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1
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 20, 2018, 11:59:45 pm »
Army - Generally, I think you really only need two cards on your Army mat for this to become overpowered. Even two $2 cost cards could very easily be extremely broken for a $5 cost card. I would nerf it by making it so that the second choice removes a card (of your choice) from your Army mat. After all, Armies hardly ever fight with zero casualties, no?

Moon Shrine - Considering that Night cards are non-terminal, I think that just the +2 Coffers is too strong for a $3-cost card, as it's essentially a slow Silver that gives you its money on any turn you want it to.

Stadium - Just a nitpick, but Stadium should either say "you may reveal a card..." or replace "this for +$1 per Coin token" with "this. If you do, +$1 per Coin token" to be consistent with official cards. This is because the [condition] for [reward] wording always starts the condition with "you may." I recommend the "you may" wording, because otherwise, we have the no accountability problem that Throne Room used to have.

Industrious Village - The condition to trigger +2 Cards seems to difficult for this to cost $4. It's easy to trigger when Duration cards are in use, sure, but most of the time, Duration cards aren't even in the Kingdom, and it's fairly rare to have less than 2 Treasures in hand, which would require Ind. Village to be the 3rd or later Action played for it to trigger.

Old Witch - Since Curse cards can't be trashed when they're set aside, I would actually argue that Old Witch's attack is stronger than just giving Curses. Especially since Old Witch is currently cheap enough that players will be playing them long before players would normally be ready to start greening, so I think Old Witch definitely needs to either be nerfed further or cost $5.

Blockade - As others have said, Blockade definitely needs a rewording; I needed to read it 3 times before I even remotely understood what it was trying to say.

Gamble - If you can get your deck down to 5 cards with at least one Action card and the ability to produce at least $2, you'll be able to get +2VP every turn without gaining any cards, which makes the game go on forever if everybody does it.

2
Variants and Fan Cards / Re: Offering, the Heirloom that time forgot
« on: April 04, 2018, 08:57:31 pm »
What does "Timmy player" mean?

According to a quick google search, "Timmy is a nickname used to describe a Magic player whose enjoyment of the game is derived primarily from playing powerful cards and producing crushing, decisive wins."

3
Variants and Fan Cards / Re: Really bad card ideas
« on: March 18, 2018, 01:02:29 pm »
Recursion:
Action - $101010
Play this.

4
Since forfeiting 1 Action makes Occupied Village effectively +1 Card, +1 Action, and +$1, isn't it strictly better than Poacher?

5
Variants and Fan Cards / Re: Town Planner
« on: December 02, 2017, 01:28:17 am »
By that reasoning, Merchant Ship is a Grand Market (or would be if it just added a measly Buy).  If you start a turn with Grand Market with your hand, you are going to play a 5 card hand with 2$, 5 Cards, 1 Action, and 2 Buy.  If you start a turn having played Merchant ship the last turn, you are going to play a 5 card hand with 2$, 5 Cards, 1 Action, and 2 Buy.

Except that not only does Merchant Ship cost $1 less than Grand Market instead of $3, it always does the Grand Market thing the turn after you play it. Town Planner costs $3 less than the card GendoIkari and ThetaSigma are comparing it to, and does the Lab thing whenever you want it to. I agree with GendoIkari that it should definitely cost $4.

6
Variants and Fan Cards / Re: Dominion: Industrial Revolution [UPDATED]
« on: November 28, 2017, 07:00:39 pm »
Finally getting around to giving feedback on the updated cards, as well as the new cards.

Cathedral: I know this is nitpicky, but most of us are nitpicky: The "coin" in "coin token" should be capitalized. I also think that getting a Coin token as well as +1 VP is overkill for costing $6. I think that it should either cost $7, or taking a Coin token should be replaced with just getting +$1.

Town Hall: Gaining a Copper to your hand is almost always the right choice to make, both turns, since it helps you for the current turn. I think that the Copper should just be gained normally, instead of to your hand. Especially since it can also give you +$1, so it can effectively give you +1 Card, +1 Action, and +$2 for two turns, with the measly drawback that that would give you two Coppers. That's a $10-cost effect, I'd say.

Hospital: Still far too weak. Just buying Donate is a better choice about 99.999999% of the time, especially since you can always buy Donate (provided you don't already have debt). Even with Coppers included, I still wouldn't price it at $5 or higher.

