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Messages - NoMoreFun

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1
Weekly Design Contest / Re: Weekly Design Contest #216: Blue Dogs
« on: April 14, 2024, 05:17:48 am »
Hamlet is implementing an idea that was already implemented by Worker's Village, which is stronger than it.

I think the card is an interesting way of getting some of the fun of both cards onto the one card at a lower price point, which does unlock some interesting interactions (e.g. you can remodel a Copper into a GR), though not quite as many as, say, turning a $5 into a $4. Plus being both cards at once (like a "Now or at the start of your next turn" Stowaway) is pretty neat. However it would be more interesting if it there were some things it could do that neither of those cards could.  The bottom is simple enough that you could make the top different.

Note: I also named my card Golden Retriever and am retaining the name as my card interacts with Gold, but I have no issue with other cards of the same name in the same contest (though it's up to the judge)

2
Weekly Design Contest / Re: Weekly Design Contest #216: Blue Dogs
« on: April 10, 2024, 10:24:16 pm »
Golden Retriever
Action/Reaction - $4
+2 Cards
You may set aside a Gold for +3 Cards, then
You may set aside a non-Copper treasure for +2 Cards
Discard any set aside cards at end of turn
_________
When any player gains a Gold, you may play this.

Rules clarification: There are 2 separate opportunities to set aside Treasures for +Cards - one Gold for +3, and then one non-Copper (including Gold) for +2

3
Variants and Fan Cards / Re: Revised versions of published cards
« on: April 05, 2024, 08:10:40 pm »
Royal Galley
Action/Duration - $4
+1 Card
You may play an Action from your hand. If it isn't a Duration, set it aside to play it at the start of your next turn.

4
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.

5
Variants and Fan Cards / Re: Fan Card Mechanics Week 86: Quests
« on: March 31, 2024, 06:31:43 am »
Catch the Thief
Quest
(1) Discard or Trash a non-Copper Treasure (you may reveal it)
(2) Another player gains a non-Copper Treasure
________
When another player gains a Treasure, you may exchange a card from your hand for a copy of it, putting it in your hand.

Rules clarifications:
* You don't have to discard the Treasure with an effect that reveals the card to activate (1) - the reveal is for tracking
* You can activate (1) when discarding your hand during Clean-up
* You can immediately activate the reward from the gain that triggers (2)
* Exchanging isn't gaining (this is to avoid infinite loops)

6
Dominion General Discussion / Re: Interview with Donald X.
« on: March 30, 2024, 10:47:50 pm »
Cornucopia-Guilds 2E has a few more obscure or archaic names for cards - Footpad, Housecarl, Demesne, Coronet. Did you seek out lesser known words and is it something you'll be doing more moving ahead?

7


Trendsetter
Action/Reaction - $4
+1 Card
Choose one: +1 Action or +1 Coffers
____
When another player gains a card, you may reveal a copy of it from your hand to play this from your hand

Rules Clarification: When another player gains a Trendsetter, you can reveal a Trendsetter and then play it

8
I do not get the below the line stuff. Alice gains a Silver in T1, Urban Farm triggers but nobody has any Urban Farm in Hand (unless Inherited).
That's correct, there will only be a finite number of times the below the line can be triggered in a given game.

9
Urban Farm
Action/Duration/Reaction - $5
+2 Cards
Set aside any number of differently named Action or Treasure cards from your hand. At the start of your next turn, play them in any order.
______
When you gain a card that has not yet been gained by anyone this game, you may play this from your hand.


No longer my entry

10
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 14, 2024, 06:54:55 pm »
Forsaken Lands
Victory - $4
Worth 5VP if you have at least as many Curses as Forsaken Lands. Otherwise, worth 2VP.

11
Patisserie
Action - $3
+1 Card
+1 Action
At the start of Clean-up, if you didn't spend any Coffers this turn, +1 Coffers

12
Variants and Fan Cards / Re: Revised versions of published cards
« on: February 18, 2024, 10:03:52 pm »
Working on a Dark Ages 2nd edition for my own amusement. I didn't get rid of Rats but I changed it subtly, and now it has a normal 10 card supply pile (freeing up some space). Now there's a way to trash Rats even in a game without any other trashers (thematically, the Rats starve and die once there's nothing for them to eat). The returning to pile means the Rats are always there.




13
Puzzles and Challenges / Re: The Ultimate Legal Fairground
« on: February 18, 2024, 06:08:04 am »
Now with Allies, Fairgrounds can be worth 26VP.

Basic Supply (with Platinum and Colony) - 9
Shelters - 3
Young Witch - 1  (it's a free 11th pile)

We have 10 kingdom cards to fill.  One must be Fairgrounds.  That leaves 9.

Fairgrounds - 1
Knights - 10
Castles - 8
Marauder/Ruins/Spoils - 7
Tournament/Prizes - 6
Page/Travelers - 5
Peasant/Travelers - 5
Exorcist/Spirits - 4
Town Crier/Blacksmith/Miller/Elder - 4
Student/Conjurer/Sorcerer/Lich - 4

Total: 67 unique cards.  Is it possible to add 70th card without Landscapes?

With landscapes you can add Loot[e.g. Looting] (15 more uniques) and Horses [e.g. Ride] for 83 unique cards. Only 81 without Colony/Platinum , which as Holger pointed out wouldn't pop up without a card from Prosperity. Either way, 32 point Fairgrounds.

Without landscapes you would want to swap one of the rotating piles for a Loot gainer

14


Amazing design. Interestingly it wouldn't necessarily be stronger if it cost $3 - as using a Marina on itself would only give you 1 Action in that instance. Kind of like the card Improve.

