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376
Variants and Fan Cards / Re: Set Expansion Contest
« on: September 22, 2020, 07:59:26 pm »


Quote
Lumber - $2
Treasure
$1
+1 Buy
When you play this, you may discard a Victory card for +$1.

Adds a treasure to the base set as well as a cheap +buy. It may be too cheap at $2, but I don't think allowing you to use a VP card as a copper is too powerful

377
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 22, 2020, 06:49:48 pm »
Ok, here is an updated version of Hidden Witch. The card text should be a little cleaner.



Quote
Hidden Witch -$4
(no Type) Reference: Spinster/Crone
This has the text and types of its Reference. Use the active players Reference when not part of a deck.
While revealed, this does not change if its Reference flips.
(playing a card reveals it)
Quote
Spinster -(no Cost)
Action - Reference
+1 Card
+1 Action
+1 Coffers
Flip the Reference to Crone.
At the start of your Clean-up, flip the Reference to Spinster.
(this side starts face up)
Quote
Crone - (no Cost)
Night - Attack - Reference
Each other player gainst a Curse.
You may trash an Action card in play to gain an Imp.
Flip the Reference to Spinster.(this side starts face down)

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.

Edit: Updated the image source. they should be viewable again. Added card text, but without the images it is hard to convey what I am trying to do.

378
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 20, 2020, 07:34:11 pm »
Ok, this may not even function properly under current Dominion rules, but I took a shot at this.



You have a stack of 10 Hidden Witch cards as your Kingdom stack. Similar to Heirlooms, each player gets a Reference card for Hidden Witch. The Setup text on Hidden Witch may not be needed but I was unsure how else to set up the initial state of the Reference card. Could use some suggestions for this.



Spinster/Crone is the double sided Reference card for Hidden Witch. The Reference card is not considered to be part of your deck, but it does determine the text on the Hidden Witch cards in your deck.

So, a brief run-down of the rules for this (likely missed some things).
- Hidden Witch never has a different name than Hidden Witch.
- Hidden Witch has a set price, but I considered making it dependent on the Reference card.
- Hidden Witch does have the card type "Reference", even though it is not the double sided Reference Card. This may cause some issues, but am unsure how to resolve this.
- The card text on the actual Hidden Witch is primarily to point to the Reference card text and to establish that the text on Hidden Witch does not actually change when it is revealed. The text is set when revealed and stays the same until no longer revealed.
- The state of "being revealed" is kinda vague to me, but I am under the impression that cards that are set aside remain revealed, so the retention of card text and card types should not be too much of a hassle.
- Hidden Witch is  not considered revealed when in it's Kingdom stack, so when your Reference for it is Crone, the Hidden Witch cards in the Kingdom are considered "Night - Attack - Reference" cards, so trashing a Squire can get you a Hidden Witch at that time. This may need to be added to the text of Hidden Witch, idk.

As I said at the beginning I am not sure this actually even works. This is a really tough design challenge and I wanted to try something fancy. This is more of a proof of concept as I think this has a wide-open design space. Please let me know if this makes sense. Feedback and criticism is more then welcome.

This is sort of broken, it's a Baker that also nonterminally curses. It can only do each once a turn, but that's still a lot for $3.

It is a Baker that you can only play 1 of a turn and if you have a second one that turn you can play it as a curser. Getting more than 2 in your hand means one of them is a dead card that does nothing. You can never hand out more than 1 curse a turn with this even with villages.

It may very well need to be $4, honestly I thought I posted the $4 cost version.

Edit: And I managed to just repeat what you said. Good point, will edit the original post with a $4 cost version.

379
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 20, 2020, 05:50:45 pm »
Ok, this may not even function properly under current Dominion rules, but I took a shot at this.



You have a stack of 10 Hidden Witch cards as your Kingdom stack. Similar to Heirlooms, each player gets a Reference card for Hidden Witch. The Setup text on Hidden Witch may not be needed but I was unsure how else to set up the initial state of the Reference card. Could use some suggestions for this.



Spinster/Crone is the double sided Reference card for Hidden Witch. The Reference card is not considered to be part of your deck, but it does determine the text on the Hidden Witch cards in your deck.

