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Messages - NoMoreFun

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101
My entry this week is a Prophecy, these landscape cards always trigger around the 8th turn, (ignoring extra turns). These cards effect everyone, similar to Edicts but due to the distinct timing element it felt like best to make them a new type. The 8th turn was chosen as the point where the early game ends and the game's tempo either shifts into a long game or quickly starts the end game. Expect to see more of these from me.

Quote
Balance
Prophecy
After each player has had eight turns, reverse the game’s turn order. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise.)

One of my many issues as a Dominion player and really player of most games is complaining about apparent uneven starts. This card is my way of addressing the well documented inherent unbalance of Dominion where the start player gets 1st cracks at piles, is less effected by early attack cards, and most importantly always get more total turns then player late in turn order. This Prophecy aim to fix this with the 1st player get the early advantages but later last player gets that powerful extra/final turn advantage come late game. I hope that with the "Balanced" achieved I can focus on game skill over just saying to my opponents "You only won because you ended the game and I didn't get a chance to buy a Province during my last turn like you did."

Rules clarification: The last player in turn order will "Trigger "this card and start the new turn order, so this card effectively means the last player will take two turns in a row.

You may be interested in week 44 of the Fan Card Mechanics contest http://forum.dominionstrategy.com/index.php?topic=21468

102
Vow of Poverty: Cathedral that you can turn off fairly intentionally (as you can get by without Gold in many games). Would have been more interesting if it triggered on any $5 or more card, not just treasures.  If this and Cathedral are on the board, you'd almost always buy this, especially as you have more flexibility around which cards you trash, though there's some interest in whether you'd buy both. I think games where Cathedral "backfires" and dealing with it are more interesting in terms of strategy than the strategic considerations here.

Plunder: I'm not judging on the basis of name, but I think is the first time I've seen someone intentionally name something the same as an official card/expansion, but with nothing interesting mechanically or particularly thematic. Not a fan.

I like the design itself. You want it to be active every turn of the game if you can. It's a no brainer to buy if you have $2 and there's no good $2s on the board, but are you really going to forego a Duchy to reactivate it later? The VP also complicates the late game in a way I enjoy. I'd prefer Cards/$/Actions to Horses/Coffers/Villagers.

Money Wagon: Nice and simple. Probably a bit weak because it will likely be 2 shuffles before you see the Horse. Not being able to buy multiples would grate more with this design than others.

Deployment: Tracking might be difficult. One which will be bought quite often because you pay $3 for a $4 card, and then +buy makes it interesting (and the card can give +buy). If it's the only +Action or +Buy on the board I can see some very interesting play.

Gold Mine: I like this. I think I'd like it more if it said "At the end of your buy phase" so that you could deactivate it immediately. Reminds me of Priest and Inventor - functional cards if you use the effect once, but also very interesting things can happen if you use the card to its fullest extent. Might not need to cost $7 as written (but would with my suggested change).

Instructor: I don't particularly like the "this stops" wording but it's fine. This is game shaping, but in a way I like. It would be fun to try and set up a chain of differently named actions that you can play reliably. Probably a bit too cheap but I'd like to playtest to know for sure.

Hide: Very simple, surprised this doesn't exist as an event (it's easy enough to remember buying it). Perhaps could give you a small bonus next turn (+$1?) to make it relevant in games without attacks. But the cost is right to make it a meaningful decision in games with attacks.

Claim: I think in most games people will buy this instead of their first province and then ignore it. There's some fun counterplay with remodel variants to avoid triggering claims until it's too late, but I can't see it coming up that often. Perhaps something involving duchies might be more fun? There's definitely a good idea here somewhere, just not as written.

Special Delivery: Not seeing much interesting here compared to Transport and Invest. There's a good concept in exiling a card, then the card getting out of exile being a trigger, but I don't imagine gaining a Horse changing the equation much.

Serfs: Very good. Encourages making a deck full of weaker cards which can be a lot of fun, and the +buy helps you keep buying those cards. This will also be interesting in games without other sources of +buy.

Hired Help: This is at its best in the late game to sift through green cards. Possibly too good an engine enabler but you miss out on a duchy to buy this so it's strategically interesting. Might take a bit too long to resolve in irl games.

WINNER:
Serfs by czzz

Runner up:
Deployment by emtzalex

103
Contest closed

I will judge soon

104
Variants and Fan Cards / Re: Revised versions of published cards
« on: December 30, 2022, 07:33:26 am »
Collection
Treasure - $5
+$2
+1 Buy
This turn, when you gain an Action card, if it's the first time you gained a copy of it this turn +1VP

Thematic with the name and removes the broken interactions with horse gainers.

105
24 Hour Warning

106
Weekly Design Contest / Re: Weekly Design Contest #172: Trait Me Right
« on: December 26, 2022, 06:54:52 pm »
This is pretty funky with Experiment.

A lot of Traits are!

