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1
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: Today at 08:00:43 pm »
I actually first thought of Storyteller and then realized Poor House did the same. So, when I play Poor House and get to 6$, I draw only once, not twice, right? What happens when I play cards that iteratively give +1$? Vault and Storeroom for instance give "+1$ per card discarded". What about Diadem? Is it once per card?

The intention was for this to draw after each card is played that puts your total coin at $4 or more. As worded though, it would draw each time your total is increased above that amount, so cards like Vault would be quite good. Big oversight! This newest version should address this.



So now hopefully the draw card check is pretty simple and robust.

(1) Play a card.
(2) Did my total coin change?
(3) If yes and my new total is $4 or more, +1 Card.

Applying this to your questions:

-Poor House will only get +1 Card if upon it's resolution (1) you have above $4 coin and (2) it increased your total $. So you could have $4 prior to playing Poor House, but if it nets you $0 or less, you will not get +1 Card.
-Cards that incrementally increase your total $ only get +1 Card if after you resolve them your total coin is at $4 or more.

Other things worth noting:
-This interacts with all cards - Action, Treasure, and Night cards.
-Treasure cards drawn during your Buy phase can then be played to draw more cards, which can then possibly be played to draw more cards.

Thanks for catching yet another big oversight on my part!

The wording on the card doesn't work as you intend. You intend that if you play a Market when you already have at least $4, you'll draw an extra card because of the Market's +$1. The problem is, when you get additional $ after you have $4 or more, you aren't increasing your total to $4 or more because it already is $4 or more, so as worded, Heir can only trigger once per copy, which is clearly not what you intend.

Here's my recommended wording, which should function exactly how you intend:

While this is in play, after you resolve a card, if it gave $ and you have at least $4, +1 Card.

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: Today at 03:00:58 pm »


Does this work with the rules of the game? Do unused actions disappear when you enter the buy phase?

I think it's too strong. I would price it at $7 even if it was just +2 Cards and +2 Actions, with no other bonuses.

3
Variants and Fan Cards / Re: Snowline fan-based expansion.
« on: October 19, 2018, 06:24:29 pm »


This one you get to start with +2 Actions on your next turn and start with 6 cards on your next turn. Of course if you were to play a lot of these it could make the next turn too powerful. Of course with all the attack cards. Iím sure one of them will tone this card down.
This is strictly better than Caravan.

Edge case: next turn you are going to play Storyteller then Diadem, and drawing 1 extra card would cause a badly-timed reshuffle.

That edge case is too extreme to make Frigid Village not strictly better than Caravan.

4
Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: October 16, 2018, 12:50:23 am »
Here's a card from the Weekly Challenges thread that appears to be inspired by a version of Memorial (or at any rate is very similar):


Clarification: Cost reduction effects such as Bridge and Highway will make General cost fewer Debt during your Buy phase.
It would appear that Memorial is a pretty good idea, if someone else also has that idea or uses it as inspiration.

How does General look like it was inspired by Memorial? The only commonality that I see is they're both Throne Room variants.

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 15, 2018, 05:50:53 pm »


Clarification: Cost reduction effects such as Bridge and Highway will make General cost fewer Debt during your Buy phase.

6
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 06, 2018, 01:13:07 am »
How about this new Banshee:

Imagine this scenario (4 players):
Player 1 has 3 debt, Player 2 has 0 debt and Medallion in hand, Player 3 has 2 debt, and Player 4 plays two Banshees.
Players 1 and 3 takes 1 debt, Player 2 take 0 debt, Player 4 gets +2 coffers.
Players 1 and 2 take 0 debt, Player 3 takes 1 debt, Player 4 gets +3 coffers.
Net totals: Player 1 +1 debt, Player 2 +0 debt, Player 3 +2 debt, Player +5 coffers.
If anything the non-attack part is too strong now in my opinion.

Since for you to gain a Banshee you need to let other players trash, I think this is rather balanced, certainly no worse than cards like Torturer, Swindler, Possession, etc.

That only fixes the first problem, but it doesn't solve the second, and in fact just exacerbates it since it's easier to trigger +Coffers now. Here's what I would recommend:

+1 Coffers
Each other player who has less than 4 Debt takes 1 Debt. If anybody revealed a Medallion to this, +2 Coffers.

7
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 05, 2018, 08:48:13 pm »
Two major problems with Banshee:
1. There's a reason that no official Attack card both stacks infinitely and directly harms opponents' turns. Play enough Banshees, and you lock everybody else out of the game.
You are aware that Marsh helps the opponents, right?