So, a brief run-down of the rules for this (likely missed some things).
- Hidden Witch never has a different name than Hidden Witch.
- Hidden Witch has a set price, but I considered making it dependent on the Reference card.
- Hidden Witch does have the card type "Reference", even though it is not the double sided Reference Card. This may cause some issues, but am unsure how to resolve this.
- The card text on the actual Hidden Witch is primarily to point to the Reference card text and to establish that the text on Hidden Witch does not actually change when it is revealed. The text is set when revealed and stays the same until no longer revealed.
- The state of "being revealed" is kinda vague to me, but I am under the impression that cards that are set aside remain revealed, so the retention of card text and card types should not be too much of a hassle.
- Hidden Witch is  not considered revealed when in it's Kingdom stack, so when your Reference for it is Crone, the Hidden Witch cards in the Kingdom are considered "Night - Attack - Reference" cards, so trashing a Squire can get you a Hidden Witch at that time. This may need to be added to the text of Hidden Witch, idk.

As I said at the beginning I am not sure this actually even works. This is a really tough design challenge and I wanted to try something fancy. This is more of a proof of concept as I think this has a wide-open design space. Please let me know if this makes sense. Feedback and criticism is more then welcome.

Edit: Changed price to $4.

Edit 2: Working on a new post for this with cleaned up cards and rules. Ignore this entry.

380
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 14, 2020, 06:02:06 pm »
Contest #87: Worth More Dead Than Alive Submission



Quote
Angel - Companion - $2
When you gain this, you may trash your hand.

When you trash this, gain an Action card costing up to $3.

Opening double Angel and getting to a third Angel could be pretty important (trashing 1 or 2 Angels with the third one) If there were 10 copies of this card, a 4 player game could hinge dramatically on turn order and luck.

Fortunately, Angel has a new card type with it that helps with this problem. It's a Companion. What does that mean? Companions have specific rules for card setup:
  • You play with the same number of Companions in the supply as Victory Cards. (8 for 2 player, 12 for 3-4, etc)
  • The single supply pile starts separated into even amounts for each players. So, in a 3 player game, each player has their own pile of 4 copies.
  • You may only gain and buy Companions if they are in your pile.
  • Once the first Province is gained, all companions that are copies of the same card merge to a single pile. Now, anyone can buy/gain them.
  • In order for a supply pile with a card type with Companion to be empty, every single copy has to exited the supply. This can happen before a province merging or after.

Essentially, Companions allow equal access to a card in the early game.

Angel isn't an Action or Treasure card. It is not playable. It is very strong trasher, and may have you skipping chapel, perhaps.

I've gone a lot of directions with the on trash benefit. Another method was "up to 4 that does not have +$ amounts in its text." An idea is to not make Angel/Angel/Angel the automatic opening for all card setups. However, even if it's super powerful, each player has equal access to do it because they are Companions.

It costs 2 because costing it 3 could really screw over the 5/2 opener.

Open to feedback!

This is a really cool idea and it reinforces the Solitaire aspect of Dominion, which is not something that I expected to be this interesting. I Think the only mechanic that may trip up my group is remembering to merge the piles when the Province trigger happens. I like the idea and would be interested to see what other cards you would design to be Companions. Angel itself seem really strong, and probably would not be added to my groups card rotation, but I commend the design of the Companion mechanic.

381
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 13, 2020, 05:54:47 pm »
Here's my submission. It had to cost $2 to be exempt from many trash attacks.



Attendant
Action
$2
Quote
You may discard up to 3 non-Action and non-Treasure cards. If you did, choose 1 per card discarded: +1 Card, or +1 Buy, or +$1.
-
When you trash this, +2 Actions.

At first glance it seems kinda weak. The limitations on what you can discard may be a bit excessive, and it would feel real bad to get this in a hand full of copper. Just comparing the top part to Herbalist it seems weak. I think if it was non-terminal it would be decent, but it would not compare well to Warehouse.

The on-trash effect is pretty cool. If it gave Villagers you would not have to be concerned about trashing attacks, but just the plus actions are nice when using a trash-for-gain effect.

Hope that helps.

382
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 13, 2020, 10:52:14 am »


Quote
Dandelion Field -$4
Victory - Reserve
2VP
----------
When you trash this, put it on your Tavern mat. Gain a Wish if you have an odd number of Dandelion Fields on you Tavern mat.

I was still not very happy with my submission, so I now have this. It is purely a VP card that stays in your deck if trashed and rewards you every so often with a Wish when you trash it. The catch is that it does not have any way to trash itself, so it is completely dependent on the rest of the Kingdom. This is probably my last attempt at the competition this week, but I welcome all feedback.

