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Messages - lompeluiten

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101
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 23, 2019, 05:54:59 am »

Yes.  The intention is that it's a Lab-for-a-curse until the curses run out.  After that, yeah, it's a cheaper lab; but at that point there's a good chance that people's decks are so junked that a cheap lab isn't game-breaking, and you're a pile down so the game's starting to end anyway.

I love the idea, but it is very conditional. It needs a trasher or another curse card in the kindom. You will never play it as an engine in this condition, as this card is absolutly shit as a 1 off without any support.

If you look at cursed gold, that gives you a curse for $3. Doing that once of twice are interesting chooises in a vacuum. So you could do it more like this: "+1 action, +1 card. You may gain $2. If you do, gain a curse." Those can be interesting choises without supporting cards, and becomes absoluty fun with. And the devil promisses riches more often anyway.

102
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 22, 2019, 07:29:11 am »
[Wood Witch]

Well, that's annoyingly close to my entry.



Quote
Devil's Bargain
Types: Action
Cost: $3
+1 Card
Look at the top card of your deck.  You may put it in your hand.  If you do, +1 Action, and gain a curse.

I don’t see how they are similar at all.... Wood Witch is a cantrip that sometimes gives opponents a Curse. Devil’s Bargain is a cheap lab that self-curses as a penalty. I think Devil’s Bargain is way too weak; it’s a Ruined Library if you don’t take the Curse. Might be fine if you always got the action. Even then, probably a $2.

+1 Card
+1 Action

Look at the top card of your deck. You may gain a Curse, for +1 Card.

But isn't your intention that if you pile down the curse cards, it is an Libary? I think that makes the card more interesting. Piling down the curses all by yourself is painfull, so be rewarded for that is interesting play. Deffintly if there are other curse cards in the Kingdom

103
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 22, 2019, 07:11:49 am »
Cursed Estate, Victory $4
1Vp
Whenever you gain this card, all other players gain a curse

With Baker in the kingdom you don't want to be the player with the 5/2 split. There is a reason that Ill-gotten Gains costs $5. With Baron/Squire/Herbalist/Storeroom/Pawn/Peasant this can lead to a quick Estate run.

I dont know what the baker has to do with this?

With Baker in the kingdom, a 4/4 opening is possible, which means two Cursed Estates.

I'm almost sure that opening two Cursed Estates is a horrible move. IGG provides reliability to hit , for Duchies. If you bought nothing but Cursed Estates, while your opponent played normally, you would be left with a deck that has 18 junk cards, only 7 of which are Copper, while your opponent has 8 junk cards, and whatever other normal stuff he's been doing. You'd be up by 16 points, sure, but you've only drained 1 pile; and you have absolutely no economy available to try to drain 2 more. You'd have to buy 2 Curses yourself if you want the fastest 3-pile.

I tought of that. Maybe it should be more this:
Cursed Estate, Victory $4
1Vp
Whenever you gain this card, all other players gain a curse
-
Setup: this kingdompile has 10 cards

104
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 21, 2019, 10:16:22 am »
Cursed Estate, Victory $4
1Vp
Whenever you gain this card, all other players gain a curse

With Baker in the kingdom you don't want to be the player with the 5/2 split. There is a reason that Ill-gotten Gains costs $5. With Baron/Squire/Herbalist/Storeroom/Pawn/Peasant this can lead to a quick Estate run.

I dont know what the baker has to do with this?

105
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 21, 2019, 09:05:43 am »
Cursed Estate, Victory $4
1Vp
Whenever you gain this card, all other players gain a curse

106
Variants and Fan Cards / Re: Game State/World states
« on: February 26, 2019, 04:05:00 am »
Yep, that's the same as Edicts. I chose blue as the color personally, because they can trigger at any time. Nice to see some more ideas for such.

Trade Hub could just be a once-per-turn Event though. I tried something like Rise of Industries in the past, and well, it wasn't popular. Although on second thought I think what I tried was the opposite, that the game can not end on piles. This is better, but has some of the same issues. Regardless, you might want to take a look at Edicts (Shard of Honor's link), for some inspiration at least.

So what part of it wasn't fun?
In my case, people painted the picture of a degenerate Mountebank game, where people would have to spend turn after turn to climb back to Province level, because the merciful three-pile was unavailable. For yours, imagine a Horn of Plenty megaturn that leaves a clear winner, but forces the game to go on nonetheless.

We play we barely finish the game by pile out, mostly by finishing colonies or provinces. So I gues you have it the other way around.

107
Variants and Fan Cards / Re: Game State/World states
« on: February 25, 2019, 03:11:30 pm »
I feel like a game with Ruined Lands would be a degenerate IGG-like rush a lot of the time, because buying an Estate gives you VP while emptying 2 piles at once.

