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101
Weekly Design Contest / Re: Weekly Design Contest #130: Sidekicks
« on: October 03, 2021, 06:09:55 am »
Land Survey
Action $4

+1 Card
+1 Action


Discard any number of Victory cards revealing them. $1 per card discarded.


This goes on top of Rebuild.


I decided to go for Rebuild as I don't think strategies for it are that interesting. Also with Rebuild strategies you want to start buying them early on, which you can't do with a split pile. Hopefully this might mix it up a bit. There are three things I hope to achieve.
1) The card has a synergy with Rebuild.
2) The card can also be useful in other strategies, so both players going for it doesn't mean it will always be a Rebuild mirror.
3) The card can also be ignored by a player going for another strategy. They can have the option to leave the Rebuild player to have to gain all the Land Surveys themself.

Yes it is based on Shepherd.

*Updated following feedback.

102
Weekly Design Contest / Re: Weekly Design Contest #129: In Play
« on: September 30, 2021, 04:29:29 am »


Quote from: Warlock
Warlock -- $5
Action - Night
If it's your Action phase, play a card from your Warlock mat twice, leaving it there.
Otherwise, put a non-Command Action card you would discard from play this turn onto your Warlock mat.[/font]

Sorry this is last minute (I was trying the get the Fan Mechanic Contest judged). Here's my entry: a twist on Necromancer, it puts your Action cards onto a mat, and later lets you throne those Action cards from the mat. Like Mandarin or Monastery, it moves cards that are in play.

You need Command type to stop infinite loops.
You play set aside Warlock to play itself twice, once to play a Smithy, once to play itself twice, ...

Thanks for the feedback. You are of course correct. I was slammed judging the Fan Mechanic Contest so I had to put this out really quickly and didn't spend enough time thinking about all of the potential for loops.

Here is the fixed card:



Quote from: Warlock
Warlock -- $5
Action - Night - Command
If it's your Action phase, play a card from your Warlock mat twice, leaving it there.
Otherwise, put a non-Command Action card you would discard from play this turn onto your Warlock mat.[/font]

Quote
Warlock by Majiponi
http://forum.dominionstrategy.com/index.php?topic=20912.msg878230#msg878230
Interesting idea. I can see this being very powerful, the question is how long it takes to set up by getting the right cards onto your Warlock mat. I wonder if this could be a golden deck enabler by getting the right cards onto the Warlock mat.

This is not my card. I just said it needs fixing.

As majiponi pointed out, this was my card, not his (although he did provide good feedback).

Apologies emtzalex, corrected.

103
Weekly Design Contest / Re: Weekly Design Contest #129: In Play
« on: September 29, 2021, 03:31:26 pm »
I decided to choose interacting with what is in play as the theme for the competition because of the wide varieties in the way the official cards do so. I was keen to see what new and innovative ways people could come up with. You didn't disappoint. There are some really good and creative cards here.

Arsenal by Timinou
http://forum.dominionstrategy.com/index.php?topic=20912.msg877796#msg877796
I see this having two sweetspots. I see it being very strong in slogs, particularly if ruins are involved, where it is unlikely to affect shuffles. In engines the gain onto your deck ability can help set up your next turn. In weaker/less reliable engines what is better, the gaining onto your deck or not discarding your better cards? Difficult to say. I can see this being a skill card.

Dorp by Spineflu
http://forum.dominionstrategy.com/index.php?topic=20912.msg877368#msg877368
I think there is a nice balance here in that it is worth powering up and can power itself up, but doesn't create a monolythic strategy. The dynamics of where this is the only village could be interesting. It will probably create a rush for it, as you might need to use some Dorps to power it up. One possible edge case issue is that in games with more than 2 players and no other spammable cards not every player is going to be able to fully power it up.

Florist by NoMoreFun
http://forum.dominionstrategy.com/index.php?topic=20912.msg877408#msg877408
A worry I have with this card is whether or not it adds a new type of luck that previously didn't exist. You want this card hand at the beginning of your turn where it is very powerful. If you happen to draw it later on in your turn, it could end up being an overpriced Warehouse or worse.

Four Leaf Clover by AJL828
http://forum.dominionstrategy.com/index.php?topic=20912.msg877462#msg877462
Original and innovative, I like the idea of using the total cost of cards in play. One minor quibble, is that it might be possible to have triggered it accidently and not realised. Personally I think gaining a treasure might be a bit underwhelming, I think I would have preferred a reward that synergised better with a strategy that leads to someone playing $21 worth of action cards, even if that might have pushed the cost up to 6.

