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376
You guys have presented interesting ideas! I’d like to have a crack at this as well, mish-mashing just about everything here. Plus, drawing some heavy inspiration from Through the Ages: A New Story of Civilization and even tossing a little bit of Sid Meier’s Civilization in there.

What if Wonders were buildable by all players as some kind of long-time project on a Landscape card in the Supply? Some have suggested that already. The Wonder would have multiple stages to be built and everyone could contribute, using a Buy during their Buy phase. If so, they’d put a wooden cube on the next build step of the Wonder. And oh, of course, no more than 2 Wonders per game, as usual !

There would need to be some compensation for contributing. Wonders would grant you a little something for building a step. Once completed, the Wonder will give an additional bonus to whoever built the most steps for that Wonder. It could even be multiple players in case of a tie. Therefore, those who invested the most in that Wonder reap the bigger benefits, as opposed to having the last contributor run away with the whole deal by building that last step out of shuffle luck.

Finally, building a Wonder seems like a no-brainer. And even a little too easy. What if there was an additional Supply pile akin to Potions in games using Wonders? I thought of builders and they would cost . You cannot build a Wonder step unless you have a Builder in play. So building a Wonder step would require a Builder, a Buy and the step’s cost. Kind of like, again, buying a Potion Kingdom card. This would require further investments for those who want to partake in the construction of a Wonder. And would require better deck control because of those stop Builder cards.

To illustrate this crazy idea, here are some mock-ups of Wonders:







And a Builder could look like this:



Wonders could have a backside with “4+ players” written on it. There could be more build steps on these so that they’d scale better in crazy 6-player games for instance.

Does this idea seem too fiddly, annoying or overly-complicated for not much? Whatcha think?

377
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 17, 2020, 09:28:29 am »
Hoarder is fun, but the Junk cards are so many cards that have to be printed for a single thing.  I agree that Cursing is too strong, and making it a Looter won't work on account of the number of types that sticks into it.  I don't know the solution, but I don't like the Junk one.

Agree'd. Seeing as Dominion accommodates up to 6 players, this would mean that 60 Junk cards would need to be printed. Plus the 10 Hoarders. That's 70 cards just for one specific Kingdom. Now, in this thread, we assume that these cards are not to be printed, but rather act as simple ideas for what could be. Or at best, we can imagine a scenario where these cards could be played online, in which case a lot of real life problems go away. But I don't like being sloppy and always prefer looking at the bigger picture; what if these cards truly existed? What would be the actual real pitfalls these cards would entitle? So like I said, I agree. Having 70 cards for not much is asinine. A fix is needed !

Here's what I have for the V3 version of Hoarder:



This fix junks with Copper this time. However, not unlike Mountebank, your adversaries have an option of discarding a Copper in hand to avoid the junking. Thus, if you play, say, 2 Hoarders in your night phase, at best they'll only gain one Copper in their hand and discard it right after, numbing the power of this Night Attack card. Early game, anyway, it's not too hard to just, y'know, discard a Copper to say nay to Hoarder's attack, in which case you just got Cutpurse'd. And I dunno. Sometimes you hit and you want that Copper anyway.

378
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 15, 2020, 03:57:16 pm »


Isn't the Treasure card reveal clause a little political too? Technically, with 2 other players both revealing a Gold, you could make one of them trash theirs and have the other keep the Gold. I know why the active player has that choice; it's to not accidentally aid your opponents by trashing their Coppers. Maybe then, to fix this problem, it could be worded like Bandit, which excludes Copper from being trashed? But then, this could make the card too wordy. I dunno.

379
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 12, 2020, 10:07:40 am »
I mused on Hoarder overnight and with a cleared head this morning, I conclude that, yes, Cursing is too strong on this Night card (can be stacked too easily). So instead, I'll change this junker into... yet another junker. But this time, it's nicer to your opponents ! Let's take a look at Hoarder, V2:



Ouch, a one-time terminal Copper. It's funny 'cuz it's a nice counter to your opponents' Hoarders. If they use their Action phase to trash their Junk, then they'll have no Action cards in play. Thus, should they play any Treasure, their Hoarders could only grab something costing or less. Hehehe.

(And yes, it is the art of the trash mat, lmao.)

380
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 11, 2020, 08:30:26 pm »
X-tra's Hoarder seems a little too strong also (not as much as Blacksmith). Vampire has the drawback of only being able to gain and attack every other time you play it (kind of, but you know what I mean. -and its attack is usually not as strong). With one Action-Duration or Action-Reaction (etc.), this can easily gain $5 cards and give out curses every time you play it, all without spending an action.
My biggest fear is the Cursing part indeed. I think I might cull the Attack so it is more tame. But I definitely do not want to drop the Attack part altogether. I need Hoarder to have two types so that it helps itself to gain stuff. I could make it a discard Attack to deter other players' Hoarders (they'll have less cards on their turn to collect different card types). I might do a V2 if I'm further convinced that it really is too strong as it is.

381
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 11, 2020, 07:37:26 pm »
I think your self-critique is right--this is a little too-much better than Explorer. This works 2/3 times, and even when it doesn’t work you still get +$1. I wonder if there’s a different bonus you can give instead of +$1 to make it a little weaker but still good--maybe +1 Buy?

