Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - mandioca15

Filter to certain boards:

Pages: 1 ... 4 5 [6] 7
126
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 03, 2020, 01:47:22 pm »
Barter (Action, $4)

+$2

This turn, when you next gain a card, gain a card costing up to $2 less than it.


This is a mini-Haggler: it only applies to your next gain, and the card must be significantly cheaper.

For example, suppose you play Barter, then Gold. Buying a Duchy means you also gain a card costing up to $3 (e.g. Silver).

127
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 24, 2020, 01:47:03 pm »
Tiara (Treasure, $6)

+$4
+1 Buy
---
When you discard this from play, if you have unused Buys, trash this.

This gives you more spending power than Gold, but forces you to use its extra Buy if you want to keep it. Maybe there are lots of good cheap cards in the Kingdom. Maybe you have to keep buying Copper - can your deck sustain all of those Coppers? Or maybe you're glad to let it go once you've purchased the cards you want.

128
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 17, 2020, 01:43:17 pm »
Credit (Treasure, $4)

+$2
When you play this, you may set aside 2 debt tokens from the supply. If you did, +1 Buy.
---
When you discard this from play, take any set aside debt tokens, then you may pay off debt.


Effectively, this allows you to use your buy from your next turn now, at the cost of having a worse one next turn. The money it generates, however, can be used to pay off the debt, if you have enough left over.

129
Dominion General Discussion / Is Recruiter too good?
« on: February 15, 2020, 02:51:14 pm »
It does seem to make the game a lot easier than normal. You don't need to plan as much; having all those Villagers to hand makes it simple to play all your terminals whenever you want. I've won quite a few games with it in the Kingdom when my opponents include a player who I would consider to be a lot stronger than me.

Has anyone else found this?

130
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 08, 2020, 11:16:44 am »
I've decided to withdraw my previous entry, since it is a bit unwieldy and probably needs to have several cards of that type in the Kingdom for it to be interesting.

My simple mechanic is Reload. When a card says "+1 Reload", it means "shuffle your discard pile and put it onto your deck". If your discard pile is empty, nothing happens.

This allows for some potential topdecking mechanics, but it won't always hit. Here are some cards that demonstrate this:

Foundry (Action, $3)

Gain a card costing up to $4.
+1 Reload
+1 Card

Smelter (Treasure, $5)

+$2
Discard all Treasures in play.
+1 Reload

Spectre (Night, $3)

You may move a card you played this turn into your discard pile. If you did, +1 Reload.

Of course, if your discard pile is empty, you'll get the cards you discarded next turn. If not, then there's a chance you'll miss.

131
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 07, 2020, 02:36:54 pm »
My mechanic is a new card type, Follower. When shuffling your deck, Followers are shuffled separately and placed at the bottom of your deck. By definition, this means they will be played less often, unless you can engineer gaining them to your hand or onto your deck. Followers will usually have the entire discard pile to interact with, so you can do things like this:

Alchemist (Action-Follower, $4)

+1 Action
Do this twice: look through your discard pile and put a card from it into your hand; if you can't, +1 Card.

It's similar to Laboratory, but you won't get to play it as often on average, so it costs less.

132
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 31, 2020, 04:10:55 am »
Judge (Action, $4)

+$2
———
When you gain or trash this, move the Sanction token to a Supply pile. Cards from that pile cost $2 more (after cost reductions).

An Embargo/Flag Bearer hybrid, with a lesser penalty than Embargo. Could backfire on TfB boards...

133
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 30, 2020, 01:40:41 pm »
Will tweak my entry again, hopefully for the final time.

Sword (Treasure, $5)

+$2
When you play this, reveal the top card of your deck. If it's an Action, play it; otherwise, discard it.

134
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 29, 2020, 03:02:17 pm »
I've decided to change my entry, to make it worthier of the $5 tag.

Sword (Treasure, $5)

+$2
When you play this, reveal the top card of your deck. If it's an Action or Treasure, play it; otherwise, discard it.

This gives you a little sifting if you get unlucky with the reveal.
This is nearly as good as a double Peddler. Compare it with Venture which is a Treasure-Peddler that only draws yellow to realize why this is OP.

