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Topics - Eistee

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1
Variants and Fan Cards / Gambler's Way
« on: September 19, 2014, 10:28:53 am »
Hello Guys,

a small idea I'm throwing out there for you to try and comment, if you want.


Gambler's Way
Action - (4)

+1 Card, +1 Action
You may set aside an action or treasure from your hand. if you do; the player to your left guesses if the card costs 4 or more.
Then, reveal the card.
If he guessed correctly: Put the card into your discard pile.
If he guessed wrong: Play the card twice.


Just curious what you think about it. Yes, it lets you play Treasure during your action phase, but that makes the card fun. Overpowered? Not sure.

2
Variants and Fan Cards / Lab Variant (?) - Village of Outcasts
« on: December 23, 2013, 07:40:28 am »
Just go this idea and wanted to see what you guys think about it.

Village of Outcasts
Action - (5)
+2 Cards
Discard a non-victory card from your hand. +1 Action per Coin it costs.


Can be worse than a lab, better than a lab, and in a engin-y, really thin deck, a lot better than lab.

What is your opinion? Is there a really serious flaw with that card that I have missed?

3
Variants and Fan Cards / Dominion - Leitmotif (Updated - 07/01/13)
« on: June 30, 2013, 05:04:29 pm »
A new trend is on the rise in the Kingdom - Science!! And Pihosophy. And Astrology. And Wizardry. And Cultism. Wait, what?

I present to you the first 9 cards for the Dominion expansion I am currently working on: Dominion - Leitmotif. It features cards that do more if certain conditions are met. "If", you know.

Constructive critisism is very welcome. Now, on to the cards! The layout of some of the cards might not be perfect, but I'm trying to get better.

Transciprions of the cards below each card.

(//Disclaimer: Art is from various sites and some Trading Cards. This is only for fun and in no way for commercial use, so I don't think this will be much of a problem.)



Quote
Action - 2

+1 Card
Trash a card from your hand. It it was...
an Action card: +2 Actions, +1 Buy
a Treasure card: +  1
a Victory card: +1 Card
---
When you play an Attack card with this in play, you
may trash this. If you do, choose one: Gain a Gold;
or each other player gains a Curse.

Mad Scientist gives different bonuses depending on which card you want to offer him. The "+Buy" is tacked on so that you can trash a Mad Scientist and buy a new one. The top actually is kinda simple. Masquerade still is a better trasher, I think. What is your opinion on this?

Now, the bottom of the first version was too strong, too random an too political. The new one kinda does the same, but is more fair at that, I think. The Gold-gaining is not necessary, but felt nice to be included. Mad Scientist is only non-terminal when another Action is trashed, so chaining an attack can be difficult. I think the bonus is a good payoff for something more difficult than it looks like at first.




Quote
Action - (3)

+1 Action
Reveal the top three cards of your deck.
If you reveal at least one Victory
card this way: Put all the revealed cards
into your hand. Otherwise: Discard all
the revealed cards.

This kinda compares to Scout, but it looks at one card less. Even at 4, it wouldn't be strictly better. With Scout you can always rearrange your deck. When this misses, you just got no benefit. However, you can at least play another one which might hit a Victory card. And if it does, it's better than a Laboratory. Advisor might be a comparison, but Advisor always gets you cards while this doesn't.

It hasn't been changed since Version 1. It looks like a pretty fair and balanced card to me.

I think (3) is the best price for this. Opinions?




Quote
Action - (4)

Trash a card from your Hand.
If you do, choose one:
Gain an Action card costing exactly (1)
more than it, putting it on top of your
deck; or gain a Silver.

That one day, I was sitting at work, when suddenly I decided to make an upgrade that could only produce Actions, but give those directly into your hand. It seemed cool, but as some of you have pointed out, it really is a tad too strong, especially when it can gain Silvers as well.

This new version tackles the problems of the first version by not giving +1 Action and topdecking the Action. I don't want another 5 in the set, so weakening it a bit was better than leaving it that strong and making it a (5). Your opinions on the new version?




Quote
Action - Attack - (4)

+3 Cards
Reveal and discard three cards from
your hand.If you discarded three
differently named cards this way: Each
other player gains a Curse.

