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Messages - Gamer3000

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Eldritch Dealer (Builder_Roberts)
A simple card that is still rich in decision making. It would be interesting to compare how often this would be gained through the cursing option vs. through the more expensive option. Definitely a strong contender.

Night Market (Augie279)
Comparison to Fortune is very apt. The on-gain restriction and penalty is an interesting way to ensure this doesnít get out of hand too early on. Youíre probably not likely to pick up more than one of these, but it looks fun to play around.

Blood Ruby (nyxfulloftricks)
This should read, ĎWhen you gainí. Other than that, I think itís a perfectly fine card. Triple playing a treasure isnít the most exciting ability, but it could definitely work if you already have big treasures.

Landlord (X-tra)
Very interesting card with a possibly game-changing interaction with Estates. I could see this being a bit swingy as to whether or not you draw them with one of your Estates, but there are plenty of swingy cards that are nonetheless really enjoyable to play with. This looks like one of them.

City of Gold (4est)
I enjoy alt-VP cards, and this looks that something you could build a deck around. The on-gain penalty has a really interesting interaction with the rest of the card, but I wonder if it might be slightly too penalizing.

Freshman (xyz123)
I like this. Probably wonít see play without Villages or another source of Villagers, but thatís certainly not a deal-breaker. I really like the idea of a terminal card giving other players Villagers on gain. Discard your hand cards arenít typically my favorite, but this is a neat card.

Runaway (emtzalex)
As you mentioned, it can be quite difficult to design a Fugitive variant, though I think youíve managed to do a pretty good job here. I do wonder if this might be a bit on the weaker side, especially compared to something like Old Map. Have you considered making it so Out in the Cold only causes you to discard 1 extra card?

The Gate (sumrex)
Gate Guardian seems especially crippling for a 4-cost non-terminal Gold, essentially shutting out any sort of card draw. Limiting Gate Guardian to only preventing the playing of future actions could make this playable. As is, this is pretty much exclusively playable in a Big Money game.

Corrupt City (Commodore Chuckles)
Being able to see the Ruins that will be gained with this makes for some interesting decisions. This will play significantly differently based on the cards available in the Kingdom (trashers, +Buy, etc.). It could definitely be really strong, but I donít think itís broken.

Crumbling City (NoMoreFun)
Another city! I really like this idea. A powerful card that only costs $3Ö but can disappear en masse if you get too greedy. The added buy makes it easier to restock on them if you find yourself about to lose a number of them.

Storebox (majiponi)
A Chapel that provides coin will almost always be a must-buy at $3. Unfortunately, the penalty here seems rather insignificant since your opponents will almost certainly be mass trashing with their own Storebox. Allowing your opponents to trash any number of cards on gain could be a more consequential drawback.

Sombrero (faust)
Cute lab variant. This looks like something that couldíve appeared in the Base game to teach new players the importance of shuffling and deck control. Probably the simplest submission this week. Also one of my favorites.

Icy Venture (LibraryAdventurer)
Definitely stronger than Venture, but Venture was weak and has been removed, so I donít think itís a problem. It might still need to cost $6, but that would need playtesting to confirm. The drawback is a bit wordy and less consequential now that Treasures are played at the start of your next turn, rather than immediately. Best way to fix the wordiness is probably to add ďother than Icy VentureĒ, though, as others have mentioned, that would have invalidated the card.

Affair (exfret)
This is a really cool Workshop variant. Gives some card draw, but exiles itself if you donít use its ability to gain more copies of it. Its self-exiling effect may actually be helpful in thinning out your deck late game, but I think itís still valid to consider this a ďdrawbackĒ.

IlstrawberrySeedís Card
This will generally gain you at least one Copper every time itís played. Add on the Copper you get when you gain the card, and this seems oppressively junky, especially in multiples. The rest of the card is certainly very strong, but Iím not sure if itís sustainable without some serious trashing available.

Swineherd (D782802859)
I like the idea of this; the on-gain effect is most punishing when you have a lot of junk in your hand, but the card itself is most useful when you have junk it can get rid of. An interesting dilemma! I worry that the card may be slightly weak, but I donít think itís unreasonably so.

Treasure Island (Udzu)
This is really neat pseudo-trasher. It can help clean out some Coppers and, once thatís done, can give a one-time burst of coins. There are cards that can synergize with Capitalís discard penalty, but I love how this card has a built in ability to negate its debt gain.

Mad Alchemist (Xen3k)
Old version was definitely busted, but I think youíve managed to make it workable. Still a very strong card for $4 (you could get away with pricing this at $5). Itís not quite as good with strong trashers in the Kingdom, but unless youíre planning to make use of the Tavern mat, this will be in almost every deck.

