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Messages - Kudasai

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1
Variants and Fan Cards / Re: A Debt - drawer
« on: Today at 04:10:10 pm »
Cardname
Take 2D
At the start of your next turn, +1 Card per D you have
--
This is gained to your hand (instead of your discard pile)
Night - Duration $3-3D

I came up with this card just off the top of my head. The obvious use for this is +5 cards at the start of your next turn, but you also start with 5D. Do you think it would be fun? What would be the right cost for this?

I'm not great at this sort of analysis, but comparing it to the Expedition and Mission Events might be a good place to start. Expedition because its in a way sets a benchmark for cost versus next turn draw at $3 to 2 cards. Mission because it in a way allows more draw but at the cost of not being able to buy cards.

Beyond that I can't help, but it would be nice to have some more control over how much Debt you take and thus how many cards you draw your next turn. Something like "Take up to 2D."

As it stands, I think I'd only buy this if the board favored trashing and gaining (i.e. boards that also favor Mission). But like Mission this could also be used to negate upcoming dud hands and cycle faster. So all-in-all I think it's probably useful, just not all the time. Would be a lot of fun with other Debt cards though.

2
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: Today at 02:28:19 pm »


Is this supposed to be a reflex game, like you have to put your hand down on the table as soon as someone plays this? And how long does the "after" last? When is it safe to pick your cards back up? And can you avoid the attack entirely by just leaving your hand on the table until it's your turn?

Either way, the name is awesome.

Answers in the order that you asked them:
(1) Yes
(2) Until the player that played Drunken Witch follows the +1 Card instruction and draws a card.
(3) Probably the same as above, but Curses should only really go out the very instant the token hits the Villager mat. Is there room to argue this? Certainly.
(4) Yes, but as the name implies this card is best used if people are a bit inebriated. Simple things like this become much harder.

I've updated this to make the Cursing window more clear and to remove the Attack card type. Now those poor suckers who try and React with a Moat in hand will get a Curse instead! Muh-hahaha. Also, this now has a strange interaction with the -1 Card token in that it makes the Cursing window much larger.




Can anyone else this of fun physical elements to bring into Dominion? I'm sure there are some great Duration and "While this is in play" things that could be used to great effect.

3
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: Today at 01:47:50 am »
I like Mountain fort. I think you should go ahead and enter it into the weekly contest. (maybe at 4 debt)

Thanks! Although I've had this card for some time, I don't want to post it there as other people have posted cards with similar mechanics. Switching Coin to Debt, negative on-play effects if you have Debt, etc.

Here's a quick one I'm going to try with my play group. Just for the fun of it.



And in the probably ever changing saga of Sellsword this is what's new.


4
Variants and Fan Cards / Re: Dominion: Swords & Sorcery
« on: May 24, 2019, 06:14:42 pm »
Sorcerer: I've read the other's comments on this and I don't really get what they're talking about. This is just a fancy Village right? It just sort of Band of Misfits the card it plays. Having said that I do quite like this one, most of the issue I have come from the cards associated with it.

Hmm, I completely misread what this does. I thought it was +1 Card, +1 Action, Play this as if it were an Action in the Supply costing up to the same.

5
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 24, 2019, 02:24:04 pm »
Some ideas I had for the current Debt Card Weekly Design Contest, but ultimately I didn't pursue. I'm thinking about trying them with my play group so I'm hoping for some feedback/thoughts on here.

Mountain Fort: Not a lot of fancy stuff going on so it should be roughly balanced. Guarantees access to $5 cost cards, but the more debt you incur the more liable playing Mountain Forts become.




Sellsword: This one is a bit wonky and probably tedious to play. The idea is you get a very strong card for cheap, but your opponents may be able to take it for some Debt. So all of this is pretty weak for the initial player buying it, but I'd like some high level strategies to exist where a player may opt to hang on to their debt in order to make stealing their Sellswords very unattractive. Players could even cooperative with other players to hang on to their debt so they can keep them longer (ugh!). Ultimately I think this might just be a fun mess around card, but I'd like to try and get it balanced for competitive play. This is probably a long way off from that, so any suggestions are appreciated!


