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326
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 03, 2019, 11:03:46 pm »
Quote
Rent
cost $2 - Action - Reaction
Reveal your hand.
+$1 per Victory card revealed.
---
When another player plays an Attack card, you may reveal this from your hand to put any number of cards onto your deck.

Strong Secret Chamber, isn't it? (Although you cannot earn $ from Curses or unusable Actions.)

327
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 31, 2019, 11:27:27 am »
Merchant Village
cost $3 - Action
+1 Card
+1 Action
+1 Buy
You may play a Merchant Village from your hand.
Gain a Merchant Village.
---
There are 20 copies of Merchant Village, rather than the usual 10.

This completely outclasses Market Square when there are no trashers.

Beyond that, I’d say it outclasses Village and maybe Worker's Village as well. With the self gaining, it should be very common for them to collide multiple times per turn.

Fmm... this is a Village only when two collide. In 20-card deck, how reliable? This is not worth $4. Enormous Buys aren't so great.
I totally disagree. Due to the unconditional self-gaining this would be a very powerful $4, perhaps even stronger than Port.

A simple nerf would be conditional self-gaining, e.g. "You may play a Merchant Village from your hand. If you did not, gain a Merchant Village." That could still be too strong for $4 but at least it is not totally crazy anymore.

How about this?

Merchant Village
cost $3 - Action
+1 Card
+1 Action
+1 Buy
You may play a Merchant Village from your hand.
If this is the first time your played a Merchant Village, gain a Merchant Village.

You can gain only 5 or 6 Merchant Villages (since all 4 players buy and play this if this is overpowering). When you have 20 cards in deck, this is unreliable. Do you still buy this only for Buys? Unlike 4 cost cantrips like Magpie and Rats, this is unsuitable for upgrading.

328
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 29, 2019, 05:18:50 am »
Merchant Village
cost $3 - Action
+1 Card
+1 Action
+1 Buy
You may play a Merchant Village from your hand.
Gain a Merchant Village.
---
There are 20 copies of Merchant Village, rather than the usual 10.

This completely outclasses Market Square when there are no trashers.

Beyond that, I’d say it outclasses Village and maybe Worker's Village as well. With the self gaining, it should be very common for them to collide multiple times per turn.

Fmm... this is a Village only when two collide. In 20-card deck, how reliable? This is not worth $4. Enormous Buys aren't so great.

329
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 28, 2019, 06:25:57 pm »
Merchant Village
cost $3 - Action
+1 Card
+1 Action
+1 Buy
You may play a Merchant Village from your hand.
Gain a Merchant Village.
---
There are 20 copies of Merchant Village, rather than the usual 10.

330
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 21, 2019, 10:20:47 am »
Sponsor
cost $3 - Action
+$2
Each other player reveals a Treasure from their hand (or reveals they can't). You may gain a copy of that card. If you do, they do so, too.

331
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 15, 2019, 04:40:26 am »
Mother of Dukes
cost $0* - Action - Prize
+1 Action
Gain a Duchy or 3 Estates.
(This is not in Supply.)

Pumpkin Contest
cost $6P - Event
Gain a Prize.
---
In games using this, add the Tournament pile to the Supply.

332
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 08, 2019, 05:53:08 am »
Gift
cost $4 - Night - Duration
Set aside a card (under this). At the start of your next turn, if it's an...
Action card, gain a copy of it, playing immediately
Victory card, +1vp
Treasure card, gain a Gold.
Discard the set asided card afterwards.

333
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 31, 2019, 05:52:38 pm »
Slave Merchant
Types: Action
Cost: $2
+2 Actions, +1 Buy, +$1. You may play a Treasure. You may buy a card.
Breaking convention of playing Treasures in the Buy phase is not something I personally like doing very much. Regardless, I think +2 Actions, +2 Buys, +$1 might be a bit strong at $2.

I meant to say "Take an extra Buy phase immediately, in which you can only buy 1 card." So, buying a card via this SPENDS Buys. It doesn't give you +2 Buys. And playing Treasures is necessary to buy a card.

334
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 28, 2019, 11:40:46 pm »
Very well then - will change my entry to this.

