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1
Updated my entry to include dividing line, and I increase the price to $5. Appreciate the feedback, Tiago and segura.

2


A Victory card whose scoring target shifts each time you gain another one. Each player starts with their own Dunes token, like the other tokens in Adventures.

FAQ:
  • When you gain a Dunes, you must move your Dunes token to a different Action Supply pile than the one it's on (you cannot leave it on the same pile, though you may move it back if to the previous pile if you gain another one).
  • Only the player gaining the Dunes moves their Dunes token to a new pile. Dunes tokens for other players stay where they are.
  • You may move it to empty Supply piles.
  • For split piles, any cards from that pile are counted in scoring (even if not Action cards, such as Sunken Treasure or Rocks).

*Edit: Added a dividing line and increased price to $5.

3
Weekly Design Contest / Re: Weekly Design Contest #233: A peculiar view
« on: October 11, 2024, 05:14:24 pm »


These new-fangled Experimental cards are definitely more efficient but they're not cheap.

4
Dominion General Discussion / Re: Interview with Donald X.
« on: October 01, 2024, 12:34:13 pm »
Was there any concern around junking Attacks in games with Progress (especially in multiplayer) and players getting big stacks of junk on their deck? I know e.g. Sea Hag got the discard the top card part to mitigate this.

5


Okay hear me out: How about a card that the players get to design themselves before they start? Will likely swing from hilariously bad to hilariously good game to game.

No idea what it should cost or if that should be adjusted for player count (and I definitely wouldn't recommend this be played with 5 or 6 players). Appreciate any and all feedback for making this unhinged design possibly playable.

FAQ:
  • Before the game starts, each player gets a hand of 3 Ruins to choose from (players do not see each other's hands). Each player secretly selects 1 (or 2 in two-player games) to put face down on the Committee mat. All others are removed from the game and then flip the selected Ruins face up.
  • If a Looter is in the Kingdom, make a separate pile of Ruins. For example, if Committee and Cultist are both in the Kingdom for a 2-player game, there should be a 10-card Ruins pile in the Supply, and another 4 Ruins on the Committee mat.

*Edit: Removed the Looter type, I decided it's not necessary and is less confusing this way.

6


Get ready, the party is starting soon.

7


What if Sinister Plot was a card instead of a Project? They're one-shots, so you'll have to keep gaining more, but you can also have several Plots brewing at once and decide when to execute them.

8
Love this, but why does it need to be an Action? I guess there's a few interactions with Maroon/Courtier etc.

It's mainly there for flavor and I agree, it's certainly not necessary, though I did think including the Action type would help for some TfB cards like Maroon, Sacrifice, Rice Broker, etc.

9


Is it day? Or Night? Eclipse gives you two different ways to "switch" between them.

10
Weekly Design Contest / Re: Weekly Design Contest #228: Feature Creep
« on: August 23, 2024, 09:39:48 pm »


Maybe Ruins aren't so bad after all.

11
Weekly Design Contest / Re: Weekly Design Contest #226: The Count!
« on: August 01, 2024, 08:27:12 am »


Gondor calls for aid!

You can get unbounded terminal draw, but lighting the Beacons takes time (though it's faster when you're under attack). Note: Each player has their own Beacon mat; I'll maybe mock one up later.

12


A cantrip gainer that only works if you reveal something other people don't have. Once you've got a Gold, you can pay up for the Telescope to spy on opponents hands.

13
Weekly Design Contest / Re: Weekly Design Contest #224
« on: July 09, 2024, 05:39:50 pm »
î Is a player allowed to shuffle their hand at any point, or is it public knowledge which of the cards in hand are the two cards drawn with Magician?

Since there's no official card that cares about or rewards knowing the precise order or position of cards within a player's hand, I'd say that shuffling your hand is allowed. The design leans into randomness anyway, and I don't want players to feel like they have to track cards in their opponent's hand to play "optimally." Allowing shuffles fits with the flavor as well.

14
Weekly Design Contest / Re: Weekly Design Contest #224
« on: July 09, 2024, 01:03:54 pm »


Pick a card, any card. Sometimes you mystify them with your magic, but other times they figure out your trick.

FAQ:
-The player to your left chooses without looking at your hand.
-You may shuffle your hand before they choose.

15
Weekly Design Contest / Re: Weekly Design Contest #222: Take Five
« on: June 21, 2024, 11:21:18 pm »


Many desire to be King, but only one may rule.

16
Without virtual Coins? You play Treasure first and then buy a Debt-costed card (I could as well have used an on-buy trigger)! The point of it all is to make it harder to go for Archduke once you already have green in your deck.

Whoops, yes you are correct! I was forgetting when the top decking would trigger. I guess what I'd add then is that my games testing a cantrip Duchy gainer, you rarely end up getting more than two anyway so the penalty may not really come up. Good design though and I stand by the rankings.

