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Messages - czzzz

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1
Variants and Fan Cards / Re: Card Fusions
« on: April 27, 2024, 09:43:14 pm »

Quote
Mold $3 Treasure
$1
+1 Buy


You may trash two Treasures costing $3 or more from your hand to gain a Loot.
Each Treasure is $3 or more, not a total like Forge of course -- just to be clear.

Quote
Crooked Dealer $5 Action
Gain a Loot to your hand.
Each other player gains a Gold.

2
Variants and Fan Cards / Re: Card Fusions
« on: April 27, 2024, 08:30:30 pm »
Card Fusions #27
Ambassador & Sack of Loot

3
Variants and Fan Cards / Re: Fan Card Mechanics Week 89: Workers
« on: April 26, 2024, 08:56:48 pm »
Striker feels a bit unrelated to Tongs. And honestly all the effects feel unrelated.
Tongs was made to support Striker. Striker cares about hand/top of deck, so Tongs lets you control some of that. Originally it was just going to be a Sextant/Navigator type effect but I wanted to think up something a little different.
The thematic idea for Striker is that he's a Smithy but sometimes he screws up, haha. And Tongs let you hold stuff, they're something a smithy would use. To me it all connects but yeah sorry if it's tenuous haha

Also Striker is a one-shot so it might be too weak. If Tongs provided a way to get a Striker repeatedly it would be fine
Assuming you have prepared the top of your deck, it's a DoubleHorse that you get to fire at the moment of your choosing, which is why it's one shot. You're right, you won't really be able to build your deck around Striker, but maybe he can get you a nice little spike, idk. I'll buy things for a spike sometimes even if that card isn't my whole strategy. Hostelry gets you a Horse for each Copper you discard on-gain, which is very similar to an overpay of $1 per Horse; so that's what I'm attempting to use for scaling/balancing.

but as it is it feels like Tongs would be a better card without the Worker.
To me they're symbiotic, but no one has to share my opinion haha. I do like Tongs even without the connection to Worker though, could be fun

4
Variants and Fan Cards / Re: Fan Card Mechanics Week 89: Workers
« on: April 24, 2024, 10:57:46 pm »
Edited to be Action - Treasure because I forgot Workers are Action phase only. Thanks Tiago!

Quote
Tongs $2+ Action - Treasure
Put up to 3 cards from your discard pile into your hand. Put that many cards from your hand onto your deck.
You may trash a card from your hand for +$1.
-
Overpay: Per $2 overpaid, take a Striker.

Quote
Striker $2* Worker
+3 Cards
Reveal your hand and put each revealed Victory card onto your deck in any order.
(This is not in the Supply.)

Strikers are DoubleLab, how nice! Oh, wait, you do need to make sure there's no Victory cards in your hand after, otherwise you have to Bureaucrat all of them.

Tongs are effective at grabbing things from your discard pile and putting them into your hand and onto your deck. Doesn't increase handsize but does give some control and weak trashing on the cheap. Overpay on Tongs to get some Big Ol Horses that really like Tongs

Use it as a Treasure to save an Action, or as an Action to set up for other cards (like Striker)

5
Variants and Fan Cards / Re: Fan Card Mechanics Week 88: Remodel This
« on: April 23, 2024, 09:45:23 pm »
"Delayed" + States by Will(ow|iam)
Old Mechanic: Duration Cards stay in play.

This mechanic has led to tons of frustrated and weird wordings and interactions related to command cards and thrones sometimes staying in play, and trashers and other stuff saying "non-duration". To hell with all that! Duration cards should have been tokens and states from the beginning.
I like this. We love the effect of Duration cards of course, but there are known problems. I also really appreciate the boldness of choosing an official mechanic over a fan one, hahaha.

New Mechanic: States and mats for every mechanic duration cards used to use

* "Delayed card"
* "Delayed action"
* "Delayed buy"
* "Delayed coin"
* "Delayed may trash"
This is where your new mechanic shines the most. Vanilla and common effects being separated from using the card itself to track it really does improve things. Now our "Duration" cards aren't stuck out missing shuffles

Cards using new mechanic:

Here's every duration card in seaside reworded to use tokens and states:

* "Resistance": When another player plays an attack, you may spend a resistance to be unaffected by it.
The following mat for cards:
* Cruise: "At the start of your turn, put cards on your Cruise mat into your hand"
And the following states
* "Monkey See Monkey Do": When another player gains a card, +1 Card per token on this. Return this at start of turn.
* "Swept in the Tide": At the start of your next turn, return this and discard 2 cards per token on it.
* "Canonfire": The first time you play a silver or gold this turn, trash it and return this. If you end your turn with this, return it.

