Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: Chase Adolphson on March 04, 2018, 11:52:38 pm

Title: Dominion:Cities
Post by: Chase Adolphson on March 04, 2018, 11:52:38 pm
Dominion:Cities


1. Mansion
Action
10

4 vp tokens

2. Robber
Action attack
11

Gain the top card of each other players deck and put it in your hand

3. Rainbow
Reaction attack
9

When another player plays an attack card, you may reveal this from your hand to be unaffected by it and that they have to do the attack

4. Cursed store
Action curse
6

2 cards
2 actions
1 buy
----------------------
-1 vp

5. Cursed coin
Treasure curse
5

4 coins
----------------------
-2 vp

6. Dangerous forest
Victory curse
6

1 vp per 5 cards in your deck
-1 vp per copper you have
-1 vp per estate you have

7. Golden town
Treasure victory
12

3 coins
----------------------
4 vp

8. Army
Action attack reaction
15

4 coins
Each other player discards down to 2
----------------------
When another player plays a reaction card you may reveal this from your hand to discard a victory card and gain a card costing up to 4 coins more

9. Golden sorcerer
Treasure attack
14

3 coins
Each other player gains 2 curses

10. Kings crown
Action treasure victory
12

If its your action phase 2 cards 2 actions.
If its your buy phase 3 coins
----------------------
3 vp

11. Sword
Treasure attack duration gathering
9

2 coins
Each other player reveals the top two cards of their deck trashes one of them that you choose and discards the other one. If that card is 3 coins or less, take the vp tokens from the sword supply pile. Otherwise add 1 vp token to the sword supply pile.
At the start of your next turn, 1 card.

12. Worker
Reaction reserve
16

When you gain a card, you may reveal this from your hand to gain a copy of that card and put this on your tavern mat.
----------------------
At any time during your turn you may call this to gain a card costing up to 6.

13. Mayor
Reaction
8

When you draw this, you may reveal it for 2 cards and 1 vp token.

14. Field
Victory
8

4vp
----------------------
When you gain this 1 buy and 3 coins

15. Royal coin
Treasure
15

7 coins
Choose one: 1 buy or 1 vp token

16. Royal market
Action duration
22

3 actions
3 buys
3 vp tokens
At the start of your next turn 3 cards and 3 coins

17. Wizard
Action attack gathering
10

Choose one: look through each other players discard pile and gain a card from it costing up to 8, and add one vp token to the wizard supply pile, or take the vp tokens from the wizard supply pile

18. Performer
Action duration gathering
25

Reveal the top five cards of your deck and for each card revealed, if its
An action card, now and at the start of your next turn, 1 card and 1 action
A treasure card, 3 coins and add one vp token to the performer supply pile
A victory card, 2 cards and take the vp tokens from the performer supply pile
Do them in the order they were revealed
Put them back on top in the same order

19. General
Treasure reaction
16

2 coins
----------------------
When you finish playing your second action card this turn, or when you draw this from a general, you may reveal this from your hand for 3 cards and to gain a card costing up to 8

20. Constructor
Treasure duration reserve
18

2 coins
----------------------
At the start of your next turn, 1 card and put this on your tavern mat
----------------------
At any time, you may call this to trash a card from your hand, and gain a card costing up to five more than it

21. Ocean
Reaction curse
14

When another player plays an attack card, you may reveal this from your hand to be unaffected by it, 1 card and gain a card costing up to 11
----------------------
-1vp

22. Gold rush
Treasure gathering
8

3 coins
If you have ten or more treasure cards in play, take the victory tokens from the gold rush supply pile. Otherwise, add one victory token to the gold rush supply pile.

23. Spell book
Action attack reserve gathering
12

1 action
1 coin
Choose one: each other player gains a curse per spell book you have in play and add one victory token to the spell book supply pile or take the victory tokens from the spell book supply pile
Either way put this on your tavern mat
----------------------
At any time during your turn you may call this for 2 cards

24. Country
Action victory gathering
28

Choose one: 2 cards 2 actions 2 buys 2 coins and add one victory token to the country supply pile or take the victory tokens from the country supply pile
----------------
15vp

25. Villain
Treasure attack reserve
26

4 coins
Each other player gains a curse and discards a card
Put this on your tavern mat
----------------------
At any time during your turn you may call this to choose one: gain a gold and 1 vp token or gain a province and 1 card











Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 05, 2018, 12:49:41 am
I think robber and rainbow would be really interesting together
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 05, 2018, 12:51:19 am
I think crown (from empires), golden sorcerer, and rainbow would be really fun together
Title: Re: Dominion:Cities
Post by: Jack Rudd on March 05, 2018, 08:56:55 am
I think you probably need to read rinkworks's guide to creating fan cards.
Title: Re: Dominion:Cities
Post by: LaLight on March 05, 2018, 09:00:15 am
have you playtested any of these?
Title: Re: Dominion:Cities
Post by: GendoIkari on March 05, 2018, 11:40:31 am
General notes first... there's a lot of formatting / wording issues that make the cards hard to read. Like for Mansion, I can only guess that "4 vp tokens" actually means "+4 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)". Or, if you don't want to bother with the icons; then at least say "+4vp". Without the "+"; it's super confusing. Take a look at Monument (http://wiki.dominionstrategy.com/index.php/Monument) to see the formatting. Also, check out my Chrome/Firefox extension to make it easy to include card icons.

Similarly with the costs, it takes a bit of work to even figure out what the card cost is, because you didn't include a "$".

Anyway, on to specific cards. I'm going to sound harsh, but it's all meant to be constructive.

Dominion:Cities


1. Mansion
Action - (http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png)

+4 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)


This will lead to never-ending games, where the best strategy is to simply play as many of these per turn as you can. The official cards that give you VP tokens also make you work towards ending the game by giving you money or buys.

Quote
2. Robber
Action attack
11

Gain the top card of each other players deck and put it in your hand


This looks extremely unfun, weak, and swingy. (http://wiki.dominionstrategy.com/images/thumb/d/df/Coin11.png/16px-Coin11.png) is a huge cost for a card, and you have no way of controlling if you end up stealing an Estate, a Province, or anything in between. It will make the game be basically just pure luck.

Quote
3. Rainbow
Reaction attack
9

When another player plays an attack card, you may reveal this from your hand to be unaffected by it and that they have to do the attack


The wording in this is quite confusing, I can only guess what you mean. "They have to do the attack"?? I'm going guess that what you are going for is that if the attack were a Witch (http://wiki.dominionstrategy.com/index.php/Witch), then the player who played it gains a Curse. There's no good way to word this really. First off, there's no such thing as "the attack" part of an attack card. The +2 cards on Witch is just as much part of the action as the curse-giving part. So you can't separate them in any meaningful way so that your opponent would gain a Curse while you don't also draw 2 cards. The closest you could come is making it so that you play the card they played, thus you draw 2 cards and they gain a Curse.

But even then, this card costs (http://wiki.dominionstrategy.com/images/thumb/9/9d/Coin9.png/16px-Coin9.png) and does literally nothing, you may as well by buying a Curse. Plenty of Kingdoms have no attacks in them, and even if it does have an attack, why would I pay (http://wiki.dominionstrategy.com/images/thumb/9/9d/Coin9.png/16px-Coin9.png) to give myself a dead card just for the hope that I have it in my hand when an opponent plays an attack? If the effect is strong enough the warrant buying this card, then the opponent simply won't buy attacks. Donald specifically talked about why an "attack reflection" concept doesn't work. Finally, having "attack" on the type line won't do anything; you never play this card so an opponent couldn't block it with Moat or anything.

Quote
4. Cursed store
Action curse
6

2 cards
2 actions
1 buy
----------------------
-1 vp

Giving this the "Curse" type is meaningless and confusing. If I play a Witch, can you gain one of these instead of an actual Curse (http://wiki.dominionstrategy.com/index.php/Curse)? There's a very good reason that only 1 card in the game has the type "Curse". Unless you intended it to be able to be gained by things that say "Gain a Curse", then why give it the "Curse" type?

The -1 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) penalty will be meaningless most of the time. If the effect is good enough, it will more than make up for that VP. Especially if there's any trashing, so that you can get rid of it at the very end. I think the effects of this card do make it too good for a (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) or probably even a (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png).

Quote
5. Cursed coin
Treasure curse
5

4 coins
----------------------
-2 vp

Same problems as mentioned previously... both the Curse type and penalty don't do what you want. Take a look at the new "Cursed Gold (http://wiki.dominionstrategy.com/index.php/Cursed_Gold)" in Nocturne. It gives you a Curse every time you play it. But it's also different because it's not a card you can buy; but something that starts in your deck.

Quote
6. Dangerous forest
Victory curse
6

1 vp per 5 cards in your deck
-1 vp per copper you have
-1 vp per estate you have

Curse type again. Other than that, probably a very strong card, but a good concept I think. It will play differently than Gardens (http://wiki.dominionstrategy.com/index.php/Gardens) because you need to avoid Copper and Estate. One problem is that if there's no trashing, this card can't be bought at all, the -10 VP will make it never worth it. If there is trashing, then the penalty usually won't matter, but it will make you avoid buying Coppers and Estates to pad your deck near the end. I think it's too good in a typical game; it's really easy for this to be worth a Province or more without trying hard for that.

Quote
7. Golden town
Treasure victory
12

3 coins
----------------------
4 vp

$12 is a LOT of coin. If you happen to hit it early, this is probably a strong buy. But otherwise, you'd probably just rather have a Province.

Quote
8. Army
Action attack reaction
15

4 coins
Each other player discards down to 2
----------------------
When another player plays a reaction card you may reveal this from your hand to discard a victory card and gain a card costing up to 4 coins more

Again, $15 is a ridiculous cost. That's just not a number you expect to hit enough to make it worth designing cards for. Dominion's biggest cost (not including Debt) is (http://wiki.dominionstrategy.com/images/thumb/0/02/Coin14.png/16px-Coin14.png), and that's on an Event that just acts like a Province+ (Or Colony+). Even so, I think this is a pretty weak card. It's like a Militia (http://wiki.dominionstrategy.com/index.php/Militia) with an extra (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png). The reaction is really weird... when another player plays a reaction card? Why care about if the card they played was a reaction type? Did you mean for it to apply when they react with a reaction card instead?

Also, "gain a card costing up to 4 coins or more" makes no sense... which is it; do they gain a card costing up to $4? Or can they gain a card costing "or more"? Finally, as worded, you could still gain the card without having a Victory card in your hand, because the gaining isn't dependent upon discarding a Victory card. Which also means that you can reveal this 20 times to gain 20 cards.

Quote
9. Golden sorcerer
Treasure attack
14

3 coins
Each other player gains 2 curses


Also worthless at (http://wiki.dominionstrategy.com/images/thumb/0/02/Coin14.png/16px-Coin14.png). By the time you would ever afford this, Curses will either be gone; or players will have decks strong enough that they don't even matter all that much. I'd just buy a Province instead almost every time.

Quote
10. Kings crown
Action treasure victory
12

If its your action phase 2 cards 2 actions.
If its your buy phase 3 coins
----------------------
3 vp


Not terrible as a whole. But probably very weak for $12. Maybe this could cost (http://wiki.dominionstrategy.com/images/thumb/4/47/Coin8.png/16px-Coin8.png) and be 2(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) instead?

Quote
11. Terrorist
Treasure attack duration gathering
9

2 coins
Each other player reveals the top two cards of their deck trashes one of them that you choose. If that card is 3 coins or less, take the vp tokens from the terrorist supply pile. Otherwise add 1 vp token to the terrorist supply pile.
At the start of your next turn, 1 card.

As far as I know, there's nothing wrong with combining those 4 types. But the attack sounds like something that makes the game quite un-fun. Check out all the other trashing attacks in the game; they all have some sort of limit on the power, whether it's gaining a replacement card, or providing its own defense (Knights), or limiting what costs of cards can be trashed.

Quote
12. Worker
Reaction reserve
10

When you buy a card, you may reveal this from your hand to gain a copy of that card and put this on your tavern mat.
----------------------
At any time during your turn you may call this to gain a card costing up to 5.

This is a really strong effect, but also a really high cost. Note that "at any time during your turn" is bad; why not simply "at the end of your turn" or "at the start of your turn"? "Any time" leads to weird things like "Can I call it after drawing 1 card for Laboratory but before drawing the second card?" In general, you would always want to call this as soon as you put it on your tavern mat anyway. I don't think you are going to hit (http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png) often enough to make this a worthwhile card.

Quote
13. Builder
Reaction
8

When you draw this, you may reveal it for 2 cards and 1 vp token.

First off, nothing stops you from revealing it an unlimited number of times for unlimited points. Second, what exactly is gained by making it a reaction? If the intent was that you can reveal it only once each time you draw it, then isn't that just the same thing that making it a regular action would do? You can play it once each time you draw it. So just make it an action (with +1 action). And at that point, you see that it's basically a Laboratory with a +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) also. Which has the issue of possibly making the best strategy to never end the game.

