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Messages - naitchman

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126
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 19, 2019, 03:09:53 pm »
Here's a simple card inspired by some of the rotating cards in Agricola. (NOTE: it is an heirloom, not a supply pile)


I just made an heirloom without a kingdom pile to go with it. I figured the kingdom pile is unnecessary for the contest, since Gift is the card that gives the player interaction. That being said, I will make a kingdom card to match it if anordinaryman wants me to (maybe i'll give it some more player interaction).

I'd thought I'd go with a card that rotates along the decks. You get a little bonus when you pass it along (i did that or else everyone would be passing them along and it would cancel itself out). You can keep it; of course then it just plays like a copper. This is obviously going to affect the openings a little bit like baker.

1) Your opponent does not gain the card and therefore cannot react (for example with a trader)

2) the card is priced at 0 intentionally. I wanted it to continue to rotate hands so I wanted to disincentivize trashing it. At 0 it doesn't work well for trash for benefit. it also can't be trashed with things that only trash copper (ducat, moneylender). And then, if you really want to get it out of your deck you could always play it as a silver (though it will likely come back).

Update: I have added Research here (this should take care of the heirloom problem and give more interactivity). Here are my comments:

You've worked very hard on your research; too bad everyone wants to steal it for themselves. It's a lab that can be stolen for a cost.

1) The choice of stealing goes clockwise from the current player. Once one player takes it, no other player can take it since it is no longer in play.

2) "Other players" refers to all the players who did not steal the card.

3) Because this is a card that rotates and everyone will end up benefiting from, the cost has to be low since why spend my money if everyone is going to get the benefit (also to prevent tfb). I've also added an interactive clause that allows all your opponents to gain one for free (when you gain your 2nd card). I might tweak this clause since it allows the pile to deplete fast in a 4p game.

4) This pairs thematically well with Gift. Gift is a card you give to your opponents, Research is a card you steal from your opponents.

Update: I have decided to do a different set of cards but with a similar idea. This is no longer my submission.

127
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 19, 2019, 01:06:55 pm »
Would cards like messenger, lost city, and embassy work? Or are they a little too weak in their player interaction?

128
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 16, 2019, 12:41:54 am »
I think Gold is mainly what makes it too strong, especially with Gold gainers. Even without a way to fill your deck with Golds, Gold is usually a card you don't really mind trashing anyway. Also, the combination of Pyrrhic Victory with Guided Tour is really crazy. You only need to play Guided Tour once to suddenly have a huge advantage.

You can always use Bag of Gold

129
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 15, 2019, 10:04:53 pm »

Guided Tour: The cards could even be used to get more fodder for guided tour. imagine trashing a $5 to get a bridge, ironworks, village, and smithy.

Bridge, Ironworks and Smithy all have the same cost so you'd only be able to gain and play one of them.

True. I missed that part. That definitely makes it weaker. Still, with a reasonable 2, 3 and 4 I think this is still a bit strong.

130
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 15, 2019, 08:16:44 pm »
Updated Submission (previous post was deleted)



Concept:: Basically a "card' that's something different every shuffle/turn, using the Prize pile. The trashing isnt optional, and you gain a prize remaining from the pile before restocking it  (so you can't gain the prize you played this turn). It uses the trash so you can't trash prizes out of circulation. The cards are pretty good, but you don't get to have it in your deck reliably, especially if other players go for it.



A trash for benefit idea I've had around for a while (usually as "Whittler"). It can get very crazy but it's easier to keep up when there's only one of them.

Pyrrhic Victory: Interesting Idea. This seems a bit cheap, but considering you only buy this once, you can only get one prize and you have to keep cycling through different ones (which means you don't get exclusive rights to it, and getting first pick won't be huge advantage over your opponent) it's not going to make a big impact. Still, should probably cost $5-$6.

Guided Tour: You should probably specify actions in the supply or else someone could use this to gain other prizes. That being said, I think this card falls into what I said before about the entries for prizes being too strong. If there's enough cheap cantrips/desirable cards this can get a bit crazy. The cards could even be used to get more fodder for guided tour. imagine trashing a $5 to get a bridge, ironworks, village, and smithy. You then use bridge and ironworks to get another $5 card to trash for next turn (and get +1 action) then draw 4 cards and +2 actions. All in all you trash a $5 card for +3 actions, +4 cards, +buy, +$1, -1 cost, and to gain 4 useful cards. Compare that to princess or trusty steed.

131
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 14, 2019, 11:51:09 pm »
Alright here are my entries.

First off, the prize gainer:

You lead a crusade for the kingdom and for your efforts you are awarded a prize. However, it takes some time until you come back.

