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Messages - spiralstaircase

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26
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 08, 2019, 08:52:46 am »


Quote
Rising Tide
Types: Action, Attack
Cost: $4
Reveal this or a card from your hand costing at least $3.
All players (including you) draw or discard cards until they have as many cards in hand as the revealed card has $ in its cost.
+2 Cards

Clarification: You draw cards up to a number, or you discard cards down to a number. You don't get to do one then the other.

27
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 03, 2019, 09:18:17 am »


Quote
Crocodile
Types: Night - Duration
Cost: 4 debt
Return half your debt tokens (rounding up).
Until the start of your next turn, cards cost 1 debt more.

Avoids the usual problem with cost increasers, because they don't reduce debt costs.  Is a Night card, because by the time you play them you don't mind about cost increases.  Isn't an Attack, because it's not clear how it would work with Moat, and anyway Crocodiles can swim.

28
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 03, 2019, 08:33:29 am »
changed to witched town:

"Witched" isn't really a word - we would say "Bewitched".

Sorry we keep picking you up on these - I apologise for the weirdness of our language.

29
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 22, 2018, 01:33:07 pm »


Quote
Revenant
Cost: $5
Types: Action - Attack - Duration
Until your next turn, when any other player gains a Victory card during their turn, they take Miserable.  If they already have Miserable, they flip it over to Twice Miserable.
At the start of your next turn, trash a card from your hand.  Gain a card costing exactly $3 more than it.

30
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 12, 2018, 07:07:24 am »


Quote
Prisoner's Dilemma
Types: Action - Attack
Cost: $5
Set a card aside from your hand. Each player (including you) names a card. Reveal the set-aside card and return it to your hand.
If you named the set-aside card, each player who named it gains a Gold, and each who didn't gains a Copper.
If you did not, each player who named it gains a Curse, and each who didn't gains a Silver.

31
Variants and Fan Cards / Re: Really bad card ideas
« on: December 11, 2018, 07:20:22 am »
It's a good thing we're here to talk about Dominion, not Legends of Andor.

32
Dominion General Discussion / Re: Dominion expansion advice needed!
« on: December 11, 2018, 07:17:48 am »
Alternative viewpoint: if you like full-random, don't do Alchemy last.  Potions are a worse investment the fewer cards in your kingdom they buy, so if you want to see kingdoms where Alchemy cards get played, get it while you've got a smaller pool of other cards to dilute them down.  The later you leave it, the less you'll enjoy Alchemy.

33
Dominion General Discussion / Re: Interview with Donald X.
« on: December 10, 2018, 04:51:02 am »
And they give people the chance to buy real Dominion with a different theme instead of buying a clone. That's nice too. The people who would have preferred a new expansion can still play the spin-off; it just doesn't combine. In exchange it gets to have whatever else it has.

So, it feels like this is the same line of thinking that gave us "Deckbuilder" on the back of Magic cards, and that went... where that went.  Do you think Dominion differs from Magic in a way that makes a second game line in the Dominion family feasible?  Do you ever wish you'd given Dominion a more generic card back so you could make combinable spinoffs?  (not counting Intrigue)

34
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 06, 2018, 03:15:09 am »
You only have 2 cubes so the max would be 4 vp

That's a very good point.  Let's say that in the hypothetical world where this is available as a promo, it comes with an extra set of cubes.

35
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 05, 2018, 10:52:18 am »
Oil Painting would be more interesting if it rewarded you for not getting Projects.

Hah, I see what you mean.  I think in general I find the tension of "There are two things I want to do, and I can only do one of them" to be less fun than the tension of "There are two things I want to do, and if I do one of them first then doing the second is easier but I might have missed the chance to do it", but YMMV.

36
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 05, 2018, 09:37:16 am »


Quote
Oil Painting
Cost: $4
Types: Victory
Worth 2 VP + 1 VP per Project you have bought.
-
Setup: Add a Project to the kingdom.

