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251
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 28, 2019, 01:48:07 pm »
Friends
cost $3 - Action - Attack
+$2
Each other player except your friend discards down to 4 cards in hand.
You may pass a card from your hand to your friend.
---
When games using this, the player on the opposite side of the table is your friend. When scoring, add your friend's vp to your vp.

Three broad sets of issues here:
1. Are friends a reflexive property? If A is my friend, am I A's friend? If it is reflexive, then whoever goes earlier in the game has a massive disadvantage. Their score will be the same as someone else with fewer turns and according to tie breaking principles that person going later will win. Or if they have the same number of a turns, it is a tie. The first turn player can never win a game with this card, they can only hope to tie. This card really only works if friendship is non-reflexive. As in A is B's friend, B is C's Friend, C is A's friend.

2. What happens with odd players? How do you define "opposite side of the table." Is it literally opposite side of a table? What if we aren't playing at a table (I normally play on the ground)? What if you are playing online? What if there's a table but everyone is on the same side?

3. As it's written, it depends on what order you score people. If my score gets doubled from my friend, and then my friend calculates their score, then they get the points from my friend's friend AND me.

You can resolve all these problems with something like "the player to your left is your friend, when scoring, add the value of all the victory card's in your friend's deck to your vp." Now this unambiguously works for any number of players, any table arrangement, makes sure that player 1 can still win, resolves the scoring-order ambiguity, works with variable cost victory points (gardens are worth differently in their deck than yours), and also thoroughly addresses the contest requirements. It also incentivizes victory point and landmark scoring since that will not pass off to the player that you are their friend. I might recommend changing from "friend" to something that is more one-way, like "crush" or "idol"

If you do this, the card passing gives you an interesting incentive to pass provinces to your friend. You want their score high, but you don't want their engine strong or they can give those provinces to their friend instead. Ha! I could see this continually happening, with cheaper victory cards being passed around all game. I think this is a really interesting concept, but you'll need to address the three issues I mentioned by modifying card text. Another solution to making reflexive-friendship work (one I don't like as much) is redefining Dominion as a team-based game. Instead of a tie -- you'd have two winners. Of course, this breaks down entirely when you have an odd number of players. You could also use the "value of all the victory card's in your friend's deck" to make reflexivity work, but again, it breaks down with odd number of players.

I think what he meant is that Dominion becomes a 2 vs 2 game when this card is in the game. This is better accomplished by adding the "Team" type, specifying that this card is exclusively meant for 4P games where P1 and P3 play against P2 and P4.

252
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 27, 2019, 04:26:58 pm »
Metropolis by [TP] Inferno
This is an improved Market or Bazaar, so $6 would be its value ($1 lower than its price with only Copper/Silver/Gold). On top of that, many kingdom treasures don't really antisynergize with engines: Bank likes draw, Loan trashes, Relic wants to be played every turn, etc.  And this card is also good in treasure heavy decks as it can also act as a Market Square. Long story short: the price concept is neat, but the execution is flawed.

Owl by majiponi
The choice of the vanilla effect is sound, as Hexes are typically weaker than Ghost Ship and Witch, but those cards lack the ability to choose between 3 attacks. Biggest strike against this is that several Hexes are not balanced around of being used each turn (possibly multiple times). Delusion is the prime example, but Envy can be really bad as well, and Greed would need some errata as well. Nontheless, this is a novel attempt at making an Evil Druid.

Cozener by pst
I really like how this card is its own thing, instead of being a shameless Black Market rip-off. The discard mechanic is a clever way of making sure hitting Donate isn't an autowin as other players can follow suit. It can be quite annoying when someone hits stuff like pathfinding, because then players are forced to hit a high amount of $$ in a rapid fashion. However, this can't be as bad as someone acquiring an Outpost through BM. This is in the top 4

Polymorph by forkofnature
What cards can be added to the kingdom? All unused dominion cards? That's a buttload of options and also makes future expansions render older setups obsolete. Is it a subset of the unused cards? Specify it in a setup section!
That out of the way, I'm not really sold by this. As far as the "remove" part goes, it is a stronger version of Tax and Embargo, two cards that usually harm the user about as much as the opponent. The "unlock a new pile" part can be cool once in a blue moon, but most of the time, the games are too symmetric to make it benefit the user more than the opponent.
(I also see you made an event version but you didn't specify it'd replace this submission).