Just a spontaneous idea I have:

"When you trash this, +2VP. If there is an odd (even?) number of... in the trash, gain a Wish."

This avoids the use of the Tavern mat, gives the same amount of VP and is more interactive (though also more competitive), and probably more difficult to get the precious Wishes. I like "even" more than "odd".



Like this?

I would be concerned that their would be even less of an incentive to purchase them if their is a chance you cannot get the reward of a Wish. I personally do not mind the Tavern mat and like the potential interactions with other cards that care for you to have it still in your deck. I do agree that rewarding an even number is more interesting as it requires you to commit.



Quote
Dandelion Field
Victory - Reserve
2VP
----------------
When you trash this, put it on your Tavern mat. If you have an even number of Dandelion Fields on your Tavern mat, gain a Wish

I am going to stick with the Reserve version, but will be taking your very good advise and changing it to even numbers giving the reward to make it take a bit more time. Thanks for the feedback!

383
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 13, 2020, 10:03:46 am »










Quote
Dandelion Field -$4
Victory - Reserve
2VP
----------
When you trash this, put it on your Tavern mat. If you have an even number of Dandelion Fields on your Tavern mat, gain a Wish

I was still not very happy with my submission, so I now have this. It is purely a VP card that stays in your deck if trashed and rewards you every so often with a Wish when you trash it. The catch is that it does not have any way to trash itself, so it is completely dependent on the rest of the Kingdom. This is probably my last attempt at the competition this week, but I welcome all feedback.

384
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 11, 2020, 06:18:48 pm »




Quote
Dandelion Field - $3
1VP
---------
When you gain this, trash up to 2 Copper from play.

When you trash this, gain a card costing up to $2 more than this.




Quote
Dandelion Field - $4
Victory
Worth 1VP per 3 Copper you have in Exile (round down) (max 3VP).
-
When you gain this, Exile up to 3 Copper you have in play.

When you trash this, discard your Exiled Copper. If you discard 6 or more copper this way, gain a Wish.

Ok, here is another crack at being fancy with this card idea. It is now a scaling, cheap VP card that gets rid of Copper pretty nicely. You can later on Trash it for a Wish, but you drop the VP value of all your Dandelion Fields and add the Copper back into your deck. The far simpler version above is there for comparison. Feedback is welcome.

385
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 10, 2020, 07:57:44 pm »
A similar but more balanced reward could just be a card costing up to $5.

That is true, but I was trying to play off the whole connection between dandelions and wishes. If it ends up too ungainly I will likely just switch it over to something like that. Thanks for the response by the way.



Quote
Dandelion Field - $3
1VP
---------
When you gain this, trash up to 2 Copper from play.

When you trash this, gain a card costing up to $2 more than this.

Yeah, on second thought, I think I was trying to be too fancy with it at first. Here is a version without the Wish as D782802859 suggested.

386
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 10, 2020, 06:48:55 pm »


Quote
Dandelion Field - $3
1VP
---------
When you gain this, trash up to 3 Copper in play.

When you trash this, gain a Wish from its pile.

A pretty efficient way to trash copper, but it does junk your deck with another Estate. If there are other trashers it can be traded in for a Wish. It may not be necessary to incorporate Wishes into the design, but I like it. Critiques, suggestions, and criticisms are welcome as always.

This makes it too easy to gain Wishes.

Yeah, perhaps. Do you think that their is a price point for this card that would make that reward reasonable, or is a Wish too good of a reward?



Quote
Dandelion Field - $3
1VP
---------
When you gain this, trash all Copper you have in play.

When you trash this, reveal a copper from hand to gain a Wish from its pile.

Ok, so the reward to get a Wish is now conditional, and the on-gain effect is not optional and makes meeting those conditions harder. So, I am not sure how often a Wish will actually be obtained by this, but it does at least hinders if not delays the ability to get a Wish.

387
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 10, 2020, 06:27:54 pm »


Quote
Dandelion Field - $3
1VP
---------
When you gain this, trash up to 3 Copper in play.

When you trash this, gain a Wish from its pile.

A pretty efficient way to trash copper, but it does junk your deck with another Estate. If there are other trashers it can be traded in for a Wish. It may not be necessary to incorporate Wishes into the design, but I like it. Critiques, suggestions, and criticisms are welcome as always.

