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926
Weekly Design Contest / Re: Weekly Design Hall of Fame
« on: September 15, 2019, 02:50:54 pm »
Challenge #43: Design a card (or card-shaped thing) that involves revealing your hand

Acceptable submissions may require you to reveal your hand (such as Shanty Town, Menagerie, City Quarter, or Grand Castle) or your opponents reveal their hand (such as Pillage).  I will also accept cards with "or reveals they can't" or similar clauses so long as they require revealing ones entire hand (such as Bureaucrat, Cutpurse, or Rats).  Cards that require revealing only one card from your hand (such as Gladiator, Encampment, or Young Witch) will not be accepted.

Winner: "King's Counsel" by naitchman


Runner-Up: "Vandal" by mandioca15

927
Weekly Design Contest / Re: Contest #44: Extra turns
« on: September 15, 2019, 02:36:03 pm »


Like Outpost, but you have to set aside cards from your current hand to make your extra turn's hand. The +2 Cards is there to make it compare more favorably to Outpost.

Version History:
v1.0: Original version.
v1.1: Made the +2 Cards unconditional.

928
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 13, 2019, 02:02:54 am »


Skipping your Clean-up phase the turn this is played will make all the cards you played that turn unavailable for your extra turn. Just wanted to make sure this was intended.

Neat way of keeping the power level in check. Your extra turn could get kind of junky, but I can think of a few ways this could be a positive.

Good point. I wasn't thinking of that at all, actually. Though as you pointed out, it's a good way to check the power level. I'm still leaning towards changing it to what I originally wanted, though. Would this make it too strong?

Skipping your Clean-up phase also means that you don't get to draw any cards for your extra turn, so this is accidental weaksauce.

929
Weekly Design Contest / Re: Contest #43: Reveal your hand
« on: September 03, 2019, 07:33:08 pm »


A Guide variant that needs to be in the hand you discard, but rewards you with a Gold if you reveal mostly Victory cards. The strange wording in the reaction is to prevent being able to trigger the same Lair repeatedly by having a small deck/triggering a re-shuffle.

930
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 02, 2019, 08:02:55 pm »
When you inherit Manor House, you can gain the whole Manor House pile. Is that intended?

I was aware of this but I didn't think about it too much. Now that you mention it I think it should have some kind of once per turn clause.  You gain the Estate pile, not the Manor House, which is probably even more broken because then everyone else can't buy Inherited Estates. Here's an update, thanks for pointing that out!



Alternatively, you could just say "When you gain a Manor House, you may gain an Estate." Gaining an Estate even when you inherited Manor House is still gaining an Estate, not a Manor House, so that would fix it without over-nerfing it in the presence of gainers.

931
Dominion FAQ / Re: Upgrading to Silver or Gold?
« on: August 28, 2019, 11:37:25 pm »
In my opinion, the gap between Copper and Silver is greater than the gap between Silver and Gold, so I would do Copper --> Silver. This is because Copper is pretty much always a junk card, whereas Silver usually isn't (or at least is less junk). So Copper --> Silver replaces a junk card with something good, whereas Silver --> Gold just replaces something good with something better.

932
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 28, 2019, 11:34:13 pm »


Here is my submission this week.  Curio Shop is a Workshop/Salvager mashup that can only gain or trash copies of one specific $5-cost card not in the Kingdom that is randomly assigned at the beginning of the game (similarly to Young Witch's Bane).  Unlike the Bane pile, the Curio pile is not in the Supply, making Curio Shop the only way to access those cards.  Of course, Curio Shop's value is largely determined by what the Curio is--if it's something like Lab, well then Curio Shop is a $3 Lab-gainer; if it's Explorer, well...  The Salvager option could mitigate the bad Curio scenario slightly, making it function sort of like a Death Cart payload card, (i.e. gaining and trashing junk for profit), but more likely you'll use that option in games with good Curios, to cash them in while greening once they're no longer needed.

It would be amazing if the Curio just happened to be Fortress...

Sadly, Fortress costs $4.

Somehow, I missed the "costing " part of the setup.

933
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 28, 2019, 09:45:20 pm »


Here is my submission this week.  Curio Shop is a Workshop/Salvager mashup that can only gain or trash copies of one specific $5-cost card not in the Kingdom that is randomly assigned at the beginning of the game (similarly to Young Witch's Bane).  Unlike the Bane pile, the Curio pile is not in the Supply, making Curio Shop the only way to access those cards.  Of course, Curio Shop's value is largely determined by what the Curio is--if it's something like Lab, well then Curio Shop is a $3 Lab-gainer; if it's Explorer, well...  The Salvager option could mitigate the bad Curio scenario slightly, making it function sort of like a Death Cart payload card, (i.e. gaining and trashing junk for profit), but more likely you'll use that option in games with good Curios, to cash them in while greening once they're no longer needed.