Tall Tale Teller by NoMoreFun 
This one is really neat, with a funny image. Making a card produce less is a surefire way of reducing its value, and $3 sounds like an appropriate price for this (especially considering it degrades Bazaar into Village). Very curious to make an engine with a piece that gives debt on each play. Only suggestion I'd give is not allowing Attack cards here.  This is in the top 4

Splice by Gazbag 
I'd love to see a working version of this, but your version looks rather... unfinished to say it at least. The "best version" you described reads +4 Cards, +3 Actions, which is beyond ridiculous. In fact, any nonterminal can make this quite strong; Moat+Pearl Diver already makes it a better version of The Forbidden Card. With two terminals, however, this card will almost certainly become rather bland.

Travelling Shop by Gubumb 
Novel concept for sure. And I actually do agree with the restriction to cards between $3 and $5, as hitting $6 with this is just too annoying (and I don't wanna see Familiar being locked behind this thing). It needs playtesting to see how it works in practice, but I definitely value the idea of cards that are locked to a later section of the game (or just a fraction of your turns). And playing with more than 10 kingdom cards can be cool as well. This is in the top 4

Boss by Aquilla
This attack can be really oppressive, as it is a little too reliable at hitting specific targets. Especially the $5 costing version sounds scary, as it produces $3, and is able to force me to discard my Plazas. It compares rather favorable to Raider, which costs $6, forces the user not to play any filler tech to be good, and hits once per 2 turns. The idea is nice, but it doesn't sound like a recipe for fun.

Sleepwalker by Something_Smart
If the pool of Dream cards has exactly one useful card, then this is a Sage+, as it has no chance of stumbling upon a Silver or a Province, and being forces to ply it immediately is irrelevant. If the pool of dream cards has multiple useful cards, then this card is still really good if it isn't too important which one you play, and packs some Golem-esque swingyness otherwise. For these reasons, I am afraid this card isn't going to play that well.

Crusade by mandioca15
Sounds like an alright source of VP, but the guaratueed presence of 3 attack piles can make it somewhat automatic. The Attack is weak enough to ensure the prices of the cards don't have to be lifted. I am afraid that the attacks are a little too easy to forget though.

Warlock by spineflu
I't good that you try to circumvent the Delusion problem, but it does make the card somewhat wordy. Ultimately, the attempt is futile, as Delusion can still be summoned consistently by two Warlocks, which is still too good. (I mis the Setup part in the card's text).

Gang by Fragasnap
Being a Smithy variant makes it rather easy to find the Initiate card, and when that card is nonterminal, we can easily gain a Sauna/Avanto situation on steroids. Especially considering there are 10 of these, while there are only 5 avantos. For this reason, it may be wise to limit the pool of possibilities to terminal cards, although that'd make the card rather wordy (as "terminal" is not official terminology).

Bait by greg
I'm a little confused by how the card operates. What do you mean with "the turn"? The turn you play this card? The next turn? Both?
I think this card can be decently fun and balanced, though it is hard to tell from face value. Gaining $5 costs is pretty dope for a $4 costs, though the conditions in doing so are probably tight enough. For the bait, I'd limit to $2-$3 costs to fit flavor and add some consistency, and use a similar setup as Young Witch.

Good or Evil by Abel_K
This card can be a strictly superior DoubleLab, a major red flag. The balance issues most definitely don't there, though. You can always choose between two "benefits", which in combination with above are very powerful relative to its cost. If one of the cards is a Sea Hag, the card becomes a Sea Hag with a half-pawn that can be something else, while still costing $4.
 The card is also a pain to figure out, as it has a variable price and has lots of choice. The phrase "attack or benefit" is not official dominion terminology and will most definitely cause confusion. You definitely overdid it on the "differs per game" part.

