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Messages - Asper

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1
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: Today at 08:00:21 am »
This compares unfavourably with Summon.

Which isn't a bad thing, is it?

2
About Sarcophagus, if I remember correctly, Saboteur used the same wording. So it's not like it's actually wrong, more like, if you came to think of a better wording, that would be neat. "Up to X" stuff seems goofy, but maybe "that costs less than this by at least 2"? It's the best I can think of.

3
Variants and Fan Cards / Re: Asper's Cards
« on: June 14, 2018, 11:07:29 am »
I don't percive Kudasai's idea to be about punishing. It is rather a buff of your version that lets you choose between the trashing and the extra Action. Now the the choice is delayed, it comes at the end of your turn when you have potentially drawn more cards and thus have a larger selection of junk to trash from.
I think that it is the best idea to make Cliffside Village feel less vanillaish. I would keep the price of $5 though, $4 would be too cheap for a cantrip trasher and this is better.

Kudasai's version lets me trash if I did use the Action, though, not when I did not use it. This isn't Walled Village, where you might choose to not use the Action in order to do something else. It's the opposite - it allows you to trash only if you used the Action. Gazbag's suggestion was "Village OR Cantrip trasher". This is "Cantrip OR Village-Trasher". You never want the cantrip, you always want the trashing Village. No decision involved, just an all-or-nothing bet.

Edit: Thinking about it, I believe you just missed the "no" on the card? Sure, a delayed version would work. It's a legitimate option.

4
Variants and Fan Cards / Re: Asper's Cards
« on: June 13, 2018, 01:32:27 pm »
Hello Asper!

I was going through some old Dominion notebooks and found this Village concept. I thought I'd share in case you're still looking for possible alternatives for Cliffside Village. It slows the trashing down a bit so you might even be able to price it at $4 Coin.



Hey, thanks for the suggestion!  :)
I still haven't figured out a satisfying fix for Cliffside Village, which is largely due to not having the time and energy to work on Dominion fan cards, recently. So I appreciate the input.

Personally I don't really like cards that punish you for not using up all your buys, actions or other resources, though. The main reason for this is that when you have unused resources, you already suffered a disadvantage: You wasted part of your potential. And punishing players for that adds insult to injury in my book, which is why I prefer cards that instead reward you for not using (or perhaps rather "trade") resources.

A second reason for that is that, in general, I think cards with a payoff are more interesting than cards that make you want something you already want harder - as is the case with spending and generating resources effeciently.

Such a tradeoff card would be Gazbag's suggestion of a simple "choose one", but of course there's a wide variety of options here.

5
Unlike Tunnel, Agora doesn't get covered up when you reveal it and gain a card, so I'm not sure whether you can technically reveal it unlimited times.

I think Artifact could be "pay any amount of (coins). You may gain...", although a "problem" there is that you may spend money and still get nothing.

I think I like Encroach (although I never heard that word before).

Trashing Graveyard with Watchtower in a Tomb game generates unbounded VP.

Prospector reminds me of something I tried to do once, but does it better. I might have mentioned this before.

Doesn't Riches make it awfully easy to buy Provinces? Buy Riches, buy Silver, trash all but Riches and buy Province, buy Riches, trash Riches and buy Province... I guess colliding two Riches isn't trivial, but even a single one is enough to get another Riches. I recommend trying out a stupid Riches-rush at least once to see where it gets you.

Sarcophagus' wording is unclear. I know this is dumb, but I genuinely misunderstood it at first, at least common sense tells me that I did.

Stronghold has too much text.

I assume discarding a Relic isn't revealing a Treasure for Tomb Hunter? As the revealing is an important part of the card, I wouldn't put it into parantheses here.

6
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: June 08, 2018, 01:17:43 pm »
Oops, you are of course right, I totally ignored the mid-turn activate-this-turn aspect.

Commanders are probably best though when you buy them (respectively hand-gain them via Artisan or Wish, play or not play but discard them at the end of the turn) as they are then active for the entire next turn and not just for a part of the current turn.

Buying doesn't work, as you will cover them up with the cards in play. Hand-gainers just stay hand-gainers. It's good to gain a card to your hand, but it's not like a hand-gained Commander is any better than another hand-gained card. You gain an additional copy and get to use the card as if you had drawn it. That's something Artisan and Wish do, not something Commanders do.

7
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: June 08, 2018, 03:30:52 am »
University, Horn of Plenty, arguably Altar (is that more of a Remodel variant or more of a trasher/gainer?) and more recently Vampire.