388
Variants and Fan Cards / Re: Card updating contest
« on: September 06, 2020, 12:36:18 pm »

Quote
Royal Seal • $5 • Treasure
If you have an odd number of Royal Seals in play, +1 Buy.

Cards cost $2 less this turn.
-
While this is in play, when you gain a card, you may put that card onto your deck.
Quote
Explorer • $5 • Action
You may reveal a Province from your hand. If you do, gain a Gold to your hand. If you don't, gain a Silver to your hand.

You may play an Action card you do not have a copy of in play.
Quote
Mine • $5 • Night
You may trash a Treasure from in play. Gain a Treasure to the top of your deck costing up to $3 more than it.
Royal Seal gets a bridge/quarry-like update.
Explorer gets imp-style non-terminality
Mine becomes a set-up card for money decks (and loses its terminality).

So this version of Royal Seal makes Provinces cost $4 if you have two of them in play? I think that may be a bit too good. Quarry limiting it's effect to Actions made it reasonable. MAybe just having it effect non-Victory cards?

389
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 05, 2020, 08:56:51 am »


Quote
Workhouse - $3
Action - Looter
+1 Buy
+ $2
You may play an Action card from your hand. If you do, trash it and get +1 Card, +1 Action.
-
When you gain this, gain 2 Ruins. Shuffle them and all Copper you have in play into your deck.

Thank you to everyone for your feedback. I think I am going to stick with this version of the card for the competition. It give a bit more of a reward for trashing actions. This may be better priced at $4, but would rather it be slightly better than expected when trashing actions than not. Further feedback is more than welcome.

390
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 04, 2020, 07:50:19 pm »


Quote
Workhouse - $3
Action - Looter
+1 Buy
+ $2
You may play an Action card from your hand. Trash it and +1 Action.
-
When you gain this, gain 2 Ruins. Shuffle them and all Copper you have in play into your deck.

So, a name change and a slight change to the top and bottom half. You no longer get a card for playing an Action off of this. You get an extra Ruins on-gain which will benefit Workhouse, but it makes the turns following your first purchase of this worse and delays the first shuffle. I am not sure if the additional Ruins is a buff or a nerf and am willing to go back to just 1 Ruins if it seems too good now. I still think it is a reasonable alternative to Woodcutter instead of a strictly better Woodcutter. Feedback is welcome.

In terms of the action side of this, it’s a woodcutter or it’s a woodcutter, +2 actions and trash one? I think that needs a change. Maybe it could be more like death cart but +2 actions and either trash the next action card you play or itself?

Do you think it is too strong, or too weak? An earlier version had you draw a card if you play and trash a card off it so it could chain multiple actions off of it.



Would this be along the lines of what you are suggesting?

391
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 04, 2020, 06:02:19 pm »


Quote
Workhouse - $3
Action - Looter
+1 Buy
+ $2
You may play an Action card from your hand. Trash it and +1 Action.
-
When you gain this, gain 2 Ruins. Shuffle them and all Copper you have in play into your deck.

So, a name change and a slight change to the top and bottom half. You no longer get a card for playing an Action off of this. You get an extra Ruins on-gain which will benefit Workhouse, but it makes the turns following your first purchase of this worse and delays the first shuffle. I am not sure if the additional Ruins is a buff or a nerf and am willing to go back to just 1 Ruins if it seems too good now. I still think it is a reasonable alternative to Woodcutter instead of a strictly better Woodcutter. Feedback is welcome.


392
Variants and Fan Cards / Re: Card updating contest
« on: September 02, 2020, 06:49:46 pm »


Quote
Spy - $4
Action - Attack
+1 Action

Look at the top 3 cards of your deck. Put one in your hand and discard the rest.

Each other player reveals the top card of their deck, and discards it or puts it back, your choice.

Just a bit of a buff to the personal card selection/sifting. Vanilla Spy is actually pretty popular in my game group, but we do acknowledge it is not very powerful. I think this change would make it very desirable just for the non-attack effect.
This doesn't solve the problem with spy that it takes too long to resolve



Quote
Spy - $4
Action - Attack
+1 Action

Look at the top 3 cards of your deck. Put one in your hand and discard the rest.

Each other player reveals the top card of their deck. If it is an Action or Treasure discard it, otherwise put it back.

Well, this should address that issue.

