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Messages - Kudasai

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1
Variants and Fan Cards / Re: Asper's Cards
« on: August 16, 2018, 06:51:34 pm »
100,000+ views!!! Congratulations and thanks for all your support and insight on the forum! I'm sure all of our cards are the better for it.

2
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: August 16, 2018, 06:23:46 pm »
Challenges: Create a treasure/action card that isn't Crown.  Create a pure debt-cost card.

I created an Action/Treasure card for my Conspiracy set, but it's pretty boring.

Quote
Dagger Action - Treasure,
If it's your Action phase, trash a card from your hand.
If it's your Buy phase, +1 Buy.
---
When you discard this from play, you may shuffle it into your deck.

Edit: Does anybody have a good template for Action - Treasure cards? The one I'm using looks terrible. I want to give this card an image, but I can't with my current template.

Looks like you found an Action-Treasure back. Just in case though, here is the one I use. Not sure if the quality is any better. Should have Alpha channels built in, but let me know if there isn't any transparency.



Also, I think dagger is pretty neat. It seems to be worth about $2 and has some interesting play dynamics. Like deciding when to shuffle it or not.

3
Variants and Fan Cards / Re: Rats
« on: August 13, 2018, 10:40:34 pm »
I'm not quite sure what cards like Rats are supposed to be. Animal themed and a 20-pile Supply? Well, if that's the case, I think I've got one for you.



Made this card of my girlfriend's cat to try and get her into playing Dominion. Well it didn't quite work and now I'm stuck with this. It's fun, but probably a bit too strong in too many situations.

4
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: August 13, 2018, 10:31:32 pm »
Unusual Attack Cost Challenge - Not technically an Attack, but close enough count. Made this one a few years ago and never tried to figure out if it's balanced or not.


Victory-Duration Challenge - Another one that I haven't had time to polish. Not quite sure where this one is going yet. Also, this isn't technically a pure Victory-Duration, so challenge failed. :(


A challenge I've been trying to crack for a year or so is to come up with a way to incorporate a health bar into Dominion. With States it now seems possible. My idea is to use Estates as your health bar, but beyond that I'm not sure how to execute it or make it fair.

Victory/Duration card
I had crossed the idea of pure Durations. A Victory/Duration could be:
Quote
Clayfields - Victory/Duration, $6 cost.
2VP
-
For the rest of the game, when you buy a Victory card, draw an extra card for your next hand.
When you gain this, play it.
(This stays in play.)
For the potential it has maybe 1VP is enough. Tracking issues as well, especially Villa.

Very interesting card. Curious how this plays. Going straight into play makes it quite strong. Maybe too strong?

5
Variants and Fan Cards / Re: Dominion: Ice Age
« on: August 12, 2018, 05:20:11 pm »
What LFN said, Inherited Estates as Ratcatchers for example, still give 1VP if they're in the tavern.

Okay, I am convinced. This was the evidence I was looking for, because the rules really tell a different story in terms of how Mats work at the end of the game. Thanks to you, LastFootnote, and Holunder9 for the clarification.

6
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 12, 2018, 05:11:10 pm »
All cards you own count for your score and stuff like Gardens etc. . Cards like Island originally said to return them to be nice to the player, spelling out something they didn't need to spell out. But it's like this, by telling out something you didn't need to, if it's lacking, people will think, why isn't it spelled out here, apparently this is different? Lesson learned: Don't spell out things that go by themselves.

Yeah, I've come to terms with this. Gazbag made a good point about Inherited Ratcatchers still counting for points even if they are on your Tavern mat when the game ends. I guess that was the evidence I needed, being as the rules tell a different story.

I'm assuming it's just a product of the rules detailing the "End Game" (1st edition Base and Intrigue) came out long before the first mats (1st edition Seaside). The solution when Seaside came out was then, as you said, to tell the player to do something they probably already assumed they should do anyways, take their cards from their mat and score them. Now (2nd edition Seaside) even that has been put back into obscurity in the expanded rules. I just thought the 2nd edition rules would have cleared this up.