After testing it again in a few solitaire games a couple of hours ago, the first version wasn't really that much fun. Discarding 3 while drawing only 2 felt kinda depressing and... not fun. Also, it was counterproductive - the more you play it, the more likely it becomes that your opponent hands you Curses and Ruins as well since he suddenly has a lot more "variety" in his deck.

The cursing ability here is less strong, but the +3 Cards benefit is really nice. It seems priced okay at (4), definitely one of the better ones, though.




Quote
Action - 5

+2 Cards
Gain a card costing less than this.
If it was a Curse:
+1 Card, +1 Action, +1 Buy, + (1).

The first version for (5) with +3 cards was way too strong. The version for (4) with +2 cards even more so. Combining both seems to work fine so far!

With +2 Cards, it still is strong enough while not being overpowered. The Curse bonus isn't really strong, but it's nice to have. It looks like a good BM-enabler, gaining Silvers and drawing cards at the same time, but it can also be nice for engines, grabbing you cheap parts while not losing buying power.




Quote
Action - (5)

+1 Card
+2 Actions
Trash a card from your hand.
If it was a card costing  3  or more:
+1 Card, +1 Action.

The (first?) village of the set.

Version 1 gave +2 Cards instead of +1 Card, +1 Action for trashing a card that costs (3) or more. It was cool, however, this is intended to be a village and forced trashing and a Village somehow don't fit since you want to play your actions and not only trash them. Have it give 3 Actions if you trash a good card makes it more "engine-y", trashing one good card for two villages (3 Actions). So far, it doesn't seem to overpowered. The +1 Card could be dropped, but I will have to test it to see if that is better.




Quote
Treasure - (5)

Worth (2)
You may trash this card immediately.
If you do: + (1), gain a Silver.
---
When you gain this: Take a Coin token.

I wanted a Treasure in this set. The Version 1 Elixir was basically a Silver you could turn into a One-Shot-Gold. It was nothing too special and you guys made me realize it might be a bit too much on the weak side. This version makes it a bit stronger while not being overpowered, I think. You get one free coin and a one-shot Gold for 5. I am currently thinking of adding +Buy when trashing it, but I'm not sure about that yet.




Quote
Action - (5)

Trash a card from your Hand.
If you do: +4 Cards, +1 Buy.

Each other player may trash a card
from his hand.

The first version seemed fine for a while - but +4 cards, even with the drawback of the opponents trashing a card, is just too strong for a (4). It felt like a reversed Council Room anyway, so I tacked a +Buy on it (the set was missing one anyways) and put it at (5). Seems fine now and is fun.

Does anyone have a "Reverse Council Room"-name for me?




Quote
Victory - (6)

Worth 2 VP
When you buy this: Gain a
Reinforcement card, putting it on top your deck.
---
Setup: Add an extra Kingdom card pile to the
supply costing  5  or  6  . Cards from that pile are
Reinforcement cards. Reinforcement cards cannot
be bought.

It's the Victory card of the set, and a simple one at that. Reinforcement cards cannot be bought, but they can be gained, so Remodel-Tricks still work. This is kinda fun when Border Village is the Reinforcement. Also, TFB (Apprentice!) rocks, but it can kinda "junk" your deck as well.

There are always, no matther how many players, 10 copies of Commander in the Supply.

The only change from Version 1 to Version 2 here is that Commander now correctly says "Victory" instead of "Action".


So, that's it for now. As I said, constructive criticism is always welcome.

Thanks!

4
Variants and Fan Cards / Werewolf
« on: January 18, 2013, 11:12:36 am »
Werewolf
Action - Attack  - (5)

+ 2 Cards

Each other player gains a Copper and a Curse. Each other player may trash a treasure. If a Silver is trashed this way: Trash this card.
----------------

I love werewolfes. So I though, hey, I should make a card that kinda has that "Silver is the bane of werewolves"-falvor.

It's kinda like Witch. It hands out Curses. And treasure, which Witch doesn't do.  But hey, your opponents can even trash that copper again - at the cost a less buying power next turn...

What do you guys think?

5
Variants and Fan Cards / "New Upgrade Mechanic" - Swag
« on: September 10, 2012, 05:10:24 am »
Hello guys,

I'm still working on an own Expansion, and this is a "theme" I came up with a while ago. It's kind of the counterpart to the "Obstacle"-Theme (you can read about my plans here).

