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201
Cardinal/Gatekeeper and Knights

At least trashing attacks give you the potential to get your Knight back with Lurker or Graverobber. Exiling a Knight means they’re gone forever.

Extra painful for Sir Vander. Now you can’t even get a lousy Gold!
Same for the Prizes and, most of the time, the Castles, not that you really want Castles in your deck most of the time.

202
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 14, 2020, 02:29:03 pm »
 
Quote
Ledger
$3 - Action
+1 Buy
+$1 per card type in play.
-
When you gain this, if you don't have any Ledgers in play, you may play this immediately.

Favorite
$5 - Action - Attack - Doom - Fate
+1 Card
+1 Action
Discard the top Boon and the top Hex. Choose one: receive the Boon or each other player receives the Hex.

Update: Increased the price of Favorite to $5

A card that loves card types and a companion cantrip with a ridiculous number of types.
Non-terminal boon givers don't play well, they tend to slow down games, especially as cantrips.

203
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 13, 2020, 01:05:16 pm »
Sorry if this seems like a stupid question, but how do you insert pictures into a reply?

use the [ img ] [/ img ] tags (without spaces) around the url to the image file.
Better yet, press the "Quote" button on a post with an image and see how they did it.

Where do I get this url? I am using https://shardofhonor.github.io/dominion-card-generator to make the cards.
Download the image and put it into Imgur, then copy the address of the image in Imgur and put that in.

204
Dominion General Discussion / Re: Best deck with no treasures?
« on: May 13, 2020, 11:43:42 am »
A lot of megaturn style decks, especially with cost reduction, where you end the game in one turn ahead in victory points don't use treasures, and boards with King's Court basically require you to not use treasures for max efficiency. Silver is usually a solid opening if you need to get to key cards like cursing attacks that cost 5, though.

205
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 12, 2020, 08:27:50 pm »


Schoolteacher, an Ironworks-Secret Chamber-Hamlet mishmash. It can do lots of things! But none of them great, and it needs a discard. Dullahan gives you your discard pile on the next turn and you can reduce its cost by discarding.

206
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 12, 2020, 11:56:49 am »
I thought the idea was to create cards that can also stand on their own. That's what I did, anyways. There is unfortunately no flavor connection, but what can you do? Maybe the tribe breeds horses, who knows.

 

Quote
Tribal Village
Action -$4

+2 Actions
Set your $ to $3.

Quote
Stud Farm
Action - $2

+2 Buys
Pay all your $ and gain a Horse per $1 you paid.

Tribal Village is a very simple concept that Dominion does not have so far. Stud Farm is a Storyteller variant, but it plays quite differently. Both have a +2 Vanilla bonus, which is neat.
Stud Farm should probably let you play treasures so it's not dead on certain boards.

207
Dominion General Discussion / Re: Is Harvest the New Scout?
« on: May 11, 2020, 12:33:42 pm »
I think this raises the question, would Harvest be balanced at a 4 cost? There are stronger payload options, such as Bridge and cards that give equal or greater coin amounts, like Baron and Death Cart, both of which you can actually control the activation of semi-consistently.

It would be weak at a 4 cost.
A little. But people buy Gladiator for $3 all the time, and this would be a slightly better Gladiator most of the time.
They buy it to get to Fortune, mostly, not because it's particularly good, and there's something to be said for consistency. You can control what's in your hand much better than the top of your deck.

208
Dominion General Discussion / Re: Is Harvest the New Scout?
« on: May 11, 2020, 09:55:49 am »
I think this raises the question, would Harvest be balanced at a 4 cost? There are stronger payload options, such as Bridge and cards that give equal or greater coin amounts, like Baron and Death Cart, both of which you can actually control the activation of semi-consistently.

209
Dominion General Discussion / Re: Is Harvest the New Scout?
« on: May 10, 2020, 06:04:45 pm »
It's not even a fun card to use, since it punishes you for drawing your deck, which is one of the most fun things to do in Dominion. Plus, you'd think that would make it decent with junkers, but those make it worse because the junk all has the same name most of the time. Harvest isn't really good at anything, and doesn't have the versatility to justify that.

