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476
I take it that the "Action cards in play" for Emporium would include any Falconer, Black Cat, Sheepdog and Village Green played out of turn during the same turn.  Is that correct?

If you have the Ferry token on the Patrician/Emporium pile, then a Falconer played as a reaction could gain an Emporium, and count as the 5th Action card in play

Caravan Guard is another card that could work that way

In the context of gaining on another player's turn, though, it would be that player, not you, that would have to have their Ferry token on the Patrician/Emporium pile.


This counts Action cards in play, including Action cards played this turn, Duration cards in play from previous turns, and Reserve cards (from Dominion: Adventures) called into play this turn.

Other Rules clarifications:
Since the attempt to gain 2VP (and thus, the check to see how many Actions are in play) has "when-gain" timing, if another effect with "when-gain" timing brings more Actions into play (such as Duplicate being called), the player can choose to resolve the effect bringing the Actions into play first, delaying the attempted VP gain until after those effects are resolved. This can lead to instances where when an Emporium is first gained, fewer than 5 Actions are in play, but the player still gets 2VP, since they have chosen to do so after bringing a sufficient amount of Actions into play. For example, with only four Actions in play, a player could buy an Emporium, choose to call Duplicate first, then gain 2VP (since they now have 5 Actions in play), then another 2VP from the Duplicated Emporium.

I know you're just quoting the wiki, but if we're being precise, this last sentence is not exactly correct, right:

Quote
For example, with only four Actions in play, a player could buy an Emporium, choose to call Duplicate first, then gain 2VP (since they now have 5 Actions in play), then another 2VP from the Duplicated Emporium.

You would:
• buy Emporium
• call Duplicate
• gain a 2nd Emporium
• collect 2VP from the Duplicated Emporium
• gain the bought Emporium
• collect 2VP from the Bought Emporium

The end result is, of course, completely the same.

Duplicate's call is on-gain, not on buy, so you would, in fact, gain the bought Emporium first. You can't call Duplicate yet on step 2 because you haven't gained anything yet.

477
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 03, 2021, 11:23:38 pm »

Shouldn't there be a "non-Victory card" limit on Voyager? Rebuild is (more than) all the non-terminal Province trashing I need.

Voyager also refers to "Old Saphir" in its text instead of Old Sapphire.

478
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 03, 2021, 04:53:35 pm »
So, this is my participation: a split pile with 5 Voyager and 5 Old Sapphire.



Once you arrive at the midle of the spit pile, Voyager can now give you Old Sapphire if you want (but you still have the choice if you prefer to trash). And then, once the Pile is over; Old Sapphires became better than Gold and you can start to make megaturns with their +Buy and all the Coffers you gather.
Hope you'll like them and thank you for this WDC.

This Voyager is crazy strong. I'd buy a card with just those Vanilla bonuses for !

Also, I think there's a good reason that no official card reusably gives multiple Villagers for free. Even Recruiter needs to trash cards to get Villagers. I think Voyagers will give you all the Villagers/Actions you'll ever need in the vast majority of kingdoms.

479
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 02, 2021, 07:55:32 pm »
Split pile: 5 Boroughs on top of 5 Town Halls.


Borough
$3 - Action
+2 Actions
Draw until you have 4 cards in hand.
If Town Hall is on top of its Supply pile, +1 Card.
If its Supply pile is empty, +2 Cards.
Town Hall
$4 - Action
+1 Action
+$1 per Action card in play

Am I correct in assuming that Town Hall counting other players' Action cards is unintentional? If so, it should say "+$1 per Action card you have in play."

480
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 01, 2021, 02:06:28 pm »
honestly there is no reason why you would ever want this card even in 2p, unless there are other cards depleting Ruins. having to play it 5 times before it works is too high a price for the payoff

Yeah, I agree.

481
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 01, 2021, 01:42:39 pm »
I love this card but it is significantly stronger in 2P than in 3P.

why?

Because the Ruins run out faster in 2P, because there's less of them in the pile and Reconstruction depletes the pile at the same rate regardless of player count.

However, I disagree and think it's equally balanced regardless of player count. City and Animal Fair don't do anything to help empty piles, and piles run out faster with higher player counts. Likewise, the fact that there are more players potentially using Reconstruction helps offset the bigger Ruins pile.

482
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: April 30, 2021, 10:29:18 pm »

My Submission:

   
Hunter
$3* – Action

Quote

+2 Cards
+1 Card per empty Supply pile.

     You may trash this to gain a card     
costing up to $1 more than it.

---------------------------

This costs $1 more per
empty Supply pile.


I do like the idea of these cards that "power up" costing more based on the power up, like Community and Hunter as I think it makes an interesting decision on when to buy - getting them early when they might be weak, but at a discount, for their later powered up state. So you've got my vote there.

But I might suggest trying to avoid being strictly better than any of the official cards during any of the "ages" of the card;  i.e. In Hunter's case, with one empty supply pile, it is is "strictly better" than Smithy.