Quote
14. Field
Victory
8

4vp
----------------------
When you gain this 1 buy and 3 coins

If you have 5 [cardHighway[/card]s in play, then you can just buy this entire pile at once. Other than that, not sure when I would ever buy this. If it's too early in the game for me to want a Province, I don't want this card either. If it's not too early to want a Province, I'll take a Province instead. Why would I want this and a (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) card instead of a Province?

Quote
15. Royal coin
Treasure
15

7 coins
Choose one: 1 buy or 1 vp token

If you happen to hit $15 before the game is almost over, then this is basically going to give the game to the first person who gets there, I think. But quite often you won't hit that.

Quote
16. Royal market
Action duration
22

3 actions
3 buys
3 vp tokens
At the start of your next turn 3 cards and 3 coins


No, no, no. $15 was already a ridiculous cost. Making a card that costs $22 is just silly. It's no longer Dominion at that point; you're playing a different game completely.

Quote
17. Wizard
Action attack gathering
10

Choose one: look through each other players discard pile and gain a card from it costing up to 8, and add one vp token to the wizard supply pile, or take the vp tokens from the wizard supply pile

Same issues as with your other trashing attacks. The solution here is to never buy Provinces, only Wizards.

Quote
18. Performer
Action duration gathering
25

Reveal the top five cards of your deck and for each card revealed, if its
An action card, now and at the start of your next turn, 1 card and 1 action
A treasure card, 3 coins and add one vp token to the performer supply pile
A victory card, 2 cards and take the vp tokens from the performer supply pile
Do them in the order they were revealed

I don't need to even read that giant paragraph of text; I'll take 3 Provinces instead of whatever this card does.

Quote
19. General
Treasure reaction
16

2 coins
----------------------
When you play your second action card this turn, you may reveal this from your hand for 3 cards and to gain a card costing up to 8

20. Constructor
Treasure duration reserve
18

2 coins
----------------------
At the start of your next turn, 1 card and put this on your tavern mat
----------------------
At any time, you may call this to trash a card from your hand, and gain a card costing up to five more than it

21. Ocean
Reaction curse
14

When another player plays an attack card, you may reveal this from your hand to be unaffected by it, 1 card and gain a card costing up to 11
----------------------
-1vp

22. Gold rush
Treasure gathering
8

3 coins
If you have ten or more treasure cards in play, take the victory tokens from the gold rush supply pile. Otherwise, add one victory token to the gold rush supply pile.

23. Spell book
Action attack reserve gathering
12

1 action
1 coin
Choose one: each other player gains a curse per spell book you have in play and add one victory token to the spell book supply pile or take the victory tokens from the spell book supply pile
Either way put this on your tavern mat
----------------------
At any time during your turn you may call this for 2 cards

24. Country
Action victory gathering
28

15vp
-----------------
Choose one: 2 cards 2 actions 2 buys 2 coins and add one victory token to the country supply pile or take the victory tokens from the country supply pile

25. Villain
Treasure attack reserve
26

4 coins
Each other player gains a curse and discards a card
Put this on your tavern mat
----------------------
At any time during your turn you may call this to choose one: gain a gold and 1 vp token or gain a province and 1 card

All of these....  the cost!! What games of Dominion have you been playing? There's a very good reason that the vast majority of Dominion cards cost between (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) and (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png). There are a very rare few options that go up to (http://wiki.dominionstrategy.com/images/thumb/4/47/Coin8.png/16px-Coin8.png), or more with the Debt mechanic. And one single option in the whole game that's (http://wiki.dominionstrategy.com/images/thumb/0/02/Coin14.png/16px-Coin14.png), which, as mentioned, is just something you can get instead of a Province. These costs are all ridiculous; the game is going to be over, or mostly over, before you ever buy any of these cards.

As a whole, take a close look at the official cards and notice certain things about them. See how trashing attacks are generally done. See how cards are generally cost. And and Jack said, check out rinkwork's guide (even though some of it is pretty outdated; most of it is still quite true).
Title: Re: Dominion:Cities
Post by: Gazbag on March 05, 2018, 12:15:30 pm
Quote
14. Field
Victory
8

4vp
----------------------
When you gain this 1 buy and 3 coins

If you have 5 Highways in play, then you can just buy this entire pile at once. Other than that, not sure when I would ever buy this. If it's too early in the game for me to want a Province, I don't want this card either. If it's not too early to want a Province, I'll take a Province instead. Why would I want this and a (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) card instead of a Province?

Most of your analysis of these is really good, but I actually think this one touches upon a potentially neat idea for a card. It's kinda like Villa where if you have a lot of money it essentially costs $3 because it gives you $1 back when you play it. I always felt like maybe something more could be done with that kind of thing but never really thought about it myself. An expensive victory seems like a decent place to try it.

I think the numbers on this are actually quite good too, it has a net coin cost of $5 but it's much harder to get than $5 so it giving more vp than Duchy makes sense but 5vp is too close to Province so 4vp seems like the correct number. Anyway yeah, you aren't really supposed to buy this when you have $8, you're supposed to get this+Province when you have $13 or this+Duchy on $10 or whatever. Or just in generic endgame situations you'd buy this over Province sometimes. It's just classic engine alt-vp that lets you catch up on vp after building for longer - and it even works when there's no +buy.
Title: Re: Dominion:Cities
Post by: Jack Rudd on March 05, 2018, 12:50:36 pm
A note in general on super-high costs: they have a tendency to be terribroken. Most of the time, they're going to put the card completely out of reach. But occasionally there will be some effect like that of Squire/Hero/Lurker that gives you a super-expensive, super-powerful card for free. So your cards with $20+ costs will only see play in games where they are completely dominant.
Title: Re: Dominion:Cities
Post by: Gazbag on March 05, 2018, 01:34:09 pm
Another thing about all the $7+ cards in Dominion is that they generally aren't really very good on their own, you have to build around them somewhat, whereas a lot of these cards are just generically powerful effects with vp thrown on. Let's take a look:

Bank: Needs other treasures to be good and ideally a way to get many treasures into play (draw) otherwise it's going to be outclassed by Gold.

Expand+Forge: Trash for benefit (although Forge is also a  very good deck thinner once you have it) needs cards that are appealing to trash and upgrade.

King's Court: Just plays other cards a lot so it can play differently depending on the other actions.

Adventures Events: These all just improve other cards.

Fortune: Basically a super Bank.

Prince: Needs specific actions to do anything.

This means that even if the card is super powerful and almost always a must buy games will still play out differently depending on the rest of the cards in the kingdom.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 05, 2018, 06:23:29 pm
General notes first... there's a lot of formatting / wording issues that make the cards hard to read. Like for Mansion, I can only guess that "4 vp tokens" actually means "+4 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)". Or, if you don't want to bother with the icons; then at least say "+4vp". Without the "+"; it's super confusing. Take a look at Monument (http://wiki.dominionstrategy.com/index.php/Monument) to see the formatting. Also, check out my Chrome/Firefox extension to make it easy to include card icons.

Similarly with the costs, it takes a bit of work to even figure out what the card cost is, because you didn't include a "$".

Anyway, on to specific cards. I'm going to sound harsh, but it's all meant to be constructive.

Dominion:Cities


1. Mansion
Action - (http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png)

+4 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)


This will lead to never-ending games, where the best strategy is to simply play as many of these per turn as you can. The official cards that give you VP tokens also make you work towards ending the game by giving you money or buys.

Quote
2. Robber
Action attack
11

Gain the top card of each other players deck and put it in your hand


This looks extremely unfun, weak, and swingy. (http://wiki.dominionstrategy.com/images/thumb/d/df/Coin11.png/16px-Coin11.png) is a huge cost for a card, and you have no way of controlling if you end up stealing an Estate, a Province, or anything in between. It will make the game be basically just pure luck.

Quote
3. Rainbow
Reaction attack
9

When another player plays an attack card, you may reveal this from your hand to be unaffected by it and that they have to do the attack


The wording in this is quite confusing, I can only guess what you mean. "They have to do the attack"?? I'm going guess that what you are going for is that if the attack were a Witch (http://wiki.dominionstrategy.com/index.php/Witch), then the player who played it gains a Curse. There's no good way to word this really. First off, there's no such thing as "the attack" part of an attack card. The +2 cards on Witch is just as much part of the action as the curse-giving part. So you can't separate them in any meaningful way so that your opponent would gain a Curse while you don't also draw 2 cards. The closest you could come is making it so that you play the card they played, thus you draw 2 cards and they gain a Curse.

But even then, this card costs (http://wiki.dominionstrategy.com/images/thumb/9/9d/Coin9.png/16px-Coin9.png) and does literally nothing, you may as well by buying a Curse. Plenty of Kingdoms have no attacks in them, and even if it does have an attack, why would I pay (http://wiki.dominionstrategy.com/images/thumb/9/9d/Coin9.png/16px-Coin9.png) to give myself a dead card just for the hope that I have it in my hand when an opponent plays an attack? If the effect is strong enough the warrant buying this card, then the opponent simply won't buy attacks. Donald specifically talked about why an "attack reflection" concept doesn't work. Finally, having "attack" on the type line won't do anything; you never play this card so an opponent couldn't block it with Moat or anything.

Quote
4. Cursed store
Action curse
6

2 cards
2 actions
1 buy
----------------------
-1 vp

Giving this the "Curse" type is meaningless and confusing. If I play a Witch, can you gain one of these instead of an actual Curse (http://wiki.dominionstrategy.com/index.php/Curse)? There's a very good reason that only 1 card in the game has the type "Curse". Unless you intended it to be able to be gained by things that say "Gain a Curse", then why give it the "Curse" type?

The -1 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) penalty will be meaningless most of the time. If the effect is good enough, it will more than make up for that VP. Especially if there's any trashing, so that you can get rid of it at the very end. I think the effects of this card do make it too good for a (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) or probably even a (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png).

Quote
5. Cursed coin
Treasure curse
5

4 coins
----------------------
-2 vp

Same problems as mentioned previously... both the Curse type and penalty don't do what you want. Take a look at the new "Cursed Gold (http://wiki.dominionstrategy.com/index.php/Cursed_Gold)" in Nocturne. It gives you a Curse every time you play it. But it's also different because it's not a card you can buy; but something that starts in your deck.

Quote
6. Dangerous forest
Victory curse
6

1 vp per 5 cards in your deck
-1 vp per copper you have
-1 vp per estate you have

Curse type again. Other than that, probably a very strong card, but a good concept I think. It will play differently than Gardens (http://wiki.dominionstrategy.com/index.php/Gardens) because you need to avoid Copper and Estate. One problem is that if there's no trashing, this card can't be bought at all, the -10 VP will make it never worth it. If there is trashing, then the penalty usually won't matter, but it will make you avoid buying Coppers and Estates to pad your deck near the end. I think it's too good in a typical game; it's really easy for this to be worth a Province or more without trying hard for that.

Quote
7. Golden town
Treasure victory
12

3 coins
----------------------
4 vp

$12 is a LOT of coin. If you happen to hit it early, this is probably a strong buy. But otherwise, you'd probably just rather have a Province.

Quote
8. Army
Action attack reaction
15

4 coins
Each other player discards down to 2
----------------------
When another player plays a reaction card you may reveal this from your hand to discard a victory card and gain a card costing up to 4 coins more

Again, $15 is a ridiculous cost. That's just not a number you expect to hit enough to make it worth designing cards for. Dominion's biggest cost (not including Debt) is (http://wiki.dominionstrategy.com/images/thumb/0/02/Coin14.png/16px-Coin14.png), and that's on an Event that just acts like a Province+ (Or Colony+). Even so, I think this is a pretty weak card. It's like a Militia (http://wiki.dominionstrategy.com/index.php/Militia) with an extra (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png). The reaction is really weird... when another player plays a reaction card? Why care about if the card they played was a reaction type? Did you mean for it to apply when they react with a reaction card instead?

Also, "gain a card costing up to 4 coins or more" makes no sense... which is it; do they gain a card costing up to $4? Or can they gain a card costing "or more"? Finally, as worded, you could still gain the card without having a Victory card in your hand, because the gaining isn't dependent upon discarding a Victory card. Which also means that you can reveal this 20 times to gain 20 cards.

Quote
9. Golden sorcerer
Treasure attack
14

3 coins
Each other player gains 2 curses


Also worthless at (http://wiki.dominionstrategy.com/images/thumb/0/02/Coin14.png/16px-Coin14.png). By the time you would ever afford this, Curses will either be gone; or players will have decks strong enough that they don't even matter all that much. I'd just buy a Province instead almost every time.

Quote
10. Kings crown
Action treasure victory
12

If its your action phase 2 cards 2 actions.
If its your buy phase 3 coins
----------------------
3 vp


Not terrible as a whole. But probably very weak for $12. Maybe this could cost (http://wiki.dominionstrategy.com/images/thumb/4/47/Coin8.png/16px-Coin8.png) and be 2(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) instead?

Quote
11. Terrorist
Treasure attack duration gathering
9

2 coins
Each other player reveals the top two cards of their deck trashes one of them that you choose. If that card is 3 coins or less, take the vp tokens from the terrorist supply pile. Otherwise add 1 vp token to the terrorist supply pile.
At the start of your next turn, 1 card.