You might have recognized that I have put "New Upgrade Mechanic" in quotation marks. I did so because it's not actually a completely new mechanic. But see for yourself, I'll do it how I like to do it best: I show you my stuff, you understand it on your own. By the way, as I'm not a native speaker, I'm not sure if the word swag fits my idea perfectly. I wanted "Loot", but that's been taken by Donald a few weeks ago. Evil Donald!

Ah, Im still talking. Let's get to the cards!

Rest
Action - (4)
+1 Buy
Trash up to two cards from your hand. For each card trashed this way that is not a victory card: +1 (Swag Token).
-----
When you discard this from play, you may gain Swag.

Comment: A simple trasher. Might turn out a bit strong, I guess, but at least it does not net you anything from estates, but it sure does love the Curse. The first version only worked on treasure, I might even like that more. What's your opinion?

Dungeon Map
Action - (5)
+1 Card
+1 Action
+1 Coin
-----
When you discard this from play, choose one: +1 (Swag Token), or gain Swag.

Comment: The basic Swag-Gainer. Yes, I love Peddler Variants.

Monster Lair
Action - Attack (5)
+2 Coins
Each other player discards down to 4 cards in hand.
Look at the top 4 cards of your deck. Discard them, or put them back in any order.
-----
When you discard this from play, choose one: +2 (Swag Token), or gain Swag.

Comment: The top isn't spectacular for a (5), but the bottom sure is nice.


-Swag Cards-

Kilos of Copper
Treasure - Swag (0)
Worth 1 Coin.
If this is the first time you play a Swag-Card this turn: +2 Buys. Otherwise, +1 Buy.
-----
You can only gain this by spending 1 (Swag Token) on your Backpack Mat.

Sack of Silver
Treasure - Swag (0)
Worth 2 Coins.
If this is the first time you play a Swag-Card this turn: +2 Buys. Otherwise, +1 Buy.
-----
You can only gain this by spending 2 (Swag Token) on your Backpack Mat.

Gallons of Gold
Treasure - Swag (0)
Worth 3 Coins.
If this is the first time you play a Swag-Card this turn: +2 Buys. Otherwise, +1 Buy.
-----
You can only gain this by spending 3 (Swag Token) on your Backpack Mat.

Piles of Platinum
Treasure - Swag (0)
Worth 4 Coins.
If this is the first time you play a Swag-Card this turn: +2 Buys. Otherwise, +1 Buy.
-----
You can only gain this by spending 4 (Swag Token) on your Backpack Mat.

-Comment about Swag-

First, let's clear up the rules. When you discard a "Swag Gainer", you may either put X (Swag Token) on your Backpack Mat, or "gain Swag". Gaining Swag (and Swag in general) has the following rules:

-Gaining Swag happens when a card tells you to do so.
-You can only gain Swag when "Gaining Swag". Sound logical, but still.
-Swag is NOT in the supply. Each Swag pile consists of 12 cards per Swag.
-Yes, Piles of Platinum being worth 4 Coins is intentional. 5 would be too much for province games, I think. (Opinions?)
-You may spend as many Swag tokens as you wish. You can see on each Swag card how much you have to spend for it. Example: You have 5 Swag Tokens. You can gain 5 Kilos of Copper, or 2 Sacks of Silver and 1 Kilos of Copper, or 1 Gallons of Gold and one Kilos of copper, or 1 Piles of Platinum and one Kilos of Copper, and so on. However, you do not have to spend all your Swag Tokens once you gain Swag.
-Gained Swag is put into your discard pile.
-At the end of "Gaining Swag", you lose all your Swag Tokens that are left. Yes, you can declare that you want to "Gain Swag", spend no tokens, and then lose them all. There's no point in doing so, but it is possible.
-You may have a maximum of 8 Swag tokens on your Backpack Mat. (Opinions?)
-One more thing: Gainin Swag is at the bottom of the card because it would be insane with Throne Room or King's Court if it wasn't. It's okay with "Rest", because you'll eventually run out of fuel.