210
Variants and Fan Cards / Re: Price this event
« on: May 07, 2020, 08:44:28 pm »
I think it needs to be a 4-cost at least so it doesn't get double opened. It might be an interesting idea to make it cost a single potion, though.

211
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 06, 2020, 02:26:38 pm »
Quote
Pony (Action, Cost $4)
+2 Cards
+1 Action
Exile a card from your hand

Stronger than Laboratory, for less cost. Also compare to Junk Dealer; stronger than that for less cost. This Pony as written could possibly work at .
While you are correct, a small detail is that this is not strictly better than Lab. A Lab never hurts whereas this might. Or in others words, although Pony is better than Lab, you want more Labs than Ponies.

Of course practically speaking, just like you can trash the second Junk Dealer via the first, you can exile the second Pony via the first. And as Pony can exile green, it is longer useful than Junk Dealer.
It's also better, albeit not strictly, than Junk Dealer because it has no treasure restriction and Exiles cards which is very usually better than trashing.

Did you mean to say Junk Dealer?
My mistake, I meant Spice Merchant.

212
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 06, 2020, 12:27:12 pm »
Quote
Pony (Action, Cost $4)
+2 Cards
+1 Action
Exile a card from your hand

Stronger than Laboratory, for less cost. Also compare to Junk Dealer; stronger than that for less cost. This Pony as written could possibly work at .
While you are correct, a small detail is that this is not strictly better than Lab. A Lab never hurts whereas this might. Or in others words, although Pony is better than Lab, you want more Labs than Ponies.

Of course practically speaking, just like you can trash the second Junk Dealer via the first, you can exile the second Pony via the first. And as Pony can exile green, it is longer useful than Junk Dealer.
It's also better, albeit not strictly, than Junk Dealer because it has no treasure restriction and Exiles cards which is very usually better than trashing.

213
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 06, 2020, 12:25:03 pm »

Did you mean "Exiles a Silver from Supply"? Otherwise it is not that friendly and has an accountability problem.
Yes, that's a wording issue. I'll fix that.

214
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 06, 2020, 09:39:29 am »

Rebel is a bit like Coven, but friendly. It's got that buildup effect like Coven, but with Silver instead. And when you reach your threshold, you get to Expand a card, hooray. You discard all the silvers even if you have more than 3 exiled, I'm not sure if that was clear enough.

215
Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: May 02, 2020, 08:25:22 am »
This one's a play on the "Advisor" theme, but I actually like it.  I added a card cost clause to it because I suspect it's more interesting and balanced on more boards with it than without.  For example, if it's only able to target $4 or $5 actions, this can be huge, but maybe there's a really awkward Explorer or Trading Post on the board.  Usually it would just hit another $3, but at least there aren't any boards where it's a $2 action or worse, Ruins.  Might even work with cost reduction on other boards now.

Supervisor
Action-Command
$3

The player to your left chooses a non-Command Action card from the Supply costing at least $3.  Play it, leaving it there.
The main issue is with forced trashers, i.e. Remake, which means this can be very harmful on certain boards, or just dead.

216
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 27, 2020, 10:21:19 am »

217
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 27, 2020, 10:11:00 am »
It is a Bazaar variant and likely too good.
I think it's probably delayed enough that it's balanced. It doesn't benefit you at all until the turn after you play it.

218
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 23, 2020, 02:57:12 pm »
I'm making somewhat of a rework of my original card, to make it more reasonable in power and to create a more interesting play experience.

It now has a decreasing variable cost in debt based on treasures trashed. The cost decrease is in debt both so that it doesn't decrease in cost too much, and so that it has a minimal first-mover problem. It now lacks the first-player/opening advantage of before while also adding more interesting strategy than prior.

