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Messages - Xen3k

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351
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 17, 2020, 05:33:53 pm »
>Outdated Submission<



Quote
Fruitcake - $5
Action
+$2
Each other player gets +1 Coffers.
Place this in the discard pile of the player to your left.
--------
When you buy this, +2VP and place this in the discard pile of the player to your left.

Not sure how balance or even fun this is, but thought it would be a humorous non-attack card that feels like an attack. At $5 it is not a reasonable early buy as it will actually accelerate you opponent, and late game the VP it gives you is worse than Duchy even though it does not junk your deck.

352
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 10, 2020, 05:48:41 pm »


Quote
Ragman - $3
Action - Looter
+2 Cards
You may play an Action card costing less than this from your hand. If it is a Ruins, trash it for +1 Action.
-
When you gain this, gain 2 Ruins.

An Imp crossed with a Death Cart. Plays similar to Lackeys with the limited number of Ruins it adds to your deck, but can be supported with the starting Necropolis and/or cheap cantrips. Can cause issues if you load up on too many of them as you cannot play the more appealing expensive cards or other Ragman with it. I could always bump up the cost to $4 and specify it can only play cards costing less than $3, but didn't really want to deal with Bridge shenanigans. More than welcome to criticism and feedback.

353
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 08, 2020, 04:23:51 pm »


Quote
Plot of Land - $5
Victory
1%
-
When you gain or trash this, gain a Temp Worker from its pile and +1%.
Quote
Temp Worker
Action
+2 Cards
Trash a card from your hand. Gain a card costing up to $2 more than it.
Return this to its pile.
(This is not in the Supply.)

Plot of Land is a bad Duchy that sets up the ability to Remodel it and keep the VP afterwards. Temp Worker is the real reward of getting a Plot of Land, and I am not sure it is correct, power level wise. I originally had it only draw 1 card, but that felt wonky. It being a one-shot is why I think it is ok for it to also draw 2 cards. The closest this compares to would probably be Farmland, and I thought of making Plot of Land cost $6, but remodeling it directly into a Province was not something I wanted to enable. Overall I think this differentiates itself from Farmlands well enough to warrant the design. Feedback is more than welcome.

354
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 04, 2020, 07:02:25 pm »
 

Quote
Tobacco Box - $1
Treasure
Heirloom: Old Pipe
+1 Coffers
Return this to the Supply.

Quote
Old Pipe - $3
Treasure - Heirloom
+1 Buy
This turn, Treasure cards (everywhere) cost $1 less.
You may trash a non-Victory card from your hand. If you do, gain a card of equal cost.

A treasure that has a treasure heirloom! Tobacco Box is not an amazing card, but the heirloom lets you remodel Copper into them and allows you to pick up one with its extra buy. Not sure how appealing or interesting this idea is to people. Feedback is welcome.

355
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 27, 2020, 08:57:45 pm »


Quote
Waitress - $4
Action-Reaction
Reveal any number of differently named cards from your hand and discard them. +2 Cards per card discarded.
--------
When you discard this other than during Clean-up, you may reveal it to play it.

A terminal Shephard variant. The reaction can be triggered by playing a second Waitress, so it will always be relevant. However, I am not completely certain how playing a Waitress in response to discarding it to a Waitress will resolve. Feedback is more than welcome.

Edit: Changed the draw portion and bumped the price up. Now more of a terminal draw card than before.

356
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 25, 2020, 11:26:10 am »

Quote
Planning Committee - $6
Action
+3 Cards
If you do not have Anticipation or Midnight Revelry, take Anticipation with a coin token on it.



Quote
Anticipation - State
At the start of your turn, if this has no Coin tokens on it, flip this to Midnight Revelry. Otherwise, remove a Coin token from this.


Quote
Midnight Revelry - State
While you have this, your Action cards have the Night card type. At the end of your Night phase, return this, and return to your Buy phase.

