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Messages - Optimal_Inefficiency

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1
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 10, 2020, 09:49:23 am »
If this would be the only card in kingdom related to exile mat, the attack part won't work. Your opponents will never discard a card from exile.

And what about this thing I pointed about the attack, don't you think it's important?
I saw this and considered it. I’m sorry I didn’t explicitly reply to your comment, but my plan is to make the card valuable enough to justify the cost even if the attack is meaningless (i.e. exiling is not in the kingdom).

I would like to update my entry, but first I’d like some forum feedback. Which of those two do you all think would be better?

   

Quote
Revision #1
Thelony — ($5)(Action - Attack - Reaction)
At the start of your next turn: +1 Card, +1 Action, +1 Buy, and +$1. While this is in play, when any other player discards a card from their Exile mat on their turn, they take <1>.

Quote
Revision #2
Thelony — ($6)(Action - Attack - Reaction)
+1 Card
+1 Action

At the start of your next turn: +1 Card, +1 Action, +1 Buy, and +$1. While this is in play, the first time any other player discards a card from their Exile mat on their turn, they take <1>.

I’ll save you all the google and tell you the definition of thelony is, “A toll or custom required from travelling merchants as a tax on doing business.” (Source: Wikipedia)

2
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 10, 2020, 08:26:32 am »
This is potentially quite powerful. A 3 cost card that does more than an Overlord. However it is slowed down by the fact that you have to put the card it copies onto your Exile mat. Is that enough to weaken it? I hope so.




I thought about doing something like this. I really like the exiling reaction!

I do wonder if $3 is too low of a cost...

3
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 06, 2020, 05:49:04 pm »
I’ll save you all the google and tell you the definition of thelony is, “A toll or custom required from travelling merchants as a tax on doing business.” (Source: Wikipedia)

Quote
Thelony — ($6)(Action - Attack - Duration)(005v2)
At the start of your next turn: +1 Card, +1 Action, +1 Buy, and +$1. While this is in play, when any other player discards a card from their Exile mat, they take 1 [Debt Token].
First of all, I love the name!
On interaction with Coven, the issue is that two rarely involuntary actions collide: Coven is the only official card that forces discarding from Exile.
It can be solved with only taxing on the player's own turn.
The cost looks too high to me: a delayed Marked is a weak $4 (similar to Caravan which is $1 less than Lab), and a relatively weak attack brings the cost to $5 (similar to Smithy -> Rabble). It still can be a reasonable purchase in absence of exilers, for example, for +Buy.

Thank you! And thank you for the simple fix. However, I think I need to leave the price at $6. Even though the card says +1 Card, +1 Action, +1 Buy, and +$1, it being at the start of your next turn makes it worth more. If a Caravan this turn is a Laboratory next turn, then a Thelony this turn is a level 3 City next turn.

Update to my entry:



Quote
Thelony — ($6)(Action - Attack - Duration)
At the start of your next turn: +1 Card, +1 Action, +1 Buy, and +$1. While this is in play, when any other player discards a card from their Exile mat on their turn, they take 1 [Debt Token].

All in all, I think this would be a valuable card in any kingdom, and it would likely be highly sought after if the attack can gain traction via other cards in the kingdom (like Camel Train).

[Edit] FYI: the definition of thelony is, “A toll or custom required from travelling merchants as a tax on doing business.” (Source: Wikipedia)

4
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 06, 2020, 08:06:17 am »
I had not considered the interaction with Coven. That would be a crushing blow. I’ll have to redo this.

5
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 06, 2020, 02:13:03 am »
This entry has been superseded by another.
See reply 5558.




I’ll save you all the google and tell you the definition of thelony is, “A toll or custom required from travelling merchants as a tax on doing business.” (Source: Wikipedia)

Quote
Thelony — ($6)(Action - Attack - Duration)(005v2)
At the start of your next turn: +1 Card, +1 Action, +1 Buy, and +$1. While this is in play, when any other player discards a card from their Exile mat, they take 1 [Debt Token].

The attack half of this card never changed, though I have considered limiting it by saying “While this is in play, the first time each other player discards a card from their Exile mat, they take 1 [Debt Token].”

The tricky part was the other half. I considered just about everything (adjusting card cost as I did). I started to settle on the idea of a delayed City (after all, if a Caravan is a delayed Lab, adding an Action would make a delayed City). But it didn’t quite fit the theme of taxing merchants, so I added the +1 Buy & +$1. Now, on the surface it looks like a Market, but it is really taxing merchants to build up to a delayed lvl 3 City.

Now for the cost. This is the part I have been most uncertain of. I considered Caravan, a $4-costing cantrip & delayed Lab. I imagined adding the +1 Action to Caravan would likely make it worth $5; and adding +1 Buy & +$1 would likely make it worth $6. But Caravan starts as a cantrip where Thelony does nothing on play; I hope that difference justifies the attack portion being there.

