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Messages - Aquila

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1
Variants and Fan Cards / Re: Card updating contest
« on: September 20, 2020, 01:35:31 pm »
Thanks for doing this grrgrrgrr, and for the win. Yeah, I think it'll be good to think about changes of some description before we go on. Here are my thoughts to start with:

3 cards to consider each time seems too many; ideas and interest will run out quickly.

I guess when people are used to playing the official cards as they are, it's hard for some to think of changes that wouldn't disrupt the game they're familiar with too much? Overall the design space feels limited.

The WDC by contrast has huge potential for different contests, and so it has a long future to look forward to. There doesn't feel like much of a future with this as it is.

There's a bit more design room and future if we start introducing hypothetical expansion sequels. In fact there was a community set design contest on this forum years back, could some revival of that happen? (I had been thinking, if somebody were to make a shareable app for playing fan cards, just like online, there would have to be a 100% fan card 'base set'; what would that be set be? Community pooling of ideas would be great for it.)

Or if the WDC is so popular do we want to basically run 2 at once?

I'd appreciate any feedback, other suggestions, etc.

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 19, 2020, 03:38:04 pm »
Camping and Travelling mechanic

It's a two-sided 'blank state' that some kingdom cards have. At the start of your turn, choose which side you want ('Camping' or 'Travelling'), and it stays that way for the rest of the turn. Choose which mode you need to be in.

Some example camp/travel cards to demonstrate the possibilities:
Quote
Historian - Action, $5 cost.
If you're Camping, +3 Cards. If you're Travelling, draw until you have 7 cards in hand.
You can do cards with two play modes to choose from each turn. Do you need your draw to be smithies or draw to 7 this turn? Sometimes you want to flip modes during the game, other games you want to stick to one or the other.

Quote
Prospector - Action Reserve, $5 cost.
If you're Travelling, gain a card to your hand costing up to $6. Put this on your Tavern mat.
-
When you flip to Travelling, you may discard this from your Tavern mat.
Slow and spiky. After you play it, you have to spend a later turn Camping, then the turn after flip to Travelling to discard it off the mat.

Quote
Provisioner - Action, $8* cost.
+1 Card
+1 Action

If you're Travelling, + $2.
-
If you're Camping, this costs $3 less.
Only works in one mode, but it's more purchasable in the other.

Balance may be off, and the qualification for this contest may be too loose, but maybe this is still interesting.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 14, 2020, 03:22:14 pm »
Quote
Curator - Action, $2* cost.
+1 Action
Play any number of differently named Treasures from your hand for + $1 each.
-
This costs $1 more per differently named card you have in play. When you trash this, gain a card costing up to this cost; if it's an Action or Treasure, set it aside, and if you do, play it.
Put simply, an investment card; get it early, and it pays off late. If you don't like the money it gives, change it for what else you need, including Victories (even another Curator, if you need more Actions). In the absence of trashing, there are a couple of other niche uses.
I've been fumbling around with balance tweaks for a while, and thought in the end that different names scale into the late game but conveniently cap so tfb can't go completely crazy.

Edit: name and wording changes.
I'm not sure I understand what happens when you play this.  If I lay down a Copper, a Silver, and a Gold; do I get 1+2+3+3 = $9?
That's right; you could also play a platinum for 1+2+3+5, +4 for Curator. If that looks strong, it's a fair bit of work to line up, scales into the late game to match the scaling trash bonus (and also helps the trash by increasing Curator's cost), and it's not easy to repeat.

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 12, 2020, 03:20:45 pm »
Quote
Curator - Action, $2* cost.
+1 Action
Play any number of differently named Treasures from your hand for + $1 each.
-
This costs $1 more per differently named card you have in play. When you trash this, gain a card costing up to this cost; if it's an Action or Treasure, set it aside, and if you do, play it.
Put simply, an investment card; get it early, and it pays off late. If you don't like the money it gives, change it for what else you need, including Victories (even another Curator, if you need more Actions). In the absence of trashing, there are a couple of other niche uses.
I've been fumbling around with balance tweaks for a while, and thought in the end that different names scale into the late game but conveniently cap so tfb can't go completely crazy.