15


Midas Touch
Action - $4
+1 Card
+1 Buy
+2 Actions
For the rest of this turn, each time you would get +Actions, get +$ instead

Rules clarifications (based on my understanding of the rules):
  • After you play a Midas touch, Villagers essentially become Coffers (you spend a villager to get +1 Action, but because of Midas touch you get +$1 instead
  • If you play Snowy Village, then Midas Touch (Ignoring the +2 Actions), then play a card that usually gives +Actions (or spend a Villager), you don't get any $ (as you've "ignored" the +Action instruction).
  • Midas Touch does not become a Treasure when you buy Capitalism (it doesn't have a +$ "amount"), nor do any other cards with +Actions but not +$

Edit: Added mock up and adjusted wording

16
Dominion General Discussion / Re: Cornucopia & Guilds 2E
« on: February 11, 2024, 06:49:41 pm »
I would axe:
Fortune Teller (digging mechanic that's often a card by card Chancellor for your opponents + irritating+ weak)
Harvest (weak)
Tournament (Swingy)
Hunting Party (annoying IRL + too strong)
Young Witch (Early game cursers aren't fun)
Masterpiece (Done better by Events, waste of a kingdom slot)
Doctor (too unreliable and swingy)
Taxman (Not very strong and slows down early game)

5 prizes and 7 Guilds blanks together open up another card slot.

17
Dominion General Discussion / Re: Interview with Donald X.
« on: February 04, 2024, 03:49:49 am »
Did you consider making the 2nd editions that came out last year into 400 or 500 card expansions?

Similarly did you consider putting Durations into Prosperity or Hinterlands? Or landscapes into any of them?

What's your latest thinking on how you decide how many cards to put in an expansion?

18
Drunken Sailor
Action/Duration - $3
+$2
+1 Action
Set aside an Action from your hand (or reveal a hand with none). At the start of your next turn, play it.

19
If I'm taking things very seriously, Attacks/trashing/+buy/villages, and just cards I know to be good (AdamH's list is a good starting point, available here).

Then I see if any cards go nicely together. If there's an interaction that isn't immediately obvious that I notice, there's a chance my opponent didn't and that may give me the edge to win the game.

In general though I just look for what I think will be a good opening. I had a pretty good working knowledge of what the strong openings were back in the Isotropic days and the habit never left me. It's more of a cursory glance at the rest of the kingdom with the above in mind than a proper checklist. I'm more likely to go through the above process waiting between turns than at the beginning, and my opponents choices often spur on thinking. Not even sure I play that much better when I spend a long time looking at the kingdom before buying my first card (that's not advice, that's just my experience).

20
Variants and Fan Cards / Re: Revised versions of published cards
« on: January 26, 2024, 07:23:04 am »
I think it's simpler and more fun this way, particularly in games with Night cards.

Farming Village
Action - $4
+2 Actions
Reveal cards from your deck until you reveal an Action or Treasure, then put all of the revealed cards into your hand.

21
Variants and Fan Cards / Re: Revised versions of published cards
« on: January 24, 2024, 07:46:16 pm »
I'm hoping if there's a Guilds 3rd edition (with or without other expansions mixed in), it will have events.

As a pure space saver:

"Masterpiece"
Event - $3+
Gain a Copper and set it aside. Put it into your hand at end of turn.
_____________
Overpay: Gain a Silver per $1 overpaid

I'm not personally a fan of Doctor - way too luck based early game and the overpay is clunky. But I like the premise of overpay for deck filtering.

"Doctor"
Event - $3+
Gain a card costing up to $5. Each other player gets +1 Coffers
_______
Overpay: Reveal a card from the top of your deck per $1 overpaid. Trash or discard any number of them.


22
Ferry Token
Treasure/Duration - $3
+1 Buy
+$3
The next time your Journey token is face up at the start of your turn, +2 Cards and return this to its pile.
____________
When you gain this, turn over your Journey token (it starts face up)

23
Profiteer
Action/Reaction - $5
Gain a Spoils, then you may play an Action or Treasure from your discard pile.
_________
When you gain or trash a card, you may reveal this from your hand, to exchange the card for a Spoils

Edit: An earlier version was called "Alcove" and cost $3. The card has been changed to $5

24
Weekly Design Contest / Re: Weekly Design Contest #207: Vanilla on the Side
« on: December 19, 2023, 08:37:41 pm »
Horse Lord
Action - $5
You may play an Action from your hand twice. If you didn't, Gain 2 Horses.

EDIT: Mock up below, produced after contest closure


25
Going to go with Duchy Dance Academy for the win. It's nicely self contained to the endgame of the game you're in and the opening of the new game and (as indicated by the name) is a card you might be buying anyway, but now with an interesting twist.

Attic is the runner up. I like the idea that at a certain point you start thinking about what you want to put in the attic for the next game. I didn't imagine that you'd have kingdom cards across games but I don't see it being particularly hard to track. My issue with it is it messes with the opening a bit too much as it's not that much of an impost to put several very good cards in the Attic towards the end of the game that can make an enormous difference for several turns, and if you put enough cards there you can also use it for exile/trashing early game. So maybe a bit too game warping - but I can't rule out that being game warping in a fun way.

On the other hand, while I like the theme of Ozymandias statue (it's what I had in mind - that there's a small lingering legacy from the previous game), I don't think this mechanic is the one to make quadratic VP work. If you lose the split 5/3 it's a 16VP gap, but even with 3 ruinses on top you still have a pretty bad starting hand in the next game that will be hard to overcome. I also am not a fan of mechanics that slow down the early game or slogs, which is what this card sets you up for.

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