Open to suggestions.

6
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 28, 2020, 02:57:34 pm »




Quote
Farrier — ($5)(Action)
Choose one: +3 Cards; or +1 Action, and trash up to 2 cards from your hand.
-
When you gain or trash this, gain a Horse to your hand and take the Horseshoes.

Quote
Horseshoes — (Artifact)
Once per turn, you may put this on a Horse you play; don’t return that Horse to its pile.

Now some backstory: A farrier makes and fastens horseshoes. He was very similar to a blacksmith, and sometimes both roles were held by the same person (hence +3 Cards). The farrier also cared for the health of a horse’s legs and hooves, making him akin to a veterinarian (hence the trash cards [think Doctor]).

Farrier works well with itself. If you have two in hand, you can use the first Farrier to non-terminally trash the second. That will gain you a Horse to hand, which you can play and keep.

Edit: I did not realize the name ‘Farrier’ had already been taken, twice (I specifically did not look at posts until I came up with my submission because I did lot want to be influenced). Same applies to the Artifact that keeps one Horse in your possession.  :-[

7
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 18, 2020, 04:18:08 am »


e.g. on your 4th turn it costs $4.

Might I suggest a counter to help keep track? It could look something like this:
Quote
Boomtown — ($1*) (Victory)
Sum the total cost of your deck. Worth 1 VP per $20 (round down).
-
At the start of each of the first player’s turns, put a token on the Boomtown pile. This costs $1 more per token token on its pile.

8
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 17, 2020, 07:30:21 pm »


Quote
(?) Signet Ring (?) — ($7*)(Treasure)
When you play this, chose one: +1 Buy and +$2; or +1 Action, and if it’s your Buy phase return to your Action phase.
-
During your turn, if you have no Actions in play, this costs $3 less.

Costing $4 when you play no Actions means everyone will have the opportunity to buy one within the first 2 turns. If you have enough terminals to needs (another) one later in the games, there’s a good chance you’ll have an Action in each hand and have to take the short term loss for a long term gain.
 
[I know I accidentally capitalized the word “phase” on the card, but I don’t feel like redoing it...]

9
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 13, 2020, 04:25:51 pm »


Quote
Sexton — ($3)(Action)
You may discard a card from your deck. Look through your discard pile. Choose one: trash exactly 2 cards from your discard pile; or +1 Action and put a card from your discard pile into your hand.

Trasher or very nice cantrip, your choice. The only times (I can think of) this card would not be valuable would be if there are just a couple misfit cards in your discard (e.g. Curse and Province); or if the only Action/Treasure in the discard is another Sexton or a Harbinger.

10
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 12, 2020, 06:11:38 am »
This submission has been rescinded.
The new card is posted later in the thread.




Quote
Sexton — ($4)(Action)
Look through your discard pile. Choose one: trash exactly 2 cards from your discard pile; or +1 Action and put a card from your discard pile into your hand.

Trasher or very nice cantrip, your choice. The only times (I can think of) this card would not be valuable would be if your discard pile is empty; or if there is just a Curse and a Province in the discard pile; or if the only Action/Treasure in the discard is another Sexton or a Harbinger. Would the card be better & equally balanced by starting with “Discard a card from your deck.”?

11
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 02, 2020, 08:32:59 pm »


Quote
Choose one: gain 2 Horses;
or add 2 Debt Tokens to a Supply pile;
or remove 2 Debt Tokens from a Supply pile.
-
(When a player buys a card, they take the Debt Tokens from its pile.)

I am a big fan of Steward and Squire, so I definitely wanted to create a card that gives options in the same manner. Gain 2 Horses is a desirable choice, similar to Sleigh. The last two options could be thought of as an amalgamation of Embargo and Tax. Embargo tokens are such fun, it is a real shame there is only one card that uses them. The same could be said of Tax, but as an Event that gives neither +Buy nor a direct benefit to me, I find myself not often taking advantage of this Embargo-esque Event.

The choices boil down to:
+2 Cards (at some point in the future), or
Give someone their -$1 token twice or make them discard 2 Coppers (if you know what they want), or
+$2 (essentially) if you use it to clear some debt tokens.

The beauty in the last two options is even if you do not plan on trying to strap your opponents with debt, you still need to have a plan for if they try to do it to you. The assault and the counter are the same card.

Explanation of the theme, if case you missed it:
- Stealing horses gets you horses (gain 2 Horses).
- Stealing horses puts you at an advantage (remove 2 Debt Tokens).
- Stealing horses puts your opponent at a disadvantage (add 2 Debt Tokens).