Observatory: Even though I earlier said that it should cost $8, I actually agree with you now that $7 seems balanced, since it gives you no benefit the turn you played it and is severely nerfed by the fact that it needs to be drawn when most of your cards are still in your deck.

Infantry: In order to reduce the targeted nature of the attack, I would recommend replacing the attack with: "Choose one: Each other player gains a Copper into their hand; or return a card from your hand to the Supply. Each other players gains a copy of the returned card into their hand."

Artillery: Since you have to pay limited resources in order to make it attack, it has the targeted attack problem to a much higher degree than Pillage. For the same reason, it also has the problem that it scales terribly with the number of players; you only have to pay 1 resource to attack everybody else in a 2 player game, but you have to pay 3 of them to attack everybody else in a 4 player game. Unless I'm misunderstanding it and you only have to pay once and it'll attack everybody, in which case I would recommend the following wording: "Each other player reveals their hand. You may pay 1 Action, 1 Buy, $1, or discard a card from your hand. If you do, each other player with 5 or more cards in hand discards a card of your choice from their hand. Gain a copy of a non-Victory card discarded this way."

Police Station: It's still completely underpowered in the absence of Attack cards. It also has another problem I didn't notice before, which is that the reaction effect stacks. There isn't a limit to how many times you can reveal the same Reaction card when it triggers. In other words, you can just keep revealing the Police Station over and over again to delay the game until the Attacker chooses the option you want them to choose, but other options they chose still take effect. You can read more about it in the Fan Card Creation Guide.

Public School: Typo: I don't think you meant to say "Supply pile you have no coin tokens on." Also, a problem I have with this is that it does pretty much the same thing as Teacher, but faster (since you don't have to wait a turn to use it), so there isn't much point in progressing to Teacher when you already bought this, but there also isn't much point in getting this if you already have a Teacher by the time you can afford this. I don't think this should exist at any cost.

Theatre: After thinking some about this card, I realized that it isn't as amazing as I thought it was earlier. First of all, there isn't really a solid definition of what counts as "giving +2 Cards," for example. What if I have my +Action token on Village? Does that count as a Supply pile that gives +Cards now? What about Cellar? I get +2 Cards if I discard 2 cards, but does that count? Also, Theatre is paradoxical, so it should say "if there are no Supply piles other than this one" because as written, if there are no Supply piles that give +2 Actions, then Theatre itself becomes a card that gives +2 Actions, so there is a Supply pile that gives +2 Actions, so Theatre doesn't give +2 Actions anymore, but then there are no Supply piles that give +2 Actions, ad infinitum, and we have a paradox on our hands.

Salesman: While I disagree with how to came to the conclusion that this should cost $3, I do agree with that conclusion. That logic doesn't always work, however. For example, using the same logic, a card that gave +1 Action every turn would cost $4, but that would make this hypothetical card way too spammable, and it would be very easy to make it so that you can buy all the terminal cards you want without needing to worry about not having enough actions in a turn to use all of them.

Worker: The problem with this cards is, how high a percentage of your hands do you suppose you have exactly $1? The answer is probably somewhere between 0 and 0.000001%. Since you said yourself that it's strictly worse than an existing $2 cost card, that means that you'll buy this between 0 and 0.000001% of the time.

Market Stall: Problem is, by the time you need multiple buys, you'll very likely have enough cash to buy a better +Buy card. You also very rarely need +2 Buys from a single Action. There's a reason that no official card has ever given multiple buys.

Furnace: I agree that this is too strong for $1. Low-cost cards (and even some high-cost cards; look at Junk Dealer) often treat even mandatory trashing as a bonus, not a drawback. This is because when you're buying cheap cards like this, that likely means that it's early enough in the game that you'll be trashing Coppers and Estates left-and-right. I think this would be balanced at $3.

Landfill: One of the best $1-cost cards I've seen. I think it might be more interesting if it cost $2, though, so that you could buy more than one to transform your Estates faster, and then transform your Landfills after you've run out of use for them.

Plot of Land: Completely useless when there are no Throne Room variants or trashing cards in the Supply. I don't think this should exist.

Banknote: I don't see any point in making an Action version of an existing Treasure card. This is one of the most boring concepts I've seen.

