Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: X-tra on August 29, 2020, 02:19:21 pm

Title: Dominion: Urbanisation
Post by: X-tra on August 29, 2020, 02:19:21 pm
Hello everyone !

This thread is sort of a continuation of this thread (http://forum.dominionstrategy.com/index.php?topic=20407.0). Here, I’d like to present you a set of 30 cards I’ve crafted over early 2019 ‘til now. Why am I doing this? Well, it’s because after all this time, I’d like to have this set printed for it to be ready for IRL plays. However, printing is not cheap. So I’d like to make sure the cards truly are ready before I commit the cards for printing. I thought maybe you guys could help me spot the design mishaps in this set.

The name of the set is Urbanisation. It was named that way because that was the theme that emerged from the 30 Kingdom cards in this set. A lot of cards represent city stuff. A good chunk of them are also people doing various jobs. Therefore, Urbanisation, as a name, came to be. This set introduces no new mechanics, but rather, it borrows existing ones. Urbanisation also does not have any landscape cards (albeit, it does contain out-of-Supply cards and some new components, such as a mat). This set is a hybrid of cards I have posted in the Weekly Card Design Contest thread (http://forum.dominionstrategy.com/index.php?topic=18987.0), cards I have posted in this thread (http://forum.dominionstrategy.com/index.php?topic=20407.0) and cards I have shown and have been given feedback for in the Dominion Discord server. So some of the entries here might not be new for some of you guys.

Posting 30 cards right away like this will undeniably be overwhelming for the readers. Therefore, I will post them slowly over time, following this model:

Any feedback is appreciated. Sometimes, an extra pair of eyes can shed light onto problems my own brain just refused to notice over time, if y’know what I mean :D . So let’s end this increasingly big wall of text and let’s just straight into the first of 10 card posts:





Card set #1

(https://i.postimg.cc/sg0S5z8g/09-3-Appraiser-V3-EN.png)     (https://i.postimg.cc/gjktndQH/Informer-v6.png)     (https://i.postimg.cc/7LmK0LdR/20-4-Vigil-V5-EN.png)

True to its name, Urbanisation presents lots of folks with lots of different backgrounds. Here, we are offering you 3 people performing 3 different jobs for your kingdom. Choose your people wisely, m'Lord!


Next set of 3 cards → (http://forum.dominionstrategy.com/index.php?topic=20493.msg852991#msg852991) | List of all cards → (http://forum.dominionstrategy.com/index.php?topic=20493.msg855167#msg855167)
Title: Re: Dominion: Urbanisation
Post by: D782802859 on August 29, 2020, 03:14:28 pm
Vigil might be a tad strong, it's pretty close to a targeted discard.
Title: Re: Dominion: Urbanisation
Post by: gambit05 on August 29, 2020, 03:36:11 pm
Appraiser: I like it as it is.
 
Informer: I have a similar card , though it is not fully thought out yet. But may be it helps for the discussion:

Blind Man’s Buff
$5 Action – Command
Quote
Each other player reveals their hand.
Choose one: Gain a copy of a revealed Treasure
onto your deck; or play a revealed non-Duration,
non-Command Action card costing up to $5,
leaving it there.

Obviously, there are some fundamental differences. My idea was that, when there is too much junk in the deck, it's not worth to buy Blind Man's Buff, and copying a Treasure is for the situations when either the player wants big money, or as consolation, when no valuable Action cards are revealed. I have used a higher cost and a limit of targets to avoid too much craziness. In Action heavy decks, a valuable target costing $5 should be regularly found.

Vigil: This can be quite brutal, for example when a second Vigil is played immediately and the opponents have to discard theirs; or early in the game, when the only Silver or Gold has to be discarded.
Title: Re: Dominion: Urbanisation
Post by: segura on August 30, 2020, 02:29:33 am
They all look pretty sound (and the art is nice).

Appraiser is my favourite here, simple TfB yet strategically rich.

Informer is similar to 4est's Falconer  (http://forum.dominionstrategy.com/index.php?topic=16901.0) which has a weaker first option but a better/smoother second option.

I'd prefer Vigil to be terminal. Sure, there is a trend towards more non-terminal Attacks in the last expansions (especially Nocturne), non-terminal Copper is not that great of a vanilla bonus and of course the non-terminality makes it easier to set up a good Action for discard (we know from Kiln how hard that is, you gotta play Village-Village-Kiln-terminal if you wanna copy a terminal). But the Attack is potentially harsh and I would think twice about making this non-terminal instead of giving this some terminal vanilla, like e.g. +2 Cards.
Title: Re: Dominion: Urbanisation
Post by: X-tra on August 30, 2020, 12:07:32 pm
Thank you for the comments, guys. It seems like there’s one problem everyone unanimously agrees upon, and that’s the power level of Vigil. This is odd because to me, I don’t see it being as strong as you guys pointed out. I feel like you need to put extra effort into Vigil if you want to make it work – and all of that not to help your own deck, but to hinder your opponents’ turns. The guessing game of what you could play next for the other players to discard seems like an unsafe investment for you to go down that road. Pillage is a one-shot, yes, but at least, you know it’ll work any time you use it (well, you still do hope your opponents have good hands when you decide to trash your Pillage).

That being said, I am not against the idea of turning Vigil’s vanilla bonus into a “+2 Cards”.
By the way, I edited Appraiser to reorganise the choice below in “ascending” order. I also added “Action card” (as opposed to simply “card”) in Informer.
Title: Re: Dominion: Urbanisation
Post by: Jack Rudd on August 30, 2020, 02:35:27 pm
The specific problem with nonterminality for Vigil is that it allows for easy plays of Vigil - Village, which can just totally destroy an opponent's subsequent turn.
Title: Re: Dominion: Urbanisation
Post by: gambit05 on August 30, 2020, 04:58:59 pm
The specific problem with nonterminality for Vigil is that it allows for easy plays of Vigil - Village, which can just totally destroy an opponent's subsequent turn.

Whatever the version of Vigil is, one could give the other players a choice for the attacking part, a la Torturer, e.g.

Quote
The next time you play a card this turn,
each other player either discards a copy of it
or gains a Curse, their choice.
Title: Re: Dominion: Urbanisation
Post by: X-tra on August 31, 2020, 02:25:55 pm
Here is what a terminal Vigil would look like, keeping its cost the same:

(https://i.postimg.cc/L6VhJxB2/Vigil-v6.png)

This seems more reasonable to me. However, trying to make your opponent discard some good stuff is way harder now, to the point where it might not be worth killing your tempo pursuing that strategy. As is, it's probably a Treasure discarding Attack, which is easier to deal with.
Title: Re: Dominion: Urbanisation
Post by: Fragasnap on September 01, 2020, 06:58:07 pm
The name of the set is Urbanisation. It was named that way because that was the theme that emerged from the 30 Kingdom cards in this set. A lot of cards represent city stuff. A good chunk of them are also people doing various jobs. Therefore, Urbanisation, as a name, came to be. This set introduces no new mechanics, but rather, it borrows existing ones.
A set does not necessarily require any new mechanisms, but I believe it should have a mechanical theme at least to lend games using its cards a stronger flavor.  Hinterlands' "on-gain" effects were not necessarily new, but between it and the sub-theme of sifting and big-decks, Hinterlands has a strong flavor its own.
Do you have a functional flavor in mind?  One is not immediately apparent here.
Appraiser: Smaller decks; Card costs; VP tokens.
Informer: Player interaction; Choices
Vigil: Card names

[Appraiser]’s a Silver trasher that turns Appraiser into a Laboratory.
The key $3-cost Appraiser target is Appraiser.  Identically to Spice Merchant, trashing Silver is just sifting that eliminates the Silver when you don't want the stop-card and don't need the economy (non-terminally losing 2 cards to draw 2 cards).  Double Appraiser on the other hand gives you additional trashing early and then they eat each other for free.  I think Appraiser would be more exciting if it gave you stacking bonuses for trashing more expensive cards. 
Code: [Select]
+$1
Trash a card from your hand. If it cost at least...
$2: +3 Actions.
$3: +3 Cards.
$4: +3 Buys.
$5: +$3.

You have 5 cards Informer can hit. And if it doesn’t hit, well it’s a terminal Silver.
I'm always leery of Command cards the use other player's Actions for any possible circumstance that avoiding Actions becomes ideal.  In this case, if you've itemized for Informers too early, I can move towards a money strategy that will make all your Informers terminal Silvers.  I think the key is to make missing stronger than hitting, so rather than Informer giving some consolation prize for another player's Money strategy, the player's Action strategy should throttle Informer.
Code: [Select]
The player to your left reveals their hand. If they reveal any non-Duration, non-Command Actions, play one of them, leaving it in their hand. Otherwise, play a non-Duration, non-Command Action from the Supply, leaving it there.
It probably scales better in games with more players.
I like the terminal $4-cost version better.  The Attack is political in nature in multiplayer as I might play a Vigil, knowing that the player to my left has a Silver with the other 4 cards due to the player to my right's Vigil that missed.  You could reduce such instances by using a persistent effect (which is a notable buff to the Attack as you can initially fish for better Treasures) which would make it virtually never miss.
Code: [Select]
+2 Cards
This turn, when you play a card, each other player with at least 5 cards in hand discards a copy of it (or reveals they can't).
I'm not sure it needs such a buff in 2-player, though.
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 01, 2020, 07:29:50 pm
Thank you for your comment, Fragasnap!

A set does not necessarily require any new mechanisms, but I believe it should have a mechanical theme at least to lend games using its cards a stronger flavor.

Agree’d. It makes the whole thing feels like it sticks together more. In my first post, I said I was going to make some kind of “eulogy” once all 30 cards are posted. In this eulogy, I’ll point out what mechanical themes emerge from Urbanisation. It’s nothin’ too fancy, but it’s there. Like Hinterlands, like you pointed out, with it’s “on gain / on buy” cards, or like Dark Ages with its trashing subtheme. It’ll all make sense in the end :) . At least you guys know about the flavour theming of this set, so there’s that already.

Appraiser: The idea you’ve suggested is cool. But while adding more mechanics to a card makes it more strategically rich, it takes away from the simple and elegant design of the card. Cards with a minuscule font because of how much text there is on it, for instance, are a pain to teach and to read. They also look unappealing to the eye, imo (looking at you, Pirate Ship and friends). I think it is a very important piece of card design, but it seems to often be overlooked. Also, the idea was to have cards dance around Appraiser’s (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) cost, which I think is a fun idea in itself. I’ll keep the idea you’ve posted in mind, though. Seems like it could be tied to another card and be fun to play with.