HauntedHouse by LibraryAdventurer
http://forum.dominionstrategy.com/index.php?topic=20912.msg877425#msg877425
Very interesting and original concept. The draw and topdecking for money could be very powerful. The compulsory trashing of a Province in hand is an interesting effect. Bishop has already proved the concept that trashing a province for VP is worthwhile, so I can see that you would want to trash one to gain the Ghost. This will have some very strong interactions, Farming Village for example. When there is no sifting I am wondering how much of a drawback the choice of trashing or topdecking a Province will be. I can see the card being very strong on some boards and weak on others. As the compulsory trashing only applies to Province, will this push players to alt VP strategies when they are available? It also gets a boost when Cemetary or Exoricst are in the kingdom as they provide other methods of gaining a Ghost.

Hostile Village by Aquila
http://forum.dominionstrategy.com/index.php?topic=20912.msg877817#msg877817
Nice. I think the trashing clause stops the card from being overpowered whilst still being worth playing.

Labormen by Xen3k
http://forum.dominionstrategy.com/index.php?topic=20912.msg877429#msg877429
My gut feeling is that this could be like Jack of all Trades, where a card does a number of different things that add up to a strong card. I like the way the cost reduction works means that it cannot reduce its own cost. This means it will be hard to gain enough of them to set up a mega turn, even though the cost of victory cards will be reduced. End game dynamics could be interesting.

Recast by Mathdude
http://forum.dominionstrategy.com/index.php?topic=20912.msg878157#msg878157
I think this would be better if it allowed to gain cards costing up to $1 more than the trashed card, not exactly $1 more. I think currently its strength is quite board dependent. The card could open up some interesting end game options as you could trash cards you have played to gain victory cards.

Ring by Gubump
http://forum.dominionstrategy.com/index.php?topic=20912.msg877376#msg877376
A Copper gainer is a neat and simple idea. I agree with one of the comments that the concept could make a great heirloom. The problem is that what can be gained does need to be capped in some way. I also agree with the issue that others have pointed out. You can play one copy of a high power treasure you have multiple copies of, play a Ring to gain another copy of that, then play the rest of them.

Shadow by Grep
http://forum.dominionstrategy.com/index.php?topic=20912.msg877917#msg877917
Nice and simple idea. Agree that only certain action cards can be worth playing in the night phase, but there is enough of them to make this a worthwhile card.

Stroke of Luck by Arowdok
http://forum.dominionstrategy.com/index.php?topic=20912.msg877901#msg877901
The only submission that is an event. A Copper, Silver and Gold is 9$ and 3 buys. In return you get 4VP without having a dead card in your deck or it costing you a buy. Would this be a way of getting rid of treasures for reward after bootstrapping your deck or could it be a strategy in its own right. It could be either depending on what support is available. It could be very interesting in the end game on money boards. Once you are sure you are on your last shuffle, you might as well get this for the points each time you have a Copper, Silver and Gold in play.

Trading Village by JW
http://forum.dominionstrategy.com/index.php?topic=20912.msg877367#msg877367
I don't think powering it up would be a problem on most boards. I think this would be most interesting on boards where it is the only village. You would obviously have to play some that are not powered up, trying to minimise the number could impact strategy.

Treasure Cove by Segura
http://forum.dominionstrategy.com/index.php?topic=20912.msg877936#msg877936
With no other kingdom treasures of victory cards, this could up to $4 per turn and 4VP at the end of the game for a cost of $7. Looks good in comparison to Harem. In a game with Castles this is going cost a minimum of $15. Is that intended? In games with Knights you would also need to remember Dame Josephine bumps up the cost too.

Treetop Village by Mahowrath
http://forum.dominionstrategy.com/index.php?topic=20912.msg877788#msg877788
The cost clause has some weird effects, but I don't think any of them cause any major problems and overall I like it. Has a strong synergy is you KC it, as the card will activate it's extra draw if you play a card costing up to 6. Gainers get a bit weird, Workshop can gain this but University can't.

Trophy by Faust
http://forum.dominionstrategy.com/index.php?topic=20912.msg877381#msg877381
My initial reaction to this was could it be swingy if you get a dud starting hand at the wrong time and your engine fails to fire. Whilst this can happen, the more I thought about it, the more I don't think this is a problem. This card will more often reward the player who builds the more reliable engine. I think would turn out to be a card for the player who most skilfully executes their strategy.

Twin by 4est
http://forum.dominionstrategy.com/index.php?topic=20912.msg877433#msg877433
This card wants you to have cards in your deck that you already have in play. Is this going to discourage diversity in strategies and create demand for the key cards in a kingdom? The card does have a self synergy, but it wants something else in order to make a strategy. Has it got the balance right? I think it is a difficult one to call.