Slum Village (Action - Reaction) [$4]

+1 Card
+2 Actions

———

When an opponent trashes a card, you may discard this from your hand, to gain a copy of that card from the Supply.

I think it needs cost limitation. When I play Swindler to trash your Colony, we (not including you) discard 3 Slum Village to pile out Colony and you cannot gain another. Isn't it ridiculous and too swingy?

335
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 27, 2019, 07:39:27 am »
Slave Merchant
cost $2 - Action
+2 Actions
+1 Buy
+$1
You may play a Treasure.
You may buy a card.

336
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 20, 2019, 05:30:02 am »
Goblin
cost $4 - Action
+$2
In this turn, cards cost $1 less per a card you bought, but not less than $2.
Heirloom: Poach

This wording is a little funky. Does this mean that Copper and Curse cost 2 while this is in play?
Oh, I didn't mean so, but that is interesting, too. What I wanted was not letting you buy Coppers to reduce Province cost to $0. Maybe I should say "cards cost $1 less per a card you bought, which cost at least $1, but not less than $0." But this is too wordy.

337
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 20, 2019, 03:12:14 am »
Goblin
cost $4 - Action
+$2
In this turn, cards cost $1 less per a card you bought, but not less than $2.
Heirloom: Poach

338
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 17, 2019, 11:16:28 pm »
I finally came up with an idea to brush up my idea, but it's too late.

Quote
Scarab
cost $1 - Action - Attack
+2 Actions
If the Scarab pile is empty, each other player gains a Copper. Otherwise, gain a Scarab.
Setup: Each player may exchange a Estate to a Scarab.
Village Junker! Self Multiplication! Cheap! No worry for 3-pile end!

339
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 15, 2019, 11:09:54 pm »
Cockroach
cost $1 - Action
+1 Action
If the Cockroach pile is empty, each other player gains a Curse. Otherwise, gain a Cockroach.
---
Setup: Each player gains a Cockroach.

I would *never* play the Cockroach. I'd treat it like a curse in my deck. I'd be very happy if my opponent played it. They would collected all 10 Cockroaches in the supply (or the remaining 8, whatever it is). They are dead in their deck and it's like they are cursing themselves every shuffle. It's only after those plays can they start cursing me. Ultimately, we both end up with the same number of dead cards in our deck. However, my opponent got their curses early on, and had a harder time building their deck, while I had 8-10 shuffles to build my deck stronger and better and am in a much better position to handle those 10 curses. That difference is *way* worth -10vp. This isn't even counting games with trashing, where by the time I am getting cursed, I've largely trashed down my deck and I can handle all the curses easily.

You could strengthen this card by lowering the number of cockroaches in the supply, but I think that will be less fun. If you make it stronger though, it's a cheap non-terminal curser which is not a fun concept.

I think you could improve this idea by linking this to a split pile with a card that cares about cockroaches. Or, have cockroaches not be in the supply (so there can be like, 5 of them), and have a card that gains you a cockroach on buy or something.

Oh, I forgot to say "gain after their first draw". The Cockroach pile has 10-4=6 cards. Maybe giving 2 Curses or Curse and Copper leads you play it.

340
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 15, 2019, 02:20:42 am »
Cockroach
cost $1 - Action
+1 Action
If the Cockroach pile is empty, each other player gains a Curse. Otherwise, gain a Cockroach.
---
Setup: Each player gains a Cockroach.

341
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 04, 2019, 06:32:22 pm »
Greedy Witch
cost $2+ - Action - Attack
+$2
Use a coin token so that each other player gains a Curse.
---
When you buy this, if you didn't use a coin token, you may overpay for this. For each $1 you overpaid, take a coin token.

Guilds. Coin token and overpay.

Why "if you didn't use a coin token"? I don't see how this makes any difference. Wouldn't eliminating that clause only add the ability to spend x coin tokens to get x coin tokens back? It wouldn't ever help you to do that.

I worried 5-2 opening, but yes, you are right. This only prevents buying GW while another is in play. But limiting overpay for coin tokens is needed, too. Fmm...
Oh, I didn't say "coffers". So this coin token is like a pirate ship's one.

