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 - nyxfulloftricks

Filter to certain boards:

Pages: [1] 2
1


Quote


I like the card and the heirloom, but why not just make the village have "play a treasure from your hand" and ditch the Vp tokens? I feel that the heirloom play is too specific.

Alternatively, if you want to keep the VP aspect, you could have it be "If all card you have in play are unique". That way you could have a fun minigame with it that requires a bit more then just finding the heirloom in the end.


I really wanted to have vp chits as an option and while your suggestion is a nice idea, it takes the card away from the $3 cost village I wanted and pushes it more to $4 or $5.

2


Village Well - Action
+2 Actions
+1 Coffer
You may play an Heirloom from your hand to gain +1%.

Lucky Copper - Treasure - Heirloom
$1
Name a card. Reveal the top card of your deck. If it's the named card, put it into your hand.

Quote
With this week's contest being about one of my favorite mechanics, villages, I wanted to make a card that combined my favorites together. I wanted to make a bit of an homage to Wishing Well while using an heirloom and additionally get to use some nice tactile tokens. The heirloom for Village Well allows for some variation with the starts while also allowing the possibility of continuing that action chain if you set up your deck well. I thought it would also be interesting to have Village Well in a Kingdom with other heirlooms to see how that would play out.

3


Quote
Benefactor - $4 - Action

+1 Action
Gain a non-Victory card costing up to $5.
Each other player may take @2 for +2%.

This card may be too strong with +1 action I'm willing to admit, but I wanted a card that gave a real choice to the other players on if they want to hurt their next turn for "free" VP while allowing the card to be used to continue gaining cards even if you have debt. The thought for this card is that the other players may gain more debt for VP if they already have debt, so multiple instances in a turn will matter.

4
Weekly Design Contest / Re: Weekly Design Contest #168: Turkey Time
« on: November 13, 2022, 03:19:02 pm »


Quote
Gluttony - $4
Action
+1 Card
+1 Action
This turn, you can't play Silvers from your hand, and cards everywhere cost $1 less.
Quote
Silver Spoon - $3
Treasure - Heirloom
Choose one: Trash a Copper from hand then gain a Silver to hand; +1 Buy; or +$1.

Gluttony - the act of consuming so much food you are stuffed to the brim. You can keep shoveling more in, but it will cost you dearly.
Silver Spoon - a tool you must use wisely.
This set of cards encourages two different strategies of play:
1. Ignore the strong mechanic of trash in favor for the highway to winning.
2. Clean up your deck early by replacing those Coppers with that sweet Silver.

5
Weekly Design Contest / Re: Weekly Design Contest #167: Monster Mash
« on: November 08, 2022, 10:58:15 am »
Maybe we should have another rule: when the judge cannot post the result within 7 days after submission closing, the participants can decide who will hold the next contest.

I think faust is nice to host another contest.  Is there anyone who will like to host, or recommend another person?

I second this idea, but would go for maybe a four day grace period to keep the ball rolling. I would usually default to runner's up starting a new contest, but in this case having a mod either judge or start the next would be appropriate.

6
Weekly Design Contest / Re: Weekly Design Contest #167: Monster Mash
« on: October 31, 2022, 04:00:13 pm »
Even without the delay via Treat this would likely be too weak. Coffers and Draw is of similar strength and Sinister Plot used right leads to more than 1/2 card per turn. The Enchantress attack does not compensate enough.

I had forgotten about Sinister Plot, thank you for pointing that out. In comparison to that, I have altered Treat to spice it up a bit.

7
Weekly Design Contest / Re: Weekly Design Contest #167: Monster Mash
« on: October 30, 2022, 10:07:23 pm »


The official wording for Treat would be "each other player takes Trick." "Gains a [cardname]" is only used for actual cards, not landscapes like States.

Thank you for pointing this out. I have updated the wording.

8
Weekly Design Contest / Re: Weekly Design Contest #167: Monster Mash
« on: October 30, 2022, 04:37:19 pm »


Quote
Halloween Town -$5
Project - Ally - Liaison

At the start of your turn, +1 Favor.
-
At the start of your Buy phase, you may spend 2 Favors to gain a Treat.
Quote
Treat- $3
Action - Attack
+3 Cards
+2 Coffers
+1 Villager

Each other player takes Trick.
Return this to its pile.
(This is not in the Supply).
Quote
Trick
State
At the start of your Action Phase, return this, and the first action you play this turn gets +1 Card and +1 Action instead of following it's instructions.

