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Messages - mandioca15

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101
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 13, 2020, 11:57:26 am »
Decree (Action, $5)

You may play an Action card from your hand three times. If you do, trash it.


A King's Court variant that trashes its target. Not sure if $5 is the right price for this.

102
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 05, 2020, 02:44:37 pm »
Reverend (Action, $5)

+$2
+1 Buy

Trash a card from your hand. For the rest of this turn, when you trash a card, gain a Gold.


A Priest variant that gains Gold when you trash further cards, instead of virtual money. Not sure if this is too strong for $5.

103
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 29, 2020, 05:15:45 pm »
Racetrack (Landmark)

When scoring, +1VP per Horse in your deck.
---
Setup: Add an extra Kingdom card pile to the Supply. That pile must be capable of gaining Horses.
"In your deck" sounds weird: does it mean that the Horses in hand, in discard, and in other locations like exile and mats don't count? Should be simply "you have".

Yes, “you have” is what I mean. I thought the other “when scoring” Landmarks used that wording, but I misremembered.

104
Innovation + Island: buy an Island, immediately play it and set it aside along with another Victory card (ideally). Bingo, you've just gained 2VP and improved your deck.

Innovation + Inventor: play Inventor, gain an Inventor and immediately play it. Now everything costs $2 less. I had a game where Lackeys was also in the Kingdom, so I was able to stock up on Villagers by using the second Inventor gain on Lackeys.

Innovation in general is nice.

105
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 29, 2020, 09:46:14 am »
I've decided to change my entry. I like Landmarks, so let's have one that cares about Horses:

Racetrack (Landmark)

When scoring, +1VP per Horse in your deck.
---
Setup: Add an extra Kingdom card pile to the Supply. That pile must be capable of gaining Horses.


Now when you draw a Horse, you have a dilemma: do I play it to keep my turn going, or keep it for VP at the end of the game? It's a tricky balancing act.

I thought of having some kind of cost restriction on the extra Horse-generating pile, but there aren't that many of them anyway.

106
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 28, 2020, 05:37:58 pm »
Way of the Chipmunk (Way)

+1 Buy
+1 Villager

Turn your spare Action cards into Buys, or stock up on Villagers if you need them.

(Ways from Menagerie, Villagers from Renaissance)

107
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 26, 2020, 07:45:08 am »
Will fix my entry as the following.

Credit tokens are essentially like coffers. During your turn, you may return N credit tokens to the supply, to gain a card from the supply costing exactly $N. You can do this whenever you are not resolving a played card. The longer you let your Credits build up,the bigger the potential reward - but don't wait too long! For example, suppose you have built up 6 Credit tokens. You could return 4 to the supply to gain a Smithy, or return 6 to gain a Gold. There's also the question of when exactly during your turn you should gain the card - maybe you can time it to get the card you really want at exactly the right time.

Note that you can't return 0 Credit tokens to the supply to gain a card, so you can't use that to empty the Coppers pile (or things like Wayfarer or Destrier, if they cost 0).

Gaining a card via Credits does not count as a buy.

Credit Note (Treasure, $5)

+$2
+1 Buy
---
While this is in play, when you buy a card, +1 Credit.

108
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 21, 2020, 02:40:12 pm »
Wow, I sure did forget to come back and clean up my entry for last week; I kept meaning to but always got myself sidetracked somehow.

Anyways...



Quote
Seeds
Trash this. If you did, gain an Action card costing differently from any card you have in play onto your deck.

Treasure
$4



Credit tokens are essentially like coffers. During your turn, you may return N credit tokens to the supply, to gain a card from the supply costing exactly $N. You can do this whenever you are not resolving a played card. The longer you let your Credits build up,the bigger the potential reward - but don't wait too long! For example, suppose you have built up 6 Credit tokens. You could return 4 to the supply to gain a Smithy, or return 6 to gain a Gold. There's also the question of when exactly during your turn you should gain the card - maybe you can time it to get the card you really want at exactly the right time.

Gaining a card via Credits does not count as a buy.

Credit Note (Treasure, $5)

+$2
+1 Credit
+1 Buy
---
When you gain this, +1 Credit.
I like the idea of the credit tokens. However, I'm worried that Credit Note is a bit weak (it seems unlikely that you would gain more than one card per credit note in your deck most of the time).



Trash Heap
$5
Treasure
$1
Gain a Scrap Metal.
-------
While this is in play, cards cost $1 less, but not less than $0.

Scrap Metal
$0*
Treasure
+1 Card
+1 Buy
(This is not in the Supply.)

So, Trash Heap doesn't just deal in $, it gives some pieces of Scrap Metal. This Scrap Metal isn't valuable enough to give $, but it essentially acts as a +Buy token. It's a Treasure so that it is redeemable in the Buy phase. Trash Heap is a Bridge variant where the +Buy is saved, but it isn't Throneable and it's more expensive. Hopefully there's no glaring problem with these cards that I haven't picked up on.
Oh, and by the way, there are 30 Scrap Metal cards in the pile.