Statue: Has the same problem the original version of Cathedral had, although less severe. Kind of like how touching a cactus is less painful than punching one, less bad does not mean good.

Coal: Unfortunately, you lose cool points in my book because this is literally somebody else's idea. At least you gave them credit. I still like the idea, but that's a point in nosro's favor, not yours. Coal does make more sense as a name for it, though, so you do still get some cool points.

General Store: I do like how this synergizes with the $1-cost cards. I think it should be up to $3, though, so that you don't need to have $1-cost cards for this to be more useful than "gain a card costing exactly $3," which is how it'll be played 99% of the time.

Reforge: What if you trash Treasures with variable $ values, such as Bank or Philosopher's Stone? How do you determine how much $ it gives? Also, the number of Coin tokens it gives this gives you would technically always be 0, because Treasures don't give $ until they're played.

Boom Town, Demolish, Pauper, Reserve, Refund, and Flea Market: Same point as Coal.

Overall Set: There are no $5 cost cards at all, and only 1 $4 cost card. This leaves a huge gap in costs for the most part. This set would be much better if there was a wider range of prices than really high and really low.

7
I personally find the Boons to be a lot less swingy than the Hexes.

8
Variants and Fan Cards / Card + Heirloom Pair
« on: October 24, 2017, 11:36:44 pm »
WARNING: Creation contains some blood and gore in the art for it.

Mad Scientist + Creation

Text for Mad Scientist:

+2 Cards
You may gain a Creation from the trash.
Heirloom: Creation
Type: Action
Cost: $4

Text for Creation:
Choose a card you've gained this turn. Gain a card costing the same as the chosen card.
You may trash this, to play this again.
Type: Night - Heirloom
Cost: $0

9
Variants and Fan Cards / Re: Dominion: Industrial Revolution
« on: October 01, 2017, 09:29:08 pm »
Cathedral: As josh and thetasigma said, this is a major fan-card taboo, as it discourages ending the game.

Infantry: The problem is that the first attack option (give them a card from your hand) is basically a targeted attack, since you can't necessarily give everybody copies of that same card. Targeted attacks are also a big non-no for making fan-cards. You can read about why in the guide that thetasigma mentioned.

Town Hall: This is nearly impossible to track with one played in a given turn, let alone multiple. 3 of the 8 options are also drawbacks, and since you get all 8 eventually, I'd say this is actually worse than Market, although it's still definitely too strong to cost < $5.

Hospital: Hospital is definitely overpriced. It's dead if you draw it with no discard pile, and it doesn't let you trash Coppers. It shouldn't even cost $5+, let alone $6.

Observatory: Virtually lets you choose your next turn. It's pretty good. I'd price it slightly higher at $8 rather than $7, though.

Factory: Donald has playtested this same card with higher costs and it was still too strong. Not too mention that it is exactly twice the strength of a Lab, which is an already-powerful $5 cost card. And none of the official $7 cost cards are twice-as-powerful versions of $5 cost cards. I very much disagree with your "quite balanced at $7" statement.

Steel Factory: I think that $7 is a fine cost for it. I definitely wouldn't buy it over a Province.

Artillery: Your description says "if you chose to give up action, this becomes terminal." As written, however, this is already terminal, so I think you made a typo. Aside from that, it is way too swingy. If anybody reveals a Province, you can copy it, gaining 6 points essentially for free. It also has a targeted attack problem similar to, albeit less severe than, Infantry.

Police Station: This does nothing unless you happen to be playing a set that contains Attack cards. Requiring triggers that the card can't self-fulfill is another big no-no. It also attacks people who attack you, which is, you guessed it, another taboo. Buying these will discourage others from buying Attacks, which, in return, discourages buying Police Stations, so in a worst-case situation, nobody buys either card/card type. This problem is further exacerbated by its debt cost making it possible to buy on the very first turn no matter what.

Supermarket: The problem with the math you used to calculate its cost is that vanilla bonuses are non-linear in nature. That is, the difference between +$2 and +$3 is larger, in terms of strength, than the difference between +$1 and +$2, for example. Because of this, simply using math to calculate the optimal price of your card is more complicated than one would think. In reality, Supermarket is likely $9-cost power level even without the extra +1 card, even with the drawback.

