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Weekly Design Contest / Re: Weekly Design Contest #224
« on: July 14, 2024, 11:55:34 am »
A worse (discard 3 after a Militia attack, discard 4 from a normal hand) Embassy with an extra Buy? Seems neither strong nor interesting enough.

Weekly Design Contest / Re: Weekly Design Contest #224
« on: July 11, 2024, 11:56:20 am »

Con Artist
$4 Night - Duration - Attack

At the start of your next turn, +1 Card, +1 Buy and +$1.
Until then, players may not end their Buy phases when they could buy a card.

  • In most situations, the attack just means that other players must use up all of their Buys on their turns, which may mean buying cards costing $0.
  • However there may be other factors which make a player unable to buy a card and thus able to end their Buy phase. These include:
    • Being in debt. (A player is not required to pay off debt even if they have sufficient coins.)
    • Unable to afford any card in the Supply. (A player is not required to spend Coffers or play Treasures to make a card affordable.)
    • The effects of Mission, Deluded or Contraband which make some cards unbuyable.

Normally extra Buys can only be good, but with Con Artists around extra Buys can be bad. Especially this +Buy for next turn, which gives time for other players to get their own Con Artists into play.

I chose the name without noticing the pun. But now that I've noticed it, well, I can only hope that this Con Artist is a Pro. Sorry.
The idea is not new but there are very few fan cards with it. I love the card but do not see how it fits the contest. It is a pure attack that does not hurt you in any way unless you consider the notion that the card becomes weaker when other players also go for the card.
I would not as a Curser like Witch also becomes weaker when other players go for Witch.

Weekly Design Contest / Re: Weekly Design Contest #224
« on: July 09, 2024, 04:16:28 pm »
The best card is discarded so this is more like an anti-sifter with weak vanillas.

Dominion General Discussion / Re: Interview with Donald X.
« on: July 02, 2024, 12:37:12 pm »
I'm not actually sure what the Ferryman / Acolyte question is. Is it, can Acolyte get an Augur? That would go back to, what exactly is the rule for gaining outside of the supply. We want the default to be supply only; you can't Workshop stuff not in the game, and we don't want to have to say that on Workshop. We also want e.g. "gain a Horse" to not need more text to let you know you really can get one, when anyone playing will be sure they can get a Horse. And "gain a Duchy" can't gain a non-supply Duchy, one you left out because you only had two players. That all seems intuitive, so the tricky case is gaining by type. You know that "gain a Loot" works, and of course that's the same thing as the Horse case, except it's a type. And it's all covered in the rulebook, what "gain a Loot" means and how you shuffle the Loots. Augurs don't anticipate this. Augurs are a pile, so they work fine with Ferryman; you get an Acolyte, it says "gain an Augur," and there's no Loot-like exception there.

I can see the argument that it should be defined differently. But it can't just be e.g. "gaining has to be of cards being used this game," unless you want Workshops gaining Ghosts and things. And you know, those non-supply piles were made with the idea that Workshops couldn't get them.

Yeah, I don't think these rules are very intuitive.
"Gain a Rats" is equivalent to "gain a Rats from the Rats pile".
"Gain a Loot" is equivalent to "gain a Loot from the Loot pile".
"Gain a Reward" is equivalent to "gain a Reward from the Reward pile".
"Gain an Augur" is equivalent to "gain an Augur from the Supply".
On the contrary, they are quite intuitive and dont cause any issues.

This is very narrow, I only see this with Gardens or Guildhall.

Dominion General Discussion / Re: What am I missing about library?
« on: June 30, 2024, 01:16:31 am »
It's also one of my favorite base set cards (as implied by my name), because I think draw-to-x strategies are fun.

Do you find Adventurer fun as well?
Yeah, Adventurer is like a total draw to X card.


Treasure - Duration
At the start of your next turn, +1 Card and you may play an Action from your hand twice.

Notes: A simpler Mastermind variant (because it cant be used on itself), which is much weaker because it only doubles an Action instead of tripling it.
Seems more like a weaker Royal Galley to me.

Variants and Fan Cards / Re: Revised versions of published cards
« on: June 29, 2024, 06:20:05 am »
All of these range between dubious and crap which shows that Copper not being a Supply pile to save money or whatever is a bad idea in hindsight.
There are also other cards which would be affected like Swindler or Gardens.

Weekly Design Contest / Re: Weekly Design Contest #222: Take Five
« on: June 26, 2024, 07:18:33 am »

Leap (Action, $5)
+5 Cards
+1 Action
At the start of your Buy phase, loose all $ and discard down to 3 cards in hand.

