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Messages - NoMoreFun

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That's probably right, just seems like something stronger is implied by "You Must".

Rulebook I think would be: "If you can't buy cards, or if there aren't any cards you can buy, you can proceed to your clean up phase. This is still the case if you do something in your Buy phase that causes you to be unable to buy cards (e.g. buy a card costing Debt that you don't pay off)."

The answer to your question is the same as the answer to the question: „what happens when you play Forager while having no cards in your hand?“.

There is still a problem. If you have $5 and 2 buys, and those piles are empty, are you allowed to buy a Duchy then claim you can't use all your buys, even though you could have bought a  Silver and an Estate? This will actually come up on games with Debt - can you buy Overlord and then nothing or do you have to gain a copper first. What about Mission?

I think "If you can buy cards, and there are cards in the supply costing up to the $ you have, you must spend  all your buys"  covers the edge cases.

Variants and Fan Cards / Re: Fan Card Mechanics Week 78: He Who Remains
« on: November 23, 2023, 10:22:20 pm »
City Square
Action/Remain - $4
+2 Cards
+2 Actions
At the end of your buy phase, +1 Remain per Action you have.

Variants and Fan Cards / Re: A Dominion Fan Card Creation Guide
« on: November 17, 2023, 10:45:26 pm »

Here are some classic tricks.
- Look at all of your data, and see what triggers and effects it produces, then pair them up.
- Look at all of your rules, and see which ones you can make exceptions to.
- Consider different basic forms of program flow and what they get you.
- Look at what you've got so far; see what will work with it.
- Categorize what you've got so far; see what holes there are that you can try cards for.
- Look for classic variations on what you have so far; especially, little, big, and lots.
- Flavor can inspire new ideas.
- Look at your other games, see what ideas from there will port over.
- Look at the world through the lens of rules on cards. Any random time when you have an idea, write it down.
- Look at what didn't work in the past that maybe now you can fix up.
- When you've got 15 expansions, you really want a strong direction to help you get going. You've got a mechanic to try and you put it through its paces.

Here are some examples of those.
- You have $, you have cards in hand; we could let you somehow make $ based on the cards. We can say discard them (Vault), or count them in reverse (Souk).
- The rules have phases going in a particular order. We can mess with the order (Villa); we can add a phase (Night).
- There are so many very basic program flow things. We can give you a choice of costs (Animal Fair), choice of effects (Pawn), just do multiple things (Jack of All Trades), do some things now and some things later (Durations). You can do loops, e.g. repeat-until (Library).
- Let's see there are a bunch of Villages, maybe something can interact with those (Diadem).
- At one point I looked at all the basic pairings of resources, what had I not done yet that was worth doing. Not for e.g. Bazaar and Worker's Village, which had just been saved for later. I don't remember if I got a specific card this way.
- Hamlet is a little village, Bustling Village is a big one, Port is two villages.
- Siren is an example of a card that started with flavor. What would a Siren do?
- I'd had Durations in games for years; Greed for example is from 2003, though it was published after Dominion, and has a few Durations. An idea from Rising Sun ultimately goes back to Nefarious.
- I do write down ideas whenever I have them. I'm looking at a notebook page from work on Adventures; the first thing is the VP card that turned into Wall.
- Horn of Plenty is an example I've talked at length about where the original card ("+$1 per Action you played this turn") failed (turning into Conspirator at the time) but I remembered it and worked on it more.
- Plunder had multiple themes from the start, it had Treasure - Durations and next-time Durations and Loot all on day one. So I could get right to looking at, what could I do with these mechanics.

Of course there are other ways to get card ideas too. Village for example, the idea was to limit Action plays specifically so I could make that card. Cards needed things to do.

Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 13, 2023, 06:38:35 am »
Action - $2
+1 Card per Action you have
If you have no Actions remaining, +3 Actions

Variants and Fan Cards / Re: Fan Card Mechanics week 77: Trope (Horizontal)
« on: November 09, 2023, 04:34:48 am »
Play with the top card of your deck revealed. If it's a Victory card, first get +1 Action when you play an Action

Rules clarification: You get the +1 Action before following the action's instructions

Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: November 01, 2023, 01:05:46 am »
Raiders Base
Project - $5
At the start of your buy phases, discard a Treasure (or reveal a hand with no Treasures) then gain a Spoils.