Informer: I think even if you pursue a money strategy if your opponents gets Informers, they would still be worth it. Oftentimes, Actions are better than money and they tend to win the game. If you shut yourself from them, fearing the Informers, then you’re hurting yourself even more than pulling a “gottem” on those who took Informers. If all you need is one Informer in your deck to scare your left neighbour, then so be it. You scared them into killing their deck. Witch on the board? I’ll get an Informer! This way, my opponent will never get a Witch themselves, out of fear my Informer hits it, hehehehe!

Vigil: I’ve come to appreciate terminal Vigil more and more over time. I think it’s definitely going to stay as a +2 Cards. Yes, it might be a little political, but so is Taxman and a bunch of other cards. I think these cards are like, “soft political” cards, where you do not straight up point to a specific player, but where you can play with your cards to hurt someone more than the others. I think these sorts of cards are accepted within the game.



In other news, I will post the second batch of cards in about 30 minutes. :)
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 01, 2020, 08:01:39 pm
Card set #2

(https://i.postimg.cc/kMfjbJ2B/14-4-Arid-Village-V1-EN.png)     (https://i.postimg.cc/sDxTPkWK/16-4-Duality-V3-EN.png)     (https://i.postimg.cc/xTZt66yQ/29-6-Grand-Laboratory-V1-EN.png)

Your emerging cities must be productive for them to be successful! Here are some engine components. You'll probably want to allocate a part of our budget to erect a few masterful laboratories, a few trading towns in the nearby desert and- hey, are these two birds fighting!?


← Previous set of 3 cards (http://forum.dominionstrategy.com/index.php?topic=20493.msg852708#msg852708) | Next set of 3 cards → (http://forum.dominionstrategy.com/index.php?topic=20493.msg853215#msg853215)
Title: Re: Dominion: Urbanisation
Post by: mail-mi on September 01, 2020, 08:20:56 pm
I don't have a comment on the cards, but your "next 3 cards" and "previous 3 cards" links are genius.
Title: Re: Dominion: Urbanisation
Post by: Jonatan Djurachkovitch on September 02, 2020, 12:27:29 am
Would Arid Village eat the draw you get from Flag? The clean-up phase is technically the same turn as the turn you played Arid Village. Other than that it will really eat up your draw, and I don't know if its worth it. If you play two drawing actions afterward it is basically a necropolis. Maybe you should consider upping it to +3 cards, to lower the power level variance, considering the combo with Library and other draw-to-x cards, but maybe that's too strong. AV makes you think twice before you buy it, and promotes a different way of building your deck.
Title: Re: Dominion: Urbanisation
Post by: D782802859 on September 02, 2020, 07:43:46 am
Arid Village: This is a great idea, but it would probably be a good idea to test it to make sure the numbers are right. Snowy Village worked out, so why not this?
Duality: Seems good, although perhaps not the best buy with ruins.
Grand Laboratory: This is a bit too strong of a strategy on it's own, this with just a couple villages gets you a ton of Labs very fast, and it can drain piles.
Title: Re: Dominion: Urbanisation
Post by: MiX on September 02, 2020, 08:03:31 am
Does Arid Village's drawback stack with itself?
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 02, 2020, 08:53:56 am
Thank you for the inputs! Here are a couple of thoughts:

I don't have a comment on the cards, but your "next 3 cards" and "previous 3 cards" links are genius.
Thanks! Although, I wish the links simply refreshed the page at the appropriated place instead of opening a new tab each time...

Would Arid Village eat the draw you get from Flag? The clean-up phase is technically the same turn as the turn you played Arid Village. Other than that it will really eat up your draw, and I don't know if its worth it. If you play two drawing actions afterward it is basically a necropolis. Maybe you should consider upping it to +3 cards, to lower the power level variance, considering the combo with Library and other draw-to-x cards, but maybe that's too strong. AV makes you think twice before you buy it, and promotes a different way of building your deck.
Yes, Arid Village would kill your Flag draw. These 2 cards do not really synergise well together, hahaha! And you are very much correct: Arid Village and draw-to-X cards are a natural fit.

Does Arid Village's drawback stack with itself?
It does. With 2 Arid Villages in play, a Moat would draw nothing. This is why it says “to a minimum of 0”, so that 2 Arid Villages in play doesn’t yield you -1 Card when you play a Cantrip thereafter.
Title: Re: Dominion: Urbanisation
Post by: LibraryAdventurer on September 03, 2020, 02:44:39 am
I think Arid Village would be better if its drawback didn't stack. Maybe put "If this is the first Arid Village you played this turn..."
You want to be able to play a few villages in the same turn, but if Arid Village is the only village, that's not going to work very well.
I guess if you stopped the drawback from stacking, you'd probably want to remove the +buy to keep it from being strictly better than Worker's Village.

Alternatively, you could have its drawback only apply to other Arid Villages. "When you play another Arid Village, draw one less card (to a minimum of 0)."

As it is, I think its drawback is too much of a drawback.
Title: Re: Dominion: Urbanisation
Post by: silverspawn on September 03, 2020, 05:32:22 am
I completely disagree. I think Arid Village seems quite strong as is and its drawback should definitely stack.

In particular, I think it's a good thing if a village gets a lot worse as you play more of them. We have the situation "just buy as many villages as you need" on plenty of board, it would be neat to have more of "getting +Actions will become progressively more expensive".

I think Arid Village is pretty cool. I don't like how cards like Catacombs just ignore the effect, but there's not really anything you can do about that, and it's not enough to ruin it.
Title: Re: Dominion: Urbanisation
Post by: segura on September 03, 2020, 12:14:43 pm
Pretty sure that it is too weak. Snowy only hurts non-terminals, i.e. you can play your Smithies afterwards. Arid on the other hand hurts all drawers, i.e. your villages and your Smithies.
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 03, 2020, 06:13:28 pm
Arid Village is probably a card you want to play later in your turn if possible. You can always dump your Villages and Smithies before playing your first Arid Village, if your hand allows you to do so.

An Arid Village followed by an Arid Village isn't that bad of a deal on its own. The second Arid Village is straight up a Worker's Village, and for the same cost. So you'd go: Cheaper Lost City with an extra Buy → Worker's Village. There's been worse in Dominion.

The cards that are even more sucky with an Arid Village in play are the ones that give +Cards at 2 different instances while resolving their effect, like playing an Ironmonger and revealing a Victory card. That Ironmonger would draw absolutely nothing. Cards with +Cards bundled together at a given moment are hit less badly, like playing a Shepherd and discarding 2 Victory cards. You'd draw 3 cards from that (+4 Cards, -1 Card = +3 Cards). That's the ruling with Arid Village anyway.
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 04, 2020, 05:55:23 pm
Card set #3

(https://i.postimg.cc/JzFRKhWT/04-2-House-V2-EN.png)     (https://i.postimg.cc/brqPdDQv/13-3-Suburb-V2-EN.png)     (https://i.postimg.cc/D05TGvgP/24-5-Market-Town-V1-EN.png)

In the first batch of cards, we showed you a couple of specialists for you to hire. Now, said specialists are whining that they "need a place to live". Bah! Foolish complaints... although we should probably pretend to care. Here are 3 choices of urban planning, my Liege. Pick whichever will make them shut up the quickest.


← Previous set of 3 cards (http://forum.dominionstrategy.com/index.php?topic=20493.msg852991#msg852991) | Next set of 3 cards → (http://forum.dominionstrategy.com/index.php?topic=20493.msg853331#msg853331)
[/b][/size][/center]
Title: Re: Dominion: Urbanisation
Post by: gambit05 on September 05, 2020, 11:03:57 am
I like House and Suburb. Not sure about Market Town. In certain Kingdoms (hand-size attacks, card drawers at start of turn) it is probably quite good. In other situations, I probably wouldn't invest too much in Market Towns.
 
About Suburb: Couldn't the wording be simpler? For example: 2 Suburbs you have are worth 5 VP together (round down).
Title: Re: Dominion: Urbanisation
Post by: faust on September 05, 2020, 11:08:54 am
I feel that House is too good compared to Conclave. The two cards are on a very similar power level and should cost the same. I can see an argument for $3, since House is weaker in the opening, but $2 seems too cheap.
Title: Re: Dominion: Urbanisation
Post by: Fragasnap on September 05, 2020, 01:29:41 pm
But while adding more mechanics to a card makes it more strategically rich, it takes away from the simple and elegant design of the card.
Comparing two variables on Appraiser is much more complex than comparing against a fixed list.  The sample I posted gave +3 of any given benefit because it's easier to remember.
Part of the suggestion was also to strip the clumsy VP tokens from it that are certainly making it less elegant.  Whatever you want if you're attached to having one card that uses VP tokens in an incredibly niche way.  Sacrifice and Bishop cover much of the "+VP for trashing" concept and in a more compelling way, the former adding other tempo-trashing options and the latter focusing strictly on the VP-tokens.

This way, my opponent will never get a Witch themselves, out of fear my Informer hits it, hehehehe!
Yes, obviously I won't be stupid and not buy any Actions when Actions are good.  The point isn't that I buy only money, it's that I play a more money-centric strategy:  BM+Gear is pretty fast, but other things could be faster.  A player taking Informers will make their deck weaker against BM+X strategies because failed Informers are really bad, so if you are buying Informers I'll lean more into good money strategies if they are available.  Additionally, because it targets the player to your left, multiplayer games get strongly political as Informers also counter Informers.
Informer won't always be beaten by any given BM+X, but any chance of pushing the game in that direction is too much as far as I'm concerned.

[Duality]’s a Village that does not look like a Village at first glance. But it is. It’s a Village where the +1 Card is going to be an Action card.
It seems both time consuming and complicated if you're worried about beginner players parsing card text, let alone that it has a +Card and +Action hidden in that paragraph.  It would be much easier to understand if it put the card into your hand and gave you the +2 Actions directly.
I imagine it is strong, but even if I am wrong I would not want to play a game with a large number of Dualities being gained.  Similarly time consuming cards like Advisor and Hunting Party are not cards you are gaining in multiple just because you need them to play additional Actions.

Pretty sure that [Arid Village] is too weak. Snowy only hurts non-terminals, i.e. you can play your Smithies afterwards. Arid on the other hand hurts all drawers, i.e. your villages and your Smithies.
I think fundamentally you just can't play Arid Village in a drawing-engine, which makes it quite unique.  Certainly among my favorites here since it requires you build your deck so differently when it is relevant.