Heh. In retrospect, it seems way too good in comparison to Explorer, even more so than when I first made that assumption! Y’know what, I think even without a little bonus during the buffer turns in which Barman doesn’t gain a Gold, the card would've been a-okay. But thanks for the comments!

And congrats to Marpharos! Still relatively new here and already snatching a win like that. Awesome! :)



Here, for this week, I propose a kind-of Horn of Plenty variant:



This one doesn’t care about the number of differently named cards in play, but rather draws the appeal from the differently named types in play. As a basic Action → Treasure → Night + Attack turn, Hoarder will grant you a card costing up to , aka a Workshop. But toss in a lil’ Reaction or perhaps a Victory-hybrid card, and you’ve already got yourself a gainer, plus a neat Attack on the side! Takes some setup though. Yes, you may gain a Province free of charge with this if you’re crazy enough to put in play a nice collection of cards with 8 different types. Action, Ruin, Duration, Reaction, Victory, Treasure, Night, Attack might be such an example (Ruined Village into Caravan Guard into Harem into Hoarder, for instance). But at this point, you kinda deserve it for that insane setup.

That too good or...?

382
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 05, 2020, 12:36:28 pm »


The + clause didn't used to be there. Felt like it was incredibly slow for a card. But now, it might compare too favourably to Explorer with that extra +. Thinking about dropping that.

Barman thus works 2 times out of 3. Explorer might work every time, but that's locked behind a condition. Eh. Gold gainers are usually weak imo.


(By the way, I used that picture before back when I was first making custom Dominion cards and I was lacking experience. Nice call-back  :) .)

383
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 03, 2020, 05:54:21 pm »
This entry has been modified as of 2020-06-03

Updated my entry:



You guys were right; 2 Horses is too strong for a Boon. Playtesting this lil' fella quickly revealed that. So now, The Meadow's gift is simply Ride in Boon form. Rivalry remains unchanged. It worked well imo.

384
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 29, 2020, 11:11:20 am »
Actually, the initial idea for The Meadow's Gift was for it to be: "+. Gain a Horse". I thought it was too weak, but maybe it's worth re-exploring that idea.

385
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 29, 2020, 09:53:10 am »
Here’s what I have for this week:



Super easy stuff to understand. A new set of Boon/Hex. At first, I just made the Boon, but I decided to add the Hex to make sure the number of Boons and Hexes remained the same. Obviously, the two-set fusion here is Menagerie (Horses) and Nocturne (Boons/Hexes). Rivalry might be a very tame Hex, but I like the idea of it being the first Hex directly helping your opponents instead of immediately hindering you. A new approach to Hexes if ya want.

Yes. With these, it means that having Boons/Hexes out add an out-of-Supply Horse pile. But then again, Boons add Will-O'-Wisps and Hexes add Deluded/Envy.  :P

The Meadow's Gift is too strong. Bear in mind, the Sea's Gift and the River's Gift are only +1 Card, while their respective Ways (Otter, Squirrel) are +2.

I disagree that it’s too strong. Sleigh from Menagerie teaches us that gaining 2 Horses + a lil’ something else (a Reaction in this case) costs . This Boon does less than that. Therefore, The Meadow’s Gift would be a -. That seems like the right cost evaluation for a Boon.

Keep in mind that you do not immediately get something when you receive that Boon. The +Cards Boons you speak of give you an immediate benefit the very same turn you receive them. There lies the difference. If you would compare The Meadow’s gift, I would do it to the Swamp’s Gift instead, which also gives you a card not ready to use. Granted it only gives you just the one Will-O’-Wisp, but at least it stays in your deck forever. The 2 Horses will return to their pile after use. And then you’re going to have to go through the whole Boon deck until you can receive The Meadow’s gift once again.

386
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 29, 2020, 09:14:42 am »
This is a fun pair of cards. I just don’t like how you gain Spoilage tokens out of thin air just because you have none though. It has to happen for the card to be useful but thematically… well thematically it’s no worse than a whole bunch of dominion cards I guess… but it grates on me.
I feel like a great idea is here and needs further refinement.  Perhaps a better plan would be have the Meat cost 4 minus the number of spoilage tokens you have (and you start with none) and then playing a meat gains you one and playing a salt removes one.
The core of the idea – of a treasure that ebbs and flows in value - is really cool. It reminds me a little of all those Gathering cards which are fun to play with.


Thematically, you can think of taking 4 Spoilage tokens as your food suppliers restocking a new batch of fresh meat since your old stockpile spoiled too much and became totally rotten and inedible.

The idea was to have all Meat cards be worth the same amount of on a given turn. This has the immediate benefit of being easier to track how much you have in play. Since people have a tendency of playing all of their Treasure cards at once during their Buy phase, having Meat and Salt respectively add and remove Spoilage tokens as per your suggestion would surely lead to some weird tracking of what Meat is worth how much. Moreover, strategically, a huge part of the idea being this split pile was to make usage of Salt whenever the right time presents itself. IE, trying to keep your Meats at their highest values.

Thank you for your comments!