12
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 31, 2020, 07:20:05 pm »
General, Resupply, Military cards • Optimal_Inefficiency

This is a lot.
I didn't attempt to fully read and internalize every military card - I skimmed...

I understand; it was a lot. The point of the set is the versatility / unreliability of the cards. Also, I appreciate the input.

I’m not considering playing with these cards. I started by looking at the Vampire/Bat combo, then imagining a ‘Vampire’ that could turn into any of a series of set-aside ‘Bats.’ I definitely went overboard with the size. It may be something I revisit.

13
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 31, 2020, 09:47:02 am »
You linked to the imgur webpage, not the actual image URL. Right click on each image and select "Copy Image Address" or "Copy URL", then paste that.

Thank you, kind sir, for the assistance.

14
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 31, 2020, 09:25:03 am »
Can anyone tell me what I did wrong with the images?

15
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 31, 2020, 09:20:40 am »
Set up:
Place the General pile in the Supply. Set aside 7 Military piles and the Resupply pile (Resupply pile has 30 cards) (these piles are not in the Supply.)
2-3 player games:
General pile: 10 cards
Each Military pile : 5 cards
4-6 player games:
General pile: 20 cards
Each Military pile : 10 cards

Military card rules:
1. If you cannot exchange a Military card, because there are no Generals remaining in the Supply, return the Military card to its pile and gain a card from the Supply costing up to $1 more than the General.
Aside from the Reactions, all Military cards are required to be exchanged for a General when discarded from play. If the General pile runs empty, players still need to return the Military cards. Gaining a more expensive card is your compensation for not being able to get your General back.
2. Whenever a player plays a Military card that forces any number of other players to trash Military card(s), the player who played that card gains a Resupply.
Think of Resupply as things your troops need, but normal folks don’t really need.
3. When a player is forced to discard a Duration card out of turn, any cards set aside on or under the Duration card are also discarded. 
This a clarification for Surprise.



Recommended Set-Up #1





Recommended Set-Up #2





General ($4) - (Action)
+1 Action
+$2
You may play a Military card from your hand.
-
When you discard this from play, you may exchange it for a card from one of the set aside Military piles. If this card is trashed, return it to the General pile.
- You, the ruler of your kingdom, can appoint a general to lead your military campaigns. Your general sends out troops, who complete objectives, then return to camp. (The asterisk in the cost in the image is a mistake.)

(?) Resupply (?) ($3*) - Treasure
$3
+$1 if you have at least one Military card in play.
When you play this, it’s worth $1 less per Resupply in play (counting this).
(This is not in the Supply.)
-What is Resupply? It could be supplies you bring (Supply Line), supplies you commandeer (Captives), or supplies you loot (when trashing another player’s Military card). Your army needs supplies, but the more you have, the less you need and the more cumbersome it all becomes. And these supplies are more valuable to your army than to your regular folk (hence the +$1 line). I struggled to find the right way to word this card, but this is what I settled on.

Officers ($4*) - (Action - Military)
+$2
+1 VP Token
-
When you discard this from play, you may exchange it for any 2 different cards from the set aside Military piles. If you don’t, exchange this for a General.
(This is not in the Supply.)
-Officers have money, hence the +$. And they are like nobles, hence the VP. Officers also set your deck up for future success.

Sergeants ($4*) - (Action - Military)
+1 Card
+1 Action
You may choose a Military card from your hand. Play it twice.
-
When you discard this from play, exchange it for a General.
(This is not in the Supply.)
Sergeants make sure things get done. They inspire their troops complete tasks, and better than could be done otherwise.

War Council ($4*) - (Night - Duration - Attack - Military)
While this is in play, cards (everywhere) cost $1 more for all players. At the start of your next turn, gain a card from the Supply costing up to $5, then exchange this for a General.
(This is not in the Supply.)
The results of good planning are a hard time for your enemies and future boon.

Secret Delegation ($4*) - (Night - Attack - Military)
Gain a Silver onto your deck.
Each other player reveals cards from their deck until revealing an Action card, trashes it, discards the rest, and gains a Silver per $2 it costs (rounding up).
Exchange this for a General.
(This is not in the Supply.)
In the dead of night, your delegation bribes the enemy into standing down.

Rear Guard ($3*) - (Action - Military)
Look through your discard pile. Choose one: trash exactly 2 cards from your discard pile; or +1 Action and put a card from your discard pile into your hand.
-
When you discard this from play, exchange it for a General.
(This is not in the Supply.)
The Rear Guard appropriately lets you check and manipulate what is behind you, your discard.

Vanguard ($3*) - (Action - Military)
+1 Card
Look at the top 4 cards of your deck. You may trash one of them. Discard two of them. Put the rest back on top of your deck in any order.
-
When you discard this from play, exchange it for a General.
(This is not in the Supply.)
The Vanguard appropriately lets you check and manipulate what is ahead of you, your deck.

