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Messages - clloxin

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1
Variants and Fan Cards / Re: card variants- duchess
« on: April 06, 2014, 05:40:52 pm »
uh, I would start by thinking about why you want to change official cards. F.e. there can be good arguments made as to why changing rebuild is a good idea: it's broken and it makes games uninteresting. But you wouldn't make a menagerie-variant, because the card is amazing. So, at least for me, making variants is only appealing if the official card is bad.
The idea here isn't really to fix old cards, but to just make slight ( or huge at times) changes to official cards, to make them more interesting. I just find certain cards much easier to change, like duchess.

2
Variants and Fan Cards / card variants- duchess
« on: April 06, 2014, 04:44:09 pm »
Many people consider it a rule when making a fan card for the card to be unique, or very different. This ends up leading to very limited options of new cards. so I decided to start this thread. The idea here is to make card that are based on other cards. The point of fan cards is to have add something new to the game, so what if people just made variants of other cards? This would give the same feel as new cards, but also give some other cards that people consider boring a new twist.

Lets start here with duchess. I have one here
 Duchess 2.0
type- action
cost- 3
+3 coins
all other players look at the top 2 cards of their deck and discard any, then put the rest back in any order.
____________________
in games using this, when you gain a duchy, you may gain a duchess 2.0


or maybe just use the bottom portion on a different card


Duchess 2.0 , the second
type- action
cost- 3
you may trash a card from your hand.
if it was a victory, + 1 card
if it was a treasure card, + 1 coin
if it was an action card, +1 action
all players may gain a copper, putting it in their hand
________________
in games using this when you gain a duchy, you may gain a duchess 2.0

yes I understand this is worded wrong...


Okay, now regarding feedback, Is this a good idea? to change cards?
Also, were my duchess 2.0 cards appealing to anybody? or are they not that interesting.
Once again, Thank you to all who comment and help me, even when my cards are crappy!

3
Variants and Fan Cards / Re: Help with present cards
« on: March 28, 2014, 10:38:36 am »
Royal Lineage looks like it could be a really confusing card, just trying to track down each action played, especially with chained RL's.
Kings court can be confusing, but at least you don't have to go back to previous card plays and remember what options you have.
I do like the idea though, I just think it might need to be less confusing.

4
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: March 27, 2014, 05:40:15 pm »
This might be a little random, but why did you choose the card fund to not make use of  trade tokens, since that is the idea of this expansion. I know that it wouldn't change too much, but it would be slightly more thematic. Is there any reason you did this? Does it hurt to much for the trade token to be used on something else?
Sorry if the answer is obvious or someone already asked it, but I was just wondering this while playing some of your cards today.
Also, Thanks for the expansion! Best fan expansion I have ever seen. I feel the idea is unique enough to feel like a real expansion. The idea of trade tokens is just genius.

5
Dominion General Discussion / Re: Interview with Donald X.
« on: March 27, 2014, 05:30:51 pm »
 
I like psychology.

You mean psychology as in Poker? Or as in Risk or Catan?
Poker, or especially, players make (effectively or actually) simultaneous decisions where they care what everyone else does, like in dilemmas or rock-paper-scissors.

I think you'd probably like Pokémon (the video games, not the TCG). It's got lots of variety, interacting rules, and it's all simultaneous decisions. It's basically like Magic in that you build your team (instead of a deck) and then take on others. Only instead of investing money to buy good cards, you're investing time to train your team(s).

Not that I'm suggesting you get into it now. If you'd been born a decade or two later, though, it's likely that it would be one of your favorite games.
I would even say that Pokémon is pretty easy to get into, after looking some stuff up, at least in comparison to magic. There are alot of online simulators that you don't have to do much to make a team. You can even import team, and there wouldn't be much to lose except some time, since it doesn't cost.
Although you probably wouldn't want to get into it like Last Footnote said.

6
Dominion General Discussion / Re: Interview with Donald X.
« on: March 23, 2014, 05:45:48 pm »
Okay, I have a serious question. Hope nobody has asked you this already
Are there ( or were there) any card(s) or idea that you really wanted to make, but neer made it too far in testing.
Maybe you constantly revived the idea for the next expansion at the time but it never made it, and since the last expansion is out, will never make it.

Also, thank you for being nice enough to actually listen to our question.

7
Dominion General Discussion / Re: Homage to the Best Card
« on: March 22, 2014, 01:38:22 pm »
overpay doesn't work like that.
I think that's the joke.

8
I have tried playing a card I created, Expedition
Expedition
type- action/ duration
Cost- $5
Take two coin tokens
name a card, reveal cards from the top of your deck until you reveal the named card. at the start of your turn, put it into your hand

How would a card like this work( where you "search" for a specific card)? Also, this is just an example. there are probably much better ways to implement this.