About Suburb: Couldn't the wording be simpler? For example: 2 Suburbs you have are worth 5 VP together (round down).
A snappier wording might run into issues.  If I have 5 Suburbs and each Suburb tells me I get 5VP for 2 Suburbs together, do I get 10VP per Suburb for 50VP (because the Suburbs are each giving me 5VP/2 Suburbs)?  The longer wording is more specific and thus preferred.
This comes down to the matter of semantic complexity versus word complexity.  More words do not make a concept more complicated.
I like Suburb.

[House]’s an almost Conspirator-like behaviour.
I think we have a fair number of cards really incentivize laying down strings of cantrips, let alone that cantrips are often better than stop-cards generally.  I might like House better if its benefit were flipped and it instead gave a stronger bonus for having fewer cards in play.  It is likely roughly on-par with Squire (Squire's primary advantage being its +Buy option), so I would guess it balanced enough as is.
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 06, 2020, 01:45:33 pm
Thanks everyone for your input once again! :)

Comparing two variables on Appraiser is much more complex than comparing against a fixed list.  The sample I posted gave +3 of any given benefit because it's easier to remember.
Part of the suggestion was also to strip the clumsy VP tokens from it that are certainly making it less elegant.  Whatever you want if you're attached to having one card that uses VP tokens in an incredibly niche way.  Sacrifice and Bishop cover much of the "+VP for trashing" concept and in a more compelling way, the former adding other tempo-trashing options and the latter focusing strictly on the VP-tokens.
Yeah. The (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) tokens are a bit out-of-nowhere compared with the rest of Urbanisation. But I like how the card function. I think it would have been better to keep Appraiser for another set where it fits more with the rest of the cards. However, like I said, I think its trashing ability is welcomed in this set, since there aren’t that many cards that do so to begin with.

I wouldn’t say that Bishop and Sacrifice are more compelling in their trashing for (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) abilities. They just do it differently. Appraiser is the only strictly non-terminal card of the 3 and that’s different enough for it to have the right to exist.

Yes, obviously I won't be stupid and not buy any Actions when Actions are good.  The point isn't that I buy only money, it's that I play a more money-centric strategy:  BM+Gear is pretty fast, but other things could be faster.  A player taking Informers will make their deck weaker against BM+X strategies because failed Informers are really bad, so if you are buying Informers I'll lean more into good money strategies if they are available.  Additionally, because it targets the player to your left, multiplayer games get strongly political as Informers also counter Informers.
Informer won't always be beaten by any given BM+X, but any chance of pushing the game in that direction is too much as far as I'm concerned.
You just highlighted what I love so much about Informer! A deliberate shift in strategies! But not a mandatory one. Its mere presence on the board makes you reconsider if a money-centric strategy could actually work in this Kingdom and that’s pretty neat. Other cards, like Pirate Ship or Wall, push you toward different strategies without forcing you to do so and that ain’t bad at all. Like, why invest in a money strategy at all if there is Pirate Ship on the board? And yet, Pirate Ship is an official card. I’m not debating the strength level of Pirate Ship here, mind you, I’m just saying that it has a right to exist. I think Informer is in the same boat (no pun intended).

It seems both time consuming and complicated if you're worried about beginner players parsing card text, let alone that it has a +Card and +Action hidden in that paragraph.  It would be much easier to understand if it put the card into your hand and gave you the +2 Actions directly.
I imagine it is strong, but even if I am wrong I would not want to play a game with a large number of Dualities being gained.  Similarly time consuming cards like Advisor and Hunting Party are not cards you are gaining in multiple just because you need them to play additional Actions.
Yes, there is a bit of tempo loss with Duality, I agree. Flipping through cards is time consuming. Other cards are insufferable in how long they take as well, like Golem and Scrying Pool. But these 2 examples are locked behind Potion costs, so the pill’s a little easier to swallow. I’ll say though that Duality is, in this set, one of the cards that has the most text on it, and still it wasn’t enough to shrink the font. So I think that at the very least, it's not that big of a head scratcher in trying to understand how it works.

I feel that House is too good compared to Conclave. The two cards are on a very similar power level and should cost the same. I can see an argument for $3, since House is weaker in the opening, but $2 seems too cheap.
I think we have a fair number of cards really incentivize laying down strings of cantrips, let alone that cantrips are often better than stop-cards generally.  I might like House better if its benefit were flipped and it instead gave a stronger bonus for having fewer cards in play.  It is likely roughly on-par with Squire (Squire's primary advantage being its +Buy option), so I would guess it balanced enough as is.
The Conclave comparison had me worried, because I never saw the card like that before and doing the comparison now left me with the sensation that House was indeed underpriced. However, I think the comparison with Squire is fairer. House is a Squire that has no other option than the +2 Actions. So it’s weaker. But it can yield one more (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) than Squire, so that part’s stronger. All in all, I think it rebalances itself. So the price of (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) seems justified, yeah.
Title: Re: Dominion: Urbanisation
Post by: mxdata on September 06, 2020, 07:35:25 pm
Appraiser would make a nice combo with Rats.  Rats turn your trash into other Rats, and then Appraiser turns those Rats into 2 VP each
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 07, 2020, 08:30:18 pm
Card set #4

(https://i.postimg.cc/j2YFsSrv/03-2-Handler-V1-EN.png)     (https://i.postimg.cc/43KLV9fB/07-2-Stallions-V1.png)     (https://i.postimg.cc/02xBFjny/15-4-Courser-V2-EN.png)

(https://i.postimg.cc/BnPkfRqB/35-2-Shetland-Pony-V1-EN.png)
     
(https://i.postimg.cc/85N0W5LZ/36-3-Clydesdale-V1-EN.png)
     
(https://i.postimg.cc/Nf5PRZrv/37-4-Appaloosa-V1-EN.png)
     
(https://i.postimg.cc/wxWGy9Mk/38-5-Paint-Horse-V1-EN.png)
(https://i.postimg.cc/zvPt9F6Q/39-6-Gypsy-Vanner-V1-EN.png)
     
(https://i.postimg.cc/qRwZGTL4/40-7-Mustang-V1-EN.png)
     
(https://i.postimg.cc/kG5Y1p18/41-8-Friesian-V2-EN.png)
     
(https://i.postimg.cc/k5xHB8RV/42-9-Arabian-Horse-V2-EN.png)

We now have people working and living in your empire. However, they need mobility to get things done. Horses, Sir, horses. Let us utilize the raw strength of our animal brethren. Here are some ways to achieve that…


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Title: Re: Dominion: Urbanisation
Post by: D782802859 on September 07, 2020, 08:46:38 pm
Handler has a lot of duds. Butterfly, Chameleon, Frog, Camel, Worm, Rat, and Turtle are all useless or mostly useless.
The Stallions are a bit overly pushed, to the point that they're probably dominating.
Courser is probably reasonable.
Title: Re: Dominion: Urbanisation
Post by: LibraryAdventurer on September 07, 2020, 11:14:55 pm
Handler has a lot of duds. Butterfly, Chameleon, Frog, Camel, Worm, Rat, and Turtle are all useless or mostly useless.
How are those duds?

If the set aside Ways are Chameleon, Sheep, and Squirrel, you can play it as Way of the Chameleon and then as one of the other two. So it essentially turns your three choices into four: Sheep, Squirrel, Chameleon'ed Sheep, and Chameleon'ed Squirrel.

The only ones I see as being duds are Butterfly (because buying a $2-cost to exchange it for a $3-cost is usually a silly idea) and Pig (because Handler already has the +1 Card, +1 Action option).

Ways like Worm and Camel would only rarely be used, but each one is only one of three options. Rat could be good if the other two set aside Ways are good.

(I like Handler and in the other thread, I argued that it could easily cost $3.)

About the other two cards:
The Stallions look fine, but not especially interesting. Appaloosa is weird. Why would it give you more Horses for gaining a silver from the trash rather than a copper?
With Courser, I really don't like the idea of returning curses from the trash to the supply. It's nice to have a period of the game where the curse pile is empty and cursing attacks are dead.
Title: Re: Dominion: Urbanisation
Post by: D782802859 on September 08, 2020, 07:21:45 am
Handler has a lot of duds. Butterfly, Chameleon, Frog, Camel, Worm, Rat, and Turtle are all useless or mostly useless.
How are those duds?

If the set aside Ways are Chameleon, Sheep, and Squirrel, you can play it as Way of the Chameleon and then as one of the other two. So it essentially turns your three choices into four: Sheep, Squirrel, Chameleon'ed Sheep, and Chameleon'ed Squirrel.

The only ones I see as being duds are Butterfly (because buying a $2-cost to exchange it for a $3-cost is usually a silly idea) and Pig (because Handler already has the +1 Card, +1 Action option).

Ways like Worm and Camel would only rarely be used, but each one is only one of three options. Rat could be good if the other two set aside Ways are good.

(I like Handler and in the other thread, I argued that it could easily cost $3.)

About the other two cards:
The Stallions look fine, but not especially interesting. Appaloosa is weird. Why would it give you more Horses for gaining a silver from the trash rather than a copper?
With Courser, I really don't like the idea of returning curses from the trash to the supply. It's nice to have a period of the game where the curse pile is empty and cursing attacks are dead.

Chameleon wouldn't cause the Way used by Handler to be affected.
Title: Re: Dominion: Urbanisation
Post by: LibraryAdventurer on September 08, 2020, 08:47:10 am
Handler has a lot of duds. Butterfly, Chameleon, Frog, Camel, Worm, Rat, and Turtle are all useless or mostly useless.
How are those duds?

If the set aside Ways are Chameleon, Sheep, and Squirrel, you can play it as Way of the Chameleon and then as one of the other two. So it essentially turns your three choices into four: Sheep, Squirrel, Chameleon'ed Sheep, and Chameleon'ed Squirrel.

Chameleon wouldn't cause the Way used by Handler to be affected.

Are you sure? Why not?
Title: Re: Dominion: Urbanisation
Post by: GendoIkari on September 08, 2020, 09:40:59 am
Handler has a lot of duds. Butterfly, Chameleon, Frog, Camel, Worm, Rat, and Turtle are all useless or mostly useless.
How are those duds?

If the set aside Ways are Chameleon, Sheep, and Squirrel, you can play it as Way of the Chameleon and then as one of the other two. So it essentially turns your three choices into four: Sheep, Squirrel, Chameleon'ed Sheep, and Chameleon'ed Squirrel.

Chameleon wouldn't cause the Way used by Handler to be affected.