Oil Refinery: I honestly think that this one is probably too weak for its cost. I couldn't see myself ever buying this over Platinum. I could see myself buying it at $8, though.

Theatre: IMO, this is one of the most interesting fan-cards I've ever seen. I definitely give this one the Gubump Seal of Approval. That last paragraph, however (the one about the cost calculations) should go under a dividing line a-la Peddler, since it happens with different timing than everything else. Other than that minor thing, absolutely fantastic job on this one. The art is perfect as well.

Stock Exchange: The two options for it (Action vs. Treasure) don't feel like they're connected in any way, and feel like they belong on separate cards instead of just being needlessly smushed together on one card. The other problem is that it's way too weak at a whopping $9. The 2nd option is not strictly better than Vault because it doesn't involve drawing any cards, which is about 80% of where Vault's power comes from (look at Secret Chamber). Diadem, which it is actually strictly better than, is widely considered to be the weakest of the Prizes. If it weren't for the Diadem option, the Buy phase ability would be a $3 cost ability, IMO. Because of the Diadem option, however, I'd price the Buy phase ability at $5 if it were its own card. If the Action phase ability was on a Treasure card, then I'd price it at $7, since you'd have a chance to play your other treasures first. Since it's Action-phase only, however, it isn't too much stronger than a Pawn, so I'd price it at $4 if it were its own card. If you insist on the mish-mash, however, I would price this card at $7 overall. And $7 to $9 is a BIG difference.

Public School: Once again, I don't see myself buying this over Platinum. There's another problem: There isn't much reason to get more than one of them. Although I say the same thing about Chapel, which is still a God-tier card, so it's a minor issue.

Metropolis: Ooh, boy. As you said yourself, the vanilla bonuses alone are worth $8, which is something with which I couldn't agree more. However, it is definitely too strong for just $10. Compare it to Nobles. It's about the same strength as both options combined, and is worth more VP. I would price a 3 VP Nobles alone at $8. When you compare Metropolis to that, it becomes quite clear that only $10 is ridiculous. This is a $12 cost card, at the very least. Wouldn't buy it over Dominate, though, so the $12 or $13 you think didn't make sense is actually right on the mark.

10
Variants and Fan Cards / Re: Really bad card ideas
« on: May 19, 2017, 07:50:09 pm »

11
Variants and Fan Cards / Re: Asper's Cards
« on: February 11, 2017, 11:28:38 am »
Apparently, HoP does have a large 0 on it in ShuffleIT, my bad. I wonder why it does and Charm doesn't?


EDIT: I like the old Investment better I decided. This one just seems too similar to Capital as a Treasure, and the Action version just seemed cooler. I think I'd like it costing , giving and 2 Tokens. But whatever.

Regarding Spellcasters, Trickster and Mage seem too similar.

I think that it's because Charm has an option of giving money, so they didn't add the big $0 so that it wouldn't give conflicting information.

12
Variants and Fan Cards / Re: New Traveller line
« on: February 04, 2017, 09:00:23 pm »
I feel likes it's a bit cumbersome with the trashing other Popes; like it's a really awkward way to limit its power.

Also, because it doesn't have any "at the start of each turn..."; it doesn't follow normal duration rules. There's nothing it's "doing" that keeps it in play.

Neither does Champion.

13
Variants and Fan Cards / Re: Dominion Card Image Generator v1.2
« on: February 01, 2017, 02:29:32 pm »
NVM, it works now. I just needed to restart my browser.

14
Variants and Fan Cards / Re: Dominion Card Image Generator v1.2
« on: February 01, 2017, 10:12:16 am »
It takes forever to load, now.  :'(

15
Flagship seems like it's strictly better than a Laboratory, since it's basically a Lab that causes the next Action card to be played next turn as well...
Flagship is the Duration variation of Throne Room which Donald tested at 3$ plus a Necro.

Quote
- There was a now-and-later Throne Room variant. Play an Action, play it again next turn. It was both confusing and weak. What if you use it on a duration card? How long does it stay on the table? It could have said "non-duration," but that's pretty sad in a set with 8 duration cards. And did I mention it was weak? It left before development started.

I don't see what it has to do with Lab; if anything it is a combo between Necro, Haven and Throne Room. And I am pretty sure that unless the Kingdom has virtually only terminals I'd rather want a Throne Room than Flagship.

