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Topics - Asper

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1
Hi folks!

A friend and I have recently unleashed our first ever video game on the unsuspecting citicens of the world. Hooray!


What's the game about?

RoboTraps is a Virtual Reality puzzler in which you're working as a small employee in a factory producing deadly traps. Your job is to make sure the robots working there don't accidentally destroy themselves, and if you do your job well, you'll be rewarded! With coffee mugs for your desk, encouraging(?) words, and promotions that don't do anything. Just like in real life.

Check out the trailer to see some gameplay (and witness the highly sensual voice acting by yours truly):


Features of the game include
  • silly robots
  • excentric humor (surprise)
  • 12 colorful levels made with Asper's arguably amazing (AAA) level design skills
  • rather mild movements to keep you from going dizzy
  • rewards and a tutorial
  • text & voice acting in both English and German


So how do I get this game of yours?

Being a VR game, RoboTraps is currently available for both your Android smartphone or the Oculus Rift.

In case you're not so sure whether your smartphone can keep up with the game, we're going to release a free demo of RoboTraps very soon (hopefully tomorrow). The free demo only has a fraction of the levels the full game has, but it's perfect to try out whether you're suited to work at an established company like Death Trap IncTM. Versions for the Vive, Daydream, IOS and others are currently being prepared.

Check our website, robotraps.com, or visit us at facebook to always stay updated on this. Or just, you know, post in and/or follow this thread.


But Asper, VR is sooo expensive! How could I ever afford it?

I hear you, high-end VR devices (like the Oculus Rift) aren't really something you just throw in your basket when shopping groceries. However, if you already own a smartphone, you could just get a cardboard and the Android version of the game. Cardboards are far more affordable, with decent ones being available already at around 5 bucks. So forget about roses and chocolate for Valentine's, there's nothing more romantic than working in a virtual monorail-cubicle and saving robots from buzz saws or flamethrowers.
~Asper

2
Rules Questions / Stonemason + Knights
« on: August 03, 2016, 06:01:40 pm »
If i overpay $5 for Stonemason, can i gain two Knights even though the first covers the second? I would assume yes, as i have to gain the two cards in sequence.

3
Rules Questions / Possession vs spending tokens
« on: June 10, 2016, 10:57:51 am »
The new Possession errata states that i get all tokens the Possessed player would have gotten, so, obviously, i get VP tokens, coin tokens or debt tokens the possessed player would have gotten. So much for that. But what about spending tokens? From my reading, these are the official Possession rules by now:

  • I may make my possessed opponent spend his coin tokens (in addition to getting my own for his Baker), but may not have him spend mine
  • I may make my possessed opponent pay off his Debt tokens, but may not have him pay off mine
  • I may make my possessed opponent buy any number of Debt cards (regardless of my own debt) as long as he has no Debt of his own

Edited to make clearer who does what.

4
Feedback / Am i the only one getting aggressive PMs?
« on: April 11, 2016, 10:01:22 am »
So, there's this user whose name i'm not going to say, who sent me quite a few PMs in which he insults me. What do i do? I assume theory has better things to do, and probably it's petty, but on the other hand i can imagine him doing it to more people than just me and would like to let those people know they are not the only ones.

Also yes, i'm still here. What's with that?

5
No seriously, come closer. I can hardly see you back there. Woha, is this a new Dominion concept behind your ear? Where did that come from?

These are a quick idea i had when i thought about what Donald might do next. It's partly inspired by 461.weavile's Medallions (Warlords and Wizards):

Spells are effects similar to Events, which you can buy during your buy phase. They don't go into your deck. Instead, you have 5 tokens in your colour, which you put on (or next to) the Spell card. That Spell is now "prepared". Either way, to actually use a Spell, you have to play a kingdom card that tells you to cast them, and by casting a Spell, you lose the token again. Naturally, you can have up to five Spells prepared, as many of any as you like. Each time a Spell-casting kingdom card is in the supply, 3 Spells are chosen at random to be available. I decided to include a new type after some feedback convinced me it was reasonable.





Be aware, dear observers: For the novelty and pure magic of this new concept, several prices will be off.