As far as I know, there's nothing wrong with combining those 4 types. But the attack sounds like something that makes the game quite un-fun. Check out all the other trashing attacks in the game; they all have some sort of limit on the power, whether it's gaining a replacement card, or providing its own defense (Knights), or limiting what costs of cards can be trashed.

Quote
12. Worker
Reaction reserve
10

When you buy a card, you may reveal this from your hand to gain a copy of that card and put this on your tavern mat.
----------------------
At any time during your turn you may call this to gain a card costing up to 5.

This is a really strong effect, but also a really high cost. Note that "at any time during your turn" is bad; why not simply "at the end of your turn" or "at the start of your turn"? "Any time" leads to weird things like "Can I call it after drawing 1 card for Laboratory but before drawing the second card?" In general, you would always want to call this as soon as you put it on your tavern mat anyway. I don't think you are going to hit (http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png) often enough to make this a worthwhile card.

Quote
13. Builder
Reaction
8

When you draw this, you may reveal it for 2 cards and 1 vp token.

First off, nothing stops you from revealing it an unlimited number of times for unlimited points. Second, what exactly is gained by making it a reaction? If the intent was that you can reveal it only once each time you draw it, then isn't that just the same thing that making it a regular action would do? You can play it once each time you draw it. So just make it an action (with +1 action). And at that point, you see that it's basically a Laboratory with a +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) also. Which has the issue of possibly making the best strategy to never end the game.

Quote
14. Field
Victory
8

4vp
----------------------
When you gain this 1 buy and 3 coins

If you have 5 [cardHighway[/card]s in play, then you can just buy this entire pile at once. Other than that, not sure when I would ever buy this. If it's too early in the game for me to want a Province, I don't want this card either. If it's not too early to want a Province, I'll take a Province instead. Why would I want this and a (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) card instead of a Province?

Quote
15. Royal coin
Treasure
15

7 coins
Choose one: 1 buy or 1 vp token

If you happen to hit $15 before the game is almost over, then this is basically going to give the game to the first person who gets there, I think. But quite often you won't hit that.

Quote
16. Royal market
Action duration
22

3 actions
3 buys
3 vp tokens
At the start of your next turn 3 cards and 3 coins


No, no, no. $15 was already a ridiculous cost. Making a card that costs $22 is just silly. It's no longer Dominion at that point; you're playing a different game completely.

Quote
17. Wizard
Action attack gathering
10

Choose one: look through each other players discard pile and gain a card from it costing up to 8, and add one vp token to the wizard supply pile, or take the vp tokens from the wizard supply pile

Same issues as with your other trashing attacks. The solution here is to never buy Provinces, only Wizards.

Quote
18. Performer
Action duration gathering
25

Reveal the top five cards of your deck and for each card revealed, if its
An action card, now and at the start of your next turn, 1 card and 1 action
A treasure card, 3 coins and add one vp token to the performer supply pile
A victory card, 2 cards and take the vp tokens from the performer supply pile
Do them in the order they were revealed

I don't need to even read that giant paragraph of text; I'll take 3 Provinces instead of whatever this card does.

Quote
19. General
Treasure reaction
16

2 coins
----------------------
When you play your second action card this turn, you may reveal this from your hand for 3 cards and to gain a card costing up to 8

20. Constructor
Treasure duration reserve
18

2 coins
----------------------
At the start of your next turn, 1 card and put this on your tavern mat
----------------------
At any time, you may call this to trash a card from your hand, and gain a card costing up to five more than it

21. Ocean
Reaction curse
14

When another player plays an attack card, you may reveal this from your hand to be unaffected by it, 1 card and gain a card costing up to 11
----------------------
-1vp

22. Gold rush
Treasure gathering
8

3 coins
If you have ten or more treasure cards in play, take the victory tokens from the gold rush supply pile. Otherwise, add one victory token to the gold rush supply pile.

23. Spell book
Action attack reserve gathering
12

1 action
1 coin
Choose one: each other player gains a curse per spell book you have in play and add one victory token to the spell book supply pile or take the victory tokens from the spell book supply pile
Either way put this on your tavern mat
----------------------
At any time during your turn you may call this for 2 cards

24. Country
Action victory gathering
28

15vp
-----------------
Choose one: 2 cards 2 actions 2 buys 2 coins and add one victory token to the country supply pile or take the victory tokens from the country supply pile

25. Villain
Treasure attack reserve
26

4 coins
Each other player gains a curse and discards a card
Put this on your tavern mat
----------------------
At any time during your turn you may call this to choose one: gain a gold and 1 vp token or gain a province and 1 card

All of these....  the cost!! What games of Dominion have you been playing? There's a very good reason that the vast majority of Dominion cards cost between (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) and (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png). There are a very rare few options that go up to (http://wiki.dominionstrategy.com/images/thumb/4/47/Coin8.png/16px-Coin8.png), or more with the Debt mechanic. And one single option in the whole game that's (http://wiki.dominionstrategy.com/images/thumb/0/02/Coin14.png/16px-Coin14.png), which, as mentioned, is just something you can get instead of a Province. These costs are all ridiculous; the game is going to be over, or mostly over, before you ever buy any of these cards.

As a whole, take a close look at the official cards and notice certain things about them. See how trashing attacks are generally done. See how cards are generally cost. And and Jack said, check out rinkwork's guide (even though some of it is pretty outdated; most of it is still quite true).

With witch you gain the card named curse
Title: Re: Dominion:Cities
Post by: Jack Rudd on March 05, 2018, 09:13:22 pm
With witch you gain the card named curse
OK, so that brings us back to the question "what is the point of adding Curse to {insert card you've given the Curse type to}'s types?". The Curse type is never referenced anywhere in the rules or on any card. The only effect this has is to make these cards slightly better with Courtier, which isn't an interesting enough interaction to make up for the confusion.

(If you really want a type that indicates those cards are worth negative VP, that's fine, but create a new type to indicate that.)
Title: Re: Dominion:Cities
Post by: LastFootnote on March 05, 2018, 09:19:29 pm
Gendo, I salute you for still having the patience to critique these batches of fan cards. Well done!
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 05, 2018, 11:44:54 pm
With witch you gain the card named curse
OK, so that brings us back to the question "what is the point of adding Curse to {insert card you've given the Curse type to}'s types?". The Curse type is never referenced anywhere in the rules or on any card. The only effect this has is to make these cards slightly better with Courtier, which isn't an interesting enough interaction to make up for the confusion.

(If you really want a type that indicates those cards are worth negative VP, that's fine, but create a new type to indicate that.)

In the rule book it says that the type curse means it is worth negative points
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 05, 2018, 11:45:38 pm
Gendo, I salute you for still having the patience to critique these batches of fan cards. Well done!

Finally someone likes my expansion
Title: Re: Dominion:Cities
Post by: ConMan on March 06, 2018, 12:48:36 am
In the rule book it says that the type curse means it is worth negative points
Well, no, the rule book says that "These are bad cards worth -1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)". It also says that Curse cards are base cards that are always included in the supply. If you want your cards to behave differently, you need to explain how (like how the rules for Dark Ages explain about replacing starting Estates with Shelters), and how they interact with cards that already reference Curses since you've now created a distinction that leads to rule questions and you didn't initially explain how to resolve them.

Gendo, I salute you for still having the patience to critique these batches of fan cards. Well done!

Finally someone likes my expansion
That's ... not what he said. At all.

Also, please go back and read rinkwork's guide.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 06, 2018, 01:06:22 am
In the rule book it says that the type curse means it is worth negative points
Well, no, the rule book says that "These are bad cards worth -1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)". It also says that Curse cards are base cards that are always included in the supply. If you want your cards to behave differently, you need to explain how (like how the rules for Dark Ages explain about replacing starting Estates with Shelters), and how they interact with cards that already reference Curses since you've now created a distinction that leads to rule questions and you didn't initially explain how to resolve them.

Gendo, I salute you for still having the patience to critique these batches of fan cards. Well done!

Finally someone likes my expansion
That's ... not what he said. At all.

Also, please go back and read rinkwork's guide.

Maybe that's not what he said but it wasn't crap like everybody else has been giving me
Title: Re: Dominion:Cities
Post by: Skumpy on March 06, 2018, 01:33:30 am
In the rule book it says that the type curse means it is worth negative points
Well, no, the rule book says that "These are bad cards worth -1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)". It also says that Curse cards are base cards that are always included in the supply. If you want your cards to behave differently, you need to explain how (like how the rules for Dark Ages explain about replacing starting Estates with Shelters), and how they interact with cards that already reference Curses since you've now created a distinction that leads to rule questions and you didn't initially explain how to resolve them.

Gendo, I salute you for still having the patience to critique these batches of fan cards. Well done!

Finally someone likes my expansion
That's ... not what he said. At all.

Also, please go back and read rinkwork's guide.

Maybe that's not what he said but it wasn't crap like everybody else has been giving me

When people post here, the unspoken rule is that all criticism and feedback is allowed and encouraged. Many have shown off their cards here, and the responses always range from "This needs work" to "Good start, but this needs work". So while your cards could definitely use improvement, you're not alone - nobody ever gets an immediate "Awesome! Good to go!" no matter how good the cards are. Those who are too lazy and/or don't want to be criticized very rarely post here (Like me  :D) Read here for more info (http://forum.dominionstrategy.com/index.php?topic=11402.50).

You should be grateful that Gendo took the time to read and give you advice on all of your cards - lots of people wouldn't bother. Read it, consider it, and try to incorporate some of the suggestions.

Also by the way: don't name a card "Terrorist". I hope I don't need to give too many reasons.
Title: Re: Dominion:Cities
Post by: Asper on March 06, 2018, 02:03:08 am
From the survey in the OP and your reaction on GendoIkari's (spot-on) critizism I get the impression that you didn't really consider the possibility that people wouldn't like your cards. I don't know how much work went into creating them, but I'm afraid that if the kind of feedback you are hoping for here is "Awesome cards, I like X best!" you are going to be very disappointed. People here are going to take time to consider your ideas and give feedback as to how things can be improved, and they are very good at that. If you listen to them and don't shy away from incrementally improving your cards over an extended period of time, your cards will improve significantly. If you don't care for that, there's not much fun to be had for anyone. One does not simply make up a great card in their head. I've been creating fan cards for what feels like forever and taking in the fellow forumites' feedback, and I can count the times when I got something right the first try on one hand. One hand of someone working at a sawmill, actually.

So yeah, please ponder what you honestly want: Praise or good cards. After that you should be able to decide whether this is the right place for you.
Title: Re: Dominion:Cities
Post by: Simon Jester on March 06, 2018, 06:06:07 am
Most things have been said by more experienced fancards-designer than me (I' just a lousy lurker) but I also would like to encourage you to think about the flavour of your set. Most names are a little bit off compared to official Dominion. Cities is sounding of of actions, not victory cards. A victory heavy set should have card names focusing on lands and other form of property, not really the names you have chosen right now. Flavour is not extremely important, but is the nice touch that makes an expansion to feel just amazing.

I know that you got a lot of tough feedback, now, but hey - actually I have a quite similar expansion to yours somewhere in my old computer. This kind of cards was the things I wanted when I was fairly new to Dominion, but when I looked for somewhere to talk about it I found f.ds and realized "whoa, Dominion is a quite a different game than I first thought" - sure, it feels a bit dull that "extreme power" isn't allowed to exist in Dominion but in other hand you get a more subtle game that still can explode in insane power from time to time (and it's fairly easy to design kingdoms that allow you to do cray cray things). In my opinion thats better because it allows you to play with people who comes to Dominion for other reason than to buy shear power cards. It's still reasonable to try to create a new power set, but my advice is to try to increase the subtleness to your cards. Experiment with Debt for instance, which is the new way to allow super-cards to exist, or try to a invent a new form of obstacle to gain your cards other than the formal price.

I've noticed from other posts from you that you are fairly new to Dominion or at least have the new player mindset approaching the game and it's all fair and good - i quite miss those days a lot, but on the other hand you are missing out on some of the most intriguing aspect of the game. I still haven't found out why procession are so loved by the experts, because almost every time I try to use it I fail miserably, but I know I will found the key some day and the route to get there is extremely fun.

I guess what I'm trying to say is that on this forum you find players that have the expert mindset or others like me who are trying to learn it and they will look at Dominion completely different than you. It's good to remember when you are writing here.
Title: Re: Dominion:Cities
Post by: Gazbag on March 06, 2018, 11:11:49 am
In the rule book it says that the type curse means it is worth negative points
Well, no, the rule book says that "These are bad cards worth -1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)". It also says that Curse cards are base cards that are always included in the supply. If you want your cards to behave differently, you need to explain how (like how the rules for Dark Ages explain about replacing starting Estates with Shelters), and how they interact with cards that already reference Curses since you've now created a distinction that leads to rule questions and you didn't initially explain how to resolve them.

Gendo, I salute you for still having the patience to critique these batches of fan cards. Well done!

Finally someone likes my expansion
That's ... not what he said. At all.

Also, please go back and read rinkwork's guide.