Rules clarifications
Halloween Town is first and foremost a project that generates Favor. When pulling this card for a kingdom there are some decisions to be made due to its duality as both an ally and a Liaison. I would rather this not take up the only ally slot when setting up your kingdoms, but rather be in addition to as a Liaison. The play pattern of this project is to generate favors while also allowing you to spend them if you do not like the play pattern of your other ally if you happen to bring one out.

Other Rules Clarifications
1. If there is another source of favor in a game with Halloween Town, you do not have to buy the project to use the Ally.
2. If you already have Trick, you cannot have two instances of Trick.



9


Quote
Gift Horse - $5
Action - Duration - Attack

Each other player gains a Horse and a Copper onto their deck.

Now and at the start of your next turn: +1 Buy, +$1 and when you gain a card, if you bought it, gain a Horse onto your deck.

I was feeling like making a card dealing with horses this week, so here is Gift Horse. A "subtle" attack card that sets you up for future turns. I am unsure whether this card's power level is at more of a $4 or $5 so I'm willing to change on that. Overall I had fun with this week's submission and I hope you all enjoy it too. Just remember, don't look your gift horse in the mouth!


10
I went ahead and adjusted the wording on my  cards to match Pixie's wording of Discard the next Hex/Boon for better clarification as I agree. They would not be durations just as Blessed Village is not.

The problem there would be if you choose the discarded Boons/Hexes for next turn, but more Boons/Hexes get discarded atop of them (this has a good chance of happening, since the Boons are tied to a Village; and other players may flip some on their turn as well). The Boon and Hex piles could even get reshuffled until then! This is why the set aside seems handier in this situation.

You make a good point. I'll adjust the wording again.

11

Or it could just set aside the next Hex like Blessed Village's on-gain effect does.

I went ahead and adjusted the wording on my  cards to match Pixie's wording of Discard the next Hex/Boon for better clarification as I agree. They would not be durations just as Blessed Village is not.

12
Quote
Young Pirate
At the start of your next turn, +$2 and +1 Card.   
-
When any player gains a Treasure, you may play this from your hand.
$3 : Action - Duration - Reaction
I've realized that Pirate has grown on me. I like how nice it feels to play a card both when I gain a treasure and when my opponent does.

I believe the formatting should be +1 Card +$2.
I think this card is a cute twist, but may be under-costed. I am excited to play it though with the number of treasure gaining cards.

13
   
Quote
Gilded City Guardian
$5 Action
+1 Card
+2 Actions
Set aside the top Boon.
You may receive it now or at the start of your next turn.
Gilded Staff
$4 Treasure
$3
Set aside the top Hex. Receive at the start of your next turn.

Picking a favorite is so hard, so I had to make a mashup of two.

Blessed Village and Cursed Village are two of my favorite Dominion cards. They are both villages, which I would rather die than play a kingdom with out much to my partner's avail. They additionally play with Boons and Hexes which I find add that little touch of RNG to games I think aides my play experience.

For my own cards, I also had to touch on Heirlooms, because creating a variable start is another thing Nocturne brought to Dominion that creates interesting experiences.

Gilded City Guardian and Gilded staff bring all of these lovely mechanics together into an homage to Blessed Village and Cursed Village. I have additionally added a "may" clause to the Boons as I have more than once been hurt by a Boon and moved when you receive a Hex to the start of your next turn as I have had turns where my Hex from cursed village did absolutely nothing to negatively affect my game.

Edit: I have adjusted the phrasing on my cards better clarification of how to take the Boon or Hex even though my original wording was matching that of Blessed Village



14
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 21, 2022, 01:00:59 pm »


Quote
Blood Ruby
Treasure $4

You may play a Treasure from your hand three times.
-
When this is gained, Exile 2 Curses from the supply and each other player gets +1 Coffers.[\quote]

15
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 14, 2022, 05:04:33 pm »


Herding Dogs
Action ($4)

+1 Action
Choose one: Trash up to 2 cards from your hand; or +1 Card per card any player trashed on their last turn.

This is a replacement for Goatherd.

Goatherd is card that has felt a bit weak in two player games when your opponent just never trashes or you are unfortunate enough to never have a goatherd the turn after your opponent trashes. This weakness is felt additionally in games with a higher player count if the opponent to your right just chooses not to trash. I wanted to smooth out that play by allowing players to draw off of their own trashing every other turn.

16
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 13, 2022, 03:58:32 pm »


Quote
Ledger
$5
Action
+1 Action
Reveal your hand, +$1 per revealed Copper, +1 Card per revealed Estate.
Gain a Copper and an Estate.