6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 23, 2019, 11:39:57 pm »
Monoculture:


I don't think this should have the Debt icons at the top corners. The top corners are only for how much the Treasure is worth.
I disagree. Potion features a Potion on the top so what we actually see on the top is what a Treasure card produces.
This very card produces 5 Coins as well as a variable amount of Debt so it is not bad to show all parts of production on the top (unlike with Capital you also get the Debt immediately).

But why does Ducat not say +1 Coffers in the corners then?

Debt and coffers are tokens, not treasures. So it made sense to remove the ? Debt on the top. The card submission has been updated with clearer language and a different cost:


This won't work properly.This only counts Durations or a copy of this.

The check should happen "At the end of your Buy phase" or "At the start of your Clean-up". The latter if you want to count Night cards.

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 23, 2019, 05:38:54 pm »
CHALLENGE #30 SUBMISSION:

My last submission was said to be complicated and uninteresting. I guess I'll try uncomplicated and uninteresting this time.



At first I didn't like this, because hey it's just a slightly buffed Highway. But then I realized that it's own cost reduction can't help you get more of them, which gives it a really good reason to have a Debt cost. I like it.

I appreciate that. Highway with an extra Buy may seem like a slight buff, but it essentially turns it into a Double Highway. A very strong card that possibly can't be balanced with a Coin cost, but the Debt cost may work. I should run a few quick test to make sure, but I think this is balanced.

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 23, 2019, 01:55:11 am »
CHALLENGE #30 SUBMISSION:

My last submission was said to be complicated and uninteresting. I guess I'll try uncomplicated and uninteresting this time.

Draw Bridge is essentially a very strong Double Highway as its cost reduction can effect 2 cards instead of 1. A card this strong probably can't be balanced with a Coin cost, so I've made this one a Debt cost. It's still a very strong card, but now it can't help gain itself very well and it's on play effects are next to worthless when you have debt. Players will need to time when their decks can reliably and quickly pay off their debt which also goes well with the overall timing theme of 8-cost Debt cards.




9
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 20, 2019, 10:35:48 pm »
Thank you everyone for the feedback!

+1 Action and +$2 (which is worse than Silver since it can be drawn dead)
There are threads on this forum about the difference between Ducat and Candlestick Maker which show why the opposite is true. Action Silver is most definitely better than Silver. If Patron did not exist, Action Silver would be a $4.

I think this is relevant because it sets the low-bar for what value Vanguard has if it were played 100% incorrectly (i.e. +1 Action and +$2 every play).

+1 Action and +$2 (which is worse than Silver since it can be drawn dead)
There are threads on this forum about the difference between Ducat and Candlestick Maker which show why the opposite is true. Action Silver is most definitely better than Silver. If Patron did not exist, Action Silver would be a $4.

How so? Throne Room variants and Storyteller are too fringe-case to really say that Actions are better than Treasures because of those combos. (And even if Action Silver is between $3 and $4 worthy, that still doesn't change Vanguard being generally worse than Laboratory.)

Are you missing the fact that Vanguard gives +$2 when you've drawn your deck and a Lab would do nothing? I know Vanguard can get messed up by mid turn reshuffles but that shouldn't happen too often if you play carefully - and if you're drawing your deck every turn that just won't really happen. It seems better than lab generally to me (not strictly better).

It seems we are all now in somewhat agreement that a card that can both draw and provide coin afterwards has value beyond $5, but how much value is what I hope to understand. This probably depends on the average value, which cannot be figured out without knowing what the value of Vanguard is if it is played 100% correctly every time. Something like:

"Choose one: +2 Cards and +1 Actions; or +1 Card, +1 Action and +$1; or +1 Action and +$2."

I have to assume this might be around a weak $6 cost, or maybe a very strong $5 cost. All in all, I feel good playtesting this at $5.

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 20, 2019, 02:42:18 pm »
Is it about that time to travel to the next Weekly Challenge?

11
Variants and Fan Cards / Re: Dominion: Swords & Sorcery
« on: May 19, 2019, 09:00:56 pm »
I just realized something. Even if it isn't in print anymore, isn't it bad to have a card type share a name with a card? Specifically Adventurer in this case.