I personally like the idea of "Upgrading" a lot and I'd like to see more fan-made upgraders. This is my take at it: You don't always get the same card, and patience might be good when playing with swag. I put +Buy on every Swag for two reasons:
1) You might even consider to gain a Kilos of Copper when you desperately need +Buy. Without it, nobody would ever gain Kilos of Copper without Gardens. And that's sad for the Copper.
2) If you took your time to get a Piles of Platinum instead of a Kilos of Copper, you sure want to use it. All that patience for a Province bought with 13 Coins? Nah.

I'm pretty sure you've noticed the "Symmetry": Kilos of Copper, Sack of Silver, and so on. I'm not sure if the names are good as they are, and I'm happy about every suggestion. Is "Gallons of Gold" even possible... ?

I welcome every opinion about this idea and criticism is always welcome. Do you have ideas for new Swag, like a Swag for (5) with a Special Ability? Or do you want to fix a Swag-Gainer? Or do you even have a new one?

Thank you for your time and thanks in advance for your reply!

6
Variants and Fan Cards / Dominion - Entering the Dungeon
« on: August 27, 2012, 04:16:15 pm »
Entering a Dungeon is dangerous. You never know what might happen - is this way the right one? Or that one over there? That Scallywag earlier told you to always head right. But isn't right on the left side and left on the right side once you turn around? You slowly get doubts about your decicion. All you know is that at the end of this cave, treasure awaits. However, you don't even know what kind of treasure. The one who told you about it actually seemed quite confused, now that you think about it. Whith his pile of hats in the backyard and a stuffed penguin on his shoulder. What if all you find is a stupid hat at the end? Or even worse, a letter telling you that friendship is the real treasure? While we're at it, you seem to have lost some of your companions on the way. Not that it matters. The greater good, and stuff. They had to go. You're the boss. Is that light back there? Not that I'm getting my hopes up. It's probably just a damn Obstacle again. Stupid obstacles, startin' to get on my nerves, always in the way.

As soon as I find my way out again, I'm going to buy a hat to show this place who's boss.

---

So, you're over the cheap, Donald-Rip-Off-Intro-Text now, hm? Wanna see some cards? Alright, here you go, my friend! But keep in mind that this Dungeon is yet to be fully explored. If you find a hat on your way, hand it to me. I like hats.


-Seperate V1-
Action - (3)
+1 Coin
Reveal your hand. If there are no duplicate cards in it, gain a Gold. Otherwise, gain a Silver.
-


-Seperate V2-
Action - (5)
Reveal your hand. If there are no duplicate cards in it, gain a Gold. Otherwise, gain a Silver.
+2 Cards
-
A Menagerie rip-off, obviously. Priced at (5) because drawing cards and gaining Silver / Gold might turn out quite strong, actually, even though always gaining the same kills the variety needed in your deck to gain Gold.
The second version is weaker. I won't make it a card without an effect on its own, because that's boring. +1 Buy is no good on this. +1 Card is boring. +1 Coin seems okay to me. +1 Action is too good, I think.


-Companion-
Action - (4)
+1 Card
+1 Action
If this is the first time you play a Companion this turn, name a card.
---
While this is in play, the card you named when you played the first Companion costs (1) less, but no less than (0).
During your Clean-Up Phase, you may trash this. If you do: +1 Card.
-
Yeah, I posted this card before, but now I plucked a "You may trash" on it for more Fun. Also, sometimes you have to sacrifice your friends to move on. That's just like it is. Or isn't it? Would they help you more in the long run? Who knows...


-Fountain of Fortune-
Treasure - (5)
Worth: (0)
When you play this, gain a Silver, putting it into your hand.
---
When you trash this, every other player gains a Copper.
-
It's a pretty simple card. I don't think it is too weak, but I'm not sure. I added the "On-Trash" because it's a Fountain of Fortune. And well, it gives something to everybody.


-Loot-
Trasure -Victory - (3)
Wort: (1)
When you play this, reveal the top card of your deck. If it is a treasure, put it into your hand. If it is an action, put it back or discard it, your choice. If it is neiter a trasure nor an action, discard it.
---
1 VP
-
A "simple" card. Since it's loot, you never know what you get, so it's a bit of everything. It's a treasure that plays like an action that also gives VP. I like it... do you also?


