Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - herw

Filter to certain boards:

Pages: [1] 2 3 ... 8
[...]Designed with a 4-turn season (16-turn year) in mind, starting with T1/2 being in winter, T3 starting spring.
the autumn one might be a little too bananas. idk.
Tried to color-match one of segura's old season cards, which iirc used asper's original colors.
I like the idea of starting two turns before spring. Since there are no action cards in hand in the first two turns, you automatically start with spring in the third turn.
Still, I think the original rule of considering five turns for each season is better, since there could be cards that advance or reset the season counter. Then three turns are too few.
Aspers Karten: Jahreszeiten

Variants and Fan Cards / Re: Money Bags
« on: June 08, 2021, 05:19:39 am »
Is "give" the same as "play"? 

So for example, if you were to allow Kingdom treasures to be used for Money Bags, would Spices theoretically only provide +$2 or would it also provide +1 Buy?  Would Counterfeit only give +$1 without triggering the on-play ability?  Likewise, I think Bank and Fortune wouldn't do anything unless you actually have Treasures in play due to Storyteller or Black Market.

I agree with grrgrrgrr's suggestion to allow Kingdom Treasures, as long as you can clearly define what occurs in some exceptional cases.  For example, I'm not sure if Fool's Gold would be worth anything for Money Bags since you technically wouldn't even put one in play.
As these are fan cards, you are free to formulate other rules. But please make it clear that I am not of this opinion.
My intention is that this mechanism has to be immediately playable for all Dominion players, including beginners, without any questions. This has also proven to be good in test games.
All other treausure cards make the rule complicated and there would be incessant discussions about rule interpretations.

Translated with (free version)

Variants and Fan Cards / Re: Money Bags
« on: June 07, 2021, 10:01:14 am »
I like this mechanic a lot, but I'd still appreciate it if it also works with Kingdom treasures. You see, Treasures always have a vanilla part that is displayed at the top of the card. Why not use that to determine how much it contributes to the money bag?

Obviously, there are a few where the value is a "?", so you still need to come with a convention for those. In worst case, you could still short circuit those specific Treasures.
It is deliberately specified that only the basic treasures may be used to fill a money bag. This is a restriction and a main idea so that the bonus purchased through it is not too easy to achieve. I.e. you are never allowed to use your money account or other treasures. On the other hand, you don't need a buy to use the bonus through a money bag either.

not a submission

There is no need for a new type of "supplier".
In March 2021 I developed the mechanics of money bags. The idea behind it is that you can play treasure cards (!) for additional instructions at any stage of a turn. This has proven itself in practice.
The advantage is also that the mechanics are so easy to understand (especially by inexperienced players) that you do not need a new card type.

three examples


Translated with (free version)

Variants and Fan Cards / Re: Some Fan Card Games I've Played
« on: May 17, 2021, 02:20:27 am »
So first we have Belugawhale's Actor. I did get several of these and ended up not immediately using my Villager only once. I like how simple it is, but I'm not sure how often it'll provide a lot of gameplay. As a very cheap Action it was great fodder for Hidden Village, so that was a nice interaction. I'd play more games with it.
My Hidden Village was useful. Maybe a bit strong for $3, even though the actual village portion is a pretty lackluster "+2 Actions; +$1". I came up with this before Ways were a thing, but I think it's still different enough. It helps that no Way gives +3 Cards. Anyway I may bump it up to $4. I'm interested in people's opinions.
How about a combination of Actor and Hidden Village like Asper's Town/Road?

BTW: I like the idea of Rubbles. How many of them do you use in a play : 10 or (players-1)·10 like Ruins or still 30?

Variants and Fan Cards / Re: Dominion: Cool Dudes
« on: March 23, 2021, 01:45:31 am »
Panner is a no go! You buy a copper and get an alchemist or a grand market or, or, ... ? ? ?

Variants and Fan Cards / Re: Dominion: Cool Dudes
« on: March 22, 2021, 04:45:37 am »
In two player game one uses 8 victory cards instead of 12. How do you handle Dolmen in this situation?

It's under every Supply pile, so its 17 for a "standard" game and scales up to... 22? 22 i think if it's colonies/plats, young witch (for the bane pile), a Looter, and a potion-cost card.
So you want to end a game with 22 empty piles???
As a normal game ends with 3, 4 maybe 5 piles, you only need 5. So you can start the game with a dolmem pile outside. If any pile is empty you put a dolmen on that place and can buy it if you want later to empty it completely.

Variants and Fan Cards / Re: Money Bags
« on: March 19, 2021, 02:44:06 am »
Pilgrim's Route

Pilgrim's Route is weaker than TR yet costs more.