Visigoth by Mandioca15
http://forum.dominionstrategy.com/index.php?topic=20912.msg877381#msg877381
A 4 cost card that you can trash when you play it for 3, maybe 4 or even or VP if you have built your deck a certain way. Yes please, looks good to me when the kingdom will support it. There will also be some boards (for example, if it is the only +buy) where you might want to hang onto it and build your deck in a way to try to avoid activating the trash for points. In such games the final turns might be interesting, having deliberately tried to keep the card, can you then activate the trash for points clause? I like the way it could make you play differently on different boards.

Workroom by The Alchemist
http://forum.dominionstrategy.com/index.php?topic=20912.msg877919#msg877919
Alternates between a Lab and a cantrip gainer. I can see it being powerful on boards where it can gain plenty of engine components. I like that it cannot gain itself under normal circumstances to drain the pile. With cost reduction this can happen, but official cards like Magpie can run its own pile if it has the right support, so I don't see that as a problem.

Warlock by emtzalex
http://forum.dominionstrategy.com/index.php?topic=20912.msg878230#msg878230
Interesting idea. I can see this being very powerful, the question is how long it takes to set up by getting the right cards onto your Warlock mat. I wonder if this could be a golden deck enabler by getting the right cards onto the Warlock mat.

And now for the bit I guess you are looking for.
WINNER!!!
Haunted House by LibraryAdventurer

Runner Ups
Treetop Village by Mahowrath
Labormen by Xen3k

Honorable Mentions
Trophy by Faust
Visigoth by Mandioca15
Dorp by Spineflu
Arsenal by Timinou

Congratulations LibraryAdventurer.
Thanks to everyone who entered.

104
Weekly Design Contest / Re: Weekly Design Contest #129: In Play
« on: September 29, 2021, 02:34:27 am »
Apologies, I haven't had time to finish judging yet.

105
Weekly Design Contest / Re: Weekly Design Contest #129: In Play
« on: September 28, 2021, 01:08:59 am »
Submissions Closed

106
Weekly Design Contest / Re: Weekly Design Contest #129: In Play
« on: September 26, 2021, 07:08:54 pm »
Apologies, thought the warning was due today.

24 Hour Warning

Entries accepted so far. Please shout if I missed anything.

Arsenal by Timinou
Dorp by Spineflu
Four Leaf Clover by AJL828
Florist by NoMoreFun
HauntedHouse by LibraryAdventurer
Hostile Village by Aquila
Labormen by Xen3k
Ring by Gubump
Shadow by Grep
Stroke of Luck by Arowdok
Trading Village by JW
Treasure Cove by Segura
Treetop Village by Mahowrath
Trophy by Faust
Twin by 4est
Visigoth by Mandioca15
Workroom by The Alchemist

107
Weekly Design Contest / Weekly Design Contest #129: In Play
« on: September 19, 2021, 05:32:24 pm »
This week it is all about being in play. Design a card or landscape that in someway cares about what you currently have in play.

I deliberately gave a loose definition "someway cares about what you currently have in play" as I want to give a lot of freedom. For example, it could be behavior dependent on how many cards you have in play, types of cards you have in play, look to see if a certain card is in play, etc.  It could happen when you play the card, or it could be an on gain/buy/trash, etc, effect. You can interact with cards in play, for example trash them, replay them, gain a copy, etc. You could have a card whose properties are changed by what is in play, e.g. Peddler. Conditions on whether or not you can buy or gain a card could be dependent on what is in play, e.g. Grand Market

Below is a list of official cards that I would have deemed acceptable if they didn't already exist. Note the list is not necessarily complete, I might have overlooked something.

Cards
Bank
Changeling
Conclave
Conspirator
Crossroads
Emporium
Fortune
Grand Market
Horn of Plenty
Idol
Leprechaun
Mandarin
Magic Lamp
Mint
Monastery
Peddler
Raider
Scepter
Soldier
Tormentor
Warrior


Events
Alms
Bonfire
Pilgrimage
Raid
Stampede


Landmark
Colonade

What I would not accept are cards which affect cards played after it, for example, Sauna turning subsequent Silvers into trashers and Urchin's effect if the next card played is an attack.

Good luck.

*Soldier added to the list of official cards that would be valid, thanks Spineflu.

108
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 19, 2021, 04:05:25 pm »
Wow

Didn't expect that. Thanks Majiponi.

*Puts thinking cap on to come up with ideas for the next competition*.

