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Messages - artless

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A simple, but sneaky, Way (and death to hand-size attacks) Ė useful in some spots, but mostly not once you get an engine going.
He, that is my idea but in a way instead of an action XD

But this way is not useless once you get an engine going: It can be your engine. You can make an engine out of Chaining festivals. Village, terminal action and any following action is an Laboratory. Chaining Cellars/Warehouses become even more useful to sculpt your perfect hand. You greatly underestimates the power level of this way.
And you overestimate itís strength. It certainly isnít a $4 as your card.

Minion's "refill to 4" option turns a silver into a $5 action.
And draw to five is even better. That's too good to be a way card.

2
Edited:

Suburb
Action - $3

+1 Card
+1 Action
If you played two or more actions this turn, +1 Action
---
When you buy this, gain another Suburb.

There are 12 Suburbs in the supply.

I kept the two half villages equals one village concept, and increased its flexibility.

3
Suburb
Action - $3

+1 Card
+1 Action
You may play a Suburb from your hand.
---
When you buy this, gain another Suburb.


4
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 01, 2020, 10:31:38 am »
Smuggled goods
Treasure - $1
+$1
---
When you buy this, gain a card costing up to the number of cards in your hand.

5
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 17, 2020, 06:14:59 am »

Foundation (Landmark)

Set up: Each player secretly chooses a number.
---
When scoring: Score 5VP if your chosen number is closest to the number of cards in your deck.

We don't have a landmark yet.
Here comes one.

6
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 14, 2020, 11:43:47 pm »
Assembly Shop
Project
Cost: $6

At the end of your buy phase, you may discard any number of cards and gain a card costing exactly $1 per card discarded.

Monk's Village
Action
Cost: $4

+2 Actions
+1 Card
When you discard this from play, if your hand is empty, +1 coffer.

---
Assembly Shop is an alternate payload to combo decks.
Monk's Village is a 4 cost village plus.
Its bonus can be achieved by multiple ways, buy an Assembly Shop is the most reliable one.

Edit:
Assembly Shop replaces Engrave

Yes, Assembly Shop is nice. I don't know, maybe it would better don't give victory cards. With a Hounting Grounds or a Council Room in hand, it's a guaranteed Province in that turn.

About Monk's Village bonus, I have a rule doubt.

From Dominion rulebook:

The player places any cards that are in his play area (Action cards that have been played in the Action phase as well as Treasure cards that have been played in the Buy phase) and any cards remaining in his hand onto his Discard pile.

Does it mean that you must discard from play area before discard from hand? Or you can choose discard from hand before discard from play area?

The official rules are unclear but Jeebus's comprehensive compiled rulebook says discard cards in play, then discard hand (and then you can swap the order of the discarded hand/in-play cards so people don't know what you discarded from your hand).
I only know that because I had to look it up, I had this same question.

Thanks. I need a new wording.
To avoid anti-synergy with night cards, I can't say "at the start of your upkeep".
"After playing night cards" is also not the right wording, as night phase is not available all the time.
Maybe I should skip the phase stuffs and use "when you empty your hand" instead.

7
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 13, 2020, 10:37:36 pm »
Engrave
Event
Cost: $1

Discard any number of cards, gain a card costing exactly $1 per card discarded.

Monk's Village
Action
Cost: $4

+2 Actions
+1 Card
When you discard this from play, if your hand is empty, +1 coffer.

---
Engrave is an event version of Artificer.
It reduces the pain of drawing a hand of dead cards.
Also, it enables new open strategies (like Alms).

Monk's Village is a 4 cost village plus.
Its bonus can be achieved either by trash, play actions with discard effects, be attacked by opponent, draw the right cards, or buy an Engrave event.
What makes the combo better is: engrave enables 4-4 open.

Artless, I'm asking myself if this end-turn Artificer is not too fast. I mean, in any engine you have to balance between draw power and payload. With Engrave, you can be focused only in get draw power and not worrying about payload during the whole game. What do you think about this?

You are right. A default payload makes it too easy to build an engine. Even if being nerfed, the card would still be problematic.

And...

   

Quote
Village Peddler ē ē Action

+ 1 Action
+ 1  Card
+ $1
-
The next time you play a Rag Dealer this turn, choose one: you first get +; or you first may trash a card from your hand.

Rag Dealer ē ē Action

+ 1 Action
+ 1  Card
+ $1
-
The next time you play a Village Peddler this turn, choose one: you first get +1 Action; or you first get +1 Buy.

