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Messages - somekindoftony

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51
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 11, 2020, 06:26:32 am »
I had a think about my "Blockade" card added previously. It's problematic if someone uses it to deny another player one of their buys in the first turns. I thought about making it cost debt so that didn't happen but that complicates things and feels thematically wrong.
Now I've upped the cost and tweaked the effect. That should make it play quite differently. In case nobody noticed by the way you can blockade curses so that you don't receive them from a witch.
Do people think it could be super irritating to have games prolonged by this? Ie By having provinces blocked. Or is it simply another tactical element to work around. I hope the latter.



If this link works it should show the earlier and current versions next to each other. https://imgur.com/a/WxR3aqU (Current costs 5 not 3)

52
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 09, 2020, 08:13:38 am »
Mine is simpleish but is kinda similar to other ideas seen here.
Introducing Equipment cards. These are cards that have an on play effect and can cycle round your deck as usual. However, once you play them, you have the option to Carry them, putting them in front of you in a fashion similar to Duration cards. While carried, these cards have a small lingering effect, like Hireling or Champion, that happens at regular intervals. At any time during your turn, you can stop carrying them and put them in your discard pile to be shuffled back into your deck. Basically, they are like Durations that can be kept out for as long as you want until you want them back. Of course, you can keep them out permanently...

Villager's Backpack
$4
Action
+1 Card
+2 Actions
You may Carry this.
-------
While carried: At the start of each of your turns, +1 Action.

.....

I wonder about the consequences of giving carrying the following negative effect; all cards cost you one more to buy for each card you are carrying. This seems like a reasonable trade off for Villagers Backpack at least. It would allow you to reduce the cost of Blacksmiths Hammer and Drunkards bottle by two. Kings Letter and Woodcutters Axe may become nonviable though. It also creates an effect where you don't want to carry too much which makes sense.
Just a thought.

53
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 07, 2020, 10:50:05 pm »
Thanks for the feedback on my last card. A new job meant I didn't have the headspace to improve it. But here's an early go at the next challenge (which is a cool challenge indeed.)


54
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 31, 2020, 07:34:21 pm »
I've made a small change but I think it's much better now and makes more sense as an action. Now if you play it during your turn you will draw a fresh hand and some of your actions might be in play saving them from any judgement. It's still risky as you could get good cards in both piles but the option to clear out a lot of junk seems worth it.


55
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 31, 2020, 12:27:12 am »
Judge (how original haha)
$5
Action-Attack
+2 Cards
+1 Action
+1 Buy
Each other player gains a Copper.
If you have an Attack card in play, discard a card.

It's a Lab that kinda hurts other people, but it doesn't like you being mean to people. You can't play multiples without it turning into a sifting Market Square. Thematically, if you have Attacked people, it finds you 'guilty' and makes you discard a card. Also hypocritical and kinda corrupt.

Also, feedback is welcome as nowadays, I only get feedback until judging and by then it's too late. If I can improve it beforehand, it will help me heaps. Thanks. :)

I think you mean to say
"If you have another Attack card in play, discard a card."
Otherwise the card would count itself I think and always force a discard.
 But then that would be quite strong - arguably much better than a standard lab.
Maybe what you mean to say is for every attack card in play (including this) discard a card. But then that would potentially be crippling if you played multiples.

Could you have meant that you just want it to discard one card?

56
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 30, 2020, 10:20:57 pm »
Help with wording appreciated;


I'm also not certain of the cost.

57
Variants and Fan Cards / Re: Quicksand Landmark - Feedback Welcome
« on: January 30, 2020, 06:14:44 pm »
Personally I think its more in spirit to speed up Dominion with the use of generous cards like Council Room.
Or by getting rid of slowing attacks.

Consider other generous mechanics like the one attached to Bishop (Your opponents may trash a card) combined with something that encourages buying green rather than a VP engine..
Like:
Sidewalk Preacher
+1 Card, +1 Action
Each player may trash a card.
If this card is trashed during your turn gain +$3.

Even Embassy where everyone gains a silver is not a bad example of generosity in card design (although silvers aren't great).

58
Variants and Fan Cards / Re: Contemplating horrible cards.
« on: January 28, 2020, 02:08:43 am »
It's not just the 2, it's also the fact that you hand out more Curses faster. The real problem here is that it drains 2 piles at once while also giving you . It seems like the IGG rush except even worse because it drains itself. The right move might be just to buy this every single turn you can; if you do and your opponent doesn't; it ends up something like:

You: 3 Curses, 7 other dead cards, 8
Opponent: 7 Curses, 3 other dead cards

Just a random guess on the numbers... but you will have fewer Curses and more Vampirism. Then you just drain Estates or something for the win.

I quess the question remains - what did they buy instead of the Vampirism? If they bought silver I doubt they would come out ahead (too much junk in their deck to see them getting to buy a province through accumulating treasure) but if they bought card draw, villages and trashers they might have kept their deck alot more competitive to pick up duchys while the other player bought estates.

59
Variants and Fan Cards / Re: Contemplating horrible cards.
« on: January 27, 2020, 10:55:14 pm »
The idea of Vampirism is that its going to take over everyones decks with both curses and itself as the Vampirism plague spreads. But only the person who buys it will have the VP.
Is that enough of an incentive to buy it (and also be the first to play it)? Perhaps not. But I can imagine games where someone begs everyone else not to buy it - only to backstab them by buying it themself.