About the issue of the strength of Commanders, I am pretty sure that Marshal would be overpowered if it worked all the time.

I count Altar as a Remodel variant, whereas Horn of Plenty and Vampire arguably are "mid-turn". That leaves University. Oh, and Smugglers and Jester, I guess.

I think it's save to say that the vast majority of gainers that allow some kind of reliable interaction with Commanders will first reduce your hand size. Whatever that means.

8
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: June 08, 2018, 02:40:37 am »
Isn't the majority of mid-turn gainers that can actually get you a 5-cost card like Marshal(into your discard pile) Remodel variants? I can't think of one that isn't, actually.

9
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: June 07, 2018, 08:19:00 am »
Border Wall seems broken with Goons/Merchant Guild. The "while in play" attack may be awkward with Moat as you have to remember which players have revealed, and they may no longer have the Moat in hand by the time the effect takes place, so there's no easy way to check.

Actually as Border Wall is not an attack, players can't reveal a Moat. Even an attack version wouldn't introduce any issues that weren't there already with e.g. Swamp Hag, though.

10
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: June 01, 2018, 11:22:36 am »
About Osho, I like the second Commander but it could easily provide several coins during the second turn, thus becoming as good / better than Merchant Ship which would justify a price of $5. Note that unlike Merchant Ship this is a good payload card for an engine due to the extra Buy so it is not unlikely that you will play several Action cards in the second turn.

You could just use the Crossroads wording: If this is the first time you play a Commander this turn, during your next turn, when you play an Action card: +1 Card
This would make tracking a mess. With the 'top card of your discard pile' mechanic on the other hand you can constantly read the effect, as it should be.

Quote
Personally I think that cards where only the first copy does something are kind of downers, especially if you turn it into an entire class of cards.
Nothing wrong with that but as the concrete cards Kudasai did would be too strong otherwise it is simply mechanically necessary. Osho and Marshal are more or less temporary Training and Pathfinding and if both effects could apply, if every card could become an additional Peddler and Laboratory or if there could be 3 Marshals in play, converting a lousy Pearl Diver into a triple Laboratory, this would be totally bonkers.

The tracking claim is simply not true. If you really limited it to only one Commander type card, all you had to do would be to remember which type of Commander was the first you played this turn, discarding all but one copy of that card at the end of the turn (as you always do with Durations that don't do anything in a future turn). If you go by card instead of type, you don't even need to remember that - just leave out one copy of every Commander type card. Ta-dah. Sure, the card you leave out might not be the exact physical card you played first, but to have this make a difference you'll have to run into obscure edge case rule territory like e.g. Enchantress, which by the way breaks every other Duration, too. It's trivial, really.

I agree that a broken card's brokenness becomes less noticeable if you can't use it as much. And don't get me wrong, I do like the originality and cleanliness of a card type that does something from your discard pile - it just irks me that they are so brutally exclusive, especially if one wants to do a whole bunch of cards using that type.

11
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: June 01, 2018, 03:29:34 am »
I feel a card like Marshal could be implemented in a more satisfying, less exclusive way, e.g. as a Duration and/or Reaction or Night card.
I disagree. Commander was broken and this is a great way to fix it. Now of course something like "While this is in play, after you resolve an Action, +1 Card. Ignore all other Commanders in play but the first." would also do the trick but I don't like the awkward wording. As it stands it is in my eyes a more elegantly worded way to implement a card that shouldn't have any effect beyond its first copy in play.
Furthermore, the 'top of the discard' pile mechanic emulates a Duration card without the disadvantage of Durations card being out for 2 turns and missing shuffles. So it is like a Duration as it features a delayed effect but it is also unlike a Duration as it can be played more frequently.
I do especially like the fact that Marshal loses its effect when you shuffle. So perhaps you are lucky, draw into Marshal and can play it in the same turn but perhaps the reduced draw power doesn't do the trick. This implies some potential subtleties about how to draw and when to trigger the shuffle.

You could just use the Crossroads wording: If this is the first time you play a Commander this turn, during your next turn, when you play an Action card: +1 Card
Personally I think that cards where only the first copy does something are kind of downers, especially if you turn it into an entire class of cards. If two Commander type piles are in the kingdom, you got twenty cards of which you can only use one at a time. Crossroads at least does something when it's not the first and Fortune as well as Champion only have 5 copies (edit: Also they become available late-game only). 10,20 or 30 cards of which you can only use one really doesn't seem like something to intentionally go for I feel.
Edit 2: The only card with 10 copies I can think of that doesn't stack at all is Tactician, but even if stacks with other Durations. Secret Chamber, which also only rarely stacks, was removed.

