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51
Weekly Design Contest / Re: Weekly Design Contest 119: Triple Threat
« on: June 27, 2021, 02:45:21 am »

Pillow
Treasure - Night - Reserve - $5
If it's Night phase, put this
on your Tavern mat. Otherwise,
$2
-
At start of your Buy phase,
you may call this to play it.

52
edit: Added "and no card effects are resolving" so this doesn't trigger when someone hits 8-in-hand off a Forum or an all-copper Royal Blacksmith. I think I borrowed that from mtg or something so if someone has a more appropriate dominionese wording, i'm open to suggestions.
That's a bit hard to follow condition, especially when Duration cards are present (are they still resolving?). One option is to borrow the wording from Royal Carriage: "Directly after another player finish playing a card,...."

53


Nightmare
$5 - Night - Attack - Duration
Each other player gains a Curse into their hand.
At start of your next turn, +2 Cards.
-
While this is in play, Curses are also Night cards with "Gain a Horse".


A nighttime curser which comes with a consolation. Normally the opponent can use the newly received Curse next night.

54

Quote
Village of Secrets - Action Night, $4 cost.
If it's your Action phase, +1 Card and +2 Actions. Otherwise, you may play an Action card from your hand to gain a copy of it.

Is the interaction with Scepter, March and other Buy phase Action enablers intended? Werewolf is formulated in an opposite way: "If it's Night phase [...], otherwise [...]"

55
Suburb
Action - $3

+1 Card
+1 Action
You may play a Suburb from your hand.
---
When you buy this, gain another Suburb.
I would choose Hamlet over this most of the time - should cost $2.
Is the pile size standard or 12 like Experiment and Port?

56

Quote
Tin
$4 - Treasure

Worth $1 per Copper in play.

You may trash a Copper from your hand to gain a Treasure card costing up to $5.

57
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 05, 2021, 12:25:21 pm »
Bond (Treasure, $5*)

+$1
+1 Buy

When you play this, +$1 per Coffer token on the Bond pile.

This turn, when you buy a Card costing $6 or more, add a Coffer token to the Bond pile.
---
This costs $1 more per Coffer token on the Bond pile.


This all feels a bit wordy - not sure if there's a nicer way of phrasing all of this.

The enabling condition looks too tough - Bond itself without power-ups is not expensive enough to enable a power-up, and useful cards costing $6+ are not that common (Bond looks like a replacement for Gold, so buying Gold with Bond looks like shooting your own leg).
Might be fine if Bond costed $3, and the enabler was "buy a card more expensive than this".

58
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 03, 2021, 03:41:20 pm »
Borough is cool but Town Hall gives way way way too much coin. It's common to play 15+ action cards per turn, or even more, meaning Town Hall is like a Fortune that costs $4.
Borough/Town Hall deliberately don't give any +Buys, but agreed after some meditation. Modified to give $1 per unique card: baseline case is Borough + Town Hall => Action Silver that can be replaced with the next Borough; if you manage to insert another Action in between, it's Action Gold.

59
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 03, 2021, 11:44:18 am »
Split pile: 5 Boroughs on top of 5 Town Halls.


Borough
$3 - Action
+2 Actions
Draw until you have 4 cards in hand.
If Town Hall is on top of its Supply pile, +1 Card.
If its Supply pile is empty, +2 Cards.
Town Hall
$4 - Action
+1 Action
+$1 per Action card in play

Is Town Hall not the same issue as Wolflover's card "Market Dealer" being that it is not?:

The activation should be irreversible in most cases and not based on transient conditions.
All copies of the card should be activated for all players once the specific trigger is met.

Borough is being activating while the pile is being depleted, Town Hall is just a plain card without activation.
@Gubump: thanks, I'll apply the fix you suggested

60
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 02, 2021, 03:47:17 pm »
Split pile: 5 Boroughs on top of 5 Town Halls.


Borough
$3 - Action
+2 Actions
Draw until you have 4 cards in hand.
If Town Hall is on top of its Supply pile, +1 Card.
If its Supply pile is empty, +2 Cards.
Town Hall
$4 - Action
+1 Action
+$1 per differently named Action card you have in play.

Upd: rewording, added images, old version:
Upd2: nerfed Town Hall to give $1 per unique card

61
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 20, 2021, 11:40:01 am »

Goblin Workshop
$4 - Action - Attack
Each other player reveals top 2 cards from their deck, trashes one costing $3 or $4 and discards the rest.
Gain a non-Victory card with the same name as a card in Trash.
-
Setup: put a Silver to Trash.