Hmm. Would this work better as a $6, or if it was limited to playing only Action/Treasure?

135
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 29, 2020, 01:37:50 pm »
I've decided to change my entry, to make it worthier of the $5 tag.

Sword (Treasure, $5)

+$2
When you play this, reveal the top card of your deck. If it's an Action or Treasure, play it; otherwise, discard it.

This gives you a little sifting if you get unlucky with the reveal.

136
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 23, 2020, 01:33:41 pm »
Sword (Treasure, $5)

When you play this, choose one: +$2; or reveal the top card of your deck, and play it if it's an Action or a Treasure.

A Scepter variant that resembles Piazza, but lets you play Treasures too.

137
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 16, 2020, 01:47:10 pm »
Promenade (Action, $6).

You may play an Action card from your hand twice.
You may return one of your Villagers. If you did, play it a third time.
---
When you gain this, +1 Villager.

A Throne Room variant that lets you upgrade to King's Court if you have a Villager to hand.

This is especially powerful with cards that provide +Villagers, e.g. Patron or Acting Troupe, since those can be used with for the 3rd play.

For Acting Troupe it's basically +10 Villagers!!

It's practically a dead card if it's the only source of Villagers, though.

How? It's a Throne Room that's a King's Court for the first time you play it.

Yes, but it only costs less than a King's Court. It's so much worse than King's Court for being a similar price.

There's a huge gulf between much worse than King's Court and practically dead.

Yeah. This is just a more-expensive Throne Room that has a stronger effect than Throne Room. I dunno if it's weak at or not, but it seemed weird to use the term "dead" when that generally refers to something like Stables in a hand with no treasure; or when people make fan cards that do almost nothing unless there's an attack available, etc. Even if the card were just literally Throne Room but costing , I wouldn't think to use the term "dead".

Would this work better as a $5? I wasn't sure initially if it should cost $5 or $6; eventually I erred on the side of caution.

138
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 14, 2020, 01:42:17 pm »
Promenade (Action, $6).

You may play an Action card from your hand twice.
You may return one of your Villagers. If you did, play it a third time.
---
When you gain this, +1 Villager.

A Throne Room variant that lets you upgrade to King's Court if you have a Villager to hand.

139
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 09, 2020, 05:14:16 pm »
Flea Market (Action, $5)

+$2
Play any number of Treasures from your hand. You may buy a non-Victory card from the Supply. If you do, you may overpay for it. Gain an extra copy of the bought card for each $1 you overpaid.

Perhaps you can get a bargain. Three Golds for $8? Maybe you want lots of terminal draw. This card can get you what you need quickly.

140
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 26, 2019, 01:39:28 pm »
Thanks for the feedback, Fragasnap. I will change my entry to the following.

Crusade (Victory, $4)

Worth 1VP per 2 Attack cards you have.

Setup: Choose two additional non-Attack Action piles (each costing at most $4) to add to the Kingdom. Cards from these piles gain the Attack type and the following additional text at the end of the card: 'Each other player may reveal a copy of this card. If they don't, they discard down to 4 cards in hand.'

141
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 21, 2019, 04:04:27 pm »
Crusade (Victory, $4)

Worth 1VP per 3 Attack cards you have.

Setup: Choose three additional non-Attack Action piles to add to the Kingdom; one costing $2, one costing $3 and one costing $4.
Cards from these piles gain the Attack type and the following additional text at the end of the card: 'Each other player discards down to 4 cards unless they can reveal a copy of this card. If any player does, trash both copies of the card.'

Alt-VP cards are interesting, so I thought I'd try this variant with Attack cards. It adds additional Attack cards to the Kingdom to make itself more worthwhile.

142
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 14, 2019, 02:41:46 am »
This may not be valid for this contest, but I’ll throw it in anyway...

Faustian Pact (Event, $6)

Once per game: set aside a non-Duration Action card costing up to $4 from the supply. Move your Devil token to it. All of your curses gain the types and abilities of that card. In addition, each of your curses is now worth -2VP at the end of the game.

Not sure how balanced this is, but it certainly makes things interesting...