109
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 12, 2021, 03:20:58 am »
Shaman
$4
Action

Choose one: trash 2 cards from your hand; or look at one card from the top of your deck per card type in the trash. Trash or discard any number of them. Put the rest back in any order.

110
Using picture 1

Longboat
Action - Attack - Duration
$6

Each other player with 5 or more cards in their hand discards 2 of them.

Now and at the start of your next turn +2 Cards

111
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 25, 2021, 12:47:05 pm »
Shipwright
Action-Night-Reserve $4

If this is your Night phase put this on your tavern mat. Otherwise gain a card costing up to $4.
____________________________________________________________________________
During your Buy phase you may call this to return to your Action phase.
Heirloom: Mooring

Mooring
Treasure-Heirloom $3

Cards cost $1 less this turn.



- The card we have been given is a Treasure that in some circumstances you would want to play before some action cards. I decided to make a card that can be both an action you may want to play afterwards and a way of allowing you to do so.
- Hope I haven't missed anything with the idea of an action or night-reserve mechanic.
- I was a bit concerned about the potential that repeatedly being able to return to your action phase could be broken in some kingdoms. I couldn't think of a specific examples, but it seems likely that it exists. To mitigate this I decided that the switching to your action phase is set up in the night phase of the previous turn.

112
Weekly Design Contest / Re: Weekly Design Contest #125: What's the Draw?
« on: August 14, 2021, 04:41:54 am »
Collector
$4
Action

Exile a card from your hand.

+1 card per differently named victory card you have in exile.

113
Guard
$5
Action - Attack

+1 Card
+1 Action
+$1
_______________________________________________________________
Each other play draws until they have 5 cards in hand then discards down to 3.



- Edit -
Changed from a Throne Room variant to a peddler variant following feedback that the can take a while to resolve when chaining the card for a Throne->Throne effect.
There is still a potential element of this to a lesser extent, but on that point I did want to create a card with a potentially stackable attack where subsequent plays have the potential to help opponents rather than hinder them. Personally, I do like Margrave for this reason and  I wanted to make an attack with a similar effect. I accept that some people might not like this though.

This shouldn't have the dividing line. It's also an on-play effect.

Thanks. The dividing line was left behind from the previous version.

114
Royal Guard
$5
Action - Attack

You may play an action card from your hand twice.
_______________________________________________________________
Each other play draws until they have 5 cards in hand then discards down to 3.
This seems like it is going to be very tedious to resolve when you do Royal Guard chains.

I did consider that, but I don't think it will be much different to Margrave. They can end up being chained together for draw and that involves your opponents drawing and discarding cards. Margrave was actually one of the inspirations as one of the things I find interesting about it is that subsequent plays can end up helping rather than hindering your opponents. I wanted to achieve a similar effect.

-Edit-
Apologies, you might be right. Didn't consider that the Royal Guard-Royal Guard scenarios double the number of times it has to be resolved. I will have another think about it.
Thank you for the feedback.

115
Guard
$5
Action - Attack

+1 Card
+1 Action
+$1

Each other play draws until they have 5 cards in hand then discards down to 3.



- Edit -
Changed from a Throne Room variant to a peddler variant following feedback that the can take a while to resolve when chaining the card for a Throne->Throne effect.
There is still a potential element of this to a lesser extent, but on that point I did want to create a card with a potentially stackable attack where subsequent plays have the potential to help opponents rather than hinder them. Personally, I do like Margrave for this reason and  I wanted to make an attack with a similar effect. I accept that some people might not like this though.

116
Dominion Articles / Re: Dominion is getting worse with each expansion
« on: August 04, 2021, 11:10:01 am »
Is +buy this example really just trying to say boards that only allow you to gain 1 card per turn? If so, then I would agree. Those games are less interesting.

There are plenty of example though where with gainers, remodellers, etc, you can have a board where multi-card gains per turn are possible. Sometimes the workaround to a lack of +buy makes these games more interesting.

The presence of gainers or remodellers alone though doesn't mean that a board without +buy will be interesting though. They need to be able to combine together, with the right support if necessary, to be able to reliably gain copies of the key cards when needed. Without that, for certain key cards you might be limited to using your single buy per turn to gaining them.

Also, what about some rush games. A gainer, some alt VP, the right support and you might not need to bother about cards that are too expensive for the gainer.

117
Refit
Action - Duration $5

Choose one: Trash a card from your hand and gain a card costing up to $2 more than it; or at the start of your next turn trash a card from your hand and gain a card costing up to $3 more than it.