A Smithy variant that sets up a really big turn with the States where all Action cards are also Night cards and you return to your Buy phase at the end of the Night phase. I overpriced Planning Committee because I have no idea if the Action cards are Night cards as well mechanic breaks the game or not. Could be a terrible idea. If it is not as busted as I suspect, I think Planning Committee can probably be changed to $5, or other bells and whistles can be added to it. Feedback is more than welcome.

357
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 20, 2020, 11:15:45 pm »


Quote
Royal Foundries - $7
Action
+1 Action
Discard a card. Gain a card to your hand costing less than it. If you gained a card costing more than this, trash this or the gained card.

A non-terminal gainer, especially one that can trash itself for a Province or Platinum, seems like a card worth $7. I am not sure if this is too strong or not. It can certainly snow-ball your late game. I had a terminal version that gave an Extra VP token if you gain a VP card off it. Could change this out for that if this version is deemed too good. Feedback is welcome.

Discard Colony for Platinum, revealing Watchtower to topdeck, trying to trash that Platinum, and fail. Is it broken?

Would you not have to trash the Royal Foundries at that point? The wording on the "if you gain a card costing more than this" caveat is important, and if there are ways around it the card is pretty much a failure.

Edit: I would have the player just straight up trash the Royal Foundries, but I do not want to run into the same sort of issue on losing track of it.

Edit#2: Changed the wording in the original post. Hopefully this corrects the issues.

358
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 20, 2020, 11:00:49 pm »


Quote
Royal Foundries - $7
Action
+1 Action
Discard a card. Gain a card to your hand costing less than it. If you would gain a card costing more than this, instead trash this to gain that card to your hand.

A non-terminal gainer, especially one that can trash itself for a Province or Platinum, seems like a card worth $7. I am not sure if this is too strong or not. It can certainly snow-ball your late game. I had a terminal version that gave an Extra VP token if you gain a VP card off it. Could change this out for that if this version is deemed too good. Feedback is welcome.

Edit: Adjusted the wording so in order to gain a card costing more than Royal Foundries you must trash Royal Foundries. My understanding is that if you fail to trash it due to any kind of tracking shenanigans you will fail to gain a card. Let me know if that fixes the issues presented below.

359
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 17, 2020, 02:48:44 pm »
School Courier - $5
Action
+1 Action
Trash a card from your hand costing more than $0. Choose one: gain a Card costing up to $2 more; or gain a card costing up to ^ more; or gain to your hand a Potion and a Copper.
Works nicely with Apothecary, because you can turn your opening Estates into Apothecaries, and you're less worried than normal about having lots of Coppers. Its other good within-Alchemy Estate-targets are Scrying Pool and University.

Aside from that, probably a little weak - you've only got three targets in your starting deck, and trashing a good card from hand to get a better one in your discard pile has to be thought about carefully.

Do you think removing the restriction requiring you trash a card costing more than $0 is warranted? I am mainly concerned of the potential to change Coppers into Vineyards or something. Not sure if that is something people would want to do, but still.

360
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 17, 2020, 12:52:59 pm »


Quote
School Courier - $5
Action
+1 Action
Trash a card from your hand. Choose one: gain a Card costing up to $2 more; or gain a card costing up to (P) more; or gain to your hand a Potion and a Copper.

My group does not play with Alchemy or any custom Potion cards, so this is gonna be difficult for me. Decided to go with something like Apprentice where it does not cost Potion, but does interact with the mechanic. It gives an alternate way to obtain Potion cards, but does not make it easy. Notably, I did not want it to be able to get rid of starting Copper, so it is weaker then most every other remodeler. Not sure if this is completely balanced, or something people who use Alchemy would want in the set, but I enjoyed working on it.

Edit: Changing it so that you can trash Copper. Not sure if that would make it too good.

361
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 13, 2020, 06:41:42 pm »


Quote
Huckster - $3
Action-Attack
+$2
Each player (including you) discards down to 2 cards in hand, then draws 2 cards.