1) A note on the pricing: I wanted to make a card which allowed you to buy prizes outright. I didn't want to give the first player a huge advantage because getting the first prize can be a big deal. Also, I didn't want to make it easy to get a prize by turn 3, however, I couldn't make it cost too much. I couldn't make it cost 5 or less, since it's easy to spike $5 without coppers (moneylender, death cart, horse traders, baron, storeroom, secret chamber, extra coffer from baker, etc.). I also couldn't just price it at $7 (and I felt $8 was too much) or a lucky draw on turn 3 could happen (silver, terminal silver, 3 coppers). So it costs the same as a grand market.

2) When you buy this, there's a cool off period for buying another prize. Since your cube is on the project, you can't buy it again until your cube gets removed (I have not found any official rules on whether you can buy a project if you have your cube on it, so I'm saying you can't. If anyone's seen something different please tell me and I'll change the wording). The first prize puts 5 tokens (assuming 6 prizes) on the card, meaning you have 4 turns you can't buy a crusade (not including the turn you buy it), the next one is 4 tokens and so on. This is to address the problem that people have with tournament, that it is too swingy; whoever gets the first prize is in a better position to get the 2nd prize (considering they must already have a province and tournament, and now they have a prize that can help them get their next prize) and often one player sweeps all the prizes or at least most of them. With crusade, when you buy a prize, your opponent(s) are in a better position than you to get the next prize because you are locked out of it for a couple of turns. You likely won't get more than 2 prizes with this so choose your prizes wisely. The big benefit of getting this first is getting your choice of prizes not getting all the prizes.

3) For tokens, use coffers. The tokens get put under your cube just like sinister plot. I tried to copy the language of sinister plot as much as possible when it came to referencing the tokens.

4) The prize is put on top of your deck to be used your next turn (because presumably, your turn is over).


Now on to the prize:

The king is very pleased with you and will now allow you to do things he wouldn't normally allow other peasants to do. It's not a tangible prize, but it is pretty valuable.

1) Since the prizes are all about getting exclusive rights to a card, I thought i'd go along that theme. The exclusive cards will likely be weaker than the other prizes but you can get 5 of them. Obviously the value of this will depend on the kingdom and what the restricted card is.

2) This card works well as a prize since the idea is to get exclusive rights to a kingdom card and that can't work if this card is in the supply.

3) Top half means half of the pile (i.e. if there are 10 cards in the pile set aside the top 5, 12 cards set aside the top 6). It should be the number of cards that would be there if they were in the supply (thus the number of victory cards will be 4 in 2p and 6 in 3p or 4p).It only allows you to buy half the copies of the card. I did this for 2 reasons. Getting 10 copies of a card your opponent can't get can be a little too powerful in some circumstances (villages where there are no other villages, fool's gold). 5 is the amount you'd get, if you'd split it equally with your opponent so I thought it was fair to give you what you would get if the pile was fought over. The 2nd reason is to take care of split pile problems. Gladiator would be unfair since you'd have sole access to fortune. sauna/avanto would also be unfair if you get all of them. Getting sole access to castles would also be unfair. Now getting all 4 castles would be worth 11 in a 2p game. In addition, other victory cards would be tamed down. You would not be able to get all 8 feodums or silk roads.

4) The cards are in the supply during your turns and thus your opponent can technically gain them (messenger, possession).

5) It starts you off with one of the restricted cards. I was back and forth between not giving you any restricted cards, this, and putting it into your hand. I felt the last option could be a little unfair compared to other prizes if you could immediately play restricted cards and get more of them. Not getting any could be a little hard because then you'd have to spend time and $ buying the restricted cards, wait to get your cards in hand and then use them. You might not have the time in late game, so I gave you 1 to start.

6) This was originally a reserve that allowed you to buy restricted cards only if it was on the tavern mat, but I then I realized it would work better as a duration.

7) an empty restricted pile will not trigger the end of the game.

132
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 14, 2019, 10:30:56 pm »
Master of ceremonies has no cost limit or nor supply limit. probably worth at least $8 (and you probably won't have terminal problems)

It's good, but I don't think it overshadows the other Prizes. Master of Ceremonies can do anything in the Kingdom, but (most of) the other Prizes can do great things that aren't in the Kingdom. Would you really always choose it over Trusty Steed and Princess? I wouldn't.

It's not that I always would, it's that I would a majority of the time. If there was no +buy in the kingdom I would choose getting a ruined market over getting 10 King's courts, but obviously you would not say that those choices are on the same footing. MoC is versatile and strong. It's strictly better than overlord, and in a majority of cases, better than princess or trusty steed.

