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Messages - Ethan

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1
FYI, official cards that would qualify includes Contraband, Grand Market, Souk, Poor House, Mission, Mountain Village.
I am not sure if Bad Omens, Fear and Deluded did.

2
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 12, 2023, 10:06:38 am »
should have Doom type.
Apologies for the pun.



Quote
Dracula ($5 Night-Attack)

You may trash a card from your hand to gain a Spirit or Dracula costing up to $1 per Action card you have in play.

Each other player either reveals a Silver from their hand or receives the next Hex.

3
Dominion General Discussion / Re: Halloween Kingdom
« on: November 01, 2023, 01:58:48 am »
Play Soul Prison, and when Capital is going to give me debt, I just look out the window.

4
Dominion General Discussion / Re: Rising Sun
« on: October 14, 2023, 10:22:00 pm »
Hinterlands feels like Middle East for me, except for Mandarin. If the next one comes to Far East, it's quite exotic.
Sorry, I am not meaning any complaints, just curiosity.

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Dominion General Discussion / Re: Rising Sun
« on: October 13, 2023, 10:32:42 pm »
Personally, I don't think an Asian theme will fit Dominion. It is very Medieval-Euro.

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Dominion General Discussion / Re: Rising Sun
« on: October 13, 2023, 11:25:54 am »
I just had an email about the Spielbox Kickstarter campaign, which mentioned a...

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New promo "Marchland" for the brand new expansion Dominion: Rising Sun (Rio Grande Games)

Is any more information about this expansion available anywhere?  I looked on BGG and RGG but couldn't see anything.
Random guess: Rising Sun - Dawn - The reverse version of Night, used by many fan card ideas. :D

7
Rules Questions / Re: Errata to extra turns
« on: October 05, 2023, 12:49:14 am »
Hope we can get an Alchemy 2E replaced Possession. Maybe in 2033. 8)

8
Feedback / Re: Chrome Extension for f.ds!
« on: September 26, 2023, 09:54:10 pm »
It would be more perfect if you can add link for Townsfolk, Augurs, Clashes, Forts, Odysseys, Wizards.
Thank you for your work!

9
Variants and Fan Cards / Re: Fan Card Mechanics week 73: Overplay
« on: September 25, 2023, 05:50:43 am »
Quote
Trait - Aligned
When you play an Aligned card, follow its instructions, then +2 Cards per card overplayed.
Turn your extra copies of Aligned card into Labs.

10
Official FAQ
This only cares if the Action itself gave you +$ not if you otherwise got +$ due to playing it (such as due to Training, from Adventures, or due to receiving The Forest's Gift, from Nocturne).

11
An interesting contest. When I considered board game with several different game-ending conditions, I first recovered 7 Wonders Duel and Love Letter. I think the latter one could be adapted as a travel-line, somehow ending game when someone discard the Princess. Well, we also have Race for the galaxy and many thing else.
Great Library & Lost Book by Ethan
Except for not scaling well in multiplayer this minigame is really cool.
7/10
:-\ That's the problem since it was inspired by a duel game. Maybe the vp of Lost Book could be scaled by player numbers, in order to influence the game even when the minigame is hard to achieve.

12

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Great Library - Landmark
Whenever you have 6 Lost Books in Exile, you immediately win the game.
-
Setup: Put a Lost Book under the top 3 cards of each Kingdom card pile.

Lost Book
Victory -

1
-
When you gain this, Exile it.
Inspired by 7 Wonders Duel.
Edited: After considering Great Hall, it should be fine to change the cost of Lost Book to .

13
Quote
Compost Pile
$3  Event
Once per turn, +1 Buy and choose one: trash up to two cards from either your Hand or non-Durations you have in play;
or +$1 per Non-Victory card in the trash costing more than $1.
After a while your trash may be worth something.  :)
much stronger than Bonfire

15
Variants and Fan Cards / Re: Kru5h's card ideas
« on: September 04, 2023, 04:14:47 am »
How about making it able to play Treasure? Then it combines a weaker King's Court and a weaker King's Cache.
And there should be a non-Duration clause.

The problem with playing Treasures is that it wouldn't require an Action to play a Treasure. So instead of it becoming a weaker King's Cache, it actually becomes stronger, because now you can double-play Spoils without moving them back to the Supply.
You need to use an Action on playing this card, so I think it's weaker, unless edge situations like Spoils.