Also, Quest is already in use.

12
Variants and Fan Cards / Re: Dominion: Swords & Sorcery
« on: May 19, 2019, 09:00:25 pm »
Cleric: ...In addition I think the other revealed cards could go back on top in any order.

The problem with this is, Cleric could hit the card at the very bottom of your deck after going through even your discard pile for all you know. And do you really want players analyzing the best possible ordering of 20+ cards? Going back on top in any order should only happen for a relatively small, fixed number of revealed cards for this reason.

Agreed. I thought of this after I posted that. Was just brain-storming. I wonder if a powerful effect like that could be balanced somehow. Like with a harsh on-gain effect.

13
Variants and Fan Cards / Re: Dominion: Swords & Sorcery
« on: May 19, 2019, 05:33:44 pm »
Well first off great mockups! I find myself coming back to this thread just to admire the style and artwork. But thankfully this also seems to have a lot else going for it. I won't cover everything here, but I figure starting with the Adventurers and Quest seems like a good place.

Adventurers: I really like the concept of having to fulfill a requirement to get an Adventurer. Sort of has a thematic element of recruiting them.

Cleric: The on-play seems rather weak and unnecessarily restrictive. It's a terminal, stop card with no other functionality besides trashing Curses. Beyond that, when played you could end up skipping a lot of good cards. I'm sure this would work fine as a name a card to trash type deal. In addition I think the other revealed cards could go back on top in any order.

Sorcerer: Probably my favorite Adventurer out of the five you've posted. There should always be an Action costing $4 or less in the Kingdom and no matter what it is, +1 Card and +1 Action should make it good. Gaining a Curse on-gain is brutal, but I think it's fine given this cards strength. As you can gain the Curse at anytime you can easily plan this around your reshuffles or wait until your deck is thinner.

Overall I think these are nice, safe, non-game breaking features. However, since you can only have one of each Adventurer I think (if you wanted to) you could really push the on-play effects into the almost broken realm. Sort of like how Prizes are broken, but work fine given the delay in getting them and that you can only have one. I'd say Sorcerer is getting into this realm a bit.

Since we're all brainstorming, here are some random ideas:
(1) An Adventurer that can steal other Adventurers if they are still on an Adventurer mat.
(2) Adventurers that put themselves back on the Adventurer mat and thus need to satisfy the on-call each time.
(3) Adventurers that start in a common Adventurers mat and thus players can gain multiples of them if fast enough.


Quests: Really interesting, but I think these are way too swingy. You could specifically hinder yourself by building a deck to specifically satisfy say gaining 4 cards in one turn for Dragon Heist only to be beaten to it by one turn. Now your deck is shot and your opponent has +5 Coffers. I think the game is effectively over at that point. This will not always be the case, but I think this likely doesn't work most games.

I like the idea of being rewarded for being first, but how about some runner up prizes? You could have something like:

"Reward: +5 Coffers then -2 Coffers per token on here. Place your token here."

Tokens being something like the Project cubes. Players could only put one token/cube on a Quest. This doesn't work for things like Ruined Crypt, but I'm sure there are creative ways to scale that.



Ultimately I think this is looking really good. I may be able to help with playtesting. I assume your thinking about using Tabletop simulator?

Also, on a somewhat unrelated note, there is a D&D deckbuilder called Dragonfire that is pretty fun. It's not heavy on the deckbuilding, but has certain elements of it.

14
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 19, 2019, 02:26:00 pm »
Seem rather weak to me. In an engine you are likely to have a $5 in play so it seems only good for money decks. You will probably get one or two but that's it, you will stop buying them earlier than you would stop buying Harems (Harem is a Silver on play whereas the benefit of Epic Hero comes one shuffle later).

Thanks for the input. These are probably some of the reasons I scrapped it years ago. It does seem rather weak. Although I like the decision making aspect of what Treasures to gain. Silvers won't collide with Epic Hero; Golds will but provide more income; and Epic Heros give 2VP but also collide. Maybe dropping it to $4 would make it more competitive. I guess I should think more on what I'd like this cards ultimate goal to be and go from there.

Anyways, I've got a few more if anyone is interested.

