Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: gambit05 on September 15, 2020, 11:26:13 am

Title: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 15, 2020, 11:26:13 am
My goal is to create a set of Fan cards in the size of a full expansion. I have been working on various mechanics and concepts, mainly over the past few months, although some ideas are several years old now.
 
The theme
It is roughly about Tales and Stories. Some cards try to reference a tale, story or fable, although in some cases in such a subtle way that a particular story is difficult to identify.

The mechanics
Some cards combine or extend some of the existing mechanics in new ways, e.g. cards with changing costs (http://forum.dominionstrategy.com/index.php?topic=20491.0). In the near future I would like to introduce some new mechanics such as Chaplain tokens for trashing and Equipment (http://forum.dominionstrategy.com/index.php?topic=20591.0) cards. The latter come in single copies, like Shelters and Heirlooms, but enter the players decks later in the game after some basic requirements are met.

Cards telling a story
A few cards try to reference certain tales or stories more closely; as they are rather more complex, I do not intend to include them in my Fan made set for regular gaming, except when something turns out to fit very well. The first such card I presented recently is Rumpelstiltskin (http://forum.dominionstrategy.com/index.php?topic=20497.0).

Simple cards
While designing cards with fancy and novel mechanics can be a lot of fun, having too many of them can be quite painful in a real game. Thus, I think that a substantial number of cards should be relatively simple. I would like to present those here, starting with the three Action cards Hunter, Gatehouse and Merry Men:

New versions after feedback (19.Sept.2020):

(https://s12.directupload.net/images/200919/6oxj949v.png) (https://s12.directupload.net/images/200919/ifs82p2j.png) (https://s12.directupload.net/images/200919/xvaveaxo.png)

Hunter
$2 – Action
Quote
+2 Actions
 When you play the next Action card this   
turn, for each +$1 it produced, take
+1 Coffers instead.
Gatehouse
$5 – Action
Quote
+1 Card
+2 Actions

Reveal your hand. The player to your
  left chooses one card that you discard.   
+2 Cards
Merry Men
$4 – Action
Quote
+2 Cards
+1 Buy

You may play an Action card from your
hand. If you do, Exile it if you have another
copy of it in play.

Original versions:

(https://s12.directupload.net/images/200915/r6jfs634.png) (https://s12.directupload.net/images/200915/rop9k6rk.png) (https://s12.directupload.net/images/200915/fge9qxgt.png)

Hunter
$2 – Action
Quote
+1 Action
You may play an Action card from your hand.
For each +$1 it produced, take +1 Coffers
instead.
     
Gatehouse
$3 – Action
Quote
+2 Actions
You may reveal your hand. If you do,
the player to your left chooses one card.
Discard it, for +2 Cards.
Merry Men
$5 – Action
Quote
+2 Cards
+1 Buy
You may play an Action card from your
hand. If you do, Exile it if you have any
copies of it in play.

Hunter. Allows playing a card without using an Action. If that card provides an Action, Hunter effectively turns to a Necropolis. If it’s a terminal card, the player still has an Action from Hunter. If it produces +$, Hunter converts them to Coffers.

Gatehouse. To separate the wheat from the chaff; unfortunately your opponent is the bouncer. Only junk cards in your hand? Sure no problem, go for it. Expecting better cards in your deck? Might be worth it. Already a key card in your hand? Better play it or even better, play it before Gatehouse.

Merry Men. Similar to Imp, but with the possibility to play a card that already has copies in play, although with the caveat that it will be Exiled. Perhaps, you want to gain another copy anyway.


→  Part 2 (http://forum.dominionstrategy.com/index.php?topic=20511.msg854060#msg854060)
 →  Part 3 (http://forum.dominionstrategy.com/index.php?topic=20511.msg859229#msg859229)
 →  Part 4 (http://forum.dominionstrategy.com/index.php?topic=20511.msg859588#msg859588)


Title: Re: Tales & Stories: Some "simple" cards
Post by: Gubump on September 15, 2020, 12:25:14 pm
Hunter: "You may play an Action card from your hand" is effectively the same as +1 Action (except if you have Diadem). Hunter is actually a Necropolis regardless of the terminality of the played card (play a non-terminal, and you have 2 Actions remaining, same with Necropolis. Play a terminal, and you have 1 Action left, same with Necropolis).

Merry Men: As currently worded, this will always Exile the played card (unless the played card is a one-shot). This is because "Exile it if you have any copies of it in play" triggers after having played the card, at which point the played card will be a copy you have in play. My suggested wording: "You may play an Action card from your hand. If you do, Exile it if you have another copy of it in play." That said, even if this card worked as intended, this is a Lab that gives +1 Buy in exchange for a major drawback, at the same price as a Lab. The drawback is too severe to make up for a measly +1 Buy.
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on September 15, 2020, 02:18:45 pm
Gatehouse looks inferior to Village to me. You discard the best card and draw two average cards. I doubt that this "card quality" element is compensated for by the cycling.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Jonatan Djurachkovitch on September 16, 2020, 05:51:39 am
Hunter is just a card from the outtakes from Renaissance. Donald X removed it because it gave too many coffers. http://forum.dominionstrategy.com/index.php?topic=19203.0 (http://forum.dominionstrategy.com/index.php?topic=19203.0)
"Another village converted +$ to +Coffers for your next card played. Large amounts of +Coffers are trouble."

Did you take the card idea from there, or was this incidental?
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 16, 2020, 07:39:36 am

First of all, many thanks to you all for your feedback and suggestions.

Hunter: "You may play an Action card from your hand" is effectively the same as +1 Action (except if you have Diadem). Hunter is actually a Necropolis regardless of the terminality of the played card (play a non-terminal, and you have 2 Actions remaining, same with Necropolis. Play a terminal, and you have 1 Action left, same with Necropolis).

Hunter was originally a Reserve card that could be called upon playing an Action card for the $ to Coffer conversion. I found that less interesting as it could be more easily paired with cards producing +$3 or so, if available in the Kingdom. It then transformed to the current version, and instead of calling it, I gave it +1 Action for compensation. Although I realized that it turned into a Necropolis this way, I haven’t changed the text appropriately. So, the card text would be something like:

Hunter
$2 – Action
Quote
+2 Actions
When you play the next Action card this turn,
for each +$1 it produced, take
+1 Coffers instead.



Quote
Merry Men: As currently worded, this will always Exile the played card (unless the played card is a one-shot). This is because "Exile it if you have any copies of it in play" triggers after having played the card, at which point the played card will be a copy you have in play. My suggested wording: "You may play an Action card from your hand. If you do, Exile it if you have another copy of it in play."

Is a card a copy of itself? No need to argue about it as the change is literally just a single word.

Quote
That said, even if this card worked as intended, this is a Lab that gives +1 Buy in exchange for a major drawback, at the same price as a Lab. The drawback is too severe to make up for a measly +1 Buy.
You are probably correct, although Lab is a quite strong $5 cost card, and +1 Buy is sometimes rare in Kingdoms and Merry Men could be especially bought for that. Anyway, I'll likely reduce the cost to $4; the question then is, with or without +1 Buy (although probably not too critical for balancing this card)?

Gatehouse looks inferior to Village to me. You discard the best card and draw two average cards. I doubt that this "card quality" element is compensated for by the cycling.

I compared Gatehouse mainly with Shanty Town (and a pinch of Minion). My thinking was that if a player goes for Gatehouse, they should have less terminal cards in their deck; also, compared to Village, draw to X can become more attractive. I addition, when Actions are desperately needed, players will buy Gatehouse; and maybe in some Big Money decks too. The ideal scenario is that after Gatehouse is played, only junk or mediocre cards are left in hand. Gatehouse has a potential ranging from Necropolis to almost Lost City; a feature Village doesn’t have. With a key card in hand, there is always the option to play it instead of revealing the hand. So, I still think Gatehouse should cost $3, just for its potential.

Hunter is just a card from the outtakes from Renaissance. Donald X removed it because it gave too many coffers. http://forum.dominionstrategy.com/index.php?topic=19203.0 (http://forum.dominionstrategy.com/index.php?topic=19203.0)
"Another village converted +$ to +Coffers for your next card played. Large amounts of +Coffers are trouble."

Did you take the card idea from there, or was this incidental?

That is interesting. I didn’t know about Donald’s outtake card; I usually don’t read that part of his Histories or at most once and that must have been almost 2 years ago. So, it looks like I came up with the idea independently.

But with this information in mind, is the card playable? Donald has mentioned that getting too many Coffers causes trouble; my reasoning was that there are only a few Action cards that produce +$3 or more and the $ are converted to Coffers; thus the money output remains the same, just the flexibility to spend it increases. I also considered Swashbuckler, which has the clause of needing 4 or more Coffers to take the Treasure Chest, and I concluded that it can’t be too bad to hoard some Coffer tokens via Hunter.
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on September 16, 2020, 01:33:19 pm
Why would I buy Gatehouse if I have few terminals / play money?
You discard your best card to draw 2 average cards. That is never ever something that makes any sense; it is like inverted sifting.

There is a reason that the only target discard Attack in the game is a one-shot: discarding you’re best card is super nasty.
Title: Re: Tales & Stories: Some "simple" cards
Post by: GendoIkari on September 16, 2020, 01:57:04 pm
Simply comparing Gatehouse to Village; playing either one leaves you with the same hand-size and 1 extra action. (Ignoring the option to play Gatehouse as just Necropolis, because is just playing a very, very weak card).

The difference were simply between "draw 1" and "discard your best card, draw 2". There is almost no situation when the second one is better, and it's usually way worse. Your entire hand has to be junk in order to want that effect. If you have even a single action card or treasure better than Copper in your hand, then the effect is worse than Village. The best you can hope for is to get lucky and draw 2 good equally good cards to replace the 1 you lost.

It might work at (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png), but would still be generally weak I think.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 16, 2020, 03:03:02 pm
I may totally misjudge the abilities of Gatehouse, but I just don't understand your reasoning.

First of all, I think you just cannot ignore the situation when Gatehouse will be played just as a Necropolis; this is part of the range of the cards ability (the weakest ability obviously). For example, if you have a Hunting Grounds in your hand, you don't use the "loose your best card, get 2 cards whatever it is", but you are happy to play Hunting Grounds and have an Action left after all the drawing. Note, this is the worst case scenario.

What do you think about cards like Shanty Town and Menagerie? You want to get to a situation where they get their boni, but you can't get there every time. If you would, they would need to cost ~$6. Thus, such cards have a potential of high reward, but with some risk that you don't always get it.
Similar with Gatehouse: First of all (just like Shanty Town and Menagerie) you want to play cards from your hand in a way that the scenarios with a higher reward are more likely. This means you try to play the good cards before you play Gatehouse.
After that there are several scenarios.
1) Just junk left in your hand, i.e. all the good cards have been played: No problem to play Gatehouse and to reveal your hand.
2) Playing all the good cards didn't work perfectly, i.e. a couple of good card are left in your hand. Despite some bad luck, I would count that as bad deck composition. Anyway, revealing the hand is an option, though not necessarily the best, which also depends on the quality of the deck.
3) Just one excellent card left in your hand. Don't reveal your hand. Gatehouse is a Necropolis this round, but quite likely you play a terminal card with it.

Having said that, if Gatehouse is part of the deck, I would avoid too many terminals as it is difficult to play them before Gatehouse.
segura mentioned Pillage and that only this official card has the ability to discard a card from the hands of the opponents. However, the situation is quite different as the player attacks a full hand of 5 or more cards of opponents who have no choice but to reveal their full hands.

Despite all this arguing, many thanks to both of you for your efforts and feedback. As I said, I may just evaluate the strength of Gatehouse the wrong way.

Edit: I forgot to ask, what do you think about a version where all, but one card, are revealed?

Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on September 16, 2020, 05:34:31 pm
You always emphasize that you can just use the card as Necro without going into how bad that actually is. Any draw engine needs to combo splitters and drawers, and if you are forced to always play the card as Necro, that is miles worse than having Squire, Fishing Village, Villa or any other non-drawing village.
All these cards suffer from not being able to draw (decreases consistency and this the chance to match drawers and splitters) but at least they all provide some Coins or Buys. Necro does not and Necro+Smithy does only half the job as Village+Smithy does (plus the aforementioned matching Problem that even applies when you have a pretty good non-drawing village like Festival).

I simply don’t get your argument. This is pretty simple: either it is a Necro which is super bad or it is worse than Village (discard your best, draw two average cards). Optionality is usually worth something but here it is not as the options are additive.

You claimed that you should not add terminals to decks with Gatehouse ... but why would you then want a Village (that decreases the average card quality) in the first place?
Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on September 16, 2020, 05:45:23 pm
Gatehouse is very strong.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 16, 2020, 05:54:39 pm
You always emphasize that you can just use the card as Necro without going into how bad that actually is. Any draw engine needs to combo splitters and drawers, and if you are forced to always play the card as Necro, that is miles worse than having Squire, Fishing Village, Villa or any other non-drawing village.
All these cards suffer from not being able to draw (decreases consistency and this the chance to match drawers and splitters) but at least they all provide some Coins or Buys. Necro does not and Necro+Smithy does only half the job as Village+Smithy does (plus the aforementioned matching Problem that even applies when you have a pretty good non-drawing village like Festival).