Anyways, it's not such a big deal. I just thought maybe I had stumbled onto some untapped design space and wanted to share. Sorry folks!

7
Variants and Fan Cards / Re: Dominion: Ice Age
« on: August 11, 2018, 02:51:08 pm »
I've been thinking on Bastion and Dominion's general rules regarding mats. I'm of the opinion that cards on mats are not automatically returned to the player's deck for counting points. Mostly this doesn't matter with the official cards, but with Bastion it would. If the Estates are not specifically told to return to the deck at the end of the game, they won't be counted.

This is a small difference in score, but I'm curious what your intention was? To have the Estates count towards your score or not?

8
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 11, 2018, 02:46:55 pm »
*EDIT_02* Here is the actual text from the manual. "Take all of your cards - from your hand, deck, discard pile, play area, and even set aside cards - and sort them for putting them back in their piles. Count up your points." This is a bit off topic, but if a Victory card somehow got onto your Tavern mat and didn't check on itself to be there, would the points still be counted?

I don't think that text is meant to exclude the Tavern Mat. Distant Lands can still score 4[$vp] because it only cares if it is on your mat "at the end of the game". Not "when counting up points. Also, it's not clear wording anyway, it just says "take all of your cards", without a definition of what it means to "take" them. The point clearly seems to be to gather them up so that you can count all of them as your score, but you have to make a logical assumption.

Any guesses why Island and Native Village specifically say to "return them to your deck at the end of the game"? 1st edition cards had this on the card itself, but now it can only be found in the expanded rules. The inclusion of this text leads me to believe that cards on mats don't automatically get returned to your deck for counting points.

Anyways, it really has no bearing on Kru5h's Judge card or really most of the official cards. I'm more curious in terms of potential design space for future, fan-made cards. Thanks for your input!


9
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 09, 2018, 06:44:49 pm »
The "Game End" seems to be three phases:
(1) Start of Game End.
(2) Take all cards (minus cards on mats if not specified to take).
(3) Scoring.

Since your current version is set aside and will get pulled at phase (2), should you have to specify the condition as being "At the start of Game End" or "At the start of the end of the game"?

I don't think this is correct. I don't think cards are "pulled"; Distant Lands shows us that cards remember where they were when the game ended, and there seems to be a general rule (written or not) that all cards that are yours count as part of your deck for the purposes of Gardens, etc. The fact Island says "returned to your deck" really has no rules meaning at all; given that cards like Haven don't have this same wording, but still work exactly the same.

It's a bit of an unknown rule, but cards on mats do not automatically go into your deck at the end of the game. They are still your cards, but for some reason they stay on the mat. Distant Lands is a good case of this. It's on your mat at the end of the game and checks there for 4VP. If it was automatically pulled it would be worth 0VP. Mostly a moot point though.

Really what I'm arguing is that set aside cards (like Judge) definitely get pulled and when the game ends where will Judge be? Maybe still set aside? Maybe pulled? As there is no precident for this I guess it's up to Kru5h, but I think treating the End Game as a phase like Clean-up would go a long way in clearing up any future misunderstanding.

*EDIT* I see your point though and am in no way disagreeing with it. It's a weird, sometimes seemingly incomplete part of the game. I guess it only ever matters if something is expected to be somewhere (i.e. on your Tavern mat, or set aside) that it matters.

*EDIT_02* Here is the actual text from the manual. "Take all of your cards - from your hand, deck, discard pile, play area, and even set aside cards - and sort them for putting them back in their piles. Count up your points." This is a bit off topic, but if a Victory card somehow got onto your Tavern mat and didn't check on itself to be there, would the points still be counted?

10
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 09, 2018, 04:49:57 pm »
The "Game End" seems to be three phases:
(1) Start of Game End.
(2) Take all cards (minus cards on mats if not specified to take).
(3) Scoring.

Since your current version is set aside and will get pulled at phase (2), should you have to specify the condition as being "At the start of Game End" or "At the start of the end of the game"?

