Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Dubdubdubdub

Filter to certain boards:

Pages: [1] 2 3 ... 8
1
That part is intentional, and I touched on it in my post. I think $4 is basically the right price, but it does outshine Bridge in most cases.

I'd like to temper the start-of-turn cost and raise the cost to $5. I'm thinking 'draw a card and discard a non-Victory card'. It's a lot of text, but it probably needs it.

2
My submission: Toll Bridge


Quote
Toll Bridge • $4 • Action - Activation
+1 Action

While this is in play,
cards cost $1 less.

At the start of your turn,
if this is in play, discard a card.
-
When you trigger this,
+1 Buy, +$1

A bit wordy, but the concept is simple: a Bridge you can leave in play as long as you like, at a steep cost. Comparing to regular Bridge, Toll Bridge gives more flexibility. You can always use it as a regular Bridge if you like, but if you're happy to leave it in play (and forego the +$ and +Buy), Toll Bridge is non-terminal. I still think $4 is right because you can't throne Toll Bridge.

This is definitely one I wish I could playtest before submitting, but alas, no time this week. I considered changing the start-of-turn cost to a self-Rabble, which could open up some strategies, but the card is cluttered enough as it is.

Is the fact that this benefits your opponents intentional?

Oh gosh, no! That's an oversight, I'll fix it soon. Thanks for noticing.

3
My submission: Toll Bridge


Quote
Toll Bridge • $5 • Action - Activation
+1 Action

While this is in play,
cards cost $1 less on your turns.

At the start of your turn,
if this is in play, draw a card,
then discard a non-Victory card.
-
When you trigger this,
+1 Buy, +$1

Edit: I wasn't happy with the design, so I went back to it. Now, the start-of-turn cost is milder, allowing me to bump the price to $5 and avoid the direct comparison to Bridge. Also added the 'on your turns' clause (thanks, Gubump). This all makes it even wordier, but so be it.

Old version:

 
Considerations (for the old version): A bit wordy, but the concept is simple: a Bridge you can leave in play as long as you like, at a cost. Comparing to regular Bridge, Toll Bridge gives more flexibility. You can always use it as a regular Bridge if you like, but if you're happy to leave it in play (and forego the +$ and +Buy), Toll Bridge is non-terminal. I still think $4 is right because you can't throne Toll Bridge.

This is definitely one I wish I could playtest before submitting, but alas, no time this week. I considered changing the start-of-turn cost to a self-Rabble, which could open up some strategies, but the card is cluttered enough as it is.

4
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 20, 2022, 03:13:49 pm »
Ooh so close! Thanks for judging, glad you liked Beachcombers. Now to start toiling at a rotating pile :o

5
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 16, 2022, 03:42:47 am »
Why (for me) it's busted is that all you have to do is play Guildmaster in order to be able to pile out both Coppers and Estates into your hand. (Each time you use a Favor to gain a card, Guildmaster gives you another Favor). Now we're talking 2 empty piles, +8VP, and +$46 (less in multiplayer games). There are a lot of scenarios where that's a guaranteed win, from playing a single card.

You can fix the Guildmaster problem by changing the wording to something like, "At the start of your Buy phase, spend any number of Favors. For each Favor spent, gain to your hand a Copper or an Estate." To the extent it's still busted for the reasons faust said, this doesn't help.

Ah, failed to consider Guildmaster again. Not my first time!

Thanks for your thoughts on this one! I agree the card(-shaped thing) needs some limit. I originally found it interesting that this could piledrive the Estates. In a mirror, it might not be a big issue - it's about who bites the bullet when, kind of like a Gathering pile. But outside of a mirror, I'm afraid it's a bit too much.

I'll update my submission now to limit the effect to 3 times per turn. This might seem arbitrary, but I think it's just right. +3 coppers to hand is just the amount of kick a player can use for a big move, and 3 per turn should still be enough for to be useful in any situation where you might want lots of Coppers or Estates.

6
As discussed here, is it time to launch week 42 soon? Looking forward to get back into it!

7
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 15, 2022, 02:29:11 pm »
I updated my submission: Beachcombers


Quote
Beachcombers - Ally
At the start of your Buy phase, spend up to 3 Favors.
Per Favor spent, gain a Copper or an Estate to your hand.

