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Messages - bigpotato

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1
Variants and Fan Cards / Re: Fan Card Mechanics Week 86: Quests
« on: March 30, 2024, 04:39:16 pm »


Quote
Green Thumb - Quest
1. Gain an Estate
2. Gain a Duchy
3. Gain a Province
-
At the start of your turn, you may return a Victory card from your hand to its pile to gain to your hand a card costing as much as it or less

Tend your land long enough and it might start growing into something useful.

I do not know why all the text is bold.


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Variants and Fan Cards / Re: Fan Card Mechanics Week 85: March Matness
« on: March 24, 2024, 02:41:35 am »
Quote
Spectre - 3$ Action
+1 Card
+1 Action
At the start of Clean-Up, you may Shadow this.


3
Variants and Fan Cards / Re: Fan Card Mechanics week 77: Trope (Horizontal)
« on: November 12, 2023, 03:46:52 am »
Quote
Frugality
Trope
At the start of your Clean-Up phase, you may put a card from your hand on the bottom of your deck.

4
Variants and Fan Cards / Re: Fan Card Mechanics Week 74: Tiny Isle
« on: October 05, 2023, 04:03:09 am »
Quote
Escape Plan - $6 Action
Put your hand onto your Tiny Isle mat.

Pretty silly, but I think it might be balanced. Thinking along the lines of Tactician.

5
Variants and Fan Cards / Re: Fan Card Mechanics Week 74: Tiny Isle
« on: October 02, 2023, 06:54:04 pm »
Just to be sure, the cards that you put in your hand are your choice?

6
Variants and Fan Cards / Re: Fan Card Mechanics Week 72: Season 7 Finale
« on: September 24, 2023, 05:01:12 am »
Thanks for the reminder. Sorry for the delay, everybody.

Quote
Distant Relative
$3 Project - Import
During your turns, Estates are actions with "Play the card under your Distant Relative project cube, leaving it there."
If you buy this on turn 1 or 2, set aside a C1 under your project cube here. Turn 3-7, a C2. Turn 8 or later, a C3.
Fun sort of Inheritance variant, and the theming works with it too. The cost does seem pretty low by comparison. I'm also curious how the scaling feels in play. How many of the options are actually viable in a given game?

Quote
Disguise Artist
$5 Action - Attack
Each other player gains 2 Coppers.
You may move your Mimic token to another non-Command, non-Duration Action pile costing $4 or less. If you did, cards from that pile cost $2 less this turn.
Dream: Deception

Deception
Dream
If you have 3 or more cards in hand, play the card with your Mimic token on it.
Clever combination of mechanics, and the cost reduction is an interesting way to incentivize moving your token around. I agree though, the 2-copper attack seems like it would make for some slogs, especially since Copper basically never empties. I also think the number of Actions you're going to want to play right before your turn ends is going to be pretty limited on most boards.

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.
Geyser Haggler. I like the simplicity of this and I like that you can play it at Night to activate it next turn. I have an inkling that the Geyser mat is too unreliable to make the gain worth the two-card cost, but I'd have to get a feel for it.

Quote
Chariot
$4 Fury
To play, you may discard 3 cards. If you don't, take <2>.
+3 Cards
Dream: Ambitious

Ambitious
Dream
If you have more cards in hand than you have in play and you have gained at least one card this turn, gain a card onto your deck costing up to $4.
Sifting that you can upgrade to draw! Two-part cost makes for a nice escape clause if you draw it at the wrong time. A little confusing though, "To play, discard 3 cards or take <2>" might be equivalent? The dream condition is an interesting one, too.

Quote
Wayfinder
$5 Fury
To play, delay an Action card from your hand by 2.
+2 Cards
+1 Buy
Super clean. The delay condition is neat, and makes for an extremely off-brand village in a pinch. The vanilla effect doesn't excite me, but I think I have a grudge against +2 Cards cards.

Results
Runner-Up: Chariot by Aquila
Winner: Wayfinder by J410

Thanks for submitting, everybody! I had fun running a contest for the first time, even if I was terribly slow about it.

7
Variants and Fan Cards / Re: Fan Card Mechanics Week 72: Season 7 Finale
« on: September 19, 2023, 05:00:49 am »
And we’re closed!

Judgement will be forthcoming.

8
Variants and Fan Cards / Re: Fan Card Mechanics Week 72: Season 7 Finale
« on: September 17, 2023, 11:53:10 am »
24 hour warning

9
Variants and Fan Cards / Re: Fan Card Mechanics Week 72: Season 7 Finale
« on: September 16, 2023, 03:16:37 pm »
Several strategies are possible with these, if I understand the mechanics correctly. To play Chariot, you can choose to discard 3 cards even if you have 2 or fewer in hand, and because you didn't discard 3 you still have to take the debt.

Why would you ever choose to discard 2 cards and take 2 debt instead of discarding no cards and taking 2 debt? Is it for when the draw is about to trigger a shuffle?

10
Variants and Fan Cards / Re: Fan Card Mechanics Week 72: Season 7 Finale
« on: September 12, 2023, 04:43:47 pm »
You should note when you have the three cards in Hand for the Dream

As I understand the Dream mechanic to work, it only activates at the end of a player’s night phase, so having three cards in hand is a reasonably tight restriction.

11
Variants and Fan Cards / Re: Fan Card Mechanics Week 71: Brother and Sister
« on: September 11, 2023, 02:35:14 am »
My bad. Up now.

12
Variants and Fan Cards / Fan Card Mechanics Week 72: Season 7 Finale
« on: September 11, 2023, 02:32:49 am »
The wait is over! (sorry.) It's the...
Season 7 Finale Challenge!

Create a card or landscape (or set thereof, if you like) that uses at least two mechanics from season 7. All official mechanics are also fair game.

Season 7 Mechanics
Mimic Tokens - tokens that designate piles to play cards from
Luck - non-supply one-off deck inspector
Dreams - landscapes that trigger at the end of every night phase, attached to a card heirloom-style
Delay - setting a card aside to play after a certain number of turns
Characters - landscapes that give each player a different set of additional abilities
Fury - card type that requires something other than an action to play
Landforms - landscapes that track their usage using tokens
Geyser Mat - mat/state pair that sets aside cards and later puts them into your hand
Foreign Market - using unused kingdom cards as non-supply cards
Turn Number - exactly what it says on the tin
Brother and Sister - a pair of designated kingdom piles that landscapes can interact with

I'll be judging based on how well your chosen mechanics work together, how much fun I imagine myself having playing with your entry, and of course, balance.

Entries will close on September 17th. I'll give a 24-hour warning.

13
Variants and Fan Cards / Re: Fan Card Mechanics Week 71: Brother and Sister
« on: September 01, 2023, 04:15:56 am »
Oh cool. I'll start the next one soon. We're supposed to be doing a season finale sometime, right?

14

15


Get a Province, but later. Hopefully before the pile empties.

16
Weekly Design Contest / Re: Weekly Design Contest #172: Trait Me Right
« on: December 20, 2022, 05:46:30 am »


Nets you a bunch of itself, but once the pile's out, they start disappearing.

Not sure if I need to clarify that you never get to exile nothing. None of this Torturer nonsense.

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