219
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 22, 2020, 09:10:20 am »

Archipelago
$6* - Victory
3VP
When you buy this, Exile a Treasure card from play, and you can Exile a Victory card from hand.
(This costs $2 less if you have no Coppers in Exile)
There should be a dividing line between the victory points and the on buy. Also, the fact that the effect is on buy means you can gain it with workshop variants and never have to increase the price. Nitpicks aside, it's a good concept.

220
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 21, 2020, 03:51:14 pm »
This is the first time I've ever participated in one of these contests, so please excuse any mistakes I make thanks to my noobness. Anyways, here's my idea. Probably needs some tweaks but I think it's interesting.



EDIT: changed the card.
This adds a good amount of strategic nuance, and elegantly solves the double lab problem. I like it.

221
Variants and Fan Cards / Re: Really bad card ideas
« on: April 21, 2020, 02:19:14 pm »
Good job! I think stabbing is a really exciting new mechanic. Donald X has once said that one of his goals with dominion was to make losing fun. I don't think he has quite succeeded, but this might just do the trick.

It's also very elegant in that it's conceptually simple, yet it adds a lot of hidden complexity to the game. For example, if you play a bo5 against another player, it introduces an alternative win condition. You can either try to win 3 games, or you can try to stab your opponent a sufficient number of times.

The only thing that worries me is the online implementation, but shuffle IT has proven themselves to be quite capable. I think they will be up to the task.
I saw a card idea (though I can't remember where) that had you tickle the other player, and the idea for the online implementation was to have the other player tickle themself, so maybe that's worth considering?

222
Variants and Fan Cards / Re: Really bad card ideas
« on: April 21, 2020, 11:09:09 am »
So, I recently had a dream where a new Dominion expansion was revealed, and it was themed after Shakespeare's plays, which is actually a really cool theme. It was the first day of previews and the only card I remember was a project, with art that was a JPG of some pumpkins. I don't remember the art, but I do remember the card involved Coffers. So, I've decided to make a mini-set based on the experience. In any game using this set, you may replace the starting estates, much like shelters, with three copies of Knife as well as being given one of the four knifes, color-coded in the colors of the tavern mats, of sharpness equalling the usual kitchen knife. And here's Knife.

As you can see, Knife introduces the new "stab" mechanic. When a card tells you to stab a player, you select a player, take your knife, and stab them anywhere on their body you choose. If, during a game of Dominion, a player dies from bleeding out, being stabbed, or a factor unrelated to the game being played, i.e. heart attack, you trash all of their cards unless otherwise told to. You can stab yourself but  only if a card says that you can. You can't stab yourself with knife, but you can with one of the upcoming cards, Juliet. This expansion adds a new game end condition: all players dying. A game ends if three piles are empty, the provinces empty, the colonies empty, or if all players in the game die.
Another card in the expansion would be Shylock, which also uses the mechanic.

Ducat does mean the kingdom card of the same name.
What Shakespeare expansion would be complete without the famous lovers, Romeo and Juliet? Here, the are a split pile. Yes, they have the same art. I couldn't find any art of them solo. Romeo goes on top.


When thinking of stabbing, nobody is more thought of than the roman emperor himself, Caesar.


And of course, the prince of Denmark himself.

Indecisive, that prince. Can't even settle on one effect. It took me about a minute longer than it should've for me to notice the obvious. I was going to make him a pawn-like 2-cost, what with his indecisiveness thing before that.
And the card that started it all. The name and most of the effect are something I came up with, but the coffers, card type, and art are conjured by my subconscious.

223
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 18, 2020, 01:12:28 pm »

A simple trasher and terminal draw combo, that costs more if you want to trash your treasures, with an added dash of player interaction. Harder to grab as your main draw, so it's really more of a utility car for thinning. Three might be too many, but an outtake version of Chapel trashed only up to three and was much slower, so it should be balanced.
Edit: Card effect changed, it is now this.

