Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

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

Messages - AJL828

Filter to certain boards:

Pages: 1 ... 4 5 [6]
126
First we had a contest on Durations that stayed in play forever. Then we had a contest on durations that stayed in play for more than 2 turns, but not forever. What's the logical follow-up to this?
Oh, I know...

Weekly Design Contest 123: Duration? Are You Sure?

Your task: Design a Kingdom Duration card that gives the player a choice of whether to keep it out an extra turn or not.

Official cards that do this include: Barge, Cargo Ship, Gear, and Secret Cave.

Other official cards (such as Haven) technically can stay out for only 1 turn, but this isn't really by choice when it happens. A card like Haven would not qualify for this week's contest.

Submission Deadline: I will close submissions on Tuesday Aug 3, at 9 PM EST, then judging will be posted about 24 hours or so after that.

Don't hesitate to ask if you have any questions! If I feel something doesn't qualify I'll make sure to let you know in advance!

127


Action - Duration ($6)
Sheriff
Now and at the start of your next turn: Discard 2 cards, then draw until you have 7 cards in hand.

Library + Wharf! It costs $6 because it's clearly much better than Library is. One of these can also set up your next turn better than Wharf can, but this can't be stacked to quite the same level of effectiveness (since you'll still only wind up with 7 cards by the end).

Hope you like it :) (Yay! Finally did the image thing right by myself this time :P )

128
Night ($4)
Banshee: For each differently named card youíve gained this turn, +1 Card at the end of this turn.
ó
This is gained to your hand (instead of your discard pile).

A night card that is able to increase your handsize every turn, but is more susceptible to handsize attacks as a drawback. It also gains to hand so you can make use of it during turns where you really kick it off and gain many cards (exs. Alliance, Populate). It counts differently named cards to avoid being too strong with Horse or Gold gainers.

129
Refinery
Night - Duration ($6)
While this is in play, you may trash a card from your hand at the start of your Night Phase. If you do, gain a card costing up to $1 per different card type (Action, Attack, etc) you have in play. If you donít, discard this from play.

My first ever Night card! I hope you like it!

The two cards of comparison I thought about while coming up with this are Horn of Plenty and Cobbler. The former can gain you higher cost cards a little more easily, but needs to be cycled to each turn to do so. The latter can only gain one card every other turn, but can always gain up to $4 regardless of how your turn went and gains the card to your hand next turn. Plus, they both cost $5.

Itíll (basically) always be able to gain $4s (Action, Treasure, and the two types on Refinery itself), and frequently be able to gain $5s and $6s. Itíll be able to gain Provinces on some boards, but with the trashing requirement I think thatís alright.

This is priced at $6 partially to not have lucky 5/2 opening splits, and partially because this seem extremely strong at $5 to me.

clarification question: You have two refineries in play. You trash one card at the start of your night phase - does that cover both of them?

No, the idea was to trash one card per Refinery you have out if you want to keep them all in play. I see how thatís confusing with the current wording but I donít know how to adjust it to reflect that...

My suggested wording: "At the start of each of your Night phases that this remains in play, you may trash a card from your hand to gain a card costing up to per different card type (Action, Attack, etc.) you have in play. If you don't, discard this from play."

I think this addresses the issue pretty well. Mind if I update my OG post and use this wording?

130
Refinery
Night - Duration ($6)
While this is in play, you may trash a card from your hand at the start of your Night Phase. If you do, gain a card costing up to $1 per different card type (Action, Attack, etc) you have in play. If you donít, discard this from play.

My first ever Night card! I hope you like it!

The two cards of comparison I thought about while coming up with this are Horn of Plenty and Cobbler. The former can gain you higher cost cards a little more easily, but needs to be cycled to each turn to do so. The latter can only gain one card every other turn, but can always gain up to $4 regardless of how your turn went and gains the card to your hand next turn. Plus, they both cost $5.

Itíll (basically) always be able to gain $4s (Action, Treasure, and the two types on Refinery itself), and frequently be able to gain $5s and $6s. Itíll be able to gain Provinces on some boards, but with the trashing requirement I think thatís alright.