Are you sure? Why not?

I had written up a whole post going into detail about why you couldn't use multiple of the set-aside ways at once last night, when I realized why Chameleon was different and you were right in the first place, so I just didn't post it. I'm guessing D782802859 has the same mix-up I did.

Because the set-aside ways aren't actually in the game in the same way that a normal way would be, you can't just use one of them any time you play an action. But with Chameleon, you are told to follow Handler's instructions, which involves choosing a set-aside way (again).

I would say Handler with Chameleon is actually far too messy to be really usable. If you choose Chameleon, and then choose Chameleon again, I guess that would just switch your (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) and cards back to how they were originally? Nothing stops you from choosing Chameleon forever... although I guess that the Menagerie rulebook also failed to stop you from choosing Mouse forever, and it was only a special ruling by Donald that said you can't do that.

*Edit* Now I re-read D782802859's comment and think that there's more to this... he wasn't mixed up int he same way I was. Chameleon only affects "each time that would give you..." The "that" in that sentence is "following this card's instructions". When you use a way, you aren't "following this card's instructions" anymore. As seen by this long discussion (http://forum.dominionstrategy.com/index.php?topic=20192.50). However, this depends on the specific intent behind how Handler's wording works... because it's using a wording that is different from normal ways. It says to "play this as" one of the set-aside ways. That's like old Band of Misfits wording, which would actually cause you to re-play the card.

I assumed however that the intent of Handler was to treat the set-aside ways just like a normal way in the game, meaning you can choose to follow their instructions instead of Handler's instructions. The whole "play this as a way" is weird and not quite sure what it means. A possible wording that makes it clearer and also removes the weird potential Chameleon interaction (making it weak with Chameleon):

Quote
Handler
Action - (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

+1 Card
+1 Action
--------------------------------------------------------
Setup: Set aside 3 Ways face up. These Ways are available to be used this game when you play Handler.

I'm guessing that this was the intended behavior of Handler.
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 08, 2020, 10:20:29 am
Interesting discussion about Handler. I had definitely foreseen the infinite “Way of the Chameleon play”, but had ruled in my head that this case would be tackled in the rulebook (if one existed) or something.

Didn’t see the impossibility of replaying another Way with the effects of Way of the Chameleon applied, though. To me, Handler morphs into one of the set aside Way, it’s not just “playing it as”, like it would with a normal Way. GendoIkari is right, Handler interacts with its set aside Ways differently. I would love for Chameleon to be able to work as imagined. Playing a Handler as Way of the Chameleon, replaying him as Way of the Sheep for +2 Cards, for instance. Again, I believe that a little mention of that scenario in the rulebook isn’t too far fetched and would be, dare I say, acceptable? It’s debatable if this special case deviates from the normal rules too much. It looks tolerable to me, I guess.
Title: Re: Dominion: Urbanisation
Post by: LastFootnote on September 08, 2020, 01:14:56 pm
I am not a fan of Courser. I think junking games without trashing are already brutal enough. Having a card that makes that effectively happen more often doesn't sound like any fun. I get that it's sort of novel, but not in a way I would enjoy.

Lots of these other cards seem cool though.
Title: Re: Dominion: Urbanisation
Post by: segura on September 08, 2020, 01:57:50 pm
Courser could be phrased as something like „each other player gains a Curse; if the Curse Supply is empty, they gain a Curse from the trash instead“ to make it scale better across the number of players. As the card is weakfish vanilla-wise, it can most likely get away with refilling Curses.

I don’t think that Handler necessarily needs the cantrip option.
Title: Re: Dominion: Urbanisation
Post by: mutated on September 08, 2020, 03:22:47 pm

Quote
Handler
Action - (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

+1 Card
+1 Action
--------------------------------------------------------
Setup: Set aside 3 Ways face up. These Ways are available to be used this game when you play Handler.


Another possible wording: "On turns when you play Handler, you may use these Ways." This is actually a buff (means you can use Ways on non-Handlers on the same turn) but reads more clearly to me.

I think that manipulating below-the-line text to allow Handler to use the Ways without expressly stating "you may play this as a Way" above-the-line is the right thing to do, regardless of exact wording.
Title: Re: Dominion: Urbanisation
Post by: GendoIkari on September 08, 2020, 05:41:42 pm

Quote
Handler
Action - (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

+1 Card
+1 Action
--------------------------------------------------------
Setup: Set aside 3 Ways face up. These Ways are available to be used this game when you play Handler.


Another possible wording: "On turns when you play Handler, you may use these Ways." This is actually a buff (means you can use Ways on non-Handlers on the same turn) but reads more clearly to me.

I think that manipulating below-the-line text to allow Handler to use the Ways without expressly stating "you may play this as a Way" above-the-line is the right thing to do, regardless of exact wording.

The problem with that wording is that "on turns when you play Handler" isn't clear; it sounds like if you were going to play Handler at any time during the turn, then it should work for that whole turn. I assume what you really mean is that it works from the time you play Handler until the end of turn. It could basically be something like this:

Quote
Handler
Action - (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

+1 Card
+1 Action
--------------------------------------------------------
While this is in play, the set-aside Ways are in the game.
--------------------------------------------------------
Setup: Set aside 3 Ways face up.

When you play it the very first time, it's already in play before you are following any instructions, so you could choose to use one of the Ways immediately instead of the +1 Card +1 Action.
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 09, 2020, 10:14:41 am
I am not a fan of Courser. I think junking games without trashing are already brutal enough. Having a card that makes that effectively happen more often doesn't sound like any fun. I get that it's sort of novel, but not in a way I would enjoy.
Wouldn’t these sort of games be acceptable considering that Courser is just the one card keeping Curses alive longer amongst a metric ton of other cards? Wouldn’t these games be unique because of Courser’s presence? And even then, there would need to be a trasher in these games for Courser to do its full thing. Mountebank is perhaps my most disliked card since it leads to overly long and annoying games, but he rarely pops into my games, so when he does, I’m alright.

I think that manipulating below-the-line text to allow Handler to use the Ways without expressly stating "you may play this as a Way" above-the-line is the right thing to do, regardless of exact wording.
Handler has the “play the Ways” clause above the dividing line to mirror the way Druid is worded. A lot of people have questioned why Handler has a cantrip option in the first place and I’m finding myself more and more agreeing with them. I may attempt a non-cantrip one.


By the way, forum user Something_Smart pointed out to me in Discord that 2 of the Horses were missing a “from your hand” clause, so here’s the fixed versions:

(https://i.postimg.cc/Z5d3q9D9/36-3-Clydesdale-V2-EN.png)     (https://i.postimg.cc/VNPt0Y3K/41-8-Friesian-V3-EN.png)
Title: Re: Dominion: Urbanisation
Post by: mutated on September 09, 2020, 04:51:51 pm

Quote
Handler
Action - (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

+1 Card
+1 Action
--------------------------------------------------------
Setup: Set aside 3 Ways face up. These Ways are available to be used this game when you play Handler.


Another possible wording: "On turns when you play Handler, you may use these Ways." This is actually a buff (means you can use Ways on non-Handlers on the same turn) but reads more clearly to me.

I think that manipulating below-the-line text to allow Handler to use the Ways without expressly stating "you may play this as a Way" above-the-line is the right thing to do, regardless of exact wording.

The problem with that wording is that "on turns when you play Handler" isn't clear; it sounds like if you were going to play Handler at any time during the turn, then it should work for that whole turn. I assume what you really mean is that it works from the time you play Handler until the end of turn. It could basically be something like this:

Quote
Handler
Action - (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

+1 Card
+1 Action
--------------------------------------------------------
While this is in play, the set-aside Ways are in the game.
--------------------------------------------------------
Setup: Set aside 3 Ways face up.

When you play it the very first time, it's already in play before you are following any instructions, so you could choose to use one of the Ways immediately instead of the +1 Card +1 Action.

TWO below-the-line effects? The madness!

(Makes sense to me. I do think "on turns when you play Handler" is clear enough for Dominion-ese, but hey.)


I think that manipulating below-the-line text to allow Handler to use the Ways without expressly stating "you may play this as a Way" above-the-line is the right thing to do, regardless of exact wording.
Handler has the “play the Ways” clause above the dividing line to mirror the way Druid is worded. A lot of people have questioned why Handler has a cantrip option in the first place and I’m finding myself more and more agreeing with them. I may attempt a non-cantrip one.


The verbiage for "taking" and "receiving" a Boon is well-defined; the verbiage for "playing this as a Way" is only a shorthand (that the online client uses) as far as I know, and is not well-defined. That's why the original wording feels strange to me.
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 10, 2020, 08:21:20 pm
Card set #5

(https://i.postimg.cc/dQH1HVXS/11-3-Junk-Village-V2.png)     (https://i.postimg.cc/YSHqGGGj/17-4-Lease-V2-EN.png)     (https://i.postimg.cc/13633czL/26-5-Plague-Doctor-V1-EN.png)

Urbanisation has its fair share of junking and provides ways to deal with that. What if a nasty plague hits your newly built cities? What to do with those lazy aristocrats sucking the productivity of your lands in their rich Estates? Some solutions: Lend your Estates for a healthy profit and relocate your sick people to your crappy-nobody-cares-about towns!


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Title: Re: Dominion: Urbanisation
Post by: segura on September 11, 2020, 01:09:13 am
I never got Coven, it is simply Cultist-level broken in too many Kingdoms (ironically Cultist is likely broken because it is semi-non-terminal).
Nocturne could get away with so many non-terminal Attack cards because Hexes are weak and random. But non-terminal Cursers are in my opinion not something you should do except for good reasons.

Plague Doctor is weak-ish vanilla-wise but you can easily imagine Kingdoms where you prefer it over Witch because terminal space is so scarce. And it feels weird and artifical to buff it via making it non-terminal and then nerf it via making it a Duration.
Title: Re: Dominion: Urbanisation
Post by: mutated on September 11, 2020, 12:20:15 pm
I like the simplicity of each of these cards.

I wonder if Lease should be cheaper, or have a secondary effect that isn't dependent on trashing Estates. Moneylender, in the absence of other trashing, will continue to do something for many shuffles. The probability of Lease doing something after trashing even one Estate goes down significantly.

