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Messages - BryGuy

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1
Variants and Fan Cards / Re: Fan Card Mechanics Week 74: Tiny Isle
« on: October 02, 2023, 09:02:56 pm »
Just to be sure, the cards that you put in your hand are your choice?
Yes

2
Variants and Fan Cards / Fan Card Mechanics Week 74: Tiny Isle
« on: October 02, 2023, 05:23:57 pm »
This week's mechanic is Tiny Isle, a mat that note:
At the start of your turn, when there are more than five cards on this, move all cards in excess of five from this mat into your Hand.

Your task is to design a card or Horizontal that would work well in a set with this mat.

My main judging criteria is whether I would be excited to see the design in a Kingdom. Important factors:
* balance: is the card useful, but not overpowered at its price point (both in general and in a variety of Kingdoms)
* playability: the card is fun to play and works in more than one type of deck
* simplicity: this doesn't always mean fewer words; a card with lots of text that, once you understand it, can be easily and intuitively be played is better than one with four lines of text that is difficult to understand
* topicality: the card or Horizontal uses this mechanic in an interesting way


I'll provide a notice when the deadline is approaching.

Have fun! I look forward to seeing your entries.

3
Weekly Design Contest / Re: Weekly Design Contest #200: Do What You Love
« on: September 29, 2023, 05:57:52 pm »
Quote
Reaper $5 Treasure
Choose one: trash a Treasure from your Hand for +1 Buy and +$1; or discard a Victory for +1 Buy.
Choose one: gain a Silver; or trash a Silver from your Hand to gain a Gold to your Deck's top.
Heirloom: Sickle

Sickle $2 Treasure - Duration
$1
On your next turn, choose one: +1 Buy; or Treasures cost $1 less this turn.

1. I'm a fan of Heirlooms, like i have about two dozen ideas many of which i have already printed and use, most are other's ideas - thank you all.
2. I also like ideas not readily found in Dominion sets. So here is a Heirloom upon a Treasure and an Heirloom that is also a Duration. This Treasure is like a Mine alternative.
3. I also like choices for they give a card the flexibility to operate on many boards.

So i found this to be quite the difficult challenge. Instead of just reviewing the criteria and making something, i was left to review the ideas i already had. Many of my ideas are meshed with others. While, this may not be a great entry, but this one is mine. :)

I do have an idea for a set of Ruin-like cards Wrecks that are separate from Ruins which i modified, another for an alternative Horse, and yet another to replace the starting hand with something else, but maybe i'll save these for another time. :)

4
Weekly Design Contest / Re: Weekly Design Contest #199: Composition in Blue
« on: September 27, 2023, 11:29:58 am »
A card with two reactions:
Quote
Road Builder
$4 - Action - Reaction
Discard up to 2 cards for +$2 per card discarded.
-
When a card gives you +Buy, you may play this from your hand.
When you discard this, you may reveal it for +1 Card and +1 Buy.

Quote
Trade Route
$6 - Action - Duration
Now and at the start of next turn: +1 Card and +1 Buy, then discard a card and for the rest of the turn, cards that share a type with the discarded card cost $2 less.
(I don't mind having a card share a name with a removed card.)
FAQ: If a card shares more than one type with the discarded card, it is still only discounted by $2.
Is this a split pile?
For Trade Route, once the card is discarded it becomes a small issue of tracking the discount. Could it be set aside instead to resolve tracking issues?

5
Weekly Design Contest / Re: Weekly Design Contest #199: Composition in Blue
« on: September 27, 2023, 11:13:10 am »
Action (costs 3)
Wolverine
Trash an action or treasure card from the supply. Reveal cards from your deck until you reveal a copy of the trashed card. play it and trash it, Discarding the rest.
-
set up:
Trash a card from every kingdom supply pile in the kingdom, and put an aristocratic feline in the middle of the piles.
Once you trash a card there is usually an odd quantity so the middle is already filled with a card from that pile. The easiest resolution would be to not trash a card.

6
Variants and Fan Cards / Re: Dominion: Enlightenment
« on: September 27, 2023, 10:47:28 am »
You can use this site <https://shardofhonor.github.io/dominion-card-generator/>, to generate better card images. What may not be obvious is to use "-" on a line by itself to generate a whole line across the card.

I reviewed all the cards and for those not mentioned, i have no comment or a comment was already made that is relevant. I tried to be helpful and hope you find this as such. :)

There seams to be some confusion concerning Heirlooms. You may want to review these two pages <https://wiki.dominionstrategy.com/index.php/Heirloom> and <https://wiki.dominionstrategy.com/index.php/Supply#Non-Supply>.

Sprint: You should capitalize card's names, in this case Copper.