The first two I made awhile back, but Tejayes' Morning cards (http://forum.dominionstrategy.com/index.php?topic=18987.1900) for the Weekly Design Contest inspired me to share. A current problem is they can technically create infinite loops, although to no real effect. Doing this does not generate any coin, it just spins the wheels forever. I could write something in to avoid this, but for now it seems unnecessary.

   

This last one is a more recent attempt at a Laboratory variant. It has the draw back of not being able to draw through a reshuffle, but has two benefits of adding coin if you've overdrawn and not forcing unwanted reshuffles. I'm unsure if this equals out to a $5 cost card. I have a feeling a card that is non-terminal and can draw and add coin might be too strong. Although early game you have little control over which you get. Any thoughts are appreciated.




15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 18, 2019, 05:29:19 pm »

Victim can be more exciting going up to +$3, an Action Silver- was never ~$4.5 was it? He's got to damage you somehow, he's been inflicted on one of his quests, and you can work around the discard in several ways for good enough payload.

But of course this is way too similar to Quester...

...so I've changed it to looking for a pair from the deck. He's still got to gain a Gold, for the link to Quest.

That's heavy cycling with Errand Runner as well, so finally:

All I can see it being is Action copper, that's all it needs. If a Traveller line can do everything, there's a risk that it becomes the sole game strategy sometimes. There are 9 other piles it should potentially benefit from. Avenger might be too much draw to sit together with these payload options?

Victim: Certainly feels much more worth the effort now. At it's worst you should have no problem hitting $5 with 1 Victim and 2 Coppers. At its best... well that's hard to determine, but I'm sure you can do a lot of cools things with this. Seems like a good T3 slot.

Quester: Gives some nice cycling power. At first glace it seems strong, but with all the Traveller cards (which you'll likely only have one copy of for awhile) and the anti-self synergy of gaining Golds (which you'll also likely only have one copy of for awhile), this probably works fine.

Errand Runner: Weak as it should be, but now with good synergy with Victim.

What I mainly like now is that all give +1 Action and make getting +2 Actions from Tag Team much more likely.

16
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 18, 2019, 03:12:56 am »
Found this old card in my card files. Seems interesting, but probably broken. Any thoughts?



Anyone else have any Hero card (i.e. a card with the text "Gain a Treasure") ideas?

17
Variants and Fan Cards / Re: Mythical Creatures
« on: May 17, 2019, 01:54:50 pm »


I just noticed the inverted arrow on Dryads. Very nice touch. What if Puck got a similar treatment? Something like this?


18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 16, 2019, 07:03:30 pm »


Focused on flavour this time. Going to see if the cards can speak for themselves...

I've been hoping and waiting patiently for your submission. You certainly always put a lot of care into your cards and seeing your take on the infamous Traveller line is exciting.

At first glance, the first three cards seem very under powered. This is not a criticism, but just an observation.
Errand Runner - Great draw for a 2 cost, but this might force a lot of unwanted reshuffles, which can lead to Traveller line delays.
Quester - Nice Gold gainer, but lining up those 2 Estates for the Gold could be tough.
Victim - Maybe the funniest card I've seen on the forums! Very brutal though to the person playing it.

So, I already mentioned these seems under powered, but it all seems to be a means to an end as the 4th and 5th cards are just killer.

Avenger - With all that discarding from the 1st through the 3rd cards, Avenger should never be without a discard pile to draw from. This is just great draw. I do worry that without good Village support, jumping through all those hoops to get here won't be worth it. Maybe this needs a +1 Action on it? I realize Tag Teaming Questers can give +2 Actions, but this seems a bit unreliable.
Tag Team - Very strong, as it should be.

Well, I'm running out of time typing this, so my conclusion will have to be brief: It seems like a player who rushes through this line is going to be brutalized and so far behind by the time they get to cards 4 and 5 that they may not catch back up. So perhaps the winning strategy is to build your deck first so you can best handle 1-3? Out of time! i"ll write more later.

Thanks for sharing!

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 16, 2019, 06:45:47 pm »
Very interesting cards and Traveller combos.

