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Messages - J410

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Weekly Design Contest / Re: Weekly Design Contest #218: Tokens
« on: May 01, 2024, 03:41:49 am »
Old Teacher - Action

When you gain this, you may
move a token from its pile to
an Action Supply pile you
have no tokens on.

Setup: Put your +1 Card,
+1 Action, + and +1 Buy
tokens on Old Teacher.
This could have been a card without any types, but the Action type makes sure you can play it to get the bonuses of the tokens that are still on its pile. After moving all four tokens, you'll have 4 expensive action cards in your deck that do nothing when played. The Old Teacher can teach you many things, but tends to forget the things he said.

Weekly Design Contest / Re: Weekly Design Contest #217: Silver
« on: April 25, 2024, 03:33:56 am »
Twin Village - Action

+2 Actions
You may discard two cards or a Silver for +2 Cards.

When you gain this, gain a Twin Village (that doesn't come with another).
A card I once designed to have (or reference) as many 2's on a card as possible. Like Port, it's a stack of 12 cards. It's great if a sifting village is what you need, but it's handsize-negative unless you have Silver to discard.

Variants and Fan Cards / Re: Fan Card Mechanics Week 86: Quests
« on: April 02, 2024, 05:46:20 am »
At Clean-up, trash a card you would discard for a Treasure costing up to $3 more.
This is not defined in Dominion terms. If it's supposed to gain a card, use the word 'gain'.
Does it count discarding both from hand and from play? Also, it should be at the start of Clean-up to prevent issues with moving cards at unexpected times (see wording of Improve) (same for Abdication from czzzz).
A possible correct wording would be:
At the start of Clean-up, trash a card from your hand or a card you would discard from play this turn to gain a Treasure costing up to $3 more.

Dominion General Discussion / Re: Cornucopia & Guilds 2E
« on: March 27, 2024, 04:02:56 am »
From Discord, ~13 hours ago:
Quote from: Donald X.
Some people have physical C&G2E now. I don't know when exactly anyone first got it.

Ancient Gear

Reveal your hand.
If the revealed cards all have different names, +2 Coffers.
Either way, +2 Cards.

During your turns, this costs less if you haven't had any Coffers at any point this turn.

- Action
Cheap terminal draw you can easily load up on. That is, until you understand its value. The cost of this card triples if you started your turn with Coffers or gained them before checking this card's cost, usually by playing Ancient Gear itself, but other cards providing Coffers count too.
Originally cost , but I think is more fun with TfB tricks. Better make sure you have all copies you need before gathering Coffers. Actually getting those Coffers might still be a challenge though.

Uses motifs/mechanics from Cornucopia (cares about variety), Guilds (Coffers) and Menagerie (changing cost).

Variants and Fan Cards / Re: Card Fusions
« on: March 20, 2024, 03:58:17 pm »
Hasty Inventor - - Action
Gain a card costing up to .
When you gain this, cards cost less for the rest of this turn.

Dominion General Discussion / Re: Horizontal Card backs
« on: March 18, 2024, 12:34:48 pm »
Those cards just have regular backs in my box of Dominion.

Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 15, 2024, 01:00:53 pm »
Depository - Victory -
Worth 1 per 4 Treasures you have (round down).
When you gain or trash this, +2 Buys.
Like Cache, it comes with 2 Coppers, but this time it's optional and you can add some to buy better stuff instead.
Good source of points in slogs or plunder-heavy games, and a potential source of buys otherwise.

An idea from some other game. Ideally this should be a main mechanic from an expansion so that multiple cards (that are extra likely to come up together) make use of it and indirectly interact with in other.

Reputation mat
It has 5 spaces, each with a number of VP depicted on them (in the following order: -3, -1, 0, 1, 3). Cards can have the instruction to gain or lose one (or more) reputation. When such cards exist in the kingdom, each player takes a reputation mat and puts a reputation marker (use a coin token) at 0VP.
  • At the end of the game, each reputation marker is worth the VP amount depicted on the space it occupies for its owner.
  • When you gain a reputation, move your marker one space to the right. If you can't, +1 Card.
  • When you lose a reputation, move your marker one space to the left. If you can't, gain a curse.

I'm fine with cards handing out additional reputation markers. The rules are written in such a way that it works out.
The might be other configurations of the reputation track that turn out to fit more card designs, but I wanted to keep the number of spaces low.

Judge - Action -

Reveal the top card of your deck and put it into your hand. If it's an:
Action card: +2 Actions
Treasure card: +
Victory card: +2 Cards
Judge is either a village, smithy or pawn-like with fixed choice. It does what you need most when you play it, but it can be unreliable when bought for a specific purpose.

Shaman + Cabin Boy is already great. Trash CB to gain a duration and immediately gain it back, while also avoiding the shaman attack. It's even more fun with an on-gain Trait on CB, in my last game, Pious. Play a Cabin Boy to next-turn trash two cards from your hand and gain an extra Cabin Boy. Good cantrip trashing and decent economy once you're done.