It would be amazing if the Curio just happened to be Fortress...

934
Variants and Fan Cards / Re: Dominion: Industrial Revolution!
« on: August 28, 2019, 08:41:20 pm »

Steel Foundry:
A Smithy or Blacksmith on steroids, this terminal draw is a great way to use up actions. Two more cards than Blacksmith, without the copper drawback and with +$1, but topdecks an action from your hand and gains smog as downside. Let me know if topdecking an action is too harsh and instead should topdeck any card.

The description doesn't match up with the image. You describe topdecking Actions, but the drawback in the image is discarding an Action or Treasure, which is very different.

935
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 28, 2019, 08:38:55 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.

This completely outclasses Market Square when there are no trashers.

Lackeys completely outclasses Moat when there are no Attacks.

Not nearly to the same degree, though.

936
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 28, 2019, 06:36:02 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.

This completely outclasses Market Square when there are no trashers.

937
Variants and Fan Cards / Re: Really bad card ideas
« on: August 28, 2019, 01:25:54 am »
Drunken Scholar:
Action - $5
Put your hand on top of your deck in any order.
+7 Cards

938
Variants and Fan Cards / Now and Next-Turn Golem Variant: Guildmaster
« on: August 28, 2019, 12:21:48 am »


Unlike Golem, it distributes the two cards over two turns, but you get to choose 2 out of 3 Actions to play instead of just 2 out of 2. I made this for the unnamed expansion I'm working on; flavor-wise, it's sort of a sequel to Adventures, but so far, the only expansion mechanics it has are Night cards, Durations (duh), Villagers, and Projects.

939
Weekly Design Contest / Re: Contest #42: Monogainer
« on: August 27, 2019, 06:37:53 pm »


Not sure if this counts. It can only gain one name of card per game (barring the edge case of Knights/Split Piles), but which card that is is decided per player and when you buy Campaign.

Version History:
v1.0: Original version.
v1.1: Changed type from Project to Event.
v1.2: Lowered cost from to and removed cost limit.

Minor bug: the image on this post (as of its current edit) shows the card as a Project (albeit with Event coloring).

Oops! It's fixed now.

940
Weekly Design Contest / Re: Contest #42: Monogainer
« on: August 27, 2019, 05:29:16 pm »


Not sure if this counts. It can only gain one name of card per game (barring the edge case of Knights/Split Piles), but which card that is is decided per player and when you buy Campaign.

This feels more like an Event than a Project to me. At least if you want to be consistent with the other card-shaped things that let you put tokens on things. It could still be once per game if you wanted.

I realize that, especially since it could be like Inheritance, but Inheritance could be a Project nowadays. Inheritance honestly even feels more like a Project than an Event, since Inheritance is a card-shaped thing that you can only buy once and has an effect that lasts the whole rest of the game, which is what defines a Project.

I'll still change it to an Event, though. Like you said, to be more consistent with the other card-shaped things that use tokens.

941
Weekly Design Contest / Re: Contest #42: Monogainer
« on: August 27, 2019, 05:13:47 pm »


Not sure if this counts. It can only gain one name of card per game (barring the edge case of Knights/Split Piles), but which card that is is decided per player and when you buy Campaign.

Version History:
v1.0: Original version.
v1.1: Changed type from Project to Event.
v1.2: Lowered cost from to and removed cost limit.

942
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 27, 2019, 04:16:45 pm »

I don't know why the card is set-aside, since you immediately return it after playing. Why not, play that card from the owner's hand, leaving it there?
This is in the top 5

Without the set-aside clause, if Delegate hits somebody's Band of Misfits or Captain, the Delegate player can play it infinite times by repeatedly playing it as a Delegate. The set-aside clause stops that. Doesn't really matter for BoM, but the turn after you play Captain as Delegate infinite times, your infinite Captains can play themselves as a +Buy, + card and buy the Supply.

Delegate you just try to show your worst card, not much thought goes into that.

Delegate shows opponents' entire hands. The only on-play decision is that made by the player who played Delegate. The idea is to try to avoid having cards in your deck that would work in your opponent's deck as well.

943
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 26, 2019, 04:29:49 pm »
Delegate
3$ Action
Each other player reveals her hand, then conceals an Action card from her hand for each corresponding copy you have in play.
Return this to your hand then replay this as if it were another non-Delegate Action card that is visible this way, making this that card until it leaves play.
If you didn't, +2 cards.

This is just a rewording suggestion of my entry, not popsofctown's entry.

944
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 24, 2019, 06:58:43 pm »
Quote
Curious Armoire
Types: Victory, Curio
Cost: $0*
8VP
When you gain this, each other player gains an Action and a Treasure.
(This is not in the Supply.)
I disagree about Curious Armoire in Colony\Platinum games. The 8VP it is worth matters less, and each other player gaining a free Platinum in addition to any Action is a big cost.