17
Variants and Fan Cards / Exile
« on: March 08, 2022, 11:46:55 pm »

Quote
Safe
Project-Heritage
$3
At the start of your turn, exile a non-victory card from your hand.
Quote
Deeds
Victory-Heritage
$3
Worth 1% for each 2 cards you have in exile rounded down.

18
Variants and Fan Cards / Re: Fan Card Mechanics Week 30: Scrapbook
« on: March 08, 2022, 12:51:02 am »
Hey judge, would a heritage card with a sideways card be acceptable for a submission.

19
Weekly Design Contest / It's all fun and games until your tab is due.
« on: March 05, 2022, 09:33:40 pm »


Quote
Tab
Project
@6
The first card you buy each turn, you may buy as though you do not have @. That card's $ cost may be replaced with that much @.
-
At the end of the game -1% per @1 you have

Thematically, I thought this was a cute entry, I'm not quite sure about the cost. I recognize this is a powerful project, but it is really interesting to me to playtest. For those of you with concerns on someone piling out when you still have a bunch of debt, that is the interesting risk you run with using this project. I look forward to everyone's thoughts.

20
Quote
Costumer
$6
Action
+1 Card
+1 Action
-
Once per game, when you gain this, choose two: +1 Card token, +1 Action token, +$1 token, +1 Buy token; move the chosen tokens to the Costumer action supply pile. For the rest of the game, when you play this, you first get those tokens.

I wanted to expand on the tokens from Adventures in a sort of dress up your card the way you want kind of way. I acknowledge that if other cards mess with those specific tokens, there is no way to put them back, but you do not have to move those specific tokens if you don't want. Due to that, I think the interaction shouldn't mess with the card design much.

seems too good with no real downside. Even without the innate +card, the ability to choose the tokens like this is is really good. Think it needs some kind of change.

Quote
Costumer
Event
$2
Once per game: Choose one: +1 Card token, +1 Action token, +$1 token, +1 Buy token; move the chosen tokens of all players that are not on supply piles to an Action supply pile of an action card you have in play.
I see your point, so I have edited my card to be an event instead that will hopefully address the issues mentioned, but still keep the spirit of the idea intact.

21
Weekly Design Contest / Re: Weekly Design Contest #144: A one time thing
« on: February 28, 2022, 04:29:47 pm »

Quote
Costumer
Event
$2
Once per game: Choose one: +1 Card token, +1 Action token, +$1 token, +1 Buy token; move the chosen tokens of all players that are not on supply piles to an Action supply pile of an action card you have in play.
Quote

Costumer
$6
Action
+1 Card
+1 Action
-
Once per game, when you gain this, choose two: +1 Card token, +1 Action token, +$1 token, +1 Buy token; move the chosen tokens to the Costumer action supply pile. For the rest of the game, when you play this, you first get those tokens.

Quote
I wanted to expand on the tokens from Adventures in a sort of dress up your card the way you want kind of way. I acknowledge that if other cards mess with those specific tokens, there is no way to put them back, but you do not have to move those specific tokens if you don't want. Due to that, I think the interaction shouldn't mess with the card design much.
I have updated my entry based on feedback from others about my first design being a bit too strong.

22

Quote

Apprenticeship
Treasure
@4
When you play this, gain a Spoils and cards cost $1 less.
Quote
Master Tradesman
+1 Buy
This turn, whenever you play a treasure from your hand, if no other treasure cards in play share a name with it, play it again afterwards.
-
You can't buy this unless you have an apprentice in play.
Quote

Night School
@2
For each card you've gained this turn, take @1. For each @ you have, gain a Spoils setting it aside (under this). While any remain, at the start of each of your turns, put one of them into your hand.
-
This is gained to your hand (instead of your discard pile).

My entry this week is an even 5/5 split pile of Apprenticeship on top and Master Tradesman on bottom. I thought flavorfully going into debt for school and then making bank once you have a job (which you cannot acquire without doing the work from school) was great for this contest. I have also posted my other iteration of Apprenticeship (Night School) as an interesting way for gaining spoils to get some feedback on as well. The reasoning for both of my top card options dealing with spoils is that school sets you up for the future and can minorly help (bridge effect on Apprenticeship) or hurt (gaining debt on Night School).

23
Variants and Fan Cards / Re: Fan Card Mechanics Week 28: Gone Fishing
« on: February 11, 2022, 05:02:15 pm »

Quote
School
Action - Reaction
$4
+1 Action
Gain 2 Fishes.
-
When another player plays an Attack card, you may first reveal this from your hand, to be unaffected by it.
Quote
Way of the Bear
Way
Gain 2 Fishes.