Variants and Fan Cards / Re: Fan Card Mechanics Week 81: Season 8 Finale
« on: January 10, 2024, 04:06:39 am »

Fjord - $6
Action - Victory - Remain
+1 Remain per Action overplayed.
Worth 3 VP
Combines remain and overplay mechanics. An expensive Duchy you can play as terminal Silver. Every extra action spent keeps it out of your deck for an extra turn (similar to Distant Lands, but only temporary). (exact VP and price can be tweaked, 3VP seemed like a good middle ground between making it worthwhile (for your actions) and affordable)

Trickster + Orb lets you play your trickster every turn (until you shuffle) without costing any draw or actions (beyond the first play). (encountered in a slog game, dished out 4 curses in a row)

$6 Souvenir
When you play a copper, if you have an even number of coppers in play, +$1.
Great for copper strategists. Simple, and probably of decent value for money decks or engines without trashing. In those cases, it's like mixing a gold into your deck without adding an extra card (with the risk of it being worth less or someone taking it away), so the price seems about right. 7/10
Harvest Tools $4+ Souvenir
At the start of your turn, you may discard two cards for +1VP and +1 Card.
After your Buy phase you may trash a card from your Hand and this costs $1 less, but not less than $2.
This either has a mediocre ability, or a strong trashing option that will likely make it go around the table for a some turns. I would recommend giving this card a clearer focus by removing either the sifting, trashing or VP-generation. Even though I have concerns that it might stall games too much, I really like the way it can reduce its own cost. That is probably a direction more souvenirs should go in. 9/10

Winner: Harvest Tools by BryGuy
Runner-up: Tablets by Will(ow|iam)

I thought I had started it in the weekend, but a was a few days earlier. Anyways, here is your 24 hour warning. I still hope for a few more entries, no matter the quality.

For this week we have a new card type: Souvenir
Souvenirs function mostly like a project/artifact hybrid. When you buy it, put your cube on it and add a coin token to the card. When another player buys the Souvenir, your cube is gone, but they will have to pay an extra $1 per coin token on it (the card could also, like artifacts, physically move from player to player, but I don't like moving cards with tokens on them). Since the coin tokens stay on the card, it will get more expensive with every purchase.

FAQ: Can I pay more to add more tokens? No (unless instructed otherwise), but you can buy the souvenir while you already have it to add a coin token.

So your task for this week is to Design a Souvenir card.
Combining it with other (fan) mechanics is all fine.

Judging criteria:
 - How fun do is it to play with? Am I excited to see it on the table?
 - Simplicity: Don't make an unnecessarily convoluted card. This sometimes means less words, but more words is fine if I can easily remember it.
 - Balance: Less of an issue since the card goes up in cost, but the initial cost should make sense. What impact does it have on the opening? (a $4-cost souvenir might be bought by the first playing hitting $4 and then not be taken through the entire opening phase)
 - Does it use the mechanic in an interesting way? I like to be surprised by your ingenuity.

Variants and Fan Cards / Re: Fan Card Mechanics Week 75: Obstacles
« on: October 24, 2023, 07:36:29 am »
Thanks for the win!
I'll try to get a new contest up soon, give me a day or two to find something new and fun.

Variants and Fan Cards / Re: Fan Card Mechanics Week 75: Obstacles
« on: October 16, 2023, 04:55:02 pm »

Obstacle version of Warlord, but different in many ways. Either live with the penalty, build around it or skip you first province, except that you don't need to be able to pay at once.
Sometimes it's hard to find the right image, so now there's a gaint squid attacking instead of something medieval.

Variants and Fan Cards / Re: Fan Card Mechanics week 73: Overplay
« on: October 02, 2023, 04:32:11 pm »
So let the judging begin. First the cards themselves:

Trait - Aligned
When you play an Aligned card, follow its instructions, then +2 Cards per card overplayed.
You can play additional copies of Aligned cards as labs. Simple and works on any card, even treasures (except cards that are already a lab(+)). Having the +cards after following any instructions makes it very kind to cards like Menagerie, Poor House and Tactician, though remodelers would prefer it the other way around.
Rating: 8/10
Prospector/Panner Randomizer
For four or less players, this pile starts with one more copy than players; otherwise use five copies. All Prospectors are on top.

Prospector $4 Action
+2 Cards
+3 Actions

Discard a card.
Overplay: Per Action, +2 Cards and discard three cards.