393
Variants and Fan Cards / Re: Card updating contest
« on: September 02, 2020, 05:54:20 pm »


Quote
Spy - $4
Action - Attack
+1 Action

Look at the top 3 cards of your deck. Put one in your hand and discard the rest.

Each other player reveals the top card of their deck, and discards it or puts it back, your choice.

Just a bit of a buff to the personal card selection/sifting. Vanilla Spy is actually pretty popular in my game group, but we do acknowledge it is not very powerful. I think this change would make it very desirable just for the non-attack effect.

394
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 02, 2020, 05:24:07 pm »


Quote
Boarding House - $2
Action - Looter
+1 Action
+$1
You may play an Action card from your hand.
-
When you gain this, gain a Ruins and shuffle it as well as all Copper you have in play into your deck.

Not sure about the wording or the power level for this. The on-gain effect is only really good early game to help get a $5, but the Ruins don't make it a guarantee and delays your first shuffle. I am thinking of making it shuffle all treasure in play into the deck.

Why "you may play an Action card from your hand" instead of just +2 Actions at the top?

Yeah, I guess that would be simpler. I think that is a hold over from an earlier version of this card when you could trash the action you play off it.



Quote
Boarding House - $2
Action - Looter
+2 Actions
+$1
-
When you gain this, gain a Ruins and shuffle it as well as all Copper you have in play into your deck.

So this would make it a bad Fishing Village. Hmm, not sure if I am happy with it. I may try and make the "play an action from your hand" work so if you play a Ruins you are rewarded or change it back so you can trash the action.
This is strictly weaker than Squire (Vineyard is the only edge case that comes to mind). Why would you want a non-drawing splitter that comes with junk and makes the next turns worse via shuffling Coppers back in?
Anything that makes you want extra gains for some reason makes this not strictly weaker. There are probably situations where you want this in Forager or Priest games just for food, although they are rare. I suppose the copper shuffling could also be nice for an overpay Doctor?

I do agree that "worse Squire with a usually bad on-gain" could use strengthening, though.

All valid and welcome criticism. Comparing it to Squire really nailed it. I fiddled around with the design a bit more, and I know the copper shuffle really makes it unappealing, so I went a slightly different direction.



Quote
Boarding House - $3
Action - Looter
+1 Buy
+$2
You may play an Action card from your hand. If you do, trash it and get +1 Card, +1 Action.
-
When you gain this, gain a Ruins and shuffle it as well as all Copper you have in play into your deck.

So now it is a Woodcutter+. The on-buy penalty is still present and is mainly there to discourage buying a bunch of them early on. If you play and trash an action it is a pseudo Grand Market, but it will be hungry for new action cards if you want to keep using it as a Grand Market. Not sure if this is too strong. I could probably reduce the money gain on play to $1 and it would be ok. Please let me know what you all think.

Also, I am not too happy with the name. I may change that in the final version, but am lacking inspiration. Recommendations would be welcome.
I’d price it at $4, like all Woodcutter+.
The trash for village thingy is nice and will be used in most games at least during your (anticipated) last turn.

I know even I called it a Woodcutter+, but wouldn't the on-gain effect make it not a strictly better purchase than Woodcutter? Like if both would be in a Kingdom and cost $3, I would not always buy a Boarding House. Is the on-buy effect not detrimental enough to warrant a slightly better Woodcutter at $3?

395
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 01, 2020, 07:12:43 pm »


Quote
Boarding House - $2
Action - Looter
+1 Action
+$1
You may play an Action card from your hand.
-
When you gain this, gain a Ruins and shuffle it as well as all Copper you have in play into your deck.

Not sure about the wording or the power level for this. The on-gain effect is only really good early game to help get a $5, but the Ruins don't make it a guarantee and delays your first shuffle. I am thinking of making it shuffle all treasure in play into the deck.

Why "you may play an Action card from your hand" instead of just +2 Actions at the top?

Yeah, I guess that would be simpler. I think that is a hold over from an earlier version of this card when you could trash the action you play off it.



Quote
Boarding House - $2
Action - Looter
+2 Actions
+$1
-
When you gain this, gain a Ruins and shuffle it as well as all Copper you have in play into your deck.

So this would make it a bad Fishing Village. Hmm, not sure if I am happy with it. I may try and make the "play an action from your hand" work so if you play a Ruins you are rewarded or change it back so you can trash the action.
This is strictly weaker than Squire (Vineyard is the only edge case that comes to mind). Why would you want a non-drawing splitter that comes with junk and makes the next turns worse via shuffling Coppers back in?
Anything that makes you want extra gains for some reason makes this not strictly weaker. There are probably situations where you want this in Forager or Priest games just for food, although they are rare. I suppose the copper shuffling could also be nice for an overpay Doctor?