Did I mention Marsh? No, I did not. Banshee is the card I'm talking about.

Quote
Quote
2. If you only have one opponent, the Banshee can get you two Coffers at most, but if you're playing a 4-player game, it can give you up to 4 Coffers, which means it scales poorly with the number of players. Simply the number of players should not influence how powerful a card is, but player count definitely matters for Banshee.
Hm, let's take Witch. In a 2P game you end up with an average of 5 Curses, in a 3P game with an average of 7 Curses and in a 4P game with an average of 8. Doesn't seem to scale so well.
Hm, let's take Pirate Ship. Wow, with an additional player your chances to hit something are significantly increased. Doesn't seem to scale so well.

Seriously, being invariant to player count is a good guideline. As long as you don't mind ignoring it.

1. Witch:
Sure, you can give out more curses in games with more players, but you have to play it more, and give out the same curses per person each time you play it.
2. Pirate Ship:
Banshee is like if Pirate Ship let you put a Coin token on your Pirate Ship mat for each player who trashed a treasure, rather than getting one if any player trashes a treasure. And, like Witch, slightly raising the hit chance with more players is significantly less severe than both raising the hit chance AND increasing the reward, which is what Banshee does.

8
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 05, 2018, 05:25:18 pm »
Two major problems with Banshee:
1. There's a reason that no official Attack card both stacks infinitely and directly harms opponents' turns. Play enough Banshees, and you lock everybody else out of the game.
2. If you only have one opponent, the Banshee can get you two Coffers at most, but if you're playing a 4-player game, it can give you up to 4 Coffers, which means it scales poorly with the number of players. Simply the number of players should not influence how powerful a card is, but player count definitely matters for Banshee.
I would recommend reading rinkwork's fan card creation guide if you haven't. It's a huge help if you want to avoid falling into the common pitfalls of fan card creation.

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 05, 2018, 12:30:15 pm »

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 27, 2018, 11:03:04 pm »
Moneychanger
Action - $5
+3 Coffers
Pay any number of Coffers. +1 Villager per Coffer paid.

Just the +3 Coffers alone is too strong for only $5. I'd say this is a $7-cost card.

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 27, 2018, 05:02:52 pm »
Bond
+2 Coffers
Treasure
Cost: $5

12
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: September 23, 2018, 12:59:08 pm »
Split pile:

13
Variants and Fan Cards / Re: Holunder's cards
« on: September 23, 2018, 12:25:19 pm »
Shouldn't Invocation say "This is gained to your Tavern mat instead of your discard pile," since that's what the 2nd edition wording is like?

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 17, 2018, 10:26:20 pm »
Now that Violet CLM's pointed out the fact that Investment is a Lab variant, it definitely seems overpowered to me.

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 17, 2018, 05:47:48 pm »


Investment
$5 - Treasure/Reaction

$2
---
On your turn, you may discard this to reveal your hand with no Action cards. If you do, +2 cards.

What would be the timing for this? Start of turn, or any time during your turn?

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 17, 2018, 04:00:52 pm »
Inflation
$1

When another player gains a Treasure card costing at least $3, you may reveal this from your hand to have them exchange the gained card for a Treasure costing up to $3 less.
Treasure - Reaction
$4

17
Variants and Fan Cards / Re: Weekly Card Design Contest
« on: September 15, 2018, 01:26:34 pm »
I would also participate.

18
Variants and Fan Cards / Re: Asper's Cards
« on: August 23, 2018, 04:11:01 pm »
If you use the same generator that I do (it's in my sig), then you don't put a space in the cost, and it'll support overpay just fine.

19
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: August 23, 2018, 12:13:19 am »
Museum:
+1 Buy
Gain a card costing up to $5. Each other player may gain a card costing less than it.
Action $5

Wagon:
Draw until you have 7 cards in your hand. Discard any number of cards from your hand. Draw until you have 5 cards in hand.
Action $5

20
Variants and Fan Cards / Re: Asper's Cards
« on: August 18, 2018, 04:48:29 pm »
Why is Gallow a Looter? It doesn't have anything to do with Ruins.

21
Mission House is strictly better than Lost City.

No, it isn't. Mission House only gives +2 Actions if you have at least 5 VP tokens. Otherwise, it's +2 Cards and +1 VP at best.

22
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.

23
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."

24
Variants and Fan Cards / Re: Really bad card ideas
« on: March 18, 2018, 01:02:29 pm »
Recursion:
Action - $101010
Play this.

25
Since forfeiting 1 Action makes Occupied Village effectively +1 Card, +1 Action, and +$1, isn't it strictly better than Poacher?

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