Edit: name and wording changes.

5
Variants and Fan Cards / Re: Card updating contest
« on: September 09, 2020, 08:38:16 am »

Possibly it's doing too much, and the gold discard gain should be just up to $4.

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 01, 2020, 03:31:14 am »
Quote
Recycle - Event, $3 cost.
Choose one: +2 Cards; or + $2; or gain a card costing $4.
-
In games using this: once per turn, when you gain a card costing $3, you may return it to its pile and get this.
Instead of a $3 gain like a Silver, you can get 2 cards, $2, or a $4, something useful whenever you want to pop it. Change the role of your gainers, only once per turn so Trader isn't broken. The $4 and $3 costs referred to are exactly those costs, not 'up to' them.

This feels like it's doing too many different things on one card-shaped thing. The bottom part makes it feel nothing like an event; it's just a change-of-rules for this game. It only makes any sense with mid-turn gainers, at which point it changes "gain a " into either +3 cards or +".

When buying it as an Event, the only choice that makes any sense to use is the "gain a card costing ". And that just is also basically a global rule that says "in this game, cards that cost cost instead".
Sure, so it's trying to be a project but it's been shoehorned to fit the contest. I'll try again:

Quote
Manufacture - Event, $2 cost.
Once per game: +1 Buy. Choose one: gain a card costing up to $4; or gain a copy of a card you have in play; or +4VP.
Choose whether you want the early game bonus, the middle one or the late one. Analyse which is best.

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 31, 2020, 01:57:14 pm »
Quote
Manufacture - Event, $2 cost.
Once per game: +1 Buy. Choose one: gain a card costing up to $4; or gain a copy of a card you have in play; or +4VP.
Choose the early game, middle game or the late game bonus.

Former entry:
Quote
Recycle - Event, $3 cost.
Choose one: +2 Cards; or + $2; or gain a card costing $4.
-
In games using this: once per turn, when you gain a card costing $3, you may return it to its pile and get this.
It should probably be changed to become a Project affecting one gain per turn (which wouldn't fit the contest).

8
Variants and Fan Cards / Re: Card updating contest
« on: August 25, 2020, 07:13:38 am »
So here's one for Spy:
Quote
Enforcer - Action Attack, $5 cost.
+1 Card
+1 Action
+ $1

Each other player discards a card costing at least $2 per other Enforcer you have in play (or reveals they can't), then draws until they have 4 cards in hand.

The resemblance with spy is rather weak. It should be some sort of deck attack like rabble, oracle, scrying pool, etc. Maybe it can reveal from deck per played, then discard or put back, your choice? I do like the per played idea, makes it not too slow.
Ok sure, I focused on just the cantrip Attack aspect. I think your idea would be much slower than Spy though? You'd have several cards at once to consider.
But I'll submit another idea going down the Sea Hag route:
Quote
Brute - Action Attack, $5 cost.
+ $2
Each other player reveals the top card of their deck. If it's an Action or Treasure, they discard it and gain a Curse onto their deck.
It's hitting somebody just once between turns. Maybe still nasty enough an Attack to cost it $5?
Edit: costed it $5 and named it Brute. Because it's brutal.

9
Variants and Fan Cards / Re: Card updating contest
« on: August 24, 2020, 03:33:15 pm »
So here's one for Spy:
Quote
Enforcer - Action Attack, $5 cost.
+1 Card
+1 Action
+ $1

Each other player discards a card costing at least $2 per other Enforcer you have in play (or reveals they can't), then draws until they have 4 cards in hand.

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 24, 2020, 04:56:44 am »
I've seen a number of heirlooms for Mine, but I already had this idea so here's another one...



Canary
Heirloom: Mine
$3 Treasure Heirloom
Quote
$1
-
When you trash this, you may replay an Action card you played this turn that's still in play.


Edit: its supposed to have the heirloom type, whoops
This, Treasurer and Watchtower make an infinite loop.