16
Variants and Fan Cards / Re: Kru5h's card ideas
« on: September 03, 2023, 02:04:45 am »
How about making it able to play Treasure? Then it combines a weaker King's Court and a weaker King's Cache.
And there should be a non-Duration clause.

17
Dominion General Discussion / Re: Interview with Donald X.
« on: September 01, 2023, 10:05:48 pm »
The main thing I had in mind is after you secure more than half the available VP with a megaturn (and there's nothing the other player can do about it), your remaining deck could be awful and you could be slogging for quite a while to get to the end. I try to resign if I notice that I'm behind by more than the available VP and there aren't any trashers etc. that can change that, but sometimes I don't notice.


I see what you mean--it would be a nice feature if possible, but I think this would be hard to program because what about things like Ritual, Wall, Keep, etc. that can change the points without being directly tied to specific VP/curses in the supply?
I don't think this is a problem, if any card regarding with changing points, the program may simply not make the judge.

18
Quote
Coronation
Event
-
Play an Action from your hand twice.

19
Quote
Forbidden Forest
Victory
-
2
-
When you gain this, each other player gains a Curse unless they reveal a Victory card from their hand.
If Forbidden Forest is in the kingdom, will you make more green for defense?

20
About the worst Trait, just found Hasty Treasure Map. :-\

21
Quote
Decrepit City
Action $5

Card text:
+2 Cards
+3 Actions
-
In games using this, When you get +Actions and there is an empty pile:
Whenever you gain more actions then +2, discard a card from hand per empty supply pile and excess action.
The wording is confusing and I think you should use "than" rather than "then".

22
Silversmith by anordinaryman seems to be dropped in the judgement. Also, Silversmith by Augie279 is mistyped.

23


Tribute is back. You can pull of funky stuff like discarding the same stuff in a deck drawing engine (e.g. two Victories to make this a Horse-Lab) and like Courtier it obviously shines with multi-type cards. I fear that it might be too weak but $3 seems too cheap.
Needs Liaison type for itself.

24

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Lady-in-Waiting - $5
Action/Duration/Liaison

Next time you spend a Favor, +2 Cards, +1 Buy, +$1.

Until then, when any player shuffles their deck, +1 Favor.
Does it scale with player numbers too much?

25
Finally, works have been done.

Quiet Village
Action/Duration/Attack - $5
+1 Card, +2 Actions
At the start of your next turn, +1 Card and +1 Action. Until then, other players are capped at 2 Actions (Actions, not Action Cards)
Village this turn, Lost City next. Quite strong vanilla effect but restricted by other players' copy. A direct comparator is Longship, which has a big problem about sailing/starting up. Quiet Village has no such problem about consistency. Longship cannot be called strong in many situations, but it is still a . So, in my opinion, Quiet Village is a bit too strong, since the restriction can be avoided or even not set by your opponents. Aside from the above, it's a quite simple and interesting card.


An interesting discard attack. I like it quite a lot about how it qualifies for this contest, as a discard attack but not handsize attack. Oppressor hurt much earlier and stronger than Villain. I think it will dominate many boards. Neat and impressive.



Port Embezzler - $5
Action - Duration
Either now or at the start of your next turn, +2 cards and +1 Buy.

Until your next turn, each other player must exchange the first card they gain on their turn for a cheaper card. If they can't, exchange it for a Curse.
Half a Wharf, or in other words, weaker Barge. The attack is similar to - coin token attack, while many differences make it worth to create a new attack. Port Embezzler affects gainers while - token not. Port Embezzler cannot be counter by extra coin, especially when you want to gain the most expensive card in the Supply. In which case, the Curse option gives an interesting choice.


The only submission that doesn't create a new method of attack. Duration draws are always sweet. But Robber is not such inspiring compared to Enchantress, which is also Duration-Attack that gives +2 Cards. And as mentioned, it is like a cheaper Highwayman.

Loan Shark
cost $5 - Action - Attack - Duration
At the start of your next turn, choose one: +3 Actions; +3 Cards; +$3; or +3 Buys.
Until then, when your opponent gets +2 or more Actions, they take <1>; this effect is not cumulative.
Another entry that worsens Villages. The attack part is interesting and novel. But I doubt if the vanilla part need so much free agency. I would suggest more centralization on the attack effect. Maybe simply a duration village.

