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826
Weekly Design Contest / Re: Contest #59: Automaton
« on: January 26, 2020, 12:46:45 am »


Hopefully this qualifies. A cheaper Band of Misfits with no cost restriction, but lets the player to your left choose the worse of two cards for it to mimic.

Version History:
v1.0: Original version.
v1.1: Changed cost to .

827
Variants and Fan Cards / Re: Odyssey: A 30 Cards Fan Set in Need of Input
« on: January 25, 2020, 03:38:10 am »
also i still think Architect has a very limited use case when alt-vp isn't present, since
4 estates -> province or
1 duchy + 3 estates -> colony
are the only nontrivial (estate-> estate is trivial) combos you can do w it. Open it up to using whatever as fuel, like a two-turn forge

That would make it bonkers OP. A card that just lets you mass trash whatever cards you want from your hand that you don't even need to have in your hand at the time it's played for two turns AND lets you fairly easily gain an expensive card AND is even non-terminal would make Chapel look like a Scout-tier card in comparison. It's already OP as it is in my opinion.

828
Variants and Fan Cards / Re: Odyssey: A 30 Cards Fan Set in Need of Input
« on: January 25, 2020, 03:29:32 am »
Bushfire - I reveal an Apothecary (cost ) and a Duchy. Which "costs the most?" Those two costs are orthogonal and therefore the answer to my question is "undefined." You have to specify "costs the most ."

Possessed Witch - This card showcases a common misconception. Contrary to evidently popular belief, there's no rule that says that Durations' effects stop when they leave play; Hireling still continues giving you +1 Card each turn even if you manage to trash it while it's in play. Possessed Witch needs to say something along the lines of "At the start of each of your turns that this remains in play" in order to explicitly stop giving Curses once it's out of play.

Town Center - As worded, you don't need the "if you have any Actions remaining" part because it literally just gave you Actions so there's no way for the drawback to not trigger.

829
Variants and Fan Cards / Re: Odyssey: A 30 Cards Fan Set in Need of Input
« on: January 23, 2020, 04:55:16 pm »
Arsenal (Action - Duration)
+2 Cards
At the start of your next turn, +1 Card. At the start of your second next turn, +1 Card.
This might be too much weaker than Hireling for such a small difference in cost.

I agree that it's too weak for , but I disagree with the reasoning. I used to believe that Hireling was brokenly OP, but I've since come around on that belief and have realized that it's actually pretty weak for . This is because Hireling is very slow due to doing absolutely nothing on the turn you play it, whereas Arsenal doesn't have that issue. The reason I'd say it's too weak is because of comparing it to Wharf (granted, Wharf actually is bonkers). Arsenal is essentially a Wharf without the +Buys and with the second draw split between two turns. It's about as close to being strictly worse than Wharf as it can get without actually doing so.

830
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 23, 2020, 04:24:45 pm »
A problem I've noticed with almost all of the entries so far is that they play a card from your deck and then discard the other revealed cards. You can look at official cards like Ghost and Golem to see that it should be "discard the other revealed cards, then play that Action." The reason is because, for example, let's say Privateer hits an opponent's Fortune Teller. All of the cards that were revealed by Privateer are still in revealed "limbo," so it's unclear what happens. Are those cards ignored by Fortune Teller's Attack? And if I hit Bob's Council Room and it makes Bob reshuffle, he doesn't get to shuffle the revealed cards in.

831
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 20, 2020, 06:43:11 pm »
Quote
Knight Errant
$5 - Action
+$3. Each player (including you) reveals and discards the top 2 cards of their deck and gains a copy of a card they revealed costing from $3 to $6 that you choose.

This is gonna decimate piles in 4+ player games

Not that much more than Jester, I don't think. That said, I think it's almost certainly too weak. Just + is too weak for (Legionary) and I think this is going to be weaker than that most of the time.

jester, only one person is getting a card at a time. this is tossing out 4+ copies each time its played.

Jester gives out one card per player who revealed a non-Victory card. Knight Errant has just as high a cap as Jester.

832
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 20, 2020, 05:25:27 pm »
Quote
Knight Errant
$5 - Action
+$3. Each player (including you) reveals and discards the top 2 cards of their deck and gains a copy of a card they revealed costing from $3 to $6 that you choose.

This is gonna decimate piles in 4+ player games

Not that much more than Jester, I don't think. That said, I think it's almost certainly too weak. Just + is too weak for (Legionary) and I think this is going to be weaker than that most of the time.

833
Weekly Design Contest / Re: Contest #58: Double Double
« on: January 19, 2020, 06:00:14 pm »


A Procession variant whose upgrading portion is optional instead of mandatory.

Procession was changed to exclude Durations due to new rules around tracking.

Another option would be to adopt similar wording to Improve (ie you do the upgrading when you discard the card from play),  which wpuld allow it to be played with Durations. I also don't think the card would be too strong if you could turn Actions into non Actions, or if the trashing was "up to".