Relevant to Bottle, Holly Water; Leaven. What purpose does discarding a duration on the next turn achieve? I could not find another card in the set that cared about this.

Barrow: The very bottom text should go after "+1 Action" and does not need "At the start of your turns". This is interesting.

Siege Tower: I like this. The Action should be before the Coin. You should note what to do with the other cards. This could instead state:
"Each player reveals their Deck's top card. The card(s) with the highest cost are put into their player's Hand. Discard the rest."

Haybale: Typically Heirlooms are in your starting deck and there are no others so there is one per player. How many Haybales are there? I'm not convinced this needs to be an Heirloom.

Magi: "This stays in play until you play a treasure" could be written "The next time a Treasure is played, discard this." Typically you start with the Heirloom in your starting deck and there are no others, so no way to gain one.

Mana: Typically the Reaction is under a line. Why does this cost $5? How about $2, if it is a true Heirloom.

Bonds: Appears you have the above and below line text switched.

Arrow: This does not look like an Heirloom.

Ascetic: I like this.

Organ: Interesting idea.

Agrarian: There is no need to reveal. The card could state "Review your Deck's top two cards. You may return one of them to its pile. Discard the rest." Typically cards just trash since that it shorter and drives game endings, but maybe there is a reason unknown to me.

Executive: Usually the Actions are before the Coins and there is a space after the comma. I think this could cost less.

Bond's Market: The line is not needed. If this is intended for all players including you this may be worth $6. Did you mean for this to be "other players", which would match the cost?

Leviathan: I think this could cost less.

 :)

7
Variants and Fan Cards / Re: Some fan cards that I've played with a lot
« on: September 26, 2023, 02:54:27 pm »
who are the card's authors? I like to include the card's authors on cards i print.

8
Variants and Fan Cards / Re: Fan Card Mechanics week 73: Overplay
« on: September 25, 2023, 08:26:37 pm »
Quote
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

So it took a while to come up with this. The idea is that these both can filter your deck to increase the odds of collision. While the first is loaded with actions, the overplay is not great, so you must really think about using it. The second has a much better overplay, but it needs action support.  :)

9
Weekly Design Contest / Re: Weekly Design Contest #199: Composition in Blue
« on: September 20, 2023, 10:10:18 am »
Quote
Fish
Action - Reaction
In 2 or 3 player games, this pile starts with three copies; otherwise this starts with four copies of Red Fish, Green Fish, Small Fish, and More Fish. Shuffle before play.

Red Fish
$3 Action - Reaction - Fish
+1 Card
+$1
+1 Buy
+1 Villager

Return this to the bottom of the Fish pile.
-
When anyone plays a Fish, you may discard this to gain two Fish.

Green Fish
$3 Action - Reaction - Fish
+2 Cards
+1 Villager

Return this to the bottom of the Fish pile.
-
When anyone plays a Fish, you may discard this to gain two Fish.

Small Fish
$3 Action - Reaction - Fish
+$2
+1 Buy
+2 Villagers

Return this to the bottom of the Fish pile.
-
When anyone plays a Fish, you may discard this to gain two Fish.

More Fish
$3 Action - Reaction - Fish
+1 Card
+1 Villager

Trash a card from your Hand to gain a Fish.
Return this to the bottom of the Fish pile.
-
When anyone plays a Fish, you may discard this to gain two Fish.
So i had two ideas and this idea seamed more fun than the Reaction to gain a Loot, apparently there is not one yet. Red Fish is like Market. Green fish is like Laboratory. Small Fish is like Festival. Originally these flipped a Fish token and either you return them or you gain a Fish. Maybe as Reactions they are more interesting? :)

2023021: updated reaction to two Fish and changed cost to coin.

10
Dominion Online at Shuffle iT / Weaver issues 20230917
« on: September 19, 2023, 07:54:46 am »
Two days ago i had a Weaver, but it never allowed me to use the "gain a card costing up to $4" option. It would only give me two Silvers.

11
Variants and Fan Cards / Re: Kru5h's card ideas
« on: September 16, 2023, 09:51:29 am »
Quote
Cursed Heirloom
$4 - Action-Duration
Now and at the start of your next turn: Choose one: +$1, or Play an Action card from your hand twice and take 2 hex tokens.
-
When you discard this from play, if the Curse pile isn't empty and you have 4 or more hex tokens, return one and gain a Curse.
Hex token rules:
Hex tokens are -1 VP at the end of the game. Whenever you would trash a card costing $2 or less, you may instead discard it to lose a hex token.  (Originally, they were the same as Violet CLM's Mutineers, but they seemed to easy to get rid of. So I changed them to make them a little harder to get rid of.)
If Hex token are negative point and not in your deck, why would you trade them (one for one) for junk in your deck?