Morsel - I do enjoy the decision a player has to make about when to start this line and give their opponents a free Coffers token. That Coffers will mean different things at different stages of the game; early game probably seeing the most benefit. Of course (get it... course!?) those Coffers may be more beneficial to the player that has extra Buys to use them with.

Morsel/Meal Combo- Cool combo potential with Morsel. I wonder if it's too strong though. One Morsel/Meal combination makes $9 Coin and 4 Buys (including your starting Buy). For 2 Morsels/Meal it's $14 Coin and 6 Buys. With Coffers laying around it wouldn't be that hard to hit 1 Province and 2 Provinces respectively. I think this will end games a lot faster than people can get a Toast thing going.

Dessert - I can tell you from experience that +3 Coffers is very strong, even on a terminal Action. Enough so that it almost on its own justifies the all powerful, fourth, Traveller line spot. Adding the ability to gain a $5 cost makes it bonkers strong. The top decking from play is also a very good ability on it's own.

Toast - I like the trashing effect. If it's there to punish players, I don't think the game will ever last long enough to get to that point.

Again, this is a very interesting line. I just think a closer look needs to be taken on a few of these cards. Thanks for sharing!
Thanks for the kind feedback! I've reworked those cards a bit, mostly to make them less powerful. So, here's the set with the changed ones in:



And these are the changed texts:
Quote
Meal
$4* Treasure-Traveller
--
+1 Buy
When you play this,
+$1 per Buy you have.
(Including the +1 Buy from this)
-
When you discard this from play, you may exchange it for a Dessert, or two Morsels.
I just reduced the +$2 per Buy to +$1. Just +$1 for a $4-cost card seemed bad to me at first but I'd say it's balanced alongside Miser etc? One play of this and a Morsel will still get you $5 though so it's still pretty strong.

Quote
Dessert
$5* Treasure-Traveller
--
Choose one: +2 Coffers and put a card costing up to $5 you have in play on top of your deck; or gain a card costing up to $5 and exchange this for a cheaper Traveller, putting it into your discard pile.
-
When you discard this from play, you may exchange it for a Toast.
Though it's a lot wordier now, it's more similar to Feast (And therefore, I hope, balanced at $5) in that it 'trashes' itself back a stage or two. I might be too enamoured by the card-from-play-topdecking though so I nerfed it and kept it as a choice. 3 Coffers is an awful lot now I think of it, so that's been reduced. I had to clumsily say 'put it into your discard' instead of 'discarding it' because otherwise if you exchanged it for a Meal you could exchange it straight back into a Dessert again.

At first glance these seem like some nice adjustments. Of course (there I go again!) Travellers are always going to be hard to get just right.

Meal - I guess there are no hard rules for Travellers, but the two official lines seems to have their middle-$4's slightly stronger than an actual $4 cost. Fugitive is about a $4.5 (too strong at $4 and too weak at $5). I can't say the same for Warrior, but I'm sure it's power level is similar. Anyways, Meal is a Treasure and gives +$2 and +1 Buy no matter what and can add +$1 to each other +1 Buy without using the buy. This still seems strong on its own, but considering the Aperitif self-Copper junking and junking from other players, lining this all up could be a nightmare. Perhaps this is where Toast comes in a shines!

I really like that now 2 Morsels and 1 Meal equals $8 Coin and +6 Buys. This seems to equate really well to 3 Fool's Golds which equals $9.

Dessert - Certainly has a lot of text, but it all seems straightforward. You can get rid of "putting it into your discard pile" as exchanged cards automatically go into your discard.

20
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 16, 2019, 06:24:37 pm »
Thanks for all the analysis. I was intially comparing this to Junk Dealer, but you all brought up many other good cards to consider for comparision. I wonder if Amulet should be thrown into the mix. I agree with Gazbag that this would be more interesting as a forced trasher. I haven't played any games with this yet, but this seems like a good place to start.

Also, I forgot to include that the Reaction can only occur during your Clean-up phase, so the window to gain an Ox is much smaller. This is mainly to counteract bottom decking your $5 cost trasher. Beyond that the added value is probably limited and this should be fine at $5. If it proves too weak, maybe I'll make it a conditional trasher.