Clarification: The added Project is in addition to any other Landscape cards in the kingdom.  So if there are two Events before adding the Project, the maximum value for Oil Painting will be 3VP.  If there are two Projects before adding the extra Project, the maximum value for Oil Painting will be 5VP.

37
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 27, 2018, 07:15:59 am »
I see your point about King's Shilling; I guess the obvious fix would be to give it +Buy, but then it would be strictly better than Pouch.  I'll think about it.

OK, I've given it a +Buy conditional on your buying an Action, so you can use it to spam cheap Actions at the same time you buy your Shillings.

38
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 27, 2018, 05:01:49 am »
But there is the problem that King's Shilling is just a Copper (ignoring Looters and cards like Sea Hag stopping to be useful) until they are all gone. This is probably not an issue in multiplayer but in 2P this can lead to something we know from City: Alice tries to empty the pile, Bob doesn't play along, the City pile never empties and Bob wins. It is not as grave as with City as it is just half a pile but arguably the cost of having $2 Coppers in your deck is often higher than the cost of having $5 Villages. With all those stop cards it is also less likely that you can later match them consistently with Garrison.

Thanks for the kind words about Garrison!  I see your point about King's Shilling; I guess the obvious fix would be to give it +Buy, but then it would be strictly better than Pouch.  I'll think about it.

39
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 26, 2018, 03:57:42 pm »
This looks fun. One thing; King's Shilling should say + $2, like Charm.

Fixed.

40
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 26, 2018, 11:23:56 am »


Quote
King's Shilling
Types: Treasure
Cost: $2
$1
You may trash an Action card from your hand.  If you do, +$2.
The next time you buy an Action card this turn, +1 Buy.

Garrison
Types: Action
Cost: $6
Gain an Action card.
-
When you trash this, put it in your hand.

The original version of King's Shilling lacked the +Buy part

41
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 23, 2018, 05:42:28 am »
Asper already pointed out with a similar card that having to play a Ruined Library several times is a pretty harsh cost.

Good point.  I'd nerfed Plotter a bit from my original idea, because I was concerned that it made it too easy to gain Gunpower Plot, but I've now reverted to the slightly more powerful version, which gives you one Villager per Plotter in play.  Now, you could play it as two Ruined Libraries and a cantrip, or as three cantrips and a Vilage, and have enough spare to get one (if you want one).

Quote
The megaturn Night card is interesting but too narrow for my taste. If you time it badly you destroy your entire deck.

Time it well, then :-)

The idea is that with the villagers you get from Plotter, you should be able to set up a megaturn even on boards where the other cards are all terminal.  And then, you get your megaturn again!

42
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 20, 2018, 06:15:39 am »


Quote
Plotter
Types: Action
Cost: $3
+1 Card
+1 Villager per Plotter you have in play (counting this)
You may spend 5 Villagers and trash this to gain a Gunpowder Plot.

Gunpowder Plot
Types: Night
Cost: $0*
+1 Buy
Trash this. If you do:
Return to your Action Phase.  Until the end of your turn, if you play an action, trash it.  Play each action you have in play.
(This is not in the supply)

CLARIFICATION: You don't get the actions from the Villagers you spend to gain a Gunpowder Plot.

The OP version of this card always gave you one villager.

43
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 10, 2018, 11:52:12 am »
About Drunkard, it generally counts as an Attack to make opponents take something bad (e.g. "Miserable" or their "-1 Card" Token). Taking that bad thing is what Moat keeps from happening.

Drunkard however is not taken, it is given. I find it unclear how Moat should interact with this, as the hit player technically isn't told to do anything.

OK - kind of like how Masquerade isn't an Attack, then?

I've reworded Drunkard to be "The player to your left takes this card into their play area", does that work for you?

44
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 09, 2018, 11:28:44 am »
A card without an actual "on play" attack portion has a 0% chance of winning this round.

For the avoidance of doubt, do you count "Put this in front of the player to your left" as such an attack?  If not I'll remove Drunkard and reconsider.