THIS ENTRY IS OBSOLETE (UP TO DATE VERSION ON PAGE 236)

Here’s what I have for this week:



Super easy stuff to understand. A new set of Boon/Hex. At first, I just made the Boon, but I decided to add the Hex to make sure the number of Boons and Hexes remained the same. Obviously, the two-set fusion here is Menagerie (Horses) and Nocturne (Boons/Hexes). Rivalry might be a very tame Hex, but I like the idea of it being the first Hex directly helping your opponents instead of immediately hindering you. A new approach to Hexes if ya want.

Yes. With these, it means that having Boons/Hexes out add an out-of-Supply Horse pile. But then again, Boons add Will-O'-Wisps and Hexes add Deluded/Envy.  :P

387
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 21, 2020, 03:48:54 pm »
I like this idea very much, it has an interesting interaction between mechanic and flavor.

If you play a second Meat in a turn, you can’t remove a token because of the clause of one removal by turn. So, you take four tokens. Is it intended? In this way, I think Salt loses importance.

Good call. This is not intended. It should say "or take 4 Spoilage tokens if you have none". I had not seen the potential confusion that the "if you can't" part can create until you pointed it out. Thanks for that, will update my post above !

EDIT: Actually, V3 of Meat is already out since I figured an even better way of wording the damn thing. And it reduces the amount of text on the card, yay!

388
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 21, 2020, 09:13:10 am »
Alright, let's give this a shot. I've got this wacky idea, let's see how unbalanced that whole shtick is. :D



There would be 4 of each player colour Spoilage tokens. So 4 red ones, 4 green ones, etc. This is what a Spoilage token would look like:


Example of a Spoilage token for the blue player

Flavour wise: Pretty straight forward here. Salt (among other spices) was used to extend the shelf life of various food back before refrigeration was invented. Thus, it reduces the spoilage of your Meat cards.
Function wise: Meat always gives you as much as your current number of "taken" Spoilage tokens. "Removed" Spoilage tokens makes them "un-taken". This includes the 4th Spoilage token that you have not taken at the beginning of the game. Thus, playing your first Meat will grant you , aka a Silver.
Balance wise: My biggest concern would be whether Meat should cost instead.


EDIT: V1 version of Meat before Carline helped to better word it.

389
Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: May 15, 2020, 03:15:17 pm »
I like the idea of having a discount bonus of 2 if winning when buying a Debate. This'll be implemented.

The non-Victory card clause is weird in the sense that it doesn't specify whether you are allowed to reveal a Victory card or not. It might just be that you could reveal one, but that'd make you disqualified from winning. In that case, I suppose the player who bought Debate will just reveal Estates or what have you to use their Buy phase to freely obtain a . This is also not something I thought off. And if it is allowed, then what happens if everyone reveals a Victory card at once? A draw? Who knows, lol.

Weew. This card is a hot mess to balance! This is why Dominion mostly keep players to themselves. Trying to pool everyone together into head-to-head competitions bring so much weirdness to the table.  :P

As I cannot possibly fit more text on that Event, it would probably have to be stated in some kind of rule book that yes, you may reveal a Victory card. But that this in turns makes you some kind of "non-participant" which disallows you to even lose/win the Debate. You reap no benefits by revealing a Victory card.

I tried a bunch of stuff on the card and man... I couldn't make it look elegant, lol. It's slowly hovering over the garbage bin.  :P

390
Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: May 15, 2020, 01:47:58 pm »
I guess the biggest blunder of losing a Debate you initiated yourself is that you have succesfuly wasted a Buy. Sure, you drowned an opponent in , but it's not enough to make the pill easier to swallow. There needs to be some sort of (stronger) consolidation price if you get the short end of a Debate you buy. Therefore I present you with this second version:


What do you think of this now? Any more text in there and I think it's too much. I'd rather scrap the idea than trying to fit a novel on a card. If it cannot be condensed into this many words or less, then the idea is clearly flawed and not worth exploring any further.

I like this idea here because you can try to fail your own Debate on purpose. But if you try to fail it by, say, revealing a Copper while your opponent does the same since they do not want to be hit with any or because they have a garbage hand anyway, then you'll win (since you break ties) and be rewarded with the magnificent price of gaining... another Copper! So there's some risk involved here if you want to be cheeky. Most of the time, you should only make use of a Buy on Debate if you intent on winning it yourself.

391
Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: May 15, 2020, 12:30:06 pm »
And if you reveal 4 Platinums with 4 Buys of Debate, you'd end up with 32 (4 * (9 - 1) = 32). Not that good of a deal if you ask me. Even if you somehow draw all 5 of your Platinums, you'll still have 7 left after that turn, lol.

Edit: Yeah if you don't repay your after the first Platinum reveal, then you won't be able to Buy Debate again even if you have an extra Buy to spare. Thanks Minotaur for the pointer.

392
Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: May 15, 2020, 10:20:32 am »


Always wanted to toy around with the idea presented in the Mountain Pass Landmark. Tried to have this as a card, but this was way too erratic. So an Event it was. What do you think of this? It's hard to say where this would place balance wise; there has not really been a thing like that in Dominion. If multiple players tie as winners of a Debate, it is broken in player order, as usual.

Oh by the way, it says  "whoever" instead of "the player who", just because the text would be too tiny if I used the other wording.

393
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 15, 2020, 09:05:15 am »


There are 10 Accommodations in the pile.
Interesting little triangle of cards! So if I'm reading this correctly, the only way to get the Accommodations in your deck is by trashing an Innkeeper to un-Exile them?