I'm also submitting a new entry, for Explorer:
Quote
Tricorn, Treasure Heirloom, $2 cost.
$1
When you play this, you may play an Action from your hand.
Quaint effect that helps engines, and lets Explorer access the effect of Capitalism. Its Treasures can still be immediately played, the Actions you play before it can help get a Province in hand, but it shouldn't by any means be centralising.

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 21, 2020, 07:22:52 am »
@ chronostrike's Sextant and LibraryAdventurer's Scroll: they need to be Reactions. #nitpick


My entry, for Explorer:
Quote
Tricorn - Treasure Heirloom, $2 cost.
$1
When you play this, you may play an Action from your hand.
Simple, gives Explorer the main benefit of Capitalism it misses out on and perhaps lets you draw a Province before playing it. It shouldn't make a centralising combo?

Edit: (for previous entry) specified non-Attack pulls from discard only, thanks to Faust's post below. But there are other issues with this that are making me consider a different entry. One less Copper to start is a different kind of dread to add to Mountebank's presence. So it now feels like it either should be moved to an early economy card, or this Heirloom effect should be on a Shelter or kingdom card instead.

Edit 2: changed entry to Tricorn, see previous entry in following post.

12
Variants and Fan Cards / Re: Card updating contest
« on: August 20, 2020, 01:57:00 pm »
Would be a good idea for a week of the weekly design contest.
We did have it once, right back at contest #18.

Variants on official cards might be a big enough field to explore with contests, or maybe not. Depends on how flexible you'd allow things to be, like would borrowing mechanics from other expansions be allowed? If not, I doubt there would be much room. Unless you do like Empires did to Prosperity, a new expansion extending a current expansion theme.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 13, 2020, 04:32:33 pm »

I don't get this. You take a quadrillion Villagers and spend of all them when the game is about to end.
But then, at Clean-up, you get a quadrillion Villagers back because you have that many unused Actions. I made the same mistake at first.

So it's potentially all the villages you're ever going to need for the game, after getting a few terminals first. But overindulge at your peril. I like the skill here...

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 13, 2020, 03:23:01 am »
Here's my submission: a night storyteller.

Quote
Fabulist
$5 - Night-Duration
Pay any amount number of $. For each $ paid, set aside a card under this.
At the start of your next turn put the set-aside cards into your hand and +1 Action
Where are cards being set aside from? Your hand, or in play that would be discarded at Clean-up?



Quote
Wee Folk - $2
Action
Discard any number of cards.
For each card discarded, if that card is an...
Action card, +$1
Treasure card, +1 card
Victory card, +1 action

I think the optimum case for this card is after you green while still having coppers in your deck, though it is still useful in other circumstances.  I tried it at $3, but it seemed awfully underwhelming and probably comparable to Crossroads and Cellar.
Welcome to the forums and the contest!
You'll need to have players reveal their discarded cards so everyone can see what bonuses they're getting. It also seems weaker than Cellar in that you'll either have a very small hand or no extra Action from it; there are several ways you could boost it.



For my entry, I'll enter a card I once submitted before:

Quote
Farm - Action Duration Victory, $5 cost.
+1 Action
Set aside any number of Victory cards from your hand face up. At the start of your next turn, put them into your hand.
-
2 VP
Keep your green out of the way, potentially all the time with enough of these.

15
Triumph + Black Cat

The Triumph-ing player gains an Estate, then gets an extra VP for each Curse that comes their way. Maybe you play your Cats anyway for the draw, maybe the junking still hurts, or maybe you give them the win if trashing is strong.