Not sure if this is balanced at $2, may need to be $3 simply because there is a potential to gain additional draws from it. The attack can hit repeatedly, but the quality of the two cards players keep will continue to improve, so consecutive attacks are somewhat weakened. Please let me know if this design is stronger than I think. Also, name suggestions would be welcome.

Edit: Changed it to cost $3 per suggestion below. I was hoping to keep the $2 cost combo going.

Edit 2: added a name and art.

362
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 12, 2020, 09:16:38 pm »
Results for Contest round #3: Seaside

First I would like to say that this was quite a challenge as I am not sure I have a completely firm grasp on how a card being a duration effects the power level of a card. I tried to explain my reasoning to the best of my ability when relevant, but some of this came down to my preference in design and my expectations from Dominion.

Now, all entries except one dealt directly with the theme of "cards whose abilities affect future turns", and all of them do fit the flavor of Seaside. There are some really innovative uses of mats and one card that put those coin tokens to use. I think all the entries have merit, and what I do criticize is intended to be constructive. I had real trouble only picking only three entries, so made it three runners up. So, without further preamble.


Dispatch by X-tra
Quote
$5 - Action-Duration
Set aside a card from your hand. At the start of your next turn, trash that card and gain a card to your hand costing up to $2 more than it.

Seaside is lacking a remodeler, and this is a nifty one. I like this at $5, kind of like a suped-up Transmogriphy. No real criticisms here.


Drawbridge by LibraryAdventurer
Quote
$3 - Action-Duration
+2 cards. At the start of your next turn, you may trash a card from your hand.
-
While this is in play, when another player plays an attack, its player may discard a card. If they don't, you are unaffected by the attack.

With so many aggressive Attack cards in Seaside, another Lighthouse may be warranted. There is also a lack of quality trashers, and this is definitely a good one. As worded, if multiple opponents have a Drawbridge in play I would have to discard a card for each Drawbridge I want to bypass. A very cool effect.


Exploration Ship by D782802859
Quote
$4 - Action-Duration
Choose one: +2 Cards or +$2. At the start of your next turn, get the other choice.

This is a cool mash-up of Merchant Ship and a nerfed Wharf. Overlooking the redundancy of including this in Seaside, I think it is an interesting case study to try and gauge what the appropriate price for Merchant Ship would be. This being a middle ground between the two, and both being $5, the obvious take is that this should also be $5. I do think this should be $5, but my reasoning is more in line with the options this provides to the player and comparing it to newer contemporaries such as Den Of Sin. Though Den Of Sin is a bit better being non-terminal and gained to your hand, just playing Exploration Ship as a terminal Silver with a Den Of Sin effect attached still feels like a $5 cost card.


Ferryman by gambit05
Quote
$4 - Action-Duration
Trash up to 2 cards from your hand and put that many Coin tokens on this.
At the start of your next turn: Remove the Coin tokens, for +$1 each.

A very nice trasher that puts the coin tokens to good use. Seaside does lack an effective trasher and this is quite good.


Frigate by grep
Quote
$5 - Action-Attack-Duration
Now and at start of your next turn:
+$1
Each other player discards down to 3 cards.

Seaside has a lot of really aggressive attack cards, adding another is not unreasonable, but I would hesitate on doing that. The card is great though. I think it is priced correctly and the single coin a turn is appropriate as the consecutive Militias is pretty darn brutal. Good card.



Importer by NoMoreFun
Quote
$6 - Action-Duration
At the start of your next turn, gain a card costing up to $5.
-
While this is in play, when you gain a card, you may put it in your hand.

This is the first of the Gainers from the submissions. These seems very strong, just with the gain-to-hand effect. While the Duration tag will slow it down, it seems to be an Artisan+. I think it would still be quite good even if it could only gain $4 cost cards. I think the gain-to-hand effect is the most interesting thing about the card, so I would hate to see that removed.


Port Inspector by aladdinstardust
Quote
$4 - Action-Duration
+$2
At the start of your next turn, you may trash or gain to hand a card from your Island mat.
-
While this is in play, when you gain a card, put it on your Island mat.

