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Messages - Will(ow|iam)

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1
Variants and Fan Cards / Re: Fan Card Mechanics Week 88: Remodel This
« on: April 18, 2024, 09:39:46 am »
Old Mechanic: Duration Cards stay in play.

This mechanic has led to tons of frustrated and weird wordings and interactions related to command cards and thrones sometimes staying in play, and trashers and other stuff saying "non-duration". To hell with all that! Duration cards should have been tokens and states from the beginning.

New Mechanic: States and mats for every mechanic duration cards used to use

* "Delayed card"
* "Delayed action"
* "Delayed buy"
* "Delayed coin"
* "Delayed may trash"

Cards using new mechanic:

Here's every duration card in seaside reworded to use tokens and states:

* "Resistance": When another player plays an attack, you may spend a resistance to be unaffected by it.
The following mat for cards:
* Cruise: "At the start of your turn, put cards on your Cruise mat into your hand"
And the following states
* "Monkey See Monkey Do": When another player gains a card, +1 Card per token on this. Return this at start of turn.
* "Swept in the Tide": At the start of your next turn, return this and discard 2 cards per token on it.
* "Canonfire": The first time you play a silver or gold this turn, trash it and return this. If you end your turn with this, return it.

The Cards (non-durations unchanged from seaside):
* Haven: +1 Card, +1 Action; Put a card from your hand onto your Cruise mat.
* Lighthouse: +1 Action, +$1, +1 Delayed $, +1 Resistance
* Astrolabe: +$1, +1 Delayed $, +1 buy, +1 Delayed buy
* Fishing Village: +2 Actions, +1 delayed action, +$1, +1 delayed $
* Monkey: +1 next turn card. If you don't have "Monkey See Monkey Do", take it. Regardless, put a token on it.
* Blockade: gain a card costing up to 4 on your cruise mat. While it's there, when another player gains a copy of it on their turn, they gain a curse.
* Caravan: +1 Card, +1 Delayed card, +1 Action
* Sailor: +1 Action, +2 delayed coins, +1 Delayed may trash
* Tide Pools: +3 Cards, +1 Action. If you don't have "Swept in the tide", take it. Regardless, put a token on it.
* Corsair: +$2, +1 delayed card, each other player takes "Canonfire"
* Merchant Ship: +$2, +2 Delayed $
* Outpost has the same text but doesn't need to be duration
* Pirate: Gain a treasure costing up to $6 to your cruise mat/ (the same reaction)
* Sea Witch: +2 Delayed Cards. If you don't have "Swept in the tide", take it. Regardless, put a token on it.
* Tactician, Wharf: You get it by now

And here are some other edgy duration cards
* Grotto, Royal Galley, Prince Taskmaster, all of the "next time" durations: These cards set-aside, island style, rather than being in play.
* Amulet, Enchantress, Importer, Siren: A state

2
Variants and Fan Cards / Re: Fan Card Mechanics Week 87: Seed mat
« on: April 11, 2024, 06:03:11 pm »


I made a rotating pile. (version A)

If there are 3 cards in deck after I've discarded everything in cleanup and am about to draw my new hand, there are 3 cards in deck, and one of them is orchard, can I react the orchard?

3
Variants and Fan Cards / Re: Fan Card Mechanics Week 86: Seed mat
« on: April 08, 2024, 10:02:51 am »
Sift
$5 Event
Trash a card from your hand. +1 Seed per $1 it costs.


EDIT: I designed this with version A in mind.

4
Variants and Fan Cards / Re: Fan Card Mechanics Week 86: Quests
« on: March 29, 2024, 10:20:26 pm »
BTW I feel like both quests you've listed as examples will too-frequently be impossible.

5
Variants and Fan Cards / Re: Fan Card Mechanics Week 86: Quests
« on: March 29, 2024, 10:19:36 pm »


The trashing should be optional but I was too lazy to go back and edit the mockup.