 
Knave not being of Attack type is by design? Because it does hinder the other players unconditionally with the “discard down to 2 cards” part, regardless if you Curse ‘em or not. And like Faust said, your quote text for Knave says +1 Buy instead of the +1 Action printed on the card image.

Merchandise seems really strong in general to me. In any engine-y deck you'll be playing multiple villages a turn, making this a great payload card in addition to drawing for you already. (The +Buy makes having other payload cards even more unnecessary.)
Merchandise, in its default state, can be seen as a Market that replaces its +1 Action with a +1 Card. That, by default, seems like a to me. Not cantriping into your next good Engine components is a serious penalty indeed. That missing +1 Action, I think, limits the potential of that card, which, in a vacuum, makes it seems like something on the lower end of the cards. However, yeah. It does get more potent paired with the right cards. If you chain 3 cheap cantrips before a Merchandise like, say, Pearl Diver (I don’t recommend buying 3+ Pearl Divers, but that’s another topic :D), then if you end your Action phase by playing a terminal Merchandise thereafter, you’ll reap a nice +. This makes the card worth more. I think it is somewhat Kingdom dependent.

394
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 14, 2020, 02:47:53 pm »
Maybe Privatize should give you villagers? Would two be good?
Hmmm. In that scenario, I suppose Privatize would turn into an "infinite token generator that doesn't push the game toward an end condition", not unlike Monument. However, because of the high cost of Privatize paired with the slowness of it on its own, maybe this isn't so much of an issue? I've always struggled with tokens and their balance.

I think the experts need to chime in here. :)

395
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 14, 2020, 02:10:02 pm »


Thought a long time before entering these 2.
House: House simply used to be "+2 Actions, +" which, for its cost, was favourable compared to Necropolis, but unfavourable compared to Fishing Village. So I added that last sentence after.
Merchandise: Merchandise is a weak-ish without a Village (it always gives at least since it can always name itself). Aided by one, it powers up quite a bit.

So now, you can do stuff like: House MerchandiseHouse, which sums up to , allowing you to purchase 2 more Houses straight up. From there on, your deck should pretty much explode. House complements Merchandise nicely, because it is such a cheap giving Village (Hamlet being cheap as well) and Merchandise's extra Buy paired with the it gives you will allow you to gain lotsa Houses. Then, Merchandise can name House and oops, you're suddenly rich. A 5/2 split with House and Merchandise in the Kingdom makes for a happy player.

396
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 14, 2020, 12:04:04 pm »

Wouldn't this be a dead Event in a Kingdom with no Coffers/Villagers cards?

 
Really love Ledger. Stuff like Courtier which deals with card types needs some love in Dominion. However, I dunno if a cantrip Hex giving Attack wouldn't result in a player's turn being completely demolished.

397
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 12, 2020, 01:49:59 pm »
I have a rebuttal against this judgement. I did write a big ranty paragraph but really it boils down to you severely undervaluing the deck culling attributes. The net effect of this card is to increase your hand size by 1 and Exile a (usually) bad card from your deck. Which is significantly more than just +2 cards. The whole bringing cards back from Exile part is just a mechanism to do this Lookout-esque effect, it's much more succinct than "reveal the top 3 cards..." wording and has the added benefit of allowing the Exiley swappy stuff and interacting nicely with other Exile effects.
Thank you for making me see something I clearly did not. You are not the first person who questioned what I wrote for Gaoler; Carline also argued in this card's favour. Right off the bat, I'll say that there was a lot of cards to judge this week and I was already running late. But most importantly, I'll say that I ain't no professional. Mostly just an amateur who's here to have a good time. I don't go too far into Excel sheets filled with Dominion analysis and stuff like that. So yeah, chances are, my thoughts should be taken with a (big) grain of salt.

That being said, I do try to compare proposed stuff here with already existing cards. Here I was thinking like: "Oh yeah. So Masquerade makes you draw 2 and trash something. Gaoler's kinda like that, but it Exiles instead. It has a better controlled draw, but it doesn't junk your opponents". Or I was thinking about Lookout too and how it also gives a +1 Action where this does not. It's a little bit of information overload. So this is how I came to the conclusion that the card was overpriced. I couldn't put an extra 2 lines of text on my feedback here, because, well, there was still 26 other cards to skim through.


To hopefully make a constructive point about judging I would suggest that judges don't put so much weight on whether they think a card is over or under costed a little. We aren't play testing these cards and evaluating Dominion card strength just by reading them is really difficult.
I'd argue that it's worth evaluating a card as a whole. Name, flavour, cost, effect, etc. To me, I see that as something that's all tied in together. Like, if someone, for instance, figure out a really cool effect for a card and just name it "Whatever" since they figure "hey, the effect's where it's at anyway", then I think it lowers the overall quality of what they are presenting. Likewise, the cost of a card is part of the integral idea. I think it's challenging that, balance wise, this part requires extra care and effort. Especially when we have existing Dominion cards we can compare them to. It becomes sort of a mini puzzle on itself. If we were to (mostly) discredit parts such as a card's cost, then there would be no need to put one in the first place.