I disagree. First, there's the MB option to trade a coin for a Action, which you get to decide on after the effect has resolved for a second time (allowing you, for example, to replay a Smithy instead of a Village, knowing you won't draw Actions dead). More importantly, Pilgrim's Route can replay the card that drew it. I certainly have had the frustrating experience of playing a cantrip as the last Action card in my hand and drawing a TR or KC. The fact that this avoids that is non-nominal improvement.

(Whether it justifies going $4 to $5 is a different question, but I don't think you could price this the same as TR).
TR has an implicit +1 Action (in many Kingdoms TR is the main or only splitter). Pilgrim's Route only does if you play a Treasure.
The increase of control you mention is nice but does hardly compensate for the price increase and weaker effect. Not to mention that you cannot pull off TR+TR+... stuff.

So the card is a $3.
i am wavering. Backward playing is a powerful feature.

Variants and Fan Cards / Re: Money Bags
« on: March 19, 2021, 01:19:11 am »

Castle Wall
- Reaction version
You should add “first”, i.e. “…you may first reveal this…” then you can simplify the wording (see Moat): “… from your hand, to be unaffected by it”.
It is not clear what “the first time” means. Anyway, there is another problem with the new wording. Here is an example to illustrate the problem: A player has 3 Castle Walls in hand; they want to block the Attack and thus have to reveal at least one of them. However, they want to gain exactly 2 Coppers for some later benefit (yes, gaining Coppers can be beneficial) and thus want to react with 2 of the 3 copies of Castle Wall they have in hand. This should be possible, as this is the usual way with all official Reaction cards (that react from hand), but how can this be worded? I have some ideas, but it would get way too wordy and the text is already 9 lines long.

- Action version
I prefer this version because it is simpler. Have you considered making this a cantrip and playing 1 Ruins only, with the option to play a second Ruins (or replay the first) for [MB]?


I have discussed in German Forum because of endless playing and getting all coppers. I think this is a solution:

Pilgrim’s Route
Vampire uses “other than” to exclude (copies of) itself. Scepter says “…or replay an Action card you played this turn that’s still in play.”. Scepter simply avoids the self playing issue by being a Treasure.
I have an Action card that uses a replay mechanic like Scepter and Pilgrim’s Route do. For now I use the wording: “Replay a non-Duration Action card you have in play that’s not a Pilgrim’s Route.”.

many thanks  :)

Variants and Fan Cards / Re: Money Bags
« on: March 18, 2021, 01:44:06 am »
Castle Wall should be more different to Moat. Changed the wording in reaction. Thanks to Aquila.
I give +1 Card. Maybe it should cost 4$ now?
I don't like the long Text. Perhaps i should reduce the reaction text like Moat or forget it completely: means no Reaction part, only as Action card.

Pilgrim's Route
Please help me for better wording. Changed the costs from $3 to $5.

Variants and Fan Cards / Re: Dominion: Cool Dudes
« on: March 16, 2021, 11:27:45 am »
In two player game one uses 8 victory cards instead of 12. How do you handle Dolmen in this situation?
It is no problem i think. You print 10 Dolmen. I think a game with more than three bought Dolmen will be rare. ;)

Variants and Fan Cards / Re: Money Bags
« on: March 16, 2021, 10:01:19 am »
Before i answer a general remark. When you use [MB]s you loose treasure cards for the buy. So what is more important? It is not a general plus but plus and minus.
Now a few notes to your cards:
Castle Wall
Isn't there a problem with the reveal for Copper? Couldn't you repeatedly reveal the same copy until the Copper pile is empty?
I don't think so. Noone would like to get more than one copper. The sense is that you can play at your turn Castle Wall with the third option. If there is another attack, you have to decide what is better.
Secret Laboratory
I think you don't need "immediately" (see Scavenger)
i looked to Chancellor.
Pirate's Treasure
Is there a reason that you exclude higher cost Treasure cards like Platinum and Bank? I would include them, i.e.:
"...costing $3 or more...".
yes, the very low costs of Pirate's Treasure
I think the wording is correct, but I was first a bit confused about the timing. At least for me it would be clearer when the two events (this turn [MB], next turn +2 cards) are separated by "If you do..."
yes, better in English. Change in starter post.
Counter Castle
Not sure whether it is too easy for a $2 cost card to activate it via [MB] when you can gain a Copper into hand beforehand.
Remember: when you get a copper it lowers your deck. So i think it's fair (remork at the top).
This looks a bit too strong. You can easily get remove your initial Estates and later Provinces with a cheap card and just by "spending" 1 or 2 Coppers.
I think a chapell is strong too at the start of your game. Ferryman is usefull the whole game but you have to give always [1 MB]. Maybe there is not always a copper?
Pilgrim Route
Some wording: "Replay a non-Duration Action card."
The 1 [MB] for +1 Action looks quite strong.
yes, you are right; better than Throne Room. Should cost 4$ (or 5$)?
This seems to be strictly better than Island. It has the same cost with the same abilities, plus something.
see my remark at the top.
Jungle Witch
This looks like a hybrid of terminal Junk Dealer, Ill-Gotten Gains and VP added to it. I personally would either remove the trashing or the VP, just to make it simpler (likely with a different cost).
I like the trashing very much. I think it is ok for this costs.
Market Town
Wording: "If you do, +1 Buy and cards cost $1 less this turn".
much better - changed in starter post.