Treasure Cove by segura
Treasure Cove obviously needs a different name (Treasure Trove exists) and the formulation is also rather unclean. That said, it's quite a solid nomination. I think it is alright power wise, as it needs to be drawn together with the other treasures in order to produce a decent amount of money (it is a greatly-inforior Bank if we foget the VP), and the VP-to-price ratio isn't too crazy either. Obviously, playtesting would give a more accurate result. It compares favorably to Harem, but that is fine, as Harem is horrible. This is in the top 4

Travelling Players by nemrym
If we forbid any 5s to be rolled, we'd obtain a configuration that either already exists at a better price point, or that is just plain dreadful. The 5s are the main issue though. Cards that give VP need to be designed with great care, as they may not cause endless games. Monument produces 2$, is terminal and doesn't draw, and therefore builds towards the end. This cannot be said about the vast majority of the configurations with 5s (especially when there are two...).

King by anordinaryman
Limiting the pool to $3 costing cards would be a start (you don't want Sea Hag there...). Although that wouldn't save the card from having balance issues... The optimal strategy of playing King seems trying to deplete the Arms pile as fast as possible, to ensure opposing kings can use them as little as possible. If Arms is Pearl Diver, this means that King is temporary a Lost City, which is pretty stellar in situations where Throne Room would be a dead card. And with stronger Arms cards, this situation only gets worse. I'm not sold, sorry.

Master by pubby
This one doesn't qualify for this contest. And I'm not a fan of it either sorry. It's too centralizing, messes too much with the overall flow of the game, and makes turn order too much of a factor. First you have to get masters to get actual cards, but then the masters become completely useless. Without trashers, this sounds quite like a degenerate situation.

This brings us to the following top 4:
4) Treasure Cove by segura
3) Travelling Shop by Gubumb
2) Tall Tale Teller by NoMoreFun
1) Cozener by pst

Congratulations, pst, you win this weak's challenge and will host challenge 53!!

253
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 27, 2019, 12:41:13 pm »
Time's up! Judging starts now.

254
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 26, 2019, 12:39:32 pm »
Final 24 hours start now!!

255
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 20, 2019, 05:09:59 am »
Yaaaaay!  :) :) :)

Anyway, the next challenge will be:

CHALLENGE #52: DRUID NEEDS SOME COMPANY
Design a card whose effect differs per game. From the already-existing cards, Druid and Black Market would be eligible.
Also, would Young Witch count? I mean, the Bane card varies each time it is included...

It does. Edited in the OP.

256
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 20, 2019, 03:26:45 am »
Yaaaaay!  :) :) :)

Anyway, the next challenge will be:

CHALLENGE #52: DRUID NEEDS SOME COMPANY
Design a card whose effect differs per game. From the already-existing cards, Druid and Black Market would be eligible.

EDIT: Young Witch and Obelisk would qualify as well.

257
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 17, 2019, 09:01:00 am »

Quote
Rotten Egg Basket
$3 Curse-Reaction
---
-4 VP
-
When you would gain a Curse, you may gain this instead. If you do, reveal cards from your deck until you reveal 2 cards named Curse. Return the revealed Curses to the Supply and discard the rest.
Just like putting all your eggs in one basket- you can bundle your Curses up into one slightly more Curse-y card and (hopefully) trash it later!

Errata: I was considering adding a Setup rule to add an extra Curse-giving Attack to the kingdom to make up for the potentially wasted space, but decided that was way too wordy.

Avoiding letting it return itself to the Supply was a problem and has made the wording a little weird too, I'd appreciate feedback on how to make it a bit simpler!

EDIT: fixed the text to match the card image (it said -3VP)

I think it is simpler to just make it a buyable card that moves curses back when purchased. I would do something like this.

Quote
-4%
-
When you buy this, +1 Buy. Look through your discard pile. Move up to 3 Curses from your hand or discard pile to the supply.

