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Messages - [TP] Inferno

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1
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 24, 2020, 05:02:47 am »
Contest 81 Submission



Quote
Flea Market - Action - $3
+$2
During your buy phase this turn, you may buy cards from the Trash for $1 less than their cost but not less than $0.
-----------------------------
Setup: Put the top card of each Supply pile into the trash.

Flea Market is a terminal gold for cards in the trash. If you aren't buying things from the trash, it's a terminal silver, it doesn't even come with a buy, I mean what's the deal with that? Once there's nothing in the Trash, it's not so special. But in games with Flea Market, everything starts out in the trash. A two player game with Flea Market only has 7 provinces in the supply, one is available in the trash. There's also 9 curses in the supply, the 10th is hiding in the Trash. The edge case where you would want to buy a curse from the Trash is left as an exercise for the reader.

This card, like all cost reductions, likes +buys to accompany it. It also really likes trash for benefits. Remodel a province in hand to the last province, then buy back the Province you remodeled. The possibilities are endless. Games with Lurker + Flea Market are interesting. A double Lurker opening is actually viable on such boards. Flea Market impacts the game even if no one buys it, similar to Baker or any cards with heirlooms.

As always, I'm open to feedback on this card. I went through a lot of iterations of the bonus, I went with the simplest one. Another possibility would be bumping it up to +$3 and costing it 5 which could help reduce first player advantage, but I do like this card being cheap.
If there are a couple of Kingdom treasures or something, this gets crazy with Forager.

2
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 19, 2020, 05:41:43 am »
Fugitive is a $4.5 so Fugitive+ is a $5.
Oh yeah. Will fix.

3
Variants and Fan Cards / Re: Really bad card ideas
« on: July 19, 2020, 01:41:35 am »
Split pile- one Angel of Death and as many Lamb's Blood as there are players.

Angel of death
Action - 12$
All players (including you) may discard a Lamb's Blood from their tavern mat. Those who don't reveal their hand, deck and discard pile; trash the victory cards. Trash this.

Lambs Blood
Action-Reserve - 5$
Put this onto your tavern mat.

I think it's just the most valuable Victory card, if I've got my lore right here.
You are correct. It was only the firstborn of the Egyptian families that was killed.

4
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 19, 2020, 01:39:04 am »
Horseman
$3
Action-Reaction
+2 Cards
+1 Action
Discard 2 cards.
-------
When any player plays an Attack card, you may play this from your hand.
(+1 Action has no effect if it's not your turn)

The bottom half looks like Caravan Guard, but it triggers when any player plays an Attack card. So you can use your last Action on a Witch, but then play this, cycle a bit, and keep your turn going.

5
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 17, 2020, 09:15:38 am »
That was actually really good judging in my opinion. It was clear and concise, and even went to the effort of making mockups for each card! Very well done!

6
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 08, 2020, 04:42:20 am »

Vespers
If itís your Night phase, trash your hand.
Otherwise, +2 Actions.
$2 Action Night

This usually just plays the same as Chapel. You rarely aren't trashing your whole hand with Chapel and a Necropolis isn't that good. The only place where it diverges is that it's bonkers with draw, meaning it's also probably overly strong.
This is better than Chapel in three nontrivial ways. It is nonterminal, it can trash more than 4 cards, it features a second option.
This is worse than Chapel in a very significant way. If you were unable to play all of your Actions, you are forced to trash good cards.
If this is on the board, you have access to a Village and the situation of drawing it with dead actions is very unlikely since it itself is nonterminal.
That is utter nonsense. You pointed out yourself that Necro is weak and you will rarely want more than one Vespers in a deck.
Ignoring that, even the most well designed engine (with a village that draws) can dud. Your Smithy can always draw into Actions.

Of course you ar than not forced to trash good Actions, but it is an obvious and significant disadvantage of the card relative to Chapel which allows you to choose which cards you want to trash.

Without junking attacks, this will still effectively be a better Chapel most of the time, as most of the trashing Chapel does happens really early on in the game. I think this is noticeably worse with junking however (although still very strong, especially given that you can play a junker and this in the same turn, and in junk-heavy games you'll be able to play out all of your good cards in hand most turns anyways).

I'm not convinced this is a bad thing though, insane trashing games are fun and this is probably different enough from Chapel to be worthwhile.
I mean, Donate and Cathedral exist.
Donate is pricey and Cathedral has a much bigger downside.
Oh.