I plan to use kru5h's Jinx tokens and unless a Landmark states otherwise, they will be -1/6 Victory. I also plan to use Luck tokens and unless a Landmark states otherwise, they will be 1/6 Victory.

12
I had several versions of this, but I've narrowed it down to two:
Anyone want to help me choose which of these is better?

Quote
Door to the Land of the Dead
$4 - Event
Once per turn, choose one: Trash a Province from your hand for +7 VP; or trash a Duchy from your hand for +1 VP and, if there is at least one Province in the trash, end the game.
(Should I cut the "once per turn" part?)

Quote
Door to the Land of the Dead
$4 - Event
Once per turn, choose one: Trash a Province from your hand for +7 VP, or gain a Province from the trash and take <6> debt.
-
In games using this, if a turn ends with at least 3 Provinces in the trash, end the game.

I prefer the second one, but i'd just have the Province cost $1 less in the trash. Debt is too easy for anyone to take and reducing by 2 is already generous. Since there are often times when you have $7 without anything costing $7. It would be nice to occasionally have a Province to gain as an option.

You're leaving out the cost of the event. With this event, gaining a Province from the trash is essentially $4 + <6>debt.

You are correct, i neglected the event's cost. I still prefer the second one, but i'd just have the Province provide 6VP at most since removing from your deck is already a benefit and more so the sooner you do it. Since the event cost $4, i'd have the debt taken as 5. Are you going to make a choice soon?

13
Quote
Golden City
$6 Action
+2 Cards
+2 Actions

Discard a card.
If you have an odd count of Golden City in play, gain a Gold and take <1>Debt; otherwise trash a Silver from the Supply.
-
In games using this, the Gold pile counts as two piles for the game ending condition.
Using this depletes either Gold or Silver leading to the potential end of the game. :)

14


Trying to keep with the games original balance.
The kingdom pile comes with 12 copies.

The call timing of this makes the card basically just a +$4 card, which is too strong at $4, even without the bonus.
The wording is unclear about what happens when you call 5 or more "together". There needs to be some safeguard against triggering the Prov/Duchy gain multiple times.
Also, the "together" part is not well defined, since, other than when e.g. discarding multiple cards, you don't call all reserve cards at the same time, but rather one after another.
How do you get $4 with this? On this page Reserve, under "Official Rules" it states "Calling a card does not repeat the abilities on the card above the dividing line; that part only happens when the card is played."  :)

15
A garbage collector Traveller line: Centered around trashing, and interactions upon gaining.


Little Picker: "Collector" should replace "T2".
Collector: "Marked" should replace "T3".
Marked: That attack is too strong in my opinion.
Garbage Collector If you gain a Gold, Duchy, Silver, Estate, and ten Kingdom cards costing $2 that would be $36, so $30 is not unreasonable.


i will edit the errors you mentioned.
How does making marked have "each other player gains a curse" sound?
Is garbage lords $30 threshold too high or too low?
I originally intended top have it win if you gained a certain amount of uniquely named cards, would that be better?
That sounds better for Marked.
$30 is reasonable - That could be a Gold, a Duchy, a Silver, and four Kingdom cards costing $4 or more. Which could be done with one use of Little Picker and as little as three uses of Marked - so very achievable in a game. I just realized that an opponent's wise use of Machinator could make it difficult for you to achieve the alternative win condition.

16
A garbage collector Traveller line: Centered around trashing, and interactions upon gaining.

       

If you set things up correctly, you might be able to win the game in an alternate way with the Garbage Lord!! But that requires gaining A LOT of things from the trash. If you gain a province and gold, then you also need 3-4 more expensive cards to win that way

Little Picker: "Collector" should replace "T2".
Collector: "Marked" should replace "T3".
Marked: That attack is too strong in my opinion.
Garbage Collector If you gain a Gold, Duchy, Silver, Estate, and ten Kingdom cards costing $2 that would be $36, so $30 is not unreasonable.

17
I had several versions of this, but I've narrowed it down to two:
Anyone want to help me choose which of these is better?

Quote
Door to the Land of the Dead
$4 - Event
Once per turn, choose one: Trash a Province from your hand for +7 VP; or trash a Duchy from your hand for +1 VP and, if there is at least one Province in the trash, end the game.
(Should I cut the "once per turn" part?)

