 Action token
When you have 2 or more Actions (or when you end your turn), lose 1 Action and lose this.

Got an Action to spare? You can now remove it, forcing your opponents to do the same. Make sure you got extra villages in your deck with this in the kingdom. Or don't use villages at all. You can't get 1 Action less when you end your turn, so you just lose the token then. Being a ruined library with an attack, this card probably won't see much play, but its presence alone should be enough to alter strategy.
Edit: weakened the token to not shut down cantrips

33
Weekly Design Contest / Re: Weekly Design Contest #168: Turkey Time
« on: November 17, 2022, 10:54:20 am »

Quote
Pantry, Action - Reserve, $4

Gain a card costing up to $4.
Put this on your tavern mat.

At the start of your turn, you may call this to draw until you have 6 cards in hand, and then you may trash a card from your hand.

Not all food has to be eaten immediately.

34
Weekly Design Contest / Re: Weekly Design Contest Discussion
« on: November 08, 2022, 02:32:19 pm »
Pulling this conversation out of the currently running WDC as it's a general issue.
Maybe we should have another rule: when the judge cannot post the result within 7 days after submission closing, [...]
It would indeed be good to have such ruling in place for future contests, and have that incorporated into the 'what do I do when I win' topic. Ideally there would be a secondary way to (temporarily) judge the contest (e.g. by a mod or community votes).
For the currently contest, it seems fair to allow at least 24 (or 48) hours for the host to post an update with a clear timetable for when things are going to be judged, and maybe even announcing the winner before posting full results so the next WDC can start. In the end, it's up to the mods to decide what happens next when the rules don't provide enough guidance.

35
Variants and Fan Cards / Re: Full art Cards
« on: November 07, 2022, 04:22:02 am »
These look pretty good. The dark semi-transparent textbox (like on mill and hovel) can be used on any card to make it readable. I wouldn't mind having more cards like this, but perhaps only for victory cards and maybe treasures for consistency.

36
Weekly Design Contest / Re: Weekly Design Contest #167: Monster Mash
« on: October 26, 2022, 02:14:18 pm »


A Way you can upgrade! Once bought as Project, the Way turns into its upgraded form that draws you an extra card when used.

I quickly settled on a Way-Project, but it turns out to be quite hard to find something remotely balanced that is weaker than existing ways from the start, but quite a bit stronger when upgraded. It normally turns cards into conditional cantrips, but can turn them into conditional labs with a little purchase up front. The only difference with Imp is that it doesn't put an Imp in play, but a card you might want to play but now can't because you already have it in play.

37
Quote
Thriving Market - $6 - Action

+1 Card
+1 Action
+1 Buy
+$2

At the start of Clean-up, if you have any Buys
remaining, exchange this for Silent Market.
Quote
Silent Market - $4* - Action

+2 Coffers

At the start of Clean-up, if you have no Buys
remaining, exchange this for Thriving Market.

(This is not in the Supply)
A Grand Market variant. It gives you +Buys, but you have to use them up or it will go away for a while. Silent market does help a lot to get itself back in shape, or maybe you wanted the Coffers anyways.

38
--edited for brevity--
Quote
Put this on your Tavern mat
At the start of your turn, you may call this to trash a card from your hand, gain a Silver and rotate the stones
Stone of Transformation
Early game remodeler with mandatory pile rotating. Can even turn cards into gold when combined with Stone of Improvement.
Quote
Put this on your Tavern mat
When you gain a card, you may call this to exchange it for a card costing up to $3 more sharing a type with it.
Stone of Improvement
Got a card you don't like or (up to) $3 short of the card you needed? The Stone of Improvement's got your back! Defends against Charlatan or puts a Province for sale at $5 (as long as Duchies last).
Quote
Choose one: +$2 and +1 Buy; or gain a Reserve card onto your Tavern mat.
At the start of your turn, you may call this to discard your hand for +6 Cards, +$2 and +1 Buy.
Stone of Preparation
Gains Reserve cards directly onto you Tavern mat. Good with any reserve card (except Wine Merchant) and turns into a Silver+ when all reserve cards are gone. If you somehow manage to get it on your Tavern mat, you can have a great shot at a double-province turn.
Quote
+$2 Put this on your Tavern mat
When you call a card (not Stone of Repetition), you may call this to put it on your Tavern map.
Stone of Repetition
A throne room for reserve cards (except Wine Merchant). Allows you to have a silver in your deck instead of an otherwise dead card, and the only way to return a Stone of Preparation to your Tavern mat.
The goal of this pile is usually to get a Stone of Preparation onto your Tavern mat, and then return it with a Stone of Repetition. Strong pile control is required to set this up and might be outpaced by other strategies if your opponent messes with the pile. A few Stones of Improvement can quickly snatch enough Provinces to win the game, especially when combined with a Stone of Repetition.