That's why I said that Armoire is up there if you aren't playing Prosperity. You're arguing the point that I agree with. Although I did misread Armoire as giving players an Action OR a Treasure, so Armoire isn't that great even if you don't have Plat/Colonies.

If you want each to be "a bit better than a card," Doll is also too strong (Gain Gold, junk other players, and effectively +1), as is Book. Here are all of the Curio's power levels in my opinion, and possible suggestions to fix them to just a bit over :

Armoire: >
Book: ~; Remove the Curse clause.
Cauldron: >/; Drop the first trashing and make it into a Fugitive.
Chest: ; Drop the +Buy and reduce value to . It would only compare poorly to Council Room if Council Room was non-terminal, which it isn't.
Doll: >; Doll is worth even if it was a pure-victory. The fact that there's only one of them makes it even stronger. I don't know how to fix this one.
Figurine: <; Just change it to +, +1, each other player may take for +1. It makes it weaker when strong but stronger when weak.
Hammer: > You've convinced me of this one.
Mirror: >
Plans: >
Weapon: >

Overall, though, I think your Curio Shoppe is too complicated and too long to resolve.

945
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 24, 2019, 03:10:16 pm »


I don't think these are balanced with each other at all, assuming they're all supposed to be about the same strength. Chest and Cauldron are by far the best IMO, with Armoire up there as well if you aren't playing with Prosperity. On the other hand, Hammer is usually a worse version of University, and Figurine is easily the weakest of all the Curios.

946
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 24, 2019, 12:26:05 pm »


How about this? I added weak sifting as another option and now you choose three.

I think it's probably too strong now. +1 Card, +1 Villager, +1 Coffers, discard a card is probably without the drawback, and giving +1 isn't a big enough drawback to lower that to ; and it's strictly better than that because that's only one of the combinations!

947
Dominion General Discussion / Re: Interview with Donald X.
« on: August 23, 2019, 03:51:19 pm »
On a note related to Jeebus' question, I noticed that Research says "on this" instead of "under this" like most of the set-cards-aside Durations do. Is there a reason for this?

948
Liked:
Recruiter - Phenomenal trasher, but not as much of an auto-buy as Chapel.
Raze - Same reason as Recruiter.
Royal Carriage - My favorite Reserve and my favorite Throne Room variant.
Fortress - Can be used for amazing, fun combos.
Mountain Village - Hands down the best Village variant in the game, and one of if not my absolute favorite cards.
Disliked:
Torturer - Slows the game down by making it into a painful slog.
Knights - Same reason as Torturer, and can be swingy depending on which Knight is on top, especially if one player has a / split.
Treasure Map - Swingy/luck-based.
Hireling - Too swingy based on who wins the split.
Banned:
Chariot Race - Way too swingy. Would be leagues better if it discarded your opponent's card.
Lookout - Forced blind trashing.
Sauna/Avanto - Games with it are determined by who wins the split.

949
Weekly Design Contest / Re: Contest #41: Non-Attack Interaction
« on: August 22, 2019, 05:09:06 pm »


The set aside clause is to limit its power in the late game and prevent infinite an infinite loop with Band of Misfits.
I love this idea (I had a similar one before looking at the thread), but it is not fun that you could use this to remove a Moat from your opponent's hand and then attack.

That's actually never even crossed my mind. Do you have any ideas of how to fix that?

Buy 2 Moats? I actually like this type of interactivity. It's what makes Dominion interesting.

Yeah, I don't see any issue at all with the ability to set-aside a Moat and then attack. It's already just luck whether you have Moat in hand when your opponent plays an attack or not. And if you pull off this combo, it means you used your Delegate as a Moat; which is bad.

The reason I take issue with it is because it can be a targeted attack. If multiple opponents reveal Moats, then which Moat you chose would become political.
You could have all cards with that name get set aside

It would be too weak then.

950
Weekly Design Contest / Re: Contest #41: Non-Attack Interaction
« on: August 22, 2019, 04:24:37 pm »


The set aside clause is to limit its power in the late game and prevent infinite an infinite loop with Band of Misfits.
I love this idea (I had a similar one before looking at the thread), but it is not fun that you could use this to remove a Moat from your opponent's hand and then attack.

That's actually never even crossed my mind. Do you have any ideas of how to fix that?

Buy 2 Moats? I actually like this type of interactivity. It's what makes Dominion interesting.

Yeah, I don't see any issue at all with the ability to set-aside a Moat and then attack. It's already just luck whether you have Moat in hand when your opponent plays an attack or not. And if you pull off this combo, it means you used your Delegate as a Moat; which is bad.

The reason I take issue with it is because it can be a targeted attack. If multiple opponents reveal Moats, then which Moat you chose would become political.

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