17
WDC #221: I Am Forever in Your Debt

Commentary & Results

Thanks everyone for your patience, and I appreciate all the submissions! Let's get to it, OPs are linked, shortlisted entries are bolded.



Impoverished Village by JW
A Village that lets you take Debt for extra cards. The price point for +2 Cards compares with Expedition, and the limit helps prevent spamming these to draw your deck on boards where you don't need to buy cards. An elegant entry and a use for Debt we haven't seen on an official card yet.

Central Bank by grep
A Debt Project that makes your VP cards Coppers at the cost of giving you 1%. Playing VP cards feels overly complicated when it could just be discard at the start of your Buy phase for $1 each. The bigger issue is the penalty which I think is way too steep. 1% per turn may not seem like much but it's basically like getting Cutpursed every turn, and unless you have more than one VP card to play, it doesn't make up for the every turn cost. In most games you trash your Estates, making this worthless, and by the endgame, adding a few extra Coppers to your deck hardly feels worth the trouble. 

Stock Exchange by faust
Another Project, sort of an Expedition+ that you can potentially trigger on multiple turns if you stay in Debt or go back into Debt. Without other ways to take Debt, this Project is eventually going to "run out" and getting more than one or possibly two turns out of it will be rare. With other Debt sources, this gets much more interesting, a mini game of sorts where you actively try to end turns in Debt. While I wish the latter was more the norm, I think the former, "one-shot" vibe will be more common. 

Mad Scientist by BryGuy
I like the idea of a Debt-Potion cost! It remedies one of the core downsides of Potion cards: not drawing your Potion with enough money in hand to buy the card you want (looking at you, Familiar). The issue here though is that Pawns, where you choose 2 from a set of 4 options, REALLY want those 4 options to be simple, easy to grok and remember. Mad Scientists options by themselves aren't complex, but layering on the standard effect you always get with some options having conditional things and some just giving the bonus, it makes it very hard to just glance at the card and know what it can actually do for you. The wording in some places is also a bit strange (trash a Hand card should be trash a card from your hand).

Gangster and Kingpin by HorazVitae
There's a lot going on with this one, trying to wrap my head around it. So it's a Night Workshop that can gain better cards to hand if you trigger its Reaction. I've always thought there's some interesting design space for Night Reactions where the effect gets more interesting during other phases. The Debt cost works here by preventing you from gaining other Gangsters. So far, so good. What I don't really get is Kingpin. Outside of potentially the early game, it's hard to envision a scenario where the start of turn effect of Kingpin ever really triggers (especially in multi-player). The Cursing means you can't ignore Gangster, and the chances of getting Kingpin and then not having another player play it feel really low, essentially making it's ability sort of a factor. The Debt thing also feels a little convoluted. I would recommend figuring out a different Artifact or honestly just dropping it altogether, the Debt cost Night-Reaction seems viable as is. 

Expansive by grrgrrgrr
I actually slightly prefer the other Trait you shared, turning the selected card into a Debt card is a super simple but compelling idea. Expansive is cool too, the card costs extra Debt and gains a Training sort of ability. Like all Traits, the utility is highly dependent on the selected card, but I like this idea a lot and it gives me Cursed vibes, where it makes the card stronger but at a cost. Good one!

Industrialist by infangthief
Another Night card, with a Pawn like choice of Coffers, Villagers, or Horses. The bottom grants choices already, so I think eliminating the choice at the top (and just going with a flat bonus) would be a bit cleaner. The Debt Workshop thing is weird; it's sort of like just buying a card during your Night phase (that you have to pay for later), but it gets better if you already have Debt or play in multiples. Playing the first one let's you pay $3 for a $3 but a second one gains a $6 for just $3 more. 

Incomplete Cathedral by valb_7k
Another Debt Project. So it's basically Cathedral, a mandatory trash every turn, except you can also Remodel stuff if you want. An easy autobuy on just about every board. A Debt Remodel is interesting design space to explore but this is simply too powerful. 

Labor and Slum by fika monster
A Smithy that comes with a pile of Taskmaster variants. You can chain them which is nice, though the mandatory gain is a bit rough, really making you think twice about going for Labours. You really don't want to flood your deck with Ruined Villages. The Debt option let's you get the +Actions next turn and keep the card out of your deck. Paying $1 every turn for an Action doesn't feel great? The flavor is okay, but I would consider making the gain optional and increasing the cost to $5. 

Archduke by segura
Cantrip Duchy gainer is something I've tried before and tested, and it's fun times--gaining Duchies nonterminally seems powerful, but it fattens your deck quicker than you realize. The Debt cost seems fair (I had priced a similar card without the on-gain at $6 which worked well). The on-gain is interesting, you Haunted Woods yourself which without virtual $, makes it challenging to pay off Debt this turn. I can't decide if I like this or not. It's a fine on-gain on its own and can create some interesting decisions, though I feel like it stomps on the core conceit of Debt--you get to pay for part of the card now and part of it later. Overall, I think it's a well designed card, though I wonder if a different ongain that interacts with the top effect (e.g. Marshland's on-gain) might work better.