9
Variants and Fan Cards / Re: Asper's Cards
« on: March 15, 2014, 04:07:20 pm »
Despite defending the card on those fronts, I think a bigger problem is that it just wouldn't be that interesting or fun.  Players tend not to like attack cards that give no benefit (e.g. Saboteur, Sea Hag) on play.  I like the VP portion (there's a similar one in one of the mini-set design contests, I think?) but the cursing just isn't exciting at all.

I think there is one. Originally Hedge Maze was only counting the piles of cards costing 0$, but i felt that was awkward.
I can see why you think it's boring...  :-\




On Demolition -- the double line is off-putting.  I like the general idea (cheap province that junks you a lot more) but I'm not sure about the implementation.  It makes trashing attacks even swingier than they normally are.  Swindler hits your Estate... now your Demolitions are all worthless.  I'm also not sure if it would be fun to feel constricted against trashing.

Yeah, originally it was about trashing cards during your turn, but that was too complex. I guess you just shouldn't buy Demolition on a board with trashing attacks...


As i mentioned it were two cards originally. Maybe i should post them, too:

Rental, 6$, Victory
Setup: Each player puts 6 VP tokens on his rental mat. Whenever he trashes a VP card during his turn, he removes one VP token from the mat.
---
This is worth 1 VP per VP token on your Rental mat.


Headquarters, 6$, Action
+2 Actions
Discard any number of cards. +1$ per card discarded.
----
When you gain this, gain two differently named Victory cards costing less than this and trash a Province from the supply.


Any thoughts? I don't want to have two cards that have so similar goals (though not same), so if i can't combine them i will dismiss one. Which one should i get rid of?


I don't think the idea of rental is that good. Punishing you for not trashing is bad. and when there is no trashing it's a cheap province. Still, you could try testing it if you really like the idea.
I think the idea for headquarters is better. Except It gives alot of victory points for $6 late game, especially when there is alt. victory cards. If you re-did the card, keeping the main idea though, it probably would be okay, Gimmicky, but still okay.

10
Variants and Fan Cards / Re: Asper's Cards
« on: March 15, 2014, 12:45:26 pm »
 
Junk me, baby!

I noticed two ideas for alt victory cards i had some time ago went in very similar directions. So i combined them:

Demolition, 6$, Victory
Worth 2VP if you still own your Demolition token.
---
Setup: Each player takes a Demolition token. He removes it when he trashes one of his Victory cards.
---
When you gain this, gain a Duchy and an Estate and trash a Province from the supply.


Things worth noting:
This is a Province for 6$ that junks your deck and demands that you don't trash junk.
The Province trashed from the supply is none of your cards and doesn't remove the token or trigger Market Square.
The card is a Victory card that works horribly with Rebuild, maybe against it.
If it seems too weak, i could change Estate and Duchy for "two differently named VP cards costing less than this".

About the 2nd line i don't really know what to do. I feel the idea itself is sufficiently simple, but obviously 2 lines is a no go. If somebody has an idea how i could reach a similar goal with just one, i'd greatly appreciate it. Or do you think the rules allow me to put the first two together? Like: "Setup: Each player takes a Demolition token. He removes that token when he trashes one of his VP cards. This card is worth 2VP for players that still have their token."

I'm really uncertain of what to do with this, so please help me out a bit here :-\
I'm not an expert, but it seems that it wouldn't be worth it to not trash when you have the option.
In games without trashing, it is a cheap province which junks your deck, but its a unanimous buy late game.
I might be wrong, but I don't think this card would fit it's purpose, and be just cheap victory points for $6, either a province or a duchy and an estate for $6.

11
Dominion General Discussion / Re: Least favorite card?
« on: March 15, 2014, 10:29:39 am »
I don't understand why people are hating on Rebuild but not Mine...
Try playing a few games with rebuild and then you'll see.

12
Variants and Fan Cards / Re: Card idea- brewer
« on: March 13, 2014, 01:37:33 pm »
so.. is the pricing for the card right?

13
Variants and Fan Cards / Re: Card idea- brewer
« on: March 13, 2014, 12:48:16 pm »
The problem is that it may churn through all the Potions quite quickly, especially in multiplayer. Consider returning the Potions to the supply instead of trashing.
That sounds good! I'll change that.
How exactly should it be worded then?

14
Variants and Fan Cards / Card idea- brewer
« on: March 13, 2014, 12:03:27 pm »
Brewer
Type- Action
Cost- $2-P
+1 card. +1 action. you may return a potion to the supply, if you do, +$3, otherwise, gain a potion putting it into your hand.