7
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 07, 2020, 06:27:59 pm »

Vespers
If itís your Night phase, trash your hand.
Otherwise, +2 Actions.
$2 Action Night

This usually just plays the same as Chapel. You rarely aren't trashing your whole hand with Chapel and a Necropolis isn't that good. The only place where it diverges is that it's bonkers with draw, meaning it's also probably overly strong.
This is better than Chapel in three nontrivial ways. It is nonterminal, it can trash more than 4 cards, it features a second option.
This is worse than Chapel in a very significant way. If you were unable to play all of your Actions, you are forced to trash good cards.
If this is on the board, you have access to a Village and the situation of drawing it with dead actions is very unlikely since it itself is nonterminal.
That is utter nonsense. You pointed out yourself that Necro is weak and you will rarely want more than one Vespers in a deck.
Ignoring that, even the most well designed engine (with a village that draws) can dud. Your Smithy can always draw into Actions.

Of course you ar than not forced to trash good Actions, but it is an obvious and significant disadvantage of the card relative to Chapel which allows you to choose which cards you want to trash.

Without junking attacks, this will still effectively be a better Chapel most of the time, as most of the trashing Chapel does happens really early on in the game. I think this is noticeably worse with junking however (although still very strong, especially given that you can play a junker and this in the same turn, and in junk-heavy games you'll be able to play out all of your good cards in hand most turns anyways).

I'm not convinced this is a bad thing though, insane trashing games are fun and this is probably different enough from Chapel to be worthwhile.
I mean, Donate and Cathedral exist.

8
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 07, 2020, 12:29:54 am »
Tenant
$3
Action-Reserve
+1 Card
+1 Action
Put this on your Tavern mat.
-------
During your Buy phase, you may call this, for +$2 and +1 Buy.

A bit similar to Coin of the Realm. Lemme know if it needs to cost more or something.
Yes, a Grand Market that you can save for a later turn if you want should probably cost more...
Oh. Oops. Didn't see that. I'll modify the card later to make it more balanced.

9
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 06, 2020, 06:35:46 pm »
Tenant
$4
Treasure-Reserve
$1
Put this on your Tavern mat.
-------
During your Action phase, you may call this, for +1 Card and +1 Action.

A bit more similar to Coin of the Realm. Lemme know if it needs tweaking.

10
Yes, they count towards Peddler as they are in play, even though they weren't played that turn.

11
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 30, 2020, 08:57:21 pm »
Umm.............. This is a hard challenge.
How about this??

Investor
$5
Action
Choose one: Gain 2 cards each costing up to $3; or gain a copy of your selected Investment card.
-------
Setup: Choose 2 random unused Victory cards. Each player then sets aside a random card from either pile in front of them. This is their Investment card.

This is a crazy idea, but hopefully it works. Feedback is welcome.

This is an Event? Or an Action?
I meant it to be an Action, but I could make it an Event if it needs to be. Thanks for picking that up.

12
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 26, 2020, 06:52:00 am »
Umm.............. This is a hard challenge.
How about this??

Investor
$5
Choose one: Gain 2 cards each costing up to $3; or gain a copy of your selected Investment card.
-------
Setup: Choose 2 random unused Victory cards. Each player then sets aside a random card from either pile in front of them. This is their Investment card.

This is a crazy idea, but hopefully it works. Feedback is welcome.

13
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 19, 2020, 07:22:43 am »
Because the system for uploading images still confuses me, I'll just put something in a really big font so it's hard to miss.

My Entry:

Item
$5
Treasure
$3
+1 Buy
Gain a Trinket.

Its a classic Contraband/Cache style $5 Gold. Except the junk this time is a Trinket. Item itself helps deal with the Trinket, though, it either gives money to return it, or gives Buys to use it well. Feedback is welcome, let me know if it needs to gain 2 Trinkets.

14
Found Vampire at the Black Market. So nice when you can't Exchange it!

The bat is always available (not part of the reserve). You found the vampire alone with the black market, but you can and you should exchange it with the bat.
But it has no pile to return to, just like Shelters.

15
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 11, 2020, 10:50:31 pm »
As for my entry:

Repurpose
$4
Action-Duration
+1 Action
Trash a card from your hand. For each card type it had (Action, Attack etc.), +1 Card now and at the start of your next turn.