You mean like how City is strictly better than both Laboratory and Lost City when Supply piles are empty?

483
Variants and Fan Cards / Re: More Dominon Fan Card Ideas
« on: April 30, 2021, 09:09:54 pm »
Although I like the flavour of it, Key to the City looks nearly strictly worse than Bazaar.
Booming Town feels like an official card. Sure, it does not reinvent the wheel but which village actually can nowadays?

Key to the city can't be drawn dead. Bazaar can.

That's a pretty small benefit considering that Key to the City is a Peddler instead of a Peddler + Village for the same cost. Not to mention that its "+1 Action" effect is worse than an actual +1 Action, since it doesn't let you continue your Action phase.

484
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: April 30, 2021, 02:38:21 pm »
Market Dealer $3 Action
+1 card +1 coin
If you have 4 or more cards in play +1 card per card over 4.

I'm pretty sure this doesn't qualify.
  • The activation should be irreversible in most cases and not based on transient conditions.
  • All copies of the card should be activated for all players once the specific trigger is met.

This fits neither of those qualifications. This uses a transient, player-specific condition similar to Conspirator, which was specifically listed as an example of something that doesn't qualify.

485
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: April 28, 2021, 10:53:47 pm »

486
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: April 28, 2021, 10:41:29 pm »
Works are on a mat, shared by all players. There are six spots, when you do the thing a spot describes, you immediately mark that spot (with coin tokens or what have you; sharpie if you hate having nice things). Sorry I didn't have time or mental bandwidth to fire up photoshop on this one, but the spots are:

• Play three Treasures with different names in the same Buy phase
• Buy two cards in one turn
• Buy a Gold
• Buy a Duchy
• Play five Action cards on the same turn
• Play three Infrastructure on the same turn

So they're like Asper's Feats, then?

487
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 28, 2021, 02:53:56 pm »
But for evaluating the strength of a card, I would mainly consider the non-mirror

I would consider cases that one would actually reasonably expect to happen. Sure, if your opponent's throwing the game--I mean, not buying Knights--then your Knights are better than a non-gaining Dark Knight. But upwards of 99% of the time, you AREN'T going to be playing a non-mirror! You generally want to mainly consider the vast majority case, not the stars-aligned-under-a-blue-moon case.

488
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 26, 2021, 07:20:58 pm »


I believe the wording is necessary to stop you from gaining cards form weird places (like your opponent's hand)

I think the stop-moving rule would apply without that wording, e.g., you trash a Fortress, it goes back into your opponent's hand, Extortionist expects to find it in the trash, and since it doesn't find it there it can't gain it.  But I could be wrong

mxdata is correct, stop-moving rule causes you to fail to gain it if it isn't in the trash via e.g. Fortress. Therefore it doesn't need to say "from the trash."

489
Variants and Fan Cards / Re: More Dominon Fan Card Ideas
« on: April 26, 2021, 01:14:04 pm »
I would recommend wording Hanging Gardens like Royal Carriage: "After you play a card, if it's still in play, you may Exile this from your hand to replay that card."

490
Variants and Fan Cards / Re: The Shael's Archive
« on: April 26, 2021, 02:59:11 am »
Every cards that I've post somewhere on this forum are repertoried here.

I would like to request that you please either rephrase this, or refrain from posting other people's cards here. While we can see the creator and artist credits for most of these cards on the cards, this phrasing makes it sound like you made all these cards, which isn't true. Especially since I recognize Floodgate as one of LastFootnote's cards from his Enterprise fanspansion, but it isn't credited as his.

On an unrelated note, you have Cauldron duplicated for some reason.

491
Variants and Fan Cards / Re: Dominion: New Dawn (a fan expansion)
« on: April 23, 2021, 01:22:37 am »
“Start of turn” effects can include playing a card (Captain), giving you coins for this turn (Raider), gaining a card (Cobbler), and many other effects.  When you are instructed to play a card in this phase of a certain Type (e.g. an Action card with Captain, or a Gold card with Reap), it is temporarily considered to be the phase when that Type of card would normally be played, for the purposes of resolving any effects which depend on a particular Phase.

I play Crown at the start of my turn. Is it my Action phase or my Buy phase? Both phases are when its "type of card would normally be played", as it is both an Action and a Treasure.

I believe I remember reading somewhere that "Start of turn" is considered part of your Action phase, currently.  So for the purposes of this expansion, I wanted to make it explicitly clear that Start of turn can take on the effects of any phase, depending on what card (or type of card) is being asked to be played at that time.

Right, but Crown can be played either during your Action phase or your Buy phase, so with this ruling, it's unclear which one of those phases it is while a start-of-turn Crown is being resolved. Which makes a difference in what Crown does.

492
Variants and Fan Cards / Re: Dominion: New Dawn (a fan expansion)
« on: April 21, 2021, 10:27:11 pm »
“Start of turn” effects can include playing a card (Captain), giving you coins for this turn (Raider), gaining a card (Cobbler), and many other effects.  When you are instructed to play a card in this phase of a certain Type (e.g. an Action card with Captain, or a Gold card with Reap), it is temporarily considered to be the phase when that Type of card would normally be played, for the purposes of resolving any effects which depend on a particular Phase.