6
Variants and Fan Cards / Fixing Dominion... again.
« on: July 08, 2015, 07:17:36 am »
Here are some mockups i made that can be used to replace some original cards that strike me as being off-balance or boring. I completely removed Rebuild and, by genetic engineering, made one card out of Chancellor and Woodcutter. With the absence of Vanilla Woodcutter, it would be possible to cost Nomad Camp at $3 and give a buy to Fortune Teller, both of which i considered but decided against. If you start doing stuff like this, you'll go on with removing the attack from Scrying Pool, or the passing from Masquerade, and then it's just a small step until Dinosaurs return and we have to allow them to marry.

Be warned that Spy STILL is slow and annoying, but fixing that is beyond the scope of what i'm trying to do here. Also, with the last bonus below the text, it's not as base-friendly as it used to be. The same goes for the Woodcutter replacement i threw in, but hey, instead of two awful attacks it now has one decent one, and instead of an awful +Buy for $3 it has a... mediocre one? So, everybody wins. I just wish there was free Pizza to celebrate.

Let me know what you think.


Note: Cards in OP have been updated


7
Variants and Fan Cards / 2 ideas on IGG
« on: April 21, 2015, 04:11:20 pm »
The fact that Port has 12 cards in its pile made me think: Would IGG be a better card if there was another number of them then 10? Don't get me wrong, i don't mind the card, but i feel IGG is (as competitive players use it) too little about the decision when to spend money to curse your opponents, and too much about cutting the game short.

Another option that would remove the rush ability completely would be an IGG-Event, where you just pay some coins, maybe gain something for balance (Copper, Silver), and everybody else gains a Curse. As i said, the difference here would be that this makes the rush (nearly) impossible, not just harder, like a 12 (or 9) card IGG pile would.

What do you think? Is IGG rush an interesting strategy and i'm just missing the point? Or, asked differently, do you think IGG should or should not be about the rush? Would it maybe be imbalanced without the rush ability?

8
Adventures Previews / Important poll on Adventures
« on: March 27, 2015, 04:32:52 pm »
I know you are all exited for Adventures. So, i made a poll to finally answer the one question that we all have been pondering for the last few weeks.

9
Variants and Fan Cards / Fan Card Shuffle App
« on: November 12, 2014, 07:27:18 am »
Cheers, guys. I created a fan card shuffle app a while ago and thought i could share it with you instead of letting it rot on my PC.

It's far from perfect, but contains all the cards currently available and has room for 3 sets of fan cards you can add to shuffle in (yes i know, 3 is an arbitrary limit - i might fix this some time). Also i know the Navigation inside the app is terrible. I will fix this some time, and not too far from now, too (probably). For now, i hope you can put it to use for what it is.

Also if you encounter any bugs, please let me know. Enjoy:

Dominion Blender

Edit: Forgot to mention, it's Android only.

10
Other Games / Which Smallworld game to get?
« on: March 09, 2014, 01:42:59 pm »
Folks, i need your help.

I consider buying a Smallworld game (original or underground), but i can't make up my mind which one to get. The original game appeals a bit more to me because it seems more diverse and colorful thematically (and i think the expansions were mostly designed for it). Then again i read that SW Underground was something like a 2.0 version of the first game, with deeper gameplay and more interesting abilities.

Can somebody help me decide which one to get?
As i will buy some of the expansions sooner or later, it matters a bit whether the game mixes well with those.

Thanks in advance :)

11
Variants and Fan Cards / Deliberately political cards
« on: January 19, 2014, 06:43:12 am »
I know Donald doesn't like political cards, and i personally am not a fan of political games, either (Catan, yuk!). But if we had a card that deliberately centers around the theme of politicalness (so obviously that everyone notices it), would that change things? For example:

Politician, Action, 4$
+3$
For each other player, choose one he may do (choices must be different):
Gain a Silver; Put his deck in his discard; Trash a card from his hand; Draw a card; Take a coin token;

The vanilla bonus is just a placeholder, and maybe not a good one. I just wanted it to be terminal (because some of the bonuses stack and some don't). The fact that it lacks a 5th bonus so that in 6-player games someone will get nothing is intentional  ;D

Edit: Card wording.
Edited again to better working version.