Usurer by emtzalex
Overpay using Debt is a neat idea, sort of a twist on Stonemason where you don't need the cash up front, however not including a non-Victory card clause is terrifying. Consider removing Province gaining and then you can also likely keep to 1 Debt per $ on the overpay. Trashing anything other than Copper seems unlikely? Perhaps a simpler Moneylender variant would work here. 

Tinkerer by LTaco
A gain to hand Workshop that only works if you have Debt. Normally, you don't want to keep Debt across turns, but you're encouraged to do so here. The in games using this is the fascinating part and makes buying VP cards a way to help fuel your Tinkerers to gain other cards. My one concern is that buying out Debt Provinces gets too easy (having the last one basically be free is a problem), but it's something worth testing! It's a really creative idea and an interesting use of Debt that I've not seen before.

Royal Engineer by Udzu
An Event that basically let's you borrow to gain $5s, with an extra $1 in interest. Super simple and straightforward, though I would suggest adding a non-Victory clause. I worry a bit if 1% is too generous, perhaps 2% is a better base cost. Really solid entry though. 

Desperado by NoMoreFun
A Moat that becomes a Lost City if you have Debt. Like some of the other submissions that reward having Debt, this one will be really hard to activate without other Debt cards, since the only way to get Debt from this is to use it as a one-shot. Consider giving it a Debt cost to encourage keeping some Debt to activate after buying it. The one-shot is interesting, though losing the card and taking Debt seems like a pretty steep penalty. 



Honorable Mentions: Impoverished Village by JW, Expansive by grrgrrgrr, Archduke by segura

Runner Up: Royal Engineer by Uzdu

WINNER: Tinkerer by LTaco


Congrats to LTaco and thanks everyone for participating!

18
Appreciate the patience, I'm about 2/3 of the way through the card write-ups and will get these posted tonight or tomorrow!

19
All good, I'll take these changes into account.

20
CONTEST CLOSED

Please check the OP to make sure I have your most updated submission.

I'll have commentary and results posted in the next day or two.

21
24 hours

22
WDC #221: I Am Forever in Your Debt

Rising Sun is still a few months away, but we already know we'll be revisiting a mechanic not seen since Empires.

Here's this week's challenge:

Design a card or landscape that costs and/or interacts with Debt.

Other rules and suggestions:
  • Your submission must have a Debt symbol () somewhere on the card, either as a cost (such as Engineer, Overlord, or Triumph) or as an interaction within its text (such as Capital, Tax, or Mountain Pass).
  • Costs with both and are allowed (e.g. Fortune, Wedding).
  • Your submission may contain multiple cards (e.g. a split pile or a non-Supply pile), though for judging sake, let's try to keep things to no more than 2 total card-shaped-things per submission.
  • You may use any other official expansion mechanics.
  • Make sure your card has a compelling reason to cost (or interact with) Debt. Remember how Debt affects things like openings, buys, costs/cost reduction, gains (a la Workshop), etc.
  • As always with my contests: Don't make me squint. Eliminate unnecessary words and complexity where possible.

Judgment Details:
  • Entries and revisions must be submitted by 5:00 PM CT (11:00 PM UTC) on Sunday, June 16. I'll try to have results posted by Tuesday, June 18.
  • Entries will be judged on ingenuity, balance, simplicity, and appropriate use of the Debt mechanic.

Have fun! I'm excited to see your designs!



Entries:
Impoverished Village by JW
Central Bank by grep
Stock Exchange by faust
Mad Scientist by BryGuy
Gangster and Kingpin by HorazVitae
Expansive by grrgrrgrr
Industrialist by infangthief
Incomplete Cathedral by valb_7k
Labor and Slum by fika monster
Archduke by segura
Usurer by emtzalex
Tinkerer by LTaco
Royal Engineer by Udzu
Desperado by NoMoreFun

23
Thanks RovingBear for the win, and hope you feel better soon! I'll get the next contest posted momentarily.

24


Secret Meeting is a sort of Night Scheme with some Chariot Race vibes mixed in, rewarding you for having more cards in hand than your opponents (ties do not count). It's usually harder to do this at Night after you've played out all your Actions and Treasures. The top effect has some light interactions with the bottom effect, giving you a bigger hand next turn, though it might be harder to trigger against opponents who are having their own Secret Meetings.

25
Weekly Design Contest / Re: Weekly Design Contest #218: Tokens
« on: May 02, 2024, 11:39:02 am »


Legacy is an inverse Inheritance; instead of making your Estates also be Actions, this makes some of your Actions also be Estates. Each player gets their own colored VP token (different from the metal ones) that moves to the pile you choose, and like Seaway, you get a bonus copy of the card as well.

You could argue that Legacy should have the Landmark type, but I'm pretending this was designed in an alternate history where Empires hasn't come out yet.

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