I play Crown at the start of my turn. Is it my Action phase or my Buy phase? Both phases are when its "type of card would normally be played", as it is both an Action and a Treasure.

493
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 21, 2021, 03:34:05 pm »
As worded, Clutter lets you gain the entire Village pile, since it both triggers on-gain and causes gaining.

494
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 20, 2021, 10:28:00 pm »


Quote
Bodysnatcher - $4
Night - Attack - Reaction - Fate
+1 Coffers
Take a Boon. Receive it now or at the start of your next turn.
----
After another player plays a non-Duration Action card, you may trash this from your hand, to trash that card. Then, gain to your hand an Action card from the trash.

A one shot Reaction that steals an Action card. Otherwise, it is a slow Night card that gives you a Coffer and a Boon. It may be overpriced, but I was worried about making a card that can steal any cost of Action card too cheap. It will have an interesting effect on boards that have very appealing expensive Action cards as stealing one would be a pretty big swing. I appreciate any feedback or criticism.

Edit: Changed the below line text to not use the exchange wording.

Old Version


This doesn't really work as an Attack type, since cards that care about Attacks care when an Attack is played, and Attack cards attack when played. This attacks when you react with it, not when you play it. It shouldn't have the Attack type for the same reason Ill-Gotten Gains doesn't have the Attack type.

495
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 20, 2021, 05:35:19 pm »
I think the better solution is to just not use Prince or Reap on Beguiler boards. I think it's fine to allow those interactions. It's not any more broken than Swindling Province->Peddler or Province->Prince.

496
Variants and Fan Cards / Re: Dominion: Alchemy Reforged!
« on: April 15, 2021, 01:06:09 pm »
Magnum Opus:
The great work, the alchemist's dream, the pinnacle of human achievement, it's what we have been building up to all this time. This the final project does the impossible, turning Potions to Gold.  With some preparation and investment, Golds can be yours for the rest of the game for the low price of $4 instead, making them significantly more enticing.

I gather from the paragraph about Magnum Opus that it lets you do this with any number of Potions each turn? I think Magnum Opus' wording could be clearer, as just looking at the wording, it's ambiguous as to whether it works on all Potions or just once a turn (especially since it says "a" Potion), and it also doesn't specify timing. Something like:
Quote
When you play a Potion, you may ignore its instructions for +.

497

My Submission:

Sentinel
– Night - Duration
Quote

Look at the top 3 cards of your
deck. Discard any number,
taking for each. Put the rest
back on top in any order.

At the start of your next turn,
   +1 Card per taken with this.   


Notes
When a Sentinel doesn't discard any cards, no is taken and that Sentinel is discarded in the same Clean-up phase.

Tracking of how many have been taken due to discarding cards by a Sentinel can be simply done by adding them to the Sentinel card until next turn. This way, they can be easily distinguished from taken by other means.
You may want to find a wording that lets this still be useful when you have less than 3 cards in your deck.

Do you mean less than 3 cards between your deck and discard pile, or literally "less than 3 cards in your deck"? Because you do get to shuffle if there are fewer than 3 cards in your deck but more cards in your discard pile. See Sentry and Cartographer.

498
I'll allow it. However, I think this does allow an infinite loop. I play two highways, then I play Freak. I choose BoM. I choose Freak. I choose BoM. This is possible because the first BoM hasn't finished resolving yet, so there is no counter on it. You may need the Command type and non-Command clause after all.

If you have two Highways, then Freak costs and BoM costs . Freak can play BoM, which cannot play Freak, same as without cost reduction. There is no infinite loop with Freak + BoM. They both only play cheaper cards, and it is mathematically impossibly for two cards to each cost less than the other. There is, however, a loop with Freak + Captain + cost reduction.

499
Updated Collector 1 last time
So with the current version, once you are through the Coppers, the other dude Exiles your best cards

You get to choose which cards you Exile. You can still Exile bad Actions even after running through all your Coppers. The player to your left only decides which card you play from Exile, not which card you Exile.

500
New entry, wansnt happy with the earlier entry



A mixture of Prince and captain, with a bit of thinning.

Edit 1:

Wording fixes. (thanks CRLUNDY and S-SMARTS for pointing out loops and such.)


Edit 2: Segura thought it was too strong, so i nerfed collector: now the player to your left chooses what card you play with Collector. You may then trash the card that was played with collector


This version is still strictly better than Prince by a lot (at least the first copy), unless some other card forces you to Exile cards: You can just keep a single card in Exile, giving the other player no choice. Even without the extra trashing option, this should cost more than Prince.

You leave the played card in Exile and have to Exile a card from play every turn. Unless you plan to play just one card per turn, you can't "just keep a single card in Exile, giving the other player no choice."

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