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Messages - Saul Goodman

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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 19, 2020, 09:16:47 am »

Pretty self explanatory I hope. This can make you think about the order you buy things which is pretty cool (e.g. if you have $13 and are buying a Province and a $5 Action you should probably buy the Action first.)

I like this.  Wonder if it is too powerful the way it is written.  Maybe limit to the first buy?  Or the first two?  On a heavy buy turn, this could gut the opponent's hand.

Very few for sale.  10-20% cheaper than retail is what I have seen.  There are of course outlier free, or nearly free exchanges.  But that is not the norm.

I have almost all the sets now so I am out of the market.  Amazon has the most reasonable retail deals.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 16, 2020, 10:37:07 am »
To those who felt this week was a little harder than normal, sorry about that; hopefully you'll get back on the train next week.

Wow.  I mean, it's always been obvious to me that anything too hard for me is unequivocally wrong, period.  But I have never had anyone actually apologize for it.  #HealingMoments

 ;) ;D ;) ;D

(Seriously: great challenge!  And great job to all the entrants, even the ones that were DQd.  I was amazed!)

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 15, 2020, 07:28:01 am »
Report and move on, people. Trolls tend to do that: they swallow up a good portion of a thread and gain self-gratification as any ounce remaining of common sense in a would-be civilised debate gets obliterated. Golden rule of the Internet: When we have a very good moment together, this is where people with self-destructive behaviour chimes in.

All I can say, Kudasai, is that I’m sorry that you must bear the awkwardness of that disruptive follower of yours. I know his thinking doesn’t mirror yours and don’t think for a second that we think any lesser of you because of that. Same with you, naitchman. Your week’s contest, your rules. It is an excellent contest and yielded a lot of really cool ideas from the community (even if, apparently, understanding the instructions of that challenge was errr... hard to grasp for some, lol). Everyone is giving their best here and I can’t say that there has been one single effortless entry since the start (well, maybe the blank card, but again: lol). Keep up the good and hard work, people!

Let’s get back on track now. 😊

Well said.  Speaking of getting back on track, when is this going to be judged? 

I was completely stumped by this contest.  If I had known I could enter a Blank Card, I would have done so.  I am eager for the next challenge!

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 10, 2020, 08:01:20 pm »
I am completely mystified by how you guys are coming up with ideas.  I was/am completely stumped on this challenge. I

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 09, 2020, 03:11:26 pm »
Threat cards:
At the end of your Clean-Up, you may reveal 1 Threat from your hand to "Threaten" other players during their turns.  When you are threatened, you trigger an effect per the instructions of the Threat card during your turn.  The Threat card remains revealed in the player's hand.  If the card is removed from your hand, its Threat effect no longer applies.

Types: Action, Threat
Cost: $2
+2 Actions. You may trash a card from your hand. If you do, set this aside and at the start of Clean-Up put it on top of your deck.
When the threatened player trashes a card costing at most $2 this turn, they put it into their discard pile.
Types: Treasure, Threat
Cost: $3
$1, +1 Buy. When you play this, you may put a card from your discard pile on top of your deck.
When the threatened player gains a second card this turn, they gain a Copper and a Curse.
Types: Action, Threat
Cost: $4
+$3. Discard a card. If you do, you may put this on top of your deck
When the threatened player plays a third Treasure this turn, they discard their hand.
Cloister is a splitter with a trashing ability that lets you keep it every turn.  Its threat disables trashing cheap cards.
Phylactery is a Copper with a Buy that lets you top-deck a thing.  You could top-deck a Threat with it if you wanted.  Its threat discourages players from gaining multiple cards in a turn.
Dam is a sifting terminal payload that can jump on top of your deck.  Its threat requires players to use big Treasures as only 3 can be played.

Holy crap.  This is genius, too!

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 08, 2020, 07:56:23 am »

Here's my simple mechanic submission: Armor.  Armor is a new card type for cards which can be played normally OR can be "equipped" to specific cards for an alternative effect.  To activate an Armor card's equipping effect, it must be played immediately along with the card it's equipping (it can be played sideways underneath the equipped card to remind players they're using the equipping effect instead of its on-play effect). You may equip an eligible card with multiple Armor cards (resolving them in the order you choose) and you may equip an Armor card with another Armor card.  Most Armor cards have fairly powerful equipping abilities, though they must be lined up with their respective targets to work.  Their on-plays tend to be slightly weaker (as a consolation prize for not using the equip ability), and I also tried to make each card's two abilities interact with one another as well.

My example cards try to showcase some of the unique equipping triggers and abilities possible with Armor cards:

Greaves: A very simple village, it's a Crossroads (without the draw) if it equips and a cantrip if it doesn't.
Gauntlets: Secret Chamber on play, but with some nice draw-to-X if played with another Action. Can get cute with some village support.
Helm: A Copper that gains Golds, which you can later equip to gain free $5 cost cards.
Axe: A trasher that Curses, while giving your opponent the chance to trash too.  Once you don't need the trashing or attack anymore, it can supercharge another Attack with some decent payload.
Cuirass: Market Square on play, and a Ferry variant on the card it equips.

