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Messages - Xen3k

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401
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 20, 2020, 06:05:49 pm »
See later post for current version.



Quote
Cursed Mask - $0
Treasure - Heirloom
$1
-
When scoring, this is worth -2%.

When you trash this, gain a Curse and two Coppers.

This just a goofy Heirloom for Masquerade. It emphasizes the hot potato characteristic of the card as you don't really want to be the one to bite the bullet and junk your own deck by trashing the Heirloom. I am guessing if there are really good trashers in the Kingdom like Chapel this won't really matter. I was thinking of giving it the Fortress characteristic of never being able to trash it. I would love to hear what others think of it.



Quote
Cursed Mask - $0
Treasure - Heirloom
$1
-
When scoring, this is worth -2%.

When you trash this, put it into your discard pile.

So, this is what it would look like if I go with the Fortress mechanic and it just can't be trashed. I think it is cleaner, but I do like the option to just trash the mask into a confetti of junk.

402
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 13, 2020, 11:22:36 am »

Quote
Fyrd
$4 - Action
+1 Action
Trash any number of differently named cards. If you trashed 3 or more, gain an Action card into your hand.
-
When you trash this, draw 2 cards.

Unless I am mistaken, I think you need to specify from where you are trashing cards, right?

403
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 12, 2020, 06:42:01 pm »


Quote
Angry Mob - $5
Night - Duration - Attack - Looter
Each other player discards down to 3 cards in hand.

At the start of your next turn you may discard any number of cards costing $0. Draw until you have 5 cards in hand.
-
In games using this, when you gain a Victory card, gain a Ruins.

I had an alternate version that had each other player gain a Ruins as the top text, but was concerned the below the line text would be inconsequential as the ruins would run out too quickly. The middle text is similar to Night Watchman but restricts what you can discard while at the same time managing to counteract both the Ruins and hand-size attack from the Angry Mob. Probably more text than is aesthetically pleasing, so I may drop the top or bottom text.

404
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 05, 2020, 06:46:19 pm »
My first entry in this contest.




Designed to encourage Action chaining. In some way, a different, though optional Bandit Fort.
I am still unsure about it's price, might be to cheap.

Any feedback is always welcome.

I really like it, but I do have to say it ends up being an expensive Duchy if there is no trashing available.

405
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 03, 2020, 11:03:53 pm »
...

It is a bit unclear on when you mean for the last part to trigger. If you start your turn and play a single Warband, does it happen? Or do you mean for it to set up a thing that will happen when you next play one? As worded, it's a weird mix of both concepts and isn't clear which one you meant.

Look at Crossroads for a simple wording to make it so that it only happens the first time you play a Warband each turn. If you meant it to happen on the second play of Warband, you should say "the next time" instead of "the first time". Alternatively you could use a wording such as "if you have exactly 2 Warbands in play (including this)"; which would have some different interactions with Throne Room, Overlord, etc, but still usually work out the same.

Thanks a bundle! I completely forgot about Crossroads and was trying to Frankenstein the text for Merchant into what I wanted.

406
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 03, 2020, 06:28:49 pm »


Quote
Warband - $7
Action - Attack - Looter
Gain a Horse and a Spoils.
Each other player gains a Ruins to the top of their deck.
If this is the first time you played a a Warband this turn, each player (including you) reveals their hand. You may gain a copy of a Victory or Treasure card revealed this way.

Yeah, so this may be a bit excessive, and I am not sure about the wording on the second half or if 7 is the right price, but this is what I came up with.

Edit: Updated the text on the second half of the card.

407
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 01, 2020, 09:34:10 pm »
Regarding Honey, a simple solution would be to just add a "If this is the first Honey you play this turn, +1 Coffers". Then you prevent is being a Gold all the time but still allows stockpiling Coffers, if you want that to be a thing.

408
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 29, 2020, 07:03:27 pm »
My submission:



Apiary
Action - Duration, $4
Quote
Now and at the start of your next turn, choose 1: +1 Villager and +1 Buy; or gain a Honey.

Honey
Treasure, $5*
Quote
+3 Coffers
-
Provides 1 Coffers less per Honey in play, other than this.

(This is not in the supply.)

I kept wanting to do something with Coffers and Villagers and Buys, this was the best way I could think to work it.
...

Unless I'm misunderstanding Honey, it starts off as a Coffer-gold and just gets better in multiples. This seems way too strong to me - even if Honey was only a Coffer-silver and couldn't scale I still think it would be very strong to gain with Apiary.


Edit: I misread Honey as providing more coffers per copy of Honey in play rather than less. It still seems pretty strong though, especially given that the other mode of Apiary isn't completely terrible to have a copy of in your deck.

It also seems like it would encourage money strategies a lot but if that's what you're going for it's not an issue.

I think the intent is to have it scale down, so the second Honey played gives 2 Coffers, the third gives 1 Coffer, and the rest played gives 0. Maybe the text below the line should read "Provider 1 fewer coffers for every Honey already in play"? Perhaps baking the reverse scaling into the Coffers gain?

Edit: You already got it. Disregard.

409
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 27, 2020, 06:51:44 pm »


Quote
Fairy Godmother - $3
Action - Reaction -Fate
+1 Buy
+$1
Receive a Boon.
-
When another player plays an Attack card, you may first reveal and discard this from your hand, to be unaffected by it. If you do, take a Boon. Receive it at the start of your next turn.

Pretty sure this one will meet the requirements. A Moat variant That gives you a Boon.

410
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 26, 2020, 02:00:33 pm »


Truly sorry to be that guy, but this card does not fit within the criteria of this week's competition. There is only one vanilla effect depicted on Royal Estate, which is , whereas 2 vanilla effects must be present on a card. Flat values are not considered as vanilla effects for the sake of this competition, sorry!  :-[

Dangit, ok. Thank you for letting me know. I appreciate the feedback I did get though.  ;) Consider this withdrawn.

411
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 26, 2020, 01:32:39 pm »
I repeat what I wrote somewhere else about a similar card:

This does not work due to playtesting experience with Hovel:

Quote
Hovel is the only one that changed. Originally it was an action you could trash by discarding your hand. It turned out that trashing it turn 1-2 usually seemed like the correct play, even if you drew it with four Coppers. So that was no good.
http://forum.dominionstrategy.com/index.php?topic=4318.0

Also, even without this playtesting experience Bonfire would be a good benchmark for how good trashing 1 Estate in the opening would be. Or Island, which is one VP more but does not immediately put the Estate into nirvana.

I agree, but will likely stay with my submission as is unless suggested alterations seem better. I like Island and Royal Estate is similarly in that vein, if faster in effect. Could just be a bad idea, but idk.

412
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 26, 2020, 01:09:54 pm »
>WITHDRAWN<


Quote
Royal Estate - $4
Treasure - Victory
$2
--------
1VP
--------
When you buy this, reveal and Exile a Victory card from your hand, or return this to the supply.

A Harem variant. I think one of the issues is that in the first few turns getting rid of your Estates by buying this is too much of a no-brainer, but at $5 it does not feel worth getting.
>WITHDRAWN<

413
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 23, 2020, 11:55:48 pm »


Quote
Horse Wrangler - Action Duration - $3
Now and at the start of your next turn, gain a Horse.
-
Until the end of your next turn, if you have fewer than 3 Horses in Exile, when you play a Horse, Exile a Horse from its pile.

Original version had +1 action when played, but with the potential delayed card draws in the form of horses, I was worried it would just be an overly cheap Lab knock off.

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