12
Variants and Fan Cards / Re: Workshop with an interaction
« on: May 31, 2018, 01:20:20 pm »
Just in case, of course I'd like to chime in saying that the gain should be optional.

13
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 31, 2018, 07:52:17 am »
Cards that care about another card being the top card of your discard pile have actively been discouraged by Donald X, arguing that you'd be taking care to reorder your discards every time, usually pointlessly. But again, that was about cards that care about other cards being on top.

A card that does something when it is the top card of your discard pile has similarity to a Duration, even though it's not entirely the same. It leads to the rules question of whether you can reorder your discard pile when you look through it. I'd argue no.
For a card like Marshal, it seems fair enough, and doing several cards that use a broader new mechanic is always better, as you only have to learn that mechanic once. In this case, it's a bummer though that there can always only be one card on top of your supply pile. I feel a card like Marshal could be implemented in a more satisfying, less exclusive way, e.g. as a Duration and/or Reaction or Night card.

14
Variants and Fan Cards / Re: Workshop with an interaction
« on: May 30, 2018, 04:21:09 pm »
I like 4 as a price, because then you can pick it up when the other player gains a 5-cost card, and if they gain a copy of this at the very least there's Silver in every kingdom.

15
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 30, 2018, 08:59:55 am »
About the new cards, Yurt Village isn't exciting but looks sound. Like Conclave an auto-open if there is nothing better around but you cannot put them mindlessly into your deck.
Wow, Marshal is a great way to fix Commander. I don't get the Commander type though.

Even with the Landmark effect (which is an improvement) I think it would need to hit all other players. The problem I see there is that then you have the choice to harm every other player OR get the advantage. Here's an attempt at a version that tries to cover that:

Treaty, 0 coin, Event
Once per game: +1 Buy, gain a card costing up to 5. You may reveal a Province from your hand to put each other player's Treaty token on an Action supply pile of your choice. Cards from that pile are worth - 1VP at the end of the game.

It still has issues, for instance somebody may put your token on Village early and then later when you changed your strategy, somebody else moves it to e.g. Minion. You could solve that by having 30 tokens, one in each player's color for the others to place, but obviously that means excessive components for one Event.

I think that scaling would be improved if every player had a Treaty token of each other player, i.e. in a 3P game your token could land on 2 piles or twice on the same pile. In this version you should be able to put the tokens on different piles in multiplayer, i.e. Alice can put Bob's token on Working Village and Charlie's token on Hamlet.

+1 Buy
Once per game, choose one: Gain a card costing up to 5 ; or reveal a Province
from your hand to put your Treaty tokens on Action Supply piles of your choice.
Cards from that pile are worth -1VP per Treaty token of your colour on them.


Assuming for the sake of simplicity that a village pile splits evenly this would be -5VP in a 2 game and -6,66VP in a 3P game and -7,5 in a 4P game so -2VP is an option that should seriously be considered. 10-15VP seem like much but it is just a difference of one Province more vs one Province less.

Yes, the option to give each player a token for each opponent was exactly what I meant when talking about 30 tokens: 6*5=30.
It's better than each other player having exactly one token, but oh the components...

It also was supposed to mean that you can put tokens on different piles.

I don't really think tokens need to be in player color per "attacker", though. Using my wording otherwise, just write "Add one of each other player's Treaty tokens" instead of "put each other player's Treaty token"...

Here's another idea: Instead of making another player lose points, you could GET points for each copy of a specified card another player has. In a 2P game that's pretty much the same anyway, and you could make it targeted again because it hurts noone. Problem's just, I think you'll need ten tokens again, unless you use a physical card to track of which card you want to count the copies a specific opponent has.

16
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 30, 2018, 03:02:50 am »
Even with the Landmark effect (which is an improvement) I think it would need to hit all other players. The problem I see there is that then you have the choice to harm every other player OR get the advantage. Here's an attempt at a version that tries to cover that:

Treaty, 0 coin, Event
Once per game: +1 Buy, gain a card costing up to 5. You may reveal a Province from your hand to put each other player's Treaty token on an Action supply pile of your choice. Cards from that pile are worth - 1VP at the end of the game.

It still has issues, for instance somebody may put your token on Village early and then later when you changed your strategy, somebody else moves it to e.g. Minion. You could solve that by having 30 tokens, one in each player's color for the others to place, but obviously that means excessive components for one Event.

