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1
Since there will apparently be Action Tokens, will we get a shorthand for them similar to Coffers? What would the shorthand be? Aquila came up with "+Power" for his fan expansion with Action Tokens. That seems like a good name, but I'm not sure it matches this set's theme.

Somebody (half-jokingly?) called them "Actors". I like that. The mat could be something like a stage. It fits the theme of renaissance, and the arts haven't exactly been overrepresented in Dominion, yet.

2
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: August 16, 2018, 09:35:56 am »
And my Sheriff is a cheap attack (a Curser even), albeit with overpay.

3
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 16, 2018, 04:10:25 am »
Rabbits is a cute name.

But the card (in its previous and current shape) seems like something that's not only pretty pointless to ever go for, it also seems just not fun. By solving all the issues it has, you get to Embargo, or Tax. I guess you could do an Event that costs 0 and puts buy Tokens (Buffers!!!) on supply piles, so you have to spend a buy more on those cards, or rather, take the token. But that also doesn't seem fun. Here's a version that doesn't assume Buy Tokens to be generally introduced:

Quote
Toll, Event, 0
Once per turn, choose one:
Put a Toll Token on an Action supply pile that doesn't have one;
Take a Toll Token from an Action supply pile;
+1 Buy, lose any number of Toll Tokens, +1Buy each.
(Cards with Toll Tokens on them cannot be bought)

4
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 12, 2018, 03:47:20 pm »
All cards you own count for your score and stuff like Gardens etc. . Cards like Island originally said to return them to be nice to the player, spelling out something they didn't need to spell out. But it's like this, by telling out something you didn't need to, if it's lacking, people will think, why isn't it spelled out here, apparently this is different? Lesson learned: Don't spell out things that go by themselves.

5
Dominion General Discussion / Re: A Dominion Chronology
« on: August 09, 2018, 12:55:05 pm »
I think there is definitely room for an Arabian-themed Dominion expansion. Of course some people might find that controversial.

At least we already got Harem out of the way  ;)

6
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 09, 2018, 12:49:20 pm »
If they are really not supposed to stack, cards make even less sense. I suggest a "Once per game" event.

Quote
Process,Event, 6
Once per game: Take a Process Token.
---
When the game ends, add the Courthouse pile to the supply and each player with a Process Token takes an extra turn.

It's just so, so much cleaner.

It is clean, but I feel like it's too easy/good. Of course you buy this event; everyone does. Trade a turn (or a leftover towards the end of the game into an extra turn at the end to do whatever you want (maybe Provinces are gone, but even without Courthouses you'll get some points). That's why I like the action version, because like Distant Lands, you have to figure out how late you can get away with buying it, and then also have to give up a card/action on a turn to play it.

I really don't think it's this clear you're going to buy this, and even if it was, I think there are lots of mistakes you can make here. Sure, you get a turn, but you also lose a turn. The turn you get is going to be a turn where your deck has all the good cards you want, but it's also a turn where your deck is full of green. The turn you forego could have been a Lab, a Goons, a Witch, if this happens early. Later on, it could have been a Duchy. Sure, no Duchy to clog your deck, but at least you know you'll have that Duchy. In your extra turn, you might as well stall for all you know.

7
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 09, 2018, 03:30:49 am »
If they are really not supposed to stack, cards make even less sense. I suggest a "Once per game" event.

Quote
Process,Event, 6
Once per game: Take a Process Token.
---
When the game ends, add the Courthouse pile to the supply and each player with a Process Token takes an extra turn.

It's just so, so much cleaner.

8
I also kind of prefer coin tokens to coffers, but that might be because I never heard the word "coffer" before. And I got used to coin tokens, perhaps.

Anyhow, I'd personally only ever buy such an update pack if it was needed to avoid rules issues, as currently they are mechanically equivalent (when applying some common sense). There's just so much better Dominion content to get for that money.

9
Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: August 08, 2018, 05:09:24 pm »
How about something with player interaction, similar to Counterfeit?

Quote
Riches, 5, Treasure
3 coins
+1 Buy
At the start of this turn's cleanup the player to your left may name another Treasure you have in play. Trash it.

10
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 08, 2018, 12:57:44 pm »
I reaaaally think they should stack. Also, if you intend to always uncover the Courthouse as the game ends, and Judges happen on buy, just make it an Event. This way, everybody can see the instructions at all times:

Process, Event, 6
Take a Process Token.
---
When the game ends, remove this and add the Courthouse pile to the supply. Players who have Process tokens continue playing, skipping players without tokens, paying a token each on their turns, until no player has any Process tokens.

