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Topics - Zoyarox

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For this contest, we will revisit Gazbag's Ice Token mechanic!

- Instructions can have you set aside a card with tokens on it, using a wording like "freeze [this] with # Ice Tokens"; e.g. "Freeze the top card of your deck with 2 Ice Tokens."
- At the start of your turn, remove 1 Ice Token from each card you own that is frozen with Ice tokens on it.
- Once the last token is removed, the card is put into the players discard pile immediately.


For examples of cards using the mechanic, refer to FCMW 9's post or Gazbag's Fan Expansion Dominion: Ice Age.


The Dominion: Ice Age post was created more than 7 years ago. Since then a lot has happened in Dominion: We've got new expansions, new mechanics, and second edition of cards. We have night cards, next time-effects, Traits, Loots, Rewards, Allies, ... you name it!

What cold magic can Ice Tokens work in these new use cases? Thus this week's challenge:

Design any form of card that uses the Ice Token mechanic and fits into the world of "modern Dominion", ideally using any newer mechanic or effects.


Reminder of expansions since 2017:
  • Nocturne
  • Renaissance
  • Menagerie
  • Allies
  • Plunder
  • Guilds 2E
  • Cornucopia 2E
  • Prosperity 2E
  • Seaside 2E
  • Hinterlands 2E

Rules & Suggestions
- At least one card in your submission must include the Ice Token mechanic.
- Your submission can consist of multiple cards (Horses, non-supply-cards of your own creation, rotating split piles etc. pp.)
- Your submission must include an image of the card(s), at least a mock-up. I prefer to have something visual along the cards name and theme (and of course to see how the text fits on the card).
- Think of the vibe, images, themes (like seafaring, reactions, cold), mechanics (like next time, Loot, Night phase) and other effects introduced with in recent cards.


Submission Info & Judgment Criteria
- Ingenuity in the use of Ice Tokens and recent themes and instructions, fun, balance and versatility; in that order.
- The contest will end in roughly 7 days, I will post a 24h warning.
- If you want to submit a different card, please do so in a new post and mark your old one accordingly, so I know which one to judge.


I hope this challenge will help you cool down during these hot days.  :)

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Variants and Fan Cards / Fan Card Mechanics Week 83: Contractors
« on: January 22, 2024, 02:57:02 am »
This week's mechanic is Contractors, supporting cards that might affect just you or everyone.

Imagine Contractors as a unique ally you can buy or acquire otherwise that lends its service to you for a limited amount of time, then returns to becoming publicly available for hire again. Thematically, this could be a master of their craft, a demigod like Hercules (the direction I originally came from, hiring cool individuals), or even an object for lease.

Quote
  • Contractor is a card type. Each Contractor is unique. They are not in the supply, but laid out visibly for all players.
  • Contractors can be gained when instructed to. When you gain a Contractor, choose one of the currently available Contractors and put it into play in front of you (ideally above your deck) immediately.
  • If you have a Contractor in play already when you would gain another, nothing happens. You can only have one Contractor at a time working for you.
  • Contractors are considered in play immediately when you gain them. Though, for mechanic's sake, to prevent other issues (on-play effects, Moat etc. (see Attack example below)), you're considered "playing" a Contractor each time its effect triggers (to indicate "played", you could move it from above your deck more into your general playing area).
  • Contractors should state only one occasion per turn it (can) trigger. This should be stated at the beginning of the cards instructions, e.g. "The first time you do X: [...]" or "At the start of your turns: [...]" or "During your turn, when you would discard cards from play: [...]".
  • Contractors can affect only you, all players, a game state in general, or other activities or phases. Go wild!
  • When do Contractors return and become available for grabs again? At first, they would wait at the bottom of your deck and then trigger once before you'd shuffle your discard pile into your deck, but that makes gaining them too difficult and unbalanced tactically, as the duration varies each time for each player. Maybe the next time you gained a Victory card during your turn. For now I think it's best to go with the following: A contractor stays in play for 3 turns and plays itself at least once per turn (visualized by putting a marker on it and removing one each play), then leaving at the the end of your turn if it has no markers on it. So they are staying in play and are not discarded at the end of turn, unless they have run their course. Then they return to the public display and are available for grabs again. (This return is ment to trigger no other effects, e.g. "when you discard a card from play").
  • Lastly, for setup, randomly select 1 + a number of Contractors equal to the amount of players, to be available for this game (or more, if you feel like it).


Your challenge: Design a card of any kind or shape that gains you a Contractor, AND design a Contractor (ideally fitting thematically with the gainer). You are very welcome to design more than one Contractor, you decide if any of them are made for fun only and should not be judged (default: I judge your Contract-gainer and all Contractors in your submission post). Provide a mock-up of your card, including an image, I want to see how it looks on a card. Shard of Honor Template link: https://shardofhonor.github.io/dominion-card-generator/?title=&description=&type=Contractor&credit=&creator=&price=&preview=&type2=&color2split=18&boldkeys=&picture-x=0&picture-y=0&picture-zoom=1&traveller=false&trait=false&picture=&expansion=&custom-icon=&c0.0=0.75&c0.1=0.1&c0.2=0.35&color1=5&size=0


Judging criteria:
- balance
- fun (!)
- simplicity (!)
- playability
- theme


Submissions close on Thursday 25th 11pm EST / Friday 26th 4am UTC Saturday 3rd 11am EST / Saturday 3rd 4pm UTC.


Examples of some Contractors, basic gainers, and their power level I had in mind:





*City Guard turned out a bit wordy and might need a different one. It doesn't follow the standard wording of triggering/being active thrice, but the idea would be acceptable for this contest too, as it's supposed to be effective for 3 rounds (3 of your turns and 3 opponent turns, if no extra turns).


Note: I decided against different costs for Contractors, for simplicity's sake. I believe Contractors need no cost-indicator; for all purposes, they simply don't have any. (If you think they should, they can cost $0*.)

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