Spelling error: should say "lose all $"

my thoughts: seems too all or nothing in a way. im wondering if it could instead be
"at the start of your buy phase, gain one debt for each card in your hand"
That is a totally different animal. The actual card is fine for single Province (payload e.g. Gold,Gold,Silver) gaining or other ways to Victory like remodeling. It totally sucks with virtual Coins whereas your card loves virtual Coins and hates Treasures (with 2 in play, Golds are mere Coppers).

Weekly Design Contest / Re: Weekly Design Contest #222: Take Five
« on: June 22, 2024, 08:45:15 am »
Silversmithy $5 Action
+5 Cards
Trash this unless you trash a Silver from your hand.

Weekly Design Contest / Re: Weekly Design Contest #222: Take Five
« on: June 20, 2024, 11:49:06 pm »
I dont see the mitigation. Sure, min-forging two cards into a $7 is a possibility but giving up a $3 and a $4 respectively a $2 and a $5 (and above all the chance to play them in this turn) is always a steep price.

So yeah, the interaction in this split pile is a bit low.

Id simply run with a straightforward Duchy interaction (make it simpler, you dont need that Coffers thing). Might still be too strong (you draw far more than with Encampment) but then again it is a $7.

Without virtual Coins? You play Treasure first and then buy a Debt-costed card (I could as well have used an on-buy trigger)! The point of it all is to make it harder to go for Archduke once you already have green in your deck.

It is likely fine as Royal Galley is vanilla-wise also a Lost City spread over 2 turns.

Put me on the hater list. If you can convert an extra Buy into a Province and nobody will buy the sixth, the game will often and in a green slog. Does not sound like fun to me.

Archduke 8D
+1 Card
+1 Action

Gain a Duchy
When you gain this, put your hand onto your deck.


Townsquare $2 Action - Activation
+1 Card
+1 Action
+1 Villager

When you trigger this, set this aside. At the start of Clean-up, put it onto your deck.

Seems strictly better than village at 2$
I would price it 4$.
This is weaker than Village. You might wanna read how Activation cards work.

Dominion General Discussion / Re: Strategies for seaside
« on: June 09, 2024, 02:34:47 am »
Smugglers is weak.


Townsquare $2 Action - Activation
+1 Card
+1 Action
+1 Villager

When you trigger this, set this aside. At the start of Clean-up, put it onto your deck.

Variants and Fan Cards / Re: Fan Card Mechanics Week 93: Buy Tokens
« on: June 07, 2024, 01:16:08 am »
Town Fair: One can debate whether a Project being strictly better than another one is an issue. I think it is but the bigger issue is how boring this card is. Sinister Plot accumulates draw tokens but there is a decision and a trade-off involved. I am not a huge fan of the token conversion either, it makes the card even more mindless. Buy early in the safe knowledge that you can always convert Buy tokens into some thing else, albeit at bad conversion rates.

Street Market: This Transmute-like circle conversion is pretty brilliant. I first thought that you can just convert everything into everything at once but the reverse order prevents that.

Winner: Street Market by Tiago

I totally disagree. During the Action phase, playing an Action card is weaker than +1 Action, you would have to put it at the end to prevent the potential mess of nested effects and you needlessly add Night splitter upon a clean design for no obvious reason.

Variants and Fan Cards / Fan Card Mechanics Week 93: Buy Tokens
« on: May 30, 2024, 12:50:56 pm »
Design something with Buy tokens.

Seems like everyone is requiring images when they judge now. Why?
It's a pain to make the mock-up, then upload it somewhere and post the link here. I don't want to have to make an imgur account just for the weekly design contest.

The primary purpose is to make sure that your effects actually fit on a card and still remain readable. If given instructions for what a card does, I don't mind making a mockup of the card myself personally.
I will take advantage of this offer, thanks, but really this one will fit on a card easily so it seems unnecessary.

I have submitted this one to a contest before, but I figured I already have 2 cards that qualify for this week so why make a new one? Also, we've played with this card several times and we like it.
Ambitious Village
$5 - Action
+1 Action.
Play the top 2 cards of your deck (one at a time). Any non-Action Victory cards played this way give +1 Action.
Yes, it can put a Province into play. Just don't put Tools in the same kingdom.
I would never ever go near the mess of playing green. Why don't you just make it play Actions and Treasures?
Also, this is far better than Lab (not strictly better as drawing green might be superior to playing it as Necro if there are sifters).


Basically a more swingy Herald. Not totally sure about it. I considered three version: terminal at $4, the current version and non-terminal at $5.

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