Is Scrap Metal supposed to return itself to its pile? You make a comparison with a +Buy token that doesn't make sense to me otherwise. Either way, this seems a bit weak to me based on comparison with Highway. The +1 Card on Scrap Metal can also make it feel pretty bad because it always draws actions dead.




Cow
$5 - Treasure
Worth $2
When you discard this from play during Clean-up, if you haven't bought any Victory cards this turn, you may put this on top of the deck.


The "no victory card" clause prevents gaining a Province per turn with 4 Cows.
Flavor: Cows are the main measure of wealth in many agricultural societies. "Cash cow" is a kind of business that generates steady profit.
Art: This "Cash Cow" sculpture is located at the entrance to the Happy Hollow park in San Jose, CA.


I feel like this encourages money strategies too much, as it seems strong in a money context and weak for other types of decks.



Rai Stone
Treasure
$5
------------
+$3
+1 Buy
At the end of the Buy phase, if you did not buy a Victory card, gain a Curse.

Rai Stones are fascinating - they're limestone discs used by the people of Yap as a currency. They vary widely in size though, with diameters up to 4 metres, so often when they're traded it's in name only, and the object physically stays where it is. In one case, one was dropped into the ocean and was never seen again, but everyone agrees it's probably still there, so it's still traded.

I'm not completely happy with this card - thematically, I've skipped over most of the things that are interesting about rai stones and focussed on their ceremonial nature - they're primarily used for big, important transactions. I suspect something more geared towards them being cumbersome, or staying in one place, wants to be something more akin to a Project or Artefact. But it's mechanically cute, so I'll go with it for now.

This card also feels very money-ish to me.



I think in this contest flavor has an important role.

I’m from Brazil, so I chose the currency to be fruits of my country. They really were one of the currencies here in barter times, at the same time of castles and knights in Europe. So, they have a similar flavor to Hinterlands expansion cards.

Here’s my entry:

   

Quote
TROPICAL FRUITS• Treasure
$1
Choose one:
+1 Coffers; or
+1 Villager.

FRUIT MIX • Treasure
+1 Buy
When you play this, it's worth $1 per different named treasure you have in play (including this).

It’s a split pile with 5 Tropical Fruits over 5 Fruit Mix.

TROPICAL FRUITS
A Copper with a chosen bonus, a Coffers or a Villagers, which has big versatility, enabling good resources control. You can choose either use payload now, save payload or save actions.

FRUIT MIX
A Bank variant which cares for treasure names and give +buy. The split pile itself has two different named treasures, so without other alternative treasures in kingdom it may worth up to $5. It may shine with these other treasures in kingdom and even sometimes be very strong with Capitalism, but it’s the same with Bank. The +Buy feature ensures you won’t lose your additional money.

With $4 in hand it’s (almost) strictly better to buy Tropical Fruits than Silver, but you still may want to buy some Silver for more diversity to Fruit Mix. Tropical Fruits being a better choice than Silver in most cases also helps to buy them fast to reveal Fruit Mix sooner.

Feedbacks are always welcome.

Tropical Fruits is a silver+ at 4, which is usually a bad idea.

Fruit Mix feels very similar to Bank to me.



Rice Bag
cost $4 - Treasure
+$2
Another +$1 per a Rice Bag on your Exile mat.
You may Exile this.

Japanese old currency.

This seems really strong to me, it's like a stronger Stockpile that only removes itself from your deck if you want it to. Getting both the normal effect of the card and being able to Exile it on the same turn make it relatively low-opportunity cost to scale when compared to cards like Miser and Pirate Ship, which are both terminal and require you to spend an entire play of the card just to power it up (granted, both of those cards are pretty weak).

Would this version work better, or is it too powerful?

Credit Note (Treasure, $5)

+$2
+1 Buy
---
While this is in play, when you buy a card, +1 Credit.

109
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 20, 2020, 05:29:53 am »
Credit tokens are essentially like coffers. During your turn, you may return N credit tokens to the supply, to gain a card from the supply costing exactly $N. You can do this whenever you are not resolving a played card. The longer you let your Credits build up,the bigger the potential reward - but don't wait too long! For example, suppose you have built up 6 Credit tokens. You could return 4 to the supply to gain a Smithy, or return 6 to gain a Gold. There's also the question of when exactly during your turn you should gain the card - maybe you can time it to get the card you really want at exactly the right time.

Gaining a card via Credits does not count as a buy.

Credit Note (Treasure, $5)

+$2
+1 Credit
+1 Buy
---
When you gain this, +1 Credit.

110
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 12, 2020, 07:17:28 pm »
Recycle (Action, $5)

Draw until you have 8 cards in hand.
You may trash 2 cards from your hand; if you didn’t, trash this.


Goblet (Treasure-Reaction, $5)

+$2
———
When one of your cards is trashed, you may discard this from your hand, to gain a card costing up to $3 more than the trashed card.


With Goblet in hand, play and trash Recycle and use the reaction to gain an expensive card - maybe even a Province, if you want it...

111
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 05, 2020, 08:31:39 am »
Recompense (Treasure, $5)

+$0

When you play this, gain a card costing up to $1 per differently named card you have on your Exile mat. If it’s a Victory card, trash this.
———
When you gain this, Exile a card from your hand.