/Contest.  This is brilliant.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 07, 2020, 03:29:13 am »
Spineflu, thanks for the feedback.  That was awesome to read.  Congrats to Naichman!  Cool card.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 05, 2020, 04:01:21 pm »
Criminal is crazily overpowered. 2 Coins into 1 Coffers is already too good as an Event and this does some more.

I agree on point #1.  I'm not sure I follow the second part (in bold).

What price seems right to you?  Is $3 too cheap, still?

Here is the other thing: it starts off as -1VP (a curse) because all Verdict Tokens start face down (see The Gavel).

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 05, 2020, 12:32:50 pm »
Modified my original entry to address the obvious problem: if you have a bunch of Criminals running around trying to steal coffers, who is going to keep their coffers?  So now we have a landmark that makes coffers count for VP.

This is a split-pile.  You will need a good legal team and some money to get that Judge on your side.  But man, he's worth the effort when you see what he can do with The Gavel.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 01, 2020, 01:35:38 am »
This idea needs work; but, I think it could be pretty fun.

Split-pile with non-supply Judge and Artifact: the Gavel.

Criminal - top half 6 cards
Advocate - bottom half 6 cards
Judge (non-supply) - gained via Advocates & Money
Gavel - gained via Judge
Verdict Token - self-explanatory

Variants and Fan Cards / Re: Quicksand Landmark - Feedback Welcome
« on: January 30, 2020, 11:47:16 am »
If you're playing an in-person game and you want to make sure that it's faster, why not simply agree ahead of time to remove some of the Victory cards?  E.g., just agree to leave out some of the Provinces

That is a great and simple idea.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 30, 2020, 10:25:36 am »
Due to travel this week, I'm not going to have a chance to come up with something new, BUT, I realized that this week's challenge affords me the opportunity to solve one of the biggest issues with my entry for last week. So, while I don't expect this will win, I'm pleased to introduce this latest version of Siege Tower:

Basically, since the card limits you to playing non duration attack cards, it would often not hit. But the Automaton challenge neatly resolves that (though if you have more than one attack, you won't know necessarily know which one you'll get).

(and if you haven't yet gained the other attack or it's out of commission, e.g. currently in play, it's a cantrip with a minor attack)

It seems people didn't love the setup clause, so I went ahead and removed it. I'd probably still add something in the FAQ, that it's recommended to play with other Attack cards - I think that's perfectly acceptable for fan cards to have "quirkiness", similar to promo cards - think of Stash, for example, having a different back!

One minor syntax question - is "if you don't" enough, or does it need the full "if you don't reveal any non-Duration attack card this way"? I'm hopeful it is as there is already enough text on this cards.

Other feedback, as always, is welcome (and encouraged!)

I like the revisions, here!  Also, imo, "If you don't" is fine.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 29, 2020, 12:14:25 pm »
Good suggestions/catches, Fragasnap!  Here is the updated version (v.1.3 Palace Garden). Changed it back to only remodeling to Victory cards, and corrected the format/order. 

PG--->PG--->Province is indeed powerful.  But a $6 card should get you something pretty good, no?  I think its lack of control (what am I going to throne/destroy?) and options (what can I get when I do? Only Victories?) seem to balance out the cost.  So leaving it at $6 for now.

Thanks for the feedback!

I suspect you'd have better luck on Ebay.  After all, people on this forum are people who enjoy the game, and the people who are most likely to sell would be people who've stopped playing the game
Actually, already received a message from someone just like I was hoping for.  Win/win.  No eBay fees for him.  Better deal for me.

Own all first edition boxes ( original expansions) in Dutch. For “no money in the world” I would sell them. Collectors items are priceless.
Good luck!
Next time you are trying to buy something, I hope someone interrupts your conversation to tell everyone what you want is priceless.  Well done.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 24, 2020, 12:58:01 pm »

Sigil - Treasure Duration, $5 cost.
At the start of your next turn: reveal cards from your deck until you reveal an Action. Discard the rest, then play the Action.

I nearly made this an Action with +2 Cards on first turn, but I wasn't sure about the single-card BM strategy it would enable.

Never seen a treasure duration card.  Nice concept.

Here is some art for the card that might work.

Hey folks.  Just checking to see if there are any used physical sets of cards you have collecting dust if you only play online. 

I am looking for Seaside, Hinterlands, the Base Set Updates, and Alchemy.  And promo cards to round out my collection.

I can pay via PayPal, Venmo, Google Pay, or whatever.  Will pay in advance of shipping to those who have an established history of posting on this forum.