many thanks for your help and ideas.  ;D
Hope you will try some cards.

Variants and Fan Cards / Re: Money Bags
« on: March 15, 2021, 06:09:42 am »
First of all, if they altogether represent an Expansion, there are lot's of $2 cost cards in this set. If not mixed with cards from other sets (or only 50:50 with one other expansion), this would produce very often Kingdoms with a lot of low cost cards and not much to buy for $4 or $5.
a quick and short answer. Thanks for suggestions of wording. Will change and quote later.
I have tested money bags with many expansions (i own all originals and many, many fancards). It works well with many money bag cards (5-6)) and with only one card.

The effect to have the opportunity of a money bag is that you buy a cheap card but if you want to extend it, you have always to pay. That's very nice for balancing a card: i looked for an action card of the basic game, add an instruction, lower the costs and calculate: how much is the added instruction worth.
The strategy is not only an Extended BigMoney but much more too. My impression is, that the full effect of a card (means often used money bags) needs enough basic treasure in your deck. You have to calculate on every turn: is your deck worth to give a [MB] and lower your buying option.

My answer is yes. Remember you want to reduce your deck too. So if you exil or trash your coppers you have to use Silver or eventually Gold (!) for only [1 MB]. You often need the money copper!
If you want to test, then try only two or three  simple cards like counter castel, troll or village smith. The good thing is, every one can test these cards without printing (use blank cards and write the name on it).

I guarantee it's much fun.

Variants and Fan Cards / Money Bags
« on: March 15, 2021, 03:28:27 am »
Money Bags is a new mechanic to any Dominion expansion, which doesn’t need any new markers or mats, but provide the opportunity, to get additional instructions or bonuses.
So as needed a card gets stronger by money bags [MB]. It is important that this new mechanic is very simple. It uses no special cards and it based on basic cards Copper, Silver, Gold, Platinum and Potion.
We have tested (with real cards) over weeks with players of basic knowledges and several expansions. Everyone understand the new mechanic instantly.
I discussed all cards in forum.Dominion-Welt. All cards are well balanced.

A money bag [MB] is exclusively filled with Copper, Silver, Gold, Platinum or Potion as a temporary fee for additional instructions on a card.

You give [MB] only as an option, according to this the instructions are executed only by a fee. You put the corresponding treasures from your hand under the card as a mark until the end of your turn. The treasures are not in play. At the end of your turn or when you change the place of the corresponding card (to trash or any mat or to a pile) you discard the cards of the money bag.
If the card is a duration card the money bag stays there until the duration card is discarded.

a simple example:
The instruction „You may give [1 MB] for +[1 VP].” …

… gives a victory marker by filling the money bag. You can only fill the money bag with Copper, Silver, Gold, Platinum and Potion from your hand. It is more difficult to fill it because you cannot use other treasure cards or any treasure from vanilla cards. In this case you need two coppers or a silver to get the victory marker. If you have only gold you can use it but the rest (of gold) is gone. It is not allowed to split it for other money bags.

If you only want to get +1 Card or +1 Action, you give a Copper, for both you have to give two Coppers. It is not possible to give a silver instead. Do you have only a Copper and a Silver in hand, then is the worst case to give both for both vanilla. Perhaps you are lucky and you draw a copper first. So you can use it.
You have to use treasure cards!
[2 MB] can be filled by two Coppers or Silver (or Gold), [x MB] like in reconstruction by several cards.

These are my cards. You can play with any Dominion cards.
Have fun.

Variants and Fan Cards / Re: Set Expansion Contest
« on: October 19, 2020, 01:05:23 am »
Alchemist's Laboratory

Alchemist's Laboratory $1P Action
+1 Card
+1 Action
+1 Buy

You may play a Potion or a Silver for +1 Card.

