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Messages - spineflu

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1351
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 15, 2019, 10:36:32 am »
Cockroach
cost $1 - Action
+1 Action
If the Cockroach pile is empty, each other player gains a Curse. Otherwise, gain a Cockroach.
---
Setup: Each player gains a Cockroach.

i hate that this could lead to a $3/$3 opening ( 3 copper, 2 estates / 3 copper, 1 estate, 1 cockroach / 1 copper remaining in deck)

1352
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 04, 2019, 12:21:14 pm »

Heretic
Types: Action, Attack, Victory
Cost: $5
While this card is in play, Curses gain the type "Treasure" and have the ability +$2. Choose one or both: Gain a Curse to your hand; or each other player gains a Curse.
At the end of the game, if you have the most Curses, 2VP
If I play multiple Heretics, is it intended that Curses will continue to stack types (even if it is more Treasure types)? Do you intend the Curse to only ever produce $2, even if you play multiple Heretics? I'm not even sure how it would work. Are ties friendly (as in, multiple players each with the most Curses each get 2VP from their Heretics)? I'd assume so since Keep is friendly, but it has a clause for that.
I'm not sure I would like this very much due to the way the VP will play out so differently in multiplayer games. If giving Curses out is ideal then they split normally, but if its ability is ever relevant (though I'm not sure if it will ever be good enough to take Curses yourself), then the Curse split turns weird.


the intent is that curses become functionally equivalent to silvers and that the most cursed player ends up gaining 2vp/heretic; ties are friendly (which you're right, does need to be specified). The double treasure thing you specified when multiples are played i don't think matters (i'm operating under the assumption that card types are a Set - no duplicates - but even if I'm wrong with that i still don't think it matters in this case bc there's no limit to the number of treasures you can play during your buy phase).

1353

This one's for Adventures, of course. A Reserve curser that points toward giving big flocks out later game. It's got self emptying like Magpie to help influence timing, but won't work unless you gain a Province to avoid pointing to 3-pile rushes.
Something doesn't quite feel right about it...but here's the first draft for now.

is a group of ravens still a murder? because this would straight up murder decks in flocks. i love it.

1354
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 03, 2019, 04:48:22 pm »
doesn't the name of your card itself kinda break theme/canon tho? these are named after some russian guy from the late 18th century iirc

Why should it break canon? The themes of Hinterlands are trading, roads and foreign cultures. Mandarin is also a direct reference to imperial China and the German names of the cards Walled Village and Church are Carcassonne (only in the Hans im Glück version, it is now Befestigtes Dorf) and Schweriner Dom, which are both references to real world cities.

cos timeline-wise, your card happens like 200 years minimum after literally all the other sets?

1355
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 03, 2019, 04:28:30 pm »


Potemkin Village
Cost: $4

+1 Card
Discard 1 card. If it’s a Victory card: +1 Card and each other player gains a Curse, otherwise: +2 Actions
-
1 VP
-
When you gain this, gain an Estate.

You are very proud about the opulent fortifications surrounding your small kingdom. But in the big world outside there must be great leaders. After a long and burdensome journey, you reach a magnificent village, which must belong to a great leader. At least you think it is a great leader and you think it is a magnificent village. In fact it is just another small village at the border of just another small kingdom and you realize, that this is just the begin of your long and burdensome journey.

This is a Victory card, which comes with a Victory card, in a set which has nice interaction with Victory cards. If you discard a Victory card, this is a Witch, if you don’t this is a worse Village. Well, this card sounds very desirable at the first glance. A curser for $4 which already comes with 2 VP!? How it this even possible??? I mean, nobles costs $6, but ... Stop! As the card’s name implies*, it seems to look perfect, but actually this is just a façade threatening to crumble in an extremely fast game, where piles are drained very quickly. In fact this card performs very poorly without the correct assistance.

Fortunately, Hinterlands comes with a lot support for this card. Silk Road and Crossroads love decks with many Victory cards. Trader gives you Silvers instead of Estates and Cartographer sifts through your Estates. Potemkin Village is also a nice Tunnel enabler and unlike Young Witch its cursing effect cannot be stopped by the bane card. You can also buy a Border Village, which comes with a Potemkin Village, which comes with an Estate. And in a pinch, the Hamlet effect is acceptable Margrave or Embassy engine.

*) A Potemkin village is the illusion of a wealthy village with impressive buildings. Those buildings often only have a renovated front or are shells without interior. The card’s image shows Pyongyang for obvious reasons.

doesn't the name of your card itself kinda break theme/canon tho? these are named after some russian guy from the late 18th century iirc

1356
Dominion General Discussion / Re: Storage options?
« on: July 03, 2019, 04:06:06 pm »
this is my storage solution that uses the original boxes (i posted it on r/foamcore a few months ago)

It's heavy but until i start actually making paper versions of the Fan/Variant card forum should do fine.

1357
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 03, 2019, 03:44:45 pm »
I'll take a stab at making a promo curser.
Here's Heretic. Super swingy alt-vp that allows you to do an absurd thing like get all the curses and use them instead of money.