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 06, 2020, 05:03:13 pm »

Quote
Migrate - Event, $3 cost.
Once per game: +1 Buy. Trash an Action from your hand to put your deck and discard pile into your hand. Return to your Action phase.
Is it on purpose that you return to your Action phase without +1 Action (= Cavalry), or do you want to also give +1 Action (= Villa)?
Sure, at first I may have thought no Action to try and make it a bit more skillful, but that's really making things more open to swinginess in getting the starting hand just right. With +Action you can do some stuff to activate the big draw, so all the buildup won't be for nothing so easily. So:

Quote
Migrate - Event, $3 cost.
Once per game: +1 Action and +1 Buy. You may trash an Action from your hand to put your deck and discard pile into your hand. Return to your Action phase.
Like this you can get just the +Action if you really want, which might suit a thinner engine deck that draws itself every turn. In a way though, it could be less interesting with this option there? Like if you were going with a big buildup strategy, but there was one turn where getting the +Action by itself was the correct thing to do.
Leaving it like this for now, more functionality is generally good.

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 06, 2020, 07:12:01 am »
Quote
Geologist - Action, $5 cost.
The player to your left names a type. Reveal your hand. +5 Cards less 1 for each card in your hand with the named type. If they named Action or Treasure, +1 Action.
You get a nice draw card of some description most of the time, with some situations where it's particularly bad or good.
A poor opponent to one's left and time to resolve might be issues. As might '+5 Cards less 1'; should it be 'draw 5 cards less 1' to be clearer you don't always draw 5 cards?

Use "minus" instead of "less". "Less" makes no grammatical sense, and reducing the amount of something you gain is often a bit akward, especially when drawing cards. Maybe use "Set aside 5 cards from the top of your deck (face down). The player to your left names a card type. Reveal your hand. For each revealed card with the named card type, discard one of the set aside cards. Put the rest into your hand." I feel like +1 action as a bonus is way too strong on a drawing card, and it creates a lot of variation between different decks. Maybe it is actually balanced, but it doesn't seem super fun playing this and drawing no cards. Maybe the bonus should be if you draw less than 2 cards. Its greatly varying drawing power makes it unreliable and oftern unviable in engines.
This was trying to create interesting player interaction, but you're right, it's too swingy overall and you don't want swingy draw amounts. It's rather like a draw to X in practice anyway. Player interaction is hard to do well!

So thanks for this feedback. I'm scrapping this and going with a new entry in a card I've already made:
Quote
Migrate - Event, $3 cost.
Once per game: +1 Action and +1 Buy. You may trash an Action from your hand to put your deck and discard pile into your hand. Return to your Action phase.
Draw your whole deck at the cost of $3 and an Action card. You can flood your deck with all the stuff you like then go with the ultimate mega turn, but timing it can take skill. Swinginess might be a problem as well in that you may not get a good hand to buy this at the optimal time.




Quote
Refine - Action - $4
Trash a card from your hand. Choose one: Gain a card that shares one of its types costing up to $3 more; or gain a card costing less than or equal to the trashed card.
Heirloom: Graveyard Key

Quote
Graveyard Key - Treasure - Heirloom - Duration - $0
You may pay $1. If you do, at the start of your next turn, you may put every non-Victory card in the trash into your hand and you may trash this.
-
Setup: Each player gets +1 Coffers.
I'm wondering if Graveyard Key isn't too vulnerable to swinginess and/or seating order. In the case where the trash has rapidly filled up and players are holding on to their keys, whoever happens to play their key first can get a huge swing in their favour. You could either limit how many cards are taken from the trash or make the key an Event to make it always available when you want it.

Refine looks like it's at the right price if its Rebuild function isn't too much.


Edit: added +1 Action to Migrate, thanks gambit05 for noticing. Made the Action card trash optional in case you just want the +Action.

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 04, 2020, 03:35:19 am »
Quote
Geologist - Action, $5 cost.
The player to your left names a type. Reveal your hand. +5 Cards less 1 for each card in your hand with the named type. If they named Action or Treasure, +1 Action.
You get a nice draw card of some description most of the time, with some situations where it's particularly bad or good.
A poor opponent to one's left and time to resolve might be issues. As might '+5 Cards less 1'; should it be 'draw 5 cards less 1' to be clearer you don't always draw 5 cards?

19
Variants and Fan Cards / Re: Dominion: Revolution
« on: July 14, 2020, 07:54:10 am »
Card costs
Instead of or as well as a coin symbol, some of these cards have a card back where the cost is. It means that instead of or as well as $, your cards are involved in the cost. They can be anywhere, so long as you own them. Below the line, there will be a description of the cost.
You might think of Animal Fair having the option of an Action in hand as a cost. It's an option, card costs are not.