11
Dominion General Discussion / Re: A Dominion Chronology
« on: August 08, 2018, 03:08:03 am »
I'm also noticing the main gaping holes in European history left are the Reformation and the Crusades.  While both have those have a fair amount of war involved, which the Germans might not like, it might be cool to have an African or Middle Eastern themed set, or maybe a far-north Viking-ish set.

The German edition of the game is not sold by Hans im Glück anymore, so I don't think that's a problem. I do think that both Reformation and Crusades have too many of their unique themes based on religion, though.

I notice that all religious objects and characters are relatively nonspecific. There's no cross in Chapel, and Bishop looks like a fantasy character. Also we have a Torturer and a Tormentor, but no Inquisitor. It gives me the impression that those themes are intentionally kept very mild.

12
Although it wasn't in the description, I wonder if the hand variance theme will come back at all.  I hope so.  Menagerie and HoP are two of my favorite cards to play with.
Given that Nocturne is to some degree (Magic Lamp, Imp, Conclave) Cornucopia 2.0 I seriously doubt it.

True.  I was thinking of Cornucopia and Guilds as the same expansion....oops.

They are effectively one expansion now. They’re only sold together.

They also fit together pretty well in my book, both thematically (people doing manual labor) and mechanically (unique mechanics without additional types - ignoring "prize").

13
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 06, 2018, 12:50:03 pm »
"If this turn isn't an extra turn, put this on your Tavern Mat."

That technically works, but seems silly to exclude Outpost, Possession, and Mission turns. And moreso... I still haven't heard any explanation for why this restriction is needed at all? Who cares if you can put it on your Tavern Mat during your extra turn. You'll never have a chance to call it. Am I missing something?

I guess with the current wording you could argue that a Judge played during such a turn could be called immediately, as the game is still ending? Perhaps you can change it to be "The first time the game ending condition is fullfilled at the end of a turn..." similar to Mountain Pass.

14
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 06, 2018, 12:40:02 pm »
"If this turn isn't an extra turn, put this on your Tavern Mat."

15
Nice theme. I was hoping for Dominion to get an art or progress themed expansion, and here they are.

Not going into guesses about the mechanics.

16
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: August 04, 2018, 08:53:11 am »
I like Barbarian's concept of a Village that you can use again next turn if you are willing to junk yourself. Though I think it could be on a much simpler card, like

Waggon Village, Action, 4
+1 Card
+2 Actions
---
When you discard this from play, you may gain a Copper to put this onto your deck.

Barbarian Village's other effect is fine, but like most effects that try to make another card do something else it creates a whole lot of rules questions. For instance, how does this interact with Inheritance? C0okieL0rd solved this by giving each player a special Action card on setup and putting the Estate token on it, something that doesn't work here. Most official cards would do something like this by saying "discard any number of Estates, if you did...". This is what I'd recommend:

Baroness, Action-Duration, 2
+1 Action
Now and at the start of your next turn, you may discard an Estate, for +2 Cards.

Of course this makes salvaging the Attack hard. One solution would be to not have it be a Duration:

Baroness, Action-Attack, 3
+1 Action
You may discard an Estate. If you did, +2 Cards and each other player with 4 or more cards in hand discards a card.

In general I think this should be split up into two cards.

Edit: A Waggon Village version might be a tad more interesting if one could also trigger the optional topdecking on gain, though. It needs to be reworded slightly, anyhow, as gaining a Copper would technically cover it up.

17
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 03, 2018, 03:48:15 am »
There is a problem with this card, though: It becomes a lot better to play this if you have been hit by the attack yourself. So, there is barely any reason to be the first player to go for this, except of course what I said before. But IF another player has already decided they want to attack with this, you'd be dumb not to strike back for "free".

I think you're confusing Majiponi's version of the card with mine. My original card doesn't let you attack "for free" and doesn't let you hit back easily if you've been attacked by it.

Quote
Angry Mob Action - Attack,
+1 Card
+1 Action
You may choose one: Discard a card, or put a card from your hand onto your deck.
If you did do one, each other player with 5 or more cards in hand does it too.

Nah, no mistake, I know I have been talking about majiponi's version with some of my feedback. The fact that it's weak goes for the original even more, and it lacks the "free retaliation" aspect.

18
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 01, 2018, 12:57:23 pm »
I called your statement bold because it was anything but that. It was a pointless truism. If the vast majority of attack cards are terminal, it says nothing that a sample size of 1(!) of a specific type of attack card is terminal.

