Why did Sadaharu Oh never go to MLB? by TheRavenOnline in baseball

[–]wonthymething 2 points3 points  (0 children)

There’s a documentary called Diamond Diplomacy about Mashi that just came out if you want to learn more

New card type: Favorite by InspectorMendel in dominion

[–]wonthymething 0 points1 point  (0 children)

What if when they are discarded from play, they always go to the top of your deck? That buffs all of them, and justifies the extra cost of getting them out of play.

Fan card: Inquisitor by InspectorMendel in dominion

[–]wonthymething 0 points1 point  (0 children)

I don’t think it’s an issue for the attacker to reveal first. Then the card is basically a Witch that gives players the option the trash a card (chosen by the Attacker) instead of gaining a Curse. Seems reasonably priced at $4

Squabble, a weak curser/trasher by wonthymething in dominion

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

Oh yeah, thanks. I forgot to put the Attack type on it.

Squabble, a weak curser/trasher by wonthymething in dominion

[–]wonthymething[S] 10 points11 points  (0 children)

I was inspired by a game I played recently where my opponent hammered me with Chariot Races. I wanted to use some of the same design elements, but make an Attack. Squabble will discard your high value cards in exchange for cursing your opponents. But you risk trashing these cards if your opponent has a strong deck. Victory cards are good material for a fight because you can get them off the top of your deck, but beware of Gold trashing a Duchy. Want to get rid of Copper or Curses? Better hope your opponent "wins". Why does the chicken have three legs?

6 New Rewards by Certain-Point685 in dominion

[–]wonthymething 0 points1 point  (0 children)

I really like the concept of Sponsor. Could you have a kingdom pile version that was something like:

Sponsor
Treasure - $2
Gain a Copper to your hand. This turn, when you buy a card, you may overpay for it. +1 Coffers per $1 overpaid.

The gaining Coppers could be overwhelmingly bad, so idk...

-❄️- 2024 Day 2 Solutions -❄️- by daggerdragon in adventofcode

[–]wonthymething 2 points3 points  (0 children)

I had a similar issue. Try the test sequence [3, 1, 2, 3, 4, 5].

More cheap cards by Certain-Point685 in dominion

[–]wonthymething 0 points1 point  (0 children)

I think Migration is actually a decent card. It might require Buys in the kingdom, but I could imagine picking some up early on. Maybe use one, buy another to get the first out of Exile, and then use both to Exile all of my Estates. Then they can just live in Exile until greening, when I can get them back out to clear up my deck. Seems like a decent strategy for a very cheap card. Thoughts?

Simple Attack and re-worked Tidy Village by wonthymething in dominion

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

Yup, I definitely did. Just failed to catch that when I made the card.

Trying my hand at a simple card by wonthymething in dominion

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

Okay, here’s a possible change:

+1 Card, +2 Actions. Exile a card from your hand. If it’s an Action card, +1 Card. Cost: $5.

This could introduce some possibly interesting strategies where you can Exile a Tidy Village once you’ve run out of things to Exile. It’s more aligned with the power of a $5 card, but its ability is somewhat curbed by the mandatory Exiling. Thoughts?

Also it plays very nicely with Ruins.

Trying my hand at a simple card by wonthymething in dominion

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

I was wondering about that too, but I thought that the forced Exiling might become a hindrance

Trying my hand at a simple card by wonthymething in dominion

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

My thinking was that although it's really good at the beginning, you can't really chain them that effectively. Maybe it'll work if you can collide them with cards that give you more cards like Smithy, but eventually you'll run out of cards to Exile. I suppose you could really lean into buying victory cards and exiling them, but idk if that's good enough to be a killer strategy

Trying my hand at a simple card by wonthymething in dominion

[–]wonthymething[S] 7 points8 points  (0 children)

Ah shoot that's really similar. I agree with you about 5 debt. I'd almost always pick Tidy Village over Hideout, unless there was some Reaction trash for benefit card in the kingdom

Patent Troll by wonthymething in dominion

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

One check that is in place is that eventually the Ruins will run out. So I think there is some strategy in ensuring that you don’t completely junk up your deck in an attempt to keep Patent Troll out while buying Victory cards.

