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Messages - Frolouch

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1
Dominion General Discussion / Re: Menagerie rule book is up!
« on: March 23, 2020, 03:52:45 pm »
really - one of the recommended sets is called "birth of a nation" ?

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Variants and Fan Cards / Pricier Base Treasures and Victory Cards
« on: December 12, 2019, 01:35:08 am »
So, I started thinking about what the next level for treasures and victory cards would be after platinum and colonies.. This is what I figured:

The treasures seem to go up by the Fibonacci sequence so..
0: Copper........1
3: Silver..........2
6: Gold...........3
9: Platinum.....5
12: Diamond...8
15: Cobalt.....13
18: ? ? ? ?.....21

Victory cards go like so:
2: Estate.............1
5: Duchy.............3
8: Province..........6
11: Colony.........10
14: New Land....15
17: Outland.......21
20: ? ? ? ?.........28

Designed the first couple..
         


Do you think games would still be interesting using these? You'd probably have to eliminate the end game rule using Provinces to win.

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Variants and Fan Cards / Re: Dominion: Small Hands
« on: November 20, 2019, 05:45:04 am »
I've added a couple more into the mix:

Great Outdoors



Reflection



Here's a split pile...
Spreeee and Cutting Service


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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 05, 2019, 07:30:16 pm »


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Variants and Fan Cards / Re: Dominion: Small Hands
« on: October 30, 2019, 06:23:15 pm »
Thanks for all the feedback! Super helpful. Will address things that will help clear things up.

Knife Fight has a few issues....

By itself, it's just a much worse Militia. If it is the only attack on the board; I don't think anyone would ever buy it. You might buy it

Nothing stops you from revealing it multiple times; so you would discard your opponent's entire hand when they play an attack. It should either only hit players with 5 or more cards in hand; or be discarded or set aside when used.

Even on a board with other attacks; there really only seems like 2 options... either the reaction is mean enough that you never buy other attacks because it is on the board (thus also having no reason to buy Knife Fight; it just takes both the other attack and itself out of consideration). Or it's not strong enough to stop opponents from buying the other attack; in which case you just won't buy Knife Fight at all. It's on-play is just too weak to justify buying it.

I didn't consider the fact that the reaction could be played over and over, so I think I will add a clause that will discard after using the reaction ability. Other than that, it's a good point to consider adding some kind of benefit to the main player when using the card.. I'll look into that.


Loaded With Cash - what happens if you play it as your first Treasure in a turn? As worded it will count the value of the last treasure played at all; which will usually be the one last played by your opponent. But this can be hard to track; and it also slows the game down a lot because your opponent has to be careful to play basic treasures in the right order. If you meant it to only count the current turn; you can say that. I guess that in that case; it just counts as if it is the first one played. It's too cheap / too good though... it's cheaper than Silver, and will almost always be worth or more; as long as you don't buy it at the very start of the game. Finally, a formatting issue; the text should not be under a dividing line; things below the dividing line happen at a time other than when you play the card. Just look at cards like Bank to see how variable-worth treasures are worded/formatted.
If it's played as the first treasure, the player gains nothing from it. It requires an initial placement of a card like copper, silver or gold. I'll reword it. Is debt considered cheaper than coin?

Garbage Day also can be revealed any number of times; so you could draw/trash your entire deck.
Will make this a discard on use of reaction ability.

A House is not a Home should not have the "attack" type. See Ill-Gotten Gains for a comparison... the problem with giving it the "attack" type is that all it does is cause confusion; people will wonder if they can reveal a Moat when you gain one (they can't; because Moat reacts to players playing an attack, not gaining one). It's also just way too harsh and swingy. Randomly trashing a Province from other players, while possibly helping a different opponent by trashing an Estate, without any replacement; is just too much.
I'm into the swing. I want to think of ways to subvert the linear track of gaining provinces in the second half of the game. I feel like I play many games where you know you're behind in VP points and there's not much to do to put the ball back in your court.

The wording on Keep the Light on doesn't make sense. You say to discard a card "for every treasure you want to reuse", but then there's no instructions about actually getting to reuse treasures. I assume that "reuse" means basically play again... you should use existing terminology that has defined meaning in Dominion. Something like: "Return to your buy phase. Discard any number of cards from your hand. For each card discarded this way, play a treasure card that you have in play." That could be interpreted to allow you to re-play the same treasure repeatedly, which I don't think is was you want; so you'll have to tinker with the wording some.

The wording on Primer Paint  - check out Merchant for how wording should work on something like this. "If you play the color card" is unclear.

Thanks will adjust the wording.

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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 30, 2019, 05:46:16 pm »
HEIRLOOM ENTRY
Here's my submission for a new heirloom. It's from my Small Hands expansion:

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Variants and Fan Cards / Re: Dominion: Small Hands
« on: October 27, 2019, 03:41:54 pm »
i hate to burst your bubble but those hands are all gigantic

(also there's already a real card named Groundskeeper from uh Empires i think)

Good call,
I changed it to "Landscaper"

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Variants and Fan Cards / Dominion: Small Hands
« on: October 27, 2019, 01:08:04 pm »
I've made a group of cards with the theme Small Hands
Here are the cards:


         

         

         

         

         


Here's a split pile...
   