11
Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: August 09, 2018, 04:11:11 pm »
On a tangent, there was a Nocturne outtake that's briefly mentioned in the secret history. It was a Treasure called Abundance, and it was half a Fortune. It still had +1 Buy, and you could stack them (unlike Fortune), but it only gave you +$1 per $2 you had, rounded down. Guess how much it cost before it was cut?

I would have guessed $6-$7 purely because they can stack.

12
Variants and Fan Cards / Re: Dominion: Revolution
« on: August 08, 2018, 06:34:25 pm »
Diverted - Big fan of this version where you essentially have to pay $1 Coin to get your card back. Mechanics seem much more solid than relying on some-what swingy reshuffles. If this turns out to be too harsh you could remove the 1 card per turn restriction.

Tracker might allow cards to be top decked instead, but I just consider that a niche counter to Diverted.

One-shot Event - I have a one-shot Event called Treaty. Not sure if you were thinking of it. Anyways, I really like the first two options, but think the Power one takes the cake. Makes for an interesting game where Silvers both enable and clog up engines.

Should all of these give a Buy back to ensure maximum flexibility when bought?

Really cool editions!

13
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 07, 2018, 03:21:09 pm »
Maybe it should be limited to one extra turn and not a split pile.

Quote
Lawyer Reaction,
When you gain this, set it aside.
---
When the game ends, if you have this set aside, you may discard one Lawyer to take one extra turn after the end of the game (in turn order).

This is less obnoxious, less confusing, and less wordy.

Feels kinda bad to have a card in the supply that only 2 or 3 copies of will be bought, though.

Maybe extra Lawyers give you bonuses on your extra, post-game turn? Extra cards, buys, actions, etc? This would also be an amazing opportunity to make the bonuses dependent on how much of something you have in your deck. This is something you normally could not do, but as the game has "ended" you could technically look at your cards. You would however have to reshuffle in order to play your post-game turn. Would also be tricky getting the wording right.

I made a mock-up illustrating how the wording can be implemented. I know you're against Reserve cards, but this would have to use a mat to work correctly (as cards on mats do not automatically get picked up at the end of the game). It also does not address the issue of turn order, but maybe that's best saved for an expanded rules section. Anyways, all bonuses and what triggers the bonuses could be anything. Just used some generic stuff as an example.



If you go the split-pile route, the bottom Victory card could also do some cool stuff at the end of the game, like gaining powerful cards for your last turn. Would make for a cool interaction with the above card.

Well, hopefully I'm not imposing on your creative space here. I just really like the concept you came up with and wanna help in any way. Take and leave any of it!

14
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: August 05, 2018, 05:59:30 pm »
Barbarian Village's other effect is fine, but like most effects that try to make another card do something else it creates a whole lot of rules questions. For instance, how does this interact with Inheritance? C0okieL0rd solved this by giving each player a special Action card on setup and putting the Estate token on it, something that doesn't work here. Most official cards would do something like this by saying "discard any number of Estates, if you did...". This is what I'd recommend:

I've never quite understood the reasons behind why Inheritance sets a card aside versus putting the token directly onto the Supply pile like the other Adventurer tokens. Is it to prevent inherited Estates from gaining the bonuses from other tokens? If that's the case, Barbarian Village should be okay as it simply adds instructions and is not copying a card.

If your Estates are both inherited and under the effect of Barbarian Village, you'd just get both effects and in any order you choose. I see this acting the same as having two or more Adventurer tokens on a card.

Thanks for the card change ideas. I'm certainly considering them, but wanna think on Barbarian Villages current form a little bit longer before jumping into any of that.

15
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 05, 2018, 05:48:22 pm »
I'm not so good with balancing feedback, but I'll provide what general feedback I can. I should say, these are all very exciting and seemingly original cards. Sure balance is important, but if no one wants to even try your cards out, then well it just becomes a moot point.

Dagger - A very nice $2 cost. I'm curious how fast this can trash with perfect draws (every turn?) and how that would compare to the worst draws possible. Are the these two scenarios so far apart that it warrants concern? Probably not as luck will always be a part of Dominion. You probably don't want it every turns anyways to avoid terminal collisions.