12
Game Reports / Was it the Bot or was it me?
« on: January 18, 2014, 05:30:52 pm »
I guess some of you know the situation that you just won a game against a bot, used a clever little strategy to do this, and now you wonder whether it was actually a good strategy or whether the bots just were too stupid.

Example:

I play against two bots. Both of them go for Ambassador and for Rebuild in the next step. Obviously good cards. I go for Secret Chamber(!) and Islands/Gardens. Interestingly i don't lose. Their constant playing of Ambassadors floods my deck with Coppers, which pushes my Gardens, makes me see Money more often and as an attack helps me settle my hands with my SC. Also they harm each other with it and my SC is a great help in making sure i always get to 4$, which allows me to green like silly. I win against them (by a few points), with both having 6 Provinces each and me swimming in Islands and Gardens.

So: Can it really be that two of the best cards in Dominion fail so miserably against Gardens and *cough* Secret Chamber? I see the synergy with the alt-victories as a 4$-enabler and that Ambassador is weak against Gardens, but isn't Rebuild supposed to make the game shorter? How could i get so much green in the first place? I wish i had a Log to at least make sure they didn't ambassador their starting Estates away or something like that...

Anyway, has this ever happened to you? And what do you think of my unexpected win?

13
Variants and Fan Cards / Fixed draw Village
« on: January 18, 2014, 05:08:47 pm »
A very small idea that i am pretty sure somebody had before:

Quote
Forum
Action, ??$
+2 Actions
Draw cards until you have 5 cards in hand

My general concern is what it should cost. Obviously it's a good counter to discard attacks and allows you to play a terminal just to draw up to your normal handsize after that. But then again it's pretty bad for Drawing engines, so maybe 3$ is fine? I haven't spent much thought on it, so forgive me if the idea is inherently stupid. Also i didn't spend too much thought on the name.

14
Rules Questions / Thought on Attacks and things happening at the same time
« on: September 25, 2013, 07:55:53 am »
I just noticed the following:

By Dominion convention and rules, if somebody plays an attack, players resolve its effect in turn order.
Also the rules state that if several things happen at the same time, you decide in what order you have things happening.

So consider "each other player gains a Curse", which is actually a case of several players doing something at the same time. If it wasn't for rule 1, i think the active player could decide which player gets his Curse first (it's his card), and so if they run out in the middle (due to Embargo, Ambassador, Trader...) he could do a political decision. The same applies to non-junking attacks, though not as notably.

Personally i believe Donald X never thought of rule 1 as an exception to rule 2, because rule 1 came first. Still it feels like one to me. Any thoughts?

15
As some of you might have noticed by looking at my "personal text" at the left, i am currently working on a randomizer app that will allow adding your selfmade fan cards. I am doing this for android devices, and most of it is allready done. This is the status quo:
  • Complete random choice of cards from the sets you choose
  • Option to bundle Potion cards, that is, either 0 or 3-5 show up
  • Option to play without attacks
  • Sort chosen cards by cost, Set or name
  • Exchange chosen cards by click on them
  • Exclusion list and favourite list
  • Add own cards, where a card has:
    • A name
    • A cost from 0 to 99, any number of Potions and possible overpay
    • Any combination of types excluding Shelter, Ruins and Knights
    • Any number of setup rules and additional materials, including mandatory Platinum/Colony/Shelters, Potion (without having Potion cost), a Bane card (if Young Witch is used, both share the bane) and any material used by other cards, including tokens, mats and non-supply-cards, as well as any completely new material. The only thing not implemented yet is an automatic "additional pile" option.
  • Storing those cards in up to 3 different fan sets that can also be renamed
  • English and german language

Right now i am working on an option for biased randomization (if that combination of words makes sense).
Edit: The bias is not very good right now, and i'd appreciate input on what i should probably change. Actually, that's the main point of this post. These are some ideas i had:

If "biased random is chosen",
  • at least two 5$ cards are included
  • if there are at least 3 terminals, a Village is added
  • not more than 3 attacks are on the board
  • Thief and Noble Brigand only show up at the same time if Platinum or a Kingdom Treasure is used
  • Woodcutter and Nomad Camp don't show up at the same time.
  • Chancellor and Scavenger don't show up at the same time.
  • Shelters are used when Rebuild is chosen

What should be added here? What are bad ideas? Halp!