The real masters steal ideas :)

62
Komi (compensation for the first move) has been invented hundreds of years ago. As the Dominion games are unique, fixed komi won't be fair, so a "pie slicing" algorithm should be used. After determining the kingdom, player A selects the amount of compensation for first move (in halves of VP, may be negative e.g. if Tax is present). Player B chooses if they want to play first; the second player takes the compensation.

63
Updated original entry now does
+1 Card
+1 Action
+1 Buy
At the start of each of your turns for the rest of the game, you may trash 2 Coppers to gain a Silver or trash 2 silvers to gain a gold to your hand
(This stays in Play)
Is the Silver going to the hand as well? It is not obvious from the text.

64


Haven and Sacrafice had a baby, and it became this!

Edit: Wording changes per Shaels and Annie administrator suggestion

"If that card" - which card, the one set under Chamber or the one taken out? Regardless, for accountability that card should be revealed to the other players.

65



Harlequin
$5 - Action - Duration
At start of each of your turns for the rest of the game:
You may discard your hand for +4 Cards.
(This stays in play)

Endless mulligan, to counter bad luck and hand reducing attacks, or just to collect the on discard effects such as Tunnel. Second Harlequin is not as powerful as the first one, but still has some value.

66
Variants and Fan Cards / Re: Really bad card ideas
« on: March 30, 2021, 05:11:53 pm »
Time Machine
Event - $3
Take Time Paradox; if you did, gain a card from Supply

Time Paradox
State
-∞VP
At start of your turn, you may return the card gained from Time Machine (or any card with the same name); if you did, return this.


You can borrow any card, but if you didn't return it before end of the game, it would cost infinite VP

67

Zombie Mechanic
$3 - Action - Zombie
Trash a card costing up to $4 from the Supply. Gain a copy of it.

68
This one is quite crazy, as it affects the sizes of all the Supply piles. Hopefully it fits the content.


Army of the Dead
$8@8 - Project
At start of each of your subsequent turns, gain a card from Trash into your hand.
-
Setup: Put two bottom cards from each non-Victory Supply pile to Trash.

69



Quote
Provisions
Treasure - $4
+1 Buy
Choose one:
Gain a Copper into your hand for each Treasure card in play,
or trash any number of Coppers from your hand for $1 each.

The Apothecary's best friend. Encourages insane exponential growth and depletion of the Copper supply, or could be simply used to trash initial Coppers.

70
Variants and Fan Cards / Re: Game-changing Landscape cards, just for fun!
« on: January 26, 2021, 01:53:21 am »

71
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 17, 2020, 02:46:41 am »
A Way for Cornucopia. +1 Action gives life to otherwise useless terminals, but only if it's the only copy.
This is stronger than an ordinary Way, probably on par with Mouse.


Way of the Silkworm
If you don't have other copies of this in play,
+1 Action, +1 Card, +$1

72
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 15, 2020, 04:19:01 pm »
A split pile with 5 Tribunes and 5 Tribes, with the unmentioned Gathering feature:

Tribune
$3 - Action - Gathering
+1 Action
+$1
You may discard a Victory card for +1 Card.
Add 1VP to the Tribune Supply pile.
Tribe
$5 - Victory - Gathering
2VP

When you gain this, if you have any Tribunes
in play, take the VP from the Supply pile.

73
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 11, 2020, 01:24:06 am »

Quote
Commune
Project - D6
Whenever you would get a Coffer, get a Villager instead.
At Cleanup, if you have spare Actions left, +1 Villager.
At the end of the game, +1VP for each two Villagers you have, rounded down.

74
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 03, 2020, 12:29:29 pm »

Crone • $5 • Action - Attack - Duration
Until the start of your next turn, whenever another player gains a card that costs $4 or more, they draw one fewer card when drawing a new hand at the end of their turn.

At the start of your next turn, +$2, +1 Buy

A more Adventures style (and a bit less harsh attack) would be to make them take the -1 Card token

75
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 02, 2020, 12:31:59 pm »

Homage
Event - $0
Once per turn: Discard a Victory card from your hand to gain a cheaper card.



I'm going for a card gaining Event similar to Alms and Pilgrimage, significantly altering the pattern of the game. You will probably like to get an early Province for faster development, and the end game junked hands turn into Duchy gainers.

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