I simply don’t get your argument. This is pretty simple: either it is a Necro which is super bad or it is worse than Village (discard your best, draw two average cards). Optionality is usually worth something but here it is not as the options are additive.

You claimed that you should not add terminals to decks with Gatehouse ... but why would you then want a Village (that decreases the average card quality) in the first place?

No. You just cannot pick the extreme case I mentioned and then say, I emphasize it. What I have said is that you shouldn't ignore the possibility. I don't know whether the card works as it is, maybe not, and I have mentioned my uncertainty about it before. However, you also ignore the best case scenario; that is that there is no best card to discard because it has been already played. I think this is the critical point of the card. How often can a player manipulate their hand to reach this point.
Also, I haven't claimed that no terminal cards should be added; just that the player has to be more careful, i.e. adding less to their deck

Anyway, what do you think about the suggestion to reveal all, but one card? Would that work?


Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 16, 2020, 05:57:39 pm
Gatehouse is very strong.

This comes as a surprise. If it is not irony, could you try to explain?
Title: Re: Tales & Stories: Some "simple" cards
Post by: scott_pilgrim on September 16, 2020, 11:48:52 pm
I think Gatehouse is a cool concept, but agree with others that you would never buy it over village. With village, you walk away with 5 average cards. With Gatehouse, you get (2 average)+(3 worst of 4), which is just worse than 5 average. Saying "but you can also use it as a Necro" doesn't address the problem, because both cases are worse than Village. It would be like if you had a card that cost $3 and said "choose one: +2 actions, or +1 card, +1 action", and then cited the flexibility as a reason to prefer it over Village.

If it drew 3 instead of 2 it would probably work, though it might have to cost more then. At that point it would be like a more extreme version of advisor, but also a village.
Title: Re: Tales & Stories: Some "simple" cards
Post by: LibraryAdventurer on September 17, 2020, 12:11:34 am
I agree with gambit05 that Gatehouse isn't quite as bad as people are making it out to be, and I think it's probably fine at $3. It might be better to think of it as three possibilities instead of 2:
1) Necropolis
2) discard your best card and draw 2
3) discard an average card and draw 2 -this happens whenever you don't have any good cards in hand, or if the best card you have in hand is a terminal that you have multiple copies of in hand, or if your hand is something like Copper Copper Silver Silver, or if your hand is full of cards that are so good that you can easily draw back whatever you discard, etc.

EDIT:
Anyway, what do you think about the suggestion to reveal all, but one card? Would that work?
I think that would be a good idea.
(...Despite what I just said about Gatehouse being fine at $3. Without that change, it would be a pretty weak $3.)
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on September 17, 2020, 12:45:46 am
You always emphasize that you can just use the card as Necro without going into how bad that actually is. Any draw engine needs to combo splitters and drawers, and if you are forced to always play the card as Necro, that is miles worse than having Squire, Fishing Village, Villa or any other non-drawing village.
All these cards suffer from not being able to draw (decreases consistency and this the chance to match drawers and splitters) but at least they all provide some Coins or Buys. Necro does not and Necro+Smithy does only half the job as Village+Smithy does (plus the aforementioned matching Problem that even applies when you have a pretty good non-drawing village like Festival).

I simply don’t get your argument. This is pretty simple: either it is a Necro which is super bad or it is worse than Village (discard your best, draw two average cards). Optionality is usually worth something but here it is not as the options are additive.

You claimed that you should not add terminals to decks with Gatehouse ... but why would you then want a Village (that decreases the average card quality) in the first place?

No. You just cannot pick the extreme case I mentioned and then say, I emphasize it. What I have said is that you shouldn't ignore the possibility. I don't know whether the card works as it is, maybe not, and I have mentioned my uncertainty about it before. However, you also ignore the best case scenario; that is that there is no best card to discard because it has been already played. I think this is the critical point of the card. How often can a player manipulate their hand to reach this point.
Also, I haven't claimed that no terminal cards should be added; just that the player has to be more careful, i.e. adding less to their deck

Anyway, what do you think about the suggestion to reveal all, but one card? Would that work?

Why would I want to „manipulate my hand“ such that I have only bad cards in order to undo that via playing Gatehouse? Anti-sifting?
What you seem to have in mind is some unthinned deck with Gatehouses and some terminal Silvers like Mountebank or whatever. Well, you gotta be lucky to play Gatehouse, draw into Mountebank, play Gatehouse and so on. Shanty Town is far better suited for that job.

If I have to be „careful“ about adding terminals to my deck when I buy a splitter, there is something seriously wrong with this very splitter. It is like buying a screwdriver that comes with the disclaimer that you should be careful about using it on too many screws.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Jonatan Djurachkovitch on September 17, 2020, 01:54:11 am
Imagine I have a hand of 2x Gatehouse, one Mandarin, a Library and a copper.
Play Gatehouse (don't reveal)
Play Mandarin (topdeck Library)
Play Gatehouse (opponent discards Copper)
Play Library

This is one of the best scenarios I could find.

Then imagine this hand:
Gatehouse, Copper, 2x Silver, Gold

In this scenario you won't play Gatehouse.
Gatehouse can be good with virtual coin, and especially Mandarin, which lets you save a card. The only way this was better than Village was that it freed up a slot for Library by discarding the Copper. This situation is so rare that I would still prefer a Village.

EDIT:
I guess it is pretty good in a hand of all Tunnels too.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 17, 2020, 04:02:14 am
I agree with gambit05 that Gatehouse isn't quite as bad as people are making it out to be, and I think it's probably fine at $3. It might be better to think of it as three possibilities instead of 2:
1) Necropolis
2) discard your best card and draw 2
3) discard an average card and draw 2 -this happens whenever you don't have any good cards in hand, or if the best card you have in hand is a terminal that you have multiple copies of in hand, or if your hand is something like Copper Copper Silver Silver, or if your hand is full of cards that are so good that you can easily draw back whatever you discard, etc.

This comes pretty close to what I have tried to explain in a wall of text. Thanks for giving a much easier summary.

Quote
EDIT:
Anyway, what do you think about the suggestion to reveal all, but one card? Would that work?
I think that would be a good idea.
(...Despite what I just said about Gatehouse being fine at $3. Without that change, it would be a pretty weak $3.)

My intention was to have a Village that is on average rather weak, but can shine in certain situations. Considering the feedback so far, I tend to go for the "reveal all, but one" version.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 17, 2020, 04:10:09 am
It is like buying a screwdriver that comes with the disclaimer that you should be careful about using it on too many screws.

I prefer the analogy to a car. It could be a sports car, driving full speed on a highway, no cops around; slows down when cops are in sight, or when driving through a sharp turn. Or compare it with an off-road car. No chance to overtake the sports car, but wait until they have to drive through rough terrain.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 17, 2020, 04:23:36 am
Imagine I have a hand of 2x Gatehouse, one Mandarin, a Library and a copper.
Play Gatehouse (don't reveal)
Play Mandarin (topdeck Library)
Play Gatehouse (opponent discards Copper)
Play Library

This is one of the best scenarios I could find.

Then imagine this hand:
Gatehouse, Copper, 2x Silver, Gold

In this scenario you won't play Gatehouse.
Gatehouse can be good with virtual coin, and especially Mandarin, which lets you save a card. The only way this was better than Village was that it freed up a slot for Library by discarding the Copper. This situation is so rare that I would still prefer a Village.

Giving examples may help to understand the abilities of Gatehouse. Your first example with Mandarin looks a bit exotic; so lets replace it with another terminal +$3, e.g. Livery:

(https://s12.directupload.net/images/200915/rop9k6rk.png)(https://s12.directupload.net/images/200915/rop9k6rk.png)(http://wiki.dominionstrategy.com/images/b/b6/Livery.jpg)(http://wiki.dominionstrategy.com/images/9/98/Library.jpg)(http://wiki.dominionstrategy.com/images/f/fb/Copper.jpg)

Now consider 3 scenarios.
1. Hand represents deck composition (drawing likely won’t give a stronger card).
2. Hand is better than deck on average (drawing of mediocre cards most likely).
3. Hand is worse than deck on average (good chance for drawing a strong card).

How would you play?
Would Gatehouse always be a weak card (in general and compared to Village)?
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on September 17, 2020, 11:48:50 am
I don’t get the example as you would have to use Gatehouse twice as Necropolis. That is beyond bad (Necro would obviously be too weak at any price as Kingdom card) and ironically this occurs in a situation in which Gatehouse is supposed to shine.
Title: Re: Tales & Stories: Some "simple" cards
Post by: scott_pilgrim on September 17, 2020, 12:17:38 pm
I think it is misleading to talk about individual hands where you might use Gatehouse's ability. It is possible to construct a particular hand where Gatehouse is preferable to Village. But the problem is it's hard to imagine a deck that will give you those hands with any kind of consistency. In particular, the challenge is to imagine a deck where (2 average)+(3 worst of 4) is consistently better than/at least as good as (5 average). If no such deck exists, then you will never buy Gatehouse over Village.

The only way I can imagine that (2 average)+(3 worst of 4) will consistently be better than (5 average) is if either 1. you are manipulating bad cards into your hand, or 2. you are manipulating good cards into your draw pile. (1) sounds silly, though maybe you could argue that's what advisor, or getting hit by pillages, does. More plausibly, maybe your deck is loaded with non-terminals, so that you can play them all before your Gatehouse, then play your Gatehouse to discard terminal payload and draw more non-terminals. Then you are "manipulating" your good cards out of your hand by playing them. This is probably the strongest use case for Gatehouse. (2) could happen with things like Inn, Cartographer, Apothecary, etc.

I think I've convinced myself that Gatehouse is actually not strictly worse than Village as I had originally thought; I could imagine preferring it to Village on a board that is constructed to make me prefer it to Village. I still think it is very weak though, but I'm open to being proven wrong.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 17, 2020, 12:40:49 pm
I don’t get the example as you would have to use Gatehouse twice as Necropolis. That is beyond bad (Necro would obviously be too weak at any price as Kingdom card) and ironically this occurs in a situation in which Gatehouse is supposed to shine.

Generally I like your feedback on cards and your sharp style of criticism. Sometimes however, I have the feeling that you act too much like a bull terrier, too much focused on biting your opponents hand. I haven't shown this example to prove that Gateway can shine, but rather to exchange a card with an exotic ability (Mandarin) for one without the same ability of giving +$3 (Livery), in order to start a discussion about its features from that point on. Anyway, while all this may sound harsh, I am still enjoying discussing my cards. Before you bite my card again, please have a look on what I have already considered for changes before.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 17, 2020, 12:58:09 pm
I think it is misleading to talk about individual hands where you might use Gatehouse's ability. It is possible to construct a particular hand where Gatehouse is preferable to Village. But the problem is it's hard to imagine a deck that will give you those hands with any kind of consistency. In particular, the challenge is to imagine a deck where (2 average)+(3 worst of 4) is consistently better than/at least as good as (5 average). If no such deck exists, then you will never buy Gatehouse over Village.

The only way I can imagine that (2 average)+(3 worst of 4) will consistently be better than (5 average) is if either 1. you are manipulating bad cards into your hand, or 2. you are manipulating good cards into your draw pile. (1) sounds silly, though maybe you could argue that's what advisor, or getting hit by pillages, does. More plausibly, maybe your deck is loaded with non-terminals, so that you can play them all before your Gatehouse, then play your Gatehouse to discard terminal payload and draw more non-terminals. Then you are "manipulating" your good cards out of your hand by playing them. This is probably the strongest use case for Gatehouse. (2) could happen with things like Inn, Cartographer, Apothecary, etc.

I think I've convinced myself that Gatehouse is actually not strictly worse than Village as I had originally thought; I could imagine preferring it to Village on a board that is constructed to make me prefer it to Village. I still think it is very weak though, but I'm open to being proven wrong.

I think you have grasped what my intention for the card was. I don't want to stress this too much, but just as a side note, I already had an alternative version in mind (replies #7 and 16).
Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on September 17, 2020, 03:37:49 pm
Gatehouse is very strong.

This comes as a surprise. If it is not irony, could you try to explain?

Yes. I read 'discard a card; draw two cards' and my brain concluded it increased your hand size.

My bad, but actually the hypothetical card is more interesting. Gatehouse should be +1 Card, +2 Actions, reveal your hand [...]. Increasing your hand size but having the mandatory drawback. As-is, yeah it's a worse village.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 18, 2020, 08:28:51 am
Gatehouse is very strong.

This comes as a surprise. If it is not irony, could you try to explain?

Yes. I read 'discard a card; draw two cards' and my brain concluded it increased your hand size.

My bad, but actually the hypothetical card is more interesting. Gatehouse should be +1 Card, +2 Actions, reveal your hand [...]. Increasing your hand size but having the mandatory drawback. As-is, yeah it's a worse village.

Your suggestion looks indeed interesting. After all the feedback, I have changed my version.

What do you, or anybody else, think, which one is the more interesting? Would your's have to cost $4?