Dark Ages/Renaissance

Note: The discard isn't optional

Time Shift
Event - $3
Take an extra turn after this one (but not a 3rd in a row) in which other players are unaffected by Attacks. Each other player gets +5 cards.

Variants and Fan Cards / Re: Fan Card Mechanics Week 74: Tiny Isle
« on: October 07, 2023, 04:06:17 am »
Isle of Hags
Action/Attack - $4
Choose one: +2 Cards, or Gain a Gold onto your Tiny Isle
Each other player gains a Curse onto their Tiny Isle

Weekly Design Contest / Re: Weekly Design Contest #200: Do What You Love
« on: September 28, 2023, 09:40:01 pm »
Action - $3
+1 Buy
Gain a Horse to the bottom of your deck. Each other player may gain a Horse.

I love non attack interactivity, particularly symmetry, and bottom decking which I think is still an under explored mechanic. Some of my earliest posts focused on those two ideas.

This card gives you a big turn later when you play multiple copies. It's not "strictly better" than woodcutter  so it can cost $3. The horse gain is optional so it's not an Attack.

Weekly Design Contest / Re: Weekly Design Contest #199: Composition in Blue
« on: September 25, 2023, 11:16:05 pm »
Night - $2
Gain a Horse
Put this anywhere in any non-Victory supply pile
When you gain this, gain a card from the same pile (that doesn't come with another)

Action/Duration/Reaction - $5
At the start of your next turn, +$4 and +1 Buy
When any player gains a second card on their turns, you may play this from your hand

(5 Headhunters on top of 5 employers)

Variants and Fan Cards / Re: Fan Card Mechanics week 73: Overplay
« on: September 25, 2023, 08:53:10 pm »
I'm a bit confused by the "additional copies" thing - taking the interpretation of "spending multiple actions to play a card".

Dog Breeder
Action - $5
+3 Cards
Overplay: +1 Card per Action

So it's a Smithy that you can spend extra actions on to draw more cards.

Crowded Village
Action -  $3
+1 Card
+2 Actions
If you have 5 Crowded Villages in play, gain the Curses, and the game ends at the end of this turn.

The real bum option is Inherited Castles. Small castle brings your average card to $0.8 wonderful. Crumbling castle is NOT gained so you neither gain the silver (so your average cards is still $0.7) nor the VP point (so it literally starts at the same value as the estate it replaced).

Changeling has the same constraints with the added detriment that delayed play trashes the card for nothing barring the outs and can always be played during the Night if you can set it aside during cleanup.

Traits only apply to Actions and Treasure piles. The Castle pile is Victory/Castle so you can't apply Traits to them, and Changeling is a pure Night Card.

Tireless Hireling etc.- Tireless can be meaningless. I really wanted to think of an anti-synergy - a card you want evenly spaced in your deck rather than clumped together (e.g. Throne Room and King's Court). But there's a lot of ways those cards benefit too. So useless Tireless it is.
I would suggest Shepherd. With a green deck, the end up clumped, not in your hand. Going with one or two to avoid clumping can be helpful, but only if you have green in hand when you draw it.

Makes sense and even 2 Shepherds is pretty risky. But buying a single Tireless Shepherd once you've started greening seems like a pretty good bet for deck consistency? That's why I struggled with Tireless - when clumping seems like a bad thing, you can still kind of play around it.

Prepare sets aside your whole remaining hand, including Night cards, which are then discarded during your next turn.

About the worst Trait, just found Hasty Treasure Map. :-\

I think that's worth editing the post over.

Dominion General Discussion / Re: Interview with Donald X.
« on: September 01, 2023, 03:08:49 am »
The main thing I had in mind is after you secure more than half the available VP with a megaturn (and there's nothing the other player can do about it), your remaining deck could be awful and you could be slogging for quite a while to get to the end. I try to resign if I notice that I'm behind by more than the available VP and there aren't any trashers etc. that can change that, but sometimes I don't notice.

Speaking of which, has your opinion on VP tracking changed over time?

Event - $1
Once per turn: +1 Buy, put your deck in your discard pile.

Dominion General Discussion / Re: Interview with Donald X.
« on: August 30, 2023, 07:55:55 am »
Would you support "insurmountable VP lead" being programmed as a win condition in Dominion Online?

