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126
Weekly Design Contest / Re: Weekly Design Contest #172: Trait Me Right
« on: December 19, 2022, 10:45:54 am »

127
Weekly Design Contest / Re: Weekly Design Contest #172: Trait Me Right
« on: December 19, 2022, 10:41:48 am »


Nope, I didn't make a mistake. For the Kindred Trait, there are two Kindred cards, and both are randomized to a different Action/Treasure Supply pile like normal Traits. The Kindred cards are inseparably linked: any time you gain one Kindred card, you get a copy of the other (whether you want it or not, similar to Fawning).

Depending on what the pair is, this can lead to some interesting interactions, such as when a good card is tied to a not so good one, or letting you get around challenging price points (hey, I can gain Grand Markets for $3 if I buy their Kindred Fortune Tellers, hmm but do I really want a bunch of Fortune Tellers).

Initially I used differently named, but this gets messy with split piles (including autopiling the Knights) so now it checks which pile the card came from.

Wouldn't this function the same with the simpler "The first time you gain a Kindred card in a turn, gain a Kindred card from a different pile."?

128
Weekly Design Contest / Re: Weekly Design Contest #172: Trait Me Right
« on: December 19, 2022, 12:23:55 am »
Quote
Resourceful
When you gain a Resourceful card, you may put an Action card you have in play onto your deck.

I considered letting you topdeck any card, but then I considered how many treasures (especially loot) would make it much easier to keep buying the resourceful cards each turn and empty the pile quickly.

2 Magpies, pile out.

Eh?

You have two Magpies in your hand. You play the Magpie it to draw a card, then reveal an Action or Victory card as the next card in your deck. You gain a Resourceful Magpie and topdeck the Magpie you just played. Then you play the other Magpie in your hand to redraw the first Magpie, then reveal the same card you revealed before to topdeck the Magpie you played. Repeat until the Magpie pile empties.

This is a specific enough scenario that I think it's fine, but the actual problem with Resourceful is that it has tracking issues due to being able to topdeck Duration cards the same turn you play them in. It ought to not be able to topdeck Durations.

129
Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 17, 2022, 01:40:42 am »
You referred to kru5h by the correct name in your comments about his submission, but typed a 7 instead of a 5 in declaring him the winner.

130
Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 16, 2022, 11:40:34 am »
The collector
4p
Gain up to three cards with different names that have at least 5 cards in their pile, each costing up to 5.

Gives not as much pile control as other gainers, although its a giant boost if you manage to get it. 4p is expensive however, when is the risk of potion worth it? Because this is hard to balance, i would love to hear some feedback!

This cost 4Potions? WOW! If it is that expensive i'd remove one of the last two conditions since the bar to gain is so high already.
If it does cost potion, why not include potion in the "up to cost"?
What is the card type?


4p means .

Thanks, i modified it and loosened the restrictions. Hope its better now!

I don't think it needed the buffs; I'm pretty sure BryGuy only thought it needed to be stronger because he misunderstood the cost as being 4x rather than .

131
Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 14, 2022, 02:02:23 pm »
The collector
4p
Gain up to three cards with different names that have at least 5 cards in their pile, each costing up to 5.

Gives not as much pile control as other gainers, although its a giant boost if you manage to get it. 4p is expensive however, when is the risk of potion worth it? Because this is hard to balance, i would love to hear some feedback!

This cost 4Potions? WOW! If it is that expensive i'd remove one of the last two conditions since the bar to gain is so high already.
If it does cost potion, why not include potion in the "up to cost"?
What is the card type?


4p means .

132
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: December 12, 2022, 04:17:42 pm »
The Shard of Honor fork seems to have broken for me. It's hard to describe what's going on, but all of the buttons, text fields, etc. are spaced super far apart and don't work, and no images are being loaded. I've tried deleting Cache and Cookies, but that didn't work.

New info edit: It works in other browsers besides Firefox. When I right-click and select "Inspect" on Firefox, I see a JS error that says
Quote
Uncaught ReferenceError: initCardImageGenerator is not defined
    initialize https://shardofhonor.github.io/dominion-card-generator/index.html:38
    <anonymous> https://shardofhonor.github.io/dominion-card-generator/index.html:45

    initialize https://shardofhonor.github.io/dominion-card-generator/index.html:38
    <anonymous> https://shardofhonor.github.io/dominion-card-generator/index.html:45

I just retried it in Firefox 107.0.1 and it did work fine.
You may want to delete not only the Cookies but also the Local Storage files of the site (attention: this also clears the favorites and any other stored settings).