Here's Ox with the correct wording:


21
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 16, 2019, 04:02:00 am »
Does anything know roughly what a Silver that may trash should cost? A Silver that is a forced trash? I'd imagine the latter would be somewhere around $4.5, but I'm less sure about the former. Is it worth $5? Should something like the following cost more than $5?



Sorry for the onslaught of questions.

22
Variants and Fan Cards / Re: Mythical Creatures
« on: May 16, 2019, 03:28:23 am »


Really interesting Traveller Line! Dryads shouldn't have a line separating the text since everything should happen when played. As it is currently worded you only get +1 Card and +2 Actions when played.

Thanks for sharing!

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 15, 2019, 02:52:31 am »
Thanks for the feedback. Again, I can only answer to what I intend the cards to do and not what they actually will do. That can't be determined without playing many games with these.


As far as feedback, I think actually using some of those cost analysis (especially for the beginning of the line) could help. Some of them seem oddly priced. I get that it's a 4 so people can't, under normal circumstances, double up on the traveller line T1 T2. But why don't you want that to happen? Could you redesign it such that it would be fine to double up T1 T2?

Mainly I don't want players to be able to gain two of these before the first shuffle because some of these cards can scale into very, very powerful cards. Making Commoner $4 will slow it down hopefully enough to where a player not playing with this line might be able to compete.

Personally, I am weary of things that say "other players can't do this." Getting rid of choices/strategies makes the game less fun. Matriarch preventing the stealing of artifacts rules out one of the whole fun mechanics of artifacts, stealing it back and forth!
I don't like that getting to Matriarch a few turns before someone could irrevocably change the tide of the game (they get a few artifacts and they are lost forever).

Matriarch does eliminate the taking of Artifacts, but I don't think players will generally go straight for Matriarch, thus ensuring the majority of the game will see Artifacts playing as normal. Here's my thinking on it. Exchanging Martyr for Matriarch signals to all other players to try and take your Artifacts before you can get your Matriarch into play. Without good engine support and maybe a few Captives to ensure you actually have the Artifacts when you play Matriarch, your opponents will have a fairly big window to take your Artifacts and then Matriarch literally just takes an Action and does nothing. If you get an Artifact further into the game it will be yours forever, but that is a very inefficient way of going about it.

Even if a player manages to lock down an Artifact or two, Worshiper can still allow you to get the benefits of other player's Artifacts. One Worshiper won't match actually having the Artifact (on account of it being a stop card), but 2 or more is a different matter. If you can manage the hindered draw and draw your Worshipers every turn, than 2 Worshipers is twice as good as having the actual Artifact. So good I'm betting Worshiper needs a nerf. Something like knocking the coin production down from $2 to $1.

I do think that the four artifacts you included are quite interesting! To be honest, Reliquary seems really under whelming. Trade a card for a copper? This only helps with estates and curses... so it's unlikely to be helpful but it hits every turn. Seems more like a self-hex. Or perhaps that's the point, do you want to have that to power up your matriarch? Ah, I see now. That's pretty cool!!

Reliquary is most often going to be the worst of the 4 Artifacts early game, but late game if a player is going all the way for Matriarch it should become the best.

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 14, 2019, 09:19:42 pm »
Wow, beaten to posting a Treasure-Traveller idea! At least mine're the only Treasure-Travellers that are also food!



I hope you find the line quite flavourful ;)

Quote
Morsel
$2 Treasure-Traveller
--
$1
+2 Buys
-
When you gain this, each player (including you) gets +1 Coffers. When you discard this from play, you may exchange it for an Aperitif.
That's a heck of a discouragement from buying this! Hope it turns out to be worth it...

Quote
Aperitif
$3* Treasure-Attack-Traveller
--
When you play this, you may trash this, to gain a Gold to your hand. Otherwise, +$2 and each player (including you) gains a Copper.
-
When you discard this from play, you may exchange it for a Meal.
I'm a sucker for mixing up types so here's a Treasure-Attack with some self-junking.