45
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 09, 2018, 09:38:38 am »
I don't think a "while in play" effect works with attack typing and reactions like Moat. Also it would need a dividing line like this.

Challenge accepted.



Quote
Drunkard
Types: Action - Attack - Duration
Cost: $4
+2 Coffers
The player to your left takes this into their play area.
-
During clean-up, you may pay $3 to discard this. If you do not, it stays in play.
If you have any Drunkards in play at the end of cleanup, you draw one less card.

Clarification: Taking the card does not count as gaining it.

The thing I like best about this is that if your opponent plays a moat, your Drunkard stays in play in front of you :-)

Reworded from "Put this in front of the player to your left" at Asper's suggestion

46
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 05, 2018, 04:15:22 am »
I think you need an "if you do" on Dragon.  Otherwise, I can play it, choose to trash a Victory card from my hand, fail to do so because there are none, and still get the effect.

47
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 01, 2018, 06:51:45 am »
I know Carcassonne has been done already, but:

I got a bit carried away with the idea of cards that keep other cards in play next to them, and this turned into a bit of a mini-Expansion.



General clarification: During cleanup, cards "next to" another card stay in play if that card does.  Only cards played as part of a card's effect count as cards "next to" that card.  Merely putting a card next to it on the table isn't enough. 

Quote
Cloister
Cost: $8
Types: Action - Duration - Victory
Now and at the start of each of your turns: If this is in play, you may play a non-Duration Action card from your hand, putting it into play next to this card. If there are eight cards next to this card, discard this and all cards next to it, and +9VP.
-
At the end of the game, if this is in play, it is worth 1VP plus 1VP for each card next to it.

Quote
Field
Cost: $6
Types: Action - Duration - Victory
Put Victory card from your hand into play next to this card.
At the start of each of your turns, you may put a copy of that card into play next to this card.
-
At the end of the game, if you have the most copies of that card in play next to this card, this card is worth 1% per copy.

Clarification: In the case of a tie, all tied cards score.

Quote
Road
Cost: $5
Types: Action - Duration
Play up to two non-Duration Actions from your hand, putting them into play next to this card.
At the start of each of your turns, you may play a non-Duration Action from your hand, putting it into play next to this card.  If you do not, discard this and all cards next to it, and +1 Action per card that was next to it.

Quote
City Walls
Cost: $4
Types: Action - Duration
Now and at the start of each of your turns: If this is in play, you may play a Treasure from your hand, putting it into play next to this card. If it is worth $6 or more, +2VP. If you do not, discard this and all cards next to it, and +$1 per card that was next to it.

48
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 31, 2018, 06:02:44 am »
But you can't place a Cloister next to another Cloister, since it's a duration card, but you can arrange the grid so that a card is next to multiple cloisters, is that right?

Well spotted!  I have changed it so that you can place Cloisters, and so that there has to be room for it.  I guess if I had room I'd introduce a Cloister Mat with a grid on it, but I really don't have any more room on that card :-)

Having slept on it, for the sake of simplicity, I've changed it back to non-Duration, and made it so that you need separate cards for each one.  Less Carcassonne-y, but more actually practical in a real game of Dominion.

49
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 30, 2018, 11:25:11 am »
But you can't place a Cloister next to another Cloister, since it's a duration card, but you can arrange the grid so that a card is next to multiple cloisters, is that right?

Well spotted!  I have changed it so that you can place Cloisters, and so that there has to be room for it.  I guess if I had room I'd introduce a Cloister Mat with a grid on it, but I really don't have any more room on that card :-)

50
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 30, 2018, 11:20:39 am »
Can you put a Cloister next to a Cloister, or next to other cards played by Cloister, like in Carcassone? Basically, can cards count as being next to multiple Cloisters?

Good question!  Fixed by changing the clarification.

Quote
Also, the green and orange should be switched.
Edit: Also, I think you want +9VP instead of take 9VP.

OK.  Fixed.

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