258
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 17, 2019, 07:41:20 am »
Retracted my Cheat nom. Replaced it with:



Cheatos are in both Banjo games but off the top of my head I think that's the Tooie sprite.

Cheato was in both games, but the pages were a Tooie thing. The image is taken on Mayahem Temple if I recall correctly.
I think that this implies no choice at all: without trashing you obviously avoid the quadratic thing (even 5-5 split in a 2P game would make this a -5VP curse) and with trashing you take the Working Villages.
I think it is more nuanced. When there is no trashing, you can still pick up a Slave, as they provide a +Buy and the +Actions can still be useful. You just don't pick 5 of them; only one or two, maybe 3. When there is trashing, getting rid of the slaves can be somewhat of a pain. In order to trash a Slave, you must forego playing it, and your deck gets worse afterwards. And trashers like Apprentice don't like trashing slaves as they cost $0. On the flipside, trashers like Bonfire, Advance or Sacrifice are excellent for the job.

In the end of the day, it is a Village that punishes having too many of them. It may be on the lower end, but it being free means that there is no opportunity cost in picking them up when you have spare +Buys (which they provide themselves).

259
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 17, 2019, 06:23:36 am »
Retracted my Cheat nom. Replaced it with:



Cheatos are in both Banjo games but off the top of my head I think that's the Tooie sprite.

Cheato was in both games, but the pages were a Tooie thing. The image is taken on Mayahem Temple if I recall correctly.

260
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 15, 2019, 06:10:31 pm »
UPDATE: I retract my old nomination for Cheat and instead go for this:



This Village is free and gives a +Buy; how awesome! However, slavery is very very evil and having too many of those can be very harmful for your VP count. 1 slave means -1 VP, 2 slaves means -4 VP, 3 slaves means -9 VP and so on.

261
I love the knowledge and feedback of the locals of this board. I have two regular game groups that I play Dominion with and finding the random card generator(s) here has been fun. After mentioning it at my last game, a friend of mine with the 1st editions asked if I could try to come up with versions of the cut cards that might be more interesting to play. This is my attempt. My goals were to maintain theme and keep the card close to what I think Donald X was going for based on his comments on the card. I've used knew mechanics from other expansions to try to help without being overly complicated. Feedback is much appreciated before I start printing test copies.

Edit: Now includes all the cards posted. Moved the commentary to the post below.

Most updated card versions in this post.

Alternate Base


Alternate Intrigue


Took a look at the alternate versions of the outtakes. I like the ideas, although some seem rather wordy and also rather distinct from their original counterpart. Anyway:

Chancelor: I think you need to find a different upgrade, cause the whole "make sure you draw one particular card" thing is already done by Scavanger. I really fail to see how these cards are different barring edge cases.
Woodcutter: Kinda novel way to make Woodcutter do a little bit more. I like it. I would make the +1 Card optional though (say something like: you may reveal a Victory card for +1 Card)
Feast: Very wordy, and I fail to see why the first paragraph couldn't be just left out. Hard to see whether it's balanced, and whether the whole "let other people trash for cheaper" is necessary to balance this out. (I mean, Remodel's mos classical utility, Gold->Province is scrapped already)
Spy: Sounds OP. It removes the 2 best cards from a 6 card hand. Look at Pillage, which costs $5, only discards one card, and trashes itself, and you see that this is kinda off.
Thief: Sounds quite convoluted. It is an improvement over original thief, but it still has the fundamental issue of trashing other player's Coppers.
Adventurer: The last part is luck based and also unnecessary when this card is meant to be a Smithy+. For the rest, sounds fine.

Secret Chamber: Looks cool, although I'm not a huge fan of $4 costs being upgrades of $3 costs. I mean, the other $3 costs getting $4 costing upgrades are Village, which is a base card teaching about Dominion fundamentals, and Woodcutter/Chancelor, which are weak.
Great Hall: Sounds very weak, honestly.
Coppersmith: Terminal +1 Card. Yuk. Making it last two turns should be a decent improvement, so try it first without that bonus.
Scout: I'm afraid it is still weak. In some aspects, it is probably even worse than regular Scouts, as it lacks the synergies with Crossroads and dual-type cards. And it still packs the unfortunate property of being a Ruined Village mid-game.
Saboteur: Dislike the Ruins part. It looks fine otherwise, though I doubt that this is a recipe for fun.