107


Edit: Also I don't know if there's already one somewhere, so I fiddled with the color until it looked close enough to me; feel free to use my template

Thank you. I used the Duration colour. I will edit OP to specify

108
I presume the "next time" mechanic from Plunder would also work. As in:

Quote
Publicity Tour • $3 • Charter
The next time you gain a Victory card, gain a cheaper non-Victory card.
(Not my submission)

That's correct

109
Dominion General Discussion / Re: Plunder is online
« on: December 23, 2022, 06:47:58 am »
I think it's funny how oxymorons can be created from the Traits. Pious Villain, Nearby Distant Lands.
Pious Graverobber
Friendly Torturer   
Rich Poor House   
Cheap Treasury
Reckless Tactician
Patient Chariot Race
Fawning Overlord
Inherited Hireling
Shy Recruiter
Hasty Sculptor
Tireless Wine Merchant
Inspiring Scout
I'm not sure what the closest thing to the opposite of "Fated" would be...

At least Pious Den of Sin or Pious Devil's Workshop is impossible, but at the cost of also missing a Pious Monastery.


The Reckless Tactician is worse than a regular Tactician though. They get the same job done, but they die after doing it once.

If people see a reminder that the Poor House is Rich, they take money away from it.

There are Ways to make a so called Tireless Wine Merchant live up to their name, but normally they're the same as usual.

110
Dominion General Discussion / Re: Plunder is online
« on: December 23, 2022, 06:32:55 am »
I think the costs of the cards in this set surprised me more than any other set. Very interested in secret histories around playtesting.

111
Charters are Duration-Events. Or Projects with an expiration date.

When you buy a Charter, put your cube on it (similar to a Project) and follow its instructions. That might be this turn, but the cube is there to keep track of the fact that you bought it. This allows for "next turn", "until then" and one off "when you" mechanics. Unfortunately, this also means you can't buy it multiple times at once. When you have done all the things the Charter asks you to do, remove your cube, and you can buy it again.

Here's some modified official events (I used the Duration colour for these mock ups):




Expedition is now safe from Militia and friends. You can choose your Summon when you're ready to play it, rather than when you buy it.

But you can do more with Charters, for example (analogue of sorts for Treasury):


You gain the Silver right away, and as long as your cube is on the Exchequer, you get +$1 at the start of your turns. Once you gain a Victory card, take your cube back.

I'll judge based on how much I'd look forward to games with the Charter. The design should make use of the fact it's a Charter, but I'm fine with simple "next turn" designs where there might be some way to do it as an Event.

In terms of naming, I had in mind promises, or contracts, or "charter a boat". But I'm not going to judge based on names.

112
Thank you Xen3k. New contest up soon

113
Weekly Design Contest / Re: Weekly Design Contest #172: Trait Me Right
« on: December 23, 2022, 05:04:53 am »


Silly idea, but why not?

Right now, hesitant between +1 Card for your next hand, or +2. Two cards make it seem very good compared to Shy, but you do lose that card, whereas that Shy card could be redrawn and played.

You might want to change it to "+2 Cards at end of turn" instead of using the Expedition wording, to make it clear what happens in situations where you play cards during another player's turn turn (e.g. Black Cat).

114
Dominion General Discussion / Re: Interview with Donald X.
« on: December 23, 2022, 02:01:56 am »
At one point it was considered that there was a lot more difference between $4 and $5 cards than other cost differences of $1.

What's your current design philosophy around card costs? The reason I ask is looking at the large number of strong (seeming) $4 cards in Plunder, I'm wondering if it's changed to try and make the $4-$5 gap more like the others.

115
Weekly Design Contest / Re: Weekly Design Contest #172: Trait Me Right
« on: December 20, 2022, 08:56:17 pm »
Magnetic
Trait
When you play a Magnetic card, you may return a Copper to the supply. If you didn't, gain a Copper to your hand

116
Lich and Journey

Think you can play a Lich without consequences by getting an extra turn? Well if it's Journey, you still don't discard cards from play during Clean-up, so your next turn is going to be a Journey turn. And it's likely to be quite a weak turn with Lich drawing you so many cards.

I think you'd discard during your opponent's Clean-Up phase. That's what it says in the wiki anyways "If you play Lich and buy Journey on the same turn, your cards remain in play, the Journey turn gets skipped, and you'll discard everything from play during the next Clean-up (yours or another player's)." So, I think that when your next regular turn comes around, you'll have already discarded all your cards (barring your opponent skipping a turn from their own Lich)

That might be the case - in the game it happened to me on the game actually ended during my opponent's turn. I just saw my crappy hand and a bunch of cards in play.

Still an anti-synergy if you play so many cards that you draw junk or even fewer than 5 cards.

117
Collaborator
Action/Command/Roster - $1
You may play an Action or Treasure from your hand. If you did, play the card with the same cost in $ from your Roster afterwards, leaving it there.
(Premonition: Changing of the Guard)

Changing of the Guard
Premonition
Every seven turns, Rosters rotate to the left, and each player gains a Collaborator.

