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Messages - lompeluiten

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51
at the end still some inspiration:

Hooligans $3
+1 action
+1 card
Every opponent shows their hand and then discard their highest cost card, then draws an card.
+1$ if an card that cost 5 or more is discarded.
I have a Scrying Pool, a Fortune, a Colony in hand. Which is the most expensive card?
"
http://wiki.dominionstrategy.com/index.php/Potion
"P is orthogonal to $ in a cost; thus, although a card with a cost of $XP is considered to cost "more" than a card costing $x or less with no P, costs of, e.g., $4 and $3P are incomparable—neither is more or less than the other. Many trash-for-benefit cards whose effects depend on a card's cost only consider the cost in $ and ignore P; most Workshop variants can't gain cards with P costs at all."
http://wiki.dominionstrategy.com/index.php/Debt
"A cost in D is orthogonal to a cost in a $; cards with D in their cost do not cost less or more than cards with a $ cost. D and P are similarly not comparable."

In "Highest cost" the alternative payment methods are not taken into considiration. That should also be true for this card.
So the Colony

52
at the end still some inspiration:

New wording
Hooligans $3
Action - Attack
+1 action
+1 attack
Each opponent shows their hand, then discards one of their highest costed cards in $. Then they draw an card
+1$ if an card costing $5 or more is discarded this way.


Old wording

Hooligans $3
+1 action
+1 card
Every opponent shows their hand and then discard their highest cost card, then draws an card.
+1$ if an card that cost 5 or more is discarded.

53
And ofcourse: "GROUPHUG!" Design an card that has an benefit for all players when played
I think we did this for the holiday contest in 2019, it was a good theme.
Wich number was that? I looked at all the chalanges, didn't notice this one

54
And ofcourse: "GROUPHUG!" Design an card that has an benefit for all players when played

55
This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:

Revolutionist
Action- Attack-Duration, $4

+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.

This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.

All the discussion has made me want to change my card a bit to make the choice an actual choice (rather than "do I have something i want to trash or not?)

Revolutionist
Action- Duration, $4

+1 Card
+1 Action
You may trash a card from your hand. If you don't, at the start of your next turn, +1 Card.

This is significantly less powerful than the previous version, and I'd want to price it down at $3, but then I think it's too obvious to open with 2 of them most of the time. So it stays at $4. Does it need a buff?

If you don't trash, this is the same as Caravan. This is basically "choose one: Caravan or cantrip trasher", so it's strictly better than Caravan at the same price.
I think i still want to buy 1 or 2 of them on $5. It trashes, and when you are done trashing it provides engine power. It isn't an dead card like some other trashers.

56
This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:

Revolutionist
Action- Attack-Duration, $4

+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.

This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.

Wouldn't "Revolutionary" be the more commonly used word? While I'm not sure that a pure cantrip trasher is too strong at $4 (there was a recent discussion about that here), a cantrip optional trasher might be. The other problem that I see with this card is that you always want the Duration effect to trigger. The +1 Card on the following turn is far better than a cantrip (which does nothing), so there is little incentive not to trash. What might be more interesting is if you gave the choice of +$1 this turn or trash a card and +$1 next turn. (The problem there is I have no idea how to price that, as you run into issues with Junk Dealer; it might need dynamic pricing or an on-gain effect).

We use Revolutionary as the person (noun), commonly, but it can also be an adjective describing a person, idea, etc. Revolutionist strictly refers to the person.

Regarding the choice to always trash... yes, to maximize the card's benefit, you want to. But by midgame, there are times you have a hand with no cards you want to trash. I've had more than a few times that I didn't play a Junk Dealer because unless I drew junk, I didn't want to have to trash something.

Maybe the attack added on just makes it too strong then.

To me this card does not follow the chalange. It is not the choise “now or next turn”. The choice is: “is there anything i want to trash”

57



Not bad, but allow me to make an suggestion to improve(?): “Look at the top 4 cards of your deck. Put any number of them in your hand and the rest under this card.At the start of your nexty turn put them in your hand”

This flows a bit better in my opinion and slightly more fun to play.