I think it shouldn't be only a cantrip without potion or silver in hand. So you get always +1 Buy. Costs are now $1P.

Variants and Fan Cards / Re: Set Expansion Contest
« on: October 16, 2020, 05:16:46 am »
ok, ok, ok ...

Alchemist's Laboratory

Alchemist's Laboratory $2P Action
+1 Card
+1 Action

You may play a Potion or a Silver for +1 Card and +1 Buy.

Maybe that the costs of $2P are too high? ... because you have to have potion or silver on your hand too.

Variants and Fan Cards / Re: Set Expansion Contest
« on: October 16, 2020, 03:15:16 am »
Alchemist's Laboratory

Alchemist's Laboratory $1P Action
+1 Card
+1 Action

Play a Potion or a Silver. If you do, +1 Card and gain a Gold.

I think a better wording is:
You may play a Potion or a Silver, for +1 Card and...

This avoids the cases when a player has a Potion or Silver in hand, but doesn't play it for whatever reason. The other players wouldn't know.
According to my understanding of the spirit of Alchemy is gaining a Gold a bit counter-productive. It would get more difficult to gain and chain Alchemist's Laboratory and/or to buy other cards. How about: "...for +1 Card and +1 Buy"?
+1 Buy seems to be underrepresented in Alchemy; and would fit with the somehow odd cost of Alchemist's Laboratory ($2P might be better anyway).

I don't want to change to  a +1 buy because it would be too near to your nice suggestion Astrologer and would have to have higher costs. So I stay with +1 Gold (historically the mainspring of Alchemists ;) ).
Why no +1 buy? I always play Alchemy with these basic cards:

Alchemist's Laboratory

Alchemist's Laboratory $1P Action
+1 Card
+1 Action

You may play a Potion or a Silver, for +1 Card and gain a Gold.

Variants and Fan Cards / Re: Set Expansion Contest
« on: October 16, 2020, 01:35:21 am »
Alchemist's Laboratory

Alchemist's Laboratory $1P Action
+1 Card
+1 Action

Play a Potion or a Silver. If you do, +1 Card and gain a Gold.

Variants and Fan Cards / Re: Some cards with changing costs
« on: August 30, 2020, 02:04:42 am »
my suggestion (sorry, text in German)

Variants and Fan Cards / Re: Some cards with changing costs
« on: August 28, 2020, 09:32:34 am »
I think $3* are enough for dyke. Normally there are 2 piles empty. And they are dead carts. Nevertheless I like the idea.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 03, 2020, 01:43:01 am »
congrats to Something_Smart with Crumbling city :)

As X-tra's comments on Dark Path are very long I have the wish to add the idea although I thought that it is clear.

Dark Path (Traveller)