The Cards (non-durations unchanged from seaside):
* Haven: +1 Card, +1 Action; Put a card from your hand onto your Cruise mat.
* Lighthouse: +1 Action, +$1, +1 Delayed $, +1 Resistance
* Astrolabe: +$1, +1 Delayed $, +1 buy, +1 Delayed buy
* Fishing Village: +2 Actions, +1 delayed action, +$1, +1 delayed $
* Monkey: +1 next turn card. If you don't have "Monkey See Monkey Do", take it. Regardless, put a token on it.
* Blockade: gain a card costing up to 4 on your cruise mat. While it's there, when another player gains a copy of it on their turn, they gain a curse.
* Caravan: +1 Card, +1 Delayed card, +1 Action
* Sailor: +1 Action, +2 delayed coins, +1 Delayed may trash
* Tide Pools: +3 Cards, +1 Action. If you don't have "Swept in the tide", take it. Regardless, put a token on it.
* Corsair: +$2, +1 delayed card, each other player takes "Canonfire"
* Merchant Ship: +$2, +2 Delayed $
* Outpost has the same text but doesn't need to be duration
* Pirate: Gain a treasure costing up to $6 to your cruise mat/ (the same reaction)
* Sea Witch: +2 Delayed Cards. If you don't have "Swept in the tide", take it. Regardless, put a token on it.
* Tactician, Wharf: You get it by now

And here are some other edgy duration cards
* Grotto, Royal Galley, Prince Taskmaster, all of the "next time" durations: These cards set-aside, island style, rather than being in play.
* Amulet, Enchantress, Importer, Siren: A state
As I mentioned before, the more vanilla-y ones really stand out here. The states do accomplish the same thing, of separating the card from how its effect is tracked. I think it's a tradeoff on these; sacrificing speed/play simplicity for rule simplicity.  But maybe in practice it really is an improvement all around, I could totally be wrong. Regardless, I think this is cool (and I like the State names, haha)

More type by BryGuy
Quote from: BryGuy
Old Mechanic:
Mighty type - You can't play a Mighty card if you have one in play. You can still play more through alternate means, like cards that put other cards into play, or Command cards (Although you could put under-the-line text that restricts that too, somehow). But yeah it lets you restrict a card, enabling some things we might normally avoid, like non-terminal Attacks.

This mechanic as noted would likely mean that most piles would almost never become empty for fear that they may collide and become duds-in-hand. This is especially true for those who's strategy is to draw most of their deck each turn.
Absolutely, undeniable.

Quote from: BryGuy
New Mechanic:
More type - A More of lower cost can not be played after a More of a higher cost unless a card specifically allows that. This card type will always be in split piles.
Achieves the same thing, limiting the play of a card. More would be equivalent in effect to Mighty if there was just one More card in a kingdom. BUT by guaranteeing it will always be bringing other More cards (of different costs), it solves a lot of Mighty's problems and takes its own direction while keeping the same intention.

Quote from: BryGuy
Quote
Royal • Randomizer
This pile starts with as many copies of each card as players, but minimum three and maximum five. These are set-up from lowest cost to highest cost.[/font][/size][/color]

Quote
Jill • $3 • Treasure - Royal - More
Trash a Hand card. If it is ... a Victory, +$2; a Treasure, +$1.
Each other player may trash a copy of the card you trashed from their Hand.
You may rotate the Royals.

Quote
Jack • $4 • Action - Royal - More
...

Quote
Jacqueline • $5 • Action - Royal - More
+2 Cards
+1 Buy

Choose one: +1 Action; or discard a card for +$1.
Each other player may reveal a Victory costing up to $6; otherwise +$2.