King Midas - Another very cool concept, but this one has the potential of being very swingy. The top part seems fine, but the bottom part has the potential to trash Provinces with no real way of playing around it. Maybe make the trashed card come from your hand and cost between $3 and $6 coin? This seems like a Duchy rush kind of card, so losing even one of those would hurt a lot. I also feel this could cost $5 and be fine. Blocking Province buys is a delicate balance and you probably want to make them a little less accessible.

Bon Vivant - Seems a bit powerful. Kind of eliminates a whole subset of Dominion cards that give reliability in your deck. I really like the idea, but would find this much more exciting if the decision were a little harder to make. Like play the Action or take +2 Actions/+3Actions (without the +1 Card). In addition I feel Bon Vivant itself should not give extra Actions. It could probably just be a cantrip and cost $2 with both of those changes.

Caltrops - Wow! Probably my favorite of your new cards and it seems to use your new Jinx token mechanic perfectly. Certainly rewards deck diversity. A lot of interesting decisons have to be made as well. How many Coppers are you willing to play with an opponents Caltrops in play? Maybe a $3 cost works better than that $4 or $5 cost if it comes with a Curse. I also like how the draw for your next turn allows for more differently names cards to show up.

Judge - I can't say much in terms of this being balanced or not, but boy does it seems cool. $6 might be a fair starting point as this seems it will likely just be a Duchy or alt-VP gainer. I really like the oversaturation mechanic. Having 10 of these will likely only result in maybe 4 to 6 of those turns being worthwhile as Judges are put back into your deck after each extra turn.



16
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: August 04, 2018, 03:19:17 am »
Thanks for the comments everyone!

Reservoir - Now I'm remembering why I never posted this; it's way too much like Oasis. There are casual differences, but I'm not sure they warrant a new card.

Barbarian Village - I can see bumping this up to +2 Actions on play (which would give +3 Actions the next turn). Just wanna make sure everyone is seeing that Barbarian Villages can stack. Having two out makes your Estates +4 Cards and each other player discards down to 3 cards. Picking up a free Estate is great with this, but Ruins and Curses should only be taken sparingly.

Bivouac - This really isn't a matter of trying to collide them as they top deck themselves if you have 2 or less in play. They will collide eventually and you will have basically traded two cards each turn for +$2 Coin and +2 Actions (and of course the time it took to set it up) at the start of your turn. The trade off may be poor, but at least it's reliable. Maybe this should give 2 Spoils for all the trouble this is worth!

17
Variants and Fan Cards / Re: Dominion: Revolution
« on: August 04, 2018, 03:03:50 am »
Parade - Very thematic! Parades often showcase different things and now this card does as well. I've been trying my hand at a VP card that cares about Action and Treasure density being the same and boy is it tough. I think you're making the right call to just make this a flat VP amount and retaining the idea through an on-gain effect. So is there a reason you're not going with Grand Market wording? Like, "You can't gain this if the number of Action and Treasure cards you have in play are not the same." The wording would be a bit more clean, but then I guess your wording allows for a Salt the Earth type effect. You can trash Parades simply to deny the points to your opponent if you think they will have an easier time satisfying the on-gain. Very cool stuff!

Steelworks - Nice to see the new card with the Power mechanic. First impression is this might be a bit slow on it's own as a gainer. But it also acts as a kind of Coin of the Realm. Seems very versatile, but requires good play to really make it worthwhile. It could make an amazing, non-terminal, non-Victory card gainer once you get your Power level up to 4-6. I imagine in most games you can only get about one Province gain off of this.

Weather - I'm sure there's a way to make this both fun and rewarding to play with, but it's late and nothing is coming to mind. I'd hate to see all those cool mock-ups go to waste!

18
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: August 03, 2018, 03:56:22 am »
A few more cards I'm thinking on. Some of these are some of my original concepts from many years ago. Bivouac is a 12-card, Action, Supply pile.