342
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 04, 2019, 11:11:44 am »
Greedy Witch
cost $2+ - Action - Attack
+$2
Use a coin token so that each other player gains a Curse.
---
When you buy this, if you didn't use a coin token, you may overpay for this. For each $1 you overpaid, take a coin token.

Guilds. Coin token and overpay.

343
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 27, 2019, 11:07:49 am »
Returned Adventurer
cost $5 - Action
Name a type. Reveal 5 cards from your deck. Put 2 cards with that type into your hand, and discard the rest.

344
We already have Black Market and Potion.

345
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 16, 2019, 04:16:16 am »


Attempt at a Throne Room for Victory cards.

Really Cool concept! I feel like there's some ambiguities on what to do with alt victory cards. If you do gardens, you have to count the size of your deck at that time? Distant Lands would be worth 0? Have you thought about different ways of dealing with that (Like OR 1vp for every 2$ it costs...)?

I think it's stronger than it looks. In many ways it's a much stronger Island. In deck-drawing engines, the end-game focusing on provinces, you would almost never buy duchies. In fact, buying 2 of them could be better than 1 province since you only have to line up one before the end of the game to get all those VP back and if you line up 2, well you got a lot more VP. I'm thinking this could potentially cost 6, especially if you add some clause to deal with non-standard victory cards.

But yeah, really cool card and idea! And it really fits best as a pure-reaction card.

Also a big fan of this one. My wording suggestions would be to say either of the following:

(1) "When you gain a Victory card not worth scaling {VP}". "Scaling VP" is about the closest official lingo I could find in the Dominion manual.
(2) "When you gain a Basic Victory card". More straightforward, but eliminates interactions with a few Kingdom Victory cards that don't have scaling VP.

The idea was that it gives you VP based on what the Victory card is worth the moment you gain it, so yes, for Gardens you would count the size of your deck, and so on, and yes, Distant Lands would not get you any VP. This is what I was trying to get across with the wording "for each VP it is worth in your deck" - that is, how much it's worth at this very moment within the context of being in your deck. I do think it's more interesting if it works for any Victory card. Then again, for something like Silk Road it's going to be really ugly if you don't know off the top of your head how many Victory cards you have. You'd have to do something like look through both your deck and discard pile, then reshuffle your deck. I'll probably change it.

How about "gain another, setting aside"? It has less confusion.

346
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 13, 2019, 05:46:56 am »
Replica
cost $2 - Reaction
When you gain a card costing up to $6, you may trash this from your hand to gain a copy of that.

347
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 08, 2019, 11:08:53 am »
Poor Land
cost <6> - Victory
Worth 1vp per 3 Coppers you have (rounded down).

348
So, I was thinking about the design contest thread, and since this is a Duration...

Schwerin Cathedral
Action - Duration - $3
Now and at the start of your next turn: +$1.
While this is in play, when another player gains a card, trash a card from your hand.

Oh, I'll buy Skulk.
Me, too.
Me, three.

It is useless on 4-player game, isn't it?

349
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 01, 2019, 09:45:58 am »
Copper Pixie
cost $2 - Action - Duration
Now and at the start of your next turn:
gain up to 2 Coppers to hand.
---
While this is in play, during another player's turn, when you would gain a card, instead gain a Copper.

Considering that 90% of the time, you'd be gaining worse cards during other player's turns, this seems like a benefit and not a vulnerability.
I think that's the point of the card: a Trader-like defense against junking Attacks at the cost of a Beggar-like on-play effect.
While I think that the quasi-Reaction is interesting, I also think that the card is too weak.

This is a 2-cost Merchant Ship. I thought gaining Copper when other player plays a Governer is nice vulnerability while most of the time I gain a Copper instead of a Curse, but yes, this seems weak now. Maybe up to 3 works.

350
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 31, 2019, 11:54:16 pm »
Copper Pixie
cost $2 - Action - Duration
Now and at the start of your next turn:
gain up to 2 Coppers to hand.
---
While this is in play, during another player's turn, when you would gain a card, instead gain a Copper.

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