Quote
Julian • $6 • Action - Royal - More
...
These examples probably don't have huge reason to be More type, like they're not so overpowered that they need that nerf. But it shows the structure of it, to get you thinking


SO many lovely submissions to choose from

Winner: BryGuy
Runner-Up: Will(ow|iam)
Honorable Mentions: Will(ow|iam), Will(ow|iam), and Will(ow|iam)

6
Variants and Fan Cards / Re: Card Fusions
« on: April 22, 2024, 09:27:50 pm »
This is hilarious. Without remembering your card at all, I made mine called Shipwright. I guess the obvious connection from Barge to Merchant Guild is people building ships.
That is funny hahaha

I feel like the +2 Cards is out of place here. You can't use it as a draw card because of the duration part. It's probably still good enough without that?
Yeah. I did like it being thematically tied to Wharf, but I didn't feel satisfied with my card. It was a stretch

You could make the +1 Buy be on both turns; I'd get annoyed if I was just getting this for the +Buy and I had to get two copies.
As it is, it's not really reliable/effective at providing buys or draw yeah. It has a lot of problems, especially for a $6 cost lol

7
Variants and Fan Cards / Re: Card Fusions
« on: April 21, 2024, 08:26:50 pm »

Quote
Shipwright Guild $6 - Action - Duration
+2 Cards
+1 Buy


Until the end of your next turn, you may not spend Coffers, and when you gain a card, +1 Coffers.
Since the idea was to do a Duration version for Merchant Guild, I added "can't spend Coffers" so you don't have to just keep track in your head of how many cards you gained across multiple turns, haha.
Especially if you're trying to run multiple SGs in your deck and/or always drawing your deck, the Coffer locking might be pretty rough, in retrospect.
But hey it gives Coffers in your Action phase too. Ideally you probably play these awhile and hoard Coffers (no choice if you're playing them), then Remodel these and blow all your Coffers when it's time to green?

8
Variants and Fan Cards / Re: Fan Card Mechanics Week 88: Remodel This
« on: April 21, 2024, 07:54:12 pm »
Contest Closes in 48 Hours

9
Weekly Design Contest / Re: Weekly Design Contest #217: Silver
« on: April 21, 2024, 07:51:45 pm »

Quote
Smelter $3 - Action
Trash a card from your hand. If the trashed card is a:

Copper ... +1 Action, +1 Buy
Silver ... +5 Cards
Gold ... gain two differently named cards costing less than it.

10
Variants and Fan Cards / Fan Card Mechanics Week 88: Remodel This
« on: April 17, 2024, 05:17:34 pm »
This week's challenge is to Create an improved fan mechanic. And a card or two to show it in action, of course.

If you're going to use someone else's idea as a starting point, feel free to look at my mechanics, "really bad card ideas", or other sources that won't be offended by you saying their mechanic is bad, and then link/quote the original so we know what we're comparing to.
You could also tell us about your own mechanic and how you're reworking it.

But the idea is taking something that has problems, and making it usable and awesome!

Submission Guidelines
Valid submissions contain three parts:
  • Old Mechanic
Explain what it is, and what's wrong with it
  • New Mechanic
Explain what it is now, and how it's better
  • Card(s) Using Mechanic
Show off how cool it is. Max two cards/card-shaped things.

Remember, this is week is more about the new mechanic than the card itself.
I'm judging based on how big of an improvement it is on the old version, how unique and creative it is, and how fun I think the mechanic is. Fun mechanics usually aren't overcomplicated or unbalanced.

Have fun!

11
Alright so I'll do my best to analyze and judge but I apologize in advance for things I get wrong or you disagree with. I promise I'm trying, haha.
As always I'm grateful for your ideas and effort, so thanks for each of your submissions.


Friendly Village by Tiago
Creative - A unique interactive effect! *air horn* BONUS POINTS
Balanced - Looks balanced to me. You get a cheap source of lots of Actions, they get to play cards for free
Fun - Haha this is totally fun. Another player plays this and I can Militia them in the middle of their turn? Priceless.
Interactive/Engaging - Now you're spending other people's turns thinking about which card you'll play if you get the chance, that's more engaging than Council Room
Other comments - I'm not worried about people playing FV as their free card from FV -- it doesn't benefit them much, and it's just some nesting. We've got King's Court - King's Court or other things that can lead to messier nesting than this, I'd say. I also love the simplicity and cleanness of the text

Quote
Neighborhood Garden / Adjacent Neighbor • Randomizer
This pile starts with as many copies of each card as players, but minimum three and maximum five. All copies of Neighborhood Garden are on top.

Neighborhood Garden • $3 • Treasure
Trash a Hand card. If it is ... a Victory, +$2; a Treasure, +$1.
Each other player may trash a copy of the card you trashed from their Hand.