So to buy a Campsite, I can just fish two Victory cards out of my deck and/or discard pile, reveal them and discard them? Sure looks that way.
Ah, whoops that is unclear. The bit you bolded is just there to say in theory a card cost could include your cards in play ($0 cost Grand Market would be a card cost), or the number of cards in your deck. If one wanted to make such a buy condition it would be possible. It would be a bit weird, not much of an actual expense, but doable. I'll change the OP to say this.

So 'reveal and discard 2 Victories' is not specifying where to discard from because it's from hand, to follow the official way of writing instructions, and revealing them because of accountability.
Would 'discard 2 Victories, revealed' be clearer?

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 09, 2020, 06:07:32 am »
Quote
Replicate - Treasure, $6 cost.
$1
When you play this, you may play an Action from your hand, changing its +Card amounts into + $. You may gain a copy of it.
We can do Disciple on a Treasure can't we? You aren't gaining copies of itself, and here +card amounts are chameleoned to help slow cycling and the times you play it. Hopefully the $6 cost and the $1 worth are roughly right for balance.

This feels very awkward to play to me. Saving non-terminal actions for your Buy Phase to use them with this doesn't feel great and using it on terminals floods you with them very easily. I feel like this would still be on the weaker end even at $5.
It seems like you overlooked that 'you may' gain a copy, unlike Disciple. Still, when you choose not to gain it's a pretty feeble result, the power of one Action stretched across 2 cards.

So I updated it:
Quote
Replicate - Treasure, $6 cost.
When you play this, you may play an Action from your hand, changing its +Card amounts into + $. You may play it again like this and/or gain a copy of it. If you do both, trash this.
There's a Throne option so no power density is necessarily diluted. So you can gain things to build the deck then Throne them later, do both for a big one-shot, or keep this doing one function only. It's flexible, maybe worth $6 or even more.
Thank you and anordinaryman for feedback.

Updated Submission


Quote
Pendant - Action - Treasure - $3
+1 Action +$1

You may play an Action, Treasure, or Night Card from your hand.

You may trash this. If you do, play a non-Duration card you have in play.

Updated Pendant to remove the Silver+ness and it can't play Curses anymore. Now, even if you don't have a reason to play a card out of order, you can still use this as a Village during your action phase. So, it always have some use, albeit it would be the weakest village in the game. For fun, it can be a one-shot crown. The non-duration clause is to prevent confusing situations.

Edit: like always, open to feedback.
It looks like the on-trash ability wants to be Scepter. You can replay called Reserves for one thing, and for another, this makes infinite loops with Treasurer. Stick a +buy token on this for the win.

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 07, 2020, 01:37:29 pm »
Quote
Replicate - Treasure, $6 cost.
When you play this, you may play an Action from your hand, changing its +Card amounts into + $. You may play it again like this and/or gain a copy of it. If you do both, trash this.
We can do Disciple on a Treasure can't we? You aren't gaining copies of itself, and here +card amounts are chameleoned to help slow cycling and the times you play it. Hopefully the $6 cost is roughly right for balance.

Edit: took off the $1 worth, added a Throne option and self-trash if both Throne and gain a copy are done. Thanks anordinaryman and alion8me.

22
Variants and Fan Cards / Re: Dominion: Revolution
« on: July 07, 2020, 04:13:04 am »
...
I like the art! you do that digitally or painting or?

Glad you like it, I did it digitally. With a fresh eye I saw changes I needed to make, so it's a bit different now (see the original post 3 up).

Still, guess it's time I did that changelog. Some are mentioned already, so I won't cover those:

Changes:

Quote
Chemist - Action, $4 cost.
+1 Card
+1 Action

Choose one: discard a card for +1 Villager; or spend a Villager for +1 Card and +1 Action.
Chemist has +1 Action on its Villager spend option, as it should.

