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Messages - NoMoreFun

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How many cards are we allowed to submit?

As many as you want but more than a traveller line or Castles style pile might not get the results you're hoping for

Dominion has been themed around the pre Industrial world - vaguely the late middle ages and Renaissance, and things that would have existed before then. But I'm feeling inspired by games like Innovation, the Civilization series, and "tech trees" in general.

So this week, your challenge is to design an anachronism. Design something in the supply that isn't out of place with Dominion's broad theme, that also lets you gain something that is much more modern, or even futuristic. This means 2 or more cards (or card shaped things).

The rule is that the modern/futuristic card can't be "visible" in the supply or starting decks at the start of the game. It needs to be "invented" or "discovered" during the course of the game.

So the modern card can be lower in a split pile (Empires/Allies style), a non supply card (Like Mercenary or Madman), a traveller, or an Artifact, or starts outside the supply and decks (Necromancer's Zombies) or any other mechanic I've forgotten. I don't count heirlooms or cards costing $P (if they're at the top of their supply piles) as they're visible at start of game.

Try stick to the spirit of the challenge. You can make the cards very simple, but if you start with an event, it should involve you doing something to get the card (like Quest or Peril) rather than just a purchase (like Ride or Looting).

I'll try not to be strict about what was technically around or not around before the "Dominion Era" (the Renaissance and age of sail). I like learning about history but the idea is to go from a card that "belongs" to one that doesn't.

I'll be judging based on how fun the cards seem to play with. But as a theme challenge flavour matters too. As one idea, Cards from the future may be powerful or mess with mechanics more or just be "weird" in some other way. But they don't have to be.

Weekly Design Contest / Re: Weekly Design Contest #224
« on: July 22, 2024, 02:46:18 am »
Thank you! New contest up soon

Weekly Design Contest / Re: Weekly Design Contest #224
« on: July 11, 2024, 09:25:06 pm »
The effect that can be both negative and positive is the +1 Buy next turn.

As written, you aren't under any obligation to use that buy, as it happens after the start of your next turn (where the compulsory buys effect expires).

Variants and Fan Cards / Re: Rising Sun speculation
« on: July 09, 2024, 09:44:22 am »
The "Shadow" type could just be a rulebook way of saying you are allowed to choose where the double sided cards end up (like Stash), to save a lot of text.

Weekly Design Contest / Re: Weekly Design Contest #224
« on: July 09, 2024, 09:31:39 am »
Action/Duration - $3
The next time you play an Action on your turn, +1 Action, +$4 and +1 Buy instead of following its instructions

Action - $5
Gain and play a Silver
You may pay any number of $ for +1 Action per $ paid

Dominion General Discussion / Re: Interview with Donald X.
« on: June 28, 2024, 08:46:30 pm »
Looking at the list of cards, most of the cards that are likely to lead to gaining Copper were deprecated in revised editions. Jester is the only exception. In other sets, Dark Ages has 2 (Beggar and Count), Adventures one (Treasure Trove), Empires some landscapes (Banquet, Fountain, arguably Palace), there's the hex Greed, Menagerie has Alliance, Barbarian is impacted (you would just Trash silver instead of gaining a Copper), and Plunder has (arguably) Mining Road.

However one consideration would be that Coppers are likely to go through a lot more wear and tear than other cards in the base set, so it would be good to have spares. Is that a consideration behind any of Dominion's design choices?

Variants and Fan Cards / Re: Revised versions of published cards
« on: June 28, 2024, 08:35:19 pm »
Donald X recently floated the idea that Copper need not be a supply pile. This affects surprisingly few cards and would free up 32 cards worth of space in the base set (so 3 new cards for the base set using a blank).

Suggestions for cards that would need to be replaced or upgraded for functionality,, trying to retain the spirit of the card. In quotes where I think it's different enough to warrant a new name:

Action/Reaction - $2
Gain a Silver to your hand. Put from one to three cards from your hand onto your deck for $1 per card topdecked.
When another player plays an attack, you may play this.

"Treasure Trove"
Treasure - $5
Gain a Gold. You may discard a treasure to gain a Silver.

Action - $5
Choose one: Discard 2 cards; Put a card onto your deck; Trash a card costing $3 or more
Choose one: +$3; Gain a Duchy; trash your hand

Action - $5
Each other player reveals the top card of their deck. You may gain a copy of a revealed non-Victory card. +$1 if you didn't gain a card.

Event - $10
Gain a Province, Duchy, Estate, Gold, Silver and Curse

Event - $3
Put 2 cards from your hand onto your deck to gain a non-Victory card costing up to $5

When scoring, worth 10VP if you have 6 or more coppers

Put a card costing $0 to $2 from the trash onto your deck

(Note: I don't think hexes will survive)

Mining Road and Barbarian come to mind as cards that would be meaningfully changed by not having Copper in the supply but I think they're fine as is.

Edit: Modified Greed

Dominion General Discussion / Re: Interview with Donald X.
« on: June 28, 2024, 03:09:25 am »
Would that mean that Copper becomes exclusively a starting card and all cards that gain Copper are gone? What card that gains or interacts with Copper would you miss most?

Weekly Design Contest / Re: Weekly Design Contest #222: Take Five
« on: June 21, 2024, 08:39:15 pm »
Action - $5
You may discard an Action for +5 cards

Action - $3
+2 Cards
While you have any <>, +2 Actions
At the start of your buy phase, you may return this to its pile for +$3 and +<3>

The +$3 and +<3> cancel each other (you can't use the $ for buying as long as you have debt).
To make the $3 usable, the card should give out the debt later than the $, like Capital does, e.g. during clean-up.

I fixed it, but for transparency this happened after the contest was closed.

Action - $3
+2 Cards
While you have any <>, +2 Actions
At the start of your buy phase, you may return this to its pile for +$3. If you did, +<3> at end of turn.

Rules clarification: Unlike Capital, you can't pay off the end of turn debt with any excess $ you have.

Concert Hall
Action - $5
+2 Actions
At the start of your Clean Up phase, -1VP per Action you have (you can't go below zero VP tokens)

Variants and Fan Cards / Re: Alchemy Rebrewed
« on: May 22, 2024, 06:02:44 pm »
I really like this. I like all the cards that try to put a Potion on top of your deck so you can use an Elixir - including good old Herbalist.

I don't think every card from the original alchemy needs a direct replacement (Familiar comes to mind). On the other hand I really like Ritualist and the way it can play other Ritualists (which isn't always desirable) - maybe it could be cheaper for that reason.

I think just having an event that costs P should be enough to add potions to the supply. Dispense could have an "in games using this" text.

Weekly Design Contest / Re: Weekly Design Contest #218: Tokens
« on: May 03, 2024, 09:30:44 am »
Action - $2
+1 Action
Choose one: Place your Shares token on an Action supply pile, or take back your Shares token for +2 Cards and +2 Actions
In games using this, when any player gains a card, +1 Card if your Shares token is on it

Edit from previous post: Modified so it's one per player

Weekly Design Contest / Re: Weekly Design Contest #217: Silver
« on: April 20, 2024, 11:45:24 pm »
Aluminium Smelter
Project - $5
On your turns, gain a Silver at the start, and when you play a Silver, trash it

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)

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

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.

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.

Variants and Fan Cards / Re: Fan Card Mechanics Week 86: Quests
« on: March 31, 2024, 06:31:43 am »
Catch the Thief
(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)

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?


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

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