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Dominion Online at Shuffle iT / Re: Bug report: Inheritance + Trail
« on: January 17, 2023, 10:55:03 pm »
It would work with the pre-errata Inheritance, but you can't play pre-errata Inheritance online obviously...
You might try:QuoteSet aside any number of cards from your hand, then draw that many. The next time you shuffle, discard the set-aside cards.
I would even suggest either "after the next time you shuffle" or "discard the set-aside cards afterwards." To make it clear that it happens after shuffling (which I assume is the case).
Yeah, this is what I meant. I'll fix it.You don't need to say "gain a Gold or a Treasure" since Gold is a TreasureQuoteDragon
$5 - Action - Attack - Duration
Choose one: +$3, or gain a Gold or a Treasure from the trash.
The next time any player gains or trashes a Treasure costing more than $5, each other player reveals the top 2 cards of their deck and trashes a card costing between $3 and $7.
A trashing attack designed to work with Loots (but not directly).
I know it's almost strictly better than Bandit and maybe too similar, but it's what I came up with anyway...
I assume they mean "gain a Gold, or gain a Treasure from the trash", although this is one more word on an already wordy card. You could switch them to say "gain a Treasure from the trash or a Gold" which is the same number of words but unambiguous.
Dragon
$5 - Action - Attack - Duration
Choose one: +$3, or gain a Treasure from the trash or a Gold.
The next time any player gains or trashes a Treasure costing more than $5, each other player reveals the top 2 cards of their deck and trashes a card costing between $3 and $7.
Donald X: Don't make silver+ power level cards costing 4$ or less, they're too good.
Community: k
Donald X: here's Patron lol
Community: oh yeah look at what we got
I like the idea, but the 2nd part would be a lot clearer if it said something like "Play the treasures on your Border, leaving them there. Then you may buy a card."
Desert Coyote
Night - $5
Trash a card in play or in your hand to gain a Treasure costing up to $3 more. You may gain a card, as if buying, using the Treasures on the Border and in play.Trash a card in play or in your hand to gain a Treasure costing up to $3 more. If the gained card cost $3 or less, you may gain another copy of it. You may gain a card, as if buying, using only the Treasures on the Border.
Shipping Village
$5 - Action
+1 Card
+2 Actions
You may play an Action card on your Border. If it is Outgoing, leave it there.
Atheneum
$? - Charter
Put any number of cards on this from your hand or from play. At the start of your turns, put one in your hand, then discard a card.
CondorOrginally had the gaining as a Smugglers effect, but that had too many words. The Mount/Dismount text doesn't leave a lot of room for the top half. The flexibility should make up for the delay drawback.
$4 - Action - Duration - Mount - Liason
At the start of next turn, choose one: Gain a card costing up to $4; or +$2, +1 Buy, and +1 Favor.
-
Mount: At the start of your turns: +1 Favor. Dismount when you spend 3 or more favors in one turn, or if you have 6 or more unspent.
I think it's funny how oxymorons can be created from the Traits. Pious Villain, Nearby Distant Lands.Pious Graverobber
Triploons
Pentaloons
$7 Treasure - Loot
+$3
-
When you gain this, gain four Golds.
Pantaloons
$7 Treasure - Loot - Attack
+$3.
All players reveal their hands and trash any reveals Golds.
Santaloons
$7 Treasure - Loot
+$3
-
When you gain this, all players gain a Gold.
Doublunars
$7 Treasure - Loot
+$3
-
When you gain this, gain two Moons.
Bentaloons
$7 Treasure - Loot
+$3
-
When you gain this, moon your opponents.
Ventaloons
$7 Treasure - Loot
+$3
-
When you gain this, notice a draft in your backside and try to hide the hole in your pants.
Diver
Trait
When you discard a Diver card, you may reveal it to put it on the bottom of your deck.
Buccaneer
$5 - Action - Attack
+1 Card
+1 Action
+$1.
Each other player takes a Mutineer.