133
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 14, 2019, 06:28:53 pm »
mine are both updated in my initial entry's post but sure i'll go through and toss on the other on there. We also have the trello for this

ok. didn't know about the trello.

134
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 14, 2019, 04:32:57 pm »
Just thought I'd put out there: Please try to put both your prize and prize gainer in one post. I'm not the judge, but I'm sure Kudasai would appreciate this when it comes time to judge.

Specifically if you update only one of your cards, or if you post one of the two and then post the other, try to put your other card in that post even if nothing changes since it will be much easier than hunting for your other card.

135
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 14, 2019, 04:20:38 pm »
I feel like in general, people are making their prizes way too powerful. Keep in mind the current prizes. Princess gives you +buy and -2 cost (can't be throned). It's good, but not an amazingly powerful card. Bag of gold gives a gold on top of your deck. Nice, but again not game-changing. Trusty steed and followers are great (probably worth $7 or more) but they don't absolutely break the game.

...

Craftsman pretty much allows you to gain any card and then play it. it might have diminishing returns, but prizes generally come at the end of the game so you probably won't be able to play it past its use anyway. Again, very very powerful.


Thank you for the feedback! I had trouble figuring out the power level— you’re right the gain and play is too strong since it’ll act like a super super powerful artisan the first few turns you play it. Good eye!

Do you think it would be best balanced as:
1. terminal but gains to discard like normal
2. Terminal but gains to top of deck
3. Non terminal but gains to discard
4. Non terminal but gains to top of deck

I feel like I’m leaning towards 2 or 3 right now.

I think both 2 and 3 are about right. They both tone down the power of the card but each has its strengths and weaknesses. It's up to you.

136
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 14, 2019, 11:12:22 am »
I feel like in general, people are making their prizes way too powerful. Keep in mind the current prizes. Princess gives you +buy and -2 cost (can't be throned). It's good, but not an amazingly powerful card. Bag of gold gives a gold on top of your deck. Nice, but again not game-changing. Trusty steed and followers are great (probably worth $7 or more) but they don't absolutely break the game.

Master of ceremonies has no cost limit or nor supply limit. probably worth at least $8 (and you probably won't have terminal problems)

Craftsman pretty much allows you to gain any card and then play it. it might have diminishing returns, but prizes generally come at the end of the game so you probably won't be able to play it past its use anyway. Again, very very powerful.

Seat of honor can be better than kings court. You can TR 2 cards then top deck seat of honor to do it again next turn.

Winged sandals first option is better than champions (with the only caveat, that it's not permanent). Still way too game changing. Also combined with amulet, this can be crazy.

Prizes are supposed to be good, but they're not supposed to be crazy. Before any of you defend these cards just think; are there really that many situations that you would take a bag of gold, princess, diadem, or even trusty steed over these cards? And would they have the same effect? These cards are not only so good, they can work in almost any situation (unlike followers, which works better if there's no cursing or trashing, but not so good otherwise, or princess which is much better when there's no +buy).

P.S. Maybe it is just me. I just thought I'd put it out there.

137
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 14, 2019, 10:40:03 am »
 

Here are my submissions this week, once again taking some inspiration from my favorite Dominion expansion.  My Prize-getter, Inner Court, is a Landmark with a bidding mechanic, similar to Mountain Pass.  This makes Provinces worth an extra 1 VP to further incentivize players to gain Provinces (and to act as a consolation prize for not winning Prizes).  The one who buys the Province decides which Prize will be put up for auction and then players bid, with the winner taking Debt and gaining the Prize onto their deck.  There will be lots of strategic decisions here, deciding when to gain Provinces, which Prizes to put up for auction when, how much to bid, and when to pass and let others take the Debt. 

A few major benefits of Inner Court over Tournament, that swingy bear of a card: Who gets which Prizes isn't determined by who lucks out first drawing Province and Tournament together, but instead anyone can gain the Prize they want, they'll just have to pay for it.  Secondly, the Debt levels the playing field, making it a bit harder for them to gain the next Province (and thus have bidding order power for the next Prize), unlike Tournament which usually snowballs the Prizes pretty hard for one player. 

My Prize, Half of the Kingdom, attempts to incorporate a few themes missing from the existing Prizes--gainers and Alt-VP.  The top terminally gains two differently named $5 costs while the bottom acts as a poor man's Fairgrounds, 5 VP if you have 15 differently named cards, otherwise nothing.  The halves interact with each other of course, and sometimes you're willing to take it for just one of the halves and not the other.  I tried to make the VP part not too swingy since only one player can get it, but still make the Action part worth getting it for.  Feedback is appreciated!