262
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 27, 2019, 07:15:33 am »
@segura
@Fragasnap
@DEGwer

updated:

New take, menagerie but +Cards/+Actions flip, +1 Buy. Changed name to avoid thematic dissonance.

Still assists in playing several differently named Actions. I thought about changing part of it to a digger, but dropped it. I then thought about making the consolation bonus be more cards and an Action, but then it gets to be too overpowered. I want the Son to sometimes "succeed" and sometime "fail".

I think this is a huge improvement. However, you want the card to be drawn after the reveal of your hand, otherwise that one card can screw things up. So I'd do it this way.

Quote
+1 Action, +1 Buy

If the revealed cards all have different names, +1 Card, +2 Actions. Otherwise, +1 Card.

263
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 27, 2019, 07:02:21 am »
A few editions ago, I posted the Mineworker, which was horribly wordy and broken. Here is the fixed version.



Quote
Mineworker (Action - Duration - Reaction; $5)

+1 Card
+1 Action
Now and at the start of your next turn: you may discard your hand for +5 Cards.

Before resolving the effect of a Duration at the start of your turn, you may reveal this. If you do, the effect will occur at the start of your next turn instead of this turn (the Duration will stay in play).

Mine Cart (Treasure - Heirloom - Reaction, $2)

$1
-
When you play a Duration, you may set this aside. If you do, at the start of your next turn, trash this. +2% per Duration you have in play.

Mineworker's reaction has to specify where it's being revealed from (I assume from your hand).

Thanks. Fixed it.
EDIT: forgot to mention I also made other modifications. See original entry.

264
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 25, 2019, 01:36:27 pm »
A few editions ago, I posted the Mineworker, which was horribly wordy and broken. Here is the fixed version.

EDIT: reworded Mineworker to prevent confusion with Durations that last more than 2 turns. I also added in the "reveal from your hand" part, to ensure a Duration effect can only be postponed once per turn (it would otherwise cause horrible tracking problems).
Also simplified Mine Cart.




Quote
Mineworker (Action - Duration - Reaction; $5)

Now and at the start of your next turn: you may discard your hand for +5 Cards.
-
Before resolving the effect of a Duration at the start of your turn, you may once reveal a Mine Worker from your hand. If you do, all unresolved effects will occur one turn later.

Mine Cart (Treasure - Heirloom - Reaction, $2)

$1
You may set this aside from your hand. If you do, at the start of your next turn, trash this. Gain an Estate and +2% per Duration in play.

265
Tactician+Outpost+Count

A ridiculously strong trio. Use Count to topdeck a Tactician, so you can play Tactician during an Outpost turn.

266
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 21, 2019, 01:03:33 pm »
Oh nice. This was my first alternate for last week anyway.







Quote
Practise • $3 • Event
Play a non-Command, non-Duration Action card whose cost is $4 or less from the Supply, leaving it there. Take the Bow or the Rosin.
Quote
Bow • Artifact
At the start of your turn, +1 Buy. When you buy Practise, you may play a card whose cost is $5 or less instead.
(Follow all other restrictions on Practise)
Quote
Rosin • Artifact
At the start of your turn, +1 Buy. When you buy Practise, you may play the selected card twice, leaving it in the Supply.
(Follow all other restrictions on Practise)



Notes:
  • Bow lets you bypass Potion costs. This is intentional. cleaner to get rid of this and fix the "play debt cards for free"
  • Rosin probably doesn't need the reminder text Rosin now actually uses its reminder text
  • Practise now can't play Duration cards, because the tracking on that would be a mess.

Big shout-out to Fragasnap for making me think what an event/command card would look like, and to Gubump + scolapasta for reminding me that: Hey Debt exists and you should probably fix this.