Nice use of the Island mat. Another good defensive card to protect against the aggressively priced junking cards in Seaside. It is interesting how this slows down your deck if you are not careful. I do not know if I would get this early game if there were cheap +Buys in the game, but greening with a Port Inspector seems to be something I would want to try out. Probably going to try and bring this to my game group.


Royal Expedition by Jonatan Djurachkovitch
Quote
$6 - Action-Duration
Now and at the start of your next turn, you may play an Action card from your hand twice.

The duration Throne Room I never knew I wanted! I think it is safely priced at $6, but may actually be ok at $5 due to the potential misses that can happen on the second turn and the slowness of it. As is, I really like the clean and simple design.


Shipbuilder by Aquila
Quote
$4 - Action Duration
Choose one: gain a card onto your deck costing up to $3; or gain a card onto your deck costing up to $5.
At the start of your next turn, get the other choice.

Another gainer that can snag $5 cost cards, this time putting them on top of your deck. It is a really cool concept to have a single card gain two cards over the course of two turns, Gardens would love this card. I do think this is undercosted as-is. I could be gauging the nerf it being a Duration has on the card, but this appears to be an Artisan variant at least.


Shipyard by alion8me
Quote
$4 - Action-Duration
+1 Action
At the start of your next turn, discard a card from your hand and gain a card costing up to $5.

The final generic gainer submitted, and this seems more reasonable at $4. This is like an alt version of Cobbler or Feast without the self trashing. In addition to being slow you also have to discard a card to gain a card. This is perfectly reasonable as it is, in my opinion.


Steamboat by grrgrrgrr
Quote
$4 - Action-Duration
+5 Cards
+1 Buy
At the start of your next turn, discard 2 cards.

My first thought when I saw this was that it was a reverse Tactician. Now, Tactician gives more on the turn it triggers with the built in Village, but that comparison is still there, so seeing this at $4 is pretty surprising. Now I realize the drawback on Steamboat is pretty steep, but Tacticians can also be steep. I think Steamboat is a very Kingdom dependant card and in the right setup it is pretty bonkers. On average I think I would only buy a single one early to guarantee a nice 9 card double buy turn. If there were any hand-size Attack cards, I don't think I would get it. The design seems to really be leaning on the penalty of discarding two cards the next turn to balance its power, and I personally don't like this severe of a penalty as I would be afraid of turning the card into a noob-trap. The nice thing about Tactician is that it sets up a big turn that you can anticipate and plan out, Steamboat sets up a dead turn if you are not careful and that can feel bad. I personally would have liked this more at $5 drawing 4 cards and discarding 1 the next turn like a slow Council Room with a more manageable draw-back than current. As-is, I think it will be too cheap on average, and even at $5 its power level will fluctuate wildly based on the rest of the Kingdom because of that drawback.


Sunken Treasure by anordinaryman
Quote
$5 - Action
+2 Cards
Choose one: take up to two cards from your Native Village Mat, putting one in your hand and the other on top of your deck; or put a gold from the Supply and the top card of your deck face up on your Native Village mat.

Very cool terminal draw card that uses the Native Village mat for storage. The potential interactions with Native Vilalge is really interesting. I think this is priced right at $5 as it is not always a Smithy, but gains you nice things off your mat when it is.


Waterfall by silverspawn
Quote
$5 - Action
Discard up to 3 cards from your hand. +2 Cards per card discarded. Each other player may discard a card, to draw a card.

This does not really embody the "abilities affect future turns" theme of Seaside, and the filter role is being handled quite well by Warehouse (and Navigator I guess). This reminds me of a terminal Shepherd that allows you to discard more than Victory cards. I think the price at $5 is perfectly reasonable, being able to dig 6 cards deep is not to be scoffed at. I am not sure if the penalty of allowing each other player discard a card to draw is needed. Later in the game, especially if there is deck thinning in the Kingdom, I can see the possibility of it becoming more difficult to get the full effect from Waterfall.