Quote
Farm - Action Duration Victory, $5 cost.
+1 Action
Set aside any number of Victory cards from your hand face up. At the start of your next turn, put them into your hand.
-
2 VP
Farm was too powerful as draw before, if you got a stack of them in play. Now it keeps the Victories out the deck in a more literal way, a stack of them letting you possibly do this permanently. The big hands are sometimes useful too.

Quote
Revolters - Action Attack, $4 cost.
+ $2
Each other player may take Exhausted or lose a Villager. Those who do neither gain a Curse.
-
When you gain this, each player (including you) gets +1 Villager.
Revolters is rather different now, the aim being to give it more self bonus than just terminal Copper. It now gives + $2, and in exchange lets other players avoid the curse also by losing a Villager (going right back to the initial premise as well). To make it put villagers in the game it gives them out on gain; this slows its early game threat down, and nicely scales with more players in doing this.

Quote
Trade Circle - Action reaction, $4 cost.
Choose one: gain a Silver; or trash a Silver from your hand for + $4.
-
When a card moves to your deck or discard pile from anywhere except the Supply not during Clean-up, you may discard this to draw the card and get +1 Coffers.
Trade Circle has a wider reaction window, letting it work on cards moving to anywhere in the deck or the discard pile (which it can now do because Sleigh), not including gaining. So sifters, diggers, Mandarin, Secret Passage, things like them. The on-play now gives $4 on silver trash rather than 3 Coffers, to help avoid any Coffers hoarding.

Quote
Tutor - Action Duration, $3 cost.
+1 Card
+1 Action

You may set aside a card from your hand. At the start of your next turn, if the card is an...
Action, play it;
Victory, discard it and +1 Card;
neither type, trash it.
Tutor has had its types and abilities attached to them moved around so that it can now trash Curses and Hovels as well as Treasures. Action Victories are a bit funky, so the +Card on Victories might go, but overall it's better for engines.

Prospect changes:
Quote
Consumerism - Prospect, $0+ cost.
+5 Buys
You may overpay for this by $2 so non-Victory cards cost $2 less for the turn, or by $4 for all cards.
Consumerism is more useful than infinite buys now. It gives you 5, then some options to Princess things. No overpay gives you buys when really needed, like the first version of this did, $2 helps build the deck, $4 helps a mega turn cash in. $4 might be a bit too high, so it may go to $3.

Quote
Dividends - Prospect, $0 cost.
+1 Buy
If you have the same number of Actions and Treasures in play, +1 Coffers and +1 Villager per 1 of each type.
Dividends also offers Villagers now, to make it a bit more inviting.

Quote
Manufacture - Prospect, $2 cost.
+1 Buy
Choose one to gain: a card costing up to $4; a copy of a card you have in play; or a Duchy.
Exhibit now looks like this. Artifacts on a prospect don't work, because seating order, so Emblem goes and the late option becomes a Duchy. It might be weak compared to the other 2 options. The mid game option now looks for a copy of a card you have in play, not one you've gained during the turn; much more usable.
And seeing that the Artifact's gone, Exhibit didn't seem like such a good theme anymore, so it's Manufacture.


New cards:


Quote
Spinning Jenny - Action Treasure, $5 cost.
+3 Cards
+1 Buy

If it's your Buy phase, then for the rest of the turn, cards with no [ ] cost in the Supply have one that reads, "to buy this, discard 2 cards".
Here's the cards version of Foreign Art. You often want draw in your Action phase, so this seems justified as an Action Treasure. Play any one of your Jennies as a Treasure and the universal card cost kicks in. I tried the cost at discard 1 card, but it seemed too good at big money.

New Prospects:

Quote
Commission - Prospect, $2 cost.
+1 Buy
Return to your Action phase. Replay the last Action you played this turn that's still in play twice. (Put your cube on it, then on this when it leaves play.)
Here's a one-time KC. Hopefully simple but not necessarily simple to use.