The one problem with SoP is that I have is that it makes splits useless, if you win the split then your opponent basically doesn't want the fourth except to set you back. Otherwise seems pretty good.

I'd argue that getting a SoP is still useful as a gainer for the other stones. In particular, SoR still shines when used with SoI rather than SoP (both netting +$4 per play (was +$5 for SoI), with SoP providing an extra card and buy for the difficult setup). Uncontested, getting a SoP onto your tavern mat will likely take about 4 shuffles, and another to also get a SoR ready. A well-timed SoT of your opponent can delay that another shuffle.
Anyways, with a split pile of reserve cards I just had to create a reserve-replayer and a reserve gainer that gained onto your Tavern mat.

39
I present to you, a series of Treasure-Reserve cards: The Stones! (not 'rolling')
Stone of Improvement has been altered, see textual description for newest wording.

Quote
Put this on your Tavern mat
At the start of your turn, you may call this to trash a card from your hand, gain a Silver and rotate the stones
Stone of Transformation
Early game remodeler with mandatory pile rotating. Can even turn cards into gold when combined with Stone of Improvement.
Quote
Put this on your Tavern mat
When you gain a card, you may call this to exchange it for a Silver or card costing up to $2 more than it.
Stone of Improvement
Got a card you don't like or (up to) $2 short of the card you needed? The Stone of Improvement's got your back! A savable Silver that defends against junkers, let's you gain $5's with SoT or puts a Province for sale at $6.
Quote
Choose one: +$2 and +1 Buy; or gain a Reserve card onto your Tavern mat.
At the start of your turn, you may call this to discard your hand for +6 Cards, +$2 and +1 Buy.
Stone of Preparation
Gains Reserve cards directly onto you Tavern mat. Good with any reserve card (except Wine Merchant) and turns into a Silver+ when all reserve cards are gone. If you somehow manage to get it on your Tavern mat, you can have a great shot at a double-province turn.
Quote
$2
Put this on your Tavern mat
When you call a card (not Stone of Repetition), you may call this to put it on your Tavern map.
Stone of Repetition
A throne room for reserve cards (except Wine Merchant). Allows you to have a silver in your deck instead of an otherwise dead card, and the only way to return a Stone of Preparation to your Tavern mat.
The goal of this pile is usually to get a Stone of Preparation onto your Tavern mat, and then return it with a Stone of Repetition. Strong pile control is required to set this up and might be outpaced by other strategies if your opponent messes with the pile. A few Stones of Improvement can quickly snatch enough Provinces to win the game, especially when combined with a Stone of Repetition.

40
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 14, 2022, 09:01:31 am »

Quote
Old City
+2 Cards
+2 Actions


When you gain this, gain an Estate or 2 Copper.
Simple Lost City variant that junks the buyer rather than helping all other players. Assuming you draw your new junk with this card (which likely isn't the case), you have a choice between a village or a festival without the buy.

41
Tales is an Action split pile with four cards. Like all split piles in Allies, the pile starts with four copies of each card sorted by cost.

There is an old tale of Saint George and the Dragon, where the dragon demanded the city to send two sheep every day so he could eat. When the city ran out of sheep, the dragon demanded human tribute. When the princess was eventually chosen to be offered, Saint George stood up and defeated the dragon.