This is priced at $6 partially to not have lucky 5/2 opening splits, and partially because this seem extremely strong at $5 to me.

clarification question: You have two refineries in play. You trash one card at the start of your night phase - does that cover both of them?

No, the idea was to trash one card per Refinery you have out if you want to keep them all in play. I see how thatís confusing with the current wording but I donít know how to adjust it to reflect that...

131
Refinery
Night - Duration ($6)
At the start of each of your Night phases that this remains in play, you may trash a card from your hand to gain a card costing up to $1 per different card type (Action, Attack, etc.) you have in play. If you don't, discard this from play.
(Thanks to Gubump for the updated wording :) )

My first ever Night card! I hope you like it!

The two cards of comparison I thought about while coming up with this are Horn of Plenty and Cobbler. The former can gain you higher cost cards a little more easily, but needs to be cycled to each turn to do so. The latter can only gain one card every other turn, but can always gain up to $4 regardless of how your turn went and gains the card to your hand next turn. Plus, they both cost $5.

Itíll (basically) always be able to gain $4s (Action, Treasure, and the two types on Refinery itself), and frequently be able to gain $5s and $6s. Itíll be able to gain Provinces on some boards, but with the trashing requirement I think thatís alright.

This is priced at $6 partially to not have lucky 5/2 opening splits, and partially because this seems extremely strong at $5 to me.

132
Weekly Design Contest / Re: Weekly Design Contest 119: Triple Threat
« on: July 02, 2021, 11:12:05 pm »
With that all said and done, here are the results!

Winner:
Altruist by spineflu

Runner-ups
Warden by Aquila
Crown Prince by mxdata
Doppelgšnger by emtzalex

Thanks again to everyone for submitting, this was a really fun contest to host!  ;D

133
Weekly Design Contest / Re: Weekly Design Contest 119: Triple Threat
« on: July 02, 2021, 11:07:47 pm »
I went back and triple checked all the submissions to make sure I didn't miss anything. I have 19 total submissions! My thoughts on each are below (apologies to my awful formatting, still new to the forum lol):

Doom_Shark, entry: Extortionist
Action-Attack-Reserve ($5)
+$2
+1 Buy
Each other player gains a Curse to their hand. Put this on your Tavern mat.
When another player gains a card costing [$4] or more, you may call this to gain a Gold.

This seems okay strength-wise, slower than Soothsayer but provides extra benefits and has no opponent card draw drawback.
The call trigger seems like it may be tedious, as there can be many gains in a turn.
It also works poorly with cost reduction, but I think this is probably fine as you'll usually get enough curses out by the time your opponents start to stockpile many cost reduction cards.

kru5h, entry: Caltrops
Action-Attack-Duration ($4)
At the start of your next turn, +2 Cards. Until then whenever another player plays a duplicate of a card they have in play, they take a Jinx token.
Jinx Tokens
Whenever you have 6 or more Jinx tokens, you return 6 and gain a Curse.

My first impression is that this is a very unique way of cursing opponents, which I like.
However it seems on the weak side. A main strength of $4 cursers is their ability to be obtained early on and start slowing opponentsí turns almost immediately. This card will frequently take 2-3 plays to distribute a Curse (which is 4-6 turns since it is a Duration). Perhaps adjusting the rate of Jinx tokens to Curses could help speed things up?

exfret, entry: Monocle
Action-Treasure-Night ($3)
If it is your
Action Phase: +1 Card, +1 Action
Buy Phase: +$1, +1 Buy
Night Phase: Trash a card from your hand.

This seems reasonably good strength wise, since it is a non-terminal trasher that can later be cycled through or used as a source of +Buy
It is a little on the plain side though, as it uses mostly vanilla effects.

Aquila, entry: Warden
Action Duration Reaction ($5)
+1 Action
Now and at the start of your next turn: +2 Cards, then put a card from your hand onto your deck.
-
When another player plays an Attack card, you may first play this from your hand.

I like this one!
It seems appropriate at $5 as the on-play is basically a Caravan with some extra sifting
The Reaction allows you to set up targets for trashing attacks, which can have some great synergies. Good counter to handsize attacks as well.

faust, entry: Legate
Action/Command/Gathering ($4)

If there are less than 3VP on the Legate pile, add 1VP to the Legate pile and play a non-Command Action from the supply, leaving it there.
-
When you gain this, take the VP from the Legate pile.