In my dreams, I have a Plan, if I got me Wine Merchant ah, I wouldn't have to work at all, I'd Fool around and have a Ball...

Too easy to loop.

i'm not following what you're saying here

If I understand correctly Practise produces unbounded +$ and +buy with anything that gives at least +$2 and +1 Buy with Rosin. I'm pretty sure you win on turn 1 with a $4 hand and Messenger/Nomad Camp on the board. It needs a once per turn clause or some other way to stop you buying it over and over with +buy cards.

In addition to that, there is no reason to ban Command cards from being played. I mean, you aren't going to create loops when the card is played from an event.

267
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 20, 2019, 12:39:16 pm »


Quote
Once per game: Gain a Duchy. Set aside a non-Command Action card from the Supply costing up to $4. Move your Duchy token to it.
(During your turns, Duchies are also Actions with "Play the card with your Duchy token, leaving it there.")

268
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: October 17, 2019, 01:36:35 pm »
a) The change to Inheritance. I dislike it. I think it's unelegant, and also makes it incompatible with Reserves, something that was never a problem to begin with. Personally, I'd say something like "During your turns, Estates gain the types and abilities of the inherited card", and perhaps also forbid Reaction cards. (I suppose this alternative is also imperfect)
Work went into that wording. It's not just some random thing; other stuff was considered, found fault with, and rejected. For example if Inheritance changes all cards on your turn, then your opponent could Inherit Amulet, and you Inherit Caravan Guard, and on your turn you play an Attack and they play an Estate as a Caravan Guard, and now on their turn the Estate is in play and it's an Amulet and uh what's going on here? Or, your opponent could Inherit Ratcatcher, you Inherit Duplicate, and on your turn you buy Messenger for Magpies and your opponent calls their Estate as a Duplicate.

Possibly Inheritance could have changed all copies of the card, if it also limited you to Action cards with no other types.

b) You had clear reasons for not enabling Captain and Necromancer with Durations. Personally, I think BoM and Overlord should be restricted from those as well. It'd also prevents Captain from being part of any socalled "loop" and honestly, a throned Overlord could definitely cause tracking issues as well.
d) Why no Prince errata?
Look back some posts and there will be a story about someone ready to quit the game over throne / one-shot changing. I didn't have to change Prince so I didn't change it. I didn't have to add non-Duration to those cards so I didn't add it. Something being aesthetically displeasing was better than having interactions go away.

Also, the Inheritance interaction from http://forum.dominionstrategy.com/index.php?topic=18598.0 is Mandarin's doing. Isn't it better to just tweek Mandarin itself, or not consider that card anymore?
It's bad to have Mandarin / Bonfire / Procession exist; they remove a card from play that might have been tracking something important, and in exotic cases can let you replay a card which causes trouble too. That family of cards is a problem; the shapeshifter family was also a problem. The shapeshifter family endlessly produces rules questions, so it was good to fix anyway. It still might be worth fixing the Mandarin family, and there are things you can for Mandarin and Bonfire provided I don't make new cards that seem innocent but break the fixes. Those fixes of course would have unhappy players too. Procession is trickier, trashing an action from play is a basic part of what it does. You could delay the trashing until clean-up, do it like Improve, but there would be some sad players, it's a significant feature of Procession now that it gains a card you might play the same turn.

The thing to be unhappy about is the original mistakes, that I actually put Band of Misfits etc. into sets as printed. The best fix is not having the cards, but we have an obligation to support them; even if new versions of Dark Ages just replaced Band of Misfits with a new card (which would have to be available in an update pack), the rules would still need to handle Band of Misfits. So I was stuck somehow picking errata for it. I didn't have the option of saying, "that's not elegant so I won't do it."

Thanks for the reply and on a second thought really like the changes as they are!

269
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: October 16, 2019, 03:25:42 pm »
I accept this is a digression, but why is Inheritance once per game? Just to deal with the ambiguity concerning what would happen to the previous set-aside card, or for some aspect of game balance I've never appreciated?
When I first printed out Inheritance, it did not say once-per-game. After some games with it, LastFootnote pointed out that you could e.g. Inherit Dungeon, play an Estate, then that turn buy Inheritance gain and Inherit a non-Duration card. What happens to the Estate? There were a few weird situations like that, and once-per-game got rid of them.