Card text is :
Quote
While this card is in play, Curses gain the type "Treasure" and have the ability +$2.
Choose one or both:
• Gain a Curse to your hand.
• Each other player gains a Curse.
-
At the end of the game, if you have the most Curses, 2%

you'd clearly want enough of them to make them actually worth VP to offset the curses you take on.

Alternatively, you can just curse everyone else, and/or yourself!

Also ties into the promo's subtheme of "generally large/strange choices" (Governor, Envoy (for the player on yr left), Prince and Stash also exhibit a similar "large" decision space, Black Market exhibiting "strange" decision space).

Thematically, its named "Heretic" because it involves having a large pile of junk, and "religious"-themed cards are generally de-junking trash cards.

edit: fixed image link, added thematic rationale

1358
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 26, 2019, 09:31:52 am »
Gossip - Action-Duration - $3
Until the end of your next turn, Villagers can be removed from Villagers mats during their owner's Action phase for +1 Action each or +1 Card each. This card affects all players.
I think this might get disqualified as the +1 Action / +1 Card would count as "Conditional Vanilla++ effects".
If a card read "While this is in play, when you play an Action, +1 Card," I would disqualify it, so modifying tokens to give additional Vanilla++ benefits must disqualify Gossip.
If it gave a non-Vanilla++ effect (or some kind of scaling effect) for consuming tokens (or any other trigger) then it would be fine.

fair enough.

1359
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 25, 2019, 10:02:56 pm »
Here's my entry. part of a set i'm working on that emphasizes non-attack player interaction.
Gossip - Action-Duration - $3
Until the end of your next turn, Villagers can be removed from Villagers mats during their owner's Action phase for +1 Action each or +1 Card each. This card affects all players.


link to card creator image bc i can't remember how to resize images using phpbb syntax

This helps your opponents more than it helps you because they didn't have to play it or buy it. The only reason you'd buy it is if you were the only one obtaining Villagers, which is very unlikely.

kinda - you get the bonus during your current turn and your next turn, which balances it out a bit imo

Ah, I misread it as only affecting your current turn. That makes it a bit more balanced, but it still has the issue naitchman pointed out-it's completely useless without a source of Villagers, and giving it +Villagers to fix that issue would disqualify it.

yeah thats fine - its a card whose utility depends on its kingdom, same as Moat when theres no attacks, or a lone potion-cost card in an otherwise potionless kingdom. Its there to make the games where it does fit more interesting.

1360
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 25, 2019, 06:57:15 pm »
Here's my entry. part of a set i'm working on that emphasizes non-attack player interaction.
Gossip - Action-Duration - $3
Until the end of your next turn, Villagers can be removed from Villagers mats during their owner's Action phase for +1 Action each or +1 Card each. This card affects all players.


link to card creator image bc i can't remember how to resize images using phpbb syntax

This helps your opponents more than it helps you because they didn't have to play it or buy it. The only reason you'd buy it is if you were the only one obtaining Villagers, which is very unlikely.

kinda - you get the bonus during your current turn and your next turn, which balances it out a bit imo

1361
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 25, 2019, 02:49:25 pm »
...

I think this might get disqualified as the +1 Action / +1 Card would count as "Conditional Vanilla++ effects".

For images just use width attribute:

Code: [Select]
[img width=200]Image_URL[/img]
thanks - it's literally been ... seven years? eight? since i used a phpbbs. social media hasn't been kind to my markdown skills.

and re: disqualification: i'd hope not. the card itself doesn't give cards, actions, or villagers, it just changes how other existing components interact.


1362
Variants and Fan Cards / Re: Wording Challenge: Planetarium
« on: June 25, 2019, 01:47:09 pm »
you've got a player honesty issue with it specifically having to be an action card you set aside, so you can trim that.

you also have a multi-variable output issue (reveal + telling truth, reveal + lying, no reveal) that can be handled a little more elegantly.

and you've got some ambiguity as to whether the gained cheaper card for "reveal + lying" is based on the revealed card or the named card.

This wording fixes all of those (although doesn't make it much shorter):


Set aside a card from your hand, facedown.
Name an Action card costing less than $5 from the Supply.
The player to your left chooses whether or not you reveal the set aside card.

If they choose to have you reveal it and it was the named card, play it three times.
If they choose to have you reveal it and it wasn't the named card, trash it and gain an Action card cheaper than the revealed card.
If they choose to not have you reveal it: reveal it now and play it twice as if it is the Named card. It is that card until it leaves play.

1363
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 25, 2019, 12:36:08 pm »
Here's my entry. part of a set i'm working on that emphasizes non-attack player interaction.
Gossip - Action-Duration - $3
Until the end of your next turn, Villagers can be removed from Villagers mats during their owner's Action phase for +1 Action each or +1 Card each. This card affects all players.


link to card creator image bc i can't remember how to resize images using phpbb syntax

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