Mind you, a card whose cost I thought was off-balanced was never enough for me to completely ignore it. Look at the card Oki from last week. I argued that it was somewhat overpriced, yet it is one of the finalists. This proves that all my attention did not just go into that factor.


I hope this isn't too cheeky but given I wasn't very happy with the judging of Gaoler last week, it's back! If that isn't okay I'll withdraw it.
Given the fact that we are allowed to re-enter a previous entry for this week's contest, I don't see why this would be a problem at all. It's all within the rules.  ;)

398
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 11, 2020, 09:31:40 pm »
CONTEST 72 RESULTS

Alright, time to judge. As always, if you’d like to have a rebuttal against what I’ve written, please do so. It’s all about helping one get better at judging. So yeah, I encourage you to show me where you have disagreements and stuff. It’s all in good spirit!

Now, seems like this week’s contest isn’t as a “ball in the park” as I thought it was. Exiling is a new mechanic and this makes it a little harder to judge what is balanced and what isn’t. Especially when it comes to the price of a card. Plus, we only have a short list of existing Exiling cards to deal with. Grep’s contest of doing Horse stuff also had that same consequence, but I believe that Horse cards are more straight-forward in their usage than Exiling. This is highly reflected by the sheer amount of discussion about balance this week’s contest generated. But I’m glad you guys did so. It really shows an obvious desire to create; and to create well. So good job everyone for making the most of that Exiling contest!

And now, let’s see the entries. We’ve got 27, just like last week! I feel you, Grep, lol. Uhhh so yeah. Two things I’ve noticed: Lots of cards priced at and a lot of Projects! Anyway, let’s take a look:

Manufacturer (Action)
Choose one: Exile a non-Victory card from the Supply; or gain a copy of a card you have at least 3 copies of in Exile.
-----
In games using this, you may not buy cards you have copies of in Exile.
Because this costs and is your only way of un-Exiling stuff in a game using this, I believe there is an edge case to be made in which a player could get stuck not being able to compete if other Exiling Attacks exist in the Kingdom, such as Cardinal or Gatekeeper. Beside that, I don’t know if I want to spend my hard earned on a terminal card which does nothing but eat up my Action phase the first 3 times I use it. Feels like a trap to fall behind. Beside that, you kinda shut yourself off a particular card the first and second time you Exile it with Manufacturer, whereas players who didn’t do that can still freely buy it and laugh at the stuck player who spent to be in that position.

Oki (Action)
Exile up to 2 cards from your hand.
Yes. I like stuff like this. Players see that and immediately go: “Oh okay, I get it. Neat.” Though this card might be a . I’m comparing it to Sanctuary. Sanctuary replaces 1 of the 2 Exiles of Oki with a “+1 Card, +1 Action, +1 Buy”. A cantrip Buy is, in my opinion, way stronger than a simple Exile. And so, I think in comparison to Sanctuary, Oki should cost less. would be my go to. But still, this is a clean and efficient card.

Toolsmith (Action)
Exile 2 non-Victory cards from the Supply costing up to .
Hehehe, a rush game card. A quick way to absolutely murder the cheap Action card piles. In truth, this is even faster than Lurker to speed up a game. Like, I can’t exactly calculate how fast a game using Toolsmith would be. But imagine if each player opens with Toolsmith in a 4-player game. Since it’s something that “gains” things in bulk, yeah, I think Toolsmith should be in the club, with the other big boys. Cool card though!

Recompense (Treasure)

When you play this, gain a card costing up to per differently named cards you have in Exile. If it’s a Victory card, trash this.
-----
When you gain this, Exile a card from your hand.
Beside flavor with the name of that card, I don’t see why this needs to be a Treasure. Is it because it was meant to not suck up an Action to be played? If so, I would have removed the big fat on the card and would have made it a Night card instead. As it is, printed on a card, the text would be super tiny and aesthetically unpleasing. But anyway. So, if this is the only Exiling card in the Kingdom, I hardly see the point on spending to have the possibility of gaining a card costing up to . At least you’ve Exiled, like, an Estate? Then next time you gain a Recompense, you need to Exile a Copper to gain stuff costing up to now? This seems too slow and too expensive to beat a simple costing Workshop that gains you cards right off the bat, even if you have to spend an Action to do so.

Way of the Cicada (Way)
Exile this and a copy of this from the Supply. Once per game: You may set aside all copies of this you have in Exile. If you did, play them all.
Wouldn’t this make it too easy to gain duplicates of stuff you really want, such as Nobles or stuff like that? There could be a limit on which Action card can make use of this Way. Probably would make this too wordy though. But a cool Way nonetheless! Definitely goes hand-in-hand with other wild ways such as Way of the Chameleon and Way of the Mouse!

Sanctum (Action)
+1 Card
+1 Action
Choose one: Put a card from Exile into your hand; or you may Exile a card from your hand that you do not already have a copy of in Exile.
This is nice. A utility card where its power is not-so-obvious at first. This makes it so your deck can handle more terminal Actions than it usually would. It’s sort of a nicely controlled Native Village and I love that. Always had bad luck with Native Village. I’d feel luckier with Sanctum.