16
Variants and Fan Cards / Asper's Cards
« on: August 24, 2013, 12:25:40 pm »
"Asper's Cards" were created with the main goal to make original but relatively easy to understand cards by using existing game mechanics. As most mechanics of Dominion are visited, the collection also works as a Treasure Chest, with each official set up to Empires having at least 2 cards dedicated to it (let's call this 25-card subset "Dominion - Legacy"). The "set" currently has: A card you can spend more than one action on, a VP card that attacks to become worth more, a card that starts out in the trash, a $2 curser, a card that makes you fall behind in points when you play it, a Potion Event and at least one horrible pun. This list also includes my Spellcasters, although they are far more experimental, and Edicts, a new mechanic that allows more general rules changes than Landmarks or Events do. Furthermore, the latest state of the small Seasons set that Co0kieL0rd and I started can be found here, as well as 8 cards designed for use in Team Dominion.

Click images to embiggen.

Normal Kingdom Cards:








Events:



Spellcasters & Spells (check for rules below):




Seasons (check for rules below, go here to check out the original thread by Co0kieL0rd and me):



Team cards (check for rules below):


Edicts (check for rules below):



Additional cards:



Split pile:



Outtakes:




Templates






Individual cards:

Normal Kingdom Cards



A very, very old idea that predates Dark Ages. Unlike Poor House, you don't mind gaining these so much, as they remove themselves from your deck. It has never been a problem and is surprisingly fun to play in my experience. Few tests with serious Dominion players but a classic with the family.





A Silver that forces you to topdeck cards. Making the topdecking optional would have created a boring old Silver+ for , so i went with mandatory. Not really inspired by any expansion, it's still kind of a Seaside-Treasure.





Guilds is the only expansion that doesn't have a junker which uses an expansion-specific mechanic. Sheriff is my attempt at one. I suggest to use Embargo Tokens for Sheriff, because they don't get enough love. Might be a bit too powerful even...





A Ruined Village or Village now, a Herald next turn. It might be a bit strong at , but its unreliability is quite some downside. Also i suggest you build your deck first if you want to turn over more than just Coppers.





The idea here was to have a split pile where players that did not get many of the first half actually have a higher incentive to get it than those that got them. And of course, the images belong into one picture. Not sure they aren't too strong. Curiously, both cards get weaker the more players there are, but are working against each other.





This is based on an idea eHalcyon had. It's a milder Swamp Hag that makes cards more expensive by adding debt to their cost.





A Reserve-Island. I dropped the cost to 3$ for now, but may have to cost 4$ after all. Probably best with Workshop variants.





Based on GeeJo's Gambling Den, Sawmill is a Workshop that can gain cards and cycles, but trades reliability for that. It was called Mill before an official card took that name.





I wanted a card that uses Debt as a drawback. Originally this was a Lab+ (with +3 Cards), but somehow the smaller versions always seem easier to balance. I tried this at $2, but it was just too easy to pick up that way.





A card that exchanges one card from your hand for another card. It only gains differently named cards to make sure Well isn't abused to burn down the Province pile. The top part is just something that wasn't there at that time. +3 Actions on their own are hard to cost, but this version works decently. Was named Fountain before Empires came along.





Farmer is a Smithy variant that draws less, but better cards. Or at least they are better if your deck has a lot of variety. In case the wording confuses you: You don't have to pick up the duplicates, it can be any 2 cards revealed while searching for a duplicate. Less duplicates, more choice, more Cornucopia. One would assume it can go really bananas, but has worked out fine so far. Part of that is that, when your engine is fully set up, Smithy will likely draw the same cards, just more of them. It was called Blacksmith before Royal Blacksmith came up.





I'm giving this another shot because it used to be relatively popular. Will the Baron's and/or Duchess' kid finally break through?





Before Wine Merchant was revealed, i assumed a Reserve would need you to buy a Victory card so it could return from your Tavern Mat. When that didn't come, i made Hunter. As the play effect sifts, it counters the VP gain.





Originally a kingdom card, Road has become non-supply to make sure there's always a Village to play it with, as kingdoms without one would really have made the card look bad. Also, as it's not in the supply, you can't put your +1 Action token on it, hooray! Champion still works, though.