It would be possible to pin players with Fighter if you get 4 other travelers in play. You may need to trash your own deck but that was also the case with the old Masquerade pin and you can keep up to 4 cards safe.

Also that means it technically doesn't solve the problem where Warrior can cut off other players' Traveller lines (then they're safe once they hit Champion)

Personally thinking Warrior could simply say "non-Traveller" for trashing and it's otherwise fine and I never had a problem with Champion.

Hostile Village
Action - $3
+2 Actions
+1 Buy
This turn you may set aside cards you gain to put them into your hand at end of turn.
In games using this, Curse is also an Action and Attack with instructions: "Return this to its pile. Each other player gains a Curse"

Rules clarification: In games with both Hostile Village and Charlatan, Curses are Action/Attack/Treasure/Curse cards that say "+$1, return this to its pile, each other player gains a Curse"

Discard this from play

Old Mister Johnson had troubles of his own
He had a yellow cat which wouldn't leave its home;
He tried and he tried to give the cat away,
He gave it to a man goin' far, far away.

But the cat came back the very next day,
The cat came back, we thought he was a goner
But the cat came back; it just couldn't stay away.
Away, away, yea, yea, yea

The atom bomb fell just the other day,
The H-Bomb fell in the very same way;
Russia went, England went, and then the U.S.A.
The human race was finished without a chance to pray.

But the cat came back the very next day,
The cat came back, we thought he was a goner
But the cat came back; it just couldn't stay away.
Away, away, yea, yea, yea

Yellow Cat
Action - $2
+2 Cards
You may set this aside to gain a Yellow Cat. Return all set aside Yellow Cats to the supply at end of turn.

Edit: Changed to cap the number of times you can play the "same" Yellow Cat each turn. If you buy a single Yellow Cat, it has nine lives.

Even Shopkeepers - the Shopkeepers +buy may be the only +buy in the Kingdom (with Lady in Waiting's inaccessible).

I'm not sure when you would want to spend $5 and a buy on a one-shot that gives you +$1 and a buy, after first spending $5 and a buy on a terminal one-shot that does nothing besides enabling the +$1 +1 buy one-shot a few turns later.

If something that can easily gain Actions or $5s is in the kingdom but no +buy maybe? Very very edge casey but so are some official cards


Lady-in-Waiting - $5

Next time you spend a Favor, +2 Cards, +1 Buy, +$1.

Until then, when any player shuffles their deck, +1 Favor.

- In general, you do the effects of spending the Favor before triggering Lady-in-Waiting.
- With Island Folk, you spend the Favors after cleanup, so the cards drawn from Lady-in-Waiting are in your hand on the Island Folk turn, and you only discard Lady-in-Waiting from play during the Cleanup phase of the Island Folk turn (but it won't gain you any Favors during that turn).
- If you play Lady-in-Waiting with City-State, Lady-in-Waiting is not immediately triggered (as the Favors were spent before playing).
- If the Ally has a "Repeat as desired", Lady-in-Waiting triggers on the first Favor spent, and subsequent Favors may only be spent after resolving Lady-in-Waiting.

The vanilla bonuses are impossible to get if the Ally is Plateau Shepherds, League of Bankers, or League of Shopkeepers, right? (Ofc, that would mean that LiW would stay in play to keep giving you Favors every time any player shuffles, forever.)

Seems like the case, though they're all interesting in doing so. Even Shopkeepers - the Shopkeepers +buy may be the only +buy in the Kingdom (with Lady in Waiting's inaccessible).

Variants and Fan Cards / Re: Fan Card Mechanics Week 68: Geyser mat
« on: July 15, 2023, 10:37:51 am »
Landfill by NoMoreFun
I don't get this.
To explain: Landfill uses the Geyser mat as pseudo trashing, or really a pseudo-exile because of the Estate gaining. Since often you want to trash your Estates and not get more Victory cards til near the end of the game, Blast won't often be taken till near the end of the game, and even then you have to happen to have a Victory card on top of your deck. So it seems to me that Blast will rarely get used, so using the Geyser mat as pseudo-exile makes perfect since.

Yes I thought it would be an interesting risk/reward dynamic to pair an unreliable version of Exile or Cage with an option to gain more VP mid game but worsening the blowback if it does pop.

But oh well, can't win them all, and there's always next week. Congratulations to Alki

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