Adjacent Neighbor • $5 • Action
+2 Cards
+1 Buy
Choose one: +1 Action; or discard a card for +$1.
Each other player may reveal a Victory costing up to $6; otherwise +$2.
Neighborhood Garden & Adjacent Neighbor by BryGuy
Creative - Bishop's other player interaction but only on specific cards, and they MIGHT even want to hold onto an Estate until they get a Duchy just to stop your Neighbor (Tournament style). Nice spins!
Balanced - NG offers a benefit to others as a balance, and AN is easily blockable which justifies it as well.
Fun - You bet. With both, the other players have a chance to surprise the person that played it. There's tension
Interactive/Engaging - Yeah, you're looking at your hand to see what you might trash and what you might reveal to block
Other comments - Idk about the card quantity thing though; you'd have to include that as a "Setup:" bottom text right? and I don't feel like it's worth it. A 6-card pile for 2-player? If you're just wanting to get to the bottom cards quicker, there's probably cleaner/better ways to achieve it

Quote
Stagecoach
$5 - Action
+1 Card and +1 Action.
You may discard a Treasure for +2 Cards. Each other player may discard a Gold for +2 Cards.
Stagecoach by JW
Creative - It's a UNIQUE non-Attack interaction, sick
Balanced - I think "slightly better Stables but it offers an opportunity to others" is balanced, yeah
Fun - Stables is cool. Discarding a Gold for +2 Cards is an interesting gamble
Interactive/Engaging - I mean you either have the deck composition where the trade has a chance to be valuable, or you don't; you know?
Other comments - I do like the concept, I'd just make the other player benefit a LITTLE kinder, haha. I'd wanna test how low-cost of a Treasure we could let them discard for 2 cards and feel OK about it. $5? $4?


King Midas by kru5h
Creative - Dang that's unique alright; neutralizing all Attacks!
Balanced - Turning a Copper into a Gold, but next turn and costing you its play; I think that's fair
Fun - It'd be interesting to see how this affects a game. If there's a cheap Attack, you might actually buy it in hopes of it getting Midas'ed, and if it's a pricey Attack you might be scared to go for it.
Interactive/Engaging - It doesn't make a big difference on how you watch others play, but it does affect your turn a lot if you're dependent on your Attack cards. It's a cool card and cool interaction though
Other comments - Not interactive at all if there's no Attacks in the set. In terms of this specific contest it's not a finalist, but just as a card this is actually one of my favorite submissions. Idk if that makes sense

Quote
Reform
$4 - Event
Move a Trait to a different Kingdom pile. All players including you may reveal from their hand any number of cards from that pile to get +1 Coffers per each.
-
Setup: add an extra Trait to the kingdom.
Reform by grep
Creative - Trait MOVING?!? Dang that's special :D
Balanced - You'd have to hold back on playing the card(s) to get Coffers for them, so the Coffers are for the other players more often than not. The Trait-moving is after you played your Treasures, so except for "return to your Action phase" effects you can't take advantage of the Trait change for yourself right away. Well planned
Fun - Ah think of all the games where you were like "if only this Trait was on THAT card instead"! Super fun and game-changing, haha. Can't depend on your cards keeping the Traits they had originally lol
Interactive/Engaging - Affects everyone in a different way than most cards do. But depending on the Trait, this could be really important. And a chance at free Coffers is absolutely engaging
Other comments - Alright, you got me, this is really good even though I prefer Kingdom cards hahaha. Adding an extra Trait is fun too. The only one I see that wouldn't affect anything when moved is Inherited


Horse Trainer by fika monster
Creative - Swapping Ways?? Cool! And has that "pick one of these random things" like Druid, making it a different card across games
Balanced - Uhh there's been PLENTY of discussion on that topic so I fear to comment lol :P
Fun - Oh yeah. Not only are you choosing what effect you want for the Horse, but for the GAME until another HT is played.
Interactive/Engaging - Might depend on what Ways are dealt, but I think so! You might have planned your turn assuming a certain Way would be available, and now you've gotta switch it up.
Other comments - Really cool use of Ways

Quote
King's Council
Action/Duration - $5
You may play a non-Duration, non-Command Action from your hand three times. If it's still in play, each player (including you) plays it at the start of their next turn, leaving it in play.
King's Council by NoMoreFun
Creative - Yup
Balanced - You get a King's Court+ (it's Duration so less cycling but you know what I mean) for $5! BUT everybody else gets a free taste of each play. I guess you can compare to Mastermind and the price probably makes sense
Fun - It's fun for the person playing it, and for the other players too
Interactive/Engaging - Absolutely, you're wondering which card they'll play it on and be able to plan your next turn around it
Other comments - Haha, nicely named too