A Horn of Plenty variant that cares about your Exile mat. As well as a gainer, it can be used to free cards from Exile, if you want that.

112
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 27, 2020, 12:12:06 pm »
Farrier (Treasure, $5)

+$2
+1 Buy
------
While this is in play, when you buy a card, gain a Horse.

Seems very OP. It's nearly strictly better than grand market and way better than livery, which is already pretty busted on the right board. This card makes up for livery's main two weaknesses (terminal and lack of +buy) making it spammable and super strong on every board.

I would suggest maybe make it produce $1 instead of $2 and raise the price to $6.

I like the idea of a Treasure costing $6 yet only producing $1, so I will make that change, thanks! Hopefully it’s now more balanced.

Farrier (Treasure, $6)

+$1
+1 Buy
------
While this is in play, when you buy a card, gain a Horse.

113
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 26, 2020, 12:47:47 pm »
Farrier (Treasure, $5)

+$2
+1 Buy
------
While this is in play, when you buy a card, gain a Horse.

114
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 17, 2020, 12:14:17 pm »
Guild (Action-Command, $3*)

+1 Action
Choose one: put a non-Duration Action card from your hand on your Guild mat; or play one of the Action cards on your Guild mat, leaving it there.
———
During your turns, this has the same cost at the highest costing card on your Guild mat, if any.
What happens when I put Workshop, Transmute, Engineer?

Perhaps it should say highest costing card in coins, for clarity. If there are no cards on the mat with a cost in coins, Guild’s price remains at £3.

115
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 17, 2020, 09:09:18 am »
Guild (Action-Command, $3*)

+1 Action
Choose one: put a non-Duration Action card from your hand on your Guild mat; or play one of the Action cards on your Guild mat, leaving it there.
———
During your turns, this has the same cost at the highest costing card on your Guild mat, if any.

116
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 09, 2020, 10:26:47 am »
Stockade (Action, $4)

+2 Cards
+1 Buy

You may trash this, for +1 Action.

A Silk Merchant that can become a one shot Lab once you’re done with it.

117
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 01, 2020, 01:32:30 pm »
Seeing as how $2 Projects are supposedly bad, I will withdraw Racetrack and replace it with this:

Mule (Action, $2)

+2 Cards
If you have 4 cards or fewer in your hand, +1 Action.

A simple card that becomes a Lab if your hand is small enough when you play it. It offers a good defence against the likes of Militia and Ghost Ship. To be clear, the handsize check is made after you have drawn 2 cards.

118
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 01, 2020, 12:12:08 pm »
Racetrack (Project, $2)

When you gain a card, you may gain a Horse instead.

A Horse equivalent for Trader. A good defence against junking attacks, or a useful way to use spare buys.
You probably want this to say "you may exchange it for a Horse".

Also, this is way too strong. Would be more reasonable with a cost restriction, i.e. "if you gain a card costing at least $2".

I did wonder if it was too good for the price. Will amend as suggested (thanks):

Racetrack (Project, $2)

When you gain a card costing $2 or more, you may exchange it for a Horse.

119
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 01, 2020, 03:26:46 am »
Racetrack (Project, $2)

When you gain a card, you may gain a Horse instead.

A Horse equivalent for Trader. A good defence against junking attacks, or a useful way to use spare buys.

120
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 26, 2020, 05:27:24 pm »
Brass (Treasure-Reaction, $5)

+$2
+1 Buy
---
When one of your cards is trashed, you may discard this from your hand to exchange it for a card costing up to $2 more.

For clarification, "it" refers to the card that would have been trashed. Instead of trashing it, you return it to its pile, before gaining a card costing up to $2 more than the returned card.

121
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 26, 2020, 02:29:02 pm »
Very well, then: I'll withdraw Import, and try to think of something else.

122
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 25, 2020, 04:07:18 am »
Import (Action, $3)

Choose one: Exile a non-Victory card from the Supply; or exchange this for a card on your Exile mat.


This lets you get expensive Supply cards, but in delayed fashion. Of course, you can continue Exiling cards if you’ve got other ways to release them...

123
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 19, 2020, 06:35:59 pm »
Goods (Action-Reaction, $5)

+$3
+1 Buy
---
When you discard this other than during Cleanup, you may play it.


This is paired with Warehouse (5 copies of Warehouse atop 5 copies of this).

Obviously this plays well with any discarder, with Warehouse being a great example.

124
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 10, 2020, 04:31:43 am »
Vestry (Action, $2)

Trash any number of cards from your hand. +$2 per card trashed.

Return this to the Supply.


A great way to get money quickly while pruning your deck, provided you have enough things to feed it...

125
Dominion General Discussion / Re: Menagerie Previews 1: 5 Cards
« on: March 04, 2020, 03:19:49 pm »
When exactly is Sheepdog triggered? If I gain a card onto my deck (via, say, Watchtower), can I play Sheepdog to immediately draw it, or does the playing of Sheepdog occur before the card is gained there?

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