6
Dominion General Discussion / Re: Interview with Donald X.
« on: March 28, 2024, 07:27:40 pm »
What's your favorite kind of strategy in Dominion? (e.g. trying to draw all of your cards in your deck every turn, noticing 2 cards that synergize too well with each other and using almost-exclusively those, etc.)

What portion of boards do you want that kind of strategy to be viable?

7
Diversify
$5 Event
+1 Coffers per differently-named treasure you have in play.

8
Variants and Fan Cards / Re: Card Fusions
« on: March 12, 2024, 07:58:15 pm »
Watermelons
$8 Action
+1 Card
+1 Action
+$1
In games using this, at the start of your buy phases, you may reveal your hand, for this to cost $1 less per differently-named card revealed, until end of turn.

9
Stashing
$3 Event
Gain a Silver to the bottom of your deck.

10
Dominion General Discussion / Re: Weird Engine/Slog kingdom I just played
« on: February 28, 2024, 01:13:20 pm »
Lurker+Hunting Grounds is a centralizing combo that overshadows everything else on that board.

11
Dominion General Discussion / Re: Interview with Donald X.
« on: February 25, 2024, 08:30:39 am »
My guess is this is probably already answered somewhere, but I couldn't find it.  How likely are we going to see more 2nd editions past the Cornucopia/Guilds one?

Donald can't answer that because the 2e can only release once the 1e sets are out of stock, and if people know there's a 2e coming then they won't buy the 1e.

12
Variants and Fan Cards / Re: Fan Card Mechanics Week 84: Multi-part mat
« on: February 24, 2024, 01:56:57 pm »
Ups and Downs mat

5VP if you have more Ups than Downs at the end of the game.

13
Variants and Fan Cards / Re: Really bad card ideas
« on: February 20, 2024, 11:12:55 pm »
Ruined Ruined Library: +0 Cards

Ruined Ruined Village: +0 Actions

Ruined Ruined Market: +0 Buys

Ruined Ruined Mine: +$0

Ruined Surivivors: Look at the top 0 cards of your deck. You may discard them or put them back in any order.

14


Quote
Dragon Pit - Project - 6$

At the start of your Buy phase, you may trash an Action card you have in play. If you do, +2 Actions and return to your Action phase. Do this only once per turn.

Weak in general due to the cost, but lots of edge cases where it's worth it.

Perhaps cleaner rewording: At the start of your first Buy phase each turn, you may trash an Action card you have in play. If you do, +2 Actions and return to your Action phase.

15
Dominion General Discussion / Re: Interview with Donald X.
« on: February 15, 2024, 11:15:12 pm »
What's your view on custom modifications of cards? Such as taking a little black permanent marker, crossing out the +Buy on Wharf and writing a +Buy on Merchant ship? Or perhaps putting a +something on Harvest.
Have the fun you want to have! I personally customized some of my Hinterlands cards, before making Hinterlands 2E.
Thanks for the quick reply! Would you mind sharing some of those Hinterlands card customisations you made?

They were posted to the discord:

https://discord.com/channels/212660788786102272/499250664690679808/741894379739807857

* Margrave's +Buy was moved to Cache
* Duchess doesn't let other players look at their own decks
* Fool's Gold dropped the Reaction
* IGG costs $6, makes $2, and doesn't have the option of gaining a copper.
* Mandarin costs $2
* Noble Brigand makes $2 instead of $1.

16
A first submission, but probably not my final entry. Thoughts?



Quote
Helper
$6 Action
+1 Action
Reveal cards from your deck until you reveal 2 Action cards other than Golems or Helpers. Set one of the Actions aside and discard the other cards. Play the set aside card.

You should definitely let it set aside Golems, and probably also let it set aside helpers.

17


I designed this a while back, and it's had some playtesting. lmk if you want something more-newly designed.

18
In the event that I do end up winning, the runner-up will have to do the judging, as I will be honeymooning for the next two weeks.

Congrats!!

19
Dominion General Discussion / Re: Interview with Donald X.
« on: February 03, 2024, 06:03:25 pm »
Base 2e, Intrigue 2e, and Empires, are about as old today as base was when it got a 2nd edition. If you were to do 2es for Cornuguildsia, Dark Ages, Adventures, and Empires (throw in Nocturne if you want), which cards would you take out?

