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Messages - Chappy7

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26
The only issue I can think of would be someone could choose to infiniteley play Shoppers over and over, usually [always?] uselessly, once you get a second one in play.  Any wording suggestions that fix this without adding much text? I thought about turning them sideways once they've been played by a shopper, but it sounded awkward. "Replay a Shopper that hasn't been replayed this turn" sounds okay, but it's still kinda long, and it sounds potentially hard to track if you have a bunch of these in play.
Playing them infinitely isn't useless if you have adventures tokens on them, so you probably do need a way to prevent that.
I think the simplest way would be to reword the whole card: "If you have another Shopper in play, gain a card costing up to $5. Otherwise, gain a card costing up to $4." But sadly that would no longer meet the rules of this contest!

Dominion syntax doesn't refer to cards in "your play area" but rather to cards "you have in play" (see Scepter). You could use the turning-over mechanic from Necromancer, which would look something like:

Quote
or replay a different, face up, Shopper you have in play, turning it face down until Clean-up.

Thanks for the ideas and the in play tip. 

I could definitely use the Necro rule.  Or I suppose I could do it like Encampment and "set it aside"

27


Updated with the new version

Sorry for the awkward image crop.

Anyway, it's a workshop variant. The only issue I can think of would be someone could choose to infiniteley play Shoppers over and over, usually [always?] uselessly, once you get a second one in play.  Any wording suggestions that fix this without adding much text? I thought about turning them sideways once they've been played by a shopper, but it sounded awkward. "Replay a Shopper that hasn't been replayed this turn" sounds okay, but it's still kinda long, and it sounds potentially hard to track if you have a bunch of these in play.

Currently reworking the idea a bit

28
Buying and using cards that interact with coppers doesn't make you a copper strategist.....it's not even a strategy.  It's just using some cards that may or may not be in the kingdom.  Do I use spice merchant? Absolutely.  Do I gain copper with count? Sometimes.  Do I think fountain is very interesting? totally.  This doesn't make me a copper strategist, it just means I'm playing dominion and using one of the 10+ cards in the kingdom.  A strategy is going to be more like general gameplay methods, such as starting to buy green later than your opponent, or winning a split of a key card.  Since you can't guarantee what is in a kingdom, copper is not a strategy.  Your whole schtick doesn't even make sense. Sometimes copper oriented cards are good.  Sometimes they are not.  Many of them are very often bad, like beggar, many of them can be super boring, like IGG, many of them can be super good, like Goons-->buying heaps of copper on your last turns.

29
Dominion General Discussion / Re: What cards do you ban and why?
« on: May 26, 2022, 11:44:17 am »
Ban: Possession, Urchin, Governor, Ghost Ship, Minion, Quest, Donate.  All either un-fun or swingy to me. Quest is often a waste of a slot, and I don't like that Donate is a must buy. It's just too strong of an affect for me to enjoy in dominion.

Dislike: Tournament, Saunavanto, Chapel, Rebuild, Cultist, Keep, City Gate, Raid.  Sauna, Rebuild, Cultist are too monolithic.  I got bored of Chapel and I prefer more interesting trashers (I don't really hate it, just didn't want to see it for a while) Tournament is too swingy, Keep is annoying, city gate is great, but it's annoying and makes the game way longer, Raid is just stupid, and a waste of a slot.

30
Rules Questions / Re: Choosing cards with Hunter
« on: May 20, 2022, 09:40:33 am »
From what I've experienced so far, you choose one at a time, so you could avoid drawing the Village

31
Dominion General Discussion / Re: Seaside 2E Preview 1
« on: May 16, 2022, 05:12:18 pm »
It seems to me that if someone Blockades Curse and you gain a Curse with Trader in hand, you could exchange each Curse for Silver and end up with all the Silver - though you would then still have to gain all of the curses.

That would be cool with Tower in the kingdom

32


On it's own, it will help clear your deck and it will give you 1 Coffers on your next turn. It can also discard other copies of Illusionist, and ease the pain of discard attacks.  It's a bit hard for me to gauge the value of cleansing the deck before drawing, without having playtested this.  If you have only 1 card in your deck, it's obviously pretty bad.  If you have 8 in your deck and curses are flying around this game, it could be basically as good as draw. Landed on $4 for now.

33
Rules Questions / Re: Blockade
« on: May 16, 2022, 12:21:06 pm »
Somehow I just know I'm going to buy a cursed village thinking "what are the odds I get plague" and then end up with the whole curse pile.

34
Dominion General Discussion / Re: Seaside 2E Preview 1
« on: May 16, 2022, 12:15:32 pm »
I was quietly hoping Ghost Ship would get the axe.  I guess that makes me a "casual" but man, that card wasn't fun.  Monkey looks a lot more fun.

35
Weekly Design Contest / Re: WDC 151: Now or Later
« on: May 11, 2022, 03:38:45 pm »


This should probably have some accountability language in case a player has no cards in hand that are not already in Exile. Also, "Exile" should be capitalized every time (see Bounty Hunter, Sanctuary):

Quote
Exile a card from your hand that you don't have a copy of in Exile (or reveal you can't).

I presume it's you intend that the player still gains the card, even if they were unable to Exile anything.

Ah frick you're right.

Yes, it was split into two sentences so the gaining happens regardless of the exiling.


36
Weekly Design Contest / Re: WDC 151: Now or Later
« on: May 11, 2022, 02:03:09 pm »
Where do you exile the card from?
From your comments it looks like you mean from your hand, but I think that needs specifying on the card - the exile mechanism has no default location to exile things from.