(My understanding of the Roster mechanic: In games with a Roster type card, you have a Roster mat. Each Roster mat is unique to each player and contains a card of each cost $1-$6. For cost $1, Ways that make sense as Action cards (e.g. Sheep, Pig, Goat) are included as cards)

118
Dominion General Discussion / Re: * Plunder Previews #5: More Stuff *
« on: December 17, 2022, 07:01:46 am »
Assuming there's just the 6 un-trashers (no others in Plunder), there's a 13.4% chance of at least one of them being in a game of all kingdoms full random latest editions (not accounting for Young Witch, Black Market etc.) I think that probability is low enough for the Trash to be considered the trash.

For comparison, when Dark Ages came out, the probability was 10.5% of having either Graverobber or Rogue in the Kingdom. Even just Base (1st edition) and Dark Ages gives a 30.8% chance of un-trashing (not counting Thief).

So fair to assume the trash is the trash when you play a game of Dominion, but of course it depends on the Kingdom.

A card that sends cards back to the box, to "Oblivion" etc. would meaningfully interact with the 6 untrashers, Forager, Necromancer and the "When trash" cards (+Tomb and Sewers). That would actually be quite common as the number of when trash cards is going up. Going to wait until the full set is revealed before calculating probability (and not sure how to include the landscapes).

119
Lich and Journey

Think you can play a Lich without consequences by getting an extra turn? Well if it's Journey, you still don't discard cards from play during Clean-up, so your next turn is going to be a Journey turn. And it's likely to be quite a weak turn with Lich drawing you so many cards.


Never mind, you discard your cards from play during your opponent's Clean-Up phase. The hand you draw won't be as good, but at least you have access to your cards.

120
Dominion General Discussion / Re: * Plunder Previews #3: Loot *
« on: December 15, 2022, 08:26:55 am »
I've had the opposite experience to GHerald. I haven't really cared which Loot I get - I'm happy with the Gold and everything else is a nice bonus which doesn't really decide the game. I put them in the same category as Boons. Perhaps even less bothersome - Loots are harder to get so e.g. Prize Goat being the only trasher doesn't bother me as much as someone getting an early Flame's Gift. 

Spell Scroll has seemed like the dud but that may be because I end up seeing it with Pickaxe and I've turned it into a Gold most times (which may not have been optimal play). Orb's "March" effect seems quite niche (+$3 and +1 Buy is more powerful than most cards in the buy phase) but I'm sure it comes up, even just to play one of the other Loots.

121
Dominion General Discussion / Re: * Plunder Previews #4: Next Time *
« on: December 15, 2022, 08:06:03 am »
Seems like some Traits make cards pretty bonkers (Cheap Seer, Hasty Experiment, Inherited Possession), but the probability is low enough that it doesn't matter.

I can also imagine a few card (shaped things) seeming a lot weaker in full random than in the previews like Prosper, Pendant, Wealthy Village.

122
Dominion General Discussion / Re: * Plunder Previews #4: Next Time *
« on: December 15, 2022, 07:54:35 am »
Does Inherited work from the top of the pile first, or are we all starting with a Fortune this game?
No, you all get a Gladiator. Except in a 6 player game, then the last Player is the lucky one :-)
Also funny with split piles from Allies in a 5 player game, and Castles with any player count (although in 2 player both would start with Humble).

The Castle pile is simply Victory-Castle, so Traits don't apply to it. I think Territory is the only non Action/Treasure card that can get caught up in Traits.

123
Dominion General Discussion / Re: * Plunder Previews #4: Next Time *
« on: December 15, 2022, 07:33:41 am »
The most interesting difference between these cards and Reserves is that they can activate when you don't really want them to.

Abundance might be one of my favourite cards yet in terms of the tactics around playing it.

124
Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 10, 2022, 06:49:53 pm »
Potluck
Action - $4
+$1
For the rest of this turn, when you play an Action, if it's the first time you played a copy of it this turn, gain a Gold

125
Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 05, 2022, 07:39:23 pm »
Soldiers Village
cost $2 - Action - Attack
+1 Card
+1 Action
You may play an Attack card from your hand.
---
When you gain this, gain another Soldiers Village (that doesn't come with another).

Armed Smithy
cost $7* - Action - Attack
+3 Cards
+1 Buy
Each other player discards an Action or an Treasure (or reveals they can't), and draws until they have 4 cards in hand.
---
This costs $1 less per an Attack card you have in play.


8 Soldiers Villages are on 4 Armed Smithies.

EDIT: cost changed ($6 was too easy to gain).

There's no hard and fast rules about what should or shouldn't be an Attack, but Soldier's Village doesn't need to be an Attack. It could be worth putting in a weak attack if you don't play one, or if you play an Armed Smithy or Soldiers Village with it.

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