New World (Event)
Once per game: Put the cards you have in Exile into your hand. Exile all cards from your deck, your discard pile and that you have in play.
-----
Setup: Each player Exiles 2 Coppers, 1 Gold and 2 Curses from the Supply and the same set of 4 different unused Action cards.
There are a lot of words on this card. In my opinion, horizontal cards should not have more than 3 lines of text. I know this sounds like something I shouldn’t focus on, but to me that is part of the whole package that is card design. For instance, I don’t think Donald X. would include a card with so much text on it without scrapping the idea entirely. This is definitely a hard hurdle when designing stuff and seriously limits one’s creativity, but that just makes having to work around it a fun little puzzle! Now, I definitely do not want you to think that because you made a card art for this, I immediately spotted the squished text as opposed to those who simply write their card in quote boxes here. That’d be unfair. In fact, check out “Recompense” and “Trophy Collector” on this list, where I once more raise this concern. These cards only came in text form.

But anyway. Cool card name, fits right with the theme of Exiling! This to me wins brownie points. Again, part of the whole card designing package. The idea behind the card is super neat. Originality is oozing from New World and man, do I respect that. This might shift the game entirely toward New World though. Like, it’s gotta be bought at some point. Either at the beginning when you don’t want to invest in stuff you’ll Exile anyway, or when you have bought a sufficient amount of Victory cards toward mid-end game when you don’t want to have ‘em in your hands anymore. But it’s gotta be bought at some point. Otherwise, you’re behind. Kinda like with Donate. The 2 Curses Exiled by default also makes it so that the Curse pile is super small during a game using New World. Almost invalidating certain Cursing Attacks. Hard to judge how much of an impact this would have.

Coyote (Action)
Exile this or a card from your hand. +1 Card per it costs.
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When you gain or trash this, you may play it.
Exile a Province. Draw 8 cards. Be happy you’ve Exiled something you didn’t need/want in your deck in the first place. That’s bonkers. When you have a Province in your hand and to spare, just buy a Coyote and immediately play it, exiling said Province. That’s bonkers (think I already said that though). Grep is right, this should only Exile non-Victory cards. Cuz you want those little buggers Exiled anyway. So this’d make the choice harder. Still unsure whether the bottom part of the card should exist though.

Commissioner (Action)
+1 Action
If you have any Action card in Exile, put one into your hand. Otherwise, +1 Card and Exile a card from the Supply costing up to .
Well that’s a Workshop indeed. Pretty good one too. I think the +1 Card making this a cantrip on Exiling is a little too much though. Just the +1 Action and Exiling clauses together would have been sufficient imo. Otherwise, this is really powerful. Exiling without sacrificing your turn, or gaining to your hand a card you’ve Exiled with a spare Action to play it is just like… Workshop+++. So yeah, maybe that’d be the only thing I’d change. Dropping that +1 Card. S’already a good card anyway!

Captive Village (Action)
You may Exile an Action card from your hand. Draw until you have 5 cards in hand. +1 Action per unique Action card in your Exile.
My first instinct here is that it takes a lot to setup that card to be worthy. The first time you use it while Exiling something, for instance, this is simply… well, a cantrip. You’d need to open Captive Village + another cheap Action card to power your Captive Villages early. And this is not boding well for you if you’re sacrificing critical early game time for that. Even if you get this up to +4 Actions, I still think it would not have been worth the effort as opposed to simply buying 2/3 Villages (which are also worth  !)

Rebel (Action)
+2 Cards
+1 Buy
Each player (including you) Exiles a Silver from the Supply. If you have at least 3 Silvers in Exile, you may discard them. If you did, you may trash a card from your hand to gain a card costing up to more.
Player interaction, Silver gaining, Exiling, +Cards, +Buys, trashing, gainer... this is a little much. I don’t think it’s a good idea to have a card with more than one ‘if’ statement. Otherwise, it becomes overly conditional and thus overly convoluted. A card like this would be better broken into two or more smaller cards, maybe even in a split pile! So this card wants you to wait until you have 3 Silvers without discarding them from Exile to be rewarded with a nice trash for benefit. That’s a neat idea. I’m unsure if the player interaction part adds all that much here, but I welcome the intent. I often do lots of non-Attack player interaction stuff for this thread and so I appreciate it when others do so as well!

Pony (Action)
+2 Cards
+1 Action
Exile an Action card from your hand (or reveal a hand with no Action cards).
I disagree with people who said that this was too weak; from my point of view, this is just right with that cost. So it is a Laboratory that costs less. Why? Because it Exiles, of course. But is it so much of a consequence? Early game, this is absolutely lovely to open with. If you open Pony/Silver, you’re in a pretty good spot (nothing to Exile; except possibly a Necropolis, but meh). Exiling may not be as much of a torn as we make it out to be; it isn’t particularly hard to retrieve an Exiled card, depending on the candidate. Plus, Pony makes you go through your deck at quite an okay speed, so you’ll see them discarded Exiled cards soon enough anyway. This card is neat.