Card-shaped things
   

   

9
Variants and Fan Cards / Re: Hex and Boon Variants
« on: October 27, 2019, 01:00:54 pm »
I've added an additional group of HEXES under the Seven Deadly Sins Theme.
NOTE: They're supposed to be somewhat swingy. I think what I enjoy most about Boons and Hexes is that they brought a random-ness/chaos to the game. I want to see how far I can push that.

Wrath


Sloth


Pride


Lust


Gluttony


Envy


Avarice


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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 17, 2019, 02:13:04 pm »
Here's my pure reaction card - with two choices.


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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 31, 2019, 09:03:33 pm »
Here's my wacky card.
6 card types  :o

12
I think the card will have something to do with gaining villagers/coffers in relation to the cost of trashed cards.

It's the first promo to come out after Renaissance, so I assume it will play into the themes from that expansion.

13
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 24, 2019, 02:38:54 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.

Option 1: Cards are discarded from play in any order. You discard Monoculture last so that only Monocultures are in play when you discard it from play.

Option 2: Cards are discarded from play all at once. Since these discards are all concurrent, you resolve discarding each card in any order... effectively the same as option 1.

You want Walled Village wording: "At the start of Clean-up, take <1> per differently named card you have in play, and then you may pay off <>."
Appreciate the input. I've updated the text to make the effect clearer. I think this is how I initially intended it. I'm still keeping the potion, because I enjoy what it does thematically, and I think it would be too powerful if it was just a coin cost.

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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 23, 2019, 03:33:55 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:



15
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 22, 2019, 04:49:36 pm »
Scoundrels:

What does "+$2 for each other player on their next turn" mean?
Also, this should probably be an attack (it also doesn't need a line break).

I agree the wording isn't correct/ideal, but I think I understood the intention without an issue. Should probably be:

"While this is in play, at the start of each other player's turn, they get +."

The problem is, it's weird to have a duration-effect that depends on your choice; you have to remember on opponent's turns if you chose that option or not. I don't know if there's a good way to do that.


Also, welcome to the forum!

Thanks for the advice! I see the issue.. Well I'm going to change my entry to a simpler card.

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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 22, 2019, 04:07:43 pm »
Replacing my Scoundrels submission with a simpler card using the debt mechanic:

Monoculture version #4:


*Changed the text, added "After Clean-Up..."

Previous entry
Scoundrels:

17
Variants and Fan Cards / Re: Hex and Boon Variants
« on: May 16, 2019, 02:17:16 pm »


I went ahead and made two of them:


This does not work with alt VP (e. g. Gardens, Vineyard ...)

It does; it's just harsher, as there generally won't be a card costing less to gain. Although it's not clear if the intention is to be like Saboteur and allow you to gain a card costing less than less. It should either say "exactly" or "at most".

Correct. It should say 'at most' 3 less than it.

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Variants and Fan Cards / Re: Hex and Boon Variants
« on: May 16, 2019, 02:15:31 pm »
Here are some new Boons, tried to go with a theme:






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Variants and Fan Cards / Re: Hex and Boon Variants
« on: May 07, 2019, 09:24:24 pm »
I went ahead and made two of them:


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Variants and Fan Cards / Hex and Boon Variants
« on: May 07, 2019, 08:37:07 pm »
While I enjoy the concept of Hexes and Boons, I find all the effects to be rather tame and don't end up having a huge impact on the gameplay..
Curious if anyone has come up with some more severe hexes / fruitful boons that could raise the stakes of the game?

Here are a couple ideas:
HEX
- Draw cards from your deck until you reveal an action card. Trash 3 from the same Kingdom pile
- Reveal Victory card from hand - trash it and gain a victory card costing 3 less than it.
- Put your NIGHT token on a kingdom pile - that kingdom card is now played in the NIGHT phase.
- Trash a card from your hand - Gain X Curses equal to Cost of trashed card.

BOON
- Draw cards from your deck until you reveal an action/treasure - Gain a copy

- - - -

Also, I mostly play dominion IRL, and the Hexes/Boons slow down the game in an uncomfortable way. I have an idea that changes the way Hexes and Boons are implemented. Instead of playing the card immediately, the Hex/Boon would be added to your discard pile (similar to curses), and when you draw them after reshuffling your deck, you resolve it then. It would not count as one of your 5 cards, but once revealed, you'd resolve it on your turn. Seems like it could help keep the momentum up in the game.



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Rules Questions / Storyteller / Capital
« on: May 07, 2019, 08:06:41 pm »
Do I accrue debt from capital if I use it as payment on storyteller?

thanks! first post

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Dominion League / Re: Season 33 - Signups
« on: March 22, 2019, 04:22:20 pm »
Hi! new player--

dominion.games: frolouch

discord: @frolouch#6562

Timezone: PST


 ;D ;D ;D ;D ;D ;D ;D ;D

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