Gatehouse v2
Quote
+2 Actions
You may reveal all but 1 card
from your hand. If you do, the
player to your left chooses one
card. Discard it, for +2 Cards.
Gatehouse v3
Quote
+1 Card
+2 Actions
Reveal your hand.
The player to your left chooses
one card. Discard it, for +2 Cards.
Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on September 18, 2020, 11:56:56 am
V3 (unsurprisingly). Card advantage at the cost of card quality sounds more interesting than 'exchange second-best card for random card'.

I think Gatehouse V3 would be a little swingy, but you'll probably play it a lot of times, so it'll balance out. It's a bit like Advisor, but different enough to be interesting.
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on September 18, 2020, 12:08:24 pm
I also like the third Advisor like version. Probably balanced at $5.
Title: Re: Tales & Stories: Some "simple" cards
Post by: LibraryAdventurer on September 18, 2020, 07:01:35 pm
...which one is the more interesting? Would yours have to cost $4?

Gatehouse v2
Quote
+2 Actions
You may reveal all but 1 card
from your hand. If you do, the
player to your left chooses one
card. Discard it, for +2 Cards.
Gatehouse v3
Quote
+1 Card
+2 Actions
Reveal your hand.
The player to your left chooses
one card. Discard it, for +2 Cards.
I like the version 2 better. Version 3 is too similar to Advisor for my taste, and version 2 fixes the problem with the original IMO.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 19, 2020, 03:28:56 pm
Thank you all for your feedback. I have now decided to go for version 3 of Gatehouse. Version 2 is closer to the original version, but the wording looks a bit odd, whereas version 3 is straight to the point. I have posted the improved versions of all 3 cards in my original post (http://forum.dominionstrategy.com/index.php?topic=20511.0) of this thread.
Title: Re: Tales & Stories: Some "simple" cards
Post by: LittleFish on September 22, 2020, 11:13:57 am

Hunter
$2 – Action
Quote
+2 Actions
 When you play the next Action card this   
turn, for each +$1 it produced, take
+1 Coffers instead.
I think that the wording could be clarified to be something like "The next action card you play generates Coffers not (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)"
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 23, 2020, 03:41:25 am

Hunter
$2 – Action
Quote
+2 Actions
 When you play the next Action card this   
turn, for each +$1 it produced, take
+1 Coffers instead.
I think that the wording could be clarified to be something like "The next action card you play generates Coffers not (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)"

Do you think the wording I used is unclear? Your suggestion is certainly an option, but what I like with my version is that "+1 Coffers" is given in the text and thus highlighted in bold.
Title: Re: Tales & Stories: Some "simple" cards
Post by: LittleFish on September 23, 2020, 11:17:56 am

Hunter
$2 – Action
Quote
+2 Actions
 When you play the next Action card this   
turn, for each +$1 it produced, take
+1 Coffers instead.
I think that the wording could be clarified to be something like "The next action card you play generates Coffers not (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)"

Do you think the wording I used is unclear? Your suggestion is certainly an option, but what I like with my version is that "+1 Coffers" is given in the text and thus highlighted in bold.
The "When you play the next action card this turn" seems a little extensive
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 23, 2020, 11:36:21 am

Hunter
$2 – Action
Quote
+2 Actions
 When you play the next Action card this   
turn, for each +$1 it produced, take
+1 Coffers instead.
I think that the wording could be clarified to be something like "The next action card you play generates Coffers not (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)"

Do you think the wording I used is unclear? Your suggestion is certainly an option, but what I like with my version is that "+1 Coffers" is given in the text and thus highlighted in bold.
The "When you play the next action card this turn" seems a little extensive

It needs "this turn" and then the difference would be just one word (when) in this part of the sentence. It could be:
"The next Action card you play this turn produces Coffers instead of $.", but I am not sure I like the second part of the sentence.
Title: Re: Tales & Stories: Some "simple" cards
Post by: LittleFish on September 23, 2020, 11:48:23 am

Hunter
$2 – Action
Quote
+2 Actions
 When you play the next Action card this   
turn, for each +$1 it produced, take
+1 Coffers instead.
I think that the wording could be clarified to be something like "The next action card you play generates Coffers not (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)"

Do you think the wording I used is unclear? Your suggestion is certainly an option, but what I like with my version is that "+1 Coffers" is given in the text and thus highlighted in bold.
The "When you play the next action card this turn" seems a little extensive

It needs "this turn" and then the difference would be just one word (when) in this part of the sentence. It could be:
"The next Action card you play this turn produces Coffers instead of $.", but I am not sure I like the second part of the sentence.
I'm not one to judge, it's your card
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 23, 2020, 11:55:29 am
Don't get me wrong. I appreciate your feedback.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 23, 2020, 03:04:22 pm

Part 2

Three more cards today: Suburb, Hatter and Wolf. While Suburb looks pretty trivial, Hatter and Wolf offer new ways for Emulators and Attacks, respectively.


(https://s12.directupload.net/images/200923/g2d59anl.png) (https://s12.directupload.net/images/200923/ot3cbzl6.png) (https://s12.directupload.net/images/200923/q3e6frkl.png)

Suburb
$2  Action
Quote
Choose one:
+2 Cards; or +2 Actions.
------------------------
When you gain this, look
through your discard pile.
          You may put one card from           
it on top of your deck.
Hatter
$4  Action - Command
Quote
Choose one: Exile an
Action card from the
Supply; or play a
           non-Command Action card           
on an Exile mat of your
choice, leaving it there.
Wolf
$4 Night – Attack
Quote
Draw up to 3 cards and then
trash that many cards from
your hand. Each other player
          with 5 or more cards in hand,           
discards that many cards,
and then draws one less.

Suburb. Two mediocre options, which can come in handy at times. However, the highlight of the card is
its on-gain ability; top decking of a card from the discard. This enables rapid access to a key card.

Hatter is an Emulator type card, like Band of Misfits, that looks for targets on Exile mats of any player.
It also allows Exiling any fancy Action cards from the Supply, which, however, can be targeted by the
opponents’ Hatters.

Wolf is a combined Sifter, Trasher and Attack card. The player first draws anything between 0 and 3 cards.
This in turn dictates the trashing and subsequently the attacking power of the card.
 
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on September 25, 2020, 02:32:02 pm
Not much to say about it, Suburb is a fine card.

Hatter probably does not work. Alice gains Hatter, Alice plays Hatter as Exiler, Bob buy Hatter, Alice and Bob play Hatter as emulator. Same effects for both, but Alice gets -1 Card and -1 Action.
Nobody has an incentive to start the Hatter game as everybody else can freeride. Note that this is different from Forager, whose Coins are more of a side-effect, and different from Lurker, which is tempo-sensitive.

Wolf looks even stronger than Chapel. That's not an issue, it just seems like a mandatory purchase in most Kingdoms.
Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on September 25, 2020, 04:01:55 pm
Not only is Wolf far stronger than Chapel, it is also ridiculously swingy since drawing 3 means that 4 cards in your deck will miss the shuffle. This is already a problem with Warehouse and Smithy, but this card also trashes which makes it a much bigger problem.

Say you draw it on turn 3. You draw 3 cards and trash 3. Your remaining deck has 4 cards in it, and one of those may be a cantrip. They all miss the shuffle, which is amazing, and you can even draw Wolf again on turn 4 if you're lucky, at which point the game is probably over.

Hatter is so strong that I suspect it would be bought despite the first player disadvantage.
Title: Re: Tales & Stories: Some "simple" cards
Post by: LibraryAdventurer on September 25, 2020, 04:20:43 pm
To cut the first player disadvantage on Hatter, you could say "While this is in the supply, during your buy phase you may pay half a card's cost (rounded up) in debt to put it on your Hatter mat from the supply if you don't have a copy there already," and remove the exile option from the on-play effect. (I also recommend using a separate mat instead of the exile mat for it.)
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 26, 2020, 03:49:15 am
Thanks for all the feedback given so far. It will take me some time to think about it and to respond to it.

Right now I would like to point out just one brilliant quote:
Alice gains Hatter

Was that on purpose? If not, google it.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 27, 2020, 05:02:05 am
I have thought about my cards a bit more after getting your feedback. Before I have posted the cards, I assumed that Wolf is the most controversial one and I have now spent most of my thoughts on that one. Just a brief note on Hatter:

I believe that the Hatter game works; it seems a must-buy card to me, because an unchallenged player has too much of a benefit from it. The cycle that segura mentioned is disrupted when Alice buys a copy of the Exiled card. That can even happen in the same turn, if the Exiled card is not too expensive. Then it is up to Bob to Exile a card and the Hatter game is reversed.

Of course I am happy to further discuss Hatter and get more feedback on this one.

But now about Wolf. My idea was to have a novel type of card combining drawing and trashing (and less important, attacking). I thought that the risk of drawing valuable cards dead in the Night phase or even that the player has to trash them compensates enough for its strength. While this might be true later in a game, it seems unfortunately not to be a problem in the first few turns after the opening. The limit of trashing 3 cards (instead of Chapel's 4) is not really a limit, as in the opening turns the composition of the deck is too well defined. When playing Wolf in the Night phase in early turns, the player knows exactly where the other valuable card(s) are; and even if not, without risking too much they can always ensure to have enough junk in their hand; or alternatively trash a Copper less in one turn, which (due to the fast sifting) will be trashed very soon anyway.

So, to summarise my thoughts above, I think silverspawn is right: Wolf in its current version is too powerful.

Then I thought about ways to make the card less powerful. Just “Draw up to 2 cards” and otherwise identical text (though with different consequences) is the simplest change (version A). Another possibility is to slow Wolf down by making it a Duration card. To avoid having too much text and too much going on, I removed the Attack part. The question was, what will it produce on the next turn. More +Cards seems too strong, +Buy artificial, +Action is an option, but also somehow unrelated to the rest of the card and not really helpful for a strong opening card. Thus, +$, which makes the card still powerful (and maybe controversial) as it compensates the Copper trashing and bypasses a Silver buy. Now, with +$3 it should cost $5 (version B) (or +$2 for a cost of $4 is another possibility). Thereafter, I thought about connecting the two parts of the card (version C):

Wolf - Version A
$4 Night – Attack
Quote

Draw up to 2 cards and then
 trash that many cards from
 your hand. Each other player
 with 5 or more cards in hand,
 discards that many cards,
and then draws one less.
Wolf - Version B
$5 Night - Duration
Quote

Draw up to 3 cards and
 then trash that many cards
 from your hand.
At the start of your next
 turn: +$3.
Wolf - Version C
$5 Night - Duration
Quote

Draw up to 3 cards and then
 trash that many cards from
 your hand.
At the start of your next turn:
 +$1 per card you have trashed
 with this in your last turn.


What do you think about those versions of Wolf?

Title: Re: Tales & Stories: Some "simple" cards
Post by: LibraryAdventurer on September 27, 2020, 07:04:47 am
If it costs $5, it's not such a great early game trasher anymore, and I kind of like it as an attack even though it's a weak attack. So version A is my favorite.

My second choice would be version B2i-fjk (version B with +$1 instead of +$3 and costing $3 or $4). I say +$1 and not +$2 because it's probably still too strong for $4 with a non-terminal +$2 plus good trashing.
Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on September 27, 2020, 08:49:08 am
Going from 3 cards to 2 doesn't always solve the missing-the-shuffle problem since 2 cards is enough if your other buy also draws. Say you draw Poacher, Wolf in turn 3 and play both; now you still drew 3 cards in total, and half of your bad cards (4 of the remaining 8) could miss the shuffle.

Making it a duration does address this since (if you draw 3 and it stays out one turn) it means Wolf itself will always miss the shuffle, both if draw non turn 3 and if drawn on turn 4. On the other hand, making it 5 introduces another asymmetry, but it'll happen less often and other cards do it, too. Given that it always stays out, at least you can't draw Wolf on Turns 3 and 4. It's probably not much worse than Sentry.

I like version C the best. But I'd probably make it cost 6$. Doesn't seem like it's weaker than Altar once you have it.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Jonatan Djurachkovitch on September 29, 2020, 03:20:41 am
I think that Wolf maybe would be more balanced if the trashed cards have to be different, like with Temple. That makes it harder to use. Also, as worded right now you could lock out the other players if you play five of these in one turn.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on September 30, 2020, 05:05:02 am
If it costs $5, it's not such a great early game trasher anymore, and I kind of like it as an attack even though it's a weak attack. So version A is my favorite.

My second choice would be version B2i-fjk (version B with +$1 instead of +$3 and costing $3 or $4). I say +$1 and not +$2 because it's probably still too strong for $4 with a non-terminal +$2 plus good trashing.

That would look like this one then:

Wolf Version B2i-fjk
$3 Night - Duration
Quote
Draw up to 3 cards and
then trash that many cards
from your hand.
At the start of your next
turn: +$1.


Going from 3 cards to 2 doesn't always solve the missing-the-shuffle problem since 2 cards is enough if your other buy also draws. Say you draw Poacher, Wolf in turn 3 and play both; now you still drew 3 cards in total, and half of your bad cards (4 of the remaining 8) could miss the shuffle.