60
Variants and Fan Cards / Contemplating horrible cards.
« on: January 27, 2020, 08:51:43 pm »
By horrible I don't mean bad design. I'm thinking more like encouraging a bit more of a darker side to players whether its being a spoiler of the overall game (like Salt the Earth) or just slowing the game down like Tax does. I'd only ever put these in a set alongside "nice" cards like Council Room or Embassy for balance.

Not sure Vampirism is costed correctly.

(4 Vampirism - Action- Attack
Each other player gains a curse and a Vampirism.
-
When you buy this card gain 2VP.)


You can check them out here;
https://imgur.com/gallery/hnArgbS

61
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 26, 2020, 11:18:37 pm »
I think my previous version of gizmo was too strong. Here is a weaker version. At least I think its weaker. I needed it to gain the card to your hand when trashed so that you didn't get stuck in a gizmo loop playing multiple gizmos forever.


62
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 25, 2020, 01:18:40 am »


Imagine  a deck of gizmos.

63
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 23, 2020, 04:32:11 am »
Glad my last entries humourous potential was recognised.

Thanks and congrats to grep.

64
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 16, 2020, 08:13:12 pm »
Toads
$5
Action
Trash this. Gain 2 Toads. If you did, +3 Cards.

Like Rats, which it was inspired by, it too has 20 cards in the pile. Works as decent terminal draw until they run out. It doubles itself while also being a one-shot. Hope it fits the theme.

I feel like the risk this becomes a dead card means it could draw four cards  and be fine. I don't really want to draw a hand of these due to their terminal nature. At +4 cards I really like it.

65
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 15, 2020, 06:30:04 pm »
Would this count as doubling?

66
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 15, 2020, 12:42:58 am »
@spineflu I did want people to back road each other with ensuing hilarity but I didn't think through the tracking issues especially for large games. I may use that token idea or drop it for something new.
I also wonder if it wouldn't be significantly unfun to play against if there is a kingdom with only one village type card that a single player hoards.

67
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 14, 2020, 07:05:23 pm »
Tired of people beating you to the City split or snatching all the Nobles? Take the Back road.


Feel free to help with the wording.

68
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 12, 2020, 07:05:41 pm »
I am going to stick with this card after all. It has the sort of potential for digging ones own grave I like. I am after all the player who laughs while their deck chokes from having too many rats.

But also this is a card that can get a person out of a real hole by giving them a chance to buy a few silvers when up against knights.  Or it can just be used to draw cards for an engine. Occasionally you'll not play it but that's true for cellar and chapel too.

Either way it feels more fun than any of my alternatives.




(image credit: Drunk Pirate with Pigs print by Shaunna Peterson)

69
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 07, 2020, 08:48:27 am »
Edit:  Gonna stick with Rowdy Patron. Thanks spineflu for the quality comments below but Rowdy Patron makes me laugh even if it's often a poor choice.

Well due to agreeing that the aforementioned Rowdy Patron is ummm kinda lousy I am submitting this instead.


But please tell me if this is not on the theme. I'm going for something a little different to overpay but I may have gone too far. I'm aiming for an optional cost effect that applies to all other cards really by letting you sack an action for +$1 basically.

70
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 06, 2020, 09:09:37 pm »
EDIT: I am going to stick with this card after all. It has the sort of potential for digging ones own grave I like.

Does this fit the theme? I'm honestly not sure it does.


(image credit: Drunk Pirate with Pigs print by Shaunna Peterson https://www.etsy.com/nz/listing/207874147/drunk-pirate-with-pigs-print-by-shaunna)

Also is it awful? At least the idea of gaining a lot of dosh but not being able to buy anything feels like a rowdy patron being blocked at the bar.

71
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 05, 2020, 09:39:35 pm »
Regarding my own card, I couldn't agree more with the feedback (again).

72
Variants and Fan Cards / Re: Really bad card ideas
« on: December 29, 2019, 08:32:32 pm »


Really bad? Or really good?

(Note that its supposed to work like Hireling in terms of staying out)

73
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 29, 2019, 08:12:42 pm »


I'm still umming and aahing about the cost. But I've improved the effect while mildly weakening the attack. However it now has the problem of obliging people to keep track of which of the two tokens it "moved" and I'm assuming you can move a token to the same pile it was on (counterintuitively).

74
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 28, 2019, 07:58:02 pm »
Quote
Archaeologist
$5 Action - Looter
+1 Card, +1 Action.
Gain a ruins, putting it in your hand.
You may play an action costing $3 or less.
-
When you gain this, you may put your +1 Action, +1 Card, +$1, or +1 Buy token on the ruins pile.
The first two of these you buy are weak, but once you buy four of them, you'll have all four tokens on your ruins pile which should make them pretty strong.

Posting the entry now. I might do a mock-up later so it looks nice.



I quite like this. I suspect it might get strong from the get go unless it gets affected by the variable top card of ruins? I mean does it only apply if the ruins card played is the same as the top card?

75
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 28, 2019, 08:59:24 am »
I've changed this from what is pictured below. Will figure out how to link to later post but skip to next page to see that as most final version.



I think the overall effect of a bunch of Usurpers will be to cancel each other out. The cost plus debt is so that they can come out early and have an effect rather than being a finishing move for the player already in the lead. I would even consider giving them a lower cost ($3 and 4 debt) as I think they might not be particularly strong. Its a terminal attack whose benefit is primarily when first played after all.

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