Clothier (AJL828)
This looks like a solid card. I donít know how often the restriction will be consequential, since you will likely only be using the card for Gold gain near the end of the game, but itís an interesting drawback nonetheless.

Gilded Reef (arowdok)
A province that is slightly cheaper and gives slightly more VP at the cost of letting your opponents topdeck a Gold. Biggest thing to remember is that the game won't end when these run out. Dominion doesn't currently have any Kingdom cards that give more VP than Provinces. I worry this could drag the game out past its welcome, but I think it'd be worth playtesting to see.

Serf/Medley (binbag420)
These seem rather weak, though I could see Serf shining in very specific circumstances. As is, Medley doesn't really seem worth trashing, despite its $6 cost. I'd probably lower its cost a bit and try making it only gain 1 (maybe 2?) Coppers on trash.

Slum City (lompeluiten)
So many cities this week! I agree that this is probably a bit restrictive, but I think it could be pretty easily fixed.  Youíre only going to buy this once you have several coin producing actions, by which point you can likely afford more expensive cards, making a cheap Lost City less appealing. Iíd recommend making this card stronger and more expensive to justify buying it once you can work around the restriction.



Runners-up: Eldritch Dealer (Builder_Roberts), Landlord (X-tra), Sombrero (faust), Affair (exfret), Treasure Island (Udzu)

Winner: Crumbling City (NoMoreFun)

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Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 29, 2022, 06:09:28 pm »
Contest closed

Here are the submissions I have received:

Eldritch Dealer (Builder_Roberts)
Night Market (Augie279)
Blood Ruby (nyxfulloftricks)
Landlord (X-tra)
City of Gold (4est)
Freshman (xyz123)
Runaway (emtzalex)
The Gate (sumrex)
Corrupt City (Commodore Chuckles)
Crumbling City (NoMoreFun)
Storebox (majiponi)
Sombrero (faust)
Virus Lab (MrHiTech)
Icy Venture (LibraryAdventurer)
Affair (exfret)
IlstrawberrySeedís Card
Swineherd (D782802859)
Treasure Island (Udzu)
Mad Alchemist (Xen3k)
Clothier (AJL828)
Gilded Reef (arowdok)
Serf (binbag420)
Slum City (lompeluiten)

If I missed your card, please let me know as soon as possible. I will attempt to get the results in sometime over the weekend.

3
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 28, 2022, 02:07:20 pm »
24 hours remaining

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Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 24, 2022, 02:27:37 pm »
are cards like ways, landscapes or Allies allowed?

If you think you can make it work, have at it!

5
Weekly Design Contest / Weekly Design Contest #164: Read the Fine Print
« on: September 21, 2022, 12:40:14 am »
Weekly Design Contest #164: Read the Fine Print

Your challenge this week is to design a card with text under a dividing line that makes the card weaker than it would be otherwise.

You can use mechanics from any expansion. The drawback must be an effect that would normally be placed below a dividing line. These include effects that occur sometime other than when the card is played (e.g. on trash, gain, or discard), setup instructions, and cost changes. While I will be judging based off my perception of the card as a whole, I will have a slight preference to cards whose penalty feels like a natural complement to its above-line text.

Some existing cards that would be eligible are: Cursed Village, Grand Market, Charlatan, Cache, Lost City, and Capital.

Submissions will close on the 28th. Good luck!

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Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 20, 2022, 09:42:19 pm »
Thanks for the win! I'll try to get the next contest up sometime later today or tomorrow.

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Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 11, 2022, 11:49:24 pm »


Circus is an Intrigue card to replace Harem. It can gain Silver and scales in VP depending on the amount of Treasures (other than Copper) you have.


8


A decent trasher that can itself be trashed for payload once it's no longer needed.

9


Compass begins the game similar to a Goat but is eventually able to gain Action cards, provided it is played immediately preceding an Action. Typically, Treasures will be played after Actions, so you're likely gonna need some help to pull this off.

Chest is a delayed Tiara that can't topdeck. Take a coin as compensation. Oh look, now you can start your next turn with a Compass.

Merchandise acts as a Grand Market if you can find a way to gain a card in your Action phase. Worst case scenario, it's a Silver you can play to buy a second card.

Ancient Texts is another way to get Treasures in play during your Action phase, while also forcing your opponents to discard them.

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Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 13, 2022, 12:42:47 am »


A cheap way to gain Provinces without even needing to spend a buy! But at what cost...