Great Cathedral (Project)
At the start of your turn, choose one: Exile a card from your hand; or put a non-Treasure card from Exile into your hand
That one’s funny. It’ll be like playing with a 3rd pile of card: Your deck, your discard pile and your Exile pile. I like the Donate mirror price because while it is slower than it, it does stuff forever ‘til you win/lose. So it’s a nice comparison. Great Cathedral is one of those big cards though, so I’m scratching my head figuring out if it’s overpowered. In a way, you’ll get rid of those Victory cards real quick while reaping their benefit, so that’s strong. Once you start greening with Provinces, Great Cathedral will take care of them for you. You won’t slow down too much. You’ll be as clean end game as you are mid game, which can mess up with the tempo of the game. However, that’s not enough for me to say “nah” to this card. I still like it a lot.

Escapist (Action – Attack)
+
Each other player gains a Curse. They may reveal a Curse from their hand; if anyone does, Exile this.
Eyyy baby, an Attack! This is very Old Witch-y, in the sense that it’s a Cursing Attack that might not always work. Seems like a card that doesn’t scale so well the more players there are. It’s easier to be caught when you are facing 3 opponents rather than just 1. I don’t know if it’s worth un-exiling an Escapist, since it’s mean you’ll be stuck with 2 terminals. But the choice makes it interesting. Neat little Attack.

Portal (Action – Reaction – Command)
Play this as I it was any non-Command Action card on your Exile mat.
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Whenever you gain a card, you may reveal this from your hand to Exile the gained card.
Allow me to be super annoying and nitpick on the wording. The top part of the card would be better worded as such: “Play a non-Command Action card you have in Exile, leaving it there”, just to be more consistent with the way other emulators work. Now that we have the formalities out of the way, let me just say: I like this. You guys are all so creative. It’s a slow Emulator, it requires a little bit of setup, but once in place, da-yum! It’s stronger than Band of Misfits AND Overlord since it does not have a cost limit on what card it can emulate. The sluggishness of having to invest in a card you want to Emulate beforehand while having the Portal in your hand is enough to justify a lower price though. I dunno, maybe this should’ve been a ? There is a little bit of swingy-ness here. But then, that case can be made for stuff like Prince and yet it exists in Dominion. Look. Point is: I like this.

Thelony (Action – Attack – Duration)
+1 Card
+1 Action
At the start of your next turn: +1 Card, +1 Action, +1 Buy and +. While this is in play, the first time any other player discards a card from their Exile mat on their turn, they take .
Well, as others have mentioned, the Attack part can be completely invalidated most games Thelony appears in. Now. One could say: “But X-tra, stuff like Hunting Grounds and Squire’s got some stuff that can be impossible to activate in some Kingdoms!” S’true. However, it is but a small part of those cards, it takes very little space text-wise on the card and it is activable in a lot of games. Trashing or Attack cards are so much more common than cards that can Exile, which is only but a small fraction of Dominion. So the whole bottom part of Thelony only serve to make the text of the card smaller and harder to read. As for the top part, it seems really strong. You start your next turn with a Lost City and then some? And you cantriped to get those bonuses? Incredibly strong, even for a card!

Export (Event)
Once per turn: +1 Buy. Exile a Gold you have in play. If you did, +1 and your cards cannot leave your Exile mat this turn.
Weird indeed! This card brings forth a lot of conditions for it to essentially award you with 2 to Exile 2 Golds. Mind you, that’s an interesting idea. It’s a tough choice to make. The novelty of it is thrilling and brings the realm of into Exiling for benefit, something we haven’t seen in Menagerie.

Xanadu (Action – Victory)
Exile a card from your hand.
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Worth 1 per differently named card you have in Exile.
Did not expect anyone to sneak a Victory card in here. Glad you did though, ‘cuz what we have here is pretty bitchin’. It’s actually a very clever way to amass alternate and like cards like the similarly-priced Fairgrounds, it can really shine depending on the Kingdom. But it’s also good on its own. And so it gets a good thumbs up from me. Get some Villages, a source of +Buy and 2 or more Xanadu and you’ll have a nice alt- engine.

Valley Town (Action)
+1 Card
+2 Actions
You may Exile this for +1 Card.
Excellent idea here. Simple, but, in my opinion, it works. I love Villages that costs more because they do a little something else. Not unlike Mining Village, a card which is also a Village with a “You may” thingy in it. This fits right into the spirit of what Exiling should add to Dominion. Sorry I can’t comment more than this for this card, but I won’t invent flaws where there are none (that I can see at least).

Courrier (Action - Duration)
Gain an Action card and set it aside. Each other player may Exile a copy of that card from the Supply. At the start of your next turn, play the set aside card.
Summon says hi. Of same cost, this is the best thing to compare this to. Summon is limited in the sense that it can only gain up to . This does not. But it has the consequence of setting your opponents up with a (delayed) copy of the card you’re trying to play. You’ll have to forfeit a Buy to use Summon, but here you must use an Action to use Courrier. Thus, in my book, the cost is justified. Thumbs up to a balanced card!

Green Network (Project)
When you trash a non-Victory card, you may Exile it.
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When you buy this, Exile up to 2 cards you have in play.
Thank God for the “non-Victory” clause here! Lots of cards in this list have that but boy is it necessary. Anyway, cool Project.  I like the initial auto-Exile thingy, it’s cute. Probably everyone will acquire this project. Not as urgently as stuff like Star Chart though. So it’s priced correctly, I think. This can be abused with stuff like Lurker though, to auto claim a card you trash from the Supply. In fact, this might be an infinite turn enabler.