Quote
Door to the Land of the Dead
$4 - Event
Once per turn, choose one: Trash a Province from your hand for +7 VP, or gain a Province from the trash and take <6> debt.
-
In games using this, if a turn ends with at least 3 Provinces in the trash, end the game.
I prefer the second one, but i'd just have the Province cost $1 less in the trash. Debt is too easy for anyone to take and reducing by 2 is already generous. Since there are often times when you have $7 without anything costing $7. It would be nice to occasionally have a Province to gain as an option.

How about the name "Underwood Gate"?

18
Variants and Fan Cards / Re: Fan Card Mechanics Week 72: Season 7 Finale
« on: September 12, 2023, 01:25:08 pm »

Do want to play those Coppers, or do you want to hold onto them so you can Dream?
You should note when you have the three cards in Hand for the Dream, like:
* After playing an Action card,
* At the start of your Buy phase
The Dream should be aspirational and thus not something that can be done every turn, but maybe a few turns, like having a specific quantity of cards, like 8, in your Hand after drawing.


Disguise Artist giving two Coppers is harsh, but if it is to their Hand assisting in them obtaining the Dream's goal, then it would be much less harsh.  :)

19
Variants and Fan Cards / Re: Fan Card Mechanics Week 72: Season 7 Finale
« on: September 12, 2023, 01:13:51 pm »
Quote
Free Food
$4 Action Duration Fury
To play, discard a card.
The next time you gain a card, gain a cheaper card onto your Geyser mat.
To play this requires that you discard a card most often weakening your position coupled with gaining another cheaper card onto your Geyser mat so not immediately.  :)

This uses the following Season 7 Mechanics:
Fury - card type that requires something other than an action to play
Geyser Mat - mat/state pair that sets aside cards and later puts them into your hand

20
Withdrawn
Quote
Silver Scepter
$5 Action
+1 Action
Discard a card to choose one: gain two Silver; or trash two cards from your Hand.
-
In games using this, during your Action phase, reveal a Hand of three or more and only Silver to end the game.
While this card can help you concentrate Silvers to increase the probability of ending the game earlier, this is only useful if you have more Victory points than others. :)

21
Quote
Compost Pile
$4  Event
Once per turn, +1 Buy and choose one: trash up to two cards combined from either your Hand or your play area;
or +$1 per Non-Victory card in the trash costing more than $1.
After a while your trash may be become something more useful.  :) Limited to non-Victory to avoid Victory dumping.

previous
Quote
Compost Pile
$3  Event
Once per turn, +1 Buy and choose one: trash up to two cards from either your Hand or non-Durations you have in play;
or +$1 per Non-Victory card in the trash costing more than $1.

22
Quote
Mixing Bowl
$4  Event
+1 Buy
Rotate all Kingdom piles twice.
Each player who does not discard a card rotates their deck twice. If all other players discard a card, +1 Card.
+1 Villager
This could be useful in a Kingdom where there are at least one split pile or where opponent's strategy replies upon ordering thier deck.  :)
Rotating one's deck isn't a defined mechanic in-game. Is it just, put the top 2 cards on the bottom?
yes. Since "rotating" is a defined mechanic for Allies split piles i believe it is a simple enough concept to extent to each player's deck.

23
Withdrawn

Quote
Mixing Bowl
$3  Event
Once per turn, +1 Buy.
Rotate all Kingdom piles twice.
Each player who does not discard a card rotates their deck twice. If all other players discard a card, +1 Coffer.
+1 Villager
This could be useful in a Kingdom where there are at least one split pile or where opponent's strategy replies upon ordering their deck.  :)

previous:
Quote
Mixing Bowl
$4  Event
+1 Buy
Rotate all Kingdom piles twice.
Each player who does not discard a card rotates their deck twice. If all other players discard a card, +1 Card.
+1 Villager

24
I think Bishop could be interesting as an event:

Quote
Offering
$2 - Event
Trash a card from your hand. +1 VP equal to half its cost in coins.
Each other player may trash a card from their hand. If anyone else does, +1 VP.
Not sure about the cost, is it too cheap?
Price seams fine. Half - round up or down?

25


Quote
Impoverished Village
$3 - Action

+1 Cards
+2 Actions
+2 Buys
-
In games using this, at the end of your Buy phase, if you have at least 2 unused Buys or Actions, gain a Copper.

You get the Copper if you have two or more unused Buys, two or more unused Actions, or 1 unused Action and 1 unused Buy.  The top would be strictly better than Village, but it always has to live in a world with the bottom. Even if both Village and Impoverished Village are in the same kingdom, there are reasons to get one, the other, or a mix of both.

IMO it isn't quite clear from reading the card text that it means 2 total between Actions and Buys rather than 2+ Actions or 2+ Buys.
:)
Maybe something like "In games using this, at the end of your Buy phase, if you have at least two unused Buys plus Actions, gain a Copper."

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