Lease could be more similar to Baron, granting you the option to gain Estates and/or providing +Buy. It could be cheaper: perhaps a 3-cost Lease that allows you to also grab a 4-cost in the opener. (Optionally it could grant less +$ in this case.)
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 11, 2020, 01:24:26 pm
Hrmm yeah. I guess Lease is done way quicker than Moneylender is. My first draft was to have it give a Vanilla +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) and grant an extra (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) upon trashing an Estate. Splitting the (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) bonus into a more consistent payload, basically. That way, once its done trashing stuff, it turns into a sad Flag Bearer. Another possibility would be to have it give you an Estate on-gain, but I'm unsure about that. I just want it to not be too close to Baron, this is why I'm avoiding the +Buy here. And, as you'll see over the next days, there are a lot of +Buy cards in Urbanisation (one of the thematic approach actually)!

As for Plague Doctor, I'm okay with the non-terminiality of it. Sometimes, it's a cool way to shift games toward Attack chaining without Dominion completely breaking. Certain cards may be centralising in certain games, and I'm not too afraid to let Plague Doctor be one of them if it comes to that. There was non-terminal Vigil before too, but you already convinced me to give it +2 Cards instead. :D
Title: Re: Dominion: Urbanisation
Post by: segura on September 11, 2020, 02:02:50 pm
I think that Lease is fine. It runs out earlier than Moneylender respectively misses more often, but it also provides 2 more Coins.
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 13, 2020, 07:22:48 pm
Card set #6

(https://i.postimg.cc/GpMx1ypN/01-0-Draft-V1-EN.png)     (https://i.postimg.cc/KzRrc8kY/23-5-Hoarder-V3-EN.png)     (https://i.postimg.cc/hj68XRT1/25-5-Overwork-V2-EN.png)

Buying is fine, Sir, but what if we could accelerate that process? Here's some ideas to acquire new cool stuff without even spending a penny! Our economic advisors will be more than pleased!


← Previous set of 3 cards (http://forum.dominionstrategy.com/index.php?topic=20493.msg853475#msg853475) | Next set of 3 cards → (http://forum.dominionstrategy.com/index.php?topic=20493.msg853742#msg853742)



⚠ From the next set of cards onward, 2 cards will be from my other thread and the other one will be a Weekly Design Contest card. I have run out of Discord card to show. ⚠
Title: Re: Dominion: Urbanisation
Post by: D782802859 on September 13, 2020, 08:24:36 pm
Draft might be a bit crazy at draining piles, especially since you can gain extra copies of it by using the extra buy.
Hoarder is reasonable, albeit on the weak end. You can usually get it to 4 types, so it's mostly a Workshop.
Overwork is pretty strong, functionally being a Remodel with +2 Cards that improves.
Title: Re: Dominion: Urbanisation
Post by: LibraryAdventurer on September 13, 2020, 08:29:24 pm
Draft is fine. I like the idea of Overwork, but I think it's too strong. The second one you play in a turn is like an Expand with +2 Cards.
Hoarder needs to be limited to gaining non-victory cards or else it gains provinces way too easily in games with any cards that have several types (or else trash itself like HoP when gaining victory cards).
Title: Re: Dominion: Urbanisation
Post by: LastFootnote on September 14, 2020, 12:23:45 am
I am not a fan of Courser. I think junking games without trashing are already brutal enough. Having a card that makes that effectively happen more often doesn't sound like any fun. I get that it's sort of novel, but not in a way I would enjoy.
Wouldn’t these sort of games be acceptable considering that Courser is just the one card keeping Curses alive longer amongst a metric ton of other cards? Wouldn’t these games be unique because of Courser’s presence? And even then, there would need to be a trasher in these games for Courser to do its full thing. Mountebank is perhaps my most disliked card since it leads to overly long and annoying games, but he rarely pops into my games, so when he does, I’m alright.

You could use that logic to defend any terrible, no-fun card as long as it was unique. Yeah Courser is academically interesting and it's one card out of 500 or whatever, but that doesn't mean it's worth making if games with it are mostly bad. And to be clear I'm not defending Mountebank, though personally I tend to like Mountebank games fine these days.
Title: Re: Dominion: Urbanisation
Post by: NoMoreFun on September 14, 2020, 12:59:52 am
Courser would be more interesting if it only gave Curses from the trash, and it trashed curses by some other method. You still get the interaction but it's limited.

Something like:

Courser
Action/Attack - $4
+$2
Trash a card from your hand.
If there aren't more other players than Curses in the trash, each other player gains a Curse from the trash.
-
When you gain this, you may exchange any number of Victory Cards from your hand for Curses
Title: Re: Dominion: Urbanisation
Post by: faust on September 14, 2020, 03:38:57 am
I assume you mean for Hoarder to be an attack? The current phrasing has "may" before everything the opponents do and thus suggests that they could just opt to do nothing. Suggested wording:

"Each other player may discard a Copper from their hand. If they didn't, they gain a Copper to their hand."

It takes a bunch of work to get Hoarder up to being able to gain Provinces even on boards where it is possible, so I don't necessarily think it is overpowered; there are other Province-gaining combos after all. Something that could be a problem though is that it's best with the two mixed piles - Castles and Knights - and those can easily lead to situations where one player is able to play Hoarder for Provinces and the others aren't because the only Action-Victory cards got sniped.

An idea would be to change the Copper attack to a Looter, that adds more types into the game immediately and makes the attack more interesting because the opponents might benefit from gaining Ruins.
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 16, 2020, 03:55:25 pm
You could use that logic to defend any terrible, no-fun card as long as it was unique. Yeah Courser is academically interesting and it's one card out of 500 or whatever, but that doesn't mean it's worth making if games with it are mostly bad. And to be clear I'm not defending Mountebank, though personally I tend to like Mountebank games fine these days.
With Courser, I must admit that I wanted urm, some kind of “feels bad, man” card into this set. Not unlike Mountebank that I previously mentioned. I want players to be like “Okay, so Curses are truly going to be an issue here. So think, my dude, think! Should I trash them at the risk of being re-Cursed, or hold onto the 5 Curses I’ve been given and roll with a less optimised deck anyway?”. These kinds of mental preparations are pretty unique to Courser games and that’s the sort of intriguing meta I was aiming for.

Uh. In Dominion, there are also cards like Wall and Bandit Fort, which, to me, makes games dreadful and not very fun. But! I accept their presence and hey, the game doesn’t completely break when they’re there. Likewise, I don’t think Courser breaks Dominion. It does make you go “aww shite” indeed, but it ain’t, in my opinion, so offensive that it has no right to exist.

It takes a bunch of work to get Hoarder up to being able to gain Provinces even on boards where it is possible, so I don't necessarily think it is overpowered; there are other Province-gaining combos after all. Something that could be a problem though is that it's best with the two mixed piles - Castles and Knights - and those can easily lead to situations where one player is able to play Hoarder for Provinces and the others aren't because the only Action-Victory cards got sniped.
I thought of these piles being problematic, but came at peace with them when I pondered on how they would play with Hoarders.

The Castle-pile, first of all, is ordered in a specific way; which means you know what to expect, you know what you’ll be revealing for your opponent(s). You can plan to try not to reveal Small Castle and Opulent Castle – you’re in control of that. Um. For Humble Castle, though, I suppose it’s 1st player advantage to grab it. But it ain’t a very good opening, at least. In games with more than 2 players, this problem becomes even less apparent, because there is an extra copy of these 3-typed Castles anyway.

As for the Knights, only Dame Josephine gives you 4 types in one. The Victory tag is the extra type you want for Hoarder. But! It’s risky, because Dame Josephine can be trashed by another Knight anyway. So the investment is pretty unsafe and can be broken. Therefore, I don’t believe it’s too unfair if you managed to snipe her. Besides, she’s pretty bad as a Knight. :D
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 17, 2020, 06:39:03 pm
Card set #7

(https://i.postimg.cc/pTbSNDvD/21-3-4-D-Mobsters-V2-EN.png)     (https://i.postimg.cc/GtbStdHt/27-5-Savings-V2-EN.png)     (https://i.postimg.cc/KzPHmRcC/30-7-Ballroom-V2-EN.png)

It's now been a couple of weeks since you've ascended to the throne, m'Lord. I think we should treat ourselves and purchase some really expensive goodies! After all, our gainers shown last week did wonders for our economy. Though, remember to check our savings first, that might just make us rich enough!


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Title: Re: Dominion: Urbanisation
Post by: gambit05 on September 18, 2020, 12:18:24 am
I like all of them; cool cards. Especially interesting looks Mobsters. I am sure you are aware of this, but just want to mention it anyway: Mobsters has a quite strong interaction with other Debt-cost cards; the most extreme case being Mountain Pass. If the first bidder has a Mobsters in hand, they can immediately bid 40 Debt.
Title: Re: Dominion: Urbanisation
Post by: segura on September 18, 2020, 01:37:36 am
I think Ballroom would be more compact if it were simply a Throned Throne Room, i.e.:
Do this twice: You may play an Action card from your hand twice.

Thus you can draw into new Actions and the card would look less weird without the +1 Card. The effect on the power level is ambiguous, on average probably a slight nerf (my version is only stronger if the first card you Throne is a net drawer).
Title: Re: Dominion: Urbanisation
Post by: segura on September 18, 2020, 01:42:01 am
About Savings, I think it needs a different wording like „spend a Buy for“. Otherwise you could would get the extra 2 Coins even if you were already down to 0 Buys.
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 22, 2020, 09:18:44 am
Sorry about the late arrival of the new set of cards (set #8). I was out of town for the past couple of days and couldn’t update this thread. I will post the new set around 8 PM (EST) tonight as usual.

Anyway, about the last bunch of cards:

The reason why Ballroom is worded as such is because I want to force the player to already have their two other Action cards at the moment they play Ballroom. I don’t want them to hijack their deck by drawing into their second Action card. This way, I want to encourage Ballroom users to plan into having a higher deck control than they otherwise would.

As for Savings, since -1 Buy is an in-existent concept in Dominion, I’d apply new rulings for it. In this case, your total number of Buys can go under 0. But if you have a negative amount of Buy, it’s as if you had 0 Buys, in the sense that you cannot buy a card with a sub-zero amount. For instance, if you play two Savings for their -1 Buy option and then play a 3rd one for its +1 Buy option, in the end, you have 0 Buys (1 – 1 – 1 + 1 = 0).
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 22, 2020, 08:38:53 pm
Card set #8

(https://i.postimg.cc/bJydnSYt/08-2-Successor-V1-EN.png)     (https://i.postimg.cc/MT9HmZXr/12-3-Secret-Path-V1-EN.png)     (https://i.postimg.cc/fykL249W/18-4-Statue-V1-EN.png)

(https://i.postimg.cc/4Ns7kMR5/31-3-Landowner-V1-EN.png)
     
(https://i.postimg.cc/QdMFVTtK/32-4-Aristocrat-V2-EN.png)
     
(https://i.postimg.cc/HkPVMkcZ/33-5-Magnate-V2-EN.png)
     
(https://i.postimg.cc/Wb8D2n2P/34-6-Monarch-V5-EN.png)

We have workers, we have houses, we have riches. Let's make your glorious reign a successful one! Urbanisation provides you with a handful of Victory cards. Will your successors grow up to be powerful monarchs surrounded by their beloved green cards?