I think it needs to gain the state when you gain a Mad Alchemist. Otherwise, there's no reason for it to not be a Landmark (which would also disqualify the card). One easy way to make it a lot closer to being balanced is have it be +1 Card and +1 Action when you put a card on the mat (instead of another +2 cards). Would still be too strong for $4 with only that change, but then you can tweak the penalty till it works.It will be fine in most games, but I don't like that the penalty will unnecessarily hose other cards that use the Tavern Mat, especially things like Miser, Ratcatcher, Distant Lands, and Wine Merchant which all encourage putting multiples of themselves (or Coppers in Miser's case) on the Tavern Mat. The simplest fix would be to just create a separate mat that's used just for Mad Alchemist. You also could then put the scoring instructions on the mat and eliminate the need for States.
Having a dedicated Mat would be an interesting idea, but would not really fit the rules of the contest to have the penalty appear below the line. I could always have you gain the State if you gain a Mad Alchemist, so it becomes an active choice.
oh. uh...FWIW, this is what this would look like on an actual card (not the right triple-color scheme):QuoteIcy VentureA Venture that can't hit copies of itself. (not sure about the best wording).
$5 - Treasure - Duration
+$2
Reveal cards from your deck until you reveal an Action or Treasure. Discard the other revealed cards. If you revealed a Treasure, play it. Otherwise, set it aside and play it at the start of your next turn.
-
When you reveal this, set it aside, and keep revealing cards as if you hadn't revealed it, then discard this when the current card is resolved.
Which satisfies the "fine print" of the contest, but I think it would be good to look into ways in which you can reduce the amount of text needed.
Oh yeah, forgot that. fixed now.Should probably be a reaction.QuoteIcy VentureA Venture that can't hit copies of itself. (not sure about the best wording).
$5 - Treasure - Duration
+$2
Reveal cards from your deck until you reveal an Action or Treasure. Discard the other revealed cards. If you revealed a Treasure, play it. Otherwise, set it aside and play it at the start of your next turn.
-
When you reveal this, set it aside, and keep revealing cards as if you hadn't revealed it, then discard this when the current card is resolved.
Icy VentureA Venture that can't hit copies of itself. (not sure about the best wording).
$5 - Treasure - Duration - Reaction
+$2
Reveal cards from your deck until you reveal an Action or Treasure. Set it aside and play it at the start of your next turn. Discard the rest.
-
When you reveal this, set it aside, and keep revealing cards as if you hadn't revealed it, then discard this when the current card is resolved.
Duk
- Event
During clean-up this turn, after discarding and before drawing your next hand: Look through your discard pile. Shuffle all but up to 5 cards from it into your deck. Gain a Duchy.
Mad Scientist
$5 - Action
+1 Card
+1 Action
You may trash a card from your hand costing at least $2 for +2 Cards. If you don't, gain a Silver.
Hideaway
$3 - Night - Victory
Choose one: Gain a Silver, put a card from your discard pile on top of your deck, or +1 Card at the end of this turn (after drawing).
-
Worth 1 VP.
Tales is an Action split pile with four cards. Like all split piles in Allies, the pile starts with four copies of each card sorted by cost.I like the first three cards here, but dragon seems really weak for $6 bottom card of a split pile. You gave an example of a play that works out well with it, but when you can't do that (or might be able to do it only once), then it probably isn't worth the $6. One easy (but perhaps not very thematic) fix would be to put a few victory points on it to make it fit better (mechanically) with the first two cards. By the time you've gotten to the bottom of a split pile, you've probably done most of your trashing already if there's any other decent trashing on the board.
There is an old tale of Saint George and the Dragon, where the dragon demanded the city to send two sheep every day so he could eat. When the city ran out of sheep, the dragon demanded human tribute. When the princess was eventually chosen to be offered, Saint George stood up and defeated the dragon.
Sheep: $3 Treasure - Victory - Tale: Worth $1 per Victory card you have in play (including this). You may rotate the Tales. Worth 1 VP
Princess: $4 Action - Victory - Tale: A magpie that doesn't gain itself but is worth 1 VP instead.
Saint George: $5 Action - Tale: +3 Cards. You may play a Tale from your hand. When you trash this, play it.
Dragon: $6 Action - Tale: You may topdeck a card, then discard discard any number for +$1 per card and trash the rest. Trashing a Tale grants an extra +$3.
Stage Director
$5 - Action
If you didn't spend an Action to play this, discard up to 2 cards.
Draw up to 6 cards in hand. Play the top card of your deck. If it has no play effect, you may take your -$1 coin token to replay this.