143
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 05, 2019, 01:44:42 pm »
Herdsman (Action, $4)

Reveal the top 4 cards of your deck. Reveal your hand. Put the cards revealed from your deck that match those from your hand into your hand, and discard the rest.

144
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 09, 2019, 01:53:38 pm »
Reconnoitre (Event) [$5]

If you gained a Victory card this turn, take the Compass. Otherwise, +1VP and trash a card from the Supply.


Compass (Artifact)

At the start of your turn, you may discard up to two cards from your hand. If you do, +1 Card per card discarded.

145
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 29, 2019, 09:56:15 am »
Persecutor (Action) [$4]

+$2
+1 Buy

Move your Exiled token to a Supply pile. The game also ends when this pile empties.

146
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 21, 2019, 02:10:10 pm »
Manuscript (Action) [$5]

+1 Card

Reveal your hand. Reveal the top card of your deck. If it costs more than any other card in your hand, discard it and +1VP; otherwise, put it into your hand and +1 Action.

147
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 12, 2019, 01:46:33 pm »
Garbage Day
Event - $6
Once per turn: If the previous turn wasn't yours, take an extra turn after this turn. Trash all Action cards you discard from play that turn.

I like how some cards (Squire, Catacombs, etc) could turn this trashing around into a benefit.

From the perspective of an engine, I think that this is over-priced. The trashing action cards penalty is pretty high -- plus you had to sacrifice a buy and a $6 to get the turn, and that turn can't even be that good because you're going to trash all those actions.

For big-money, this also seems over-priced. It could be useful in endgame when I'm trying to get a province and I just have 7, but for a lot of the game if I have $6 I'd rather buy a gold. This card could be useful in mid-game if it didn't compete with gold.

I recommend either keeping the same price but turning this into an action card, or lowering the price (maybe even to $4??).



Quote
Pact (Project, $8)
For the rest of the game, play 2 turns in a row. When you trash a Copper, move it to the discard.
-
After buying this project, gain 7 Coppers.

I like the idea of this (the penalty seems valid), but I have to imagine this is a frustrating card if your opponent gets two turns in a row. It's also frustrating for that opponent because now their deck has coppers they can't get rid of. I wonder if you could try, when they trash a copper, they gain a curse? I wonder if you could put some restriction like "if you don't play any coppers, take a second turn." You know, make the second turn a little less automatic?

Bonanza (Event) [$5]

At the end of this turn, if you have unspent coins, take Voyager, and take another turn after this one, where you draw one card per unspent coin for your hand.
---
You can't buy this if you have Voyager.


Voyager (State)

Worth 1VP if you have this at the end of the game.

What does coin mean? Coffer? Does it mean $?

Quote
Coffee Roast
Types: Treasure
Cost: $4P
$2, +2 Cards.
When you buy this, you may trash a Potion you have in play. If you do, take an extra turn after this one.

Excellent use of potions! I think the +2 cards in a $ phase is an interesting concept that doesn't belong on this card. I'd say this can be stronger like $3 maybe $3 +1buy or $2 +1 buy. The +1 buy would make the concept make sense as you have to spend buys for the potion you just lost.



This is a very clean card. Great design.

Yes, I mean $. Any unspent $ at the end of your turn is converted into cards for your next turn. For example, if you had $12 to spend and you decided to buy Bonanza, you would have $7 left at the end of your turn. Therefore, your bonus turn would give you 7 cards in hard (one per unspent $).

148
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 12, 2019, 03:09:34 am »
There’s only meant to be a single copy of Voyager. Perhaps it should be an Artifact rather than a State.

149
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 11, 2019, 04:34:22 pm »
Bonanza (Event) [$5]

At the end of this turn, if you have unspent coins, take Voyager, and take another turn after this one, where you draw one card per unspent coin for your hand.
---
You can't buy this if you have Voyager.


Voyager (State)

Worth 1VP if you have this at the end of the game.

150
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 04, 2019, 01:45:01 pm »
Vandal (Action) [$4]

Reveal your hand. If all cards are differently named, trash this and +1VP per card you revealed. Otherwise, +$2 and +1 Buy.

Pages: 1 ... 4 5 [6] 7

Page created in 1.435 seconds with 18 queries.