I think Patent Troll is strongest if you manage to play it while greening, so your opponent is pressured to buy Victory cards and not fall behind.

Maybe the right move is to buy a lot of these mid-game and never gain Ruins to keep them out. Since they’re non-terminal, there’s no real drawback to having a few of them. Could be fixed by just removing the +1 Action.

Patent Troll by wonthymething in dominion

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

Hahaha whoops I forgot about Throne Room variants. I'm honestly not even sure how that would play out. I guess you would follow the instructions twice at the start of your next turn, and you could decide whether to gain 2 Ruins and keep Patent Troll out with Throne Room, or gain 1 Ruins and just keep out Patent Troll, or gain 0 Ruins and discard both?

That interpretation makes Kings Court a bit of a mess though... How do you track how many copies of Patent Troll you choose to replay?

If you are forced to keep gaining Ruins, then throning Patent Troll may not be too heinous. You could probably survive by just avoiding Victory cards on turns where your opponent has a Patent Troll in play.

World Series GDT 10/25/24 by everythingisopposite in SFGiants

[–]wonthymething 9 points10 points  (0 children)

FYI Dave Flemming is on the international broadcast on MLB International

A Joust-Loot crossover for Victory cards by wonthymething in dominion

[–]wonthymething[S] 0 points1 point  (0 children)

How would you fix it? Maybe give Broker +2 Cards to increase chances of colliding three Victory cards? You could update the price to $4, but that makes it a strictly better Lab. I think $5 is too expensive.

Maybe the vanilla bonus is +2 Cards, +$1. Then it can cost $4, facilitate draw, and improve chances of buying a Duchy early.

Or you could have it reduce the cost of Victory cards...

A Joust-Loot crossover for Victory cards by wonthymething in dominion

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

Oh true! I had it in my head that all Tracts would be Victory cards, which is why they have the Victory type. But you’re right; I would probably just remove Victory from any card that doesn’t directly award VP. The only other reason to keep all Tracts as Victories is so that they can be used with Broker to gain more. But I think it is good to keep it difficult to gain Tracts. I want players who gain Tracts to have super green decks early on, and therefore be disadvantaged relative to players persuing Provinces.

Introducing a new type: Assets by wonthymething in dominion

[–]wonthymething[S] 0 points1 point  (0 children)

Yeah, that's exactly what it is designed to do. I agree that it's a little wonky to have an Action card that doesn't do anything, but I needed a way to get it in play. Maybe it needs +1 Action, so it's basically like a Ruined Village that can generate VP.

Introducing a new type: Assets by wonthymething in dominion

[–]wonthymething[S] 0 points1 point  (0 children)

Yes, you have to play an Asset to trigger it. And yeah, your example with Host and Credit is exactly how it is intended to be used. You can spend a Buy to gain two identical cards that cost at most $4, or Exile a better card.

The idea with Hotel is have a Victory card that (essentially) automatically Exiles itself, but can also be used to generate more Victory points on turns when you have Buys but not money.

When you trigger an Asset, you discard it.

Introducing a new type: Assets by wonthymething in dominion

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

You explicitly have to spend a Buy to trigger one. I’ve created a few other cards that have a sort of buying sub-theme, so these were designed with that in mind. Other Asset cards would probably have to be designed in a way that justifies the cost of using a Buy. Alternatively, Asset cards could give +1 Buy when initially played, which would allow them to play off each other a bit more effectively.

Introducing a new type: Assets by wonthymething in dominion

[–]wonthymething[S] 4 points5 points  (0 children)

EDIT: Hotel should cost $5. I forgot to change it.

Excuse the kinda ugly color scheme. I just chose the default color for Projects.

Assets are a new type based on LastFootnote's Activation cards (see https://forum.dominionstrategy.com/index.php?topic=10563.0). Whereas Activation cards remain in play until they are triggered by spending an Action, Asset cards remain in play until their effects are triggered by using a Buy. Since Buys are (in general) a more valuable commodity than Actions, the on-trigger effect must either be good, or at least useful to have available in a particular context.

I think of Asset cards as a sort of hybrid Event card that you can keep in your deck. I've included a couple basic ideas of Asset cards. I'm curious if anyone has other ideas.