I had the same idea for inner court. oh well, you snooze you lose.

138
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 12, 2019, 12:43:37 pm »
.
Outside of the latter part, is it actually a Duration?

if outpost is a duration, then settlement is just as much a duration.

139
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 10, 2019, 11:31:08 pm »

Quote
Cultivate

+1 Card
+1 Action
-
At the start of your next turn, you may reveal and discard a victory card from your hand. If you do, +1 Card, + $1.

$2
Action - Duration

This is a way too strong for a $2 card. I believe, this should cost somewhere between $3 and $4.

I doubt it. At best it's nothing this turn and next turn play a victory card as if it were a peddler. That's obviously worse than 4. If you don't have a victory in those 5 cards it's nothing. Absent of decks with nobles or mill or something along those lines, it will probably miss most of the time and these become weaker with each play. The fact that it's a duration also means it will miss the reshuffle more often and be played less often. Also the actual effect (playing a victory card as a peddler) is delayed which always lowers the cost (fishing village, a delayed Bazaar, costs only $3).

That being said, the effects are kind of vanilla. It's kind of plain for a promo.

140
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 06, 2019, 09:48:36 am »


This should just be orange, not orange and white.

141
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 05, 2019, 10:18:04 pm »


I feel that the final "this" could be ambiguous, or at least it confused me. I assume that "this turn" is the "this turn" referred to previously (the turn you're on now, not the extra turn you're getting) but the way the sentence is structured, the focus is shifted to the extra turn, making it seem that "this turn" is referring to that instead. I would swap the clauses so that it's something like "do not discard your in-play cards during clean-up and then take another turn after this one." Maybe I'm the only one who found this confusing though.

Agreed; I can equally read either meaning... "this" could mean "the turn we're talking about now"; which is the extra turn; or it could mean the current turn.

If you try hard you can read it the wrong way, but you really have to try hard. "This turn" always refers to the turn you are on. If I wanted to talk about the extra turn I would have followed Mission's precedent and written "take another turn after this one during which you do not discard cards from play during your cleanup phase". I'm going to leave it as it is because I think it's fine and I'd rather keep the order closer to outpost's wording.

142
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 05, 2019, 06:21:46 pm »
Here is my submission:


I wanted to do something that prevented cleaning up your cards. Originally, this didn't clean up any cards (including your hand) but then I realized that was too strong. This can work well with while in play effects (highway, groundskeeper, etc.). This works best if you're not drawing your deck every turn. Also when critiquing, note the downsides if you play this before a reshuffle (all your played cards miss the reshuffle).

To preempt people from saying that this is too strong compared to Outpost consider this: If you get a deck that can work with outpost (guide, or a well trashed deck) you can effectively double your turns for the rest of the game. If you have a deck that can draw settlement every turn then settlement doesn't provide a great benefit, since all your played cards can't be played again. If you can't draw settlement every turn, then while it will give you extra turns, it won't double your turns for the rest of the game.

I feel like its too strong to be priced at $5 without an additional restriction. Like if this read "+5 cards, go back to your Action phase" (which is essentially what its saying) thats like a $6 or $7 card. Maybe add a restriction where if its the second Settlement it does that?

It's not quite +5 Cards. It's like what you said (in quotation marks) but with discard your hand first. I still definitely agree that it's too strong for just [$5], though. I'd price it at [$7] or add an additional restriction.
I don't get what you said that I put in bold, though. Does what?

Noted. I changed the price to $7.

143
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 05, 2019, 05:17:17 pm »
Here is my submission:


I wanted to do something that prevented cleaning up your cards. Originally, this didn't clean up any cards (including your hand) but then I realized that was too strong. This can work well with while in play effects (highway, groundskeeper, etc.). This works best if you're not drawing your deck every turn. Also when critiquing, note the downsides if you play this before a reshuffle (all your played cards miss the reshuffle).

To preempt people from saying that this is too strong compared to Outpost consider this: If you get a deck that can work with outpost (guide, or a well trashed deck) you can effectively double your turns for the rest of the game. If you have a deck that can draw settlement every turn then settlement doesn't provide a great benefit, since all your played cards can't be played again. If you can't draw settlement every turn, then while it will give you extra turns, it won't double your turns for the rest of the game.

update: changed cost to $7

144
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 29, 2019, 11:36:03 pm »


Neat, but maybe too strong when while-in-play stuff is available; such as Goons or Highway.

This is probably true. I have 2 suggestions to fix that:

1) Instead of saying, "you may ignore its instructions", you can say, "you may ignore its text". There's no precedent for this though.
2) +1 card, +2 actions, you may set aside an action card from your hand for +1 card, +2 actions. At the start of cleanup, put the set aside card into your discard pile.