Antique Dealer & Cursed Doll by Freddy10
Creative - An Artifact you DON'T want is funny
Balanced - Probably balanced; discounted Lab but with a liability
Fun - Haha this is "fun" in the sense that it's wild
Interactive/Engaging - This would feel more personal than just playing an Attack lol, even though you're just wanting to play your Lab. hahaha
Other comments - The simplicity is cool too


Turnip Parade by MochaMoko
Creative - You get all the tokens, and everybody gets a token they want; nice
Balanced - Man I have such a hard time evaluating one-shots. You get half of what you paid back, PLUS some VP and Villagers! It does cost $4 and an action though, probably fine?
Fun - Getting to pick the token you need, out of turn, is cool. Getting a flood of tokens on play is always cool
Interactive/Engaging - Getting a Villager when you need it most can make a big difference
Other comments - "Turnip Parade" lol, fun stuff


Royal Feast by silverspawn
Creative - Its own card for sure. How'd it feel putting +5 Cards on there? hahaha
Balanced - Really strong but also pricey and offering a strong option to others (minimum of Province, Gold, and RF available to discard for 3 Cards)
Fun - Crazy numbers and power all around. Fun like King's Court is fun
Interactive/Engaging - See, and if you played RF and I had one in hand, it might well be worth it to discard it so I don't help others; I like that
Other comments - Probably gonna be a quick game overall haha. Hm pretty rough if they don't have an expensive card though, you just straight up get +5 Cards and they get nothing -- very possible if you spike early and grab this, and still possible throughout.


Grand Smithy by RovingBear
Creative - Free Guide for everyone, nice
Balanced - I mean it's strong for you, but it does have benefits for others, right...? haha
Fun - Definitely fun to play this card down, and definitely fun when you get to Guide away your garbage hand for a good one.
Interactive/Engaging - It is! This bonus for others is huge when it matters. It would be annoying when someone plays three of these and you already have a good hand...but that's life
Other comments - Grand indeed


Royal Advisor by anordinaryman
Creative - Yup
Balanced - Probably, mostly
Fun - Free play at the start of everyone's turn, cool. And lots of freedom for the player
Interactive/Engaging - Hard not to care when you get a free effect at your turn start
Other comments - It's been a wild ride. I liked the first version a lot too

Quote
Demonstration
Action
$5
Play an Action card from your hand twice. Each player (including you) may reveal a card from their hand (everyone reveals at the same time). Every person who revealed the highest-costing card in $ trashes it and gains a copy of the card you played.
Demonstration by Melon
Creative - Bidding and bluffing, who will get the card!
Balanced - I guess even if you're helping someone gain a card, you still trashed a card from their hand for their next turn, so that part's in your favor; or you got another copy like you wanted and so that's good? Definitely not OP from what I can see.
Fun - Yeah, like a lighthearted Mountain Pass or something idk
Interactive/Engaging - Sure, there's some interesting decisions to be made by everyone
Other comments - Good fixes to original


Recycle Atelier by grrgrrgrr
Creative - Yeah! Only Bishop interaction if you gained a $5 with your Workshop, otherwise just a Workshop (which is cool)
Balanced - I mean $5s can be crucial, but I guess trashing can be too.
Fun - Free trashing is fun, and so are free $5s
Interactive/Engaging - It's a terminal not-engine-piece, so you're rarely gonna get spammed with it anyways. When they play it there'll be a little moment where the other players will be hoping you choose something cheap, or a $5, depending on their/your situation.
Other comments - Clean

Quote
Architect
$5 Action
Gain a card to your hand costing up to $4. Reveal a card from your hand. The player to your left may reveal a more expensive card from their hand. If they don’t, +1 Action.
Architect by AJL828
Creative - Chariot Race without the chance factor
Balanced - Probably so yeah
Fun - It's definitely fun if you don't like the randomness in Chariot Race.
Interactive/Engaging - Only involves player to the left. But if they're able to, they get the satisfaction of blocking you a bit.
Other comments - I like CR but there would be satisfaction in playing Architect when you have the most expensive card in hand, so you're guaranteed the +Action