Gossip
Action - Attack - Liaison
$5

+1Buy
$2

Discard up to 2 cards for +1 Favor each

Each other player spends a Favor
A Liaison-Attack. Will you keep your Favor for next best match or use it as fast as possible to avoid your opponents' Gossip? Simple and interactive, I like it. Nothing to complain.


Cage your opponents' Action. I like this idea and the flavor. It can change the game deeply and painfully. As you said, players unlikely want numerous Ransoms, so no more complaint.


Another Gold gainer. It's a much better version of Bandit in several ways.
  • The Gold is gained to hand, which means +;
  • Attack 5 cards other than 2 makes a bigger chance to hit;
  • Attacker chooses which treasure to trash when hit more than 1;
  • It directly worsens the very turn of your opponents.
Notice the fact that you usually don't want many Larcenists, but I still think it may be overpowered at . Another fact is that the -cost makes Potion an available option when being attacked. It's hard to say whether it's a good thing, but I think its fun.


Quote
Tollgate - $3
Treasure/Duration/Attack

Now and at the start of your next turn, gain a Horse.
Until then, during each other player's cleanup phase, they choose two cards they would discard from play that turn to remain in play.
It is hard to judge Tollgate. It grows stronger when opponents grow. And can be very harmful when stacked. The Horse gaining can be nearly to drawing when Horses fill your deck. So, I agree it need nerf or increase in price. I am sorry I can't tell more; I think it need playtesting to learn the depth of this card.

Crooked Jeweler
- Action Duration Attack
Until your next turn, the first time each other player plays a Silver or Gold, they set it aside and, at the start of Clean-up, exchange it for Copper or Silver, respectively.
At start of your next turn, +3 Cards and you may exchange a Treasure from your hand for a Treasure costing up to more than it.
One more Treasure-worsening attack. At first glance, I think it is too much like Corsair. But the mix of trashing and junking attack does sound interesting. And the next-turn part is soild, but maybe a little slow? If I make this card, I will give out Copper no matter whether Silver or Gold is attacked (a little more hurtful) and give +1 Card and Mine-effect (gain to hand) next turn. Anyway, I enjoy Crooked Jeweler's design and flavor.

Buttinski
$4 - Action - Duration - Attack
You may trash a card from your hand.
Now and at the start of next turn: +$1.
Until your next turn, the first time each other player trashes a card costing $2 or less on their turn, they discard the trashed card.
Decline opponent's trash.  Brilliant. It has to cost . I just wonder if the vanilla part is too weak. Could it be non-terminal since the attack doesn't stack?

Arquebusiers
Action - Attack - Duration - $5
+1 Action
+$3
At start of your next turn, take the -$1 token.
-
While this is in play, other players cannot play Attack cards from their hands.
I think Arquebusiers explore an untouched design space. It's true that this card has several problems mentioned by other commentator. Maybe the attack-part can be changed to 'Until then, the first time each other player plays an Attack card on their turn, it doesn't affect other players'? Well, the revison seems too weak. I just want to say Arquebusiers does give me some inspiration about attack, which is what I would like to see in this contest.


Maybe make decision for opponents' second action or last action in next turn? I have not got a good idea to amend this card.


Many of submissions are self-countered, Thug is the most direct one among them. If there is a good strategy to maximize the coffer-gaining power, you will expect your opponent will also buy this card. If so, the game turns into Thug-matching game.  As a result, this design becomes less attractive.


We all like diversity, and we all like Horse Lord as the vote says. Gaining and playing Horses can be used to anti others' Horse Lord. But if you gain too many horses, there will be a Horses' traffic jam.  It is one of my loved cards.

Lieutenant $4 Action - Command - Attack
Each other player takes their deck's top card and sets it aside face-up. You may play one face-up set aside card, if it is an...: Action, once; or Treasure, twice. Each player discards one card set aside. 
The idea that uses opponents' cards is fine, some other boardgames have it. But discarding the top is not attack as discussed.



Ravager
Action - Attack - Duration ($5)

At the start of your next turn, + 3 Cards.
Until then, whenever any other player gains an Action or Treasure card, they set it aside and put it into their discard pile at the end of their next Cleanup.
Quite simple and create a lot of interaction. I like it. It could definitely be listed in runners-up if I had nominated more at the time.


I believed it can be an attack like Blockade, which is the replacement of Embargo. Interestingly, Trading Bureau is sort of attack-on-play version of Blockade (attack-on-gain). Trading Bureau hurts especially deeply when there is a key card in the kingdom, this is a big problem.

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