Maybe that's not what he said but it wasn't crap like everybody else has been giving me

Hay! I said I thought Field was pretty good!
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 06, 2018, 06:26:53 pm
Most things have been said by more experienced fancards-designer than me (I' just a lousy lurker) but I also would like to encourage you to think about the flavour of your set. Most names are a little bit off compared to official Dominion. Cities is sounding of of actions, not victory cards. A victory heavy set should have card names focusing on lands and other form of property, not really the names you have chosen right now. Flavour is not extremely important, but is the nice touch that makes an expansion to feel just amazing.

I know that you got a lot of tough feedback, now, but hey - actually I have a quite similar expansion to yours somewhere in my old computer. This kind of cards was the things I wanted when I was fairly new to Dominion, but when I looked for somewhere to talk about it I found f.ds and realized "whoa, Dominion is a quite a different game than I first thought" - sure, it feels a bit dull that "extreme power" isn't allowed to exist in Dominion but in other hand you get a more subtle game that still can explode in insane power from time to time (and it's fairly easy to design kingdoms that allow you to do cray cray things). In my opinion thats better because it allows you to play with people who comes to Dominion for other reason than to buy shear power cards. It's still reasonable to try to create a new power set, but my advice is to try to increase the subtleness to your cards. Experiment with Debt for instance, which is the new way to allow super-cards to exist, or try to a invent a new form of obstacle to gain your cards other than the formal price.

I've noticed from other posts from you that you are fairly new to Dominion or at least have the new player mindset approaching the game and it's all fair and good - i quite miss those days a lot, but on the other hand you are missing out on some of the most intriguing aspect of the game. I still haven't found out why procession are so loved by the experts, because almost every time I try to use it I fail miserably, but I know I will found the key some day and the route to get there is extremely fun.

I guess what I'm trying to say is that on this forum you find players that have the expert mindset or others like me who are trying to learn it and they will look at Dominion completely different than you. It's good to remember when you are writing here.

I'm actually not that new to dominion. Sure I've only been playing it for a year but I play it almost 24/7. Please post that expansion kind of like mine that you were talking about. I really want to see it. Procession is actually really powerful. Think about it as throne room and upgrade combined. Also why there is no debt is because no debt makes it harder to gain and they should be really hard to gain because they are so powerful.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 06, 2018, 06:40:16 pm
The only part I haven't done yet is the art. Please give me your suggestions.
Title: Re: Dominion:Cities
Post by: Chappy7 on March 06, 2018, 06:59:18 pm
Kings Crown is a lot like crown, just bigger.  But I think it is a pretty fun idea for a card.  It can still be useful in your action phase even without other actions. 

But for sure, read the fan card guide.  It's nice.

As far as the high cost cards go, once you finally reach the cost (26???) The other player most likely has lots of points.  You might get to play the card once before the game is done.  That isn't very much fun.  It's fun to play your cards over and over. Even with fortune it often comes too late to be very helpful. 
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 07, 2018, 12:40:59 am
Kings Crown is a lot like crown, just bigger.  But I think it is a pretty fun idea for a card.  It can still be useful in your action phase even without other actions. 

But for sure, read the fan card guide.  It's nice.

As far as the high cost cards go, once you finally reach the cost (26???) The other player most likely has lots of points.  You might get to play the card once before the game is done.  That isn't very much fun.  It's fun to play your cards over and over. Even with fortune it often comes too late to be very helpful. 


What I had in mind was people would buy the 25 costing cards before they start buying colonies. Kings crown is actually one of my favorites too, but army has always been my favorite one.
Title: Re: Dominion:Cities
Post by: GendoIkari on March 07, 2018, 09:38:38 am
Kings Crown is a lot like crown, just bigger.  But I think it is a pretty fun idea for a card.  It can still be useful in your action phase even without other actions. 

But for sure, read the fan card guide.  It's nice.

As far as the high cost cards go, once you finally reach the cost (26???) The other player most likely has lots of points.  You might get to play the card once before the game is done.  That isn't very much fun.  It's fun to play your cards over and over. Even with fortune it often comes too late to be very helpful. 


What I had in mind was people would buy the 25 costing cards before they start buying colonies. Kings crown is actually one of my favorites too, but army has always been my favorite one.

You could buy a $25 costing card before buying Victory points, but you will lose the game. The player who ignores any card costing that much or even half that much will have already won the game before you can buy it.

Also keep in mind that in some Kingdoms, it will be literally impossible to ever get more than $15 in your hand at one time.
Title: Re: Dominion:Cities
Post by: ThetaSigma12 on March 07, 2018, 04:50:47 pm
I've seen people try to make Dominion cards with outrageous costs, and heck, I even made a few of them back before my FDS days. The reason people make them is simple: Sometimes you love making crazy engines and don't care about emptying the Provinces, and what if you had an amazing expensive (http://wiki.dominionstrategy.com/images/thumb/0/02/Coin14.png/16px-Coin14.png)+ card? How cool would that be! It sounds like you played some games with them and I'm guessing they went like this:
Point being, you were not playing to win, you were playing to use the cards. And that's fun and all, nobody's stopping you from doing that. But you need to realize that the cards you have here don't fit within the usual Dominion mindset of winning the game as fast as possible. Even if "$25, +100 Cards" is balanced it's never going to work in a game where all players are trying to win, because the game will have ended way before then. This is assuming the card is balanced too, some of your cards could lock people out if they were spammed or have other balancing issues.

I know it feels like you're getting a bunch of crap, and why am I, it was so much fun playing with them. We've all made some problematic cards at some time or another just because we've always wanted a card that does X outlandish thing or I just love cards that do X if only there were more. But I'd encourage you to read Rinkwork's Guide (http://forum.dominionstrategy.com/index.php?topic=699.msg9668#msg9668) and see the thoughts there and think about the criticism. In the end, you can play with whatever cards you want and have fun with it, but if you take some well-meant criticism you might just be able to expand your knowledge of Dominion and it's strategy.

The only part I haven't done yet is the art. Please give me your suggestions.

Deviantart is usually a good place to browse, and I would suggest just finding a good picture of a castle or so and use the "more like this" feature to poke around through some good art.
Title: Re: Dominion:Cities
Post by: FemurLemur on March 07, 2018, 05:00:20 pm
I actually don't agree that there can't or shouldn't be other cards with the Curse type. I think it's obvious by typical Dominion wording that "Gain a ___" refers to a specific card name, whereas "If it's a ___" refers to card types. So for example, Fortune Teller or Vagrant interacts with OP's Curse type cards. I get that it might make things confusing to have a Name and Type called "Curse", given that effects in Dominion can refer to Names or Types. But, be 100% honest: is that really OP's fault? Just saying, don't blame a fan card creator for a minor flaw with the game he's designing fan cards for.

Gendo, your critiques are spot on, but I actually think that a version of Cursed Store (or really any "Curse" type card) could create a fun little mini-game where you have a really strong card that you need to get rid of before emptying the Provinces or three-piling. I kind of think of Wine Merchant, only instead of the goal being "get this thing back into my deck", the goal is "get this thing into the trash". Though as it exists currently, I agree that it's too good relative to cost. It probably needs to be changed so that it's harder to trash and so the penalty for not trashing it is higher.

If I were to design a card with that mini-game goal in mind, I'd probably 1) Playtest it with -2VP so that you're less likely to just leave them in your deck at the end, 2) Make it a Reaction, give the player a specific goal that when met allows them to trash the card, and 3) Add specific wording that prevents you from trashing it any other way (maybe something like "When you do blah blah blah, you may trash this. If you trash this any other way, put it into your discard pile")
Title: Re: Dominion:Cities
Post by: Awaclus on March 07, 2018, 05:18:15 pm
I think it's obvious by typical Dominion wording that "Gain a ___" refers to a specific card name

Yeah, I love gaining cards named "Victory" with Rebuild.
Title: Re: Dominion:Cities
Post by: FemurLemur on March 07, 2018, 05:32:18 pm
I think it's obvious by typical Dominion wording that "Gain a ___" refers to a specific card name
Yeah, I love gaining cards named "Victory" with Rebuild.
Rebuild says "gain a Victory Card", not "gain a Victory"
Title: Re: Dominion:Cities
Post by: Gazbag on March 07, 2018, 05:42:35 pm
There's no real reason to have the curse type on cards other than to confuse people. The cleanest way to do a -vp card is to have it give each other player vp tokens when it's gained. This also gets rid of the fact the drawback doesn't do anything if it's easy to trash the card.
Title: Re: Dominion:Cities
Post by: Jack Rudd on March 07, 2018, 05:42:41 pm
Hero says "Gain a Treasure".
Title: Re: Dominion:Cities
Post by: FemurLemur on March 07, 2018, 06:15:58 pm
There's no real reason to have the curse type on cards other than to confuse people.
OR to trigger off of cards that refer to the Curse type. Maybe it's not a good reason, but it is a real reason.

The cleanest way to do a -vp card is to have it give each other player vp tokens when it's gained. This also gets rid of the fact the drawback doesn't do anything if it's easy to trash the card.

It also makes it so that you definitely aren't going to be trashing that card you just paid such a high price for. Depending on OP's goal, that may be more or less preferable.

Even if we agree to avoid the Curse type, is it really so confusing to print "-1VP" on a card? We already have Poor House with its "-$1"
Title: Re: Dominion:Cities
Post by: FemurLemur on March 07, 2018, 06:18:13 pm
Hero says "Gain a Treasure".
Fair enough. You've changed my mind.
Title: Re: Dominion:Cities
Post by: Gazbag on March 07, 2018, 06:55:02 pm
There's no real reason to have the curse type on cards other than to confuse people.
OR to trigger off of cards that refer to the Curse type. Maybe it's not a good reason, but it is a real reason.

If the intent is that Witch doesn't give out Cursed Coins or whatever only like Vagrant would actually interact. Patrol says Curses as does Fortune Teller so would be referring to the name "Curse" Vagrant says "Curse card" so is referring to the type. There could be a few cards I missed but I don't  think this qualifies as a reason because it doesn't work.

The cleanest way to do a -vp card is to have it give each other player vp tokens when it's gained. This also gets rid of the fact the drawback doesn't do anything if it's easy to trash the card.

It also makes it so that you definitely aren't going to be trashing that card you just paid such a high price for. Depending on OP's goal, that may be more or less preferable.

Even if we agree to avoid the Curse type, is it really so confusing to print "-1VP" on a card? We already have Poor House with its "-$1"

Who said you're paying a high price? I don't really understand your point, I'll still remodel the crap out the thing if I want but I still suffer the -vp with the token version.

I never said the -1vp was confusing. We already have Curse with -1vp   :P.
Title: Re: Dominion:Cities
Post by: FemurLemur on March 07, 2018, 07:24:36 pm
The cleanest way to do a -vp card is to have it give each other player vp tokens when it's gained. This also gets rid of the fact the drawback doesn't do anything if it's easy to trash the card.
It also makes it so that you definitely aren't going to be trashing that card you just paid such a high price for. Depending on OP's goal, that may be more or less preferable.
Even if we agree to avoid the Curse type, is it really so confusing to print "-1VP" on a card? We already have Poor House with its "-$1"
Who said you're paying a high price?
Lol, me. I'm the one who said it :P Though, I was exaggerating a little.

I don't really understand your point, I'll still remodel the crap out the thing if I want but I still suffer the -vp with the token version
That giving my opponents each a VP chip is worse than giving myself a Curse (or some pseudo-curse card) which I may be able to trash later, so it just depends on what OP is going for. I'm saying it's a totally legit solution to the problem, OP would just have to decide what kind of experience they're going for. Either they want it to be possible (but difficult) to get rid of the penalty, or they don't.

I never said the -1vp was confusing. We already have Curse with -1vp
Haha right, so we agree then. My bad, I thought that when you said the simplest solution was to give everyone else a VP, that you were saying that printing "-1VP" would be too confusing
Title: Re: Dominion:Cities
Post by: LastFootnote on March 07, 2018, 09:02:09 pm
Hero says "Gain a Treasure".
Fair enough. You've changed my mind.

Generally these days, it's "Treasure" instead of "Treasure card". It's always "Victory card", because e.g. "discard a Victory" sounds weird. Action is a case-by-case basis. It's "Action card” when it needs to be clear that it's a card we're talking about, not an action "point”. But "Discard an Action" can work, since it implies that it's a card.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 08, 2018, 01:20:52 am
Part of the reason I made cards with the curse type is to make powerful cards cheap. Cursed coin is one that you can open with if you get 5/2. Also when you remodel it at the end of the game you can get a kings court.
Title: Re: Dominion:Cities
Post by: FemurLemur on March 08, 2018, 07:09:57 am
Part of the reason I made cards with the curse type is to make powerful cards cheap. Cursed coin is one that you can open with if you get 5/2. Also when you remodel it at the end of the game you can get a kings court.

I get what you're saying, but your card can still have -1VP and not have the Curse type. Like, it could be the exact same card, but classified as an Action-Victory instead.
Title: Re: Dominion:Cities
Post by: GendoIkari on March 08, 2018, 09:44:40 am
Part of the reason I made cards with the curse type is to make powerful cards cheap. Cursed coin is one that you can open with if you get 5/2. Also when you remodel it at the end of the game you can get a kings court.