           

19
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: August 03, 2018, 03:51:07 am »
So why should you buy a Gold or a Goons if they get perchance trashed by Chaplain?
Yeah, this is a hard sell to the player. I think I might try and limit the cards revealed to what is drawn and not your whole hand. This would make it easier for players to track where their power cards are in their deck and limit them being drawn/trashed by Chaplain. Also since this would lessen the harshness of the trashing, I think ending up with a Laboratory when it's all said and done is probably fine. Still unsure about this one though.

Also, thanks for the Slinger comments in Krus5's thread. I posted it here so we wouldn't have to discuss it over there. Seems rude to talk about your own cards in someone else's space. Anyways, I agree it probably needs a price increase. +1 Coffers isn't guaranteed with after two plays, but then your opponent is down to three cards and that's pretty good as well.

20
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 01, 2018, 02:04:24 am »
I usually come up with goals for myself, like "Design a Village/Attack" or "Design Duration/Victory card." Here my goal was a two-cost attack. It's not the best card in the world, but if you have ideas for other two-cost attack cards, I'd love to hear them.

I think $2 cost cards are tough in general, let alone an Attack card. Kuddos for trying! This is something I made awhile ago. Possibly balanced, but probably slow and painful to resolve.



Big fan of your cards. Looking forward to seeing your new ideas.

21
Riches - What's the goal of the Treasure trashing portion of Riches? Is it a punishment to keep players from mass-buying Riches or is it to reward players with good, early Copper trashing? If it's the former, you can make it so you can't trash Copper and then maybe it's fine at $4 or $5. If it's the latter, well I'm not sure. :)

Fun Fact: Mint's on-buy, Treasure trashing is meant to be a penalty, but I think it is often regarded as a huge bonus to the card.

22
Tomb Raider is about 100% unusable without one (otherwise a cool card with a cool theme).

I'm confused. Playing Tomb Raider without attacks in the game makes your opponents reveal their hands and you gain a copy of a revealed Treasure.
Tomb Raider is also an attack, so it can always defend against other Tomb Raiders.

Adding a keyword ("War" or something - "Muster"?) isn't a bad way to do it, but then I'd likely need to add the keyword to three or so cards. The problem is that none of the other cards interact with Attack cards. Graveyard could have it just for funs, but the third card is a mystery. (Edit: says the guy with Trap cards on only one card.)

Tomb Raider - Oops, you are correct! There goes all credibility on my future critiques. Now that I actually understand the card, it seems very interesting. Nice thematic choice too with the only two Treasure-Attacks in the game (Relic and Idol) being "Tomb Raider" like. Now it makes me wish your Artifact card was also an Attack purely for flavor. :)

War/Muster - Both cool names that fit the theme. I can see Graveyard having small, cool interactions with some different Attack cards. I think Tomb Raider is fine alone , but would be more interesting with other Attacks on the board. So that could be your three cards right there (including Stronghold). I'm still only loosely behind the idea for a new type that adds Attacks. Just brainstorming here in case you wanna go this route.

Riches - Hands down, this will be the best $4 cost on any board by a lot. If you don't incorporate it into your strategy some how I think you will loose 100% of the time. Beyond that though, if every player goes Riches, I think this could still reward smart play. Decisions like how many Riches to buy and when it is worth trashing a Riches for a Province are probably not that trivial. So if you're okay disregarding the play of most of the other Kingdom cards to keep Riches as is, I guess your only problem might be someone in your play group "solving/perfecting" their Riches strategy. As I believe most people enjoy Dominion for it's diversity of play, this may lead to some very disappointing games down the road.

23
at the moment?
I'm trying out Stronghold as always costing $7 and always playing itself as an attack; this brings in the question of "but what if there are no attacks"? Maybe it needs to add an attack pile at setup, but then that's crazy amounts of text.

You could make a new card type. One that when played with requires a random Attack Supply pile to be added. Sort of like Looter adding Ruins.

I'd suggest having cards that can hold their own without an Attack card. Stronghold probably does, but Tomb Raider is about 100% unusable without one (otherwise a cool card with a cool theme).