← Previous set of 3 cards (http://forum.dominionstrategy.com/index.php?topic=20493.msg853742#msg853742) | Next set of 3 cards → (http://forum.dominionstrategy.com/index.php?topic=20493.msg854278#msg854278)
Title: Re: Dominion: Urbanisation
Post by: D782802859 on September 22, 2020, 09:08:25 pm
Successor's line is pretty interesting. I'm not sure Monarch is strong enough.
I think Secret Path could probably be non-terminal on the turn you play it.
Statue seem fine, it's slower than Dutchy but gives a bigger payoff.
Title: Re: Dominion: Urbanisation
Post by: silverspawn on September 22, 2020, 09:18:52 pm
I think I've already said in the WDC thread that I think the traveler line is too weak. I'd make Magnate +1$ per $ it costs (simpler and better power level) and Monarch a village or Lost City rather than Cantrip for green cards.

If this line were to exist, it seems like you would just stackpile terminals, and the payoff is that the line clogs a bit less but you still got lots of terminals

Statue is interesting. I don't think the limitation should exist.
Title: Re: Dominion: Urbanisation
Post by: Fly-Eagles-Fly on September 22, 2020, 10:15:24 pm
I really like Secret Path, but I agree it could be non-terminal, and I definitely think Monarch is a bit weak.
Title: Re: Dominion: Urbanisation
Post by: dpm on September 22, 2020, 10:46:11 pm
What happens if you Throne Room a Statue? 

What does Monarch do to Nobles or Mill? 
Title: Re: Dominion: Urbanisation
Post by: Jonatan Djurachkovitch on September 23, 2020, 01:52:48 am
What happens when you have both Monarch and Inheritance? I also think that the wording on Statue is ambiguous when throned or played by itself. What about, "trash an action card from your hand costing up to $5. +1 VP per $ it cost. Trash this."
Title: Re: Dominion: Urbanisation
Post by: Jonatan Djurachkovitch on September 23, 2020, 01:59:36 am
I also think that you should have Monarch make your Victory cards Peddlers, if you have to buff it.
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 23, 2020, 09:28:32 am
Monarch: Seems like a lot of you agree that Monarch is too weak as an end-of-line Traveler guy. This is odd to me because I feel like his powers of making it so that you have absolutely no dead cards in your deck (okay, save for Curses or Ruins) is pretty desirable. Especially since he gets fed by Successor and Landowner. Like, the effects are probably going to be immediate, save for some heavy trashing. If I were to change it, in my opinion, it’d be to make it so Victory cards under (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) would turn into straight up Villages (“+1 Card, +2 Actions”) instead of being simple cantrips. It could help you play more than one Traveler guy at once, especially since you’ll have multiple of them because of the Landowner gaining a Successor, which turns into another Landowner giving another Successor, etc.

As for what happens for an inherited Estate under the Monarch’s influence: It simply gains the combined effects of the inherited card AND gains the “+1 Card, +1 Action” vanilla bonus on top of it. An inherited Smithy would thus turn an Estate into a “+4 Cards, +1 Action” card. The same goes for Action Victory cards, the cantrip effect is added on top of what it normally does. Nobles thus becomes “+1 Card, +1 Action. Choose one: +2 Actions; or +3 Cards”.

Secret Path: Wouldn’t a non-terminal Secret Path be too good in comparison to, well, Estate? For (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) more, it’d non-terminally sift your next starting hand. I feel like it’s already worth its cost as is, but yeah, I could be wrong too.

Statue: Here’s a new version with better wording. It now completely mimics the wording used on Prince, so there should not be any confusion anymore:

(https://i.postimg.cc/x193bxH8/Statue-v2.png)

It fixes the Throne Room question too. The Throne Room stays out with Statue like it would with Prince, except that it doesn’t do anything else beside that because of the new “If you do” wording (it is only set aside once and then fails to be set aside again because of the stop moving rule).
Title: Re: Dominion: Urbanisation
Post by: silverspawn on September 23, 2020, 09:43:46 am
Monarch: Seems like a lot of you agree that Monarch is too weak as an end-of-line Traveler guy. This is odd to me because I feel like his powers of making it so that you have absolutely no dead cards in your deck (okay, save for Curses or Ruins) is pretty desirable. Especially since he gets fed by Successor and Landowner. Like, the effects are probably going to be immediate, save for some heavy trashing. If I were to change it, in my opinion, it’d be to make it so Victory cards under $6 would turn into straight up Villages (“+1 Card, +2 Actions”) instead of being simple cantrips. It could help you play more than one Traveler guy at once, especially since you’ll have multiple of them because of the Landowner gaining a Successor, which turns into another Landowner giving another Successor, etc.

If you think about it in terms of how good the effect is in an absolute sense, it sounds good.

If you think about the game state after you've gone through the traveler line, it sounds much less good. You'll have lots of fairly weak terminals and a bunch of points from now-cantrip estates.

It's fine if it's weaker than the existing traveler lines, but I expect it'll almost never be worth going for it at all.

under $6

no don't
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 23, 2020, 10:00:03 am
If you think about it in terms of how good the effect is in an absolute sense, it sounds good.

If you think about the game state after you've gone through the traveler line, it sounds much less good. You'll have lots of fairly weak terminals and a bunch of points from now-cantrip estates.

It's fine if it's weaker than the existing traveler lines, but I expect it'll almost never be worth going for it at all.
Don't forget about cantrip Duchies too, thanks to Aristocrat! Monarch just means that you won't clog your deck at all from Victory cards, an integral part of Dominion. I still think the bonus is worth it and it's definitely too strong to be printed on a card on its own. Still, I could buff it to Village Victory cards like I said, but I am still unsure if I should commit to this change.

no don't
Uh, if this is about the lack of coin symbols, worry not, they've been resorted in my post. :D
Title: Re: Dominion: Urbanisation
Post by: silverspawn on September 23, 2020, 11:03:32 am
No, but don't add restrictions to your cards if they're not really needed. Just make it 'victory cards', not 'victory cards under 6$'.
Title: Re: Dominion: Urbanisation
Post by: Jonatan Djurachkovitch on September 23, 2020, 11:25:25 am
Right now I wouldn't want to go for Monarch unless there's some strong enabler, especially Villa or Cartographer or other sifters.
Title: Re: Dominion: Urbanisation
Post by: dpm on September 23, 2020, 11:52:26 am
You could Kiln a Colony.  That's pretty cool. 

It's OK that a Traveller line isn't always a must-buy.  Not everything has to be Teacher/Champion. 
Title: Re: Dominion: Urbanisation
Post by: gambit05 on September 23, 2020, 12:15:49 pm
You could Kiln a Colony.  That's pretty cool. 

It's OK that a Traveller line isn't always a must-buy.  Not everything has to be Teacher/Champion.

That would be indeed quite a Combo. Unless I am not aware of any neat interactions that want the Victory cards to be real Actions, one could avoid this issue, e.g. "For the rest of the game, during your Action phases, you may reveal and then Exile any Victory cards from your hand."
Title: Re: Dominion: Urbanisation
Post by: segura on September 23, 2020, 12:24:25 pm
I don’t understand the Monarch cost restriction, it is not like the end of the line needs to be nerfed.
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 23, 2020, 01:26:12 pm
The last guy, Monarch, cantrips all of your Victory cards, except for Province. This is a fail safe so that you don’t do weird stuff with Provinces in play with, say, Changeling or something.
People complained before how it'd make for some potential easy Province/Colony auto gains. I didn't care about it until I was bullied into changing Monarch to have a restriction.  ;D
Title: Re: Dominion: Urbanisation
Post by: segura on September 23, 2020, 01:31:24 pm
I think that the card is weak enough to enable these combos. It is not like people complain about Swindling or Butchering Peddlers into Provinces.
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 24, 2020, 09:54:12 am
Here is what a non-limited Monarch with unchanged cantrip Victory cards would look like:

(https://i.postimg.cc/5t05sXsM/Monarch-v6.png)

Note that without the limitation, it is possible to pull weird stuff with Monarch. For instance:
And it goes on. :)
Title: Re: Dominion: Urbanisation
Post by: silverspawn on September 24, 2020, 10:17:16 am
I admit that this does have more effects than I was thinking of. Although, restricting it isn't conceptually elegant since you can still disciple your duchy and gain a copy of it. It makes the combo weaker, but doesn't remove the weirdness. Exiling a Duchy for 3$ is still so good that you would probably pile out duchies before you buy provinces.

Confronted with these examples, I would still leave it unrestricted. It doesn't seem all that much more extreme than what teacher does, and less extreme than other existing combos
Title: Re: Dominion: Urbanisation
Post by: LibraryAdventurer on September 24, 2020, 10:23:30 am
Here is what a non-limited Monarch with unchanged cantrip Victory cards would look like:

(https://i.postimg.cc/5t05sXsM/Monarch-v6.png)

Note that without the limitation, it is possible to pull so weird stuff with Monarch. For instance:
  • A single Princess (or 2 Highways) + Advance can make you gain a Province by trashing one of your useless Successor or what have you.
  • A Lurker can trash and gain from the trash a Colony.
  • Quarry reduces the price of every Base Victory card in the Supply.
  • Disciple can play a Colony twice and gain a copy of it.
  • Colonies or Provinces can be Ferried.
  • Colonies can be targeted with Transport or Invest, cheaply Exiling and acquiring them for (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) or (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) respectively.
And it goes on. :)
You can prevent a lot of those just by saying "your Victory cards are also Actions..."
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 24, 2020, 11:01:36 am
You can prevent a lot of those just by saying "your Victory cards are also Actions..."
It used to be worded like that. But then it had the same problem as old Inheritance had, something user Something_Smart pointed out to me. Modifying "your" cards can lead to weirdness when cards are played while not in play. This is the whole reason Donald based Inherited Estates on who's turn it is rather than who owns them. Monarch follows these steps to avoid these potential issues.