I get what you're saying, but your card can still have -1VP and not have the Curse type. Like, it could be the exact same card, but classified as an Action-Victory instead.

Right. Both with the Curse type and the Attack type on Rainbow, you (Chase) seem to be making the mistake of thinking that types are based off of theme. "This card hurts your opponents, so it should be an attack" is not correct. Look at Ill-gotten Gains (http://wiki.dominionstrategy.com/index.php/Ill-gotten_Gains); note that it does not have the attack type. The reason for a card to have the attack type is so that someone can react with things like Moat when they are played. In the case of Rainbow, the Attack type does nothing other than allow it to be gained with Squire (http://wiki.dominionstrategy.com/index.php/Squire) and buff Courtier (http://wiki.dominionstrategy.com/index.php/Courtier). But it would confuse people into wondering if they can use their Moat when one is revealed.

Similar thing with Curse. The Curse type doesn't mean that the card is worth negative points. It doesn't mean anything inherently; it only changes how it interacts with specific other cards.
Title: Re: Dominion:Cities
Post by: Jack Rudd on March 08, 2018, 11:57:43 am
Might Rainbow be workable if it said "when an opponent plays an Attack card, you may play this as a copy of that attack card"? It would still probably have issues, but it might at least be coherent in terms of rules.
Title: Re: Dominion:Cities
Post by: FemurLemur on March 08, 2018, 12:12:27 pm
Might Rainbow be workable if it said "when an opponent plays an Attack card, you may play this as a copy of that attack card"? It would still probably have issues, but it might at least be coherent in terms of rules.
That's a good thought. It might have to have a lot of Caravan Guard-esque exceptions listed in parentheses. It would probably also need the Band of Misfits/Overlord clause: "this is that card until it leaves play"
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 08, 2018, 06:25:03 pm
One reason I made rainbow is because the other attacks are also very brutal. Why it has the attack type is because of squire and courtier. Curse is also because of courtier.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 08, 2018, 06:26:20 pm
Also if you haven't noticed I experimented with the types. None of the cards have the same type combo.
Title: Re: Dominion:Cities
Post by: GendoIkari on March 08, 2018, 06:36:22 pm
One reason I made rainbow is because the other attacks are also very brutal. Why it has the attack type is because of squire and courtier. Curse is also because of courtier.

The problem is that there's only 2 real options:

1) Rainbow isn't good enough to protect against attacks. In this situation, you just ignore it and deal with attacks the same ways you have to in most games of Dominion.

2) Rainbow makes attacks not worth it. In this case, players just don't buy attacks. Which means that you just don't buy Rainbow. If someone buys an attack with Rainbow available, they're making a mistake. If someone buys Rainbow when attacks are available, they're making a mistake. Either way, the right move is to not buy any attacks or Rainbows.

Notice how cards like Moat have a function that makes them useful, even if only slightly, in any game of Dominion. The attack protection is just an extra bonus. And not one that makes it so that you don't want to play attacks yourself.

I'm surprised that the Squire interaction was meant to be intentional, because it makes it so that in the right Kingdoms, you can very easily gain a (http://wiki.dominionstrategy.com/images/thumb/9/9d/Coin9.png/16px-Coin9.png) card (Lurker (http://wiki.dominionstrategy.com/index.php/Lurker) is the easiest example, but any trasher with Squire in the Kingdom will do). And if the (http://wiki.dominionstrategy.com/images/thumb/9/9d/Coin9.png/16px-Coin9.png) card is easy to gain (and you actually want to gain it), then it doesn't make sense to have it cost (http://wiki.dominionstrategy.com/images/thumb/9/9d/Coin9.png/16px-Coin9.png) in the first place.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 08, 2018, 06:53:58 pm
My favorite thing about villain is that if you have five of them each other player discards their whole hand
Title: Re: Dominion:Cities
Post by: FemurLemur on March 08, 2018, 06:59:28 pm
My favorite thing about villain is that if you have five of them each other player discards their whole hand
I'm not trying to be mean, but, do you think that could ever realistically happen? At that point you would've spent like a hundred coins and could have easily ended the game already
Title: Re: Dominion:Cities
Post by: ThetaSigma12 on March 08, 2018, 08:17:41 pm
My favorite thing about villain is that if you have five of them each other player discards their whole hand
I'm not trying to be mean, but, do you think that could ever realistically happen? At that point you would've spent like a hundred coins and could have easily ended the game already

And more importantly, doesn't that ruin the game for them if it happens? Seems kinda sucky to be shut out.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 09, 2018, 12:10:22 am
Are people misunderstanding army because its really powerful and people are saying its not that good
Title: Re: Dominion:Cities
Post by: dz on March 09, 2018, 12:16:38 am
Discard down to 2 is way too powerful. You could probably do something with a 3 card hand. You can do way less with a 2 card hand.

Wait and its $15. So now its too weak cause who's gonna be able to reach it. Reaction seems fine on anything else, but not on something costing $15.

...have you gotten our message that there's a guide to making fan cards on this forum yet? I'll even link it to you: http://forum.dominionstrategy.com/index.php?topic=699.0
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 09, 2018, 12:18:32 am
The main reason for the $20+ cards is that lots of times when I'm playing with my parents we always have $20+ but no extra buy. So I wanted to make that less frustrating.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 09, 2018, 12:24:21 am
Discard down to 2 is way too powerful. You could probably do something with a 3 card hand. You can do way less with a 2 card hand.

Wait and its $15. So now its too weak cause who's gonna be able to reach it. Reaction seems fine on anything else, but not on something costing $15.

...have you gotten our message that there's a guide to making fan cards on this forum yet? I'll even link it to you: http://forum.dominionstrategy.com/index.php?topic=699.0 (http://forum.dominionstrategy.com/index.php?topic=699.0)


Villain is more brutal. With army they can only discard down to 2. With villain they can potentially discard down to 0. So you're saying that you're fine with villain since you didn't complain about it but you're not fine with army? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??
Title: Re: Dominion:Cities
Post by: Holunder9 on March 09, 2018, 01:32:24 am
We always have $20+ but no extra buy. So I wanted to make that less frustrating.
This seems pretty exaggerated. Even in a Colony game you need a decent engine to hit 20.

As other people have already pointed out, there is a reason all the official cards that cost above 8 are Treasures, Victory or quasi Victory cards (Dominate). The most expensive existing Action cards is Prince. It is unique and it is, at its price, directly competing with Provinces. If you buy it too late or have some bad luck buying a Province would have been, at least in hindsight, the better choice.

This is why I don't think that Action cards that are even more expensive are feasible.
Title: Re: Dominion:Cities
Post by: dz on March 09, 2018, 02:17:17 am
Discard down to 2 is way too powerful. You could probably do something with a 3 card hand. You can do way less with a 2 card hand.

Wait and its $15. So now its too weak cause who's gonna be able to reach it. Reaction seems fine on anything else, but not on something costing $15.

...have you gotten our message that there's a guide to making fan cards on this forum yet? I'll even link it to you: http://forum.dominionstrategy.com/index.php?topic=699.0 (http://forum.dominionstrategy.com/index.php?topic=699.0)


Villain is more brutal. With army they can only discard down to 2. With villain they can potentially discard down to 0. So you're saying that you're fine with villain since you didn't complain about it but you're not fine with army? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??

Oh oops I forgot about Villain. Well Villain is even more expensive and more broken than Army. Obviously then, that's gotta go.

Legionary has "discard down to 2" but also has "draw a card" to make up for it. And it needs a Gold to be revealed. That makes it more fair than straight up "discard down to 2". Try a fix like that.

Also I've yet to see you input any changes to your cards. Maybe start doing that? You've already gotten a decent amount of replies.
Title: Re: Dominion:Cities
Post by: gambit05 on March 09, 2018, 04:01:32 am
The main reason for the $20+ cards is that lots of times when I'm playing with my parents we always have $20+ but no extra buy. So I wanted to make that less frustrating.

I may have a helpful addition to your set:

Quote
Decadence
4$
Action – Attack - Reaction

+1 Card
+1 Action
+2 Buys
---------------------------------
If another player has 3$ or more coins
unspent in their buy phase,
you may reveal this from your hand.
If you do, they either gain a card with + buy
from the supply or trash a treasure they
have in play, their choice.
Title: Re: Dominion:Cities
Post by: faust on March 09, 2018, 04:34:55 am
The main reason for the $20+ cards is that lots of times when I'm playing with my parents we always have $20+ but no extra buy. So I wanted to make that less frustrating.
Well you can simply add more cards that give +buy, you know...
Title: Re: Dominion:Cities
Post by: ThetaSigma12 on March 09, 2018, 09:16:28 am
The main reason for the $20+ cards is that lots of times when I'm playing with my parents we always have $20+ but no extra buy. So I wanted to make that less frustrating.

Do you guys specifically build kingdoms? If you play full random then you might get different results. And it seems like you might be overbuilding a tad bit...
Title: Re: Dominion:Cities
Post by: FemurLemur on March 09, 2018, 10:59:34 am
So I looked on Chase's profile and noticed that he's a little bit younger than the typical forum member. Given some of the stuff he has said, I don't think he is looking for the kind of feedback that most of us are interested in giving. It sounds like he and his family play a lot of Dominion together as a fun family activity and not necessarily as a cutthroat competitive experience, and that's great! Dominion appeals to different people for different reasons! The more the merrier! But I get the feeling that Chase was trying to flex his creative muscle, and is feeling overwhelmed because he didn't anticipate so much constructive feedback, and he's interpreting it as negativity.

Chase, I have a younger brother your age. You sorta remind me of him. He also plays the game a lot and really enjoys making fan cards. Although he hasn't even been playing for a full year yet, so you're probably a lot better than him. You seem to really enjoy Dominion, and that's great :) I hope you continue to for many years, because it's a wonderful game! I've noticed in other threads that people have gotten into small debates with you about which cards are good vs which ones suck. I also noticed in this thread that you said everyone was giving you crap. I worry that this forum might end up upsetting you if you're mostly used to talking about Dominion with family and friends. Please remember that people on this forum are highly opinionated, and they don't shy away from disagreement or honest critique. It's not because they are all jerks, it's because they are interested in honest analysis, playing the game at the highest level they can, and thinking about fan cards as a game designer would. Even Donald X, the guy who made the game, spends hours and hours designing, testing, and tweaking cards until they are perfect. It takes a lot of work and a desire to get honest feedback about your cards, and even then, sometimes an idea just doesn't work for him in the end and has to be thrown out.

If you had fun making these cards, and you have fun playing with them, then maybe that's all that matters. But if you're hoping to get a lot of positive feedback about them and just enjoy them for what they are, you might want to just share them with family and friends. Because I don't think you'll be happy with the feedback you'll get online. Some people here have been playing the game for 5-10 years, and have spent a ton of time designing cards. So when they see an idea that they think doesn't work, they get straight to the point, because they want to help you improve them. I hope you don't take that personally. Criticism is part of the creative process. You'll need to decide if you're interested in that kind of experience or not.
Title: Re: Dominion:Cities
Post by: O on March 09, 2018, 01:05:05 pm
It's not because they are all jerks, it's because they are interested in honest analysis,

Your post was great overall but sadly I think this is a generous interpretation of what F.DS's interests are, especially in this subforum
Title: Re: Dominion:Cities
Post by: GendoIkari on March 09, 2018, 01:15:22 pm
The main reason for the $20+ cards is that lots of times when I'm playing with my parents we always have $20+ but no extra buy. So I wanted to make that less frustrating.

If this is true, then you're all doing something terribly wrong. I'm not sure whether it's misunderstanding a rule, or simply making poor strategic decisions. But ask yourself... WHY are you creating a deck that can generate $20+, but doesn't have any +buy? Surely in any situation where you do that, you could have instead created a deck that generates (http://wiki.dominionstrategy.com/images/thumb/4/47/Coin8.png/16px-Coin8.png) consistently, and then bought a Province every turn until you won. What was your motivation in continuing to buy cards that gave you more money per turn, instead of buying Provinces and winning the game?

If it simply comes down to the choice that you prefer to build up huge engines that can do all sorts of crazy stuff; instead of actually trying to win the game by ending it while you have more points, then fan cards aren't what you need; you need a complete variant, or new game that's based on Dominion. With all these fan cards, the right move is to usually ignore them. When playing with your parents, if they continue to build up to get to $20 per turn, then you can simply beat them by not doing that, and buying Provinces with (http://wiki.dominionstrategy.com/images/thumb/4/47/Coin8.png/16px-Coin8.png) instead. So what you need to to create a brand new deck-builder, one that requires you to get much larger amounts of money in order to win.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 09, 2018, 04:51:36 pm
The main reason for the $20+ cards is that lots of times when I'm playing with my parents we always have $20+ but no extra buy. So I wanted to make that less frustrating.

Do you guys specifically build kingdoms? If you play full random then you might get different results. And it seems like you might be overbuilding a tad bit...