Notes
- There currently isn't a duration card that is a member of the remodel family. That is where I have decided to go with this week's competition.
- Choosing to trash on your next turn is riskier as you often will not know what cards will be in your hand. To compensate for this the rewards have to be higher if you choose to do this.
- I decided to go for a card that is a choice of Remodel now or Expand at the start of your next turn. As this is strictly better than Remodel is has to cost more than $4.
- I think there could be some interesting synergies with cards that allow you to know what is in your next hand or set up your next hand.

118
Thanks for organising it X-tra.
Congratulations AJL828

119
Refuge
Action $5

+1 Action
+1 Buy

Exile from 1 to 3 differently named cards from your hand.

Notes
- Exiling cards has a nice synergy with draw to X engines. Unless you are playing a megaturn strategy, you are going to have to address or accept the problem of victory cards taking up valuable hand space in the latter stages of the game. Exiling them is one way to solve this.
- There are no official cards that allow you to exile multiple differently named cards from your hand. I decided to go down this path.
- I think a non-terminal that allowed you to exile as few or as many cards as you want would be overpowered. I decided to borrow the trashing restrictions from Temple as I find them interesting.
- I decided to put a +buy on the card. It adds another engine component when viewing it as a draw to X enabler.


* Update to cost 5 following feedback.

120
Thank you for running the competition Faust.

Congratulations on the win X-Tra.

121
Finale
$10 - Event

If there are two empty supply piles, end the game after this turn.


Notes
- Any extra turns from Outpost, Mission, Seize the Day or Fleet can still be played after this.

An event that adds an extra end game condition. Pricing this I think is difficult as it changes the dynamics of it.
I don't think a generic end game event would work because somebody early in the game could spike a big hand whilst holding a small lead. The two empty piles clause prevents this and potentially adds something to the game.
This impacts the game even if it isn't bought. In a close game, players would need to evaluate the additional end game condition both for themself and their opponent when planning their turns.

122
Carnival
Event -

+1 Buy
+1 Coffers

When you buy this you may overpay for it. For each you overpaid +1 Coffers



I withdrew my previous entry and I am submitting this instead.
The unique mechanic I am using is from Pageant which allows you to convert unspent money into coffers, but I am doing it as an event instead of a project. You can convert any number of coins but you always get back 1 fewer coffers.
This is far too good. You can simply save all but one of your Coins when you don't hit $8 in the endgame, no need to go for Duchies at all.

That also applies if you have bought Pageant. Or does having to buy Pageant justify that ability?
HuH? Pageants saves ONE Coin. Your card saves ALL BUT ONE Coin. That is beyond crazy. If you hit anything below $8 in the endgame, you will never ever buy Duchy but simply save for a Province (or two) next turn.

Yeah. I believe Pageant originally let you convert all your leftover coins into Coffers. I showed that was crazy pretty quickly. After maybe buying a Silver or two, you just save all your money and only buy Provinces. No need to build a deck at all. It's very fast.

Possibly your version that makes you pay $1 for the privilege of saving the rest is less crazy, but I'm not optimistic.

I have edited my original post to remove the overpay option and the + buy. It is now spend 2 coins for 1 coffer. Obviously the option is still potentially there to buy it multiple times, but that will need multiple buys. Even if there are some scenarios where that can be very fast I don't see that as a problem any more as you will need to build a deck to reliably give the +buys to support it.

Thanks again for the feedback. Much appreciated.

123
Ok. Fair points. Completely mis-remembered Pageant. Thanks for the feedback.

I still think basic idea of an event that converts unspent coin to coffers is a valid one, but obviously the exchange rate needs to be moved towards making coffers more expensive I will have another think.

124
Carnival
Event -

+1 Buy
+1 Coffers

When you buy this you may overpay for it. For each you overpaid +1 Coffers



I withdrew my previous entry and I am submitting this instead.
The unique mechanic I am using is from Pageant which allows you to convert unspent money into coffers, but I am doing it as an event instead of a project. You can convert any number of coins but you always get back 1 fewer coffers.
This is far too good. You can simply save all but one of your Coins when you don't hit $8 in the endgame, no need to go for Duchies at all.

That also applies if you have bought Pageant. Or does having to buy Pageant justify that ability?

125
Carnival
Event -

+1 Coffers



I withdrew my previous entry and I am submitting this instead.
The unique mechanic I am using is from Pageant which allows you to convert unspent money into coffers, but I am doing it as an event instead of a project. You can convert any number of coins but you always get back 1 fewer coffers.

- Edit -
Following feedback that the first version was to strong I have removed the + buy and the overpay facility so potentially you could convert all your money except 1 coin to coffers. Now it is spend 2 coins to get 1 coffer.

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