Quote
Troubadour
$2 Action
+3 Cards
+1 Actions
Return this to its pile.
Each other player gains a Troubadour.
Troubadour by stars
Creative - Spreading a card to everyone's decks this quick is a feat
Balanced - I mean only the first person buys it, cuz this pile will be empty
Fun - After the pile is empty, you're just passing it to the player to your left on-play. Which is interesting in itself I suppose
Interactive/Engaging - Not as engaging once they're gone
Other comments - Maybe make it so everyone else gains a Horse instead when you return it, or something; that'd probably fix it? I love the concept


Winner: Friendly Village by Tiago
Runners Up: Horse Trainer by fika monster, and Reform by grep

Thanks everybody who participated, for your great ideas!!!

12
Variants and Fan Cards / Re: Card Fusions
« on: April 09, 2024, 12:58:25 am »

Idk man I'm trying here

13
Variants and Fan Cards / Re: Fan Card Mechanics Week 87: Seed mat
« on: April 09, 2024, 12:34:14 am »
Fertile
$4 Action, Victory
+1 Seed
-
Worth 1% for every three Fruits you have at the end of the game.

It may be too overpowered... so please give feedback!
I like that it wants you to hoard Fruits instead of using them, that's cool! Holding back 3 Spoils for 1VP feels rough but idk that's probably good. I'm not the best at feedback, not as well-versed as some of the others, so take mine with a grain of salt. But if this were mine, I feel like it wants to be a Treasure - Victory (or at least +1 Action), even if that meant raising the price or something.



Quote
Arborist $4 - Action
+2 Cards
You may remove a Trees for +$1, +2 Buys.
This turn, when you gain a card, +1 Seeds.
I wanted something with a little draw or sifting, so it could help with Seeds promotion and Fruits generation.
Obviously it needed to make Seeds too, and well I miss Goons making me want to buy Coppers.
It doesn't give a huge reward compared to just normally removing Trees, but that extra buy helps you plant more Seeds and might be the push you need to remove one of those bad boys.
How much will you junk yourself to plant a big orchard?

This is for the "version A" mat, of COURSE  ;)

14
48 hour notice
I'll post my judgment shortly after

15
Variants and Fan Cards / Re: Kru5h's card ideas
« on: April 03, 2024, 03:39:54 pm »
Campus has issues with TfB. I encoutered this when I tried "when trash, Exile instead" some time ago.
And "Exile/discard the card from the trash" is bad because you have to find it and fish it out, which we try to avoid.
Would "Exile/gain a copy from the Supply" after it's trashed be best? Sad that it wouldn't do anything when the pile runs out, but the equivalent effect on your deck?

16
Weekly Design Contest / Weekly Design Contest #215: Getting Engaged
« on: April 03, 2024, 12:26:35 am »
Weekly Design Contest #215: Getting Engaged
I've always been impressed with cards like Council Room -- the way it balances a powerful effect, the way you can strategize around its effect (e.g. Council Room - Militia)... so I'd love to see you all create your own non-Attack card that interacts with other players. The more it engages a player when it's not their turn, the better!

Guidelines:
  • Must not Attack, this is the only major rule
  • Make the best card you can -- I'd love to see new ways (BONUS POINTS) of interacting or new spins on existing ways, but feel free to reuse an existing interaction effect if that's what your card needs
  • Aiming for engaging you when it's not your turn. How can you make it feel less like watching someone playing solitaire, when they're playing a huge string of engine pieces?
  • Horizontals are accepted, but Kingdom cards are preferred... I'm biased towards them, sorry
  • Please don't include more than two cards in your submission (e.g. a two-card split pile, or a card that gains from a non-Supply pile; but not a Traveler line). Feel free to revise your submission up until the contest closes, though; I'll use the latest version

Examples
Valid:
  • Masquerade - Passing around cards is quite interactive when it's not your turn. Even though it's almost always passing junk and getting junk, it feels novel and keeps you interested
  • Bishop - Getting to clean up your deck for free is fun
  • Advisor - Unfortunately only engages the player to the left (slightly less points for this contest, even though I basically only play 2-player). And you're essentially just acting as a mediator so that they draw the "worst" two cards. But it makes up for it all with the fun of watching them react to what you make them discard
Invalid:
  • Falconer - Only engages the person holding the card. I do love these kinds of cards but for this contest I want cards that affect others
  • Witch - Um, it's an Attack. To be clear, something like Raid or Circle of Witches isn't in the spirit of the contest either, even if it's technically not an Attack

I'll close the contest in about a week (I'll give 24 or 48 hour notice), and release my judgment a day or two after it ends.
I tend to gravitate to cards that are creative, balanced, and fun. Cards that are needlessly complex are rarely fun, but no need to shy away from complexity if that's where your card wants to go.