Panner $6 Action
+4 Card
+1 Action
+1 Buy

Discard two cards.
Overplay: Per Action, +1 Card and +$1
Both cards sift a lot, with the top card also functioning as double village and the bottom card as lab with +buy. Both cards are very strong (compare to e.g. Fugitive, Inn, Sibyl), even without the overplay option. They do seem balance-able, so I will try to ignore it for the rest of the judging. I do like the overplay options, and I'd be quite excited to see a more balanced version in a kingdom.
Rating: 8/10
Dog Breeder
Action - $5
+3 Cards
Overplay: +1 Card per Action
Simple and sleek Smithy+ at $5. Will be fun to play with in kingdoms with villages, but I expect it to be too weak otherwise (but that might be true for more cards with this mechanic). Maybe a villager on-gain spices that up a bit, or maybe too much, I don't know. There's also the minigame of guessing whether to use all your remaining actions or not, which is really neat for such a simple card.
Rating: 8/10
When you play an Eager card, you may overplay 1 Card to follow its instructions twice.
Turns any pile into a throne room... Except that it only works on copies of the card itself. So in the end, you can play two copies without spending an action twice, while already having the second card in play on the first execution of the instructions (which matters for cards like Souk). It'll be weird to have this as your only village.
Rating: 8/10

I made a ranked all the cards for each of the judging categories, listed here from least to most important, and within each category from best to worst (don't read too much into the color coding):
Scalability (does the card behave nicely with no/small/large overplay): Aligned, Prospector/Panner, Dog Breeder, Eager
Simplicity: Dog Breeder, Aligned, Eager, Prospector/Panner
Balance: Aligned, Eager, Dog Breeder, Prospector/Panner
Fun (excited to see in the game): Prospector/Panner, Eager, Aligned, Dog Breeder
Interesting use of mechanic: Prospector/Panner, Eager, Aligned, Dog Breeder
The ratings listed above are the (rounded) weighed averages of these categories. A close call, but there can only be one winner...

Winner: Aligned by Ethan
Runner up: Prospector/Panner by BryGuy

Variants and Fan Cards / Re: Fan Card Mechanics week 73: Overplay
« on: October 02, 2023, 08:05:01 am »
The contest is closed, but if you manage to get your submission in before judging (in about 6 hours), I will still happily accept it.

Variants and Fan Cards / Re: Fan Card Mechanics week 73: Overplay
« on: October 01, 2023, 07:13:04 am »
This is your 24h warning. Get your entries in while you still can!

For those that don't want to waste a turn to get their Landing Parties back, I just rolled a board with Landing Part and Hasty on a treasure card (Cauldron). Just pay $5 to get them all back next turn (along with $2 and a buy), which was very much worth it.

Variants and Fan Cards / Re: Fan Card Mechanics week 73: Overplay
« on: September 26, 2023, 07:05:37 am »
I'm a bit confused by the "additional copies" thing
I've updated the top post with a longer explanation (and split between action and card overplay), hope that helps to reduce the confusion.

Variants and Fan Cards / Re: Fan Card Mechanics Week 72: Season 7 Finale
« on: September 24, 2023, 12:16:56 pm »
Wow, thanks for my first ever win. New contest is up!

Variants and Fan Cards / Fan Card Mechanics week 73: Overplay
« on: September 24, 2023, 12:15:59 pm »
With overpay, you can pay more for a card to get an extra effect.
With overplay, you can supercharge a card as you play it!

The contest this week is: Design a card that uses the overplay mechanic

Overplay can happen through either spending extra actions to play the card, or by playing multiple copies of the same card at the same time, as defined by the card.

Action-overplay FAQ:
  • Spend extra actions as you play the card, before following its instructions.
  • You can only overplay actions if the card has an action-overplay effect ('per action overplayed')
Card-overplay FAQ:
  • As you play the card, slide any number of extra copies of the card under the played card to make a stack.
  • This does not cost any extra actions and you only follow the instructions of the top card.
  • You can only put extra copies of the card in play if the card has an overplay effect ('per card overplayed').
  • For other cards that care: these extra cards are considered played from hand and in-play and are discarded with the top card (similar to throne room).
Here are two examples:
$4 Action - Scaling remodel
Trash a card from your hand.
You may gain a card costing up to $2 more per action overplayed.
$2 Treasure - Fools gold (alternative)
+$4 per card overplayed
A remodel variant that is weaker if played normally, a remodel if played using two actions and much stronger beyond that. Can upgrade copper to province using 5 actions.Fools gold using the overplay mechanic (without reaction), though it requires playing all your copies at the same time.

Contest rules:
  • Make sure the card states whether to use extra copies of the same card or actions for overplay (feel free to use a better wording for your card).
  • While this mechanic is primarily for regular cards, feel free to use it on card-shaped objects if you can get it to work.
  • Additional mechanics are fair game.
  • Submit your card within a week from now (see post date). There will be a 24h warning.

Judging criteria include: fun, simplicity, balance, scalability and most importantly, use the mechanic in an interesting way.
This is my first contest run on this forums, I'll do it as good as I can but might miss some things (and this post might get some edits). If you have any questions, please let me know.

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