Assemble had to be nerfed for the endgame by putting its cards on top. Originally it just allowed you to gain two cards that together costed 3$ more than the trashed card, but boy, was that hard to word. Also, nobody ever did it. It's now one of the few base-inspired cards.





Not much to say about this. I first wanted this to cost 4$, so I considered a version that gave each other player a Coin Token on buy. Maybe debt would also have been a solution. Or 5$, why not.





This started out gaining you Silvers, which usually couldn't compete. Now it has you gain any $3, which still includes Silver. Was called Paddock originally, then Artisan, until an official card... Well, i probably should get used to it. Also, it wasn't optional for a long time. Why the hell was that?





I wanted a Victory-Attack, so here it is. It's very, very simple, and the bottom part interacts ever-so-slightly with the top. I like it, even though it doesn't look as special on first glimpse. Fun fact: Maze in german is "Irrgarten", which translates to "Insane Garden". Just in case you wondered where the name comes from.





Werothegreat complained there was no card starting with Z, so i made Zombie. Obviously, you need a Necromancer first, who resurrects Zombies, which in turn kill your opponents' cards so they can again be resurrected by Necromancer. The fact that Necromancers can't play Necromancers is mostly to avoid a situations where several players trash each other's Necromancers, and the first to play one gains them all.





Used to be "Olympic Village" (designed to look like a promo), but I decided to make it a bit more Dominion-y. A tiny bit. Only thing I regret about this is that the image looks a bit too much like Maze's...





An attack that lets you choose whether your opponents can keep their hand or have to draw a new one. The second part is there to keep pins from happening, but maybe it's not necessary, after all. Not like you can play unlimited Tribunals, either.





Yet another really simple one. Making a Werewolf card that you can reveal Silver to has been in my head a long time, but only recently it came together in the most obvious way.





Cost reduction and gaining on one card is good. So good i had to salvage my old idea from Vampire and make Minister a card that curses you. I'm happy to had a use for this idea, after all. For a while this gave out VP every time you gained a card, but uh, that wasn't fun and the VP on gain is already discouraging enough.





Being an optional cantrip trasher, Homunculus is slowed down in how you gain it. On a board without other cards, you practically buy this in two steps - first when you buy the Potion, and secondly when you exchange that Potion for the Homunculus. This went through a lot of versions, and at one point got nerfed by being set aside on buy to be gained after your next shuffle. Later i realized that i could avoid introducing a new mechanic by costing it at and trashing the Potion when you got it. The name just had to be - after all, it hatches from a bottle.





Alacazam! That Copper in your hand is now a Potion. Incantation "sacrifices" a card in your hand to call in another card. For Curses, it chancellors your deck and triggers all your Tunnels. Looks like those alchemists finally found a way to make Gold, after all.




Events



Trashers and junkers rarely are skippable. Let's make it a bit harder for them once in a while. This started out as an Event, then became an Edict, then went back to being an Event. Being an Edict means that buying order isn't important anymore, but it can be done as an Event, so I decided to stay with my principle of doing stuff with existing mechanics, if possible.





All Villages gone? Time to move to the City.





Allows you to buy a more expensive thing in two steps, hence the name.





The Remodel-Event... Didn't work. I mean, if you have 4$ in your opening, it's a no-brainer to use it on Estate, and 5$ seems a bit too much for that. The solution was to make it an Expand and cost it higher.





This started as an event that costed $2 and gave a buy as well as a coin token. It ruined the game. Not giving the buy helped, but not that much. This would work, as you can't just stack up tokens that easily without actually playing the game. Also, yes, I'm aware this is the fourth of my Events that allows gaining 5$ cards. Ah well.





Just a little thing I thought of when doing Edicts.





A cost Event, simply because i thought it would be something interesting to try. This one makes any card you played this turn behave like Alchemist, but of course you need to include that Potion in your deck. Will that be worth it? You tell me.