17
Variants and Fan Cards / Re: Card Fusions
« on: March 30, 2024, 08:23:37 pm »

Quote
Missionary $3 - Action
+1 VP
Gain a Treasure onto your deck.
Per $3 it costs (round down), each other player gains a copy of it.
The better the treasure, the more excited he is to share

Quote
Bloodhound $4 - Action - Attack
Trash a card from your hand.

Each other player with 4 or more cards in hand
reveals a card that shares a type with it and puts it onto their deck
(or reveals a hand with no matching type).
You give him the scent and he hunts down its kind

18
Variants and Fan Cards / Re: Really bad card ideas
« on: March 30, 2024, 07:16:47 pm »
Quote
Marathon $3 - Action
+1 Action
Reveal the top card of your deck and put it into your hand.
The player to your left reveals the top card of their deck.
If your card has a longer name, +$1 and +1 VP.

Quote
Identify $4 - Action
+$2
Choose a card you have in play. Put a sticker on its back.

19
Variants and Fan Cards / Re: Card Fusions
« on: March 30, 2024, 07:01:51 pm »
Card Fusions #24
Bureaucrat & Bishop


20
Variants and Fan Cards / Re: Fan Card Mechanics Week 86: Quests
« on: March 29, 2024, 11:12:11 pm »

Quote

Abdication - Quest
1) Gain a Province.
2) End your Buy phase without gaining a card.
-
At the start of Clean-up, trash a card you would discard from play this turn and gain a card costing up to $2 more than it.
Edit: thanks J410 for the wording fix
Tired of wars and politics? Ready for a new phase of life? Now that you've got a pretty Province all your own, why not retire and enjoy it?
Mandatory remodeling, now that you're officially done and ready to go totally green.

I wanted to make sure my Quest was possible to achieve in any set, but also not triggered accidentally. I know Province is already a goal to get in most games...but it's thematic and makes it more difficult to finish the quest before at least the mid to late game

21
Would have to add an "other than a Cache" clause though, and even then there's probably a loop to be found with it and Silver Mine.

Maybe "Gain a Treasure to your hand that you don't have in play"? Two birds, one stone? Weakens it though

22
Variants and Fan Cards / Re: Fan Card Mechanics Week 85: March Matness
« on: March 29, 2024, 03:13:24 am »
Well you guys made some awesome cards so it's gonna be hard to pick a winner. Here's my feedback on your cards


Ecological Village by grrgrrgrr
$4 - Action
+1 Card
+2 Actions
You may discard an Estate from your Shadow mat for +1 Card, or +$1, or +1 Buy.
-
In games using this, when you trash a card, Shadow it.
A really really well balanced card, with an intriguing game effect under the line. Trashing is not as rare as it used to be, so I'm not worried about the fact that it needs a trasher -- especially because it's a $4 cost vanillage if there's not one, which is just like Fortress. And I would never say Fortress isn't good just because it needs a trasher in the set, haha.
  • Very BALANCE
  • Optional self-junk for benefit. I love cards that take work or strategy to use well

(Bonus: Graveyard by grrgrrgrr)

(Ah, yup, this wouldn't be usable in a set without trashing. But a fun concept; potentially pushing players to hold onto things instead of throning)
  • Victory card! Special
  • Another card you'd have to work for  :D


Witch Trial by grumpo
Witch Trial
$4 - Action
+2 Cards
Receive a Hex. Shadow two Attacks from the Supply.
The setup portion helps a ton, absolutely. Man, this would feel really different depending on the Attacks available. But regardless, getting a little draw and getting TWO things Shadowed unconditionally... seems wild for the price, even with the doom (although I do love the doom, for balancing AND theme). One play lets you King's Court that Attack, and two plays of this would let you play that Attack FIVE TIMES instead of one, sheesh. Maybe I'm overestimating things. Regardless I think it's very cool and thematic
  • Set up for the ULTIMATE ATTACK (unless you're a crazy pacifist/hoarder and keep em on your mat)
  • Go hex yourself (hey you got the memo too, that I like cards that can hurt to use!)
  • Extra pile! Extra ATTACK, no less