We randomize but we play a lot of prosperity and empires
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 09, 2018, 06:08:09 pm
So I looked on Chase's profile and noticed that he's a little bit younger than the typical forum member. Given some of the stuff he has said, I don't think he is looking for the kind of feedback that most of us are interested in giving. It sounds like he and his family play a lot of Dominion together as a fun family activity and not necessarily as a cutthroat competitive experience, and that's great! Dominion appeals to different people for different reasons! The more the merrier! But I get the feeling that Chase was trying to flex his creative muscle, and is feeling overwhelmed because he didn't anticipate so much constructive feedback, and he's interpreting it as negativity.

Chase, I have a younger brother your age. You sorta remind me of him. He also plays the game a lot and really enjoys making fan cards. Although he hasn't even been playing for a full year yet, so you're probably a lot better than him. You seem to really enjoy Dominion, and that's great :) I hope you continue to for many years, because it's a wonderful game! I've noticed in other threads that people have gotten into small debates with you about which cards are good vs which ones suck. I also noticed in this thread that you said everyone was giving you crap. I worry that this forum might end up upsetting you if you're mostly used to talking about Dominion with family and friends. Please remember that people on this forum are highly opinionated, and they don't shy away from disagreement or honest critique. It's not because they are all jerks, it's because they are interested in honest analysis, playing the game at the highest level they can, and thinking about fan cards as a game designer would. Even Donald X, the guy who made the game, spends hours and hours designing, testing, and tweaking cards until they are perfect. It takes a lot of work and a desire to get honest feedback about your cards, and even then, sometimes an idea just doesn't work for him in the end and has to be thrown out.

If you had fun making these cards, and you have fun playing with them, then maybe that's all that matters. But if you're hoping to get a lot of positive feedback about them and just enjoy them for what they are, you might want to just share them with family and friends. Because I don't think you'll be happy with the feedback you'll get online. Some people here have been playing the game for 5-10 years, and have spent a ton of time designing cards. So when they see an idea that they think doesn't work, they get straight to the point, because they want to help you improve them. I hope you don't take that personally. Criticism is part of the creative process. You'll need to decide if you're interested in that kind of experience or not.


I'm also very opinionated which is why I'm not changing my cards. I'm not offended but I'm just disagree with the rest of them. The which ones are good and which ones suck is actually one thing that I thought of while making this expansion.

Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 09, 2018, 06:12:42 pm
I don't think any of you are getting the three themes of this expansion. They are high costing cards which expands on prosperity and empires. Types which is why none of the cards have the same type combo. Brutal attacks which is my favorite theme of this expansion.
Title: Re: Dominion:Cities
Post by: Commodore Chuckles on March 09, 2018, 06:23:03 pm
I'm also very opinionated which is why I'm not changing my cards. I'm not offended but I'm just disagree with the rest of them. The which ones are good and which ones suck is actually one thing that I thought of while making this expansion.

The whole purpose of posting your fan cards here is so that you can make them better by others critiquing them. That's what's happening in every single other thread here.

I don't think any of you are getting the three themes of this expansion. They are high costing cards which expands on prosperity and empires. Types which is why none of the cards have the same type combo. Brutal attacks which is my favorite theme of this expansion.

If this is supposed to be a full expansion that can stand on its own, it needs some cheap cards. Otherwise what are you going to do if there's just these cards in the kingdom and nothing else? You'll spend a huge number of turns buying nothing but Silvers and Golds because those are the only things you can afford until you can manage to hit the $8 necessary to get the cheapest card on the board if you want that instead of a Province for some reason. Isn't that kind of boring?
Title: Re: Dominion:Cities
Post by: Commodore Chuckles on March 09, 2018, 06:30:16 pm
The whole purpose is posting your fan cards here.

Fixed that for you. What are you doing?

I mean, are we just supposed to say, "cool cards, bro?"
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 09, 2018, 06:36:23 pm
I'm also very opinionated which is why I'm not changing my cards. I'm not offended but I'm just disagree with the rest of them. The which ones are good and which ones suck is actually one thing that I thought of while making this expansion.

The whole purpose of posting your fan cards here is so that you can make them better by others critiquing them. That's what's happening in every single other thread here.

I don't think any of you are getting the three themes of this expansion. They are high costing cards which expands on prosperity and empires. Types which is why none of the cards have the same type combo. Brutal attacks which is my favorite theme of this expansion.

If this is supposed to be a full expansion that can stand on its own, it needs some cheap cards. Otherwise what are you going to do if there's just these cards in the kingdom and nothing else? You'll spend a huge number of turns buying nothing but Silvers and Golds because those are the only things you can afford until you can manage to hit the $8 necessary to get the cheapest card on the board if you want that instead of a Province for some reason. Isn't that kind of boring?


I was intending these cards to be with other cards mainly prosperity and empires maybe alchemy
Title: Re: Dominion:Cities
Post by: Commodore Chuckles on March 09, 2018, 07:26:48 pm
I'm also very opinionated which is why I'm not changing my cards. I'm not offended but I'm just disagree with the rest of them. The which ones are good and which ones suck is actually one thing that I thought of while making this expansion.

The whole purpose of posting your fan cards here is so that you can make them better by others critiquing them. That's what's happening in every single other thread here.

I don't think any of you are getting the three themes of this expansion. They are high costing cards which expands on prosperity and empires. Types which is why none of the cards have the same type combo. Brutal attacks which is my favorite theme of this expansion.

If this is supposed to be a full expansion that can stand on its own, it needs some cheap cards. Otherwise what are you going to do if there's just these cards in the kingdom and nothing else? You'll spend a huge number of turns buying nothing but Silvers and Golds because those are the only things you can afford until you can manage to hit the $8 necessary to get the cheapest card on the board if you want that instead of a Province for some reason. Isn't that kind of boring?


I was intending these cards to be with other cards mainly prosperity and empires maybe alchemy

Well, that's not the way the official expansions were designed, if you care about that sort of thing. The official cards were designed so that they don't cause huge problems in completely random kingdoms. If you just made these cards for your own use, then none of this advice matters. But if you intended these to be used the same way other cards are used, you need to consider these things.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 10, 2018, 12:40:33 am
With platinum the high costs will be reasonable
Title: Re: Dominion:Cities
Post by: Holunder9 on March 10, 2018, 02:57:58 am
With platinum it the high costs will be reasonable
Nope. Villain costs 26 and is thus unavailable in some Platinum Kingoms without extra draw or Peddler variants as 5 Platinums only yield 25. Note that Donate is designed such that it is principally possible to buy it in every Kingdom (it costs 14 and a hand of 5 Gols yields 15).
Furthermore 2 Colonies will virtually always be a superior purchase over 1 Villain.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 10, 2018, 10:39:01 am
With platinum it the high costs will be reasonable
Nope. Villain costs 26 and is thus unavailable in some Platinum Kingoms without extra draw or Peddler variants as 5 Platinums only yield 25. Note that Donate is designed such that it is principally possible to buy it in every Kingdom (it costs 14 and a hand of 5 Gols yields 15).
Furthermore 2 Colonies will virtually always be a superior purchase over 1 Villain.


Yeah but would you rather get two colonies or a country
Title: Re: Dominion:Cities
Post by: GendoIkari on March 10, 2018, 01:32:02 pm
I don't think any of you are getting the three themes of this expansion. They are high costing cards which expands on prosperity and empires. Types which is why none of the cards have the same type combo. Brutal attacks which is my favorite theme of this expansion.

This thread is now reaching bomb-levels.

Theme is irrelevant. We all understand perfectly well what you are wanting to get out of this set; what you aren’t trying to do. And we have all been telling you why that idea doesn’t work. It doesn’t work because the player who ignores your cards and just plays normal Dominion will have won the game before the other player can afford to buy your cards.

And in the rare cases that your cards are obtainable (Lurker+Squire); then the high cost does nothing; you can obtain them as easily as if they cost $3. And then, the game becomes terrible for at least 1 player... the possibility of starting every turn with 0 cards in hand; or having every card in your deck trashed away. There’s good reason that KC-Masq pin was stopped in errata.

If the cards are only ever intended to be used in games with Colony/Platinum, then you can make that a rule of your set. It very slightly improves the main issue; but even then, I’m going to buy 2 colonies instead of 1 of your cards almost every time.

The only way to use your cards and have fun with them is to not care about actually winning the game. So just put those cards into a Dominion variant. One that has a different victory or game end condition completely.
Title: Re: Dominion:Cities
Post by: GendoIkari on March 10, 2018, 01:32:48 pm
With platinum it the high costs will be reasonable
Nope. Villain costs 26 and is thus unavailable in some Platinum Kingoms without extra draw or Peddler variants as 5 Platinums only yield 25. Note that Donate is designed such that it is principally possible to buy it in every Kingdom (it costs 14 and a hand of 5 Gols yields 15).
Furthermore 2 Colonies will virtually always be a superior purchase over 1 Villain.


Yeah but would you rather get two colonies or a country

2 colonies; easy. I do that 4 turns in a row; and the game ends, 80-0.
Title: Re: Dominion:Cities
Post by: Asper on March 10, 2018, 03:07:10 pm
So if you really are convinced that your cards can compete, you can do this simple test to convince yourself of the opposite:

Play against yourself, with two decks (of course you can ask a friend to play one of the roles, but it's not going to be much fun as both of you have to stick to a specified strategy).
Have one of of your player personas try to win using your super-expensive cards.
Have the other just always buy a Province (or if you are using Colonies, a Colony) when he can afford one, and if he can't, have him buy the most expensive base Treasure card he can afford (Silver, Gold or Platinum, but not Copper).
You will observe that the player going for the trivial Treasure strategy will end the game while having the most points, and therefore will win.

Why is this test meaningful? Because this trivial "Big Money" strategy is a baseline of Dominion. It is extremely simple to play and available in every game. Any strategy weaker than it is worthless, as it will always lose. On the other hand this means that every official card in Dominion must be able to be part of a strategy that beats "Big Money", as otherwise there is no reason to buy it, strategically speaking. I am positive that if you tried what I described you will find that your cards will not hold up to this test. And if your family actually gets to decks that produce 20 coins or more without a buy, their strategies won't hold up, either. And that's not even considering the fact that most official cards in Dominion allow building strategies much, much stronger than this baseline.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 11, 2018, 01:56:05 am
With platinum it the high costs will be reasonable
Nope. Villain costs 26 and is thus unavailable in some Platinum Kingoms without extra draw or Peddler variants as 5 Platinums only yield 25. Note that Donate is designed such that it is principally possible to buy it in every Kingdom (it costs 14 and a hand of 5 Gols yields 15).
Furthermore 2 Colonies will virtually always be a superior purchase over 1 Villain.


Yeah but would you rather get two colonies or a country

2 colonies; easy. I do that 4 turns in a row; and the game ends, 80-0.


Country is a victory card as well
Title: Re: Dominion:Cities
Post by: dz on March 11, 2018, 03:50:09 am
Country is over double the cost of Colony. 20 VP for $22 is better than 15 VP for $26. The whole Gathering thing on Country doesn't matter if you can only get like 1 copy per game.

The only way to see if there's anything wrong with something in a game is to playtest. So do it! Seriously, do it. I'm sure if you enjoy playing Dominion, you'll enjoy playing with your cards (even if they have problems).

Do you think Donald X. just thought of all Dominion cards/mechanics sent it to get published? There are definitely cards that were good to go, but that rarely happens, so don't expect all your cards to be like that. And don't believe that all of your ideas will be able to work; just look at the outtakes in the secret histories.
Title: Re: Dominion:Cities
Post by: Holunder9 on March 11, 2018, 05:22:00 am
Country is a victory card as well
Yes but due to its high cost the engine stuff it does is fairly irrelevant and 2 Colonies will most of the time be the wiser choice.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 11, 2018, 12:47:55 pm
Country is a victory card as well
Yes but due to its high cost the engine stuff it does is fairly irrelevant and 2 Colonies will most of the time be the wiser choice.


But it's gathering ability will give you even more victory points and it is not a dead card
Title: Re: Dominion:Cities
Post by: Holunder9 on March 11, 2018, 01:06:01 pm
Country is a victory card as well
Yes but due to its high cost the engine stuff it does is fairly irrelevant and 2 Colonies will most of the time be the wiser choice.


But it's gathering ability will give you even more victory points and it is not a dead card
The Action stuff on Country would be (too) strong on a card that you can gain in the middlegame.
But an Action-Victory that costs 28 (note again that this is unavailable in Kingdoms without draw or Peddler variants as 5 Platinums only yields 25) is only bought late in the game and is probably only played once or twice.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 11, 2018, 02:12:59 pm
Country is a victory card as well
Yes but due to its high cost the engine stuff it does is fairly irrelevant and 2 Colonies will most of the time be the wiser choice.


But it's gathering ability will give you even more victory points and it is not a dead card
The Action stuff on Country would be (too) strong on a card that you can gain in the middlegame.
But an Action-Victory that costs 28 (note again that this is unavailable in Kingdoms without draw or Peddler variants as 5 Platinums only yields 25) is only bought late in the game and is probably only played once or twice.