I do agree that "worse Squire with a usually bad on-gain" could use strengthening, though.

All valid and welcome criticism. Comparing it to Squire really nailed it. I fiddled around with the design a bit more, and I know the copper shuffle really makes it unappealing, so I went a slightly different direction.



Quote
Boarding House - $3
Action - Looter
+1 Buy
+$2
You may play an Action card from your hand. If you do, trash it and get +1 Card, +1 Action.
-
When you gain this, gain a Ruins and shuffle it as well as all Copper you have in play into your deck.

So now it is a Woodcutter+. The on-buy penalty is still present and is mainly there to discourage buying a bunch of them early on. If you play and trash an action it is a pseudo Grand Market, but it will be hungry for new action cards if you want to keep using it as a Grand Market. Not sure if this is too strong. I could probably reduce the money gain on play to $1 and it would be ok. Please let me know what you all think.

Also, I am not too happy with the name. I may change that in the final version, but am lacking inspiration. Recommendations would be welcome.

396
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 31, 2020, 09:57:03 pm »


Quote
Boarding House - $2
Action - Looter
+1 Action
+$1
You may play an Action card from your hand.
-
When you gain this, gain a Ruins and shuffle it as well as all Copper you have in play into your deck.

Not sure about the wording or the power level for this. The on-gain effect is only really good early game to help get a $5, but the Ruins don't make it a guarantee and delays your first shuffle. I am thinking of making it shuffle all treasure in play into the deck.

Why "you may play an Action card from your hand" instead of just +2 Actions at the top?

Yeah, I guess that would be simpler. I think that is a hold over from an earlier version of this card when you could trash the action you play off it.



Quote
Boarding House - $2
Action - Looter
+2 Actions
+$1
-
When you gain this, gain a Ruins and shuffle it as well as all Copper you have in play into your deck.

So this would make it a bad Fishing Village. Hmm, not sure if I am happy with it. I may try and make the "play an action from your hand" work so if you play a Ruins you are rewarded or change it back so you can trash the action.

397
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 31, 2020, 09:26:02 pm »


Quote
Boarding House - $2
Action - Looter
+1 Action
+$1
You may play an Action card from your hand.
-
When you gain this, gain a Ruins and shuffle it as well as all Copper you have in play into your deck.

Not sure about the wording or the power level for this. The on-gain effect is only really good early game to help get a $5, but the Ruins don't make it a guarantee and delays your first shuffle. I am thinking of making it shuffle all treasure in play into the deck.

398
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 24, 2020, 07:40:56 pm »


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.
Shouldn't that card not also be a curse type?

Is it required to be a Curse type of card to be worth negative Victory points, or is it more a matter of signaling to the players that the card is significant at end of game scoring? I honestly did not even think about making it have the Curse type.

399
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 22, 2020, 11:03:09 am »

Question, how do you show a card you have created in the image generator? I will add the image when I have figured it out.


You'll have to download the image and then host it on some site. Are you asking about where to host your custom card image? You can host it on facebook or other social media if you want.

Sorry if that is not what you are asking.

400
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 21, 2020, 06:57:10 pm »
Update to Bale - removed the +buy from the discard clause since it doesn't really need it
/Harvest           - was worth way too much VP. Now has a cap of 4 and lightly punishes big money, and also decks which use 1 card like lab, governor, etc.

Edit - Should I raise the VP to discourage trashing the heriloom?

I think 4vp (3vp at the start due to coppers) is pretty rewarding to keep around, especially when it pops out a Coffer every time you discard it. I am unsure if it is intended, but with the current wording you can go into the negative vp value. Not a bad thing, just something of note. I really like this as a heirloom, even if I still dislike Harvest.



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

When you trash this, gain a Curse and 2 Coppers to your hand.

This will be my (tentative) final version. I am definitely going with a trashable version of Cursed Mask so players can go alternate strategies than Masquerade if they want. I also bumped up the value of the card and altered the junk gain so there is a mild benefit to just trashing it instead of passing it around. I think a 4 point swing by passing it to your opponent will be significant enough, but idk. Still welcome to any kind of feedback.

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