Runners Up
Sunken Treasure by anordinaryman
Dispatch by X-tra
Ferryman by gambit05

WINNER
Port Inspector by aladdinstardust

I could have easily added a couple more or so to the runners up list! Thank you for participating!

363
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 12, 2020, 08:08:48 pm »
Closing Submissions

I will try and get the results posted tonight.

I completely forgot to put a price on mine so if it could just be taken out of the consideration? Thanks.

Fair enough. For what it is worth, I did like the effect. If you do care to complete it, be sure to share it!

364
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 12, 2020, 05:58:32 pm »
Closing Submissions

I will try and get the results posted tonight.

365
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 11, 2020, 05:56:31 pm »
24 Hour Notice.

366
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 10, 2020, 05:41:30 pm »
What's up with people making absurdly strong cards recently?

+2 Cards +2 Actions, trash a Treasure card from your hand, that makes masquerade look weak, and the other effect is even better. This seems semi-busted at 5$.

Just compare it to Spice Merchant, which is one of the strongest 4$s.

Well, you are right about that one. It was not my intention to make it busted, but is seems to be so. Alterations have been made. Thanks for the feedback.

367
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 10, 2020, 05:17:33 pm »


Quote
War-Torn Village - $3
Action - Season
+2 Actions
You may trash a Treasure card from your hand. If you do, in Spring or Summer: +1 Cards; otherwise: Trash this to gain a Mercenary.

This uses Asper & Co0kieL0rd's Seasons Mechanic.

A simple village that can start deck thinning early game and then you can trade it in for a Spoils and Mercenary late game. The Seasons mechanic is mainly there to delay the Mercenary attacks, but also punishes players that buy too many as it is a glorified Necropolis in Fall and Winter if you do not want the Mercenaries.

Edit: Nerfed hard at Silverspawns suggestion.

368
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 06, 2020, 07:29:35 am »
Thank you to gambit05 for Judging and congrats to all the runner ups!

Contest round #3: Seaside

So, like the previous two contests the goal is to make a card that fits into the Seaside expansion mechanically and thematically. The main focus of Seaside design was to have cards that effect future turns. The big changes Seaside brought to Dominion are the Duration cards, Mats, and Tokens.

I will be judging the cards based on the above design goal of the set. New mats and tokens are welcome, but mats and tokens introduced in future sets are off-limits. I will be using Duration cards introduced in future sets as reference for design and power level evaluation, but will try to only judge it's inclusion in the set in relations to the other cards of the set.

I will try and start Judging 10/12/2020.

369
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: October 02, 2020, 05:32:36 pm »
Regarding Hops, perhaps if it gave you +1 Buy at the start of your next turn and gave you the option to get +$2 the turn you play it or the following turn, it would give it that slight buff. It would remain in play due to the buy it grants the following turn, but give you the option to get the +$2 either the turn played or the turn with the extra Buy.

I really like Stray Cat, but would have to try it out to gauge how strong it is.

370
Variants and Fan Cards / Re: Set Expansion Contest
« on: September 30, 2020, 06:44:11 pm »
Quote
Heiress - $4
Action
+2 Cards
You may reveal a Victory card from your hand. If it is an...
Estate, +1 Buy, +$2.
Duchy, gain a Gold.
Province, +2 Actions.
Action card, play it.

I wanted to make something similar to Baron in that Victory cards matter, but make it relevant late game. The main power level concerns I have are the Estate level rewards and the Action level rewards. I think $4 is appropriate, but could be mistaken.
I like it, but I think as-is it should cost $5.

Yeah, you are right. At $4 it compares to well against the likes of Lab and similar cards. Thanks.

371
Variants and Fan Cards / Re: Set Expansion Contest
« on: September 30, 2020, 06:34:00 pm »


Quote
Heiress - $5
Action
+2 Cards
You may reveal a Victory card from your hand. If it is an...
Estate, +1 Buy, +$2.
Duchy, gain a Gold.
Province, +2 Actions.
Action card, play it.