About the buffed card, it is well worded to avoid rule issues and could be viable and I don't think that there is anything in principle wrong with fan cards that are based on cards that didn't survive playtesting. But on the other hand it should also be clear that such a fan card is unlikely to be very good.

Lab: +2 Cards, play an Action card.

Flagship: +2 Cards, play an Action card, then play that Action next turn.

16
Flagship seems like it's strictly better than a Laboratory, since it's basically a Lab that causes the next Action card to be played next turn as well...

17
Variants and Fan Cards / Re: Cost this Card: Bribe
« on: January 19, 2017, 04:32:06 pm »
I've decided to do what Faust suggested. I'm going to playtest it before changing it anymore, unless somebody finds a glaring issue with it.

18
@Asper: You are being quite uncharacteristically rude. You're usually much more polite than you've been recently.

19
Variants and Fan Cards / Re: Cost this Card: Bribe
« on: January 19, 2017, 11:05:38 am »
What if it only worked to get multiple of the same card? So "Copies of cards you've purchased this turn cost less". This way you can still empty the Provinces if you get 4 in play, except you also need to produce on that turn.

That sounds like a good idea. I'll do that.

20
Variants and Fan Cards / Re: Cost this Card: Bribe
« on: January 19, 2017, 01:23:23 am »
Bribe has now been completely overhauled into a Bridge variant.

21
Variants and Fan Cards / Re: Cost this Card: Bribe
« on: January 19, 2017, 01:11:07 am »
I'm just going to overhaul it. I didn't think about the fact that it'll mostly be used to trash junk anyways.

22
Variants and Fan Cards / Re: Cost this Card: Bribe
« on: January 19, 2017, 12:43:18 am »
It's amazing for trashing Estates. And I think probably the reason Expand ended up costing so much is so that you can't get it early for trashing Estates. So I would say this should costů$7. And then of course Expand already exists.

You could try it at $6, I guess. I bet it's too strong for $5.

What if I made it so that it can't trash Victory cards?

23
Variants and Fan Cards / Cost this Card: Bribe
« on: January 18, 2017, 11:51:11 pm »
Bribe 2.1
Bribe 2.0

A Bridge variant that gives twice the cost-reduction that Bridge does, but doesn't work on the first card you buy. Since it's a Bribe, I decided that you can get it from other players buying Golds. It also reduces the cost of Gold just by being in the Supply, so that it doesn't nerf Gold too much.

Bribe 1.0

Basically an Expand with a drawback. I'm not sure if the drawback is harsh enough to make it cost $4, or if it should really cost $5. I want it to cost $4 because I have other $5-cost cards in mind for the fan expansion this card is for.

P.S.: I know that the only good way to really tell is with playtesting, but I just wanted an excuse to post this anyway.

24
General Discussion / Re: Dank Dominion Memes Bracket
« on: January 15, 2017, 10:03:24 pm »
What? Isotropic is going down?! vs #IWB < I don't know what either of these ones are.
Is it Moat? vs Hot Air Balloon < I don't know what Hot Air Balloon is.
Rrenaud's Law vs "Maybe Adventures is coming to MF this century" < I don't know what either of these are.
Scout Jokes vs Blue Dog Rule
SCSN hates all Treasure vs Have you checked out the Forum Games?
We are all WW vs Joke Explanations
Brackets vs Taking Meta concepts to the extreme/Endless parody posts
Mine/Mint (or is it Mint/Mine?) vs Marin references < I know who Marin is, but I haven't seen any Marin references.
Decline of civility on Isotropic vs Dominion: Gunpowder
Editing Posts vs Awaclus < I don't know how Editing Posts is a meme.

I thought that SCSN only hated Silvers?

25
General Discussion / Re: Man, this forum is changing my speech patterns.
« on: January 15, 2017, 09:46:02 pm »
I actually started using cantrip when referring to +1 card +1 action cards around my family, even though I am the only one on the forums. Like, if I were to describe, say, peddler to a beginning player who gets the rules, but hasn't seen the card (trust me, it happens more often than you think) I might call it a cantrip that gives a coin and has a weird cost thingy.

I do that with all of the nerdy Dominion lingo.

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