Making it a duration does address this since (if you draw 3 and it stays out one turn) it means Wolf itself will always miss the shuffle, both if draw non turn 3 and if drawn on turn 4. On the other hand, making it 5 introduces another asymmetry, but it'll happen less often and other cards do it, too. Given that it always stays out, at least you can't draw Wolf on Turns 3 and 4. It's probably not much worse than Sentry.

I like version C the best. But I'd probably make it cost 6$. Doesn't seem like it's weaker than Altar once you have it.

Hmm, you compare version B with a guaranteed +$3 with Sentry, but you think that version C (maximum of +$3) should cost $6. Version C would definitely get weaker after some trashing.

I think that Wolf maybe would be more balanced if the trashed cards have to be different, like with Temple. That makes it harder to use. Also, as worded right now you could lock out the other players if you play five of these in one turn.

Trashing differently named cards is an interesting idea, especially for the original version of Wolf. However, I think it cannot easily implemented here, as drawing is before trashing and drawing defines the number of cards to be trashed. In that context, this would make the text quite complicated and long, e.g.:

Wolf - Version D
$4 Night – Attack
Quote
Draw up to 3 cards and then
trash that many differently
named cards from your hand
(or reveal you can’t)*. Each
other player with 5 or more
cards in hand, discards that
many cards, and then draws
one less.
* What happens then?

I don’t think that any player can be locked out. As soon as they have less than 5 cards, they are not affected anymore.


Thanks to everyone! That was quite helpful and gives me a lot to think more about this card. The versions A and C of Wolf have both their merits and I will likely go for one of them. I postpone the decision and will wait until I get a better picture about how the other cards of my set will look like with respect to their costs and how many Attacks there are.

Before I continue this thread with part 3, I will likely start a new thread before, where I present some of my cards with additional mechanics.

Title: Re: Tales & Stories: Some "simple" cards
Post by: Jonatan Djurachkovitch on September 30, 2020, 03:47:46 pm
* What happens then?

You could fix this by adding "excactly" before "that many".

I don’t think that any player can be locked out. As soon as they have less than 5 cards, they are not affected anymore.
I missed the "with 5 or more cards in hand" clause. Ignore what I said!
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on October 01, 2020, 07:15:41 am
* What happens then?

You could fix this by adding "excactly" before "that many".

That is certainly a possibility. Also, the player could be penalised when overdrawing. Then the card could look like this:

Wolf - Version D2
$4 Night – Attack
Quote

Draw up to 3 cards and then trash
exactly that many cards with
different names from your hand.
If you didn’t, gain a Curse. Each
other player with 5 or more cards
in hand, discards that many cards,
and then draws one less.


This would have 7 lines with slightly smaller Font size in the card image generator, which is acceptable.

Alternatively, one could remove the Attack part completely and make it cheaper.

One problem still exists, Shelters. They don't care about the restriction. On the other hand, with the growing number of official expansions and with Fan cards on top, they are less and less frequently included in games.

I will keep these options in my mind. Thanks.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on December 16, 2020, 06:12:54 am

Part 3

Today I’d like to show you 3 expensive “simple” cards, i.e. cards that do not use any of the new mechanics I want to include in my set.


(https://i.ibb.co/hH0Zybh/Doppelg-nger.png) (https://i.ibb.co/HB6r0Vp/Hanging-Gardens.png) (https://i.ibb.co/r6FctNg/Master-Builder.png)

Doppelgänger
$6 – Action – Attack – Duration - Looter
Quote
Until your next turn, any
other player gains a Ruins
for each differently named
Action card that they play
more than one copy of.

At the start of your next
turn, +$3.
Hanging Gardens
$6 – Action – Victory
Quote
You may Exile a card from
your hand.
---------------------------
Worth 1 VP per 2 differently
named cards for which you
          have exactly one Exiled copy           
each (round down).
Master Builder
$7 – Action
Quote

         Gain a card costing less than         
this. If it’s an Action card
costing $4 or less, play it.


Doppelgänger
This is an Attack card that penalizes opponents if they play more than one copy of any Action card. While this is in play, if an opponent plays a chain of, let’s say Markets, they get one Ruins; i.e. the gain a Ruins for the second Market, but not for playing any additional Markets. If opponents play several Markets and several Villages, they get two Ruins; one for the second Market and one for the second Village. Once a second copy of an Action card has been played, any further copies don’t hurt. Aside from any balancing issues, I would like to know if the instructions are clear enough.

Hanging Gardens
This card offers different strategies in a way that it can be primarily used for getting rid of junk cards, either alone or as a support card; or by focusing on VP scoring, or something in between. In addition, Hanging Gardens can be preferentially bought late in the game as a supplement for Provinces and Duchies or to avoid that opponents get too many Hanging Gardens. Of course, Hanging Gardens only score when cards are Exiled in single copies at the end of the game.

Master Builder
This is a flexible Gainer for getting either expensive cards with a delayed impact, or for picking cheaper Action cards and play them immediately.

Title: Re: Tales & Stories: Some "simple" cards
Post by: LibraryAdventurer on December 16, 2020, 07:23:52 am
I like Doppelganger and Master Builder. Hanging Gardens looks pretty weak unless there is good support for it in the kingdom (another exiler and other trashing so you don't need to exile more than one Estate or Copper).
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on December 16, 2020, 11:50:19 am
I like Doppelganger and Master Builder. Hanging Gardens looks pretty weak unless there is good support for it in the kingdom (another exiler and other trashing so you don't need to exile more than one Estate or Copper).

Yeah, not easy to find a good balance between the lower and upper ends for VP scoring. It should be attractive enough in most Kingdoms, but without being too crazy in too many cases.

I think I managed to keep the upper end craziness within limits, but as you pointed out it could be too weak in some cases. The idea was that if there is no trasher available, players can ignore VP scoring for Coppers and Estates and use Hanging Gardens primarily to get rid of (some of) them, and to focus more on Exiling other cards in single copies, e.g. Province, Duchy, Hanging Gardens, Silver. This alone would give 2VP and seems to be doable. One problem of course is the high opportunity cost of Hanging Gardens.

Maybe I add something to it. Two things come into my mind:

Either:
Quote
Choose one: Exile a card from your
hand; or +1 Action and +$1.
(or some other minor bonus).

or:
Quote
You may Exile a card from your hand.
If you do and you have at least one
Exiled copy of it, +$1.


Would that or something similar help?

Many thanks for your feedback!

Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on December 16, 2020, 11:53:43 am
@Hanging Gardens: I don't think you should say 'you may' without reason. Exiling a card has on tracking issues, and you can just decide not to play it.
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on December 16, 2020, 12:04:58 pm
@Hanging Gardens: I don't think you should say 'you may' without reason. Exiling a card has on tracking issues, and you can just decide not to play it.
First, there are forced play cards like Herald and Golem.
Second, what tracking issue? Everybody can see what card you Exile.
Third, Sanctuary.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on December 16, 2020, 12:06:40 pm
@Hanging Gardens: I don't think you should say 'you may' without reason. Exiling a card has on tracking issues, and you can just decide not to play it.

Not that it is really important for me to use "you may", but Sanctuary also has "you may". What would be the tracking issues?

Edit: segura summarized it better than I did. Thanks!
Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on December 16, 2020, 12:45:44 pm
The 'on' in my post was a misspelled 'no'. It has no tracking issues.

Sanctuary is different because you want to play it for the + card, so making the Exile mandatory would nerf the card significantly. (Which may actually be an improvement, but the point is, it's a big change.) Your card only exiles, so the situations in which it makes a difference are really rare. I don't think there is an existing card that says 'you may' just for the rare edge case where you flip it with a Herald or something.
Title: Re: Tales & Stories: Some "simple" cards
Post by: LibraryAdventurer on December 16, 2020, 12:52:16 pm
I like Doppelganger and Master Builder. Hanging Gardens looks pretty weak unless there is good support for it in the kingdom (another exiler and other trashing so you don't need to exile more than one Estate or Copper).

Yeah, not easy to find a good balance between the lower and upper ends for VP scoring. It should be attractive enough in most Kingdoms, but without being too crazy in too many cases.

I think I managed to keep the upper end craziness within limits, but as you pointed out it could be too weak in some cases. The idea was that if there is no trasher available, players can ignore VP scoring for Coppers and Estates and use Hanging Gardens primarily to get rid of (some of) them, and to focus more on Exiling other cards in single copies, e.g. Province, Duchy, Hanging Gardens, Silver. This alone would give 2VP and seems to be doable. One problem of course is the high opportunity cost of Hanging Gardens.

Maybe I add something to it. Two things come into my mind:
Either:
Quote
Choose one: Exile a card from your
hand; or +1 Action and +$1.
(or some other minor bonus).

or:
Quote
You may Exile a card from your hand.
If you do and you have at least one
Exiled copy of it, +$1.


Would that or something similar help?
Actually, I think I would leave it as-is except change the cost to $5.
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on December 16, 2020, 01:34:32 pm
The 'on' in my post was a misspelled 'no'. It has no tracking issues.

Sanctuary is different because you want to play it for the + card, so making the Exile mandatory would nerf the card significantly. (Which may actually be an improvement, but the point is, it's a big change.) Your card only exiles, so the situations in which it makes a difference are really rare. I don't think there is an existing card that says 'you may' just for the rare edge case where you flip it with a Herald or something.
So what? It is not like there is any technical issue with it. It is like a very small buff that matters with cards like Herald and Golem and Ghost.
If Hanging Gardens has any problems, it is that it is too weak, not too strong. So why do you argue for nerfing it for no apparent reason?
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on December 16, 2020, 01:53:13 pm
The 'on' in my post was a misspelled 'no'. It has no tracking issues.

Sanctuary is different because you want to play it for the + card, so making the Exile mandatory would nerf the card significantly. (Which may actually be an improvement, but the point is, it's a big change.) Your card only exiles, so the situations in which it makes a difference are really rare. I don't think there is an existing card that says 'you may' just for the rare edge case where you flip it with a Herald or something.
So what? It is not like there is any technical issue with it. It is like a very small buff that matters with cards like Herald and Golem and Ghost.
If Hanging Gardens has any problems, it is that it is too weak, not too strong. So why do you argue for nerfing it for no apparent reason?

No need to get heated over a Dominion Fan card. Let's be constructive. What do you think about my suggestions to make it stronger or about simply letting it cost $5 as LibraryAdventurer suggested? See below.


Maybe I add something to it. Two things come into my mind:
Either:
Quote
Choose one: Exile a card from your
hand; or +1 Action and +$1.
(or some other minor bonus).

or:
Quote
You may Exile a card from your hand.
If you do and you have at least one
Exiled copy of it, +$1.


Would that or something similar help?
Actually, I think I would leave it as-is except change the cost to $5.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Timinou on December 16, 2020, 03:03:37 pm
Would it be too strong if Hanging Gardens allowed you to Exile two cards instead of one? 

Even if you lower the cost to $5,  you would need 6 different cards to be on your Exile mat for it to give the same amount of VP as a Duchy, which I think may be too much to make it attractive in most games. 
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on December 16, 2020, 03:18:40 pm
Would it be too strong if Hanging Gardens allowed you to Exile two cards instead of one? 

Even if you lower the cost to $5,  you would need 6 different cards to be on your Exile mat for it to give the same amount of VP as a Duchy, which I think may be too much to make it attractive in most games.

This is an interesting alternative I haven't thought about. My gut feeling is that it is too strong. The Exiling function can be really helpful even if it is not (primarily) used for VP scoring. I've put the achievable lower end for VP scoring at 2 VP, i.e. 4 Exiled single copy cards. Thanks for your input!
Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on December 16, 2020, 03:39:39 pm
The 'on' in my post was a misspelled 'no'. It has no tracking issues.

Sanctuary is different because you want to play it for the + card, so making the Exile mandatory would nerf the card significantly. (Which may actually be an improvement, but the point is, it's a big change.) Your card only exiles, so the situations in which it makes a difference are really rare. I don't think there is an existing card that says 'you may' just for the rare edge case where you flip it with a Herald or something.
So what? It is not like there is any technical issue with it. It is like a very small buff that matters with cards like Herald and Golem and Ghost.
If Hanging Gardens has any problems, it is that it is too weak, not too strong. So why do you argue for nerfing it for no apparent reason?

You may Exile a card is more complicated than Exile a card, which I think should matter a lot more than the difference in the effect.
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on December 16, 2020, 04:45:09 pm
The 'on' in my post was a misspelled 'no'. It has no tracking issues.

Sanctuary is different because you want to play it for the + card, so making the Exile mandatory would nerf the card significantly. (Which may actually be an improvement, but the point is, it's a big change.) Your card only exiles, so the situations in which it makes a difference are really rare. I don't think there is an existing card that says 'you may' just for the rare edge case where you flip it with a Herald or something.
So what? It is not like there is any technical issue with it. It is like a very small buff that matters with cards like Herald and Golem and Ghost.
If Hanging Gardens has any problems, it is that it is too weak, not too strong. So why do you argue for nerfing it for no apparent reason?