Surprise ($4*) - (Action - Attack - Military)
Each other player discards a Resupply or Silver from their hand, their choice, or reveals they can’t.
If nobody does, gain a Silver.
-
When you discard this from play, exchange it for a General.
(This is not in the Supply.)
Carefully laid plans are cast asunder when hit by a surprise attack. Just don’t mess up and ambush a spice merchant by mistake.

Maneuver ($4*) - (Action - Attack - Military)
Each other player discards a Military card from their hand or reveals they can’t. If nobody does, +1 Buy and cards cost $1 less this turn.
-
When you discard this from play, exchange it for a General.
(This is not in the Supply.)
A strategic movement to give your army an advantage. One way or another, this card will do the same for you.

Longbowmen ($3*) - (Action - Attack - Military)
+2 Cards
Each other player reveals the top card of their deck. If its cost is $3 to $6, they trash it.
-
When you discard this from play, exchange it for a General.
(This is not in the Supply.)
This card does not “discard the rest,” and that’s on purpose. In most kingdoms, that card left on top will be a Copper, Estate, Province, or cheap Action card. Also interesting, this card only affects cards ranging from $3 to $6. Bowmen also have effective ranges...

Foot Soldiers ($3*) - (Action - Attack - Military)
+$2
+1 Buy
Each other player with at least 4 cards in hand discards 2 cards and draws 1.
-
When you discard this from play, exchange it for a General.
(This is not in the Supply.)
Similar to Militia, but with a weaker attack. However, if you link Foot Soldiers with Sergeants, the attacking affect is akin to Legionary.

Garrison ($2*) - (Action - Reaction - Military)
+4 Cards
Put 2 cards from your hand onto your deck.
-
When another player plays an Attack card, you may first play this from your hand.
(This is not in the Supply.)
Initially, I dropped the “exchange this for a General” text from the reaction cards just for lack of room, but now I think it adds flavor. When you build a garrison or sign a treaty, you are giving up on offensive war, and transitioning your troops to a defensive posture. For Garrison, I drew on the reaction of the Secret Chamber, but gave it an upgrade. 

Treaty ($2*) - (Action - Reaction - Military)
+1 Card
+1 VP Token
-
When another player plays an Attack card, you may first play this from your hand.
(This is not in the Supply.)
Ending wars by signing treaties in medieval Europe normally included redrawing borders, so you virtually gain an estate each time you play a Treaty.

Supply Line ($4*) - (Action - Duration - Military)
Gain a Resupply from the Resupply pile. 
Now and at the start of your next turn: +1 Buy and + $1.
-
When you discard this from play, exchange it for a General.
(This is not in the Supply.)
An army needs supplies, and here is the supply train. Beware the Surprise card.

Captives ($4*) - (Action - Military)
+2 Actions
You may discard a card, for +$1.
Gain a Resupply from the Resupply pile. 
-
When you discard this from play, exchange it for a General.
(This is not in the Supply.)
So you capture some enemy forces... You could use them for labor (+2 Actions), you could sell/ransom them (discard for $), or you could commandeer their weapons and provisions (gain a Resupply).

Edit #1: to fix the post so the pictures are visible.
Edit #2: rewrite the Surprise; a strong attack cantrip seemed overpowered.
Edit #3: rewrite Surprise again to make it no longer “attack” Duration cards.

16
Variants and Fan Cards / Re: Man-at-Arms: the exiling reaction
« on: March 22, 2020, 01:55:45 pm »
With all replies noted, this would be my revised card:

Man-at-Arms
$3 cost
(Action - Reaction)
Gain 2 Horses.
-
When another player plays an Attack card, you may first reveal and trash this from your hand, to be unaffected by it. If you do, gain 2 Horses, and the Attack card is exiled.

Issues fixed:
- Time travel
- Large Horse payout
- Potentially unnecessary duration
- Helping other opponent(s) being attacked

17
Variants and Fan Cards / Man-at-Arms: the exiling reaction
« on: March 22, 2020, 12:28:52 pm »
My apologies. Haven’t figure out how to put the image in the link.

https://drive.google.com/file/d/1m5QrTtVJt3SLXJ1CWiMrVS-KYbvkyTHH/view?usp=drivesdk

Man-at-Arms
$4 cost
(Action - Duration - Reaction)
Now and at the start of your next turn, gain 2 Horses.
-
When another player plays an Attack, you may immediately reveal and trash this card from your hand. If you do, gain 2 Horses and the Attack is exiled before being played.

No offense to Donald X., but I felt like there was a big missed opportunity with the new expansion. The ability to exile an attack card, a counter attack if you will, followers the natural progression of cards based on the newly available functions.

Edit: for grammar and added “...immediately reveal and...”

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