This seems quite strong early on, as it can play powerful attacks or help spike purchase points (depending on what's in the Supply)
I like the risk/reward feel this card gives me, it can be strong early but runs the risk of clogging up your deck later on when there are no more Legates left to gain!

NoMoreFun, entry: Sneak
Action/Duration/Reaction - $4
+2 Cards
At the start of your next turn, +1 Action
____
At the start of any Buy phase, if the current player has one or fewer cards in play, you may play this from your hand.

This seems ok strength-wise, this looks like a variation on Caravan that gives you the cards now and the Action later.
The Reaction seems good for early game, but by the time players get multiple Actions out per turn it seems too difficult to make use of (this is exemplified with Duration cards such as Sneak itself).

arowdok, entry: Strongholds
Strongholds
(all Action - Victory - Stronghold)

($3) Settlers Stronghold: This turn, cards (everywhere) cost $1 less. You may play an Action-Victory card from your hand.
--
1 VP

($5) Secluded Stronghold: +3 Cards. Put a card from your hand onto your deck. You may play an Action-Victory card from your hand.
--
2 VP

($7) Splendid Stronghold: +$3. Discard the top card of your deck. If itís an Action card you may play it, if itís a Victory card +1 VP. You may play an Action-Victory card from your hand.
--
3 VP

($9) Stately Stronghold: Trash an Estate from the Supply. If you do, +2 VP. You may play an Action-Victory card from your hand.
--
Worth 1 VP per Stronghold you have

A Castles variation! Cool!
Overall these seem to be fairly strong, and they work very well with each other as well (similarly to Castles). Their ability to play each other is nice, and Secluded + Splendid make a nice synergy as well.
Stately Stronghold seems like it may be on the weak side in 2 player games, as there will be less Strongholds available to boost its score.

JW, entry: Greedy Blacksmith
Action - Duration - Attack ($4)
Until your next turn, the first time each other player plays a Silver or Gold, it makes $1. At the start of your next turn, +2 Cards.

It seems pretty good strength-wise, with an engine that plays one of these a turn you are (usually) permanently hurting your opponentsí buying power by $1 or even $2.
It seems like it can be swingy early game, but probably not any more so than Militia is, so that doesnít bother me too much.

Unjer, entry: Tycoon
Action - Attack - Duration ($6)
Gain a card costing up to $5. Set it aside face up (on this). At the start of your next turn, put it into your hand. Until then, other players cannot buy copies of the set aside card.

This seems a little too strong to me, as this can lock everyone else out of being able to buy Provinces with the right support. Definitely would want a ďnon-VictoryĒ clause on this card.
Other than that I think itís fine, as it does not block all gains of the set aside card, which allows for quite a couple of other cards (remodelers, workshops, etc) to counter it.

spineflu, entry: Altruist
Action - Duration - Night ($5)
If it's your Action phase, +1 Buy.
Until the end of your next turn, when you buy a card, gain a cheaper card that shares a type with it

Wow! A now and next turn (or non-terminal next turn) spin on Haggler!
This seems very strong, but I donít think it compares too favourably to Haggler, particularly in how it is unable to gain several actions when buying a Treasure or Victory card.
The +Buy feels very appropriate for extra gains and not tacked on as a side bonus (weíve all been there, myself included :P )

mxdata, entry: Crown Prince
Night - Duration - Reaction ($5)
Set aside an Action card from your hand (on this). At the start of your next turn, play that card twice.
-
When you gain an Action card, you may discard this to set that card aside, playing it at the start of your next turn.

This seems quite good, especially for setting up megaturns with stuff like Bridge or Inventor. I'm also already a fan of Ghost so I definitely like the looks of this card.
I do think the adjustment of the price to $5 was a good choice, the reaction makes this card very flexible in what it can do.

grep, entry: Pillow
Treasure - Night - Reserve - $5
If it's your Night phase, put this
on your Tavern mat. Otherwise,
$2
-
At start of your Buy phase,
you may call this to play it.