You may Exile a card is more complicated than Exile a card, which I think should matter a lot more than the difference in the effect.
Looks like you are grabbing for straws to justify an argument which has no sound basis after you got reminded that Hanging Gardens is worded precisely like Sanctuary.

The notion that "you may" is more complicated than "you must" is utterly ridiculous. What's next, Sanctuary is more complex than Possession?
Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on December 16, 2020, 05:41:11 pm
The 'on' in my post was a misspelled 'no'. It has no tracking issues.

Sanctuary is different because you want to play it for the + card, so making the Exile mandatory would nerf the card significantly. (Which may actually be an improvement, but the point is, it's a big change.) Your card only exiles, so the situations in which it makes a difference are really rare. I don't think there is an existing card that says 'you may' just for the rare edge case where you flip it with a Herald or something.
So what? It is not like there is any technical issue with it. It is like a very small buff that matters with cards like Herald and Golem and Ghost.
If Hanging Gardens has any problems, it is that it is too weak, not too strong. So why do you argue for nerfing it for no apparent reason?

You may Exile a card is more complicated than Exile a card, which I think should matter a lot more than the difference in the effect.
Looks like you are grabbing for straws to justify an argument which has no sound basis after you got reminded that Hanging Gardens is worded precisely like Sanctuary.

No; I haven't changed what I'm arguing for. I think Sanctuary is a complete non-sequitor.

"Exile a card" is simpler than "You may exile a card". "You must" doesn't appear on the card.

To give you some perspective, Donald X said that his biggest regret about Guilds is that Soothsayer says "each other player gains a curse; each player who did draws a card" rather than "each other player gains a curse and draws a card" because the second is simpler. I wouldn't go quite that far, but I definitely think that in this case, simplicity wins out.

Honestly, I think it's a no-brainer. And more than that, it's a design principle of dominion, not unlike having no terminal +1 Card. Official cards don't say 'you may' unless there's a good reason. Consider Forager, Research, Trade Route, Bounty Hunter, Scrap, Remodel, Remake, Sacrifice, Replace, Stonemason, and the list isn't even complete. All of those cards exile or trash a card, and then get some benefit, but don't produce resources if they don't trash a card. For all of them, trashing is mandatory. Now consider Goatherd, Sanctuary, Butcher,  Upgrade, Rats. Those also trash a card, but there, you have a reason to play them, so whether or not they say 'you may' changes the power level. For those cards, it's 'you may' or not you may, depending on what makes sense power-level wise. Then, there is a third group where they have to say 'you may' for tracking issues, like Pooka.

I don't think there is a single official card that violates this principle.
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on December 17, 2020, 02:08:23 am
The 'on' in my post was a misspelled 'no'. It has no tracking issues.

Sanctuary is different because you want to play it for the + card, so making the Exile mandatory would nerf the card significantly. (Which may actually be an improvement, but the point is, it's a big change.) Your card only exiles, so the situations in which it makes a difference are really rare. I don't think there is an existing card that says 'you may' just for the rare edge case where you flip it with a Herald or something.
So what? It is not like there is any technical issue with it. It is like a very small buff that matters with cards like Herald and Golem and Ghost.
If Hanging Gardens has any problems, it is that it is too weak, not too strong. So why do you argue for nerfing it for no apparent reason?

You may Exile a card is more complicated than Exile a card, which I think should matter a lot more than the difference in the effect.
Looks like you are grabbing for straws to justify an argument which has no sound basis after you got reminded that Hanging Gardens is worded precisely like Sanctuary.

No; I haven't changed what I'm arguing for. I think Sanctuary is a complete non-sequitor.

"Exile a card" is simpler than "You may exile a card". "You must" doesn't appear on the card.
That is true, "you must" is not a wording in Dominion. But in common English this is meant, normally all stuff in Dominion is mandatory. If something is non-mandatory that is not more complex.
The only argument for complexity is that it is unusual, that a non-mandatory effect occurs rarely and surprises you.

Here we get back to Sancturary. In my opinion it is not more complex because it is non-mandatory.

You argued WHY Sancturay is non-mandatory and I totally agree with those reasons. I also agree that it is less necessary for Hanging Gardens. But necessity and usefulness is no the issue we discuss. It is complexity and I never heard anybody except for you claim that a card with a non-mandatory effect like Sanctuary is complex
Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on December 17, 2020, 04:00:20 am
I had also never heard about it when I posted the first version of my fan expansion to this forum, which had "you may"s everywhere, but I believe it was pointed out in the first comment.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on December 17, 2020, 04:16:26 am
Can we all agree that:
1) "You may" on the presented version of Hanging Gardens shouldn't be used.
2) Hanging Gardens is weak as it is.
3) The top priority should be to improve the card.
4) Details of wording is secondarily; it might be even obsolete after 3).
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on December 17, 2020, 04:32:10 am
I'd try it at $5. It takes quite some work to push it into 6 single Exiled cards Duchy territory so it really should be OK at $5. I don't see anything else. If you work on the effect instead of the price, it becomes a monster at a "1 single Exiled card = 1 VP" ratio; and 3 for 2 would be a weird ratio.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on December 17, 2020, 04:38:28 am
I'd try it at $5. It takes quite some work to push it into 6 single Exiled cards Duchy territory so it really should be OK at $5. I don't see anything else. If you work on the effect instead of the price, it becomes a monster at a "1 single Exiled card = 1 VP" ratio; and 3 for 2 would be a weird ratio.

Many thanks! I don't want to touch the below the line instructions. I have thought about this for quite a while and I am happy with it. However, there are other possibilities for on-play effects as I have pointed out above.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Carline on December 17, 2020, 06:30:57 pm
The 'on' in my post was a misspelled 'no'. It has no tracking issues.

Sanctuary is different because you want to play it for the + card, so making the Exile mandatory would nerf the card significantly. (Which may actually be an improvement, but the point is, it's a big change.) Your card only exiles, so the situations in which it makes a difference are really rare. I don't think there is an existing card that says 'you may' just for the rare edge case where you flip it with a Herald or something.
So what? It is not like there is any technical issue with it. It is like a very small buff that matters with cards like Herald and Golem and Ghost.
If Hanging Gardens has any problems, it is that it is too weak, not too strong. So why do you argue for nerfing it for no apparent reason?

You may Exile a card is more complicated than Exile a card, which I think should matter a lot more than the difference in the effect.
Looks like you are grabbing for straws to justify an argument which has no sound basis after you got reminded that Hanging Gardens is worded precisely like Sanctuary.

No; I haven't changed what I'm arguing for. I think Sanctuary is a complete non-sequitor.

"Exile a card" is simpler than "You may exile a card". "You must" doesn't appear on the card.

To give you some perspective, Donald X said that his biggest regret about Guilds is that Soothsayer says "each other player gains a curse; each player who did draws a card" rather than "each other player gains a curse and draws a card" because the second is simpler. I wouldn't go quite that far, but I definitely think that in this case, simplicity wins out.

Honestly, I think it's a no-brainer. And more than that, it's a design principle of dominion, not unlike having no terminal +1 Card. Official cards don't say 'you may' unless there's a good reason. Consider Forager, Research, Trade Route, Bounty Hunter, Scrap, Remodel, Remake, Sacrifice, Replace, Stonemason, and the list isn't even complete. All of those cards exile or trash a card, and then get some benefit, but don't produce resources if they don't trash a card. For all of them, trashing is mandatory. Now consider Goatherd, Sanctuary, Butcher,  Upgrade, Rats. Those also trash a card, but there, you have a reason to play them, so whether or not they say 'you may' changes the power level. For those cards, it's 'you may' or not you may, depending on what makes sense power-level wise. Then, there is a third group where they have to say 'you may' for tracking issues, like Pooka.

I don't think there is a single official card that violates this principle.

What about Mine, Moneylender, Spice Merchant, Taxman and Zombie Apprentice?
Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on December 17, 2020, 06:49:27 pm
What about Mine, Moneylender, Spice Merchant, Taxman and Zombie Apprentice?

All five in the third group (along with Pooka). They require you to trash a card with a specific type, so if it were mandatory, it would introduce tracking issues. (There's no way for your opponent to tell whether you have a Treasure card in hand.)

Title: Re: Tales & Stories: Some "simple" cards
Post by: Carline on December 17, 2020, 07:12:47 pm
What about Mine, Moneylender, Spice Merchant, Taxman and Zombie Apprentice?

All five in the third group (along with Pooka). They require you to trash a card with a specific type, so if it were mandatory, it would introduce tracking issues. (There's no way for your opponent to tell whether you have a Treasure card in hand.)

It explains why these are voluntary (it's in 2nd edition Secret History), but doesn't implies that others can't be voluntary if you want them to.

Treasurer, Mercenary? (Sorry, I'm trying to understand the principle you claim is valid to all cards, it's not clear to me).
Title: Re: Tales & Stories: Some "simple" cards
Post by: LastFootnote on December 17, 2020, 11:40:06 pm
What about Mine, Moneylender, Spice Merchant, Taxman and Zombie Apprentice?

All five in the third group (along with Pooka). They require you to trash a card with a specific type, so if it were mandatory, it would introduce tracking issues. (There's no way for your opponent to tell whether you have a Treasure card in hand.)

It's an accountability issue, not a tracking issue.
Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on December 18, 2020, 04:22:16 am
I'm saying that, among official cards, you may is only included if there is a good reason. One possible reason is tracking issues, another is if you have a reason to play the card even if you don't trash anything, in which case it becomes a question of powerlevel. Essentially, it has to give you something other than + 1 action.

The reason to play mercenary without trashing anything is to activate urchins.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on December 18, 2020, 04:52:08 am
I'm saying that, among official cards, you may is only included if there is a good reason. One possible reason is tracking issues, another is if you have a reason to play the card even if you don't trash anything, in which case it becomes a question of powerlevel. Essentially, it has to give you something other than + 1 action.

The reason to play mercenary without trashing anything is to activate urchins.

It is not exactly the scenario that is discussed here, but Dame Anna says "You may trash up to 2 cards from your hand". Since "up to 2" includes 0, it could be "Trash up to 2 cards...". I guess it isn't this way, because some players would be panicking, as they may think that trashing is mandatory.
Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on December 18, 2020, 05:04:49 am
Yeah. I had exactly that choice to make for Temple Garden (http://forum.dominionstrategy.com/index.php?topic=18987.msg858592#msg858592) and I also went with 'you may' for the same reason, even though I would read 'Exchange any number ...' to be identical since 'any number' includes 0.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on December 18, 2020, 05:17:08 am
Yeah. I had exactly that choice to make for Temple Garden (http://forum.dominionstrategy.com/index.php?topic=18987.msg858592#msg858592) and I also went with 'you may' for the same reason, even though I would read 'Exchange any number ...' to be identical since 'any number' includes 0.

Funny thing is that already Chapel from the Base game has the wording "Trash up to 4 cards from your hand". The best explanation for this difference, if it is intended, is that Chapel just has this one sentence, so people can digest this information quickly, whereas Dame Anne gives a lot more to think about.
Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on December 18, 2020, 07:08:00 am
I think it's probably more that the problem won't come up with Chapel because people have no reason to play it if they don't want to trash, unlike with Dame Anna and Temple Garden.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Carline on December 18, 2020, 02:44:26 pm
I'm saying that, among official cards, you may is only included if there is a good reason. One possible reason is tracking issues, another is if you have a reason to play the card even if you don't trash anything, in which case it becomes a question of powerlevel. Essentially, it has to give you something other than + 1 action.

The reason to play mercenary without trashing anything is to activate urchins.

So, Mercenary has a reason to has "you may" which isn't related to the fact that the card does or not somethng dependent of trashing.

So, cards can have "you may" for other good reasons than this factor.

I don't understand why you think this good reason can't be "I don't want it to be played automatically by Herald, Golem and others."
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on December 18, 2020, 02:56:06 pm
I'm saying that, among official cards, you may is only included if there is a good reason. One possible reason is tracking issues, another is if you have a reason to play the card even if you don't trash anything, in which case it becomes a question of powerlevel. Essentially, it has to give you something other than + 1 action.

The reason to play mercenary without trashing anything is to activate urchins.

So, Mercenary has a reason to has "you may" which isn't related to the fact that the card does or not somethng dependent of trashing.

So, cards can have "you may" for other good reasons than this factor.

I don't understand why you think this good reason can't be "I don't want it to be played automatically by Herald, Golem and others."

I don't want to write an essay here, but I have a short answer: Using the wording "You may..." in some cases to avoid drawbacks of rare edge cases is okay-ish. Making it mandatory in those cases is simpler and elegant.

Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on December 18, 2020, 04:12:38 pm
I don't understand why you think this good reason can't be "I don't want it to be played automatically by Herald, Golem and others."

Because that applies to every card, but we know that official cards need another reason to say 'you may' (otherwise, all cards would do that).

Also, what others? Aren't herald and Golem the only ones? That's two cards out of 585. Seems objectively a much smaller reason than Mercenary activating Urchin, which is there is every game.