I never minded dropping the cost restriction of Monarch, but it is at the risk of having a race to Exile Colonies or what have you with Transport when he comes in play.
Title: Re: Dominion: Urbanisation
Post by: Jonatan Djurachkovitch on September 24, 2020, 11:54:44 am
Imagine if you put Adventures tokens on the Estate pile  :o
Title: Re: Dominion: Urbanisation
Post by: silverspawn on September 24, 2020, 11:59:46 am
I never minded dropping the cost restriction of Monarch, but it is at the risk of having a race to Exile Colonies or what have you with Transport when he comes in play.

Not that different from a race for a +card token that's normal with teacher.
Title: Re: Dominion: Urbanisation
Post by: LibraryAdventurer on September 24, 2020, 12:00:01 pm
You can prevent a lot of those just by saying "your Victory cards are also Actions..."
It used to be worded like that. But then it had the same problem as old Inheritance had, something user Something_Smart pointed out to me. Modifying "your" cards can lead to weirdness when cards are played while not in play. This is the whole reason Donald based Inherited Estates on who's turn it is rather than who owns them. Monarch follows these steps to avoid these potential issues.

I never minded dropping the cost restriction of Monarch, but it is at the risk of having a race to Exile Colonies or what have you with Transport when he comes in play.
oh well. I still use Inheritance with the old wording and never saw a problem with it.
EDIT: seems to me, the new wording causes more problems than the old wording in this case.
Title: Re: Dominion: Urbanisation
Post by: Jonatan Djurachkovitch on September 25, 2020, 12:53:15 am
A single Princess would make province an Action card, with the old version. If you then played Quarry, its cost reduction would affect Province even if you Bonfired your Princess! Weird stuff.
Title: Re: Dominion: Urbanisation
Post by: X-tra on September 25, 2020, 08:20:54 pm
Card set #9

(https://i.postimg.cc/G20n4xdj/06-2-Specialty-Shop-V3-EN.png)     (https://i.postimg.cc/SRk0rQX2/22-5-Custodian-V2-EN.png)     (https://i.postimg.cc/rmSXxRp2/28-5-Tithe-V2-EN.png)

(https://i.postimg.cc/436B16pP/00-Shop-mat-V1-EN.png)

These cards above are just no mere Duration cards. For a shady specialty shop has opened in your lands: in it, you hope, an exclusive way to hire the services of some nasty people with nasty ways of dealing with your nasty neighbours. Nasty.


← Previous set of 3 cards (http://forum.dominionstrategy.com/index.php?topic=20493.msg853991#msg853991) | Next set of 3 cards → (http://forum.dominionstrategy.com/index.php?topic=20493.msg854923#msg854923)



⚠ From the next and last set of cards, all 3 cards will be from my other thread. I have run out of Weekly Design Contest cards to show. ⚠
Title: Re: Dominion: Urbanisation
Post by: Amuzet on October 01, 2020, 09:15:33 am
Love what you've done with the cards, it'll be bewildering on how i'll implement Specialty Shop
Tithe has always been a bit hard to explain to my play group, but they get it eventually.
Title: Re: Dominion: Urbanisation
Post by: Jonatan Djurachkovitch on October 01, 2020, 09:57:00 am
So with Monarch you could make Province ungainable? Seems quite broken. Otherwise nice cards, but I still think that Specialty Shop can have a text without the weird, look-in-the-rulebook blue orbs.
Title: Re: Dominion: Urbanisation
Post by: X-tra on October 01, 2020, 05:22:14 pm
Love what you've done with the cards, it'll be bewildering on how i'll implement Specialty Shop
Tithe has always been a bit hard to explain to my play group, but they get it eventually.
Thank you Amuzet. Might wait for the next (and last) batch of card that I will upload tonight around 8PM, 2 days late as per tradition :D . Also, after the last set, I will post all the cards together with their corrected versions for clarity.
Title: Re: Dominion: Urbanisation
Post by: X-tra on October 01, 2020, 09:46:16 pm
Card set #10

(https://i.postimg.cc/DfDJ9yPk/02-8-D-Dice-Games-V3-EN.png)     (https://i.postimg.cc/y6whFT5Z/Hops-V3-EN.png)     (https://i.postimg.cc/xC1N2XZY/19-4-Stray-Cat-V2-EN.png)

(https://i.postimg.cc/KvSLK8k7/00-Dice-Games-Tracker-Token-2-faceup-EN.png)     
(https://i.postimg.cc/KvSLK8k7/00-Dice-Games-Tracker-Token-2-faceup-EN.png)     
(https://i.postimg.cc/FFJ3sLRs/00-Dice-Games-Tracker-Token-2-facedown-EN.png)
(https://i.postimg.cc/FFJ3sLRs/00-Dice-Games-Tracker-Token-2-facedown-EN.png)     
(https://i.postimg.cc/6qRvHDSG/00-Dice-Games-Tracker-Token-1-faceup-EN.png)     
(https://i.postimg.cc/sXbW4Vnr/00-Dice-Games-Tracker-Token-1-facedown-EN.png)

My work as your advisor is done here, Sir! As a final goodbye, I will leave you with some very colourful cards! Urbanisation has a lot of different cards with different types. These final 3 cards are no different! Pretty, pretty colours. And oh, don't gamble too hard while I'm gone!


← Previous set of 3 cards (http://forum.dominionstrategy.com/index.php?topic=20493.msg854278#msg854278) | List of all cards → (http://forum.dominionstrategy.com/index.php?topic=20493.msg855167#msg855167)
Title: Re: Dominion: Urbanisation
Post by: Jonatan Djurachkovitch on October 02, 2020, 01:28:37 am
Nice stuff! Pretty exotic expansion overall.
Minor wording issue: I don't think that you need the "you may" on Gambler Dice Games.
Title: Re: Dominion: Urbanisation
Post by: D782802859 on October 02, 2020, 07:54:29 am
Hops could get a small buff, maybe a buy on the turn you play it?
Stray Cat could also return to supply instead of self-trashing.
Title: Re: Dominion: Urbanisation
Post by: silverspawn on October 02, 2020, 05:14:31 pm
Not too big on those three. I think Hops is too close to Fishing Village and Lighthouse to be worthwhile. Lighthouse in particular, why would you want 0/2$ instead of 1$/1$ when the latter also protects you?

And Stray Cat seems busted. You pay 2$ and a buy for +1 card in a future turn (Ride) or 3$ and a buy for +2 cards in a future turn (experiment). This is 4$ and a buy for +3 cards in a future turn, and you can control it much better, which is a definite plus.
Title: Re: Dominion: Urbanisation
Post by: MiX on October 02, 2020, 05:19:42 pm
Not too big on those three. I think Hops is too close to Fishing Village and Lighthouse to be worthwhile. Lighthouse in particular, why would you want 0/2$ instead of 1$/1$ when the latter also protects you?

And Stray Cat seems busted. You pay 2$ and a buy for +1 card in a future turn (Ride) or 3$ and a buy for +2 cards in a future turn (experiment). This is 4$ and a buy for +3 cards in a future turn, and you can control it much better, which is a definite plus.

Well, when there's no attacks, 0/2 might be better than 1/1.

You still need to play stray cat, so it's not as immediate as the other 2, although playing a moat isn't exactly the worst you could be doing. Needing to buy, and play, it in advance definitely makes it weaker when compared to the other 2, this is more like a mega turn enabler.
Title: Re: Dominion: Urbanisation
Post by: silverspawn on October 02, 2020, 05:23:53 pm
It's not even later than the other two, since you need to draw and play them (horse, experiment) as well. Okay, it's one turn later, but that hardly matters.

And the fact that you need to play a moat first seems roughly value neutral, maybe slightly positive.

And I'm not buying at all that 0/2 is better than 1/1.  The main reason why 1/1 is worse than 2/0 is that the card is more likely to miss the shuffle.
Title: Re: Dominion: Urbanisation
Post by: Xen3k on October 02, 2020, 05:32:36 pm
Regarding Hops, perhaps if it gave you +1 Buy at the start of your next turn and gave you the option to get +$2 the turn you play it or the following turn, it would give it that slight buff. It would remain in play due to the buy it grants the following turn, but give you the option to get the +$2 either the turn played or the turn with the extra Buy.

I really like Stray Cat, but would have to try it out to gauge how strong it is.
Title: Re: Dominion: Urbanisation
Post by: X-tra on October 02, 2020, 05:38:17 pm
Nice stuff! Pretty exotic expansion overall.
Minor wording issue: I don't think that you need the "you may" on Gambler.
Thank you very much! You are correct. There is no reason for the "you may" to be there. I don't know why it slid there in the first place. I'll post the edited version of Dice Games alongside the rest of the cards in the "epilogue" in 3 days or so.

Hops could get a small buff, maybe a buy on the turn you play it?
Stray Cat could also return to supply instead of self-trashing.
A +Buy on Hops would be pretty nifty. Although, there are 2 reasons why I avoided doing that in the first place. First, I’d have to add a “When you play this […]” before the +Buy, as is with any other existing Treasures that do something else than giving (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) on the turn you play them. I think that extra wording would take away from the elegance of the card. Second, it’s because… well, as I’ll mention in the “epilogue”, there are several cards in Urbanisation with +Buy already. It’s an actual subtheme of the set, although I don’t really want to push the envelope too far.

As for Stray Cat, I kinda want its pile to be depletable for those who want to 3 piles.


Not too big on those three. I think Hops is too close to Fishing Village and Lighthouse to be worthwhile. Lighthouse in particular, why would you want 0/2$ instead of 1$/1$ when the latter also protects you?

And Stray Cat seems busted. You pay 2$ and a buy for +1 card in a future turn (Ride) or 3$ and a buy for +2 cards in a future turn (experiment). This is 4$ and a buy for +3 cards in a future turn, and you can control it much better, which is a definite plus.
For Hops, the (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)/(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) VS (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)/(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) battle ain’t too much of an issue for me. I mean, you get the same amount of resources, just split differently. It’s different, that’s all. Lighthouse has the protection from Attacks over Hops, but Hops as the “cannot be drawn dead” propriety over Lighthouse. In a Supply where no Attacks can be found with Hops and Lighthouse in the Kingdom, I’d argue that Hops trumps Lighthouse. It’s a matter of context, as is with any Dominion cards, really.