With the new wording, once-per-game protects us from you Inheriting something, then Inheriting Estate.

Mmm, really surprised that that is the reason. I though it was for balance purposes. I mean, turning one set of actions into another is incredibly powerful.

270
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: October 16, 2019, 03:22:22 pm »
Just curious, but have you considered making Command a widespread type for all cards that make you play another card? Command cards would be: Throne Room, King's Court, Vassal, Herald, and so on. Then there could be a set of rules for Command cards just like there is one for Duration cards.

271
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: October 16, 2019, 03:16:32 pm »
I like most of the tweaks a lot, but there are some gripes I have with some of them:
a) The change to Inheritance. I dislike it. I think it's unelegant, and also makes it incompatible with Reserves, something that was never a problem to begin with. Personally, I'd say something like "During your turns, Estates gain the types and abilities of the inherited card", and perhaps also forbid Reaction cards. (I suppose this alternative is also imperfect)
b) You had clear reasons for not enabling Captain and Necromancer with Durations. Personally, I think BoM and Overlord should be restricted from those as well. It'd also prevents Captain from being part of any socalled "loop" and honestly, a throned Overlord could definitely cause tracking issues as well.
c) I'm not too keen on the whole Command thing. It just feels so... deceptive.
d) Why no Prince errata?

Also, the Inheritance interaction from http://forum.dominionstrategy.com/index.php?topic=18598.0 is Mandarin's doing. Isn't it better to just tweek Mandarin itself, or not consider that card anymore?

Not to badmouth anything, Donald's work is beyond amazing and I understand that these decisions are very hard.

EDIT: I see b has been considered, but ultimately been declined, and that c has very obvious reasons to be done. Probably should spend more time reading a tread before replying on it lol. My opinions still stand though.

272
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 12, 2019, 10:35:25 am »
Modified my entry.

EDIT: Each player has its own trophy token. Also changed the effect of Floating trophy.

Subscribe (Event, $5)
Gain an Action costing up to $4. Move your Trophy token to its supply pile. (when it's the third time you play a card from its pile during your turns, take the Floating Trophy.)

Floating Trophy (Artifact)
At the start of your Buy phase, +1 VP.

273
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 09, 2019, 03:11:16 pm »
EDIT: Each player has its own trophy token. Also changed the effect of Floating trophy.

Subscribe (Event, $5)
Gain an Action costing up to $4. Move your Trophy token to its supply pile. (when it's the third time you play a card from its pile during your turns, take the Floating Trophy.)

Floating Trophy (Artifact)
At the start of your Buy phase, +1 VP.

274
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 06, 2019, 08:08:43 am »


Quote
+1 Card
+1 Action
If this is the first time you played a Landlord this turn, you may discard a card from your hand. If you do, at the start of your next turn, +2 Cards
-
While this is in play, when another player buys a card, gain an Estate.

275
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 29, 2019, 03:29:27 pm »
Since I'm new to this, I'm not sure if I'm allowed to attempt both options or if I can only present one.



Royal Demesne, Action - Duration, Costs $4
Now and at the start of your next turn: +1 Action and +$1. While this is in play, when another player gains a Victory card costing $4 or more, +1%.

Executioner, Action - Attack, Costs $4
+$2. Select a Kingdom card pile. Trash up to 3 cards from that pile.




Bonfire of Vanities, Action - Reaction - Attack, Costs $3
+2 Cards. Trash a card from your hand.
-
When another player gains a Kingdom card, you may reveal this from your hand to trash one card from that Kingdom card pile in the Supply.

Fixed the prior submission. hhelibebcnofnena said I can only submit one. So, for the purposes of the contest, I'll submit Bonfire of Vanities.

When designing a reaction, always remember that there is no limit on how often you reveal a Reaction. Also, just remove the non-submissions altogether.

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