Dominion Strategy Forum
Dominion => Variants and Fan Cards => Topic started by: majiponi on May 30, 2018, 12:23:35 am
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Angel's Workshop
cost $2 - Action
Gain a card costing up to $6.
Each other player gains a cheaper card.
Q1. Are there any problems on giving cards? If yes, ...
Q2. Do you have any idea to give opponents some benefits?
Q3. Is the cost proper?
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Angel's Workshop
cost $2 - Action
Gain a card costing up to $6.
Each other player gains a cheaper card.
Q1. Are there any problems on giving cards? If yes, ...
Q2. Do you have any idea to give opponents some benefits?
Q3. Is the cost proper?
Hmmmm... I actually like this. I had my own idea for "gain a card and everyone else gets a cheaper one" but this one is simpler than mine, which I like. It might need the Attack type, since you can gain a good/decent $2 and force everyone else to take a Copper.
As for the price, $2 is way too cheap. Honestly, it might need to be $5. As has been pointed out many times before, the gap between $4 and $5 is huge. Gaining a $5 while others get a $4 is a pretty good effect on its own. It shouldn't be less than $4, I think.
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It might need the Attack type, since you can gain a good/decent $2 and force everyone else to take a Copper.
This would cause all sorts of craziness with Moat. "If I reveal my Moat, he'll take a $6, but if I don't, he'll take a $2 and I'll take a Copper." Maybe that's wanted, but it is definitely weird. And, it actually makes you not want to play Lighthouse.
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I don't like it, certainly not at such a ridiculous price. There are too many boards in which there are no decent cards at a particular price range.
The junking problem can be fixed via making the gaining optional for the other players.
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I like this. If the potential attack is an issue, just make the other players' gaining a "may". I think (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) might be a good cost, but there is a chance it needs to be (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png).
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I like 4 as a price, because then you can pick it up when the other player gains a 5-cost card, and if they gain a copy of this at the very least there's Silver in every kingdom.
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I like it, if the gaining for other players is made optional. I think it could cost $4.
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this one is simpler than mine
Yeah, Mine is a pretty complicated card.
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Just in case, of course I'd like to chime in saying that the gain should be optional.
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So, it should be like this.
Angel's Workshop
cost $4 - Action
Gain a card costing up to $6.
Each other player may gain a cheaper card.
At first, it was $3. It looked like a Leprechaun variant. Soon I realized it was too strong for $3. So I haggled so that everyone can have oppotunity to buy 2. But I didn't consider 2-3 player games. It was a must-buy almost every time. Next, I tried Potion costs, removing cost regulation. Too swingy. Someone always cried, "Hey, where is my Province?" when I gained Colony.
Junking was another problem. Some people hated. I thought that was not so big matter. Giving Coppers gaining Silvers isn't so strong. Is this stronger than Marauder? Anyway, I removed Attack type. "May" weakened it a little bit, but still it was fun.
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So, it should be like this.
Angel's Workshop
cost $4 - Action
Gain a card costing up to $6.
Each other player may gain a cheaper card.
At first, it was $3. It looked like a Leprechaun variant. Soon I realized it was too strong for $3. So I haggled so that everyone can have oppotunity to buy 2. But I didn't consider 2-3 player games. It was a must-buy almost every time. Next, I tried Potion costs, removing cost regulation. Too swingy. Someone always cried, "Hey, where is my Province?" when I gained Colony.
Junking was another problem. Some people hated. I thought that was not so big matter. Giving Coppers gaining Silvers isn't so strong. Is this stronger than Marauder? Anyway, I removed Attack type. "May" weakened it a little bit, but still it was fun.
Awesome! Glad it's working out so well.