Thanks, but it fixed itself pretty shortly after I posted that comment.

133
Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 10, 2022, 02:00:40 pm »
That said, @Xen3k, I don't see why I would ever take a Curse to get a card when that also lets my opponent get a copy of the same card for free. That would be shooting myself in the foot by gaining a Curse to benefit my opponent just as much as it benefits me.

This is a fair criticism. So, I can drop the Curse gain for other players to gain a card, or require the active player to gain a curse as well to get a copy of the gained card. Either of those seem more appealing than the other?

As worded, you'd gain up to 3 Curses and/or DDs. Because the cards "gained this way" were 3 Curses and 3 DDs.

As it is now, this is correct. I could change it to "For each other player, you may gain a copy of the cards they gained this way." That woulce the player of Dark Dealings to gain a Curse as well. Thoughts?

Whether you drop the Curse gaining for opponents or make the player required to self-Curse to gain cards, I think it's still not worth doing for your opponents since it still benefits you just as much as it benefits them.

134
Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 10, 2022, 01:44:13 pm »
The wording of "gain a card costing more than that isn't a Province or Colony" wouldn't fix the issue. Every card that doesn't cost costs more than ; costs more than , for example. My suggestion is "gain a card with only in its cost that isn't a Province or Colony."

135
Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 10, 2022, 01:21:22 am »


Extra gaining as penalty as opposed to reward.

For example, when I gain a Golem or an Overlord, do I gain a Curse?

Not as worded, since it only takes into account.



Quote
Dark Dealings - $5
Night
Each other player may gain a Curse to gain a copy of a card you have in play. For each card gained this way, you may gain a copy as well.
If you don't gain anything, gain a Gold onto your deck.

Things of note
1: The person playing Dark Dealings can technically gain a Curse and a copy of whatever another player gains through it. There may be cases where this is desirable, like with a Trader in hand.
2: Even if other players gain cards off of it, you can still opt to not gain a copy of anything to get the Gold onto your deck.
3: All other players choose to gain a Curse and a card before the player of Dark Dealings chooses to gain anything.
4: Other players make their choices starting with the player to the left of the active player and go clockwise.
5: If the Curses are gone nobody else can gain anything off Dark Dealings, but you can still get the Gold onto your deck.
6: This is not actually an attack as everything is optional.

A weird gainer that relies on others to get multiple cards in a turn. While a non-terminal Gold gainer/top-decker may be underpriced at $5, the possible benefits to other players makes this reasonable IMO. Feedback is welcome.

For example, in 4-player games, when only DD is in play and all other 3 players choose to gain a Curse and a DD, 6 cards are gained.  So, I can gain a Curse and a DD 6 times, right?

As worded, you'd gain up to 3 Curses and/or DDs. Because the cards "gained this way" were 3 Curses and 3 DDs.

That said, @Xen3k, I don't see why I would ever take a Curse to get a card when that also lets my opponent get a copy of the same card for free. That would be shooting myself in the foot by gaining a Curse to benefit my opponent just as much as it benefits me.

136
Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 09, 2022, 04:31:28 pm »
Replaced my submission since I've realized that I've already submitted Jackpot (albeit under a different name) to a prior WDC.

137
Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 09, 2022, 11:15:54 am »

Inventor but it gains two cards. To keep this card's cost down, it only provides cost reduction to non-Victory cards.
Gains differently named stuff to prevent pile-driving. Like Inventor, it's nice if you manage to stack or throne them.

This is plenty strong enough without the cost reduction, if not even too strong already.

138
Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 09, 2022, 01:29:00 am »


139
Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 06, 2022, 07:35:55 pm »

140
Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 05, 2022, 07:39:01 pm »


This wording won't work.  It means

Choose one:  reveal; or gain.

You can choose an option you can't do.  You should write

You may reveal; if you don't, gain.

Plus it doesn't specify where opponents reveal from.

141
Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 04, 2022, 07:14:14 pm »
My Submission:



Quote
Dragon • $7 • Action - Attack
+3 Cards
+1 Action
Trash a card from your hand. Each other player with 4 or more cards in hand discards a copy of it (or reveals they can't).