School will be my main entry for the week, but I also wanted to put up Way of the Bear as a simple interaction to gain Fish. Also quick fun fact, Fish is usually the plural of Fish. However, when discussing different species, such as those in the fish pile, the plural is Fishes!

24
Weekly Design Contest / Re: Weekly Design Contest #142: High Spirits
« on: February 10, 2022, 10:16:26 am »
Quote

1) Not sure what "Setup: Summon Spirits" is supposed to mean. You don't need special setup rules for Spirits.
2) Why does Walking stick say "up to $0"? Cards in Dominion cannot cost less then $0, so you might as well just say "a Spirit costing $0".
3) Wisperer's cost reduction seems very strong. There is a bit of a tricky thing here in that you need to still have cards to set aside, which may be tricky on the 2nd play - I like that design-wise. But I worry that even 1 Wisperer per turn is too good.
4) I am not convinced that in a game with Whispering Wood you ever want to add anything to your deck except for Spirits (and possibly $2 cards). A bunch of Will-o-Wisps in, you draw your deck, then you can starting adding War Wisps to generate VP indefinitely.

The reason I added setup: Summon Spirits was because other cards have setup rules and I felt it was weird Spirit cards did not. Also, it was just cute flavor mostly. I modeled Walking Stick text off of other gainers, but you are correct in that "s Spirit costing $0" is simpler and will work. I'll get that adjusted. I agree that Wisperer's cost reduction could be strong, but due to you needing enough cards in your deck to be able to set aside for it to be a duration and thus get the bridge effect it might be okay. If everyone thinks that is too strong I'm not opposed to lowering the cost. As far as Whispering Woods goes, I considered lowering the number of available War Wisps, and/or changing scoring the be 1 VP per different Spirit you have. Due to you potentially avoiding other kingdom cards with that landmark is the reason I made Wisperer, as an alternative way to play with Walking Stick and is more of my main entry.

25
Weekly Design Contest / Re: Weekly Design Contest #142: High Spirits
« on: February 09, 2022, 09:21:21 pm »

https://i.imgur.com/3TG4tYg.png
Quote
Wisperer
Night - Duration
$4
Set aside the top 5 cards of your deck face down under this (you may look at them).
At the start of your next turn, put them on top of your deck in any order.
-
While this is in play, cards cost $2 less on your turns.
Quote
Walking Stick
Treasure - Heirloom
$2
$1
When you play this, you may gain a Spirit costing up to $0.
Quote
Whispering Woods
Landmark
When scoring 1% per Spirit you have.
Setup: Summon Spirits.
Quote
Wind Wisp
Action - Spirit
$0*
+1 Card
+1 Action
Reveal the top card of your deck. If it costs $2 or less, +1 Coffers.
(This is not in the Supply.)
Quote
Water Wisp
Action - Spirit
$0*
+1 Card
+1 Action
Reveal the top card of your deck. If it costs $2 or less, +1 Villager.
(This is not in the Supply.)
Quote
War Wisp
Action - Spirit
$0*
+1 Card
+1 Action
Reveal the top card of your deck. If it costs $2 or less, +1%.
(This is not in the Supply.)
Quote
Willow Wisp
Action - Spirit
$0*
+1 Card
+1 Action
Reveal the top card of your deck. If it costs $2 or less, put it in your hand.
(This is not in the Supply.)

Quote
I found that will - o' - wisp was one of my favorite Spirits, so I wanted to double down on that. I have provided two cards that can be paired with my heirloom Walking Stick. The Landmark version provides an all in Wisp strategy comparable to Rats I think. While my other kingdom card Wisperer, *whispers* shhh we need to keep quiet about the spelling, I know *whispers* is a card that will help to set up your wisp strategy and possibly allow you to gain other Spirits besides the Wisps. All Wisps are piles of 12

Edit: I've updated Walking stick for brevity. For those who feel Wisperer is too strong, my thoughts are that it doesn't give you the cost reducer for buying cards on the turn you play it, and since it requires cards in your deck to be able to remain out for the duration (and with it being duration it does miss the shuffle), the $2 isn't overpowered, especially since none of the cards I made give a buy. It is essentially a silver for next turn when you have no buy. I've considered the interaction with workshop and it doesn't feel much different than if it was a cost reducer of $1 rather than $2. For the small interaction of remodel, yes it is strong, but in the case you can set up two of these on the turn before and then gain a province, you could have done something similar with other kingdom cards without all the hooplah. It also encourages something outside of just going with wisps.

Pages: [1] 2

Page created in 0.055 seconds with 18 queries.