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Messages - Ethan

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51
Variants and Fan Cards / Re: Dominion: City Life
« on: March 26, 2023, 02:41:35 am »
I think the wording of Band of Misfits can be a reference for Theater. Now it didn't say cheaper to what.

52
Variants and Fan Cards / Re: Card Fusions
« on: March 19, 2023, 02:29:57 am »
Card Fusions #14
Island & Storeroom
Quote
Storeship -
Action
Put this and a card from your hand onto your Island mat. Put up to 2 cards from your Island mat into your hand for + each.
Deliver goods between your Kingdom and Islands.
Very flexible. Can be used as Island without , or an one-card-Exiler with + that return to your hand, or something else.
I hope there is no loop question on Storeship. And I feel sorry it can't be a Duration ship due to tracking.

53
Actually, the multi-platform Dominion has the option about deck tracking. You can choose if cards/points/deck & discard of each player is visible.

54
Split pile- Pyramid- Burial Chamber

Pyramid (on top)
Action - Victory

Cost: 4

Trash 2 cards, + 1 VP

Value: 1 VP

When you gain this you may trash 2 treasures in play.

                                 


Burial Chamber (bottom)
Treasure - Victory

Cost: 7

Worth $1 for every 3 treasures in the trash (round down), at most worth $8

Worth 1 VP for every 3 treasures in the trash (round down), at most worth 8 VP



Pyramid sounds better than Temple, kind of, but it's OK. I just love the flavor that Pyramids sit on the top of Chambers so much.

55
Quote
Silk Route -
Treasure - Victory
This turn, Victory cards with only 1 type is also a Treasure worth .
-
Worth 1  for every 4 Victory cards you have (round down)
Make Silk Road sweety, of course it should be a Treasure card. Would it be overpowered?
I think it would probably be overpowered. This would allow quite a few other cards (off the top of my head: Changeling, Tools, Specialist, and Kiln) to directly gain Provinces or Colonies.
Thank you, I forgot those Treasure gainer. I put a cap on the cost of Victory cards to restrict it.

56
Quote
Silk Routes -
Treasure - Victory
This turn, Victory cards costing up to with only 1 type is also a Treasure worth .
-
Worth 1  for every 4 Victory cards you have (round down)
Make Silk Road sweety, of course it should be a Treasure card. Would it be overpowered?
Revised: In response to the issues raised by AJL828, a cost cap has been put in place. Now it generally affects Duchy and Estate in most games, sometimes Gardens, Fairgrounds and etc. If you build a solid transport system (Highway I mean), your Silk Routes could span the entire continent.

57
Variants and Fan Cards / Re: Card Fusions
« on: March 11, 2023, 12:09:57 am »
Distribute needs re-wording, to make clear that you choose what other players get.
Maybe it can be like, not the best wording:
Quote
Look at the top 3 cards of your deck.
Reveal one of them, each other player gains a copy of it.
Choose one: Gain 2 copies of it; or +.
Put the cards you looked back in any order.

58
Thank you for the wonderful judgement!
For my submission, I have to say it's more flavor-based than matching the contest theme: as a Loot gainer, you can generally only get one Loots from Siege.
Regarding Circlet, I have a question. I don't understand the difference between Circlet and the outtake. Could you give some clarification, please?

59
Variants and Fan Cards / Re: Card made by ChatGPT
« on: March 02, 2023, 06:48:03 am »
Quote
Card Name: Mystic Enchantment

Card Type: Action

Cost: 4

Card Text: Reveal the top card of your deck. If it is an Action, play it. Otherwise, put it back and +1 Action. You may put a card from your hand onto your deck.

Flavor Text: The Mystic Enchantment has been known to awaken dormant power within those who dare to seek it.

Explanation: The Mystic Enchantment card is an action card that costs four coins to purchase. When played, the player must reveal the top card of their deck. If it is an action card, it is automatically played immediately. Otherwise, the card is put back on top of the deck, and the player gets an extra action. The player may choose to put a card from their hand onto their deck as well. This card encourages players to build decks with more Action cards and to manipulate the order of their decks to maximize their chances of playing useful Action cards.

60
Variants and Fan Cards / Card made by ChatGPT
« on: March 02, 2023, 06:43:16 am »
*I changed a little wording for this one*
Quote
Quote
Dark Mage
Action -
+ 3 Cards
You may put a card from your hand or discard pile to the top or bottom of your deck. If you put a Spirit card to the top, you may gain a card costing as much as it or less.
This card allows players to increase their hand size and search for better cards by drawing 3 cards, while also providing some additional control. By moving a card to different positions in your deck, you can change the probability of drawing it on your next turn. Additionally, the effect of Dark Mage allows players to exchange a low-cost card for a high-cost one by purchasing the latter with the former. Finally, in keeping with the theme of the Nocturne expansion, I added the element of dark magic to this card to make it blend with the expansion's atmosphere and themes.

61
Weekly Design Contest / Re: Weekly Design Contest #180: Pay the Iron Price
« on: February 28, 2023, 11:48:12 am »
Quote
Siege -
Project
At the end of your Buy phase, add a token here, then gain a card costing equal to the number of tokens here from Supply or the Loot pile.
Quote
Map -
Treasure - Loot

+1 Buy
-
This turn, cards cost less.
In the process of sieging the city, keep plundering the wealth and eventually storm the city to get the loot. If you have a map, your plundering will be even more efficient.