Thanks, I completely forgot about that! Fixed, and buffed by changing the cost restriction to "up to."

834
Weekly Design Contest / Re: Contest #58: Double Double
« on: January 19, 2020, 05:38:26 pm »


A Procession variant whose upgrading portion is optional instead of mandatory.

Version History:
v1.0: Original version.
v1.1: Changed cost limit to "up to" instead of "exactly" and changed wording to work with Duration tracking.

835
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 19, 2020, 02:56:05 am »

Promenade (Action, $6).

You may play an Action card from your hand twice.
You may return one of your Villagers. If you did, play it a third time.
---
When you gain this, +1 Villager.

A Throne Room variant that lets you upgrade to King's Court if you have a Villager to hand.
...
Yeah. This is just a more-expensive Throne Room that has a stronger effect than Throne Room. I dunno if it's weak at or not, but it seemed weird to use the term "dead" when that generally refers to something like Stables in a hand with no treasure; or when people make fan cards that do almost nothing unless there's an attack available, etc. Even if the card were just literally Throne Room but costing , I wouldn't think to use the term "dead".

Would this work better as a $5? I wasn't sure initially if it should cost $5 or $6; eventually I erred on the side of caution.

I think $6 is an appropriate cost. I'd generally advise against using busted cards like King's Court as a benchmark to balance other cards and comparing this to the $5 Throne variants it seems clearly much stronger than those to me.
A King's Court once that becomes a Throne Room is much stronger than a Throne Room that never misses (Royal Carriage)?  Crown and Scepter are definitely a very marginal benefit on top of Throne Room, but having a one-time upgrade is also not much of one.  I would not vote a $5 price as overwhelming, merely that the way it plays is dully familiar.
I'd personally prefer its playing be limited in some other way and it generate Villagers in some circumstance.  It would make it feel more different than Throne Room and the other Villager cards.

Yes? King's Court is insane. This is also a Throne with an on-gain Villager which I think would be very strong at $5 anyway.

A big part of why King's Court is insane is because you can KC-KC. Promenade-Promenade, on the other hand, is more akin to KC-Throne Room, which is nowhere near as powerful. KC gets better the more you have, whereas Promenade doesn't.

That said, my main issue with Promenade isn't its power level, but that it's too Kingdom dependent. If the Kingdom has no other sources of Villagers, it's too weak IMO, but if the Kingdom has a way of getting large amounts of Villagers, such as Recruiter or Academy, then Promenade becomes practically just a cheap King's Court. It's always going to be broken in one direction or the other, IMO.

836
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 14, 2020, 07:59:55 pm »
Here's my entry. (Mix of Tactician and Fortune)


It doesn't combine and with fortune to quadruple. It's way cheaper than fortune, but doubles before you play treasures, and discards the rest of your hand (meaning no more treasures).

I like this. My only concern is that it could show up in a Kingdom with no actions that give .
Thanks.

There are a decent number that give virtual coin.
Most cards have kingdoms that favor them and those that don't and many are useless (or virtually useless) without support (rats without other trashing, conspirator without + actions, moat when there aren't attacks, etc.). If it's not worth buying, people just don't buy it.

Problem is, you also need the virtual coin to either be non-terminal or have Villages in order to play Profit afterwards. And most virtual coin is +, which makes it very hard to make Profit make more than even a Woodcutter.

837
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 14, 2020, 05:51:07 pm »
Promenade (Action, $6).

You may play an Action card from your hand twice.
You may return one of your Villagers. If you did, play it a third time.
---
When you gain this, +1 Villager.

A Throne Room variant that lets you upgrade to King's Court if you have a Villager to hand.

This is especially powerful with cards that provide +Villagers, e.g. Patron or Acting Troupe, since those can be used with for the 3rd play.

For Acting Troupe it's basically +10 Villagers!!

It's practically a dead card if it's the only source of Villagers, though.

How? It's a Throne Room that's a King's Court for the first time you play it.

Yes, but it only costs less than a King's Court. It's so much worse than King's Court for being a similar price.

I guess it's not "practically a dead card," but it's definitely weak for its price if its the only source of Villagers.

838
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 14, 2020, 03:00:50 pm »
Promenade (Action, $6).

You may play an Action card from your hand twice.
You may return one of your Villagers. If you did, play it a third time.
---
When you gain this, +1 Villager.

A Throne Room variant that lets you upgrade to King's Court if you have a Villager to hand.

This is especially powerful with cards that provide +Villagers, e.g. Patron or Acting Troupe, since those can be used with for the 3rd play.

For Acting Troupe it's basically +10 Villagers!!

It's practically a dead card if it's the only source of Villagers, though.

839
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 12, 2020, 09:01:30 pm »
Based on the post date, it should be about time for a 24 hour warning.

840
Weekly Design Contest / Re: Contest #57: Fee for Service
« on: January 11, 2020, 03:14:09 pm »
Decided that I like this other new card I came up with better.