If you trash a card with one type, it's a Caravan. If you trash a card with 2 types, it's a Lab-Wharf. 3 types and it gets crazy. Feedback is welcome as always, lemme know if it needs to cost $5 or not.

16
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 11, 2020, 10:39:18 pm »
X-tra's Hoarder seems a little too strong also (not as much as Blacksmith). Vampire has the drawback of only being able to gain and attack every other time you play it (kind of, but you know what I mean. -and its attack is usually not as strong). With one Action-Duration or Action-Reaction (etc.), this can easily gain $5 cards and give out curses every time you play it, all without spending an action.
My biggest fear is the Cursing part indeed. I think I might cull the Attack so it is more tame. But I definitely do not want to drop the Attack part altogether. I need Hoarder to have two types so that it helps itself to gain stuff. I could make it a discard Attack to deter other players' Hoarders (they'll have less cards on their turn to collect different card types). I might do a V2 if I'm further convinced that it really is too strong as it is.
I'm not sure, but would this need an anti-Victory card clause as well? There is a reason Horn Of Plenty has one.

17
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 04, 2020, 07:48:29 pm »
Hey, thanks for the win!

CHALLENGE #76: All That Glitters

Every expansion has one, and now it's our turn. Design a Gold-gainer. The card may gain a Gold unconditionally (like Bandit), conditionally (like Explorer), or optionally (like Courtier), but it must be able to gain Gold specifically. Abilities like "gain a card costing up to $6," "gain a Treasure," or "Exile a Gold from the supply" would not qualify.

My entry:

Hoarder
$5
Action
Trash a card from your hand. For each $2 it costs (round down), choose one: +1 Card, +1 Action; +2 Cards; gain a Gold.

Let me know if I need to bump it up to $6.

I think Hoarder is almost strictly better than Transmute.  You can gain Gold on turn 3 or 4, no extra card-gains like Dismantle, no gaining useless card when trashing Copper.  Gaining Duchy is usually unused or once, so it doesn't matter the strength so much.
Thanks for the feedback. To solve this problem, I might make it cost $6, then it isn't able to be opened with, but also has more value in trashing itself. If it is still too strong, let me know and I can add a Copper onto the Gold gain or something.

18
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 04, 2020, 05:20:28 pm »
Hey, thanks for the win!

CHALLENGE #76: All That Glitters

Every expansion has one, and now it's our turn. Design a Gold-gainer. The card may gain a Gold unconditionally (like Bandit), conditionally (like Explorer), or optionally (like Courtier), but it must be able to gain Gold specifically. Abilities like "gain a card costing up to $6," "gain a Treasure," or "Exile a Gold from the supply" would not qualify.

My entry:

Hoarder
$6
Action
Trash a card from your hand. For each $2 it costs (round down), choose one: +1 Card, +1 Action; +2 Cards; gain a Gold.

Edit: It was too strong at $5. Now it costs $6.

19
Variants and Fan Cards / Re: Really bad card ideas
« on: June 01, 2020, 03:13:45 am »
Walking Cowboy - $5 - Action

+ for each Horse you have in play.
Useful with non-terminal Ways.

20
Anything with a lot of RNG.

How could be generated a random number in Dominion? I saw some fan cards which tell you to role dice or flip a coin, but I think they aren't in the spirit of Dominion.
Maybe set aside a deck of card-shaped things, flip the top one and shuffle it back in, similar to Boons/Hexes

21
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 28, 2020, 06:50:13 pm »

[TP] Inferno

Trash Heap
$5
Treasure
$2
Gain a Scrap Metal.
-------
While this is in play, cards cost $1 less, but not less than $0.

Scrap Metal
$0*
Action
+1 Card
+1 Buy
Return this to its pile.
(This is not in the Supply.)

You know I would have found this so much easier to judge if you had made Trash Heap cost 6 and Scrap Metal was a straight up cantrip with a +Action as well. As it is I donít know if I want a Scrap metal. Maybe I still do, especially given its synergy with Trash heap but aside from big money decks I probably donít want to spend an action in this way.
Ah but thatís good isnít it because Trash Heap only costs 5 so maybe Scrap metal is actually a drawback to stop players from going all mass Market, Forager, Trash heap for the win. Is it a drawback though? Is it a big enough one?
So my real question is, why do you hate me?
Seriously Iím going to give this a double thumbs up because if I have to think this hard while judging then Iíll have to do the same in a game which is fun.
Honestly very well balanced.