I think your version if you will generally choose all this turn or all next turn.

58
I'm highly considering this change for Skipper:

Quote
Skipper | Action - Duration | $5
Play an Action card from your hand up to two times. If you played it once, set aside a copy of that card from the Supply under this. At the start of your next turn, play the set aside card and return it to the Supply.
Now Skipper can unambiguously re-play Duration cards. Okay, well there still is some ambiguity.
  • Turn 10: you Skipper Wharf α  (choosing to play it once), you get +2 cards this turn and set aside a Wharf β from the Supply.
  • Turn 11 you get +2 cards from the Wharf α you played, then you play the Wharf β that is set aside for another +2 cards, then you return that Wharf β to the Supply
  • on Turn 12 you have no Wharves in play, but you still get +2 cards from Wharf β, if you remember to do so. This is a tricky case but it already exists in Dominion (see: Bonfire)



But I think this is still much less confusing than the original phrasing what would happen if you played Wharf. The same card is being played again while still in play? Awkward.

These changes also has the affect of "holding" onto a card from the Supply. There's only one Lost City left and I don't want you to gain it, I can then play my Lost City once, then set aside the last one from the Supply. At the start of my turn I play a lost City, return it to the supply and it's ready for me to buy this turn. It's also stronger because next turn I have the chance to draw the card next turn and still play it, along with the copy from the Supply I played.

With these changes, there isn't room for gain to deck.

Thoughts? Is this an actual improvement in card quality?

Setting aside a copy from the Supply that gets returned immediately after it's played anyway seems largely pointless most of the time imo; that very rarely really accomplishes anything different from how it currently works, except allowing you to redraw the played card. This change would also have the unintended consequence of trashing one-shots from the Supply (e.g. the copy of Pillage that was set aside from the Supply would trash itself as part of playing it, and then Stop-Moving would prevent it from being returned to the Supply). Otoh, the current wording doesn't work at all with one-shots, so maybe it's a good change if you really want it to work on those?

Are there teo cards named skipper? Inrecalled skipper is the first entry doing something different

59
 "Pile driver": Two player game barely end in 3 piles out. Design a card shaped object that helps driving piles down (plus point if you manage to effect 2 player games more then 3+ player games)

"Sheltered Heirlooms":  Create an card and an card that replaces 1 of the staring estates, attached to that pile (like an heirloom)

"Bake him up": Desing an card shaped object that changes the setup or game rules other then Heirlooms and Shelters. Like the Baker

60
Wood Sculpter $5
Action - Duration
Either now or an the start of your next turn gain an card costing 4 or less to your hand.

61


Skipper | Action - Duration | $5
You may play an Action card from your hand.
Choose one: play it again, or set it aside and play it at the start of your next turn.
-
This is gained to your deck (instead of your Discard pile)


Lovely card, but like (almost) all card doubling effects do have something to do with royalty? Shouldn't this one to?

62
And ofcourse in defence of against this list:
http://wiki.dominionstrategy.com/index.php/Handsize_attack
The Way is not a defense like Lighthouse, it is a meta-defense, i.e. its presence makes handsize attacks pointless in the Kingdom.
The presence of handsize attacks in a Kingdom has absolutely no influence upon the playing power of the Way.
Where going deep here xD There is power of threat is an power, isn't it? Even when not used, it does warp the game. But you can analyse it as depowering those cards.

In either case, this is not unique to this way, but all cards in this challenge. And this analyses also true for the lighthouse: It depowers all attack cards by it's mere presence: "maybe going deep into the attacks might not be a good choice with the lighthouse in the game". And the other way around is also true: If the other player buys an attack card, this will increase the power level of your lighthouses.

What is different here that it is an way, so everyone has acces to it, most of the time. But protecting yourself from an hand size attack with it still has a cost: Playing an action card you might want to play differently.

63
I don't think a Way can be "too good" if it really needs support from other Actions.
That seems like a weird statement. By that reasoning, Way of the Ox would not be too good if it said "+50 Actions". Way of the King's Court would also not be too good.