To give some evidence in the other direction, Donald X thinks that throne rooms are a sufficient reason to include 'you may', which I find odd. That's why Small Castle and Death Cart say 'you may'. There are more throne room effects than accidental plays effects, but I'm still surprised that that's enough.
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on December 18, 2020, 06:01:16 pm
I'm saying that, among official cards, you may is only included if there is a good reason. One possible reason is tracking issues, another is if you have a reason to play the card even if you don't trash anything, in which case it becomes a question of powerlevel. Essentially, it has to give you something other than + 1 action.

The reason to play mercenary without trashing anything is to activate urchins.
That is beyond ludicrous. If you play Mercenary and trash nothing, chances are slim that you want another Mercenary.

It is totally fine to have non-mandatory effects. They don’t need any justification (not that buffing the card via making it better with Piazza, Golem, Ghost and Herald isn’t a perfect justification) as they at not better or worse or less or more complex than mandatory effects.

Well, actually non-mandatory effects are better from a decision point perspective. Dominion is a high frequency of micro decisions card game. More options are in general better, albeit these options arguably matter rarely but also, contrary to the claims by folks here, do not increase complexity or slow the game down either. Everybody knows that Spice Merchant is trash a Copper, then Lab or Woodcutter. In the rare cases in which you don’t want to trash yellow, you read the card and realize that you are not forced to do it.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Carline on December 18, 2020, 06:14:11 pm
I don't want to write an essay here, but I have a short answer: Using the wording "You may..." in some cases to avoid drawbacks of rare edge cases is okay-ish. Making it mandatory in those cases is simpler and elegant.

Because that applies to every card, but we know that official cards need another reason to say 'you may' (otherwise, all cards would do that).

Also, what others? Aren't herald and Golem the only ones? That's two cards out of 585. Seems objectively a much smaller reason than Mercenary activating Urchin, which is there is every game.

With all these cards a trasher would play differently if it has "You may" or not:

Herald, Golem, Ghost, Piazza, Citadel, Conspirator, Peddler, Scepter, Throne Room, King's Court, Mastermind, Diplomat, Tragic Hero, Library, Watchtower, Cursed Village, Shanty Town, Menagerie, Magic Lamp, Leprechaun, Horn of Plenty, Scheme, Improve, Hunting Party, Coin of the Realm, Royal Carriage, Bonfire, Pilgrimage, Seaway, Lost Arts, Training, Pathfinding, Disciple, Teacher, Crown, Colonnade, Tomb, Changeling, Conclave, Imp, Tormentor, Raider, Kiln, Delay, Summon, Prince.

These are 46 cards, not two edge cases.

If the trasher is also an Attack, add Soldier and Urchin to this list.

Involuntary trasher playing also is affected by opponent's Lurker, Graverobber, Rogue, Necromancer and Goatherd.

53 Cards in total in relation to which the feature of mandatory or voluntary trashing makes some difference.

Not to mention all the indirect consequences of keep in your hand cards you wasn't forced to trash and how these consequences change interactions with many other cards not mentioned here.

My conclusion: Mandatory trashing has a lot of implications; voluntary trashing has a lot of different implications. Choose one feature or the other according to the behavior you want for your card. The only restriction seems to be that is not good to make trashing mandatory if it applies only to a specific type of cards.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Gubump on December 19, 2020, 01:24:56 am
What's the timing for gaining a Ruins via Doppelganger's attack? Is it when you play a second copy of any given card? I think it needs rephrasing to make the timing clear.
Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on December 19, 2020, 03:33:58 am
You guys both seem to think I'm arguing what is good design. I'm primarily saying that it's an official design principle, which it is. No official trasher without a unique reason to be voluntary is voluntary. The 46 cards all apply equally to every card.

In every other case, people take it for granted that official design principles are to be followed.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Carline on December 19, 2020, 05:35:15 am
It's an official design principle.

I wanna know, where else does some other people enunciate this principle, in special those who can do official statements?

To give some evidence in the other direction, Donald X thinks that throne rooms are a sufficient reason to include 'you may', which I find odd.
Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on December 19, 2020, 05:42:35 am
Small Castle says

"Trash this or a Castle from your hand. If you do, gain a Castle."

Looking at this, are you happy with this phrasing? I'm asking because I recall you being unhappy with Soothsayer saying "each other player gains a curse. each player who did draws a card" rather than "each other player gains a curse and draws a card". Small Castle could be "trash this or a castle from your hand and gain a castle."

I personally like the wording you chose both times, but I'm just wondering how you think about the complexity/precision tradeoff and whether it's different between both cases.
For Soothsayer, the "if" is so that you can play Soothsayer with no Curses left and not feel stupid. That was not something I needed to care about. The extra words don't matter much but I didn't need them.

For Small Castle, the "if" is so that one Small Castle doesn't turn into multiple Castles. I still want to do that; it affects how powerful the card is, and better matches intuition. I might reword it today though, because these days I don't like mandatory things to say "if you do." I don't need to rule it out completely but don't like it. It looks weird. I prefer a "you may" typically, though the "you may" is annoying online, where it has to ask you but you sure wanted to do the thing. Here as noted you might be able to say "to" instead. I guess the jury is still out on "to," is that really good enough for casual players.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Carline on December 19, 2020, 05:51:54 am
Small Castle says

"Trash this or a Castle from your hand. If you do, gain a Castle."

Looking at this, are you happy with this phrasing? I'm asking because I recall you being unhappy with Soothsayer saying "each other player gains a curse. each player who did draws a card" rather than "each other player gains a curse and draws a card". Small Castle could be "trash this or a castle from your hand and gain a castle."

I personally like the wording you chose both times, but I'm just wondering how you think about the complexity/precision tradeoff and whether it's different between both cases.
For Soothsayer, the "if" is so that you can play Soothsayer with no Curses left and not feel stupid. That was not something I needed to care about. The extra words don't matter much but I didn't need them.

For Small Castle, the "if" is so that one Small Castle doesn't turn into multiple Castles. I still want to do that; it affects how powerful the card is, and better matches intuition. I might reword it today though, because these days I don't like mandatory things to say "if you do." I don't need to rule it out completely but don't like it. It looks weird. I prefer a "you may" typically, though the "you may" is annoying online, where it has to ask you but you sure wanted to do the thing. Here as noted you might be able to say "to" instead. I guess the jury is still out on "to," is that really good enough for casual players.

IMHO, all this quote is about better wording to implement certain rule and why some cards have some wording, not about how rules should be. I don't see anything from what could be derived a general rule for the use of "you may". Maybe I'm wrong.

Edit: To me, what is said is: There's a kind of contradiction when something is mandatory but you derive a consequence from the fact if it was done or not. So, when you have to derive a consequence from the fact that it's done or not, it's better to make the fact from which you derive the consequence voluntary, using "you may".

It's a specific case in which something can't be mandatory. It doesn't implie that only in this case things can be voluntary.
Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on December 19, 2020, 06:32:33 am
My main point here is that Donald didn't dispute my framing of 'simplicity is super ridiculously important, why did you not do the simple thing in this case?'.

But I don't think you need any more official confirmation for the design principle. The principle is, "if a trasher doesn't have a unique reason to say 'you may', it doesn't do it." This correctly predicts every card that trashes without exception. There are too many cards for this to be coincidence. This is slam-dunk evidence.

I guess it doesn't feel that way because the concept took some clarifying and that's why it seemed like it's unclear or I changed it? But I really didn't.

Either way, if you do doubt it, how about we just ask? Donald still responds to the interview thread (but never looks into the Fan cards section of the forum).
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on December 19, 2020, 11:00:01 am
Small Castle says

"Trash this or a Castle from your hand. If you do, gain a Castle."

Looking at this, are you happy with this phrasing? I'm asking because I recall you being unhappy with Soothsayer saying "each other player gains a curse. each player who did draws a card" rather than "each other player gains a curse and draws a card". Small Castle could be "trash this or a castle from your hand and gain a castle."

I personally like the wording you chose both times, but I'm just wondering how you think about the complexity/precision tradeoff and whether it's different between both cases.
For Soothsayer, the "if" is so that you can play Soothsayer with no Curses left and not feel stupid. That was not something I needed to care about. The extra words don't matter much but I didn't need them.

For Small Castle, the "if" is so that one Small Castle doesn't turn into multiple Castles. I still want to do that; it affects how powerful the card is, and better matches intuition. I might reword it today though, because these days I don't like mandatory things to say "if you do." I don't need to rule it out completely but don't like it. It looks weird. I prefer a "you may" typically, though the "you may" is annoying online, where it has to ask you but you sure wanted to do the thing. Here as noted you might be able to say "to" instead. I guess the jury is still out on "to," is that really good enough for casual players.

IMHO, all this quote is about better wording to implement certain rule and why some cards have some wording, not about how rules should be. I don't see anything from what could be derived a general rule for the use of "you may". Maybe I'm wrong.

Edit: To me, what is said is: There's a kind of contradiction when something is mandatory but you derive a consequence from the fact if it was done or not. So, when you have to derive a consequence from the fact that it's done or not, it's better to make the fact from which you derive the consequence voluntary, using "you may".

It's a specific case in which something can't be mandatory. It doesn't implie that only in this case things can be voluntary.
It is not just that, he actually wrote „I prefer a you may typically“.
So much about the official taboo and big no-no concerning non-mandatory effects.
Title: Re: Tales & Stories: Some "simple" cards
Post by: LastFootnote on December 19, 2020, 11:12:12 am
I think it's probably more that the problem won't come up with Chapel because people have no reason to play it if they don't want to trash, unlike with Dame Anna and Temple Garden.

Bingo.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Timinou on December 19, 2020, 11:59:37 am
The principle is, "if a trasher doesn't have a unique reason to say 'you may', it doesn't do it." This correctly predicts every card that trashes without exception. There are too many cards for this to be coincidence. This is slam-dunk evidence.

I think you're overextending the principle of simplicity (I don't think there are any "rules" about mandatory vs. optional trashing).  I agree that in general cards that say "you may trash" offer something else of value, so that you may still want to play the card even if you don't want to trash.  And most of the time, cards that only trash usually do not say "you may".  There are exceptions though - for example, Taxman could just as easily have made the trashing mandatory instead of saying "You may".
 

Title: Re: Tales & Stories: Some "simple" cards
Post by: Carline on December 19, 2020, 01:22:44 pm
My main point here is that Donald didn't dispute my framing of 'simplicity is super ridiculously important, why did you not do the simple thing in this case?'.

But I don't think you need any more official confirmation for the design principle. The principle is, "if a trasher doesn't have a unique reason to say 'you may', it doesn't do it." This correctly predicts every card that trashes without exception. There are too many cards for this to be coincidence. This is slam-dunk evidence.

I guess it doesn't feel that way because the concept took some clarifying and that's why it seemed like it's unclear or I changed it? But I really didn't.

Either way, if you do doubt it, how about we just ask? Donald still responds to the interview thread (but never looks into the Fan cards section of the forum).

To me, what you call a principle is so generic that it means only "you didn't do something, if you don't have a reason to do it". From it, you derives some rules of what you think is valid as a good reason, based on the frequency something happens, but this logical step isn't deductive. You are making inductive generalization, with some ad-hoc adjustment (like your explain for Mercenary "you may").

What do you mean when you say "unique"? Do you mean the reason to put "you may" has to be specific for that card and no other? I think the reason for "you may" in Taxman, Moneylender and Mine is the same, for example. 
Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on December 19, 2020, 01:34:23 pm
What do you mean when you say "unique"?

I meant 'anything other than the things that apply to every card'. The 46 card list you wrote up earlier applies to every card.

Relevant:

In the parts of the forum that shall not be named, there was a disagreement about the design principles for official cards. One person thought there was a soft rule that cards that can trash or Exile other cards don't have 'you may' on them without a good reason. Cards like Spice Merchant have 'you may' for tracking reasons, cards like Sanctuary have it because they provide a benefit other than the Exile; Mercenary has it because it can activate Urchins; Death Cart has it to prevent getting the +5$ twice with Throne Room. But, according to this person, all the cards that usually wouldn't do anything without trashing/Exiling and don't have tracking issues, like Forager or Bounty Hunter or Remodel, are mandatory. Is this a real rule you've followed?
I don't have any rule like that, specific to trashers, no. My "you may" rules are:
- I don't like having a mostly pointless "you may"; if you would mostly achieve not doing whatever it is by not playing the card, or if you will almost always choose the option, then it probably doesn't say "you may." "You may" wants to be used for things where it's really an option, you will play the card and sometimes go one way sometimes the other.
- I use "you may" as a keep-you-honest thing, like on Moneylender; "Trash a Copper from your hand" means you might not trash one and be cheating, and "Trash a Copper from your hand (or reveal a hand without one)" is longer than "You may trash a Copper from your hand."
- In some cases there's a "do x to have y happen" where it reads much better with "you may."
- Reactions of course naturally say "you may."
- When it could go either way, it comes down to power level or fun.
- As always, on pre-Adventures cards, sometimes there wasn't a good reason. Farmland omits "you may" because I required the text to fit in a certain amount of space at a certain font size, and "you may" didn't fit.