The two Vanilla effects are: and +1 Buy.
Well this is pretty exotic. I mean, I know what you’re doing here, but this is very hard to play it in my head. It messes a lot with the Curse givers like Witch since you can now choose to take a Dark Path instead. It’s not too hard to exchange these since they are all non-Terminal… Still I’ll just say that I’m not too big of a fan of the last guy in this Traveler line, Atman, which might as well not have the 2 printed on it. This is the Dame Josephine syndrome all over again.
Also, it is weird that Crossroad has a +1 Buy slapped on it as opposed to the rest of this line. Like, why that one in particular? I mean, at least this is that one effect that makes this set of cards eligible for this week’s contest.
I wonder why Jungle, Crossroad and Loophole don’t have a Curse label on the bottom. I mean, they’re out-of-Supply cards anyway, not like you can gain them when being attacked by a Witch anyway.
Lastly, I’ll just say I’m not the biggest fan of cards with 2 dividing lines. A card with 2 dividing lines is a good indicator to see if your design is stepping too far into card weirdness; I feel like it screams to be streamlined at this point.
But yeah, this is too different from anything I’ve seen in Dominion for me to truly comprehend what’s going on there (non-terminal Curse Traveler line which ends on a self-trash instead of an overpowered card).
Well I think this contest is made to give new ideas a chance nevertheless conform to Donald's idea. I chose a traveller's line because I like to have decisions while playing a strategy.
Dark Path is a decision on their way. The two important cards here are in the middle Crossroad and at the end Atman.
First as you said Dark Path is a curse which is an alternative to Donald's curse. So the decision is to get it by a witch or maybe by yourself with a buy at the lowest possible costs.
Why are jungle, crossroad and loophole no curses? hm - I bet that there would have been a discussion why you cannot get them by a witch or a buy although it is clear as you mentioned: as traveller they are not in the supply. I add the colour of a curse because I want to remember that they are used at the end of the game for calling victory points. That i need to add two lines in text is Donald's decision, I don't like two lines too, especially here as the symbol of -VP is big enough ;) .
But now to the Crossroad and Atman.
The principle is at every step in this line: you get a better treasure but more -VP. So you don't know whether you end up with the whole line. As they are non terminals you can always exchange them to the next traveller.
In the middle of the dark path there is Crossroad, better than gold because of +1 Buy but -3. So perhaps your decision is: it is a powerful treasure but is it worth the Minus-Victory points? It depends on the game: perhaps it will be a short game ( <18 turns? ) or is it a long game, so you can travel through the whole line? - your decision. While play testing I got the impression, that you can play both buying or getting two lines.
Now after your decision the second important card is Atman (BTW it is not a guy, but philosophical expression). Indeed it is another decision. It is clear after exchanging from Crossroad to Loophole you want to get Atman. Loophole is much money but has no +1 buy like Crossroad. So your goal is to exchange it to Atman, mostly near the endgame.
Once you played Loophole you loose the Minus-Victory point and get +2 VP instead :) . So it is like getting a province instead (loosing -4VP and getting +2 VP) but with much money while traveling.
But there is another interesting decision effect of Atman: There are but you have to trash it when playing and you loose 2VP! On the other side maybe you have at your last turn(s) a +1 buy (perhaps with Crossroad!) and you can empty province pile or other attractive winners. But the other player have a chance too. As Atman is a treasure perhaps there is a treasure-trasher in the supply ;) .
So it is your decision. There are many interferences to other Dominion cards - try and have fun.
Dark Path is an interesting decision-strategy and gives a new idea.

Variants and Fan Cards / Re: ALCHEMY 2
« on: July 29, 2020, 06:55:57 pm »
By far the most damning thing about Principality and County are that they're boring. If I bought a Dominion expansion and those two cards were taking up slots, I'd be disappointed to say the least. I think it's possible to make a decent "Alchemy 2", or better yet fix up Alchemy while expanding it to a full-sized set. But you're going to have to do a lot better than this.
I don't like the title Alchemy 2; it is not my idea, i am not the thread starter. I added only Principality and County as an addition of Alchemy's idea or discussion. It is always in my mind, that these base cards are primary for kingdom cards with potion in costs means Alchemy's cards, although it is possible to play only with them (and potion) as an additional winning way (empty county pile wins too). It is similar to colonies and platin: additional rule for prosperity: „Prosperity includes two new base cards, Platinum and Colony. You can include them whenever you want to; they are always used together. If you want to determine when to use them randomly, choose a random Kingdom card being used, and if it is from Prosperity, use Platinum and Colony.” And yes, if principality and county are the only cards with no other alchemy cards, it is better to play with colonies and Platin as a winning alternative.
And you are right: my personal idea of any potion cost cards I made is to expand Alchemy to a full set. For me it is the pure pleasure, to play any Dominion expansion and fan cards too.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 28, 2020, 05:13:21 am »
ok - then I send this:

play tested several times
Dude, X-tra explicitly said that he considers only VP token gaining as a vanilla effect, not static VP values.
arghhh, yes -breath was the old name of last card. Called it now atman (from Indian Philosophy). Breath is not a good translation for German „Lebenshauch”. Changed the text of Loophole.

Dark Path (Traveller)

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 28, 2020, 04:21:23 am »
Traveller chain broken: Crossroad exchange to Crossroad
ah - thanks

Variants and Fan Cards / Re: ALCHEMY 2
« on: July 27, 2020, 04:12:33 pm »
I have tested very carefully new alchemy cards starting with principality and county.

No offense, but if I remember correctly from the German forum, you test your fan cards with your wife. I believe you, when you say you two have a great time. And that's nice.

But other people have another level of experience. People who played many 1000 games online. They might have a different point of view based on many years of playing Dominion.

And another thing: When posting cards on a board like this, you have to accept that people judge your cards based on what's established in the game already. If you make up your own rules like adding two new base cards, that's totally fine, but most people here want to play according to 'Donald's rules' and thus be able to mix and match everything.
ah yes, you are a member of the German forum too. Then you know, that all the cards are discussed intensively. New ideas are not welcome here. My impression here is that there is a clique. And the members are a closed group and honoring themselves. Many 1000 games are no charter for absolute knowledge.

Pages: [1] 2 3 ... 8

Page created in 0.089 seconds with 18 queries.