20
Gold Mine
$5 Action
You may trash 2 coppers from your had. If you trashed 2, gain a gold to your hand.

21
When the clash pile is on the board, you have 2 options:

The first option is to build a deck that functions under the Warlord attack. Even if the pile's not on Warlord yet, putting a 3rd peddler or a 3rd vanillage into your deck is a liability because in the endgame, when your opponent finally picks up a warlord, you'll have unfortunate stop cards. However, if there's strong TFB on the board (Salvager, Apprentice, Expand, Graverobber), then maybe the extra copies of the card aren't so bad. This option, building a deck that functions under the Warlord attack, is really the default, as the other option is convoluted to make happen. However, a deck that functions under the warlord attack does have less potential than one that doesn't need to worry about it.

The second option is to prevent your opponent from getting Warlord. This can be done by gaining all 4 Warlords, by gaining 2 Warlords and rotating the pile off of Warlords before your opponent can gain any, or by trashing the opponent's warlords. This option has higher potential than the other option, but it's much harder to pull off. Having the higher-potential long-term deck is especially good because Territory provides a bit of alt-VP, but you have to judge on each board whether it's worth bothering. Obviously if the stuff for a sneaky rotate or 4-card-gain is the stuff you had in your deck anyway, then yeah go for it, but that's not always the case.

Getting into each card:

Battle Plan has 2 pieces: Sometimes Lab, and rotate a pile. If you're on this forum, you probably know when you want Sometimes Lab. Rotate a pile is a way to control who has Warlords. If you can rotate to warlords, then gain 2 warlords with remodel or altar or something, then rotate to Territories, that can be game-winning. Also look out for tricks with rotating other split piles, like denying your opponent Catapults or Encampments.

Archer is a rather strong attack, a bit stronger than Militia.

Warlord is extra draw in a deck that it's hard to add draw to under the warlord attack. Adding each successive warlord to your deck is kinda different. The first warlord means you're hitting your opponent on half of their turns. Not being able to play a bunch of your action cards on half of your turns is brutal, so the first Warlord is pretty good. The second warlord balances the duration draw and means the opponent is getting hit every turn. Some decks are better at living when hit on half of the turns than others, and if your opponent is playing such a deck, then the second Warlord is important. The third warlord prevents the opponent from getting a second warlord, but doesn't do much else. If you can fruitfully TFB it or you're building a deck that can get hit by Warlord attack half the time, then it can be worth picking up. The fourth warlord prevents the opponent from playing the warlord attack, so you can build freely.


Territory is usually Duchy. You'll know when it's not.

22
Variants and Fan Cards / Re: Revised versions of published cards
« on: January 30, 2024, 01:11:07 am »
To replace both Bandit and Bureaucrat in a hypothetical base 3e

Wage Thief
$5 Action - Attack
Gain a gold onto your deck. Each other player with 5 or more cards in hand puts a card from their hand onto their deck.

23
Variants and Fan Cards / Re: Fan Card Mechanics Week 83: Contractors
« on: January 27, 2024, 09:17:57 am »
This is too automatic. Unless you are in the endgame, every Disposable becomes a Distant Lands plus whatever the card does normally. You would buy Bureaucrat or Pearl Diver or whatever superweak card if it got the Trait.

I was going by the mechanics in the original post, where the contractor is not tied to the trait, and you can't have more than one of a contractor.

24
Variants and Fan Cards / Re: Fan Card Mechanics Week 83: Contractors
« on: January 27, 2024, 01:00:42 am »



(I don't know how to make the images smaller sry)

Quote
Disposable - Trait
When you discard a Disposable card from play, you may trash it to gain a Contractor.

Quote
At the start of your turns, +1VP.

25
Quote
Tenant
$4 Action - Duration
Trash a card from your hand. Gain a card costing up to $2 more than it.
The next time you trash a card, gain a card from the trash.

Meant for Dark Ages.

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