Spellcasters & Spells
When at least one Spellcaster card is in the kingdom, add 2 random Spells to the game and each player gets 5 Spell tokens. Spells can be bought like Events and take one buy to purchase. When you buy a Spell, you "prepare" it - this means you take one of your five Spell tokens and place it on the Spell card. Each Spellcaster allows you to "cast" a Spell. This means removing one of your Spell tokens from a Spell and then doing what the Spell says. Spells are not cards and can never be gained, and you can have a max of 5 prepared. Generally, they are relatively strong effects to add on your card, but you have to re-stock on them regularly - make sure to not run out of buys.


Trickster is the most basic one and seems balanced as is.
Magician is the combo card here. Play several of them or combine them with the nonterminal Spellcasters for maximum effect.
Summoner offers you an effect that depends on how many cards you discarded. Before, certain Spells were too cheap. This should be fixed now. It also now can immediately cast the Spell it summoned.
Wizard has been removed for now due to balancing issues.
Sorceress is experimental - it's good on its own, but might be broken with Magician.
Harm is probably too expensive.
Glory is probably too cheap.
Mage, Shaman, Stone Circle, Warlock and Conjurer are new. Mage is probably too strong, don't know about the others.




Seasons

Seasons is an expansion Co0kieL0rd and I did together. In it, you use the Season board above (left), which spans 4 Seasons wih 5 sections each. The Season Token starts on the first section of Spring, and is moved forward after the last player in order did their turn (if you want to be picky, it's actually right before the first in play order does their regular turn). Therefore, Spring marks the opening and early phase, Summer the buildup phase, Autumn the late phase and Winter the part where the game will probably end. The cards do different things depending on the current Season. Use the Season Reminder above (right) to make sure you don't forget to move the token.
The cards in this thread are my re-takes of Seasons. Check out the original cards (some of which are more similar to the current take than others) by following this link.


Sojourner returned to an older version, but the Winter effect has changed.
Snow Witch now gives the Curse in hand, to avoid player order mattering as much.
Peltmonger now gives more money all around, and the buy is also on-call.
Student, Ball Room and Sanitarium didn't change.
Restore now uses the wording that is best in Summer. Untested yet.
Timberland now gets progressively worse, though you can tfb it. Considering there are Castles around now, it might be a bit meh.
Plantation now can only move the token backwards and gives a more straightforward bonus.
Mistress is an older idea. Early and late in the game, it keeps your VP cards out of the shuffle. In the middle, it puts good stuff back in. Untested and maybe not that great.




Team cards
These cards are designed for players who'd like to try out team Dominion. Just seperate the players into teams before the beginning of the game, with the team with the most total points at the end winning. You can also have single players participate, so if your family thinks you're all too good a Dominion player and wants to gang up on you, by all means, let them. The single player may buy these cards, but won't get as much out of them. I know this isn't something everybody will want to play, but hey, here it is. Have fun.






Edicts
Edicts are rules changes that go further than Events or Landmarks, triggering at any possible time. Just treat them like Landmarks apart from that.



This first one makes Estates pseudo-Moats at the start of your game. You can only defend once with each Estate, but that should greatly increase your chances of keeping an early Militia or Witch at bay.





Ah well, it's an all-time Bureaucrat. Originally, this required another player to demand that you put the gained card on top of your deck, to avoid a situation where forgetting about this Edict would break the rules. The trigger is easy enought to remember, though, so going with simple mandatoryness seemed okay. I once considered this effect for a Duration attack, but as such an attack would be useless for the majority of most games, I don't regret going with an Edict.





Oh no, another one that punishes you for getting VP! How many of these are there? Just the two, actually. Punishing you for something is something you can't really do with Events (and you can only give -VP with Landmarks), while these specific triggers aren't really worth 10 cards to put them on a Duration-Attack. But one card for an Edict, you can do that.





Diplomacy gives you a bit of sifting during the entire game. Why is it called Diplomacy? Ah well, some just get the name because of fun interactions they have.





5/2 opening on a Mounteband/Chapel board? Don't mind if I do.





A simple take on Alt-Curses. Certainly not the best idea, but well, some people like that kind of thing.





A bit like ThetaSigma12's Landforms, this gives you a benefit if you take a little downside. However, you can use this the entire game. In this case, you won't have to worry about colliding terminals anymore. Just sucks if the Peddler in your hand drew a Village either way.





Do you have one of those relatives that ask you to play giga Dominion with more than 10 kingdom cards in the game? Make them happy with this Edict. Inspired by Nflicker, who suggested 2 additional cards. I went with 3, because if you are overdoing it already, overdo by a lot.