Honestly, I'm having a hard time imagining a situation in which Civil War would actually be fun. It generally either won't make any difference or be crushingly brutal, and a few cards like Scrying Pool, Goons and Bridge Troll would just become broken. The idea of a particular card coming with an extra action has already been handled pretty well with Lost Arts.

What other way could you give attack cards a little push, aside from goons. I should never have that made an attack card. Everytime I play it I forget the attack part of it, it is so tagged on. But many attacks are not then powerful to play, so I want to give them a little push

108
Variants and Fan Cards / Re: Game State/World states
« on: February 25, 2019, 03:09:55 pm »
Yep, that's the same as Edicts. I chose blue as the color personally, because they can trigger at any time. Nice to see some more ideas for such.

Trade Hub could just be a once-per-turn Event though. I tried something like Rise of Industries in the past, and well, it wasn't popular. Although on second thought I think what I tried was the opposite, that the game can not end on piles. This is better, but has some of the same issues. Regardless, you might want to take a look at Edicts (Shard of Honor's link), for some inspiration at least.

So what part of it wasn't fun?

109
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 23, 2019, 02:32:01 am »
How do you guys keep track what card you are talking about.

110
Variants and Fan Cards / Re: Game State/World states
« on: February 23, 2019, 02:29:56 am »
You don't seem to be familiar with Renaissance given that Royal Mandate is Citadel, Trade Hub is Fair and Slave Labour is Barracks.
."
Not yet the honour to play it. Waiting for the dutch version

111
Variants and Fan Cards / Game State/World states
« on: February 22, 2019, 10:22:39 am »
Idea:
Gamestates
Conditions that change a few rules when the game starts:
(still dont know what colour or name I should use.






112
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 22, 2019, 03:45:37 am »
After months of studying for, and then taking, comprehensive exams, I'm finally ready to get back into creating disappointing cards!



Quote
Solar
Action - $3
-
Choose one: +2 Cards; or reveal an Action card from your hand, then if no other player reveals a copy of it, play it twice.

When looking into medieval castles, I learned about the solar. It is a small private chamber for living and sleeping, possibly derived from the Latin word for "alone." That inspired this cheap Throne Room variant that only works if you alone have that Action card in your hand. If you don't have an Action or don't want to risk it, you can still make use of the Solar with the draw.

Any feedback is appreciated, of course.

I like the seccond part, but not completly. It feels REAL bad if somebody else as a copy of it. A tournament feels just a bit bad, as you still get some stuf if someone else. Maybe you can only play it once if somebody else has a copy? It supports diversity, wich is good.

113
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 22, 2019, 03:18:52 am »
Royal Libary
Action - $6
+2 Cards
You may play an action card from your hand twice

This seems too strong compared to Laboratory to only cost $1 more than it. Royal Library is essentially Laboratory + Throne Room.

This is also the best target for itself, seems like KC all over again, play it on itself and double payload while drawing all your cards beforehand.

jeah, it kind of is. Someone said that this would be a better royal libary and when I tough about it, i agree:

Royal Libary
Action - $6
Draw until you have 6 cards in your hand.
You may play an action card from your hand twice


114
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 22, 2019, 02:30:41 am »
Royal Libary
Action - $6
+2 Cards
You may play an action card from your hand twice

This seems too strong compared to Laboratory to only cost $1 more than it. Royal Library is essentially Laboratory + Throne Room.

This is also the best target for itself, seems like KC all over again, play it on itself and double payload while drawing all your cards beforehand.

jeah, it kind of is. Someone said that this would be a better royal libary and when I tough about it, i agree:

Royal Libary
Action - $6
Draw until you have 6 cards in your hand.
You may play an action card from your hand twice

115
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 20, 2019, 08:03:21 am »
2 ideas, 1 with no name yet (if you not alawed to send in 2, just help me choose the right one:

Royal Libary
Action - $6
+2 Cards
You may play an action card from your hand twice

(less feel bad throne room when drawn without actions)

No name yet
Action - $4
Play this card as an action card you have in play

(worse: No throne room on throne room or extra actions from +1 action cards. better: Makes engines run more smoothly as it is more adaptive to the situation.

Ps. how do i get images in this text editor


116
Variants and Fan Cards / Re: Witch Hunter
« on: February 20, 2019, 04:56:11 am »
I just wonder, what would Fear do? The wording depends on wheter it is a positive or negative card. You dont have to specify that the card has to contain the word curse. It is an type, so just "reveals a curse" is enough

Why is it an duration?

the card looks with some tweeking could be fun. Fill the other players deck fill with crap, but let them draw cards in the proces is cool.

But the flavour is missing. A witch hunter is a punishing caracter, but how curses work in this game, it is more of a "kicking when their down" situation. Maybe you have to discard a curse. You can always buy a curse to get the engine flowing.... it is almost there, I think.


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