Sheep: $3 Treasure - Victory - Tale: Worth $1 per Victory card you have in play (including this). You may rotate the Tales. Worth 1 VP
Princess: $4 Action - Victory - Tale: A magpie that doesn't gain itself but is worth 1 VP instead.
Saint George: $5 Action - Tale: +3 Cards. You may play a Tale from your hand. When you trash this, play it.
Dragon: $6 Action - Tale: You may topdeck a card, then discard discard any number for +$1 per card and trash the rest. Trashing a Tale grants an extra +$3.
I like the first three cards here, but dragon seems really weak for $6 bottom card of a split pile. You gave an example of a play that works out well with it, but when you can't do that (or might be able to do it only once), then it probably isn't worth the $6. One easy (but perhaps not very thematic) fix would be to put a few victory points on it to make it fit better (mechanically) with the first two cards. By the time you've gotten to the bottom of a split pile, you've probably done most of your trashing already if there's any other decent trashing on the board.
I had the dragon and st George switched around initially and hoped extra coin for trashing Tales would make dragon worth $6. Turns out it is probably not. Perhaps the better option is to give a VP for trashing a Tale (in addition to virtual coin) or +2 Cards on top (with mandatory topdeck). Too late for the competition but I'll keep my digital copy updated.

42
Tales is an Action split pile with four cards. Like all split piles in Allies, the pile starts with four copies of each card sorted by cost.

There is an old tale of Saint George and the Dragon, where the dragon demanded the city to send two sheep every day so he could eat. When the city ran out of sheep, the dragon demanded human tribute. When the princess was eventually chosen to be offered, Saint George stood up and defeated the dragon.
All images were generated by craiyon (dall-e mini).

Sheep: $3 Treasure - Victory - Tale: Worth $1 per Victory card you have in play (including this). You may rotate the Tales. Worth 1 VP
Princess: $4 Action - Victory - Tale: A magpie that doesn't gain itself but is worth 1 VP instead.
Saint George: $5 Action - Tale: +3 Cards. You may play a Tale from your hand. When you trash this, play it.
Dragon: $6 Action - Tale: You may topdeck a card, then discard discard any number for +$1 per card and trash the rest. Trashing a Tale grants an extra +$3.

With all four cards in hand, play a Dragon, topdecking Princess, discarding Sheep and trashing (and playing) Saint George. Then play the princess you just drew hoping to find Sheep with it (which is worth more because you just played Princess). At this point you'll likely have $7 and 2-3 cards in hand.

Saint George is our hero, he made this set suitable for this contest.

43
What if door is the only card that discards cards in the kingdom? If it is I don't really want to discard doors most of the time to get the doorbell so the doorbell is useless unless you have a bunch of doors.
Playing two doors means you'll have to discard two of your other three cards, so I think you'd usually just discard a door there. If you only have one door in hand, you have no choice anyways. Buying another door to discard is only 1 buy and 4$ to be able to take the doorbell many times in future turns, which I consider much cheaper than anything that lets you pay to take it once. In the end, there are two ways (I think) to play doors (assuming no other discarder): Either take one or two (more in slogs) and be ready to discard a copper or victory card, or take as many as possible to have it function as sifting village (with doorbell).

44
(I had a quick check and couldn't see an Artifact contest before - if it has already been done let me know.)
It appears that WDC 47 already did an artifact contest, though it specifically asked for an event+artifact.

45
Quote
Door - Action - Reaction - Cost: 4$
+2 Actions
+2$
Discard a card.

When you discard this during your turn, other than during
Clean-up, you may reveal it to take the Doobell.
Quote
Doorbell - Artifact
After you finish playing a Door, you may pay 2$ for +2 Cards.

This is a door, you can knock on it and I'll let you in with two coins and two actions. Maybe you want to install a doorbell first. Ring and I'll let you in with two extra cards, gotta leave your coins behind though. You can install a doorbell by discarding ons of your doors, but only on your own turn, and only until someone else tears it off. Well you can just discard another Door to your Door and use the Doorbell again immediately. Maybe you can even discard a Door to another card, like Sentry.
Festival is a strong card, but is hampered by the lack of card draw. This card capitalizes on that by making you discard another card. Normally Door is like playing both a Villa and an Oasis from your hand, with Doorbell it becomes a weakened Capital City.

Pages: 1 [2]

Page created in 0.054 seconds with 18 queries.