A Way should be generally worse than an effect printed on any existing Action Kingdom card. These are meant to be situational benefits that could not exist as cards. Way of the Flying Fish is definitely strong enough to be a $2.

This point is belied by the existence of Way of the Mouse, which in fact plays an existing Action card (and yes, I am aware that you said generally). Trying to define the range of power of Ways is made nearly impossible by the potential for Way of the Mouse setting aside Encampment, which effectively lets you play every Action card as a better-than-$5 card (since you don't have Lost City's on-buy penalty) in addition to its existing purpose. This is massively game warping, as things like Ruins and Horses can be played as LCs, so getting them is as good as gaining a very powerful Action. Also, Turtle and Chameleon can make existing cards vastly more powerful.

While there are certainly contexts in which a Flying Fish would be useful on its own, I'm actually not sure that it could be a Kingdom card (or at least, not one worth a slot in an official expansion). There are way fewer disappearing money cards (which would set up a highly useful WotFF) than there are terminal draw cards (which are set up by Ox).

But those are not they only synergies. There are more cards that don't draw, but isn't terminal. I can't find an list, but here are a few: Cellar, Hamlet Village, Mill, Secret Cave, outpost, Upgrade, Hidout.

And you can still get it to work with villages +an discard or Trash from hand. A bit more difficult, but not undo-able.

And ofcourse in defence of against this list:
http://wiki.dominionstrategy.com/index.php/Handsize_attack

It is treu for every card in this chalange, but because this is an way there is no cost involved.

On the question if it is fun. I think so.

64

A simple, but sneaky, Way (and death to hand-size attacks) – useful in some spots, but mostly not once you get an engine going.
He, that is my idea but in a way instead of an action XD

But this way is not useless once you get an engine going: It can be your engine. You can make an engine out of Chaining festivals. Village, terminal action and any following action is an Laboratory. Chaining Cellars/Warehouses become even more useful to sculpt your perfect hand. You greatly underestimates the power level of this way.
And you overestimate it’s strength. It certainly isn’t a $4 as your card.

Minion's "refill to 4" option turns a silver into a $5 action.
And draw to five is even better. That's too good to be a way card.
This is wrong on so many levels. Others have pointed out that Minion discards and thus sifts and, hyperobviously, Minion is no Silver. If it were it would not be able to be the very monoengine card that it is.
It is an Action Silver and this seemingly tiny difference makes a huge difference.

Way of the Flying Fish is weak. Sure, it has some meta power like nerfing discard attacks but that’s about it. As Gubump has pointed out, its non-meta, playing strength is weaker than that of Pig.
They problem with ways is that it is always available. So in many games it is a bit or a bit stronger then a big. And then you get the cellar in the game, and suddenly it isn't that weak anymore. The $2 card becomes the most powerfull card in the game in an action build engine. So it's effect fluctuates heavily. From Useless, quite nice to Engine defining.

I made this type of builds sometimes, and it is quite satisfying, but with the current cards hard to pull of. But I think this is the type of build the challenge designer wants more off.

65
I guess the idea is village, terminal non-drawing Action, Bookseller. Then Bookseller is a Lab. Which illustrates its weakness.
Jeah that is the problem for every card that has "Draw to X" To really abuse it, you prefer cards like festivals, but village + terminal action is more likely to have in your Kingdom. Sub optimal, but you might get it to work.

66
My new version of my submission:

Book Seller $4
Action
+ 1 action
You may discard a card.
Draw until you have 5 cards in hand.

Now it sifts trough your deck without support.

67



A simple, but sneaky, Way (and death to hand-size attacks) – useful in some spots, but mostly not once you get an engine going.
He, that is my idea but in a way instead of an action XD

But this way is not useless once you get an engine going: It can be your engine. You can make an engine out of Chaining festivals. Village, terminal action and any following action is an Laboratory. Chaining Cellars/Warehouses become even more useful to sculpt your perfect hand. You greatly underestimates the power level of this way.