Quote
Demonstration - Prospect, $0 cost.
+1 Buy
Each player (including you) discards their hand and draws the same number of cards. Return to your Action phase.
Here's a possibility for an attack Prospect. We know how Minion is a once-per-turn attack to stop it being too oppressive or silly, and this follows a similar idea (just watch out with more players). For self benefit, you also reset your hand, so you choose whether to go aggressive or self-benefitting, or try both at once.


Quote
Imports - Prospect, $4 cost.
Gain a card from the trash.
-
Setup: add an extra kingdom pile to the trash.
You can either gain a single copy of a unique card for $4, or if there's other trashing (really, tfb) you can regain a trashed Province.


Outtakes:

Antique was too centralising, too much pressure. It should be brilliant on top of a split pile though.
Diversion, Potteries and Shady Deal are all out because Delayed is out. Exile exists now, and card costs are getting you thinking resourcefully about your cards.
Taskmaster is covered by Steam Engine, which has a nicer theme, and also Advancing Village.

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 02, 2020, 05:52:49 pm »
Wow was this weeks challenge tough.



Quote
Specialize

Move your +1 Action, +1 Card, +$1, or +1 Buy token to an Action Supply pile without the same type of token already on it.

Event
5 Debt

Just to be clear in how the card works, this means that Specialize could be used to move your +1 Action token onto a pile with another player's +1 Card token on it, but not onto a pile with another player's +1 Action token.
This might make 'first player wins' games with its debt cost. Like if there's one cantrip, the first player's first turn would be almost automatically put their +card token on it. (On turn 2 they can then specialise in something else.) Or +$ maybe, but the idea is there. Yes it's a slow start, and yes the other players can rush that pile, but the exclusive rights are surely too valuable. (If it's a card you want later, like +card City Quarter...)

Update to my entry, with cards names and images:



   
Quote
Land Grant - <10> - Project
Once per game, place a cube in a Landmark of Land Grant set that has no cubes on it. When scoring, it applies only for you.
Setup: make a Land Grant set with the following Landmarks: Acreage, Barony, Bishopric, County, Domain, Grange, Virgin Lands and Yards.
Acreage - Landmark
When scoring, 2 VP for different named Action card you have.
Barony - Landmark
When scoring, 2 VP for different named Treasure card and Victory Card you have.
Bishopric - Landmark
When scoring, 3 VP for each 2 different named cards in the trash (round down).
County - Landmark
When scoring, 3 VP for different type of cards you have.
Domain - Landmark
When scoring, 3 VP for set you have of Province - Duchy Estate.
Grange - Landmark
When scoring, 1 VP per Action card you have from an empty supply pile.
Virgin Lands - Landmark
Choose a card type besides Action, Treasure and Victory. When scoring, 3 VP for each 2 cards of that type you have (round down).
Yards - Landmark
When scoring, 1 VP per 4 cards you have (round down).

Feedbacks are always welcome!

Firstly a minor thing, Land Grant doesn't need to say once per game, it's a Project.
These look like a great set overall, each one having potential for a similar amount of VP.
Acreage could get more than the others for not too much effort, it could be a bit strong.
Barony is 12VP with not too much difficulty, a bit more sometimes, a lot more with castles (but that is an expensive commitment opponents can happily exploit)
Bishopric is my favourite here. It gets the notorious alt VP depending on the trash to work! It's very niche though, and maybe not worth it unless trash-for-benefit is in the game.
County is at least 12 VP easily, sometimes more without too much extra to do. It's probably too strong.
Domain might be on the strong side too? If you can hold all those greens that's a lot of extra VP in itself. It might be fine.
Grange becomes worthwhile if 2 piles empty. In some cases it can be crazy, like with horses (Livery).
Virgin Lands is nice in the set, sometimes it's doing nothing and sometimes it's doing lots. The way it's worded implies you choose the type when bought, but it would probably be nicer if you chose at the end (say 'when scoring, choose a type...')
Yards appears weak. Going for 12VP in line with Barony and County would need 48 cards. 3 Gardens in a deck with 48 cards in would give you that much, nearly 15.

Some ninja-ing from Fragasnap.



