Dominion Strategy Forum
Dominion => Variants and Fan Cards => Topic started by: Gubump on April 13, 2016, 07:16:55 pm
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Highwayman:
+2 Cards
Each other player takes his -$1 token.
Trash this. If you do, gain a Gold.
Cost: $5
Action - Attack
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I also have an attack card named Infiltrator that interacts with the Tavern mat: http://forum.dominionstrategy.com/index.php?topic=15041.0. Great minds must think alike.
Question to this card: I assume that each player has multiple infiltration tokens available, in case they play multiples of this?
Mechanical observation: Do you need to have the Infiltrator go on the Tavern mat, when the Infiltration token is already there to mark the effect of the attack? If you don't, you can simply have 10 Infiltrators in the supply instead of up to 60.
General Comments: That said, do you need the Infilatration tokens or the Tavern at all? You could greatly simplify this, without massively altering the effect, by simply having its effect be:
+2 Cards
Each other player takes his -$1 token.
Trash this.
Gain a Gold.
I realize that this takes away the attacked players' decisions, but I see that as a positive, for three reasons:
--it takes out politics (where they choose to let one player have their Gold but not another)
--this card becomes massively OP in multiplayer (in a 4 player game, play this to eventually gain 3 Golds)
--rarely will a player choose not to lose the tokens, because there's little value in continually attacking yourself
This seems like a decent attack; you'd have to playtest to see how it compares to Soothsayer (as a Gold gainer), Pillage (as a one-shot attack), and Relic (as something that provides money and attacks with a penalty token).
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I also have an attack card named Infiltrator that interacts with the Tavern mat: http://forum.dominionstrategy.com/index.php?topic=15041.0. Great minds must think alike.
Question to this card: I assume that each player has multiple infiltration tokens available, in case they play multiples of this?
Mechanical observation: Do you need to have the Infiltrator go on the Tavern mat, when the Infiltration token is already there to mark the effect of the attack? If you don't, you can simply have 10 Infiltrators in the supply instead of up to 60.
General Comments: That said, do you need the Infilatration tokens or the Tavern at all? You could greatly simplify this, without massively altering the effect, by simply having its effect be:
+2 Cards
Each other player takes his -$1 token.
Trash this.
Gain a Gold.
I realize that this takes away the attacked players' decisions, but I see that as a positive, for three reasons:
--it takes out politics (where they choose to let one player have their Gold but not another)
--this card becomes massively OP in multiplayer (in a 4 player game, play this to eventually gain 3 Golds)
--rarely will a player choose not to lose the tokens, because there's little value in continually attacking yourself
This seems like a decent attack; you'd have to playtest to see how it compares to Soothsayer (as a Gold gainer), Pillage (as a one-shot attack), and Relic (as something that provides money and attacks with a penalty token).
Those are all great points. I didn't think about the fact that it scales extremely badly with more players, so I think I'll overhaul it to what you suggested, but change the name, as Infiltrator doesn't really make sense anymore.
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How is this card a reserve?
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I think the card can cost $5 to start with; I certainly would hardly ever buy it over Goons, which is the only other $6 attack. Remember that Soothsayer gives you a Gold with every play and is considered among the weaker $5 cursers (and not just because it helps out the opponent).
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How is this card a reserve?
It isn't; that's left over from the previous, sucky version.
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I think the card can cost $5 to start with; I certainly would hardly ever buy it over Goons, which is the only other $6 attack. Remember that Soothsayer gives you a Gold with every play and is considered among the weaker $5 cursers (and not just because it helps out the opponent).
Dropped its cost to $5.
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It should cost 4 due to that price is about card availability rather than quality. Its same that why chapel cost 2, due to opening buys.
This costing 5 is big opening advantage, as it cycles on turn 3/4 and possibly kills opponents 5 or 3 hand. Also with this one doesnt need to buy silvers.
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It should cost 4 due to that price is about card availability rather than quality. Its same that why chapel cost 2, due to opening buys.
This costing 5 is big opening advantage, as it cycles on turn 3/4 and possibly kills opponents 5 or 3 hand. Also with this one doesnt need to buy silvers.
I don't think it's any greater advantage than Pillage, Sir Michael, Torturer, or Margrave, which also cost $5 and can kill an opponent's $5 hand. The Spoils from Pillage greatly improve your deck on the key turns after the 2nd shuffle, and Torturer and Margrave's draw is usually enough to let you buy Gold.
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It should cost 4 due to that price is about card availability rather than quality. Its same that why chapel cost 2, due to opening buys.
This costing 5 is big opening advantage, as it cycles on turn 3/4 and possibly kills opponents 5 or 3 hand. Also with this one doesnt need to buy silvers.
I don't think it's any greater advantage than Pillage, Sir Michael, Torturer, or Margrave, which also cost $5 and can kill an opponent's $5 hand. The Spoils from Pillage greatly improve your deck on the key turns after the 2nd shuffle, and Torturer and Margrave's draw is usually enough to let you buy Gold.
Torturer and margrave cost 5 because they draw 3 cards attack and stay good for entire game, they would be too strong on 4.
On other hand opening sir michael is newbie mistake as your deck on second shuffle is 7 coppers and 4 estates so you probably wont buy 5 cost card while oppenent could half of time depending on turn he gets militiad.
Same with pillage which is also too slow. On first shuffle you rarely afford 5 while opponent could get one half of time. Second shuffle is longer due to added spoils, and not much draw, you probably should convert one spoil to gold and one for five cost card while opponent could do same by opening silver/silver and have better economy.