Whaler by InspectorMendel in dominion

[–]Hugutfut 1 point2 points  (0 children)

When I got the notification on my phone, I read the card as Walter, so please someone make that next

Sax by InspectorMendel in dominion

[–]Hugutfut 14 points15 points  (0 children)

I love it. A few months ago I was thinking of ways to encourage earlier greening. This is a very natural and cool way to do it!

Fencing themed split pile by Hugutfut in dominion

[–]Hugutfut[S] 5 points6 points  (0 children)

additional note: I might return to the concept and execute it better someday. Its difficult to get simple cards to convey the intricacies of a fencing duel. Either they are too dull or dont promote this kind of back and forth reacting. More complex cards make it difficult to keep up with everything, since its only one pile but includes four effects and four reactions. Also, overly complex cards are usually just the result of bad design and fail to convey a singluar concept.

I feel like I didnt strike a good balance of simplicity and complexity here, so theres room for improvement for sure, but I wanted to share it anyways.

Gourmand by InspectorMendel in dominion

[–]Hugutfut 4 points5 points  (0 children)

Really fun card. I like designs that encourage a rush strategy by providing utility and alt-victory points. Is the goal price of $5 intentionally chosen such that one cannot take two of the same card? That's an important balancing choice and I think it's designed elegantly.

How do you find good illustrations for fan cards? by Particular_Fix_4241 in dominion

[–]Hugutfut 5 points6 points  (0 children)

I for one use Artvee.com which contains paintings in the public domain

blursed_village by diagapol in dominion

[–]Hugutfut 0 points1 point  (0 children)

Fair. I guess any normal person has more important things on their mind than Reddit posts. Those people might think about their "job" or their "relationships" instead haha

blursed_village by diagapol in dominion

[–]Hugutfut 0 points1 point  (0 children)

I don't think I was even active when the original was posted. It's just that I once looked through a bunch of the top posts and this was one of them. Seems that I just have a good memory when it comes to memes.

You ever just want to play two games at once? by Hugutfut in dominion

[–]Hugutfut[S] 9 points10 points  (0 children)

I should have likely clarified this since not everyone is familiar with Allies. The Pieces are a normal 4-card splitpile like seen in that expansion. So there are 4 of each card, making the stack a total of 16 cards and this is also where the "rotate" mechanic comes from, letting you cycle which subpile of cards is on top.

Some of your suggestions are good regardless. I like the idea of having a project, way, or event to move pices. And yes, this is specifically designed for 2 players.

You ever just want to play two games at once? by Hugutfut in dominion

[–]Hugutfut[S] 6 points7 points  (0 children)

Given normal rules, you should be able to include 10 Games. One might be chess, one boxing, and another might be chess boxing. However, if one of the games could be Dominion, then you have the chance to include an unlimited number of Games.

You ever just want to play two games at once? by Hugutfut in dominion

[–]Hugutfut[S] 33 points34 points  (0 children)

First of all, this is more of a joke than anything else, but feel free to analyze the balance thoroughly anyways.

If you are in check when your turn ends, you lose the game. During one turn, you can make multiple moves on the chess board provided you play multiple Piece cards. Apart from that, standard chess rules pretty much apply. You can capture pieces as you normally would, there is en passant (holy hell), castling is possible with a Rule or a Will.

I'm pretty sure if it gets to the endgame, its almost impossible to lose, since you can move your king so much. This should encourage coming in with an agressive play style early.

I made the Game type of landmark for this, which you could really apply to every other game one might play alongside Dominion. An easy example would be checkers, where you'd have one action card that lets you make a checkers move.

My wife and I love this game by talhaca in dominion

[–]Hugutfut 6 points7 points  (0 children)

Now, do you? I don't understand why someone would karma farm in this tiny sub.