19
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 01, 2018, 07:12:02 am »
I can't see the difference. I discard a Copper, she discards an Estate, isn't it all right? (The same thing is to discard A card, or to put back A card.) And anti-Lab function works only once (maybe 0 times if 3-4 players). I don't see this costs $5 or more.
Sorry, I misread and thought your card said "each other player".

The entire thing is still far too strong for $2 though. The discarding is not the issue but the topdecking. You can topdeck something you don't need this turn anymore and want next turn, like a splitter in a deck-drawing engine, whereas the other players basically get -1 Card. And as kru5h has already pointed out, in an engine with mainly Victory and Action card you are not forced to topdeck anything.

There is a reason the only 'force you to topdeck' attack is trminal.

What a bold statement. 83% of all attacks in Dominion are terminal. There's a reason for that, and it has nothing to do with topdecking specifically. What is true however is that there's a reason why attacks, including Ghost Ship, don't target yourself: Because if they did, they would suck.

So, if you play this with less than 5 cards in hand, you can attack without a downside? You mean, like with a real attack card?

Urchin isn't Militia, and neither is this Ghost Ship.

There is a problem with this card, though: It becomes a lot better to play this if you have been hit by the attack yourself. So, there is barely any reason to be the first player to go for this, except of course what I said before. But IF another player has already decided they want to attack with this, you'd be dumb not to strike back for "free". In general though, I just feel it's a bit bland and lackluster, and slows down the game too much compared to how much fun it is.

20
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 01, 2018, 03:46:14 am »
I didn't mean to be cruel, sorry. This was mostly a counterpoint to the absurd claim that a self-harming Urchin was so great it had to cost 5. It's useless in the sense that maybe it can e.g. help with cards you want to collide, but apart from that it adds nothing to your own deck. Like any 2-cost cantrip, you are going to pick this up if there is nothing else you can afford, and if that is good enough for you, there you are.

21
Quote
A Treasure that "is so good that it devalues all other money"

This immediately made me think that Riches should make all non-Riches worth 0. Then I realized it couldn't do that, but it could give - 1 coin per Treasure in play. From there I arrived at Poor House...

22
Riches - What's the goal of the Treasure trashing portion of Riches? Is it a punishment to keep players from mass-buying Riches or is it to reward players with good, early Copper trashing? If it's the former, you can make it so you can't trash Copper and then maybe it's fine at $4 or $5. If it's the latter, well I'm not sure. :)

Fun Fact: Mint's on-buy, Treasure trashing is meant to be a penalty, but I think it is often regarded as a huge bonus to the card.

It's not regarded as a penalty on Mint. In the Secret History, Donald makes pretty clear that it's a penalty by first perception only.

23
For the record, my playtesters aren't *that* bad as to not know the value of shedding the starting cards; it's just that Riches tend to stop you from effectively getting an economy going if you're not careful. But perhaps the rest of you are so much better than we are that the card goes nuts. If that's the case I might consider making itself trash itself, too.

As a baseline of economy with Riches, you can play one to pick up another. Pick up a third one. Collide two of them to buy a Province. Repeat. And that's just what a lousy player like me can think of, no engines or anything.

24
Variants and Fan Cards / Re: Kru5h's card ideas
« on: July 31, 2018, 03:31:29 am »
I think the problem with Majiponi's version is that you can simply wait until you have fewer than 5 cards in hand to play it. That makes it affect everybody else and not you. So it's equivalent to +1 Card, +1 Action, -1 Card for everybody else.

It's still pretty weak and absolutely useless to yourself. Not like it can turn into an actually useful card, like Urchin does.

25
So where am I at at the moment?

I'm trying out Stronghold as always costing $7 and always playing itself as an attack; this brings in the question of "but what if there are no attacks"? Maybe it needs to add an attack pile at setup, but then that's crazy amounts of text.

Why don' t you just give it a fixed attack effect on gain? Saves a lot of rules trouble and is so much easier to balance.

Also, I will reiterate that this isn't a strong card, particularly not at 7. Sure, it can trash a card, but how often do you have meaningful amounts of junk in your deck when you reach 7? And now you can put any card in your hand - terminally. Need a Village? Well then, better play a Village first to play this and put a Village in your hand to not gain a single additional Action. Need terminal draw? Still play a Village first, or rather, play 2, so you can lose 2 Actions on that draw card. Yaay. So what are you going to grab with this, actually? The answer is: Treasure, preferably Gold. So, you pay 7 for a card that, under the right circumstances, terminally gives +3 and trashes a card. Maybe it should be called "Trade Route"  :P
Seriously though, this is really not that good. How about adding +1 Action? Sure, that's a steep step, but 7 is also a proud cost. And it's still "just" a cantrip trasher where you can choose both the card drawn and the card trashed.

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