Yes it's from your hand.  My bad


37
Weekly Design Contest / Re: WDC 151: Now or Later
« on: May 11, 2022, 12:51:23 pm »


A picky exiler that may force you to exile good stuff, but no worries, if you exile good stuff that costs less that 4 you can get it right back by gaining.

Might compare too favorably to Cobbler and Falconer? Both gain $4s to your hand, but one is non terminal and one can be played on someone else's turn. Niether of them are total powerhouses though so IDK.

38


It guarantees that there will be +Buy in the kingdom (yay) which means the cost reduction will probably be more helpful.  Then again, the 3 locked piles could be duchess, explorer, and harvest, and then key becomes a copper for $4...(not yay). Such is the way with cards that rely on other cards, like Commander, Prince, etc.

There's already something named Key (Treasurer's Artifact).

Huh I forgot that.  Let's pretend mine is called Key Ring

39


It guarantees that there will be +Buy in the kingdom (yay) which means the cost reduction will probably be more helpful.  Then again, the 3 locked piles could be duchess, explorer, and harvest, and then key becomes a copper for $4...(not yay). Such is the way with cards that rely on other cards, like Commander, Prince, etc.

40
Just had a merchant camp and tactician board.  Not only is merchant camp disappearing money, but it also helped me play bard and other terminal money without running out of actions, easily enabling double tactician. 

41
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 23, 2022, 11:42:57 am »


The Acting Troupe of favors, kinda. Sometimes lots of favors at once wont be too great.  Sometimes this could be pretty awesome. $3 might be too cheap?

If this is the only card on Kingdom with a different type from the standard ones (Victory, Action, Treasure, Curse), you wouldn't be able to activate it if you trash your 3 starting Estates, are not beeing cursed and still don't start greening. Is it a intended downside?

Edit: supposing that Kingdom also don't have Alt-VP.

Doesn't seem like an issue to me honestly.  As long as at least four types are available, I'm not worried.  Maybe it isn't very good on a few boards with no other types, but that isn't uncommon among dominion cards (to be not good in certain kingdoms)

Edit: and 3 types seems too easy imo

42
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 21, 2022, 05:31:46 pm »


The Acting Troupe of favors, kinda. Sometimes lots of favors at once wont be too great.  Sometimes this could be pretty awesome. $3 might be too cheap?

43
Weekly Design Contest / Re: Weekly Design Contest #144: A one time thing
« on: February 28, 2022, 12:55:26 pm »


Pretty much a beggar, but one time only you can trash all the crap you've amassed (provided you can get most of it in your hand or discard pile) The decision comes from wondering how long to keep using the easy $3 early in the game, and when to cleanse the deck.  Or maybe you never want to gain coppers and you just want to use it to scrap your starting coppers. 

44
Variants and Fan Cards / Re: Research Lab
« on: January 24, 2022, 12:15:46 pm »
I like the card and the fix, but the image really looks like a toaster

I will never be able to unsee this.
I literally thought it was a toaster.  Can't figure out what else it would be lol. 

45
Weekly Design Contest / Re: Weekly Design Contest #133: A Time to Feast
« on: November 02, 2021, 11:02:29 pm »


Kinda like Banquet except, you know, different.  Probably pretty un-fun in a gardens rush, but then again, gardens rushes are pretty un-fun to begin with.

46
Weekly Design Contest / Re: Weekly Design Contest #130: Sidekicks
« on: September 30, 2021, 05:55:09 pm »


This goes on top of Cobbler.  I love Cobbler and I want it to be better.  The Boot token would make it much better in most kingdoms. There is only one Boot Token, so the price reduction applies to everyone.  (Pretend the card says "Action-Duration" on the bottom.  Looks like I forgot that part)

47
FWIW, when Magic decided to print a card with "End the turn" on it, they had to add a whole new rules section to the comprehensive rules to describe the 6-step process that happens when you end the turn.

I wonder if you can just get away with "You cannot play any more cards or buy any cards or events this turn".

That would work and it would be a fun card, but it wouldn't fit this contest anymore.  Thanks for the suggestion though

48


Great for early gaining of golds or $5 cards.  Terrible for engines later on.  Can't tell if this is way too good or terrible, so I'm hoping that means it's just right.

Reminds me of a much more complex card I have. I really like Heist's simplicity, but I don't think it can really get away with "End your turn." It just creates too many rules questions. Many people will think you still do your Clean-up phase, and some will realize you don't.

"Gain a card costing up to $6. End your Action Phase.  Skip to your Cleanup Phase."
Does that sound too stupid? At this point, is the "end" even necessary? It's basically just there to clarify that you're done playing action cards now. I may have to scrap this idea.

49


Great for early gaining of golds or $5 cards.  Terrible for engines later on.  Can't tell if this is way too good or terrible, so I'm hoping that means it's just right.
Clarification question: What happens when you play this with Throne Room or Golem?
you could probably change it to "it is now your Clean-Up phase", which'd still allow you to keep playing the card and also still short-circuits the villa/cavalry effect.

What would that mean for the Throne Room interaction? Could you play it a second time if it's your clean-up phase?

50


Great for early gaining of golds or $5 cards.  Terrible for engines later on.  Can't tell if this is way too good or terrible, so I'm hoping that means it's just right.
Clarification question: What happens when you play this with Throne Room or Golem?

Good question.  Logically, I would say it fails to play the second time.  IDK how that translates to the actual rules of confusing situations in Dominion though.  What I had in mind was it's the end of your turn, period.  Anything still resolving gets ended.  I'll try to think of an elegant wording to portray this, unless someone has a good suggestion that makes sense.

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