This feels quite weak for $5, being able to save a Silver for later might occasionally be useful, but with it being a Reserve it is susceptible to miss shuffles.
I think this could benefit from some sort of on gain bonus (like Spices for instance). Adding +Buy could also make it useful sometimes, but feels like more of a tacky fix.


MochaMoko, entry: Barrows
⑤ Action - Duration - Victory
At the start of each of your
Buy phases for the rest of the game, set aside a card from your hand face up (on this).
(This stays in play.)
-
Worth 2 VP per Action card set aside by this at the end of the game.

This seems like a very good, efficient ďtrasherĒ with some better late game utility.
I think $5 is okay, it does favour 5/2 splits but when compared to something like Sentry I donít think this is any worse for that. The VP portion makes for a nice counter to Looters and a great synergy with Horse gainers.

4est, entry: Stowaway
Night - Attack - Duration ($3)
Set aside up to 3 cards from your hand face up (on this). Each other player gains a copy of one that you choose.
At the start of your next turn, put the set aside cards into your hand.

This looks pretty strong, definitely has some use later on for ensuring reliability when you have overdraw. Also good for spiking early price points like Church.
Junking portion of this seems a little on the slow side, as it only junks 1 card every other turn, but unlike cursers it will have a larger supply of junk to distribute.

emtzalex, entry: DOPPELGńNGER
ACTION - NIGHT - REACTION ($4)
Trash this. If you did, gain a copy of any Action card in play. You may set the gained card aside. If you did, play it.
At the start of each other player's Night phase, you may play this from your hand.

This looks quite strong, but I donít think itís too favourable in comparison to Changeling, since this can only gain Actions.
The reaction feels sorta like a lucky bonus if you manage to draw one in your starting hand, but I like it, as it can prevent this stop card from slowing down your turn if it is in your starting hand.

fika monster, entry: Dark Carriage
Action - Night - Duration ($5)
You may set aside a non-Duration Action card face-up. If you did, then either now or at the start of your next turn, play it twice.

This feels a little on the weak side. It canít play itself like other Thrones can, and it can still be a dead card when drawn without any other Actions.
It does seem good for setting up reliable next turns, but $5 still feels high to me.

X-tra, entry: Field
Action - Duration - Victory ($7)
Gain a Duchy. At the start of your next turn +4 Cards, then discard 2 non-Victory cards (or reveal you canít).
--
2 VP

This looks fairly weak to me. Because itís a Duration, itíll gain a Duchy every other turn at best.
The draw/sifting for the next turn seems pretty good in games with weak or no trashing. However late in the game you risk having to discard some strong Actions if you have trashed all your junk.
There are some interesting ideas in this card, but $7 is too much for what it does.

mandioca, entry: Drawbridge
(Action-Attack-Reaction, $5)
+1 Buy
Draw until you have 6 cards in hand.
Each other player discards down to 3 cards in hand.
óóó
When a player trashes a card, you may play this from your hand.

The top section is pretty good but feels pretty similar to what Margrave does. The reaction also makes trashing your starting cards too much of a risk (I mildly dislike Goatherd for a similar reason). This is exemplified when using something like Apprentice to draw.
I think this card would be a lot nicer if the reaction was only based upon trashes that you do. This would give it a strong synergy with many trashers, instead of being conflicted with them.

mathdude, entry: Evanescence
Treasure-Duration-Victory ($5)
$3, +1 Buy
At the start of your next turn $2, return this to its pile.
2VP

This seems very weak to me. Stockpile is $3 and provides the same benefit this does on the first turn, and is Exiled, allowing you to get it back later a few times.
The VP also seems redundant most of the time, as this will almost always be returned by the game is over.
Interesting concept, but too expensive in its current form.

134
Weekly Design Contest / Re: Weekly Design Contest 119: Triple Threat
« on: July 01, 2021, 10:09:49 pm »
Hey everyone, submissions are now officially closed! Results will be posted in about 24 hours.