Variants and Fan Cards / Re: Printing directly to blank cards?
« on: January 24, 2020, 09:07:26 am »
thats a maybe, if you have an inkjet printer that 1: doesn't turn/bend the paper at all and 2: is paper-size configurable down to 59×91mm.
those aren't really common traits on a consumer-grade inkjet printer in 2020

laser onto blanks doesn't work, and even inkjet has a chance of pooling/running based on the thickness of the card.

there's a great youtube video from James Ernest/cheapass games that talks about options for card-making but unfortunately the sleeved proxy method is the only one well suited to dominion fan-cards that don't stand out based on thickness.

edit: found the video:

Thank you!

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 23, 2020, 11:31:32 pm »
I looked back through grep's old entries for the contest and poltergeist + nine spectre cards might be a bit much so i'm going to withdraw that and instead enter

Town Crier • $4 • Action - Command
+1 Action
Roll a d10. Play the card whose number you rolled, leaving it there.
Setup: Randomly assign each Action or Treasure kingdom pile other than Town Crier a number from 1 to 10. Put any remaining numbers with the Silver pile.

Who knows what news needs to travel through the town immediately - a Caravan of Merchants? is an Overlord coming to town? a Royal Carriage passing through? The Town Crier knows.
The overflow numbers play a silver, if there's alt-VP or something.

Requires some numbered chits (pull 'em out of your copy of Catan, using the "11" as a "1" and the robber as a "7"? use uno cards or a regular deck of playing cards?) and a d10 but we're all nerds here, right? we've got those lying around?
(alternatively, you can just tell google to roll 1d10)

What great card and idea!

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 23, 2020, 11:29:34 pm »
A problem I've noticed with almost all of the entries so far is that they play a card from your deck and then discard the other revealed cards. You can look at official cards like Ghost and Golem to see that it should be "discard the other revealed cards, then play that Action." The reason is because, for example, let's say Privateer hits an opponent's Fortune Teller. All of the cards that were revealed by Privateer are still in revealed "limbo," so it's unclear what happens. Are those cards ignored by Fortune Teller's Attack? And if I hit Bob's Council Room and it makes Bob reshuffle, he doesn't get to shuffle the revealed cards in.

Edited and changed the name.  Great point!

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 23, 2020, 03:06:53 pm »

Here is my submission this week. Machine is a Herald variant with a terminal +2 cards on top instead of cantrip, and mandatory trashing if it doesn't hit an Action.  Early game, its draw and trashing help you cycle and thin quickly, enabling the nice action density that want in the mid-game for the Herald effect.  When you hit an action, Machine essentially acts as a double lab, but be careful, this comes at the risk of drawing actions dead or eating valuable Treasures or VP cards.  Without good deck tracking or set-up, there often comes a point where it's no longer safe to play.

Machines are efficient, but dangerous if not handled properly.
Me imagining buying this card: haha, I have successfully shuffled the machines to be every third card so i draw my entire deck

Me actually playing this card: Well, there's been three provinces i've trashed with a Machine, but maybe this time it'll work

I laughed!

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 23, 2020, 03:05:45 pm »

Machines are efficient, but dangerous if not handled properly.

I think you should call this Instrument given the precision it requires as the game progresses.  Or maybe Surgeon.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 23, 2020, 02:44:00 pm »
Here's my submission for now:

priced at $4 bc it's slightly worse than bazaar.

Cool card!  Is this strictly better than Herald?  I think I would go here above Herald almost every time.  I think it might be underpriced.  Maybe you can do something like let the other players draw and discard a card to balance it out at $4?  Just my .02!  Cool card!

When Herald succeeds, it is like +2 cards. When Scribe succeeds, it is like +1 card.

But doesn't +1$, plus extra sift, plus a much greater likelihood of hitting an action more than account for that?  In most like kingdoms, I am grabbing this above Herald all day long.  It is also more fun imo.

It might account for it; but it definitely stops it from being strictly better. +1 card is much stronger than + by itself. The extra sift is probably countered by the fact that your opponent chooses the card, meaning you lose your best action for the shuffle unless you only reveal exactly 1 action. So it comes down to the higher chance of it working vs extra strength of +1 card vs +. Also that when they both miss; Herald is better.

As a whole I think this is similar in strength to Herald, but not better than it.

You make some good points.  I still think for $4 it is underpriced.  And the only kingdoms in which I am favoring it would be those without villages, or ones where I have a very diverse and dense action deck.  Like a Cornucopia kingdom.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 23, 2020, 02:00:02 pm »
Sword (Treasure, $5)

When you play this, choose one: +$2; or reveal the top card of your deck, and play it if it's an Action or a Treasure.

A Scepter variant that resembles Piazza, but lets you play Treasures too.

Would this return you to your action phase of you hit a plus action?  Or function more like Capitalism?

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