Honestly I don't think this is a problem. There aren't that many "while in play" cards, and the effects on them are:

-Lighthouse's one becomes useless
-Herbalist's one sucks anyway
-Highway is a cantrip, so the effect is like Lost Arts on a single card - not broken
-Groundskeeper, see above
-Bridge Troll becomes exactly the same as Highway
-Princess becomes a double Highway, which is super strong but there's only one and you'll lose the +Buy
-Goons is super strong anyway and you'll lose the +Buy
-Haggler does have the potential to become crazy, but you'll lose the +$2 and that's a combo with just one other card

Yeah, I guess you're right that there aren't so many cases. Probably the best ones are haggler and goons. With one sprawling village you can play 4 goons (or hagglers) vs 3 if you changed it. The Loss of 2 coins (and a buy with goons) is probably worth it. Its much easier to set up goons or haggler engines with it (with 4 sv and 4 goons your deck can handle 9 additional terminals while still getting the goons benefit). That being said, it's only 2 cards that are really powerful, so you're probably right.

145
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 29, 2019, 07:04:00 pm »
Ok here is my submission:


Kind of similar to poacher, it's a lost city, then a village, then a necropolis. I felt it couldn't really compete with lost city at $5, so I made it $4 ($3 felt too strong considering it won't become a necropolis in many games).

146
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 29, 2019, 04:44:39 pm »


Neat, but maybe too strong when while-in-play stuff is available; such as Goons or Highway.

This is probably true. I have 2 suggestions to fix that:

1) Instead of saying, "you may ignore its instructions", you can say, "you may ignore its text". There's no precedent for this though.
2) +1 card, +2 actions, you may set aside an action card from your hand for +1 card, +2 actions. At the start of cleanup, put the set aside card into your discard pile.
Its safe to simplify it to "reveal an action card, discard it, +1 card +2 Actions".  Because remember even if you reshuffle it in and redraw it and play it, you didn't play it the first time, so it's not like some kind of Dangerous Card that risks letting someone play bridge and discard it from play and play it again later too many times.

it's not necessarily a problem of infinite loops, it just becomes a much stronger card the way you're phrasing it. If you can reliably draw your deck, you're not giving anything up by discarding a card (since it's better than a cantrip) and sprawling village can become +1 card +4 actions.

147
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 29, 2019, 01:03:14 pm »


Neat, but maybe too strong when while-in-play stuff is available; such as Goons or Highway.

This is probably true. I have 2 suggestions to fix that:

1) Instead of saying, "you may ignore its instructions", you can say, "you may ignore its text". There's no precedent for this though.
2) +1 card, +2 actions, you may set aside an action card from your hand for +1 card, +2 actions. At the start of cleanup, put the set aside card into your discard pile.

148
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 29, 2019, 01:00:04 pm »


A Tribute/Courtier kind of thing. The wording is a bit unclear, to clarify I mean that types can get counted several times.
So when you do e.g. reveal 3 Coppers, it is a terminal Gold and when you do e.g. reveal a Smithy, Market Square and a Silver, it is:
+2 Actions
+
Trash a card from your hand.

You can just make it a looter (in order for ruins to be in the supply) but not an attack.

From the wiki:
"There are no special rules relating to Attack cards; they are simply a useful label to have so that other cards (mostly Reactions) can refer to them."

In this case, it is better not to have the label on it so you can just leave it out. It is definitely a legal move (see masquerade and possession).

149
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 29, 2019, 12:48:22 pm »
Alright, here's my submission:


(Each player gets 2 ally tokens)

Going for a conclave like card, but in the opposite direction. Conclave encourages diversity, alliance discourages diversity. Absent of other villages, an alliance engine will only be able to support 2 different types of terminals (technically 3 if you only have 1 copy of the 3rd type).


Do Ally tokens work for both players and can you move tokens you opponent has placed?

Tokens are your own thing, you can only move yours and they're ally cards only for you. I think I need to change some wording on this card to make it more clear, thank you. But now that I look at some other cards that were nixed, I get a feeling this card may not count since it doesn't give +2 actions.

Mail-mi, Judgement?

150
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 29, 2019, 12:31:47 pm »
(Updated with the Gubump's suggestions)


Donjon
$4 Action/Victory
+1 Card
+1 Action
You may discard a Victory card for +1 Card and +1 Action
1VP

I think, it should be priced similar to Mill. Boost for the initial economy, and probably good at endgame; self-synergy intended.

Nitpick here. The colors should be switched (white on top, green on bottom).

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