Gaoler (Action)
Exile the top 3 cards of your deck, then put 2 cards you have in Exile into your hand.
Cool idea! A +2 Cards where you can pull them from a pool of set aside cards you’ve stockpiled before. But see, that’s the thing. That’s... essentially a +2 Cards in essence, no? Yeah, there’s some deck culling attributes with Galoer. But when you play it, the immediate effect is that it’s going to feel like a +2 Cards. Therefore, I believe this is overpriced. I think maybe a or even maybe a would have suited this card.

Repair (Project)
The first time you trash a card during a turn, you may Exile it instead if you don’t have a copy of it in Exile. When you Exile a Province or a Colony with this, take back your Cube from the Project.
Interesting. One of each green card can be Exiled to be out of your deck, with Provinces and Colonies slowing that ability down. This seems fair, imo. It is very limited in its use, but it seems like a “hey, why not” Project when you hit . Cool concept, interesting tied-in limiters.

Agitator (Action – Attack – Reaction)
Exile up to 2 cards from your hand. You may choose a card on each other player’s Exile mat; they discard it.
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When you gain, trash, Exile or reveal this (using the word “reveal”), you may Exile a card from your hand.
I don’t know if the Reaction part is all that necessary. Honestly, if this was left as it is with just the Exiling/Attacking part, I would have already been enamored by the idea presented here. It’s funny, ‘cuz when you think of an Exiling Attack, we’re all like “oh yeah, other players must Exile stuff to make it hard for them to retrieve it harr harr”. Yet here, it’s the opposite; the Attack is all about un-Exiling. Which is neat and novel! Though uuhhh yeah. I feel like if one opts for an Agitator to clean their deck without sacrificing their Estates, yeah, your opponents are pretty much obliged to follow suit, especially if there are no cards like Bounty Hunter in the Kingdom. This becomes sort of the go-to strategy and could potentially create a tug-of-war that shapes the game too much into investing in that one particular card.

Viceroy (Action – Command)
Name an Action card. Each other player Exiles a copy of it. If they did, play it twice, leaving it there.
The wording is a little confusing here. One could interpret that all other players need to Exile the named Action card, which would make Viceroy worse the more players there are (probably worthless in a 4-player game). Or, you could say that at least one other player must’ve Exiled the named card in order for you to play it. That seems more in the spirit of what this card is trying to achieve. In that case, I’d say: “If at least one other player did”, or “If another player did”, etc. Anyway. This emulator is rather risky. You’d have to sort of keep track of your opponents’ Buys, discard pile and stuff. Because if it fails, it’s frustrating. But then, so is a lone Throne Room in a hand.

Papal Bull (Project)
The first time you trash your card during each of your turns, if it is an...
Action card, put it into your hand.
Victory card, Exile it.
“One of your cards” would be clearer, but that’s me nitpicking (as usual). I feel like this Project’s overpowered. Imagine that: It’d be one of the only time in Dominion where you would purposefully trash a Province. That thought makes me giggle, lol. Imagine this with trash for benefit cards, like Remake or Upgrade. That’s insane. Remodel a Province, exile it and gain... a Province! You will need this Project in a game where there’s trashing involved. Repair, a little higher, tried to deal with the problem of Exiling big green cards.

Trophy Collector (Action)
Choose one: Exile a card from your hand, or + per 2 differently named cards on your Exile mat (rounded down).
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Setup: In games using this, each player starts with a Silver and a Gold on their Exile mat.
A way to reduce wordiness of that card would be to simply cut the “In games using this” part (Baker doesn’t use that statement, for instance). That card sort of remind me of Miser. Seems more reliable than it though, since it starts with stuff that gives it already. It is slower than Miser though (needs 2 cards for +; Miser needs just one Copper). Overall, this seems slow, like… Miser! You’ll probably just want to use this for simply Exiling unattractive stuff in your deck. In which case, other Exiling cards like Bounty Hunter, for the same cost, seems more interesting. And hey. Hey. I wanna see that FAQ. Nothing’s silly here. Silliness would be to think that such things are silly. :)




(Keep in mind, there was 27 cards to choose from, it was impossible for me to cram everything down the finalists bellow)

Semifinalists: Sanctum ; Pony ; Great Cathedral ; Portal ; Escapist

Finalists: Oki ; Xanadu

Winner: Valley Town

'Grats Something_Smart! Valley Town, though how deceptively simple it may seem on the surface, honestly really shines with the Exiling mechanic. It feels like a perfect match for that mechanic. It really brings forth what Exiling adds to Dominion and this neat little card could’ve snuck its way into Menagerie, imo. So congrats!

And hey, congrats to everyone else also! You guys really did put extra effort this week, debating and arguing about your entries with admirable seriousness. You rock :) ! And uhhh yeah. All I ask is that if y'all are gonna throw stones at me, please have the decency of doing so one at a time, hahaha! :D

399
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 11, 2020, 07:00:11 pm »
Alright guys, at this point, if you make any modifications on your entries or add new ones, they might not make the cut for this week's judging. Also, Optimal_Inefficiency, I don’t know which one of your 2 cards you wish to enter, so I’ll arbitrary choose the latter. Sorry in advance if I picked the wrong card.

400
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 10, 2020, 07:44:46 pm »
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