Nflicker also suggested to do an Edict that adds Platinum to the game, possibly without Colony. Well, why not? We already can have super-Colony without Platin thanks to Dominate, you see.





Oh well, these Dukes suddenly got a lot more time. And a few points more to challenge them. More turns = More time to build an engine = more junk to choke on = profit? Also, yes, in a hypothetical real edition this would come with 3 additional Provinces. Which still is just 4 cards, so I'm alright with that.





Maybe this should be mandatory? It might throw a bit too much of a wrench into engines, though. It still harms them quite a bit.





Finally you can open double-Throne-Room! Hurrah! Well, actually this goes quite a bit beyond opening. Maybe you want double-Baron, instead? Just, where did those Estates go?





Noo!! Not my money!! Aaaaaargh!!!

17
Variants and Fan Cards / A "Duration" attack that works
« on: July 08, 2013, 10:28:27 pm »
All this talking about a duration cost increaser got me thinking about how to make a working "Duration" attack. Here's an idea:

Freebooter
Action - Attack, 4$
+2 Cards
Each other player with 5 or more cards in hand puts a card from it aside face-down.
At his next clean-up phase, he discards it. If he does and would draw 5 cards for his next turn, he instead only draws 4.


Do you think it needs a Duration type (with a next-turn instruction that is not an attack) to avoid people forgetting what that set-aside card is for?





Edit: Okay... Nobody cares.

18
Game Reports / Awesome Scout
« on: July 02, 2013, 09:20:08 pm »
Disclaimer: I don't claim i had the best strategy on the board. Probably there were much faster ones. Still, i think a setting where Scout produces +1Action, +8$ is remarkable. There's no log because it was a real life game.

Story: We have all the expansions except Guilds, and decided to only use cards from two sets for a game. This one was Intrigue/Prosperity:
Scout
Bishop
Bridge
City
Mint
Torturer
Contraband
Goons
Harem
Kings Court

I opened 4/3 with Bridge/Silver and had 5 Coppers in hand turn 3. I felt lucky enough to buy a Mint and was lucky enough to buy a Harem turn 4 (though it would have worked out sooner or later anyway, as both opponents trimmed my deck with their Bishops). Turn 5 i copied my first Harem with Mint and bought a City. Soon i could trash my remaining money for another Mint and it didn't take long until my deck had no other money but Harem, and two Mints, a Bridge and 2 Cities as the only Actions (no estates). This was the time where i felt i actually wanted some Scouts. Using my Mints to gain up to 2 Harems per turn, my Scouts drew me ridiculous amounts of them. I more than once revealed 4 Harems, and being able to end a turn with a Bridge even gave me the buy i needed to make good use of them. It was absurd. In fact Scouts became so good that i'd rather discard two Harems for Goons then them.

Long story short, i still lost the game by two points, because i was stupid enough to reveal Mint and gain my 12th Harem, powering up my KC/City opponents. Still it was fun, and it made me see that while Scout is an awful card almost always, there are really specific games where it actually shines. Sad that there are so few of them.

19
Puzzles and Challenges / Guaranteed Familiar
« on: June 28, 2013, 03:13:58 pm »
Assuming you start the game with a 2 Copper hand, what is the earliest turn you can own a Familiar even with the worst possible shuffle luck? What cards are in the kingdom?

Edit: Thread title changed for reasons. You can assume what you want about your opponents (starting hand, good or bad will), only they have awful shuffle luck, too (meaning they will fail to help you whenever possible). The number of opponents is yours to chose, but only legal numbers for Dominion games.

If you want to know beforehand, it's turn 03.

20
Variants and Fan Cards / Old ideas that work better with Guilds rules
« on: June 18, 2013, 08:20:07 pm »
I don't know about you, but i found the new Guilds rules were able to strongly improve some older card ideas i had. Am i alone?

For example

Old version:New version with Guilds rules:
Expedition
4$, Action - Duration
+1 Card
+1 Action
+2$
At the start of your next turn: + 1 Buy

While this is in play, at the start of each other players buy phase, he gets +1$         
Expedition
4$, Action
+1 Card
+1 Action
+1$
Each player (including you) takes a coin token.