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Weekly Design Contest / Re: Weekly Design Contest #159: Some Nights
« on: July 30, 2022, 05:43:48 pm »


A Night card for Menagerie, Pawnshop is a versatile card that can be used both as a pseudo-trasher and a gainer. Its gaining ability requires you to exile a more expensive card and is limited to cards you don't already have a copy of in play. By the time it can gain cards by exiling expensive cards you want exiled (e.g. Provinces), many of the cards you would want to gain will likely already have a copy in play.

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Dominion General Discussion / Re: Dominion: Menagerie
« on: January 07, 2020, 05:58:15 am »

Is there gonna be a squirrel card?

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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 03, 2018, 11:58:59 am »
Let's try this again; I'm replacing my previous un-fun submission. (This one might still be bad, let's find out.)



I'm sticking with Temporum, but this time going for the concept of ruling Times. Here, your bonus for ruling a pile is on-buy VP; it's an Adventures token Event variant. Each player gets Coronet tokens in their player color. Let's say they each get 10, like Temporum, but they probably don't need that many. You can use the crowns that come with Temporum, even.
Did you want this to get VP even if there are no tokens on the pile?

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Dominion General Discussion / Re: Can't Stop Playing Spooky Kingdoms
« on: November 03, 2018, 11:54:42 am »
Scout is the scariest.

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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 15, 2018, 03:44:41 pm »
Propaganda
Type: Treasure
Cost: $6*
$2
+1 Buy
-
While this is in play, when you buy a card, +1 Villager.
-
This costs $1 more per Villager on your mat.

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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 06, 2018, 09:39:46 am »
Improvements
Type: Action - Reserve
Cost: $4
Put this on your Tavern mat
-
When you would gain a card, you may call this to instead gain a card costing up to $2 more than it. You may put it on top of your deck.
-
When you gain this, gain a cheaper card.

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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 29, 2018, 09:09:04 am »
Pawn Shop
Type: Action
Cost: $2
Discard any number of cards. For each card discarded, +1 Villager or +$1

Old Version:
Pawn Shop
Type: Action
Cost: $2
Discard any number of cards. For each card discarded, +1 Villager or +1 Coffers.


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Dominion: Renaissance Previews / Re: Dominion: Renaissance on RGG's website
« on: September 23, 2018, 11:33:47 am »
Last year they came out before 7 AM PDT.

EDIT: Earlier than I thought! The first one was posted a minute past midnight PDT.
I'm pretty sure that was more of a thematic tie to the expansion, rather than a new standard.

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Dominion: Renaissance Previews / Re: Dominion: Renaissance on RGG's website
« on: September 23, 2018, 09:49:52 am »
They are planned for Monday, and as usual any unforeseen delays in the physical product will not delay the previews.
At what time should we expect them to come out tomorrow?

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Temple/Changeling

Gain a Temple, take the VP, exchange it for a Changeling.

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Variants and Fan Cards / Re: New types of action
« on: February 12, 2018, 04:04:07 pm »
I hope actual Dominion gets more of these types of things some day. Currently, it's only used on Crossroads, and a different form of it used on Tormentor. It seems like there's a lot of good design space there to be able to make cards that are a lot more powerful.

Outpost and, barring edge cases, Tactician also have this.

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Magpies love snatching ladies out of harems. Seems like they also help them reproduce... somehow ::)

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Variants and Fan Cards / Re: Gamer's Cards
« on: November 02, 2017, 02:38:35 pm »
I think it's too easy for Armada to yield a situation where you're both giving out more Debt than the other can produce $, and just accumulating more and more Debt and being unable to buy anything.
Agreed. A 6-player game with multiple villages would end atrociously (if ever). I'll try to re-work it so it works better.
Stronghold: Also, why the price limit on taking cards from the discard pile? Seems like it wouldn't hurt to remove it.
I might change that. It just seemed a little strong to be able to fish out your Gold/Platinum.

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Variants and Fan Cards / Re: Gamer's Cards
« on: October 31, 2017, 11:40:00 am »
Thanks for the feedback. I haven't gotten around to playtesting the cards yet (although I hope to start soon), so the cards are susceptible to extensive editing. I'll try to keep the cards updated as best I can.
Forgotten Jewels - It's not entirely clear what this is meant to do. Did you mean:
If it's your Buy phase: +$1
If it's your Night phase: Gain a card costing etc...
That is what I meant. I couldn't quite figure out how to word it, as Treasures can occasionally be played out of the Buy phase, but I think the new wording is a lot clearer.

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Variants and Fan Cards / Gamer's Cards
« on: October 30, 2017, 12:34:12 pm »
A few ideas I came up with. Feel free to critique and suggest improvements (typos, balancing issues, formatting, etc.)





(split pile)
(split pile)





(split pile)

























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