I'm unsure about the pricing for this card. I tested it at this price and it seemed fine, but I'm still unsure. Also, Is the card worth it to buy a potion for? Really want to make sure it's not another transmute.
Thank you

15
Dominion General Discussion / Re: Interview with Donald X.
« on: March 12, 2014, 06:27:40 pm »
On to the important questions:

Were Mint(e)/Mine(t) designed just to mess with us?
No card names were specifically chosen in order to create confusion. A few are jokes, but not confusing jokes.
So what exactly were those joke cards?

16
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: March 09, 2014, 02:06:53 pm »
I find it funny that people dislike trade tokens. I find them the most genius way to use semi one-shots. Also, great job on the expansion. It is the most interesting and clean expansion, and also actually feels like it could be real.

17
Variants and Fan Cards / Re: Card Idea- Theater
« on: March 04, 2014, 06:09:12 pm »
Whoa, somehow I misinterpreted the initial card such that I thought it would only give two coin tokens max.

OK, so, this is more powerful than I initially thought.  The fact that it depends on the other players' hand makes it harder to judge too.  If the player on your left is playing mostly BM, it is more often a Lab than anything else.  If the board actually favours the BM, then Lab is not that great.  On the flip side, if the other player is running a really tight engine, then 5 coin tokens would actually be pretty easy to hit consistently.

Wow.  So, the high is much higher than I initially thought.  As is, I would probably look at $6.  But 5 coin tokens really is huge.. the main thing about costing it higher is that those 5 coin tokens are still (usually) unreliable.  Hmmmm.

I could make it where the player to your left can discard any number of cards, so if he didn't want you to get 5 coin tokens he could discard any useless actions. not that it would change too much...

also, would adding another +1 action make it worth $6? ( +2 actions)

18
Variants and Fan Cards / Re: Card Idea- Theater
« on: March 03, 2014, 09:35:19 pm »
ooh, I meant theater, didn't realize that my reply sounded like I was refering to tribute.

19
Variants and Fan Cards / Re: Card Idea- Theater
« on: March 03, 2014, 07:25:30 pm »
I think it would be way to powerful at $4. I have played it at $5, and it seemed weaker than a laboratory normally, but still pretty good for a $5, especially if it is the only coin token card. plus, not many $5 cards are stronger than a laboratory anyway. I could possibly change it to make it a $4 though.

Edit- Actually, I might Change it to +2 actions and have it at $6, it would have very powerful effects, but be unreliable.

20
Help! / what should I have done differently?
« on: March 02, 2014, 10:30:41 pm »
http://www.gokosalvager.com/static/logprettifier.html?/20140302/log.516dfee9e4b082c74d7cf89d.1393817254297.txt

I feel this one was close, but it felt like I was missing something crucial, like I made some big mistake or something.

21
Variants and Fan Cards / Re: Card Idea- Theater
« on: March 02, 2014, 07:53:24 pm »
It does seem a little weak for $6, but too strong for $5. Unreliable, but if the player to the left reveals a hand full of actions, it's great. Maybe a slight boost would make it a solid $6, but I'm not sure what that would be.
Would an overpay effect make the card too confusing/wordy?

22
Dominion General Discussion / Re: Getting better
« on: March 02, 2014, 07:46:38 pm »
If you post logs of your games in the "Help!" section of the game reports thread (http://forum.dominionstrategy.com/index.php?board=18.0) and give some commentary on what you think you did well/poorly, people are generally very helpful.
How do you get a url of game logs? I do Have goko salvager, if it is needed

23
Variants and Fan Cards / Re: New card idea - Circumnavigator
« on: March 02, 2014, 06:45:39 pm »
It seems it would almost always be better than lab, like hunting party. At times it would be worse, but overall it would be better, and not in the unique style like hunting party.

24
Variants and Fan Cards / Re: New card idea - Circumnavigator
« on: March 02, 2014, 06:14:54 pm »
Wouldn't it still be terrible that way? There might be something I'm missing though, I'm still a newbie here.

The point Tables is getting at is that +1 card after "discarding" would immediately trigger a reshuffle.  Placing the +1 card before the "discard" prevents this.
I noticed that first ,but then I though about it and Realized how bad this card would be even if It had the +1 card before.

25
Dominion General Discussion / Getting better
« on: March 02, 2014, 05:57:42 pm »
I'm Still a newbie here at dominionstrategy. However, I've played for over a year now however, and still haven't gotten any better. That's one of the biggest reasons I came here. Are there any resources/ advice that would help me get better here? Thank You!

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