224
Variants and Fan Cards / Re: Custom Card: Aviary
« on: April 17, 2020, 10:39:39 am »
50 with all uniques seems extremely swingy and hard to balance, Black Market at least makes you pay for the card. Why do the Birds scale? It would make more sense to have a static number, similar to black market, and maybe even just have 20 or 30 and use all of them every time. The concept is interesting, though. It feels like a promo.
Albatross doesn't need a dividing line, those are for effects unrelated to playing the card.
Bluejay can probably be a regular peddler, as that's a $4.5 effect and that's the price point most of these seem balanced at.
Bluebird is good, the reaction seems like it could be a card.
Catbird should have a pricing and/or type restriction.
Chickadee seems fine, although weak, since it only loses them a card or gives them one piece of junk.
With Crane the reaction is odd, but interesting, and the on play is good. Maybe too weak on the reaction side?
Dove is really good at shutting down attacks, it might make them non-viable or be centralizing.
Eagle is good.
Why does Falcon curse you? Self junkers are unpopular if they don't give you a way to deal with the junk, like Death Cart.
Finch is quite interesting.
Flamingo needs a dividing line.
Goose is pretty interesting as an attack.
Grackle is odd if it hits a good card, then it's bad. Can be political if you hit a victory card.
Grosbeak is very interesting.
Heron has no tracking.
Hummingbird is fairly good as a concept.
Ibis might be too important, cantrip cursing is really that good.
Junco is good.
Kingbird is definitely very underpowered, and is usually worse than great hall, because you're self-junking.
Lark is usually a Lab.
Loon is conceptually sound, but needs to be rephrased to match Crown.
Why does lyrebird reveal two but only take one?
Macaw has strange phrasing, it doesn't need to say distinct.
Mockingbird does need to be a command, plus it's often a Superlab, which is an issue, if any moat variant is the cheapest, it's a superlab.
Nightingale needs to be slightly rephrased to match Werewolf because of things like Scepter and some Menagrie events that play the card in the buy phase.
Nuthatch is quite interesting.
Oriole is too easy to activate.
Ostrich is unclear, does each player include yourself? It doesn't say each other player.
Owl needs a similar rephrase to Nightingale, cantrip boons were cut from Nocturne because of slowness.
Penguin is pretty interesting, but there are non +Card ways to draw, i.e. Scrying Pool and Envoy.
Puffin is a bit weak? It's pretty much worse than Owl.
Quail is fine.
Raven can hit Provinces, it needs a cost range.
Rhea is quite weak, especially if you can't trash it. Maybe make it a Market.
Extra turns are very strong, and the fact that birds are uniques makes Roadrunner very swingy.
Robin is pretty cool.
Shrike doesn't seem very cohesive.
Sparrow is quite weak in comparison to the many similar cards.
Starling is simple, but nice.
Stork is a bit of an odd bird (ha) but I like it.
Swallow is underpowered in comparison to Advisor, which is at the same price point.
Swan shouldn't hit victories.
Tanager might not play well? It forces you to have a dead card to gain it.
Titmouse, like Nuthatch, is nice.
Vireo needs a rephrase like Crown the dividing line is uneeded.
Vulture needs a way to put cards in the trash.
Warbler is interesting, but weak.
Woodpecker is a bit weak.
Wren is extremely interesting.
The Baby Chick line is interesting, but the power of the final stage and the fact that only one person has access to it is very swingy.

225
Variants and Fan Cards / Re: New landscape : Laws
« on: April 13, 2020, 04:41:25 pm »
Law 3: Increasing costs has rules issues and is confusing with cost reduction.

Having that as a card effect would indeed cause confusion with cost reduction, but I don't think that applies to a Law. It seems clear that a Law would change the "base" cost of cards; it would be the new starting point of a cost before applying any reductions. Meaning that if you played a Bridge or Highway, Coppers would cost ; there's no question about if you should first apply the cost reduction, and then increase the cost due to the Law.

However, this Law does completely break Livery; with this Law in place, every time you play Livery you gain the entire Horse pile.
Cost increases are probably fine as a card like this, but it should have some clarifying text to specify how it works with cost reduction. Also, the Livery interaction is a problem, unless you clarify cards in the supply. However, that has its own issues.

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