I like this prompt a lot. It's tricky to come up with something that really adds something, after all the thought DXV has put into the base cards over the years. My mind quickly went to attack territory (as many others', it seems), but ultimately I didn't like what I made there.

Beachcombers is the kind of Dominion I like: situational and hard to optimize. It should fit quite nicely into any Copper- or Estate related strategies, and will give you a quick buck otherwise.

Update: After the following discussion, I decided to limit the gaining to 3 times per turn. Should still be enough to keep Beachcombers useful without breaking the game.

Old version:


8
Weekly Design Contest / Re: Weekly Design Contest #159: Some Nights
« on: August 04, 2022, 01:53:36 am »
Bed And Breakfast
Night - Reserve - $3
Put this and a card you would discard from play this turn on your Tavern Mat.
-
At the start of your turn, you may call this to play an Action or Treasure card from your Tavern Mat.

For Adventures. Note that the card you play leaves the Tavern Mat and is discarded as normal.

I think this could be $4 or maybe even $5. Comparing to Royal Galley, this is more flexible, easier to connect and it works on Treasures.

9
Variants and Fan Cards / Re: Set Expansion Contest
« on: August 03, 2022, 09:16:09 am »
My vote would be for fan mechanics. We’ve had a spiritual design contest for both Prosperity and Hinterlands in the weeks leading up to the previews. We’ve learned more about the 2E’s since then, but I still think it’s a bit redundant?

10
Weekly Design Contest / Re: Weekly Design Contest #159: Some Nights
« on: August 02, 2022, 05:14:52 am »


I'm updating my submission (OP updated here) for this week to Wolf. Similar top as Coyote, but now with a simpler and more interactive Reaction that essentially allows you to play this as an Exile Smugglers. When one Wolf howls, the rest can join in! Name/image change for thematic purposes (I don't think Coyotes howl together, right?).

Nice improvement! Makes it simpler and more universally useful.

11
Weekly Design Contest / Re: Weekly Design Contest #159: Some Nights
« on: July 31, 2022, 02:55:33 pm »


Quote
Embark
$6 - Night

Trash a Copper, Silver and Gold you have in play.
If you do, move your +1 Card, +1 Action, +1 Buy or +$1 token to an Action Supply pile you have no tokens on.

FAQ: This can trash some of the mentioned Treasure cards and fail to trash others. You only get to move a token if you trash all three.

Embark on Adventures! It requires some prep and doesn’t come cheap, but the winnings could be great.

As suggested in the prompt: a bit wordy but easy to understand. I’m going for that sweet spot of complexity - a card that lures you with the promise of big power plays, but isn’t trivial to play optimally.

Feedback is appreciated, especially on the price. Comparing to Teacher, Embark can be quicker to set up the first time. But 1) it needs to connect with the Treasures, and 2) it needs additional fodder if you want to place more tokens after the first one.
On the other hand, the first token is the most impactful, and at least Embark is a worse Monastery when it doesn’t connect.

P.S. Any way to fix the fonts in SoH on mobile?

12
Variants and Fan Cards / Re: Fan Mechanic: Jail
« on: July 20, 2022, 03:49:15 am »
Puting good cards in jail seems dubious; you'd rather have them in your deck and you risk giving your opponents a free good card.

I think this is the most important issue. But it can probably be adressed by designing cards specifically to get higher value cards in Jail. Just spitballing to get a sense of the idea: "Jail a non-Victory card from the supply. +$1 per $2 it costs, rounded down." That one can easily be a terminal gold and if you're the only player going for them, it has like a slow Camel Train effect.

I think Jail is a cool concept!

13
Quote
Name: Rancher
Types: Action, Farmer
Price: $1
Text: +1 Buy

While this is in play, when you play a Horse, you first get +1 Card.

I would love to play with this. But even with only the below the line effect, it’s potentially incredibly powerful for a Shelter. I realise you need to line it up with the Horses and a Village, but it effectively doubles the effect of every Horse.

You know what? That sounds really cool. Not a criticism, I’m going to upvote right now :)

14
I've updated my submission (again) (sorry)
These are pretty significant changes! I really like both versions though :) But those yellow letters are near unreadable on my screen.