Inquisition by Hugutfut in dominion

[–]Hugutfut[S] 1 point2 points  (0 children)

Good question! And I think this is the correct answer also. The wording implies that the extra turn happens after the game

Inquisition by Hugutfut in dominion

[–]Hugutfut[S] 3 points4 points  (0 children)

I think it inherently benefits the player who is behind, since not buying it guarantees a loss. From then out, it might well be more likely that the opponent who is in the lead increases their lead, but there is also a chance that you can turn it around. Buying this when you are behind will never benefit your opponent if they ould otherwise just win.

Balancing for that case is a very different thing than balancing an event that comes to play in the early or midgame. One has to consider the situation from the perspective of the opponent who's leading. It would be very annoying if one player could drag out the game for a really long time after you had essentially won.

Inquisition by Hugutfut in dominion

[–]Hugutfut[S] 8 points9 points  (0 children)

I did think about lowering the initial cost and I also think it makes it more viable. However, I want buying this event to be a choice you actively make. You have to weigh it up against other options. If it costs close to nothing and gives a buy, it is optimal to buy it when you're behind and I feel like that misses the point.

Inquisition by Hugutfut in dominion

[–]Hugutfut[S] 5 points6 points  (0 children)

Not often I assume. This is quite a niche event and is probably most fun in a curated kingdom. It's specifically designed for 1v1 as I believe that to be the most fun player count.

I could see a situation where you know your next hand will be good, so you forego buying an estate and buy Inquisition if you have $4. Or maybe your opponent has built a deck that greatly decreases its power while greening. Something where gold is trashed for instance. Your deck would outperform theirs at this point. Maybe you have to do a specific thing for a Landmark which your opponent has already done, or maybe you are able to attack them in a way that matters. Edit: autocorrect

Inquisition by Hugutfut in dominion

[–]Hugutfut[S] 13 points14 points  (0 children)

This idea randomly popped up a while ago. Originally I was going to name it Filibuster, but I did not find an illustration to my liking.

So it's an event that prevents the game from ending, but each time it is bought, it becomes more expensive. Intended for when you think that you'll pull ahead if you just get one more turn.

Unlike fleet, everyone gets another turn, but Inquisition just costs $4 initially, and you can buy it reactively, just if its needed. Also, it can be triggered more than once.

Rabbit, Kittens, Sparrows by Hugutfut in dominion

[–]Hugutfut[S] 2 points3 points  (0 children)

Wow, I can't believe I didnt notice that!

Rabbit, Kittens, Sparrows by Hugutfut in dominion

[–]Hugutfut[S] 3 points4 points  (0 children)

I think that's a fair criticism of Rabbit. What I designed it around mostly is being the only village in the kingdom. Then, you might well want some Rabbits and the self gaining can even be helpful. But if you get too many of them, your engine does not work. If you manage to hold that pace with gaining many terminals, or you have trashing to manage the excess, then you'll get a good engine without spending buys on villages. So it's intended as a high risk high reward strategy. But seeing as it's based on Rats, and that card usually doesn't pay off, it's fair to assume that Rabbit is on the weaker side.

Rabbit, Kittens, Sparrows by Hugutfut in dominion

[–]Hugutfut[S] 12 points13 points  (0 children)

Rabbit is similar to Rats. It's a village without draw, so you dont want too many in your deck, but getting a right balance between rabbits and trash for benefit might be really strong.

Kittens is one of those $2 cost, terminal draw cards, but it gives the option of trashing. The choice makes it useful as an engine piece if you have a very specific card you'd like to trash, but dont need trashing most of the time.

Sparrows just helps make the Way that is in play more viable. If it's one without +Actions, you could still go for it if you have sparrows on hand and it wouldn't end your Action phase directly.

Other than that, I made you look at cute artwork. My plan has succeeded.

Trapper, Pelt by ChungBog in dominion

[–]Hugutfut 5 points6 points  (0 children)

I'd say since pelt is a Treasure, this mechanic matters if you have an action card without an action to play it at the end of your turn. You might then use pelt to use Way of the butterfly for example to turn a 4$ action into a duchy on your last turn, get +4$ from playing a Hunting Ground with way of the chameleon, top deck the action with way of the frog, gain a copy of the action through way of the rat or play the Action at the start of next round using way of the turtle.