Setup: Whenever Village Peddler is in the kingdom, add an extra supply pile with Rag Dealer.


Two Peddlers, each one alone being nothing more than a Peddler. Play one after the other and Village Peddler becomes a Market or a Bazaar (you choose) or Rag Dealer becomes a Junk Dealer or an activated Conspirator (you choose).

With one of each in hand, you have a lot of versatility, with these four options of playing:

- Peddler and Market
- Peddler and Bazaar
- Peddler and Junk Dealer
- Peddler and activated Conspirator

Chain them alternated and every one after the first played will be more than a Peddler.

None of the bonus gives + Cards. I think it would be too strong. Thereís a reason for Pathfinding be the most expensive of the events that give vanilla bonuses.

I think when two cards mention each other specifically, to it makes sense you have to find a way to one never be in the game without the other. The options are:

- One in supply and the other not, being gained by the first in some way.
- A split pile
- A specific setup rule

With first option, one card will be gained in a different way than the other. It would break the symmetry between them and make it hard to balance their gains. Gain one when gain the other seems too strong, gain when play seems slow and probably would give you more copies of the second card than the first. Also, in any case this option would put a lot of text into the cards.

With a split pile, whatever would be its order, only one of them would be available at one time, making it harder to gain the card you need to activate the bonus and also swinging .

So I choose the latter option, a specific setup rule. It ensures that both cards will be always available and enables to activate the bonus earlier. I think itís not a big deal a kingdom with 11 supply piles, we already have it with Young Witch.

seems to be the right cost for Peddlers with a bonus (see Market, Bazaar, Junk Dealer, Artificer, Treasury or Emporium), even if you donít always get the bonus (it happens sometimes with Artificer, Treasury or Emporium). At thereís a Peddler with a penalty (Poacher) and at there's a Peddler with two vanilla bonuses (Grand Market).

Any feedback will be very welcome.

I don't think naming another card is the intended way of this contest ("interesting interactions").
But breaking intended way is the intended way of designing fan cards. So it should be fine.

8
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 13, 2020, 11:25:37 am »
Assembly Shop
Project
Cost: $7

Once per turn, during your action phase (when no card is resolving), you may discard any number of cards and gain a card onto your deck costing exactly $1 per card discarded.

Monk's Village
Action
Cost: $4

+2 Actions
+1 Card
---
While this is in play, when your hand becomes empty, if it is:
Action phase: +1 card
Buy phase: +$1

---
Edit:
Assembly Shop replaces Engrave

Reworked both cards

9
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 10, 2020, 10:08:06 pm »
Xanadu
Action - Victory
$6
Exile a non-victory card from your hand.
---
Worth 1 VP per different named card in your exile.


10
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 29, 2020, 09:54:12 am »
Circus
$3 Action

+1 Action
Gain a horse.
The next time you play a horse this turn, +$1

---

A $3 peddler with a slow set up and self-synergy should be fine.

11
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 29, 2019, 11:19:58 pm »
Usurper's Crown
Artifact(*) - 3+ players

At the start of your turn, +1 card, +1 action
---
When you gains a province, you may take Usurper's Crown.
---
At the end of game, if your vp is not higher than the sum of your best two opponent's, you lose.(**)

*This artifact doesn't bind with a kingdom card. It should be shuffled with project / event / landmark (into the randomizer deck or a card-shaped things deck).
**The remaining player with highest VP wins.

This card turns a regular game into a N vs 1 game, while not breaking the game too much.

12
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 23, 2019, 07:24:22 am »
Fan's Creation
Type: ?
Cost: ?

Set up:
Choose a kingdom card from Weekly Design Contest Thread. This is that card until the game ends.

This is so unbalanced I don't know where to begin!

Balanced version:
Choose a balanced kingdom card from Weekly Design Contest Thread. This is that card until the game ends.
(If you can't choose a balanced card, it's your own fault)

13
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 22, 2019, 11:08:08 pm »
Fan Creation
Type: ?
Cost: ?

Set up:
Choose a kingdom card from Weekly Design Contest Thread. This is that card until the game ends.

14
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 09, 2019, 09:50:35 am »
Mad Scientist
$5 - Action
---
Reveal cards from your deck until two cards of same cost are revealed.
Put them into your hand.

15
Variants and Fan Cards / Re: Replacement for Royal Seal in Prosperity
« on: October 01, 2019, 11:30:59 pm »
I'd change Royal Seal into:

4 cost
+2 $
While this is in play, when you gain a card, you must put that card on top of your deck.