A Peddler variant that can Scheme a card (including itself) if you don't spend its . Might be too strong for .

841
Weekly Design Contest / Re: Contest #57: Fee for Service
« on: January 10, 2020, 03:59:34 pm »
EDIT: This is no longer my submission.


842
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 09, 2020, 12:50:29 am »
This is an oldish idea I put in the Really Bad Card Ideas thread, and I got feedback and now, here is the finished version. I hope it fits the theme.

Guild Admiral
$2+
Action-Duration-Command
+1 Buy
+1 Coffers
-------
When you buy this, you may overpay for it. If you do, set this aside, and at the start of your next turn, play an Action card from the Supply costing the amount you overpaid, leaving it there.

BTW, just got Guilds+Cornucopia for Christmas! Yaaaaaaaaay!
I don't think this needs to be a Duration - it's not in play when you buy it. Compare with Horse Traders.

It also needs some way to track how much you overpaid instead of expecting you to remember it for an entire round of play.

843
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 04, 2020, 01:38:08 pm »
Rewording suggestion for Merchant Wharf:

+1 Action
Move your +1 Buy token to an Action Supply pile. If you buy an Action from that pile this turn, set it aside. Otherwise, each other player takes their - token at the start of Clean-up.
At the start of your next turn, play the set aside Action, then choose two: +1 Card; +1 Action; or +. (The choices must be different.)
-
When you discard this from play, remove your +1 Buy token.

This way, it's more in-line with official cards and easier to read and understand.

844
Weekly Design Contest / Re: Contest #56: What's Your Next Adventure
« on: December 31, 2019, 05:40:24 pm »

845
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 29, 2019, 12:58:23 am »
Quote
Archaeologist
$5 Action - Looter
+1 Card, +1 Action.
Gain a ruins, putting it in your hand.
You may play an action costing $3 or less.
-
When you gain this, you may put your +1 Action, +1 Card, +$1, or +1 Buy token on the ruins pile.
The first two of these you buy are weak, but once you buy four of them, you'll have all four tokens on your ruins pile which should make them pretty strong.

Posting the entry now. I might do a mock-up later so it looks nice.

Just after gaining one of these, you can put your +1 Card token on the Ruins pile and your Archaeologist will be strictly better than a Laboratory on-play (since the Ruin can be played freely, it's a net +2 Cards, +1 Action, plus the Ruins effect). And with just two Archaeologists gained, the Ruins become either:
A free Laboratory (Ruined Library)
A free Village (Ruined Village)
A free, reaction-less Market Square (Ruined Market)
A free Peddler (Abandoned Mine)
Or a free mini-cartographer (Survivors). I think Archaeologist is way too strong for just . (And note this is assuming you use your +1 Card and +1 Action tokens first. You can move the tokens in any order, so Archaeologist is actually strictly better than that.)

846
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 26, 2019, 03:15:45 pm »
Don't we usually say you have 48 hours to start the next contest?

I think so.

847
Weekly Design Contest / Re: Contest #53: Three is Company
« on: December 02, 2019, 11:36:51 am »


Based on my card Delegate (submitted for the Command-type contest). Based on the playtesting results from Delegate, I think it would be safe to say that Emissary works great with 3 or 4 players, but is unbalanced at other player numbers.
Why? Sure, in a 2P games you have less options and the other player can simply play money to make Emissary pointless. But as it stands the card looks extremely strong: even a petty Pearl Diver makes Emissary better than DoubleLab.

It's a lot less likely to hit in 2P games, even if everybody is playing an engine deck. You're probably right about its power, though. I'll change the vanilla bonus.

848
Weekly Design Contest / Re: Contest #53: Three is Company
« on: December 01, 2019, 10:11:29 pm »


Based on my card Delegate (submitted for the Command-type contest). Based on the playtesting results from Delegate, I think it would be safe to say that Emissary works great with 3 or 4 players, but is unbalanced at other player numbers.

Version History
v1.0: Original version.
v1.1: Changed vanilla bonus to a choose one instead of +2 Cards, and moved them to after the special effect.
v1.2: Changed vanilla bonus to +1 Card and +1 Action and moved it back to before the special effect.

849
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 27, 2019, 07:36:32 pm »
I think Pearl Pendant gives too much of an advantage to whoever happens to get it since they can guarantee a in one of their opening hands.

850
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 25, 2019, 02:58:18 am »
Traveling Fair $4
Action
Refer to the noted results. For each time you rolled a...
1, +1 Card
2, +1 Action
3, +$1
4, +1 Buy
5, +1 VP
6, You may trash a card from your hand
---------------
Setup: Roll three six-sided dice and note the results.

An attempt to make a card that varies based on something other than mucking around with piles. There's tracking issues, and also cost issues, but hey, maybe it's okay to get a cheap Laboratory every 216 or so games.

The name Travelling Fair is already taken by an Event.

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