Black Bank by BryGuy
Black Bank • $5 • Night
Shadow a card in play. If it is a Treasure costing $2 or less, Shadow a copy from the Supply.
-
Gain this to your Hand.
Interesting, it's rewarding you for using it on Copper (and Ducat and stuff) but still allows you to get rid of other played stuff you're done with. Nice that you still get to play it before Shadowing, too.
  • More flexible and fun Moneylender, kinda?
  • When I googled "Black Bank" it gave results on black-owned banks. I don't think that's what you meant with your card name, so that gave me a chuckle


Mist by segura
$3 - Night
Shadow an Action or Treasure from the Supply.
Gets extra fun if there's Plats or other high-cost stuff in the mix, but totally usable in any set. Straightforward but effective
  • Shortest Card award

Spectre by bigpotato
Spectre - $3 Action
+1 Card
+1 Action
At the start of Clean-Up, you may Shadow this.
Haha, this would be fun. I would totally buy these on turns I didn't spike, and let em stack up.
  • Inoffensive addition to your deck, as a cantrip. But can launch a big move!
  • Self-shadow award


Nobleman by anordinaryman
Nobleman | Action | $5
Gain and play an Action card other than Nobleman.
Each other player may Shadow a copy of it from the Supply.
Ah, I love the player interaction. Now, in a 4-player game the scaling might end the game pretty fast, since it'd be taking 4 cards out of a pile per play. I still think it's awesome though
  • Non-attack interaction!!
  • Action Wisher -- "gain and play"


Shady Workshop by Tiago
$4 Action - Reaction
Gain an Action costing up to $4.
Shadow a copy of it from the Supply.
-
When you gain a Treasure, you may play this from your hand.
Man, I think I'd still feel good about buying/playing this even at $5. Satisfying to get a card and know you throne it when you play it next. And you'll only get to do that so many times to a pile before they're out of the Supply...kind of that Stockpile scarcity but clogging your deck instead of being out of reach in Exile. Idk if that makes sense, anyways I like the feel of the card. And the reaction doesn't combo with itself because of the type difference (until we get a pile of cheaper Action - Treasures), which I like the intentionality of.
  • Gain and Shadow, nice
  • Reacts to Treasure gains



I've honestly gone back and forth on this a lot... I really enjoyed all of your cards and different ideas. Thanks for the time and thought you spent on your submissions.


Winner: Shady Workshop by Tiago
Runner Up: Ecological Village by grrgrrgrr
Honorary Mention: Every Moating submission, thanks again for humoring the Shadow mechanic

23
Variants and Fan Cards / Re: Card Fusions
« on: March 27, 2024, 03:18:12 am »

Quote
Dryad $4 Action - Fate
Choose one:
Gain a card costing up to $4;
 or gain a Horse and receive a Boon;
 or +1 Card, +1 Action and gain an Estate.
"Gain a Horse and receive a Boon" just sounded like a lot of fun to me.

Quote
Jockey $5 Action
+1 Card
+1 Action

You may trash a card from your hand: if it was a Silver, gain 2 Horses; otherwise gain a Silver onto your deck.
I'd wanna test this to see how it feels, but I thought the concept could be cool.

Quote
Dowsing Rod $2 Treasure - Fate
$1
Discard the top two Boons, revealing them. You may trash this to receive them.
Heirloom: Gold Pan
OK so what if, uh, Pixie was a Treasure? Let's get two different Boons instead of one twice, so there's a different feel.
Quote
Gold Pan $2 Treasure - Heirloom
$1
If you have no other Treasures in play,
gain a Gold and a Copper, and end your Buy phase.
In the Secret History, he said he gave Pixie the Goat heirloom so they don't worry about people getting the Flame's Gift. So I made mine assuming someone is worried about Mountain's and Sky's Gifts. Ironically Gold Pan makes trashing more valuable than ever, since it's doing Treasure Trove. Oh well

24
Variants and Fan Cards / Re: Card Fusions
« on: March 27, 2024, 01:45:23 am »
Card Fusions #23
Groom & Pixie

Edit: and Goat should be here too I guess since it's Pixie's heirloom


25
Variants and Fan Cards / Re: Fan Card Mechanics Week 85: March Matness
« on: March 27, 2024, 01:40:41 am »
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