Quote
Meal
$4* Treasure-Traveller
--
+1 Buy
When you play this,
+$2 per Buy you have.
(Including the +1 Buy from this)
-
When you discard this from play, you may exchange it for a Dessert, or two Morsels.
A Buy-Diadem. Plus, you can loop around in this traveller line! And... aha, that's what the +2 Buys on the Morsels are for!

Quote
Dessert
$5* Treasure-Traveller
--
+3 Coffers
Gain a card costing up to $5. Put a card you have in play on top of your deck.
-
When you discard this from play, you may exchange it for a Toast.
I had to have an actual Feast-like effect in one of these cards, obviously. The topdecking might force you to slow down some of your Travelling?

Quote
Toast
$6* Treasure-Duration
--
For the rest of the game, when you play a Traveller, +1 Buy, +$2 and +1VP. During each clean-up phase, if you played one or more Travellers this turn, trash a card instead of discarding it.
(This stays in play. This is not in the Supply.)
I might have gone a bit far in the trashing 'downside' for this, but I'd imagine that by the seventh shuffle you'd have given yourself enough junk that this could be helpful for streamlining your deck (plus, the Buy this card gives you could be useful for buying extra Coppers to trash)

Very interesting cards and Traveller combos.

Morsel - I do enjoy the decision a player has to make about when to start this line and give their opponents a free Coffers token. That Coffers will mean different things at different stages of the game; early game probably seeing the most benefit. Of course (get it... course!?) those Coffers may be more beneficial to the player that has extra Buys to use them with.

Morsel/Meal Combo- Cool combo potential with Morsel. I wonder if it's too strong though. One Morsel/Meal combination makes $9 Coin and 4 Buys (including your starting Buy). For 2 Morsels/Meal it's $14 Coin and 6 Buys. With Coffers laying around it wouldn't be that hard to hit 1 Province and 2 Provinces respectively. I think this will end games a lot faster than people can get a Toast thing going.

Dessert - I can tell you from experience that +3 Coffers is very strong, even on a terminal Action. Enough so that it almost on its own justifies the all powerful, fourth, Traveller line spot. Adding the ability to gain a $5 cost makes it bonkers strong. The top decking from play is also a very good ability on it's own.

Toast - I like the trashing effect. If it's there to punish players, I don't think the game will ever last long enough to get to that point.

Again, this is a very interesting line. I just think a closer look needs to be taken on a few of these cards. Thanks for sharing!

25
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 14, 2019, 04:23:16 pm »
CHALLENGE #29 TRAVELLER LINE SUBMISSION:

Here is my go at a from scratch Traveller Line. I'm sure there are some balancing issues and the line might not play 100% as intended, but I think it's mostly in the right place. Any feedback is always appreciated, but please keep in mind that the power level of a Traveller card generally does not correspond to its cost. That is definitely the case with this line. Lastly, the 3rd card in the line (Captive) requires 4 new Artifacts so I'll start with those. Don't worry, they are simple!

Artifacts: (1 of each)
   

   

Cards: (Commoner-10 cards; Worshipper-5 cards; Captive-5 cards; Martyr-5 cards; Matriarch-5 cards)
               

Thanks for looking!


Quote
Artifacts:
Trade Ship: At the end of your turn, +1 Coffers.

Crane: At the end of your turn, +1 Villager.

Sigil: At the end of your turn, +1 VP.

Reliquary: At the start of your turn, trash a card from your hand and gain a Copper to your hand.

Cards:
Commoner: +1 Card, +1 Action, Discard up to 2 cards from the top of your deck | When you discard this from play, you may exchange it for a Worshiper.

Worshiper: +1 Action, +$2, Receive special terms (+1 Card, +1VP, etc) from each Artifact a player has | When you discard this from play, you may exchange it for a Captive.

Captive: +3 cards, +1 Buy | When you discard this from play, you may exchange it for a Martyr. If you do, take the Trade Ship, the Crane, the Sigil, or the Reliquary.

Martyr: You may return this to its pile to draw until you have all cards from your deck and discard pile in hand. Either way, do this twice: Trash a card from your hand and gain a card costing up to $2 more than it to your hand | When you discard this from play, you may exchange it for a Matriarch.

Matriarch: For the rest of the game, players can't take Artifacts you have and your Treasures make $1 more per Artifact you have.


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