I wanted to make something similar to Baron in that Victory cards matter, but make it relevant late game. The main power level concerns I have are the Estate level rewards and the Action level rewards. I think $4 is appropriate, but could be mistaken.

Edit: Changed to $5.

372
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 28, 2020, 10:19:45 pm »
Here's mine
Quote
Goonies
$5 - Action
+$2
+1 Buy.
-
While this is in play, when you buy a card that you don't have a copy of in play, +1VP.

It shows just how crazy strong Goons is that you can weaken it this much and still have it be balanced at only $1 less than the original. hmmm... Actually, I'm wondering if this may be a little too weak for $5. What do you think?

That +1VP can snowball fast. I think if it was $4 it would be an easy early buy as it will most of the time just passively give you VP. When compared to Monument, $5 seems fair.

373
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 28, 2020, 08:58:34 pm »


Quote
Gossipmonger - $4
Action
Reveal the top 3 cards of your deck, discard any number, and put the rest back in any order. Choose a different thing per differently named card revealed this way: +1 Card; +1 Action; +1 Buy; +$1.

A sifter that gets better if it does not hit duplicates. I am not sure if it is priced correctly. It is something like a Cartographer crossed with Ironmonger.

374
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 28, 2020, 05:35:49 pm »
Xen3k: Hidden Witch
There's a fun little rabbit's hole in that Hidden Witch has the Reference type, so when Hidden Witch refers to its Reference it might just refer to itself. I mean, it's clear what is meant here but it would be good if Hidden Witch could somehow be prevented from having the Reference type. Anyways. This card is, for the most part, a Journey token card. Though granted, it would be harder to implement the different types - could just be an Action/Night cards though. Its also quite powerful; Spinster is a straight up $5 effect, and Crone is it least as good as Sea Hag. Granted, for a junker only being able to junk every other time is unfortunate, but I still think Spinster could get away with being a regular Peddler. I think I'd prefer if Spinster was terminal though, in order to prevent Hidden Witch spams.

Hey Faust, just wanted to thank you for your evaluation of my card. I just wanted to clarify that Hidden Witch is not actually spammable and that is the reason it is $4 and not $5. When you play it as a Spinster it flips the reference to Crone, so you can only ever play a single Hidden Witch as a Spinster in a given turn. Likewise, playing Hidden Witch as Crone flips the Reference to Spinster allowing you to only ever play one Hidden Witch as Crone. This makes a third Hidden Witch on a given turn a dead card. At least that was how I intended it to function. Again, not sure if the mechanic actually ends up working that way.

I agree that the "Reference" card type may be a problem, but was only ever intended to be a "pointer" to the Reference card like the Heirloom type. Perhaps having the wording on Hidden Witch say that it has it's Reference text in addition to its own would help? IDK, I personally thought  the design for the entries submitted by Gambit05 and mail-mis were cleaner and less confusing. Thanks again.

375
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 27, 2020, 12:46:05 pm »
Ok, here is an updated version of Hidden Witch. The card text should be a little cleaner.



Hidden Witch is a normal 10 card Kingdom stack that has a normal back. Each player starts the game with a copy of its double sided Reference (Spinster/Crone) near them with Spinster face up (as indicated on that card). When in the Kingdom or the Trash, Hidden Witch uses the text and types of the active players copy of Spinster/Crone. When part of a players deck it uses that players copy regardless of whose turn it is. The text and type of Hidden Witch is set when revealed and does not change if its reference is flipped. When not revealed the text and type changes as the Reference is flipped.

Please let me know if this even works under the current rules of Dominion. I am intending this to be a proof of concept. If this just seems like a poor representation of the mechanic, I can try again. Thanks for your consideration.
I used to be able to the the images, but it is now broken for me. If you want me to judge, please make them available again.

I think I got it updated properly? Let me know if you can still not see the images.

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