Double Lab is already too strong for , let alone double Lab + trashing + an Attack.

But the trashing limits its usefulness as an engine component. Having multiple copies of it will strip all of the junk out of your deck and start costing you cards you want. Unless you have gainers/+Buy (or Fortress), it will eventually come back to bite you.

The same can be said of a bunch of mandatory trashers that are priced as if trashing is an upside.

142
Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 04, 2022, 06:26:27 pm »
My Submission:



Quote
Dragon • $7 • Action - Attack
+3 Cards
+1 Action
Trash a card from your hand. Each other player with 4 or more cards in hand discards a copy of it (or reveals they can't).

Double Lab is already too strong for , let alone double Lab + trashing + an Attack.

143
Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 01, 2022, 08:31:13 pm »


Not-quite Idol/Fool's Gold curser. Cursing other people is good, but how many effective Silvers do you want to add to your deck to do that?

This is way too good compared to Cauldron. Colliding two cost cards is almost always a much smaller ask than gaining 3 Action cards in the same turn.

I'd argue that this should cost , especially so that you can't open with two of them.

144
Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 01, 2022, 07:47:08 pm »
Consul
Action - Reserve - Attack
$2

+1 Action

Put this on your tavern mat.
________________________________________________________________________________________________________________________
At the start of your turn you may call this to reveal a card from your hand. Each other discards a copy of the card (or reveals a hand with no copies).

This doesn't quite work as an Attack since all official cards that care about Attacks care about when an Attack card is played, but this doesn't attack on play, it attacks on call.

145
I don't know if the victory point is worth it being trashed on the first play. I feel like the effect should be more or the cost less.
The main perk is not the , but the trashing clause itself. Sometimes, you want to hit , but do not wish to keep the Silver that got you there. Recycled Goods is just that: A Silver that does not linger in your deck. And it's mostly better than keeping a subpar stop card.

Recycled Goods can copy Duchess’s “In games using this” wording. It also doesn’t need the Reaction type because the contents of the trash are common knowledge.
True that it could use Duchess' wording, but that would add a 4th line of text, shrinking the font. I think the current version is a good compromise between readability and ease of understanding. The only reason why it's blue is to draw attention to the fact that it can be gained from the trash. Same as Patron; that card is uselessly coloured in blue, yet it still is since Donald X. figured that players could benefit from the extra tell.

Yeah, but the trashing is forced. Spending $3 to hit $5 once maybe isn't great. Stop cards aren't great either, but I feel like this is extending that line of thinking too far. There is a point you want a silver, and that point lasts longer than once during the third/fourth turn.

He's playtested it a fair bit, including with me, and it hasn't seemed underpowered so far. Keep in mind that the non-one-shot version is not only a , but a that you have to go through 5+ other cards to get to (I say "5+" because those 5 cards can potentially return themselves to the pile). And the Reaction amps it up a decent amount as well.

146


Needs to specify "you may trash this from your hand."

147
A nest of one-shots.

   

1. Venture Capitalist needs to say where the trashed card comes from (I assume your hand).
2. Treasures don't have "when you play this" anymore, you can just say "trash this" on Seed Money.
3. Financing's 2nd sentence is weird punctuation-wise. You can (and should, imo) say
Quote
If you did, trash up to 4 cards from your hand or discard pile, and gain every Seed Money in the trash.

149
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: November 23, 2022, 07:23:18 pm »
The Shard of Honor fork seems to have broken for me. It's hard to describe what's going on, but all of the buttons, text fields, etc. are spaced super far apart and don't work, and no images are being loaded. I've tried deleting Cache and Cookies, but that didn't work.

New info edit: It works in other browsers besides Firefox. When I right-click and select "Inspect" on Firefox, I see a JS error that says
Quote
Uncaught ReferenceError: initCardImageGenerator is not defined
    initialize https://shardofhonor.github.io/dominion-card-generator/index.html:38
    <anonymous> https://shardofhonor.github.io/dominion-card-generator/index.html:45

    initialize https://shardofhonor.github.io/dominion-card-generator/index.html:38
    <anonymous> https://shardofhonor.github.io/dominion-card-generator/index.html:45

150
Here is an updated version:


When can they exile themselves?

And it still doesn't mention where the copies are Exiled from.

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