But it's still very valuable
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 11, 2018, 02:15:36 pm
I would probably buy countries villains performers and royal markets and then colonies. I usually build my deck a whole bunch and then buy 4 colonies every turn
Title: Re: Dominion:Cities
Post by: Holunder9 on March 11, 2018, 02:35:57 pm
Country is a victory card as well
Yes but due to its high cost the engine stuff it does is fairly irrelevant and 2 Colonies will most of the time be the wiser choice.


But it's gathering ability will give you even more victory points and it is not a dead card
The Action stuff on Country would be (too) strong on a card that you can gain in the middlegame.
But an Action-Victory that costs 28 (note again that this is unavailable in Kingdoms without draw or Peddler variants as 5 Platinums only yields 25) is only bought late in the game and is probably only played once or twice.


But it's still very valuable
If "valuable" means "inferior to Colony and sitting around without ever being bought" you are right.

It isn't really that hard to get: Country is more than double as expensive as Colony and provides only 50% more VPs (in the case of the 4 official pure Victory cards it is the other way around: costs/VPs decreases with increasing cost) plus some Action-y stuff that is nearly irrelevant as the card is bought very late in the game (you don't hit 28 early, let alone in every Colony game).
Title: Re: Dominion:Cities
Post by: GendoIkari on March 11, 2018, 07:40:29 pm
I would probably buy countries villains performers and royal markets and then colonies. I usually build my deck a whole bunch and then buy 4 colonies every turn

Yes, you build your deck a whole bunch and then buy 4 Colonies at once. The problem is, you would lose to players who do not do that. All of your cards are based around the way you play. And that’s fine; those cards might be just fine if played by you. But you need to understand that if you actually want to win games of Dominion, then playing that way doesn’t work.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 12, 2018, 12:53:22 am
I would probably buy countries villains performers and royal markets and then colonies. I usually build my deck a whole bunch and then buy 4 colonies every turn

Yes, you build your deck a whole bunch and then buy 4 Colonies at once. The problem is, you would lose to players who do not do that. All of your cards are based around the way you play. And that’s fine; those cards might be just fine if played by you. But you need to understand that if you actually want to win games of Dominion, then playing that way doesn’t work.


Actually that strategy usually does work
Title: Re: Dominion:Cities
Post by: Asper on March 12, 2018, 03:23:10 am
I would probably buy countries villains performers and royal markets and then colonies. I usually build my deck a whole bunch and then buy 4 colonies every turn

Yes, you build your deck a whole bunch and then buy 4 Colonies at once. The problem is, you would lose to players who do not do that. All of your cards are based around the way you play. And that’s fine; those cards might be just fine if played by you. But you need to understand that if you actually want to win games of Dominion, then playing that way doesn’t work.


Actually that strategy usually does work

Yes, against your family, who overbuild so much they get to 20$ without having more than one buy.
Among the blind is the one-eyed king.
Title: Re: Dominion:Cities
Post by: dz on March 12, 2018, 06:49:54 am
Wait hang on, I know how to get Chase Adolphson to start changing his cards. We need to use the true purpose of f.ds: giving upvotes! He doesn't have a lot; let's be kind to him. And maybe make memes.

Ok back to making this post contribute to the discussion. So question: has your family seen these cards, and have they enjoyed playing with them? (keyword playing)

Oh how about I include my story. Maybe this will get you to reconsider some stuff.

When my family got Dominion, I decided (just for fun; not really because I wanted to pursue card designing) to include larger versions of existing cards into their piles. So for example:

Large Moat:
cost: $7
+3 Cards / Moat's reaction.
(I was like 10 when I thought of these and I thought those cards would work; Large Moat's effect is obviously way too weak)

My mother and sister hated these when playing it, and I realized I didn't like them too. So I threw those pieces of paper away, and that's that.

See, playtesting works wonders, and you have to accept feedback.
Title: Re: Dominion:Cities
Post by: McGarnacle on March 12, 2018, 08:54:08 am
I would probably buy countries villains performers and royal markets and then colonies. I usually build my deck a whole bunch and then buy 4 colonies every turn

Yes, you build your deck a whole bunch and then buy 4 Colonies at once. The problem is, you would lose to players who do not do that. All of your cards are based around the way you play. And that’s fine; those cards might be just fine if played by you. But you need to understand that if you actually want to win games of Dominion, then playing that way doesn’t work.


Actually that strategy usually does work

I'm a bit confused here. What was your original intention in posting cards here if you refuse to except any of the advice or suggestions people give you?
Title: Re: Dominion:Cities
Post by: LastFootnote on March 12, 2018, 10:23:37 am
I would probably buy countries villains performers and royal markets and then colonies. I usually build my deck a whole bunch and then buy 4 colonies every turn

Yes, you build your deck a whole bunch and then buy 4 Colonies at once. The problem is, you would lose to players who do not do that. All of your cards are based around the way you play. And that’s fine; those cards might be just fine if played by you. But you need to understand that if you actually want to win games of Dominion, then playing that way doesn’t work.


Actually that strategy usually does work

I'm a bit confused here. What was your original intention in posting cards here if you refuse to except any of the advice or suggestions people give you?

And we've come full circle!
Title: Re: Dominion:Cities
Post by: Asper on March 12, 2018, 02:10:18 pm
I think there is nothing to be gained from this thread the way it goes right now... My guess is that Chase made some first attemps at card design, was proud of them and just wanted to show them to people. Which is fine. Sadly, this forum just isn't the right environment for that. Its kinda like showing some picture you drew to your aunt vs exhibiting it on an art fair. We are trying to be helpful by providing suggestions, and get irritated that Chase ignores our suggestions. Chase wanted to show something he accomplished, and gets irritated by the fact that he gets so much negative critizism.

I already suggested a path how you can check how good your cards really are, Chase. It's up to you to try it if you feel like it, I don't say you have to. But if your family really plays the way you describe it, I'm sure you could beat them using the "Big Money" strategy every time. A strong player wouldn't lose to it, but I'm afraid the people you play with are either not strong players, or seriously pulling their punches...

You see, many of your ideas are ideas a lot of people have. Super-expensive, super-strong cards, attack-deflecting reactions, attacks that steal cards from other players to put them into your hand - these have been done by a lot of people, as they are seemingly obvious gaps in the Dominion design space. So it's not like we're saying you were dumb for having those ideas. It's just, while in some games such cards may work, for one reason or another, they don't in Dominion. The others named why. If you don't want to hear about it, that's perfectly fine. But I'm afraid that if you want another kind of feedback, we won't be able to provide it.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 12, 2018, 06:45:58 pm
Well I actually am working on some changes to the cards
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 15, 2018, 08:40:32 pm
I think tournament would go really well with villain. With follower you only need 3 villains to empty their hand not 5. With princess villains cost 24 not 26. Also you can gain provinces with villains which help you get the prizes.
Title: Re: Dominion:Cities
Post by: GendoIkari on March 15, 2018, 11:43:21 pm
With follower you only need 3 villains to empty their hand not 5.

This is true of Militia (http://wiki.dominionstrategy.com/index.php/Militia) as well, which is a far easier card to obtain than followers. And being easier to empty their hand is a bad thing, something you should be working to avoid and make sure can't happen.

Quote
With princess villains cost 24 not 26. Also you can gain provinces with villains which help you get the prizes.

And with Silver, the Villains essentially cost 24 not 26 as well. If you use Princess and then buy a card so expensive that you can only afford one of them, then you have just gone way out of your way to get a terminal silver.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 18, 2018, 11:55:56 pm
I just finished a play testing game and the high costs actually worked really well. Try it for yourselves.
No events no landmarks chapel, bazaar, bank, cursed store, cursed coin, dangerous forest, golden town, kings crown, field, general.
Title: Re: Dominion:Cities
Post by: GendoIkari on March 19, 2018, 12:08:36 am
I just finished a play testing game and the high costs actually worked really well. Try it for yourselves.
No events no landmarks chapel, bazaar, bank, cursed store, cursed coin, dangerous forest, golden town, kings crown, field, general.

How did you playtest? Did you try Asper's suggestion of having one player buy nothing but Silver, Gold, and Provinces; while another player saved up for your expensive cards, to see who won? What does "worked really well" mean?
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 19, 2018, 12:12:40 am
I just finished a play testing game and the high costs actually worked really well. Try it for yourselves.
No events no landmarks chapel, bazaar, bank, cursed store, cursed coin, dangerous forest, golden town, kings crown, field, general.

How did you playtest? Did you try Asper's suggestion of having one player buy nothing but Silver, Gold, and Provinces; while another player saved up for your expensive cards, to see who won? What does "worked really well" mean?


It means that I was actually able to get generals pretty early game. Probably because I had a lot of platinums.
Title: Re: Dominion:Cities
Post by: GendoIkari on March 19, 2018, 12:17:47 am
I just finished a play testing game and the high costs actually worked really well. Try it for yourselves.
No events no landmarks chapel, bazaar, bank, cursed store, cursed coin, dangerous forest, golden town, kings crown, field, general.

How did you playtest? Did you try Asper's suggestion of having one player buy nothing but Silver, Gold, and Provinces; while another player saved up for your expensive cards, to see who won? What does "worked really well" mean?


It means that I was actually able to get generals pretty early game. Probably because I had a lot of platinums.

But we already know that the way your playstyle got you huge amount of money in your games.. you said yourself that often you have over $20 to spend, even with only one buy. So there was never a doubt about if you could afford to buy your cards if that's what you wanted... the question is if another player would win the game by NOT building up that much, and just buying Provinces (or Colonies) instead.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 19, 2018, 12:32:33 am
But I got those generals early game. I was also able to buy four colonies in one turn. And I beat my opponent by far. My opponent was the one who bought silver gold and provinces while I bought my cards. You should play that game that I posted and you will see what I mean. If you open cursed coin/chapel that is very good, which is what I did. Cursed coin was how I was getting platinums on turns 5/6. I don't know how I could've won without those four generals that I was able to buy. I got a lot of provinces from them and they helped a lot with my engine. I love cursed coin! That card probably won the game for me, because I wouldn't have been able to get those platinums so then I wouldn't be able to get the generals. Kings crown is awesome. I used them for 2 cards 2 actions but they still counted for bank. With my crazy engines, bank was able to produce 20 a lot of times.
Title: Re: Dominion:Cities
Post by: Jack Rudd on March 19, 2018, 07:59:10 am
Cursed Coin does look strong, possibly too strong.
Title: Re: Dominion:Cities
Post by: Gazbag on March 19, 2018, 09:52:56 am
I think we should just let Chase have his fun and leave him to it. The fact that he tested his cards vs Province big money in a Colony game should be signal enough that it's a waste of time at this point. There are plenty of other fan sets made by people who are dying for this kind of analysis and feedback on their cards.
Title: Re: Dominion:Cities
Post by: GendoIkari on March 19, 2018, 03:11:37 pm
I think we should just let Chase have his fun and leave him to it. The fact that he tested his cards vs Province big money in a Colony game should be signal enough that it's a waste of time at this point. There are plenty of other fan sets made by people who are dying for this kind of analysis and feedback on their cards.

(https://imgs.xkcd.com/comics/duty_calls.png)
Title: Re: Dominion:Cities
Post by: Commodore Chuckles on March 19, 2018, 09:50:38 pm
But I got those generals early game. I was also able to buy four colonies in one turn. And I beat my opponent by far. My opponent was the one who bought silver gold and provinces while I bought my cards. You should play that game that I posted and you will see what I mean. Of you open cursed coin/chapel that is very good, which is what I did. Cursed coin was how I was getting platinums on turns 5/6. I don't know how I could've won without those four generals that I was able to buy. I got a lot of provinces from them and they helped a lot with my engine. I love cursed coin! That card probably won the game for me, because I wouldn't have been able to get those platinums so then I wouldn't be able to get the generals. Kings crown is awesome. I used them for 2 cards 2 actions but they still counted for bank. With my crazy engines, bank was able to produce 20 a lot of times.

This sounds like a case of the stars aligning just right, though. You got an extremely lucky 5/2 opening and were able to get the second strongest trasher in the game and a very strong treasure which is literally the very cheapest of all of your cards. Also, your opponent was forced into a very weak strategy on this particular board since the only cheap card was Chapel. Basically, he could buy nothing but treasures and Bazaars, which is of course going to be slow, especially if he got 3/4.

I would suggest testing your cards on a board where there are also a lot of decent cheap cards. Just curious, was this board created at random or did you deliberately design it so that your cards would be useful?
Title: Re: Dominion:Cities
Post by: Chase Adolphson on March 20, 2018, 12:48:01 am
But I got those generals early game. I was also able to buy four colonies in one turn. And I beat my opponent by far. My opponent was the one who bought silver gold and provinces while I bought my cards. You should play that game that I posted and you will see what I mean. Of you open cursed coin/chapel that is very good, which is what I did. Cursed coin was how I was getting platinums on turns 5/6. I don't know how I could've won without those four generals that I was able to buy. I got a lot of provinces from them and they helped a lot with my engine. I love cursed coin! That card probably won the game for me, because I wouldn't have been able to get those platinums so then I wouldn't be able to get the generals. Kings crown is awesome. I used them for 2 cards 2 actions but they still counted for bank. With my crazy engines, bank was able to produce 20 a lot of times.