Anyways, just a thought if you wanna go this direction. A new type adds zero new text also!

24
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: July 08, 2018, 08:07:07 pm »
Chaplain feels like it would run out of utility fast. I mean sure it's incredible for the first 3 plays, but after that, phew. I'd bump it to +3 Cards.

My original thought was to have this at +3 Cards and +1 Action, but thought the end result (an unconditional double lab) would be too much of a reward. Thinking more on how many hoops you have to jump through and how late in the game this would come I think this could work. I wonder though if +3 Cards and +1 Actions will make the mid-game trashing even worse. You draw more cards, but now there's more of a chance you'll hit your good cards.

Chaplain is hard to judge. For the first 3 plays it is better than Laboratory (unless you draw a hand without an Estate and a $2), for the next 3-6 plays it is worse (depends on whether you have $6s or Provinces in your deck/hand) and then it is identical to it. So if the junk trashing compensates for the trashing of good cards it is similar in strength to Lab.

I'd like the end reward to better than a simple lab, so I take your analysis as another reason to try the +3 Cards and +1 Action version out.

Going along with this, when you do get to that point in the game, the card as written would become unwieldy, as you can wind up with an obscene number of tokens on your Chaplain mat, and have to reveal your hand for no reason every time (See, I don't have any $25s. Look, now I don't have any $26s, etc.). If you gave this +3 Cards, it would be such a strong unignorable draw card that I'd expect you'd see this happen in every single game! (if there's an engine, at least)

To balance that, if you did decide to try +3 Cards, I would make the adding a token to the Chaplain mat contingent on actually trashing a card. Then you can't easily bypass the Province (and other good card) trashing by just waiting until you have 9 tokens on the mat.

I was going to say that revealing your hand nearly every time on a spammable card might bog the game down too much, but then I realized Hunting Party already does that... Still, something to consider.

Yeah the unlimited number of tokens you can gain is technically a problem, but I'd just hope player's would agree it's sensible to stop keeping track after the most expensive card on the board has been surpassed. It's not a solution that sits well with me, but it could prove wordy and mostly unnecessary to add text to the card that addresses this.

I see foregoing the purchase of expensive cards until your Chaplains have surpassed that trashing point as just being one strategy for playing the card. I do think players that buy their power cards ($5 and up) and build a deck around protecting those cards will be rewarded over those who just play Chaplains and then build. At least I hope! Testing will have to be done.

25
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: July 07, 2018, 03:14:50 pm »
The main issue though is that an Action card should not just be good with money (Smithy is nice for money and nice for engines) but also good in an engine and here is where Adventurers will mostly fail. Now of course there are Actions which are biased towards money decks like Embassy but not totally.
Of course if you are fine with a narrow card an Adventurer version is OK but if you like a card to be flexible, allow unforseen combos and all the other stuff that makes Dominion, at least to me, so interesting, it is not.

I agree wholeheartedly! For Adventurers I got caught up in how I could make the original Adventurer concept work without really thinking about if it would be fun. I've applied the "token advancing" mechanic towards what I feel is a more gratifying and fun way - Chaplain. Hard to say if this is balanced. I could see a good argument for it costing $6 Coin at least. I just don't want it to be so inaccessible early on that some players may end up getting it 2-3 turns faster by simple luck. Anyways, here's Chaplain!



To address Asper's and Gazbag's comments on Great Forest. I'm sure you're both quite right about the 3VP game space. I can't argue this definitively, but I don't think a plain Duchy at say cost $4 Coin (maybe even $3) breaks the game as long as the player is only incentivized to buy it early. I think if it's early enough in the game the opportunity cost balances out the reduced price. So in my mind, if I wanna make a card that mixes up the 3VP space I need to address the cheap, late-game gaining issue. Perhaps Distant lands already does this well enough like Gazbag said. Maybe this should be an Event that gains Duchies for cheap. Why are Victory cards so hard to make! Anyways I do appreciate the insight!

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