Stray Cat seems fine to me. The slowness of putting that sucker down on your Tavern mat for a Moat effect (which costs (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)) makes up for the big draw. Sometimes, you’ll need to sacrifice your terminal Action to put it on your Tavern mat just so you can draw better later. It’s flexible, but it’s also annoying to get there. And it’s a one shot too. If your +3 Cards didn’t yield anything good, well, tough luck buddy. Try again with another Stray Cat you’ll have to plop on your mat once again!
Title: Re: Dominion: Urbanisation
Post by: silverspawn on October 03, 2020, 04:59:57 am
In a Supply where no Attacks can be found with Hops and Lighthouse in the Kingdom, I’d argue that Hops trumps Lighthouse.

I certainly agree, but if we agree that the 0/2 vs. 1/1 distinction is minor, then it's just about giving a non-terminal the 'can't be drawn dead' property, and that seems like it fails the novelty threshold for a new card. Arid village, to name one of your own designs, is significantly more novel.
Title: Re: Dominion: Urbanisation
Post by: segura on October 03, 2020, 05:06:49 am
Hops is too bland and significantly worse than Lighthouse as it is a Treasure.
There was already a lengthy discussion about this when Ducat (vs. Candlestick Maker) came out.

Stray Cat is likely a $3 although most gainers do of course not care about this difference.
Title: Re: Dominion: Urbanisation
Post by: X-tra on October 06, 2020, 10:02:03 am
Dominion: Urbanisation

Kingdom cards

(http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png) cost cards:
(https://i.postimg.cc/FR1Gs51F/01-0-Draft-V1-EN.png)
     (https://i.postimg.cc/d3yBr28z/02-8-D-Dice-Games-V4-EN.png)


(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) cost cards:
(https://i.postimg.cc/cJkMz9hp/03-2-Handler-V1-EN.png)
     (https://i.postimg.cc/sfQKkrtw/04-2-House-V2-EN.png)
     (https://i.postimg.cc/9fQYJ5dP/05-2-Hops-V3-EN.png)
(https://i.postimg.cc/kgcyQXbX/06-2-Specialty-Shop-V3-EN.png)
     (https://i.postimg.cc/3J21wZrG/07-2-Stallions-V1.png)
     (https://i.postimg.cc/QN2SszDs/08-2-Successor-V1-EN.png)


(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost cards:
(https://i.postimg.cc/6pw04GTm/09-3-Appraiser-V3-EN.png)
     (https://i.postimg.cc/Jn93rs9K/10-3-Informer-V6-EN.png)
     (https://i.postimg.cc/mZHNdSHn/11-3-Junk-Village-V2.png)
     (https://i.postimg.cc/90ZdrW22/12-3-Secret-Path-V1-EN.png)
     (https://i.postimg.cc/HLNXzJsH/13-3-Suburb-V2-EN.png)


(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) cost cards:
(https://i.postimg.cc/YS0QQN7b/14-4-Arid-Village-V1-EN.png)
     (https://i.postimg.cc/BQ553QNc/15-4-Courser-V2-EN.png)
     (https://i.postimg.cc/rF2G7tGw/16-4-Duality-V3-EN.png)
     (https://i.postimg.cc/pL2fLb6N/17-4-Lease-V3-EN.png)
(https://i.postimg.cc/VkDjSGxJ/18-4-Statue-V2-EN.png)
     (https://i.postimg.cc/DZbsM28G/19-4-Stray-Cat-V2-EN.png)
     (https://i.postimg.cc/Y0KgcJWs/20-4-Vigil-V6-EN.png)
     (https://i.postimg.cc/FzyShDbs/21-3-4-D-Mobsters-V2-EN.png)


(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost cards:
(https://i.postimg.cc/rwnryd4W/22-5-Custodian-V2-EN.png)
     (https://i.postimg.cc/yNDSDVhG/23-5-Hoarder-V4-EN.png)
     (https://i.postimg.cc/C5gZrbyy/24-5-Market-Town-V1-EN.png)
     (https://i.postimg.cc/W3rF7XH6/25-5-Overwork-V3-EN.png)
(https://i.postimg.cc/k5LR8kfg/26-5-Plague-Doctor-V1-EN.png)
     (https://i.postimg.cc/PfWvpVZd/27-5-Savings-V2-EN.png)
     (https://i.postimg.cc/br9Z7d8Z/28-5-Tithe-V2-EN.png)


(http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) cost cards:
(https://i.postimg.cc/CLwBjCHk/29-6-Grand-Laboratory-V1-EN.png)


(http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png) cost cards:
(https://i.postimg.cc/MKtctcd4/30-7-Ballroom-V2-EN.png)


Stallions:
(https://i.postimg.cc/KcD4vkSz/35-2-Shetland-Pony-V1-EN.png)
     (https://i.postimg.cc/kGq4v98q/36-3-Clydesdale-V2-EN.png)
     (https://i.postimg.cc/8zjCHZFJ/37-4-Appaloosa-V1-EN.png)
     (https://i.postimg.cc/nhghwq7d/38-5-Paint-Horse-V1-EN.png)
(https://i.postimg.cc/QM7dLVJj/39-6-Gypsy-Vanner-V1-EN.png)
     (https://i.postimg.cc/fLjWLFPF/40-7-Mustang-V1-EN.png)
     (https://i.postimg.cc/prWWnCbd/41-8-Friesian-V3-EN.png)
     (https://i.postimg.cc/wMw65NgQ/42-9-Arabian-Horse-V2-EN.png)



Out-of-Supply cards

Successor Traveller line:
(https://i.postimg.cc/SKYJygkF/31-3-Landowner-V1-EN.png)
     (https://i.postimg.cc/4dCnnpxK/32-4-Aristocrat-V2-EN.png)
     (https://i.postimg.cc/CLv1k3Kp/33-5-Magnate-V2-EN.png)
     (https://i.postimg.cc/RVCh3S4T/34-6-Monarch-V6-EN.png)



Other components

Die face for the “Dice Games” card (also comes with 20 Tracker tokens; 10 with a face up “+1 Action” and a face down “+1 Card” and 10 with a face up “+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)” and a face down “+1 Buy”):
(https://i.postimg.cc/Nf3cpstJ/000-Dice-Games-Tracker-2.png)
     (https://i.postimg.cc/Nf3cpstJ/000-Dice-Games-Tracker-2.png)
     (https://i.postimg.cc/2Snfts8z/000-Dice-Games-Tracker-3.png)
     (https://i.postimg.cc/2Snfts8z/000-Dice-Games-Tracker-3.png)
     (https://i.postimg.cc/RV6m73kJ/000-Dice-Games-Tracker-1.png)
     (https://i.postimg.cc/Xv306sp9/000-Dice-Games-Tracker-4.png)

Shop mat for the “Specialty Shop” card:
(https://i.postimg.cc/d0BcsGyp/Shop-mat-V1.png)





Overall theming of the set:

Overall cohesion shortcomings:




Anyway, thanks for those who have stayed to leave a comment or two. It’s really appreciated and helped me tweak some cards, even if it was just to change the wording for the best. If you scrounge around the list above, you'll notice how some stuff have changed since the time I posted them in the sets of 3 cards, most notably Lease and Overwork. Other cards have been reworded as per suggestions from some users here, such as with Hoarder and Dice Games. I’m still putting off the whole printing idea which was the genesis of this thread. I really want Urbanisation to be worthy of being printed and I’m still insecure about this prospect, so patience is a virtue that’ll pay off I suppose. Thank you all once again. :)


← Previous set of 3 cards (http://forum.dominionstrategy.com/index.php?topic=20493.msg854923#msg854923)
Title: Re: Dominion: Urbanisation
Post by: LibraryAdventurer on October 07, 2020, 02:26:46 am
Don't spend a lot of money to print the cards. Just print them on plain paper and put them in front of official cards in the sleeve.
- If you play Dominion (the physical version) often, you should be sleeving your cards anyway.
- A lot of times it takes several games playing with a card to realize that it needs a change.
- save money!
Title: Re: Dominion: Urbanisation
Post by: silverspawn on October 07, 2020, 03:17:40 am
I've Home printed cards and had them professionally printed. The latter looked much nicer.

Nonetheless, I agree that you should just go ahead and print them. If you've tested them a bunch (and realized that your traveler line needs a  buff ;P), you can still print them to look nice.

And don't worry about too many buys. Games without +buy are dumb.
Title: Re: Dominion: Urbanisation
Post by: Carline on December 23, 2020, 03:31:21 pm
(https://i.postimg.cc/W3rF7XH6/25-5-Overwork-V3-EN.png)

As I interpret the wording, the trashed card still costs (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) more this turn after being placed in the trash, am I right?

I think there's a problem with changing cost of individual copies of a card, it could lead to awkward tracking issues.

If you use Artwork and trash a Gold, for instance, this Gold would cost (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png) and you can't gain it from trash with a Rogue. However, if there's other copy of Gold in the trash from previous turns, it cost (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) and you can gain it with Rogue. It seems strange and confusing to me.

Other situation: You trash, for instance, a Village with Overwork and gain it in the same turn with Rogue. That copy of Village in your deck would cost more than the others you have? If you shuffle this turn and draw a Village, how would you know which copy is?

If, on the other hand, your intention is to the card to go back to original cost right after being trashed, I think it has to be said in the card. However, it would be the same as don't change its cost and remodel by (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png).

Title: Re: Dominion: Urbanisation
Post by: X-tra on December 23, 2020, 05:09:03 pm
As I interpret the wording, the trashed card still costs (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) more this turn after being placed in the trash, am I right?

I think there's a problem with changing cost of individual copies of a card, it could lead to awkward tracking issues.

If you use Artwork and trash a Gold, for instance, this Gold would cost (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png) and you can't gain it from trash with a Rogue. However, if there's other copy of Gold in the trash from previous turns, it cost (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) and you can gain it with Rogue. It seems strange and confusing to me.

Other situation: You trash, for instance, a Village with Overwork and gain it in the same turn with Rogue. That copy of Village in your deck would cost more than the others you have? If you shuffle this turn and draw a Village, how would you know which copy is?

If, on the other hand, your intention is to the card to go back to original cost right after being trashed, I think it has to be said in the card. However, it would be the same as don't change its cost and remodel by
Hehe, good questioning. Indeed, the cost only momentarily increases when using Overwork. The cost rises up during the process in which a card is trashed this turn. Normally, this won't change a thing. However, some trash for benefit cards can enjoy that bonus, Overwork itself for instance. As it is worded though, it won't work with Remodel, because the gaining happens after the card has been trash, not during. This is problematic because this is not the intended purpose of Overwork. As it is, this card is probably more of an outtake than anything. Since I've posted this thread, Overwork has been removed and replaced with something more streamlined and simple.