Wool, Cowrie and Trash heap/Scrap Metal are my super close top three. And that's from a group of amazing cards.

Literally because I have to pick one I choose Cowrie by the thinnest of hairs.

So close, but yet so far... congrats anyway to D782802859, though!

Also, I totally actually messed up with making Scrap Metal an Action. I did mean to make it a cantrip Action after all, but I just forgot. Oops. But I didn't expect it to turn out well, that was... unexpected. Cool!

So as for the next challenge, here is my entry:

Horse Market
$3+
Action
+1 Card
+1 Action
+1 Buy
You may play an Action card from your hand that you don't have a copy of in play.
-------
When you buy this, you may overpay for it. For each $1 you overpaid, gain a Horse.

It's a cheaper Workers Village if you can play an Action with it. Horses work well with it, you will, barring edge cases, always be able to play one with it. And when you do, you get +3 Cards, +2 Actions, +1 Buy spread over 2 cards. And even if there are no Horse gainers, this gives you a source of them using its overpay function. As always, feedback is welcome.

22
Variants and Fan Cards / Re: Really bad card ideas
« on: May 21, 2020, 06:06:27 pm »
It's a nice mechanic when used responsibly...

Last Hurrah
Event
Cost: $7

Choose: +7 Buys or +7 Actions.
Play a discontinued card or outdated edition of a card from your hand seven times.  Tear it in half and throw it in the actual trash in real life.  Return to your Action phase.
(If you would lose track of the card at any time of the Event, put a sticky note on it and instead don't lose track of it.)
------------
Setup:  Have a pad of sticky notes handy.
Too broken with Scout.

23
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 21, 2020, 05:39:02 am »
Am I allowed, contest wise, to make Scrap Metal an Action?

I wont have a problem with that. You're not making up a whole lot of potential kingdom cards to justify a new currency. You're kind of making a new token (a +Buy token would also be ok along the lines of a villager for buys) but just presenting said token on a card. The real subject for judging is the original treasure.

I am trying to stay out of giving subjective feedback but I will also try and answer any of these sorts of questions. Repeat them in big font if I miss them. :)
Ok, thanks very much. Scrap Metal is now an Action.

24
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 20, 2020, 06:02:01 pm »
Trash Heap
$5
Treasure
$1
Gain a Scrap Metal.
-------
While this is in play, cards cost $1 less, but not less than $0.

Scrap Metal
$0*
Treasure
+1 Card
+1 Buy
(This is not in the Supply.)

So, Trash Heap doesn't just deal in $, it gives some pieces of Scrap Metal. This Scrap Metal isn't valuable enough to give $, but it essentially acts as a +Buy token. It's a Treasure so that it is redeemable in the Buy phase. Trash Heap is a Bridge variant where the +Buy is saved, but it isn't Throneable and it's more expensive. Hopefully there's no glaring problem with these cards that I haven't picked up on.
Oh, and by the way, there are 30 Scrap Metal cards in the pile.

Is Scrap Metal supposed to return itself to its pile? You make a comparison with a +Buy token that doesn't make sense to me otherwise. Either way, this seems a bit weak to me based on comparison with Highway. The +1 Card on Scrap Metal can also make it feel pretty bad because it always draws actions dead.
Oops! Yeah, I totally meant for it to return to its pile. Also, thanks for the feedback. I will make Trash Heap better.

Am I allowed, contest wise, to make Scrap Metal an Action?

25
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 20, 2020, 06:47:10 am »
Trash Heap
$5
Treasure
$2
Gain a Scrap Metal.
-------
While this is in play, cards cost $1 less, but not less than $0.

Scrap Metal
$0*
Action
+1 Card
+1 Buy
Return this to its pile.
(This is not in the Supply.)

So, Trash Heap doesn't just deal in $, it gives some pieces of Scrap Metal. This Scrap Metal isn't valuable enough to give $, but it essentially acts as a +Buy token. It's a Treasure so that it is redeemable in the Buy phase. Trash Heap is a Bridge variant where the +Buy is saved, but it isn't Throneable and it's more expensive. Hopefully there's no glaring problem with these cards that I haven't picked up on.
Oh, and by the way, there are 30 Scrap Metal cards in the pile.

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