My apologies: I didn't notice your card and didn't initially understand your comment. I would be happy to take mine down if you want -- it really is too similar (but different), especially posted right after yours. Let me know. Again, sorry.

O no, don't take it down. It will play out way (pun not intended) different then may card. And i have to change it some anyways after the critique.

68
Book Seller
$4
Action - Reaction
+1 action
draw until you have 5 cards in hand
-
If you discard this card, draw up to 5 cards in hand afterwards

The issue I see with this card is that it doesn’t do anything without a discard outlet or a non-terminal action that does not draw a card (or a discard attack to counter). For that reason, it doesn’t seem worth $4, and a lower cost would not solve that it would not have any use in many kingdoms.
You don't need an non-terminal action card that does not draw, as it does make it easier. Just an village is enough to turn in into a laboratory. There are more situation that it can be usefull.

But there is are indeed kingdoms where it only replaces itself... How can you fix that?
Just an +1$?
Also discard an card before drawing? Or is that an $5 cost card?

69



A simple, but sneaky, Way (and death to hand-size attacks) – useful in some spots, but mostly not once you get an engine going.
He, that is my idea but in a way instead of an action XD

But this way is not useless once you get an engine going: It can be your engine. You can make an engine out of Chaining festivals. Village, terminal action and any following action is an Laboratory. Chaining Cellars/Warehouses become even more useful to sculpt your perfect hand. You greatly underestimates the power level of this way.
And you overestimate it’s strength. It certainly isn’t a $4 as your card.

It is definlty less powerfull as an card as you need to invest in different cards instead of the same. I was doubting $4 indeed. It feels more like a $3 to you?

70



A simple, but sneaky, Way (and death to hand-size attacks) – useful in some spots, but mostly not once you get an engine going.
He, that is my idea but in a way instead of an action XD

But this way is not useless once you get an engine going: It can be your engine. You can make an engine out of Chaining festivals. Village, terminal action and any following action is an Laboratory. Chaining Cellars/Warehouses become even more useful to sculpt your perfect hand. You greatly underestimates the power level of this way.

71
Book Seller
$4
Action - Reaction
+1 action
draw until you have 5 cards in hand
-
If you discard this card, draw up to 5 cards in hand afterwards


This card would feed action engines quite nicely, while on it's own only an replacement. With one action played it is an laboratory.



72
(open for suggestions for an better name)
Eastern Hireling $5
Action - Duration

+1 Action
Now and on the start of your turn +1 card
-
Any player may pay $2 on their turn to discard this card from play.

Hey this needs a rewording. I think I get what you're trying to do but as-is it just keeps giving you +1 Card at the start of your turn if other players discard it. Maybe something like

Quote
+1 Card
+1 Action
If this is in play at the start of your turn, +1 Card.
-
Any player may pay $2 on their turn to discard this from play.

which I think gets across everything you were trying to say in your wording
Jeah, I was thinking about the same thing. I agree with that wording.

Eastern Hireling $5
Action - Duration
+1 Card
+1 Action
If this is in play at the start of your turn, +1 Card.
-
Any player may pay $2 on their turn to discard this from play.

73
(open for suggestions for an better name)
Eastern Hireling $5
Action - Duration

+1 Action
Now and on the start of your turn +1 card
-
Any player may pay $2 on their turn to discard this card from play.

74
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 04, 2021, 08:05:48 am »
Should probably be formatted like this:

Quote
Magical Bridge - $4
Action

+1 Action.

For the rest of this turn, cards cost 1$ less.
-
While this is in play, when you buy a card, gain a Will-o'-Wisp.

Look at all those different formats for this machanic:
http://wiki.dominionstrategy.com/index.php/Cost_reduction
I modeled it after the highway

75
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 04, 2021, 07:59:02 am »
Magical Bridge - $3
Action
+ action
-
While this is in play, cards cost $1 less, but never less then $0.
-
Whenever you buy a card, gain a Will-o'-Wisp

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