Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: market squire on July 28, 2016, 05:47:40 am

Title: Toll Station: Interactive Duration
Post by: market squire on July 28, 2016, 05:47:40 am
Hi there, how about Duration cards that stay in play until another player does something?


TOLL STATION
Action-Duration, Cost: (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

+2 Cards
+1 Buy

Until another player plays a Toll Station, Victory cards cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) less during your turns (but not less than (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)).

Title: Re: Toll Station: Interactive Duration
Post by: GendoIkari on July 28, 2016, 09:46:40 am
I really like the idea of a Duration that stays in play until your opponent does something. I'm a little concerned about the politics of a multiplayer game.

And +2 cards, +1 buy feels like a strange effect for a card that in theory you might only play once ever. I dunno if that's actually based on anything; just a feeling I get. Maybe because I'm comparing it to Reserve cards, which are all either +1 action, cantrip, or nothing on play.
Title: Re: Toll Station: Interactive Duration
Post by: Davio on July 28, 2016, 09:54:02 am
I like the idea, but I wouldn't have it trigger on a copy of itself.

Maybe something like: Until your opponent buys/gains a Victory card.
Title: Re: Toll Station: Interactive Duration
Post by: eHalcyon on July 28, 2016, 01:01:44 pm
And +2 cards, +1 buy feels like a strange effect for a card that in theory you might only play once ever. I dunno if that's actually based on anything; just a feeling I get. Maybe because I'm comparing it to Reserve cards, which are all either +1 action, cantrip, or nothing on play.

Wine Merchant?
Title: Re: Toll Station: Interactive Duration
Post by: Destry on July 28, 2016, 01:48:28 pm
I like the +buy on the top part of the card. It works with the duration effect, since the turn you play it, it makes it easier to buy 2 Victory Cards.

I agree the trigger for stopping the duration shouldn't rely on another player playing a Toll Road. Buying a Toll Road from Black Market makes it unstoppable. More importantly, it tends to force players to follow the same strategy, which can get boring.
Title: Re: Toll Station: Interactive Duration
Post by: Witherweaver on July 28, 2016, 02:04:09 pm
I like the idea, but I wouldn't have it trigger on a copy of itself.

Maybe something like: Until your opponent buys/gains a Victory card.

I like this idea.  Could lead to (possibly) interesting 'critical turn' decisions.  You could mess up your opponent's critical turn, but you might have to green earlier than you want. 
Title: Re: Toll Station: Interactive Duration
Post by: GendoIkari on July 28, 2016, 02:19:18 pm
And +2 cards, +1 buy feels like a strange effect for a card that in theory you might only play once ever. I dunno if that's actually based on anything; just a feeling I get. Maybe because I'm comparing it to Reserve cards, which are all either +1 action, cantrip, or nothing on play.

Wine Merchant?

Not sure I agree with the comparison... although Wine Merchant is a reserve, I seriously think it shouldn't be because it can't be called for an effect. But that aside, you play Wine Merchant specifically for the on-play effect. Reserves in general, and multi-turn Durations like Hireling, are played for the ongoing benefit.
Title: Re: Toll Station: Interactive Duration
Post by: eHalcyon on July 28, 2016, 02:22:35 pm
And +2 cards, +1 buy feels like a strange effect for a card that in theory you might only play once ever. I dunno if that's actually based on anything; just a feeling I get. Maybe because I'm comparing it to Reserve cards, which are all either +1 action, cantrip, or nothing on play.

Wine Merchant?

Not sure I agree with the comparison... although Wine Merchant is a reserve, I seriously think it shouldn't be because it can't be called for an effect. But that aside, you play Wine Merchant specifically for the on-play effect. Reserves in general, and multi-turn Durations like Hireling, are played for the ongoing benefit.

What I meant was, not all Reserves are +1 action, cantrip or nothing on play. I mean, fair enough if you think Wine Merchant shouldn't be a Reserve, but I think it works well and I wish there were more Reserves that worked this way.
Title: Re: Toll Station: Interactive Duration
Post by: market squire on July 29, 2016, 02:55:37 am
I had a Duration in this thread (http://forum.dominionstrategy.com/index.php?topic=12391.0) (Ambush) that would stay in play until someone else bought a Victory. But there, it was rather disencouraging them from buying Victories because you'd draw cards. Here they get an incentive to do it - they cancel out that bonus. I like it:


TOLL STATION
Action-Duration, Cost: (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

+2 Cards
+1 Buy

Until another player gains a Victory card, Victory cards cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) less during your turns (but not less than (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)).

Title: Re: Toll Station: Interactive Duration
Post by: Davio on July 29, 2016, 04:11:11 am
I like the asymmetry a card like this can help create.

Makes it easier for players with a linear strategy to get a big enough lead to beat players with an exponential strategy.
Title: Re: Toll Station: Interactive Duration
Post by: tristan on October 20, 2016, 03:59:14 am
Farm
Type: Action-Duration
Cost: (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

+2 Actions
Until any player has played 5 or more Action cards on their turn, +1 Buy and Actions cards cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) less on your turns.


OK, a non-drawing Village that is only good during the early part of the game for engine building. On itself it does provide 1 or 2 quasi coins and if you have two in play it does provide up to 4 quasi coins. So conditionally temporarily better than Festival but fairly useless for greening. Probably a no-no in Kingdoms without virtual coins.
Not sure about the stop parameter set at 5, this requires testing.
Title: Re: Toll Station: Interactive Duration
Post by: market squire on October 23, 2016, 06:27:45 am
Farm
Type: Action-Duration
Cost: (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

+2 Actions
+1 Buy
---------------------
Until any player has played 5 or more Action cards on their turn, Actions cards cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) less on your turns.
This should be without a dividing line, otherwise the effect is not bound to the Action, thus it were no Duration card and the effect had tracking issues.
I don't like the trigger being something that might not ever happen in a game. Basically, you could just do an Event instead that makes all Actions cheaper for you everytime you buy it (using tokens). The Necro-Ruined Market Action won't be what you'd buy this card for, usually.
Title: Re: Toll Station: Interactive Duration
Post by: tristan on October 23, 2016, 01:51:17 pm
I realized that I did not consider that the first version does not provide extra buys each turn so I changed it.
It might require some other wording though, the idea is that you don't get the extra buy on your current turn if you have played 5 Action cards.
The card sound superstrong ... but that's just for buildup, in the endgame it is just a Necro.

About an Event variant, I don't like that. You'd need tokens that could stack and these very tokens would need too much words on them so card it is.
Title: Re: Toll Station: Interactive Duration
Post by: popsofctown on October 26, 2016, 01:18:45 pm
I'm leery of cards where the counter is to use the card itself.