I think I will declare 80% victory based on the bolded part (bolding is mine), since that's exactly what I've been saying, but not 100% since it's not an explicit rule.
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on December 19, 2020, 01:54:08 pm
As you said, it is not a rule or design principle or whatever. If you want Mercenary to be able to activate Urchin without trashing anything, you make it non-mandatory. If you want your Exiler to not Exile good stuff with forced players like Herald, Golem, Piazza or Ghost, you make it non-mandatory.
It has far more to do with what a card game designers like or wants (or in this case wants to prevent, nasty interactions with forced players) than any supposed iron design rule. Nobody I play with, including myself, actually remembers whether a cards is mandatory or not. When it matters, you re-read the text and then you know what to do. So non-mandatory stuff is fine and dandy.
If your playing group is prone to OP, overreading cards and seriously slowed down by the increase of the decisions space that a non-mandatory option always leads to, you don't really want to do cards with options.

As DXV said, "it comes down to power level or fun".

I think it is great that we have a community that improves wording and checks rule issues and interactions. That is usually immensly helpful when you design something but were oblivious to some issues of your design.
But this is an instance of a far too narrow mindset for an utterly trivial matter that is of fairly minor practical relevance. It is not about "victory", winning an argument, but helping other people with their designs.
Title: Re: Tales & Stories: Some "simple" cards
Post by: silverspawn on December 19, 2020, 02:08:53 pm
It is totally fine to have non-mandatory effects. They don’t need any justification (not that buffing the card via making it better with Piazza, Golem, Ghost and Herald isn’t a perfect justification) as they at not better or worse or less or more complex than mandatory effects.

-I don't like having a mostly pointless "you may"; if you would mostly achieve not doing whatever it is by not playing the card, or if you will almost always choose the option, then it probably doesn't say "you may." "You may" wants to be used for things where it's really an option, you will play the card and sometimes go one way sometimes the other.

As you said, it is not a rule or design principle or whatever.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Carline on December 19, 2020, 02:13:28 pm
It is totally fine to have non-mandatory effects. They don’t need any justification (not that buffing the card via making it better with Piazza, Golem, Ghost and Herald isn’t a perfect justification) as they at not better or worse or less or more complex than mandatory effects.

-I don't like having a mostly pointless "you may"; if you would mostly achieve not doing whatever it is by not playing the card, or if you will almost always choose the option, then it probably doesn't say "you may." "You may" wants to be used for things where it's really an option, you will play the card and sometimes go one way sometimes the other.

As you said, it is not a rule or design principle or whatever.

Yes, DXV says to don't use "you may" without a reason. Dot. You are the one who is saying, from your own thoughts, which reasons do you think should be valid or not.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on December 19, 2020, 02:27:01 pm
What's the timing for gaining a Ruins via Doppelganger's attack? Is it when you play a second copy of any given card? I think it needs rephrasing to make the timing clear.

Yes! When a player plays a second copy of a card they gain a Ruins; not for the first and not for the following copies. I was struggling with the wording quite a bit without making the text too long. Do you have any suggestions how to word it unambiguously (and not too much text)?
Title: Re: Tales & Stories: Some "simple" cards
Post by: Gubump on December 19, 2020, 03:25:37 pm
What's the timing for gaining a Ruins via Doppelganger's attack? Is it when you play a second copy of any given card? I think it needs rephrasing to make the timing clear.

Yes! When a player plays a second copy of a card they gain a Ruins; not for the first and not for the following copies. I was struggling with the wording quite a bit without making the text too long. Do you have any suggestions how to word it unambiguously (and not too much text)?

"Until your next turn, when any other player plays a second copy of any given Action card, they gain a Ruins."
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on December 19, 2020, 03:32:23 pm
What's the timing for gaining a Ruins via Doppelganger's attack? Is it when you play a second copy of any given card? I think it needs rephrasing to make the timing clear.

Yes! When a player plays a second copy of a card they gain a Ruins; not for the first and not for the following copies. I was struggling with the wording quite a bit without making the text too long. Do you have any suggestions how to word it unambiguously (and not too much text)?

"Until your next turn, when any other player plays a second copy of any given Action card, they gain a Ruins."

Brilliant! Thank you very much.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on December 21, 2020, 02:49:38 am

Part 4

Probably the last couple of cards I want to present here. Maybe finally I will show you some more cards (without comments) that I do not consider being included in my set for one or the other reason.

(https://i.ibb.co/52cqPbJ/Golden-Fleece.png) (https://i.ibb.co/Z1074NV/Mutiny.png) (https://i.ibb.co/Msc2T4T/Pied-Piper.png) (https://i.ibb.co/pw2fxbh/Golden-Apples.png)

Golden Fleece
$5 Action – Treasure - Night
Quote

If it’s your…
Action phase, +$3;
        Buy phase, +1 Buy and +$2;         
Night phase, +2 Coffers.

Mutiny
      $5 – Action – Attack - Duration       
Quote
Each other player with 5 or
more cards in hand reveals 2.
Choose for each player
whether they discard those or
2 of the unrevealed cards.

At the start of your next turn,
+1 Card and +1 Coffers.
Pied Piper
$5 - Action
Quote

+3 Cards
Discard a card.
--------------------------
While you have this in play,
        when you buy a card, you may         
overpay for it. For each $1
you overpaid, +1 Villager.

Golden Apples
$6 – Treasure
Quote

$2

+2 Cards. Discard any
             number of Action cards,             
revealed, for +$1 each.


Golden Fleece
A card that can be played in any of 3 phases.

Mutiny
A nasty hand-size reducer, where also the attacker has a word on what has to be discarded.

Pied Piper
This allows overpaying when other cards are bought, which means that the overpay ability persists and can be used whenever a Pied Piper is in play.
If several Pied Pipers are in play, overpaying multiplies the Villager output. If a card is bought that has the overpay function itself, then overpaying gives the card’s regular bonus plus the Villagers from Pied Piper.

Golden Apples
A Silver that draws cards during the Buy phase. Basically any drawn card is welcome in one way or the other; either for sifting (Victory cards and Curses), for payload (Treasures and Action cards) or for playing them later (Night cards). The other side of the coin is that drawn Action cards (usually) cannot be played in the same turn.

Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on December 21, 2020, 03:31:54 am
I love Golden Fleece! It is pretty good, especially the Night option. But I don't think it is overpowered.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Carline on December 21, 2020, 02:42:44 pm

Part 4

Probably the last couple of cards I want to present here. Maybe finally I will show you some more cards (without comments) that I do not consider being included in my set for one or the other reason.

(https://i.ibb.co/52cqPbJ/Golden-Fleece.png) (https://i.ibb.co/Z1074NV/Mutiny.png) (https://i.ibb.co/Msc2T4T/Pied-Piper.png) (https://i.ibb.co/pw2fxbh/Golden-Apples.png)

Golden Fleece
$5 Action – Treasure - Night
Quote

If it’s your…
Action phase, +$3;
        Buy phase, +1 Buy and +$2;         
Night phase, +2 Coffers.

Mutiny
      $5 – Action – Attack - Duration       
Quote
Each other player with 5 or
more cards in hand reveals 2.
Choose for each player
whether they discard those or
2 of the unrevealed cards.

At the start of your next turn,
+1 Card and +1 Coffers.
Pied Piper
$5 - Action
Quote

+3 Cards
Discard a card.
--------------------------
While you have this in play,
        when you buy a card, you may         
overpay for it. For each $1
you overpaid, +1 Villager.

Golden Apples
$6 – Treasure
Quote

$2

+2 Cards. Discard any
             number of Action cards,             
revealed, for +$1 each.


Golden Fleece
A card that can be played in any of 3 phases.

Mutiny
A nasty hand-size reducer, where also the attacker has a word on what has to be discarded.

Pied Piper
This allows overpaying when other cards are bought, which means that the overpay ability persists and can be used whenever a Pied Piper is in play.
If several Pied Pipers are in play, overpaying multiplies the Villager output. If a card is bought that has the overpay function itself, then overpaying gives the card’s regular bonus plus the Villagers from Pied Piper.

Golden Apples
A Silver that draws cards during the Buy phase. Basically any drawn card is welcome in one way or the other; either for sifting (Victory cards and Curses), for payload (Treasures and Action cards) or for playing them later (Night cards). The other side of the coin is that drawn Action cards (usually) cannot be played in the same turn.

I like very much all these ideas, specially Golden Fleece, a three-phase card, and the interactivity of Mutiny.

Golden Apples is a kind of Treasure version of Crusader of my Venus set (or Crusader is a Action version of Golden Apples) . I don't know which came first. I don't mind with the resemblance and I hope you also don't. Because of the different type, they play differently anyway.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Timinou on December 21, 2020, 05:25:16 pm
I love Golden Fleece! It is pretty good, especially the Night option. But I don't think it is overpowered.

I think Golden Fleece would be a decent buy at $5 even if all it did was give you +2 Coffers in the Night phase.  Considering that you also have the option to use it as a terminal gold or as silver that gives you +1 Buy, it becomes very powerful.  I would even buy it at $6.   
 
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on December 21, 2020, 05:57:45 pm
Weird argument given that most $5s are bought when you hit $6.
The card is undoubtedly strong but it is no $6.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Timinou on December 21, 2020, 06:16:32 pm
Weird argument given that most $5s are bought when you hit $6.
The card is undoubtedly strong but it is no $6.

My point is that I think the card would be fairly priced at $6.  I don't understand your first comment, so I'm not sure if you are implying that there's no difference between something costing $5 and $6. 
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on December 21, 2020, 06:22:33 pm
You said that you would even buy it at $6. That is true for a large majority of $5s, you often prefer them over Gold. Man, if you buy that Gold instead of that Witch or that Lab you are bound to lose. Spices is often better than Gold and yet it only costs $5. Funky world but that’s how it is.

Golden Fleece is a good $5 but most definitely no $6.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Timinou on December 21, 2020, 06:51:32 pm
You said that you would even buy it at $6. That is true for a large majority of $5s, you often prefer them over Gold. Spices is often better than Gold and yet it only costs $5.

Golden Fleece is a good $5 but most definitely no $6.

Sorry for the awkward phrasing - I just meant to convey what I think the cost should be, not the reason why I think it should cost $6.

I feel it's quite strong to be able to get Golden Fleece if you start with 5/2.  It's very versatile and you can always get some reliable use out of it.

I think we both agree it's on the strong side at a cost of $5.  Why don't you think it should cost $6?
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on December 21, 2020, 06:57:48 pm
I just elaborated in my last post on the 5 and 6 thingy and I disagree about the power level: it is good but not a super strong $5. Charm, Spices, Crown and Counterfeit are all $5 Treasures that I would prefer over this in the majority of Kingdoms.

The notion that this is particularly strong in the opening is pretty weird. It doesn’t draw, doesn’t trash, doesn’t junk. It doesn’t do anything that you most want after the first shuffle.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Carline on December 21, 2020, 07:30:29 pm
In Action phase, it does less than (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost terminal Golds like Legionary, Sacred Grove and Livery.
In Buy phase it does non-terminal Woodcutter, less than Charm.
In Night phase, though non-terminal, it does less than Butcher.

So , I think it's OK at (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png). Versatility makes it a strong (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) but not a (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png).

I like it very much and I think it's well balanced.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Timinou on December 21, 2020, 08:09:29 pm
I just elaborated in my last post on the 5 and 6 thingy and I disagree about the power level: it is good but not a super strong $5. Charm, Spices, Crown and Counterfeit are all $5 Treasures that I would prefer over this in the majority of Kingdoms.

OK, let's compare it to Spices and Charm, since as a Treasure, they give the same vanilla bonuses.  Why would you choose Spices over Golden Fleece at $5?  I think that the versatility over the course of the game that you would get with Golden Fleece is better than the 2 Coffers you get with Spices.  I might prefer Charm over Golden Fleece in certain kingdoms, but I think I would prefer Golden Fleece more often than not.   

I agree that Crown can be very strong, especially once you've thinned out your deck or have better control of it.  However, there are some turns where Crown won't be particularly strong.  Golden Fleece will almost never be useless in your hand.  It's a trade-off between something that's potentially quite powerful (and versatile in its own right) and something that is quite reliable and versatile. 

Title: Re: Tales & Stories: Some "simple" cards
Post by: Timinou on December 21, 2020, 08:20:44 pm
In Action phase, it does less than (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost terminal Golds like Legionary, Sacred Grove and Livery.
In Buy phase it does non-terminal Woodcutter, less than Charm.
In Night phase, though non-terminal, it does less than Butcher.

So , I think it's OK at (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png). Versatility makes it a strong (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) but not a (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png).

I think the problem with comparing it to other Action cards, or other Treasures, or other Night cards is that it's probably not the best way to assess the balance of the card.  Yes, other Action cards that are terminal golds do more than Golden Fleece when played as an Action.  But they don't do anything if you don't have sufficient Actions, whereas with Golden Fleece you can still play it as a Treasure or in the Night phase.

Quote
I like it very much and I think it's well balanced.