Cheaper but backfires when you start greening.

16
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 08, 2019, 11:33:29 am »
Armor
$4 Treasure - Victory - Duration

+2$
---
1VP
---
When another player plays an attack card, you may call this, to be unaffected by it.

17
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 29, 2019, 11:29:37 am »
Here comes a "half village".


18
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 25, 2019, 08:17:36 pm »
Construct
Event: $3
Until the end of this turn, when you buy a card, gain a copy of it.

Heirloom: Pouch

The synergy is straightforward: this event requires + buy, while pouch provides it.
I like big endgame plays, so it is not limited to non-victory card.
This would be fine if it were restricted to non-Victory cards. Without this restriction it is too strong. You only need to hit $11 (instead of $16) and 2 Buys to gain 2 Provinces respectively $19 (instead of $32) and 3 Buys to gain 4 Provinces.

even with a victory card restriction this can be OP. Anytime I would buy 2 of any card $4 or more, I'm getting a good deal. Keep in mind that there's no limit on how many of these you can buy so this with 3 buys and $13 you can get 4 $5 cards.
4 Buys, the Event is "terminal". I would not worry about this though. Sure, with $13 you might otherwise buy a Province and a $5 instead of still building up further but it is not as crazy as with Provinces.

Quote
Technically if it were just $5 or $6 cards it would be ok (even though it's a good deal, everyone can get it equally just like delve), but if there are potion cost cards or very expensive cards like overlord, city quarter, prince, or king's court this can be way too strong.
Good point so a cost limitation is probably best.

Overlord is a big problem.

19
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 25, 2019, 06:58:49 am »
Construct
Event: $3
Until the end of this turn, when you buy a card costing $3 to $6, gain a copy of it.

Heirloom: Pouch

The synergy is straightforward: this event requires + buy, while pouch provides it.
I like big endgame plays, so it is not limited to non-victory card.
Cost restriction is necessary.

20
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 06, 2019, 10:42:58 pm »
For Renaissance:

Dunner
$5 Action - Attack

+2 coffers
Each opponent chooses one:
-1 villager; -1 coffer; gain a curse.
---
Set up: Each player gets +1 villager

(You can't choose -1 villager if you don't have any villager)
You can always choose an option you canít do (see torturer). I would reword it like this:

Each other player who has any Villagers or Coffers loses either a Villager or a Coffers, their choice.
Each other player who doesnít gains a Curse.

You don't need the "who has any Villagers or Coffers" part. The rest works fine and the same without it.

Each other player loses either a Villager or a Coffers, their choice.
Each other player who doesnít gains a Curse.

Thanks.
Edited.

21
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 06, 2019, 10:20:40 am »
For Renaissance:

Dunner
$5 Action - Attack

+2 Coffers
Each other player loses either a Villager or a Coffer, their choice.
Each other player who doesnít gains a Curse.
---
Set up: Each player gets +1 Villager

22
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 28, 2019, 06:13:54 am »
Everyone is submitting weird things.
So do I.

---

Broker
$4 Action
Reveal cards from the Black Market deck until you reveal two action cards. Play one of the revealed action cards. Put the rest on the bottom of the Black Market deck in any order.
When that card leaves play, put it on the bottom of the Black Market deck.
Setup: Make a Black Market deck out of different unused Kingdom cards.

---

Edit:
Reveal 3 cards -> Reveal 2 actions
Renamed into Broker

23
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 22, 2019, 02:32:13 am »
I just come up with a new idea, but it's too late.

Spare Part
$3 Reaction
When you play an action card, you may reveal this and attach it to that action, to increase all numbers printed on it by 1.
When attached action is no longer in play, put this into your discard.

Example:
Market becomes +2 Cards, +2 Actions, +2 Buys, +2$ (+3 of each kind if you play two engines)
Militia becomes +3 coin, each oppoent discard down to 4.
King's Court can't be buffed by Steam Engine. (Because it reads three times, not 3)

24
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 12, 2019, 10:33:30 pm »
It seems that everyone is designing around "when someone gains something" (to ensure triggering).
Here comes something different.

Sentinel
Reaction $3

When another player gains a victory card, you may discard this from your hand and draw a card.
---
During your buy phase, if this is in your discard, cards cost 1 less, but no less than 0.

25
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 11, 2019, 11:06:50 am »
Foreman
$5 Action
+1 Card
+1 Action
You may play a treasure or action from your discard, if you do, trash it.

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