Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: pacovf on December 12, 2017, 03:40:05 pm

Title: Kontor
Post by: pacovf on December 12, 2017, 03:40:05 pm
Quote
Kontor: 3$
Action, Duration
+1 Action
At the beginning of next turn, +1 Card per Kontor you have in play.

Just a random idea I had this morning. Crazy draw potential if uncontested, but if you play them all in the same turn, you will have a bad time afterwards. Thoughts?
Title: Re: Kontor
Post by: Jimmmmm on December 12, 2017, 03:43:07 pm
Is the number of Kontors you have in play counted when you play each one or at the beginning of next turn?
Title: Re: Kontor
Post by: pacovf on December 12, 2017, 03:53:24 pm
Beginning of next turn. No way it's playable otherwise, I don't think.
Title: Re: Kontor
Post by: GendoIkari on December 12, 2017, 04:05:05 pm
The draw seems too explosive. Just play 2 of them per turn, and you start your next turn with +4 cards. It sounds like it will let you draw your deck really easily.
Title: Re: Kontor
Post by: enfynet on December 12, 2017, 04:13:18 pm
The Madman got a day job? And for only $3?
Title: Re: Kontor
Post by: pacovf on December 12, 2017, 04:21:10 pm
The draw seems too explosive. Just play 2 of them per turn, and you start your next turn with +4 cards. It sounds like it will let you draw your deck really easily.

It doesn't draw more than Caravan though if you are only playing two per turn, and does nothing on the turn you play it. I don't want to start the double-delayed-caravan-is-better-than-regular-caravan debate again, but clearly you can't say it's much better than it, and it's arguably worse than nothing if you only play one per turn.

But I guess it does make losing the split super painful, hm...

The Madman got a day job? And for only $3?

Madman gives two actions and one card per card in hand right now, I don't think it's even comparable.
Title: Re: Kontor
Post by: enfynet on December 12, 2017, 04:23:37 pm
With the exponential draw created by playing multiples, I think Madman is comparable. Not too similar for it to be a problem, but comparable nonetheless.
Title: Re: Kontor
Post by: Jimmmmm on December 12, 2017, 04:27:51 pm
Beginning of next turn. No way it's playable otherwise, I don't think.

I'm not sure I agree.
Title: Re: Kontor
Post by: pacovf on December 12, 2017, 04:39:33 pm
With the exponential draw created by playing multiples, I think Madman is comparable. Not too similar for it to be a problem, but comparable nonetheless.

Kontor is quadratic, Madman is exponential.


Beginning of next turn. No way it's playable otherwise, I don't think.

I'm not sure I agree.

Now that you mention it, it's actually much stronger the way you say it, once you get it going. For some reason I thought 6 Kontors, playing three per turn, would give 1+2+3 cards with your version, but it would actually give 4+5+6. Yikes. It's horrible to keep track of, though.
Title: Re: Kontor
Post by: pacovf on December 12, 2017, 04:50:30 pm
But I guess it does make losing the split super painful, hm...

Thinking about this, let's add player interaction!

Quote
Kontor: 4$
Action - Duration
+1 Action
At the beginning of next turn, +1 Card per Kontor that the player of your choice has in play. If the player wasn't you, +1$.
Title: Re: Kontor
Post by: Chappy7 on December 12, 2017, 04:50:38 pm
With the exponential draw created by playing multiples, I think Madman is comparable. Not too similar for it to be a problem, but comparable nonetheless.

Kontor is quadratic, Madman is exponential.


Beginning of next turn. No way it's playable otherwise, I don't think.

I'm not sure I agree.

Now that you mention it, it's actually much stronger the way you say it, once you get it going. For some reason I thought 6 Kontors, playing three per turn, would give 1+2+3 cards with your version, but it would actually give 4+5+6. Yikes.

Wouldn't play 3 of them give you +3 +3 +3?

Maybe it needs some sort of restriction on how you get them, like grand market or wish or something like that.
Title: Re: Kontor
Post by: pacovf on December 12, 2017, 05:00:10 pm
If you count the Kontors on play, rather than at the beginning of next turn, then each Kontor you play will count the Kontors from the previous turn, the Kontors you've played before this turn, and itself. So, +4, +5, +6 if you have 6 Kontors, playing half each turn. If you count them at the beginning of the turn, then it would just be +3, +3, +3.

I feel like adding a buy restriction might allow one player to get them all unopposed, which then would clearly be too strong.
Title: Re: Kontor
Post by: Jimmmmm on December 12, 2017, 05:22:03 pm
Yeah of course they're Durations so you count both turns. So having 4 and playing 2 per turn means +8 Cards every turn. Playing 3 per turn means +18 Cards (if counted at start of turn).
Title: Re: Kontor
Post by: pacovf on December 12, 2017, 05:54:38 pm
If counted at start of turn, you are only counting half (the others haven't been played yet at the beginning of the turn).

4 and playing 2 per turn: +4 cards every turn.
6 and playing 3 per turn: +9 cards every turn.
Title: Re: Kontor
Post by: Jimmmmm on December 12, 2017, 05:58:29 pm
Yep. You're right. I'm silly.
Title: Re: Kontor
Post by: popsofctown on December 12, 2017, 07:38:55 pm
What if you Fool's Goldified it?

2$ Kontor Action - Duration
+1 Action
If you have another Kontor in play, +2 cards
___________________________________
At the start of your next turn, you may reveal a Province from your hand.  If you do, trash this and gain a Gold.


EDIT: Dropped the cost to two to make it fool'sier
Title: Re: Kontor
Post by: pacovf on December 13, 2017, 01:45:15 pm
Hm, I kinda liked the idea of something explosive, your version won’t ever be better than a lab.

I uh assume the second part was just to improve the joke.
Title: Re: Kontor
Post by: popsofctown on December 14, 2017, 12:24:39 am
If you do not have the second part, it will be discarded from play the same turn you play it, making it more difficult to connect two Kontors.  On the other hand, granting any Vanilla bonus on the next turn makes the card too powerful.  Therefore, it has the ending clause, a tactical option that lets you take a step back if you have too much draw and too little cash, but more importantly keeps it in play without making the card much more powerful in any real way.

It also improves the joke, but the 2$ price tag is the only forced part of the joke (it miiight be ok at 2, but I would definitely want to start at 3)
Title: Re: Kontor
Post by: enfynet on December 14, 2017, 12:05:21 pm
It also improves the joke,
Apparently this went over my head...

 hello Google my old friend, I've come to search with you again...