I like it too!  I think gambit's come up with another very clever design.  I think it's a bit too strong, but that's without actually playtesting it.
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on December 22, 2020, 01:07:02 am
I just elaborated in my last post on the 5 and 6 thingy and I disagree about the power level: it is good but not a super strong $5. Charm, Spices, Crown and Counterfeit are all $5 Treasures that I would prefer over this in the majority of Kingdoms.

OK, let's compare it to Spices and Charm, since as a Treasure, they give the same vanilla bonuses.  Why would you choose Spices over Golden Fleece at $5?  I think that the versatility over the course of the game that you would get with Golden Fleece is better than the 2 Coffers you get with Spices.  I might prefer Charm over Golden Fleece in certain kingdoms, but I think I would prefer Golden Fleece more often than not.   

I agree that Crown can be very strong, especially once you've thinned out your deck or have better control of it.  However, there are some turns where Crown won't be particularly strong.  Golden Fleece will almost never be useless in your hand.  It's a trade-off between something that's potentially quite powerful (and versatile in its own right) and something that is quite reliable and versatile.
You are overestimating the strength of the Action option. Otherwise you would not claim that Golden Fleece is better than Spices, which is the Treasure option of Golden Fleece on play and the Night option on gain.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Gubump on December 22, 2020, 01:29:30 am
I just elaborated in my last post on the 5 and 6 thingy and I disagree about the power level: it is good but not a super strong $5. Charm, Spices, Crown and Counterfeit are all $5 Treasures that I would prefer over this in the majority of Kingdoms.

OK, let's compare it to Spices and Charm, since as a Treasure, they give the same vanilla bonuses.  Why would you choose Spices over Golden Fleece at $5?  I think that the versatility over the course of the game that you would get with Golden Fleece is better than the 2 Coffers you get with Spices.  I might prefer Charm over Golden Fleece in certain kingdoms, but I think I would prefer Golden Fleece more often than not.   

I agree that Crown can be very strong, especially once you've thinned out your deck or have better control of it.  However, there are some turns where Crown won't be particularly strong.  Golden Fleece will almost never be useless in your hand.  It's a trade-off between something that's potentially quite powerful (and versatile in its own right) and something that is quite reliable and versatile.
You are overestimating the strength of the Action option. Otherwise you would not claim that Golden Fleece is better than Spices, which is the Treasure option of Golden Fleece on play and the Night option on gain.

I do think Golden Fleece is arguably stronger than Spices even without the Action option. If you use it as a Treasure, then it's like taking +2 Coffers and spending them immediately, so Golden Fleece minus the Action option is effectively similar to +2 Coffers but you have to spend both or none of them now, instead of being able to only use 1. And reusable +2 Coffers is better than one-time +2 Coffers (except that you don't need to play the card first to get Spices' Coffers). A Silver that gave Coffers instead of (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) would probably be a very strong (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png), let alone (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png), and Golden Fleece is very close to that even without the Action option.
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on December 22, 2020, 02:10:47 am
I do think Golden Fleece is arguably stronger than Spices even without the Action option.
The Action option of Golden Fleece is negligible but the on-gain option of Spices is not. You gotta play Golden Fleece one time more often than Spices until it catches up in power. Good luck achieving that with a non-drawing card.

You gotta play Spices more than two times until it can technically become worse than Gold (Remodel Gold into Provinces ignored). You cannot say the same thing about Golden Fleece.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Timinou on December 22, 2020, 02:17:36 am
Segura, if Golden Fleece were only a Night card that gave you +2 Coffers, how much do you think it should cost?
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on December 22, 2020, 02:22:36 am
Segura, if Golden Fleece were only a Night card that gave you +2 Coffers, how much do you think it should cost?
+1 Action
+2 Coffers


This is a $5, it is not clear per se whether you prefer the Coffers or Baker's draw but they are of similar strength.
So the Night version is a $4.5.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on December 22, 2020, 02:59:56 am
Thank you all for your overwhelming interest on Golden Fleece!

When I designed the card I thought of course a lot about its cost. What I did was to look at situations in which I can buy it very early; e.g. 5/2 opening or hitting $5 in turn 3 or 4. In the presence of any of the powerful $5 cost cards I would likely prefer those over Golden Fleece. If I would be in the situation to buy Gold or Golden Fleece, I would definitively buy the latter more often than not. If there are strong $6 cost cards on the board, I would prefer them. With those comparisons in my mind, I decided to give it a $5 cost. I am sure with this cost it will be a competitive and attractive card, maybe not bought very early, but for sure in a lot of cases later on. I hope that I will have the opportunity to play Dominion in real life soon again. If so, Golden Fleece will be one of my first Fan cards that I will include in games. This will likely tell me more about its strength and about which cost is better suited. It is easier to start with $5, instead of $6, since I expect to see the dynamics of the card much more often. If it turns out that Golden Fleece causes a flood of Coffers too often, well then I guess it will have to cost $6.
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on December 22, 2020, 03:09:49 am
It is easier to start with $5, instead of $6, since I expect to see the dynamics of the card much more often. If it turns out that Golden Fleece causes a flood of Coffers too often, well then I guess it will have to cost $6.
That's also DXV's design principle: make a card as strong/cheap as possible and try to get away with it. There are quite some official cards which could cost more: Spices could be a $6, Lackeys could be a $3 and so on. Better err on the side of cheap, strong and available than expensive and rarely used.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on December 22, 2020, 04:50:58 am
It is easier to start with $5, instead of $6, since I expect to see the dynamics of the card much more often. If it turns out that Golden Fleece causes a flood of Coffers too often, well then I guess it will have to cost $6.
That's also DXV's design principle: make a card as strong/cheap as possible and try to get away with it. There are quite some official cards which could cost more: Spices could be a $6, Lackeys could be a $3 and so on. Better err on the side of cheap, strong and available than expensive and rarely used.

I am always wondering where you people get the knowledge about Donald's design principles. I mean here it looks like it is the obvious way to go and I don't think that Golden Fleece with a cost of $5 will break the opening turns. Early in a game, I would prefer Spices over Golden Fleece, because the on-gain Coffers can immensely accelerate the deck quality. In the long run, Golden Fleece might be stronger if compared in a vacuum. However, Spices in the meantime gave more buying power and flexibility, allowing to buy better cards than Golden Fleece does before it catches up or even overtakes. 
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on December 22, 2020, 04:57:44 am
I like very much all these ideas, specially Golden Fleece, a three-phase card, and the interactivity of Mutiny.

Golden Apples is a kind of Treasure version of Crusader of my Venus set (or Crusader is a Action version of Golden Apples) . I don't know which came first. I don't mind with the resemblance and I hope you also don't. Because of the different type, they play differently anyway.

Thank you! It is always nice to hear when people like the concepts and ideas of your own cards.

I have no problem with the similarity between Crusader and Golden Apples, even if they would be identical. The chances are very slim that they will ever be in the same Kingdom. And even if they would, they are considerably different.

Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on December 22, 2020, 05:42:06 am
I am always wondering where you people get the knowledge about Donald's design principles.
I don't remember where he wrote that about making cards as strong as possible, perhaps somebody can find a quote.

That you shouldn't do something with VP tokens that doesn't lead to the game ending is fairly obvious but is probably also somewhere to be found concerning playtesting experiences in Prosperity.

Other principles change over time, e.g. Attacks were always terminal but often very strong in earlier expansions (Torturer, Mountebank) whereas nowadays there are often weaker but also more frequently non-terminal.

That you shouldn't do a Silver+ for $4 is something that DXV has often said, but then he did Patron and the world did not end.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on December 22, 2020, 07:52:35 am
I am always wondering where you people get the knowledge about Donald's design principles.
I don't remember where he wrote that about making cards as strong as possible, perhaps somebody can find a quote.

That you shouldn't do something with VP tokens that doesn't lead to the game ending is fairly obvious but is probably also somewhere to be found concerning playtesting experiences in Prosperity.

Other principles change over time, e.g. Attacks were always terminal but often very strong in earlier expansions (Torturer, Mountebank) whereas nowadays there are often weaker but also more frequently non-terminal.

That you shouldn't do a Silver+ for $4 is something that DXV has often said, but then he did Patron and the world did not end.

I have seen this last statement more than once and I always wondered what the reason is. Are such cards too boring or is it too easy to accumulate $ for that card cost? At least such cards to not draw.
Title: Re: Tales & Stories: Some "simple" cards
Post by: segura on December 22, 2020, 08:24:38 am
I am always wondering where you people get the knowledge about Donald's design principles.
I don't remember where he wrote that about making cards as strong as possible, perhaps somebody can find a quote.

That you shouldn't do something with VP tokens that doesn't lead to the game ending is fairly obvious but is probably also somewhere to be found concerning playtesting experiences in Prosperity.

Other principles change over time, e.g. Attacks were always terminal but often very strong in earlier expansions (Torturer, Mountebank) whereas nowadays there are often weaker but also more frequently non-terminal.

That you shouldn't do a Silver+ for $4 is something that DXV has often said, but then he did Patron and the world did not end.

I have seen this last statement more than once and I always wondered what the reason is. Are such cards too boring or is it too easy to accumulate $ for that card cost? At least such cards to not draw.
I never got the principle either and am glad that it is gone. It probably evolved during the more Treasure-y early days of Dominion. Royal Seal is e.g. a clear $4 for me.
It also teaches you do use your own brain when designing cards. Some principles make sense, like don't do a cantrip VP token card. Some like no Silver+ for $4 don't.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Carline on December 22, 2020, 09:39:18 am
I am always wondering where you people get the knowledge about Donald's design principles.
I don't remember where he wrote that about making cards as strong as possible, perhaps somebody can find a quote.

That you shouldn't do something with VP tokens that doesn't lead to the game ending is fairly obvious but is probably also somewhere to be found concerning playtesting experiences in Prosperity.

Other principles change over time, e.g. Attacks were always terminal but often very strong in earlier expansions (Torturer, Mountebank) whereas nowadays there are often weaker but also more frequently non-terminal.

That you shouldn't do a Silver+ for $4 is something that DXV has often said, but then he did Patron and the world did not end.

I have seen this last statement more than once and I always wondered what the reason is. Are such cards too boring or is it too easy to accumulate $ for that card cost? At least such cards to not draw.
I never got the principle either and am glad that it is gone. It probably evolved during the more Treasure-y early days of Dominion. Royal Seal is e.g. a clear $4 for me.
It also teaches you do use your own brain when designing cards. Some principles make sense, like don't do a cantrip VP token card. Some like no Silver+ for $4 don't.

From the interview with Donald X.:

"Silver with a bonus for $4" was considered one of the taboos of card design here, but that's what Patron is. Was it ever actually a rule for you?
Yes, I am the source of that idea. The problem is that normal people buy Silver for $4 often enough that they just automatically empty the Silver-plus-for-$4 pile, without regard even for what the bonus is.

Patron does have this issue, though not always. As you can see it seemed like it wasn't enough of a problem to not do the card. And the fact that I hadn't done one of these meant... that I hadn't done one of these.

I think principles are not to be followed blindly. If you understand why the principle exists, you are free to follow it or try to create a solution which avoids the issues the principle tries to prevent.
Title: Re: Tales & Stories: Some "simple" cards
Post by: gambit05 on December 23, 2020, 12:57:29 am
I am always wondering where you people get the knowledge about Donald's design principles.
I don't remember where he wrote that about making cards as strong as possible, perhaps somebody can find a quote.

That you shouldn't do something with VP tokens that doesn't lead to the game ending is fairly obvious but is probably also somewhere to be found concerning playtesting experiences in Prosperity.

Other principles change over time, e.g. Attacks were always terminal but often very strong in earlier expansions (Torturer, Mountebank) whereas nowadays there are often weaker but also more frequently non-terminal.

That you shouldn't do a Silver+ for $4 is something that DXV has often said, but then he did Patron and the world did not end.

I have seen this last statement more than once and I always wondered what the reason is. Are such cards too boring or is it too easy to accumulate $ for that card cost? At least such cards to not draw.
I never got the principle either and am glad that it is gone. It probably evolved during the more Treasure-y early days of Dominion. Royal Seal is e.g. a clear $4 for me.
It also teaches you do use your own brain when designing cards. Some principles make sense, like don't do a cantrip VP token card. Some like no Silver+ for $4 don't.

From the interview with Donald X.:

"Silver with a bonus for $4" was considered one of the taboos of card design here, but that's what Patron is. Was it ever actually a rule for you?
Yes, I am the source of that idea. The problem is that normal people buy Silver for $4 often enough that they just automatically empty the Silver-plus-for-$4 pile, without regard even for what the bonus is.

Patron does have this issue, though not always. As you can see it seemed like it wasn't enough of a problem to not do the card. And the fact that I hadn't done one of these meant... that I hadn't done one of these.

I think principles are not to be followed blindly. If you understand why the principle exists, you are free to follow it or try to create a solution which avoids the issues the principle tries to prevent.

Amazing! How did you found that? It's two years old. Thanks for the information.
Title: Re: Tales & Stories: Some "simple" cards
Post by: Carline on December 23, 2020, 01:32:33 am
Amazing! How did you found that? It's two years old. Thanks for the information.

I remembered I read something about it in the interview, I searched for "Patron" in it and found the quote.