15


Apiary • $1 • Action - Apiculture
+3 Actions
Discard a card

Honey • $2 • Treasure - Apiculture
If you have 6 or more differently named cards in play: +$2

Flower Fields • $3 • Victory - Apiculture
Worth 1VP for each differently named card in your deck costing $2 or less.

- - -

The Apiculture cards, made for Cornucopia.

I wanted these cards to be slightly more desirable than the existing Shelters. I believe Heirlooms have taught us it isn't a problem if some starting cards are a bit more powerful. Of course, the added card variety is already a nice boost to existing cards from Cornucopia.

[Edit: uploaded the wrong version of Apiary]

16
Weekly Design Contest / Re: Weekly Design Contest #156: When Gain
« on: June 30, 2022, 12:00:07 pm »
Thanks, I will patch that then. Think I should go for a ‘set this aside’ construction? Those usually get so wordy. But using ‘other that this’ seems confusing to me; you should be able to play another Books.

17
Weekly Design Contest / Re: Weekly Design Contest #156: When Gain
« on: June 30, 2022, 02:42:18 am »
My submission: Books. I've had the above-the-line effect in mind for a while, and while $6 seems right (comparing to Sunken Treasure), I would hardly ever get it at that price. It needed something, and this week's prompt gave me an idea to make the card much more interesting.

Edited this to prevent it from playing itself on-gain.



Quote
Books • $6 • Treasure
Gain an Action card.
-
When you gain this, look through your discard pile. You may play an Action or Treasure card other than this from it.


F.A.Q.: When gaining a Books, you can play a different Books from your discard, just not the one you just gained.


Old version:


Quote
Books • $6 • Treasure
Gain an Action card.
-
When you gain this, look through your discard pile. You may play an Action or Treasure card from it.


18
Dominion General Discussion / Re: Hinterlands 2E Preview 3
« on: June 29, 2022, 03:07:19 am »
These are all really really cool! Sad to see Silk Road go, but Trail looks absolutely amazing. Throneable Highway sounds bonkers, but I like bonkers.

19
Dominion General Discussion / Re: Hinterlands 2E Preview 2
« on: June 28, 2022, 06:20:56 am »
Nomads is the first card that I recall that directly provides coins when gained or trashed, so it particularly likes to be gained with a gainer (instead of bought, where the player would normally need a spare buy to make use of the coins), and there seem to be quite a few new gainer cards recently.

Especially with something like Watchtower in hand: turns Ironworks into "+1 Action, +$4", not bad.

20
Dominion General Discussion / Re: Hinterlands 2E Preview 1
« on: June 27, 2022, 09:59:02 am »
Hey, Hinterlands got a new icon! Is that to prevent confusion with Menagerie?

21
This submission uses mechanics from Week 33 (trial by fire) and Week 39 (Snowy Mac-Snow).
A decent drawer that quickly accumulates lots of Snow. But in the right circumstances, you can melt it all down - as drinking water for your Village, I suppose.



Quote
Glacier • $3 • Action

+3 Cards

Gain 2 Snows.
-
: +1 Card. Play any number of Snows from your hand.


22
Congrats Xen3k, a deserved win!

23


Nice! I’ve been looking for a good ‘when you discard this from Exile’ effect, and +VP seems like the perfect fit.

24
Quote
Alley - Action - Cost: 5

+1 Card
When you discard this from play set it aside.
-
When you gain this set it aside. While this is set aside you may play it as if it were in your hand.


Feedback is appreciated.

Interesting idea, but I think this needs +2 Cards to be worth it. As it is now, it’s like a Moat you always have at your disposal. Bump that up to a Smithy, and $5 is probably right.

25
So if I get it well, it’s a potential silver-for-each-gain?
The idea is nice, but when you don’t have the Rosary, it’s just a dead card.

It shines whenever you gain a card that would get you the Rosary. Buy Estate, get Rosary, exchange Estate for a 4-cost. And with the +Buy, you can easily do this more than once.

Pages: [1] 2 3 ... 8

Page created in 0.045 seconds with 13 queries.