Elf
3$, Action
+3 Actions
+1 Buy

When you buy this, you may put a card from your hand back in the supply.
If you do, gain a card costing at most the same.
(No name yet)
2$+, Action
+3 Actions
+1 Buy

When you buy this, you may overpay for it. If you do, for each $ you overpaid,
put a card from your hand back in the supply and gain a card costing at most the same.

PS: If you have a good name idea (or any idea at all) how to name a Village-y card-changer with a bit of guilds in it and that fits in a set named "modern times", let me know.

PPS: Hooray for Tables!

21
Variants and Fan Cards / A Guilds/Prosperity card
« on: June 14, 2013, 11:43:07 am »
Nothing big, just an idea:

Town Hall
5$+, Action - Victory
+ 1 Card
+ 1 Action

1 VP

When you buy this, you may overpay for it. If you do, + 1 VP per $ you overpaid.

22
Card A
Some Cost, Action
Some effect. Gain a card B.
Each opponent may reveal his hand. If he does, something good for him (likely drawing a new, smaller hand).


Card B
0*$, Treasure-Victory
2$
1 VP

When you reveal this, put it back on the card B pile.

Edited Rules: "When you reveal this" triggers as soon as you resolve a card that tells you to "reveal" card B.

23
Variants and Fan Cards / Hospital, Construct, Soup Kitchen
« on: May 26, 2013, 02:05:30 pm »
Allright, i have balancing problems, and maybe you guys can help me. I'm grateful for any feedback, including non-balance related entries.

Hospital
3$, Action
+ 1 Card
+ 1 Action
+ 1 VP
Each other player gains a card costing up to 3$.


Soup Kitchen
4$, Action-Attack
+ 1 Card
+ 1$
Each other player gains a Copper, putting it in his hand.
(Remains of the Charter idea)


Constuct
4$, Action
Trash a card from your hand. Gain two cards that together cost up to 3$ more than the trashed card.
(About Construct: I also considered to make it a looter (forcing you to gain a ruins and a +3$-cost), but i somehow feel the easier the better. What do you think?)

24
--EDITED 2--

Maybe i'm overdoing it, posting new threads with over ten cards. So only 2 4 for now.

Aqueduct
5$, Action
+ 1 Action
+ 2$
Discard a Card from your hand. If you do: + 1 Card

While this is in play, Attack Cards you play have no effect on other players.


Rental
7$, Victory
Worth one per Coin Token on your Rental Mat at the end of the game.

When you gain this, set it aside. Gain two Coppers and shuffle them and this in your deck.

Setup: Each player gets 7 Coin Tokens and places them on his Rental Mat. Whenever a player trashes a Copper, he must instantly remove a Coin Token from his Rental Mat.


Nouveau Riche
4$, Action
You may discard an Estate. If you do: + 3 Cards
You may discard a Duchy. If you do: +2$
You may discard a Victory Card that is not an Estate or a Duchy. If you do: + 1 Action


Parliament
4$, Action
You may choose an Action card from your hand.
If it costs...
0$: Play it 4 times.
1$ to 3$: Play it 3 times.
4$: Play it 2 times.

25
Variants and Fan Cards / Power Grid Promo
« on: April 08, 2013, 11:08:29 am »
So when i read the secret stories of the promo cards, it said that Donald was originally meant to make a Promo for Power Grid.

Edit: theory pointed out there already was a thread about making a Power Grid Promo. Check it out ;)

My addition (which actually doesn't fit the theme as much as many of them older cards):



Windmill
2$, Action
+ 1 Card
+ 1 Action
Choose a card from your hand. Trash it, discard it or put it on top of your deck.

When you buy this, put it aside. Gain it after you shuffle the next time.



About the game Power Grid itself:
Power Grid is a game where you supply cities with energy and for this have to get power stations that use with coal, uranium, trash or oil. Sometimes you'll also be able to get a windmill that produces green energy without resources, but as you have to bid higher than opponents to get a station, you'll sometimes end up paying too much. Also the turn order in power grid changes every round, giving the leading player the strategically worst position.

It's awesome, try it. It's a great excuse to wear your halloween lab coat, too.

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