135
Weekly Design Contest / Re: Weekly Design Contest 119: Triple Threat
« on: June 30, 2021, 10:26:58 pm »
Hey everyone, nice to see all of your card designs!  ;D Iím a little bit late on posting this but:

This is the 24 hour submission warning! Get all your stuff submitted here before Thursday July 1st at 10 PM EST!

136
Weekly Design Contest / Re: Weekly Design Contest 119: Triple Threat
« on: June 27, 2021, 01:15:35 am »
this card in its current form does not qualify for the contest, as it is not a Kingdom card.

I totally skipped over that part in your prompt. My only thought is maybe including a reminder of what qualifies as a kingdom card?

Thanks for the input, Iíve updated the original post for this.

137
Weekly Design Contest / Re: Weekly Design Contest 119: Triple Threat
« on: June 27, 2021, 12:09:58 am »
Dream Comes True
cost $0* - Night - Prize - Victory
Put any number of cards from your play you would discard from play this turn onto your deck.
---
2VP per a Prize you have.


2 additional card types in Prize pile.

Iím trying to avoid making suggestions on cards (as it feels unfair if I donít do it for everyone) but this card in its current form does not qualify for the contest, as it is not a Kingdom card.
Please let me know if the original rules are unclear because I assumed people would interpret ďKingdom CardĒ as ďone of the 10 cards you selectĒ and not include non-Supply cards such as Prizes. If it is unclear I will update the original post.

138
Weekly Design Contest / Weekly Design Contest 119: Triple Threat
« on: June 24, 2021, 11:19:11 am »
Weekly Design Contest 119: Triple Threat

When it comes to Dominion, I love the flashy stuff. Take out all the non-Supply things, bring out all the mats, gather all the multi-type cards (this is probably a large part of why I love Nocturne so much :P )
With that being said, there aren't a ton of official cards with many types. Sure a lot of them have 2, but there are significantly less with 3. (only 30?) Let's fix that shall we?

Design a Kingdom Card that uses exactly three types.
Edit: By ďKingdom CardĒ I mean specifically ďone of the 10 cards you select for a game.Ē This does not include non-Supply piles such as Prizes, Traveller upgrades, Spirits, etc

A couple points of clarification:
- Each type should be meaningful and be relevant in games fairly often (a counter-example to this would be a Reaction that lets you play it from your hand when an opponent buys an Action costing $7 or more, there are only 7 of these total so it would not be relevant very often)
- Fan-made card types are allowed, but you must provide a brief explanation of the type's significance in your post

Judging:
- Submissions for this WDC will be open until 10 PM EST on Thursday July 1st. I'll try to have the results posted 24 hours or so after that.
- I will judge based on how fun and balanced the card looks to me. Strong (but not OP) cards and cards with lots of synergies will get a higher score than weaker, very niche cards.

Alright that's all from me for now! Have fun designing!

139
https://imgur.com/a/rvLF6oV
Sentinel ($4)
Action - Duration

Now and at the start of your next turn: Exile a card from your hand, then +1 Card per $2 it costs (rounded down).

24 words and counting, and it only seems to use 5 lines :)

(Had to use a link cause my stupid brain couldn't figure out how to load the image directly, sorry)

Right click on the image on Imgur -> open image in new tab, copy filename from url (or right click -> copy image link). Then, without spaces:
[ img width=250 ]filename[ /img ]

Yeah, that's what I remember doing for the last one of these I entered, but the image didn't load for awhile so I thought I messed it up. Seems like this image is also loaded correctly, does it just take a little bit for the site to load images? (or is that just a "me" problem?)

140

Sentinel ($4)
Action - Duration

Now and at the start of your next turn: Exile a card from your hand, then +1 Card per $2 it costs (rounded down).

24 words and counting, and it only seems to use 5 lines :)

(Had to use a link cause my stupid brain couldn't figure out how to load the image directly, sorry)

141
(hopefully I did this right and the image shows up)

Teleport $5
Action

+1 Action. Each player with any cards in hand passes one to the next such player to their left, at once. Then you may trash a card from your hand. If you do, you may gain a card costing up to $2 more than it.

(Uses the "passing cards" mechanic of Masquerade)


Pages: 1 ... 4 5 [6]

Page created in 0.049 seconds with 19 queries.