17
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 30, 2018, 02:12:07 am »
The thing with Treaty is simply, it's a directed attack, being hit by it will lose you the game (believe it or not), and the only way to ensure you won't be hit by it is to be a threat yourself first so nobody attacks you. But as you are the biggest threat, why not simply attack and annihilite your opponents. I really feel "Nuclear warhead" is a more fitting name.

The only way to have a decently fun game with Treaty is if nobody ever uses it (to attack). If you use it early to build faster, then it sucks to be you, cause you just gave up your only way of keeping others from eradicating you. Well, what does that say about the card?

You could very well try to make players go for diverse strategies without having to resort to a mechanic where you can attack exactly one other player and everybody just wishes the Event didn't exist. Do a Landmark that rewards you for having many different cards. Or rather, use Museum, which already exists. If you must, do anti-Museum which gives you - 1Vp per card you have the most copies of. That too isn't much fun, and also fairly redundant, but at least it doesn't make Dominion degenerate into a game about balance of terror.

18
Let me tell you that I'm working on a game prototype of my own right now, and I'm scared shirtless that everybody may hate my work. But unless I subject it to people who are willing to frankly tell me where I need to improve, it's going to stay subpar forever. So I feel you - critizism isn't pleasant, but it's invaluable if you want to improve.

19
As a matter of fact, we critizise your cards BECAUSE we support you. One does not simply start out as a grandmaster of fan card design.

20
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 29, 2018, 01:14:31 pm »
I agree that Treaty is really awful and that Canal breaks the common rule that VP cards need to progress the game. I feel Gamble runs into the same trouble, though probably a golden deck using it isn't all that great. Welp, if that card is some unfriendly attack like Ghost Ship (or instead, Monument), maybe it's good enough.

I do like Lost Temple, though. If you really want to trash four cards, you won't be needing that buy, either way. Sweet.

21
General Discussion / Re: TV shows
« on: May 29, 2018, 10:19:51 am »
I didn't think the first episode passed the 'worth watching' threshold either, though. I was hanging in until the end of ep01 but then the reveal was certainly underwhelming. Actually it was pretty stupid.

It that the one with the taxi driver? I smelled that from miles away.

ye. seems like you're smarter than Sherlock!

By reveal I meant more how the guy kills others which turned out to be just blind wifom. Anyone could have 50% against him by simulating a coinflip somehow.

Well, that doesn't take much 😋

Ah, I don't recall that anymore. I just remember feeling that Sherlock was insultingly stupid to not think about the possibility of the taxi driver being involved when clearly a taxi was involved. It was one of the changes over the original story, and while the originals have their moments of lucky guessing, they never made Holmes behave conveniently stupid just to get a showdown. EDIT: Actually, I couldn't bet on that, having read only about half of them.

22
Well, all of these are fine if they are supposed to only be there for your own play group, but as you are posting them online, I'm going to assume you have some intend of making them worthwhile for everybody.

That said, you really shouldn't make an argument for an overpriced card saying "it's easy to get with card X". Yes, it may, but most players choose their kingdom at random, meaning that the only cards you can expect to be in any given kingdom are the base cards. So what Mortar and pestle does is entirely irrelevant to determine whether Secret Market is aptly priced.

Keep in mind that Potion costs more than Silver, and so everytime you have one you could have had a Silver instead,just cheaper and more flexible. This in return means that a card with a Potion in its cost is even harder to get than a card costing the same coin cost plus 2.

Therefore, your Secret Market is harder to get than a card costing 5. Making it a terminal Gold with an advantage akin to Legionaire may be fine, but as others have pointed out, it's not all that interesting.

23
General Discussion / Re: TV shows
« on: May 29, 2018, 05:48:04 am »
I didn't think the first episode passed the 'worth watching' threshold either, though. I was hanging in until the end of ep01 but then the reveal was certainly underwhelming. Actually it was pretty stupid.

It that the one with the taxi driver? I smelled that from miles away.

24
Variants and Fan Cards / Re: Asper's Cards
« on: May 29, 2018, 02:56:46 am »
Any way to get a hold of the rules? I donít have tabletop simulator. I probably wonít be able to playtest it, but can give some thoughts.

Sure, just let me go over them before I send them to you. Thanks!

25
At the risk of sounding like a broken record, if you want to make sure the trashing is a penalty, you really shouldn't give the player the choice to trash bad cards.

Quote
Pagan Village, Action, some cost
+2 Cards
+2 Actions
At the start of your next turn, reveal cards from the top of your deck until you reveal one costing from 3 to 6, trash it and discard the rest.

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