Edit: also editing my entry:
Quote
Monolith - Project, <8> cost.
Put your cube onto a kingdom pile with no other cube on it. When scoring, +2VP for each card you have from that pile.

A bit more influence and accessibility, so it's essentially a Landmark.

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 26, 2020, 05:22:34 pm »
This is a nice and challenging contest. Getting around the inequality whilst not creating unpleasant races to the best unique benefit (Tournament, Mountain Pass), swinginess (black market) or indirectly causing mirrors by the benefit of going unique being too strong.

This is my entry for now:
Quote
Monolith - Project, <8> cost.
Put your cube onto a kingdom pile with no other cube on it. When scoring, +2VP for each card you have from that pile.
An obelisk you can sculpt to suit your tastes. Go in early and you can seize the most hotly contested pile or deny one your opponent is focusing, or go late to pick a more obscure one. This might suffer from the unpleasant race problem, if going obscure late means picking undesirable stuff up.


@ Spineflu's entry: Grifter is the only attack; whilst you've done well in avoiding the race scenario, this one may still cause it.




Quote
Land Grant - <10> - Project

Once per game, place a cube on a Landmark of Land Grant set that has no cubes on it. When scoring, it applies only for you.

Setup: make a Land Grant set with the following Landmarks: Fountain, Museum, Obelisk, Orchard, Palace, Tower and Triumphal Arc. Choose at random Obelisk's supply pile.

This will surely make the race scenario, if not a 'first player wins' one, since Museum seems to stand out as vastly superior to the other Landmarks. Sometimes it's Tower with maybe a Silver flood strategy, but same thing.

25
Variants and Fan Cards / Re: A Dozen of Custom-made Cards
« on: June 23, 2020, 06:35:59 pm »
These cards show a clean elegance overall, they feel much better than what I remember of Odyssey (which isn't much).

Ballroom: simple design that's fairly failsafe. If playtesting showed you $6 was too little then this is likely good to go. Over other throne variants, this calls for precision deck control strategies.
Wording: you don't need to say 'you may', set aside up to 2 cards includes 0.

Clock tower may not be the best way to involve shuffles. If you want to do it lots you want some time to benefit from it. Go for something less centralising.

Custodian: I like the elegance here, how the attack neatly fits into the self benefit. It's probably a bit too rude an attack for my liking, contraband is self-inflicted. You'll also want to make it set aside something that would be discarded, otherwise durations get wonky (hirelings played multiple times).

Debate: you may have found this to be relevant or not, but you have to not play a card you want to try winning with, whilst the other players can play their card. A big sting if you lose, I imagine.

Dice games: the first time I end up discarding my entire hand to getting +1 Buy or +2 Actions every time, I'm probably finished with this card. It'll happen. The random outcomes need to be much less varied.

Duality achieves its intended purpose, though it needs to discard all of the other revealed cards as well as the other Action.

When 2 or more players (in 3+ player games) want to take collecting artifacts...?

Some games handler will probably be centralising, like ox, owl and rat maybe. A bit like a self-gaining nobles.

I guess with market town against tactician, it just feels better to prepare a future turn at the cost of the current one; you have something to look forward to. The opposite makes the wait between turns not fun. The cases where you can prepare for market town setbacks, like scheme and library, are very few.

Stray cat could simply read 'you may trash this from your Tavern mat for +3 Cards'. Sound and interesting besides this, control over draw quantity.

Comparing tithe to bridge troll, it's slower but ruder. It may not be fun to play against.

Truce is like 'I can get a Forge (player 2: 'I can get a Forge...') then a Goons for my opening? Don't mind if I do. And then city quarters? Sweet.'
So yeah, this is always causing trouble in the opening, even if just $5/Copper/$5.

Vigil may have enough reason for it to be added to decks, or + $2 at $5 cost would add more. Not sure I'd want to add an Action copper to the deck that has an attack that may miss.

Watchmaker feels very slow and very niche. What can it do that Way of the Turtle can't?

Mobsters and statue look sound and interesting. Draft, secret path, plague doctor and hops are sound and a bit less interesting.

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