62
Variants and Fan Cards / Re: Card Fusions
« on: February 26, 2023, 09:32:30 am »
Quote
Merchant's Stone
$3P Treasure
The first time you play a Merchant's Stone this turn, +$4; otherwise +$3. If your Deck is empty, -$1. If your Discard is empty, -$1.

I assume that it works like Fool's Gold? Then we should use the wording from FG: If this is the first time you played

63
Variants and Fan Cards / Re: Card Fusions
« on: February 26, 2023, 02:01:07 am »

Quote
Abacist -
Action
+1 Card
+1 Action

The first time you have the same number of cards in your deck and discard pile this turn, +

64
Variants and Fan Cards / Re: Card Fusions
« on: February 24, 2023, 02:19:49 am »
Quote
Joss -
Action - Duration
+
+1 Buy
The next time you gain a card costing or , trash a card from your hand.
Emmm, quite powerful.

65
Weekly Design Contest / Re: Weekly Design Contest #177: Groundhog Day
« on: February 10, 2023, 12:28:58 am »
Gobbler's Knob is a very sound design, but weak for me. I believe it's hard to trigger it many times and make significant points in general.

66
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: February 02, 2023, 04:09:51 am »
Thank you guys for the advice. These ideas have crossed my mind before. I think,
A) discard two Action cards is too mean.
B) pay coins to get potion, actually, this is first idea of my beta version for this card, before I finalized the effect above the line. Later, I wanted to link this card with the Action theme, so I changed it to what it is now, somehow inspired by Arena.
C) discard a costly Action card, for me it's the best way to tweak it. It is difficult to say which is better compared to the current version, so I decide to keep it as it is.
D) trash an Action card, well, I have considered this. Too mean and unpleasant.

67
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: February 01, 2023, 12:02:49 pm »
granted, but even without Necropolis, any action card is now almost strictly better than Potion, which makes Potion cards very easy to get. Which you can defend as a desired effect but I don't think it's good. I think it would make most potion cards dominate whatever game they're in.
I understand your criticism, my design intent did include making potion more accessible (and providing more way to use potion, also, linking the Actions theme of Alchemy), but I seem to have gone too far.
Anyway, I'd rather keep it as it is, as I can't think of the perfect way of tweaking it.

68
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: February 01, 2023, 09:31:57 am »

Quote
Elixir -
Treasure
+2 Cards
If it is your first Buy phase, you may pay to return to your Action phase and +1 Action.
-
In game using this, at the start of your Buy phase, you may discard an Action card for +.

I assume this is supposed to be "if it is your first Buy phase this turn"? As worded, you only get the return-to-Action-phase effect if it's your first Buy phase, period.
Thank you. I have corrected it.

69
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: January 31, 2023, 10:29:33 pm »

Quote
Elixir -
Treasure
+2 Cards
If it is your first Buy phase this turn, you may pay to return to your Action phase and +1 Action.
-
In game using this, at the start of your Buy phase, you may discard an Action card for +.

70
Buy Jeweled Eggs with Watchtower in hand, put a Loot on deck.

71
http://wiki.dominionstrategy.com/index.php/Treasure
The wiki was missing Gondola
No, it wasn't. I am afraid you missed it.

You took the quote out of context.  ::)
The wiki's Treasure page is still missing a picture of Gondola (they are in alphabetical order) and almost every Treasure from Plunder, but Gondola can be found on the Plunder's page (where the cards are in cost order, then alphabetical order).

In the List of Treasure Cards, all Treasure is listed.

72
Finally, in case anyone is interested in my Dominion resolution: it's to find time to play against more human opponents. As I've gotten busier with work and kids, I have less time for playing live games and I've spent much more time playing AI opponents since it's okay to be interrupted, but I can tell this is starting to cause me to develop some bad habits in how I play. While the Temple Gates AI is a LOT better than Lord Rattington, there's still something different about playing against real life people that I don't think AI can replicate (at least not yet).
I usually only play with the AI. When I saw this contest, I would like to design a card that is more interesting or strong when played with AI. But I didn't have a good design idea. So, how would you design a card that might help you play more with people? ;)

73
http://wiki.dominionstrategy.com/index.php/Treasure
The wiki was missing Gondola
No, it wasn't. I am afraid you missed it.

74
Quote
Cunning folk
Action-Duration-Attack
+1 Action
The next time anyone plays an Action card, +1 Card + afterwards,
and if it isn't your turn, each other player gains a Curse.
Choose to trigger a Peddler-effect this turn, or wait to witch others, but only once per turn generally. I have considered about a Lab variant, but it seems too strong at . Need advice on wording and/or price!

75
Weekly Design Contest / Re: Weekly Design Contest #172: Trait Me Right
« on: December 20, 2022, 10:22:13 pm »
Warm
Trait
At the end of your Buy phase, if you have at least $4 unspent, gain a Warm card.

This is likely overpowered with a $6+ card - you could effectively "buy" a Warm King's court or Grand Market for only $4, without even using up a buy.
Yes, it will sometimes change the game hugely. But we have several official Traits that gain you a card regardless of its price, so I don't think it's a big problem.

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