This sounds like a case of the stars aligning just right, though. You got an extremely lucky 5/2 opening and were able to get the second strongest trasher in the game and a very strong treasure which is literally the very cheapest of all of your cards. Also, your opponent was forced into a very weak strategy on this particular board since the only cheap card was Chapel. Basically, he could buy nothing but treasures and Bazaars, which is of course going to be slow, especially if he got 3/4.

I would suggest testing your cards on a board where there are also a lot of decent cheap cards. Just curious, was this board created at random or did you deliberately design it so that your cards would be useful?


I actually played this exact game a second time, and I got generals really early as well, and I got the 3/4 split the second time. On turn 3 I got a cursed coin and then I trashed all of my cards with chapel except for the chapel the silver and the cursed coin. Then I used the cursed coin and the silver to buy more cursed coins cursed stores which were very valuable since they were the only card that gave +buy and then I bought banks platinums generals a few golden towns and kings crowns which helped my engine a lot. It even could help my engine and help bank at the same time. Those curses make it a lot easier to get high costing cards fast. The only problem was I didn't want to trash my cursed stores since they were the only card that gave +buy and I was getting 30 every turn.
Title: Re: Dominion:Cities
Post by: GendoIkari on March 20, 2018, 10:02:06 am
But I got those generals early game. I was also able to buy four colonies in one turn. And I beat my opponent by far. My opponent was the one who bought silver gold and provinces while I bought my cards. You should play that game that I posted and you will see what I mean. Of you open cursed coin/chapel that is very good, which is what I did. Cursed coin was how I was getting platinums on turns 5/6. I don't know how I could've won without those four generals that I was able to buy. I got a lot of provinces from them and they helped a lot with my engine. I love cursed coin! That card probably won the game for me, because I wouldn't have been able to get those platinums so then I wouldn't be able to get the generals. Kings crown is awesome. I used them for 2 cards 2 actions but they still counted for bank. With my crazy engines, bank was able to produce 20 a lot of times.

This sounds like a case of the stars aligning just right, though. You got an extremely lucky 5/2 opening and were able to get the second strongest trasher in the game and a very strong treasure which is literally the very cheapest of all of your cards. Also, your opponent was forced into a very weak strategy on this particular board since the only cheap card was Chapel. Basically, he could buy nothing but treasures and Bazaars, which is of course going to be slow, especially if he got 3/4.

I would suggest testing your cards on a board where there are also a lot of decent cheap cards. Just curious, was this board created at random or did you deliberately design it so that your cards would be useful?


I actually played this exact game a second time, and I got generals really early as well, and I got the 3/4 split the second time. On turn 3 I got a cursed coin and then I trashed all of my cards with chapel except for the chapel the silver and the cursed coin. Then I used the cursed coin and the silver to buy more cursed coins cursed stores which were very valuable since they were the only card that gave +buy and then I bought banks platinums generals a few golden towns and kings crowns which helped my engine a lot. It even could help my engine and help bank at the same time. Those curses make it a lot easier to get high costing cards fast. The only problem was I didn't want to trash my cursed stores since they were the only card that gave +buy and I was getting 30 every turn.

I recommend trying the same thing, but the other player starts the same way as you; Cursed Coin, Chapel, Trash into Platinum... but then the other player buys Colony anytime they get $11.
Title: Re: Dominion:Cities
Post by: Chase Adolphson on April 17, 2018, 04:20:33 am
The main reason for the $20+ cards is that lots of times when I'm playing with my parents we always have $20+ but no extra buy. So I wanted to make that less frustrating.

I may have a helpful addition to your set:

Quote
Decadence
4$
Action – Attack - Reaction

+1 Card
+1 Action
+2 Buys
---------------------------------
If another player has 3$ or more coins
unspent in their buy phase,
you may reveal this from your hand.
If you do, they either gain a card with + buy
from the supply or trash a treasure they
have in play, their choice.


Why would you reveal it because if you do you are just helping them
Title: Re: Dominion:Cities
Post by: Holunder9 on April 17, 2018, 04:46:12 am
It was meant to be a joke.  ::)

As people have already pointed out ad nauseam, if you build your deck such that you regularly hit $20 in Kingdoms without extra Buys you are greening far too late. The notion that the net benefit of extra Coins beyond the ones you actually spend is zero shouldn't be that difficult to understand. But it seemingly is, otherwise you wouldn't design ridiculously priced cards but simply green when you hit $11+ in Colony games and thus regularly beat your parents.

Title: Re: Dominion:Cities
Post by: Asper on April 17, 2018, 01:15:26 pm
Let's look at this from another angle: Chase, have you ever played Dominion against someone other than your family? For example, have you tried out Dominion online? If not, I definitely recommend you do. It should help you put your strategies in a broader perspective. And even if you lose, you'll learn some new tricks to impress your family with.  :)
Title: Re: Dominion:Cities
Post by: Chase Adolphson on April 17, 2018, 07:44:43 pm
Let's look at this from another angle: Chase, have you ever played Dominion against someone other than your family? For example, have you tried out Dominion online? If not, I definitely recommend you do. It should help you put your strategies in a broader perspective. And even if you lose, you'll learn some new tricks to impress your family with.  :)


I play online all the time
Title: Re: Dominion:Cities
Post by: Asper on April 18, 2018, 04:06:40 am
I'm afraid I don't know how in this situation I can give you the benefit of the doubt anymore.

Right now it feels like you're either:
A) a troll after all (what a riot)
B) a young guy who is genuinely bad at Dominion and who lies about winning so he won't have to admit that
C) a young guy who made up some bad fan cards and who lies about his experiences implying those were good ideas
D) someone who's intellectually incapable of drawing the right conclusions from the evidence provided, namely that the cards are bad and the strategy mentioned can't compete (edit: and that the strategy being bad implies the cards being bad)
E) both genuinely bad at the game and lucky to an unfathomable degree, enough to make himself believe he won due to a sub-par strategy
F) any combination of the above
Title: Re: Dominion:Cities
Post by: kieranmillar on April 18, 2018, 04:36:53 pm
Matchmaking matches you with people of roughly the same skill level, so someone playing online does not mean they will necessarily play good opponents. There are lots of people who understand nothing about Dominion strategy and if you are someone who understands even basic Eurogame strategy, you will never be close to being matched against them.

It is obvious looking at Chase's post history that when his profile says he is 13 years old that this is accurate. I fully believe Chase has games against his parents where he gets to build up to buy his ludicrously expensive custom cards and still wins.

Chase, I enjoyed reading your cards, another great set along the levels of Dominion: Gunpowder.
Title: Re: Dominion:Cities
Post by: Chappy7 on April 18, 2018, 04:48:01 pm
Matchmaking matches you with people of roughly the same skill level, so someone playing online does not mean they will necessarily play good opponents. There are lots of people who understand nothing about Dominion strategy and if you are someone who understands even basic Eurogame strategy, you will never be close to being matched against them.

It is obvious looking at Chase's post history that when his profile says he is 13 years old that this is accurate. I fully believe Chase has games against his parents where he gets to build up to buy his ludicrously expensive custom cards and still wins.

Chase, I enjoyed reading your cards, another great set along the levels of Dominion: Gunpowder.

I don't think I was around for the (in)famous Gunpowder expansion.  Where do I find that thread? I'd very much like to read it.
Title: Re: Dominion:Cities
Post by: GendoIkari on April 18, 2018, 05:26:02 pm
Matchmaking matches you with people of roughly the same skill level, so someone playing online does not mean they will necessarily play good opponents. There are lots of people who understand nothing about Dominion strategy and if you are someone who understands even basic Eurogame strategy, you will never be close to being matched against them.

It is obvious looking at Chase's post history that when his profile says he is 13 years old that this is accurate. I fully believe Chase has games against his parents where he gets to build up to buy his ludicrously expensive custom cards and still wins.

Chase, I enjoyed reading your cards, another great set along the levels of Dominion: Gunpowder.

I don't think I was around for the (in)famous Gunpowder expansion.  Where do I find that thread? I'd very much like to read it.

It's easy enough to search within the Variants thread on "Gunpowder". Based on a discussion from a while back; it's really best to not go around linking to that thread.
Title: Re: Dominion:Cities
Post by: O on April 18, 2018, 05:40:13 pm
Matchmaking matches you with people of roughly the same skill level, so someone playing online does not mean they will necessarily play good opponents. There are lots of people who understand nothing about Dominion strategy and if you are someone who understands even basic Eurogame strategy, you will never be close to being matched against them.

It is obvious looking at Chase's post history that when his profile says he is 13 years old that this is accurate. I fully believe Chase has games against his parents where he gets to build up to buy his ludicrously expensive custom cards and still wins.

Chase, I enjoyed reading your cards, another great set along the levels of Dominion: Gunpowder.

I don't think I was around for the (in)famous Gunpowder expansion.  Where do I find that thread? I'd very much like to read it.

It's easy enough to search within the Variants thread on "Gunpowder". Based on a discussion from a while back; it's really best to not go around linking to that thread.

I mean, the posters in gunpowder were less mocking and less toxic to a legitimate troll than the above posters (who hopefully are capable of realizing who they are) are being to a 13 year old, so I think perhaps that ship has sailed.
Title: Re: Dominion:Cities
Post by: Simon Jester on April 18, 2018, 06:23:31 pm
..Or he is just a randomly good Dominion player that likes power cards and don't care about balance that much because he don't need to in his playgroup.. Chase's cards is cool and all, they just don't work in proper Dominion.

Guys, you have made your points several times. Chase won't pick up on it and he doesn't need to. To even think of comparing this to Gunpowder is just mean honestly.

Title: Re: Dominion:Cities
Post by: Chase Adolphson on April 18, 2018, 08:15:13 pm
I'm afraid I don't know how in this situation I can give you the benefit of the doubt anymore.

Right now it feels like you're either:
A) a troll after all (what a riot)
B) a young guy who is genuinely bad at Dominion and who lies about winning so he won't have to admit that
C) a young guy who made up some bad fan cards and who lies about his experiences implying those were good ideas
D) someone who's intellectually incapable of drawing the right conclusions from the evidence provided, namely that the cards are bad and the strategy mentioned can't compete (edit: and that the strategy being bad implies the cards being bad)
E) both genuinely bad at the game and lucky to an unfathomable degree, enough to make himself believe he won due to a sub-par strategy
F) any combination of the above


Whoa this is going way too far. I'm not any of those things I promise. This is my first attempt to make fan cards okay. I've learned how my fan cards can be better with my future fan expansions I am going to think about what you guys have said.
Title: Re: Dominion:Cities
Post by: Asper on April 19, 2018, 04:18:31 pm
I'm afraid I don't know how in this situation I can give you the benefit of the doubt anymore.

Right now it feels like you're either:
A) a troll after all (what a riot)
B) a young guy who is genuinely bad at Dominion and who lies about winning so he won't have to admit that
C) a young guy who made up some bad fan cards and who lies about his experiences implying those were good ideas
D) someone who's intellectually incapable of drawing the right conclusions from the evidence provided, namely that the cards are bad and the strategy mentioned can't compete (edit: and that the strategy being bad implies the cards being bad)
E) both genuinely bad at the game and lucky to an unfathomable degree, enough to make himself believe he won due to a sub-par strategy
F) any combination of the above


Whoa this is going way too far. I'm not any of those things I promise. This is my first attempt to make fan cards okay. I've learned how my fan cards can be better with my future fan expansions I am going to think about what you guys have said.

Sorry, that was malinformed by me. I know too little about how matchmaking in Dominion online works, so I assumed you'd have to be losing all the time over there unless you were lucky. Should have just kept my mouth shut instead of assuming. I'll try to make up for it in the future.  :-\
Title: Re: Dominion:Cities
Post by: Chase Adolphson on April 20, 2018, 12:18:01 am
I'm afraid I don't know how in this situation I can give you the benefit of the doubt anymore.

Right now it feels like you're either:
A) a troll after all (what a riot)
B) a young guy who is genuinely bad at Dominion and who lies about winning so he won't have to admit that
C) a young guy who made up some bad fan cards and who lies about his experiences implying those were good ideas
D) someone who's intellectually incapable of drawing the right conclusions from the evidence provided, namely that the cards are bad and the strategy mentioned can't compete (edit: and that the strategy being bad implies the cards being bad)
E) both genuinely bad at the game and lucky to an unfathomable degree, enough to make himself believe he won due to a sub-par strategy
F) any combination of the above


Whoa this is going way too far. I'm not any of those things I promise. This is my first attempt to make fan cards okay. I've learned how my fan cards can be better with my future fan expansions I am going to think about what you guys have said.

Sorry, that was malinformed by me. I know too little about how matchmaking in Dominion online works, so I assumed you'd have to be losing all the time over there unless you were lucky. Should have just kept my mouth shut instead of assuming. I'll try to make up for it in the future.  :-\


It's fine. I have those days too when i just react right away without thinking.