OBSTACLE CARDS


-Obstacle-
Action - (0)
+1 Card
+1 Action
(This is not in the supply.)
-
There are 10 Obstacles in play for each player, unlike Curses and Ruinses. With two players, you have 10 Curses, but 20 Obscacles. With 3 player, 20 Curses, 30 Obstacles, and so on...
This one seems pointless, doesn't it? It actually is, without the following three cards. But move on...


-Hallway-
Action - Attack - (3)
+1 Card
+1 Action
Every other player gains an Obstacle.
Every other player reveals his hand. If he has at least one Obstacle in his hand, he trashes one of them and gains a curse.
-
Obstacles on their own aren't that bad as long as you know a way around them. Sometimes, however, they will block your way through the dungeon. Ah, I'm not sure with the name of this one, by the way.


-Ghost Town-
Action - Duration - (4)
+1 Card
+1 Buy
+1 Coin
Every other player gains an Obstacle
At the start of your next turn: +1 Action
---
As long as this card is in play, whenever another player plays an Obstacle, he gains a curse and may trash the Obstacle.
No matter how many Ghost Towns are in play, a player cannot gain more than one curse per played Obstacle.
-
When you enter a Ghost Town, you're quite positive about it at firest - all the stuff possibly waiting for you to be grabbed! After a day in that spooky, lonely place whithout anything valuable you can't wait to get out. You'd even ask that Margrave or that Smithy-Guys you never really liked to help you.


-Scallywag-
Action - Attack - (5)
+3 Cards
Every other player may discard an Obstacle. If he doesn't, he gains an obstacle and a curse.
You may gain an obstacle. If you do: +1 Coin
-
That's the guy who told you about this godforsaken place! Guess all he wanted in the end was your hat.


-Bandit Hideout-
Action - Reaction - (5)
+1 Card
+1 Action
+1 Coin
Every other player gains an Obstacle.
---
When another player plays an Obstacle, you may set this aside from your hand. If you do, then at the start of your next turn, +1 Card, +1 Action and return this to your hand.
-
If you're not hindered by an Obstacle, the Bandit's won't do much. However, as soon as your sight is blocked, they pull out their strongest moves to bring you down!


So, what do you think? About the "Obstacle", especially? Criticism is always welcome.

7
Variants and Fan Cards / Companion
« on: August 21, 2012, 12:36:21 pm »
Companion
Action - (4)

+1 Card
+1 Action
If this is the first time you play a Companion this turn, name a card.
---
While this is in play, the card you named when you played the first Companion costs (1) less, but no less than (0).
-

So... it's pretty much a Peddler/Highway Variant which works quite well with "Workshop"-like cards and even better with "Remodel"-like cards (since the other cards keep their price). However, since only one card is cheaper, it's weaker than Peddler if you want to buy different cards. If you could gain Victory Cards with this, it definitely would be too strong, I think. (4) is not a high price, and only a few would be enough to make Provinces WAY too cheap.

Any thoughts?

PS: Oh, and Band of Misfits could be a lot of fun with this.

8
Variants and Fan Cards / Painful Choice
« on: July 19, 2012, 02:54:42 pm »
Action
Cost: (3) or (4) ?

+1 Card
+1 Action

Every other player chooses one: he discards a card; or you draw a card.

--------

At first glance, it seems really, really strong. It's either a Laboratory, or a Cantrip that discards a card from your opponent's hand. However, when it isn't a Laboratory, it most likely isn't one for a reason - because your opponent actually had a shitty card in his hand. So, when the game starts, players discard their estates. When the game is about to end, players discard their green cards. It can be pretty tricky for this to become an extremely good or important card - that's why I think even (3) might be an okay price. Shanty Town is somewhat of a similar opener... but then it also isn't. Hm. And if you open "Double-PC", where's your money? It might be too weak for it not being allowed to double-open with.

This card gets a lot stronger in Multiplayer games. However, in those, it is pretty likely that you won't have many of them. And many official cards have that problem as well - Cutpurse, as you all know, can be pretty insane with three/four players. Also, it makes for pretty interesting mind-games: Do I discard two of my cards now, or should I wait for the next player so that he won't draw half his deck?

 One more thing: I think that this card shouldn't be an attack, it's just too weak (/optional) to warrant a Moat.

Well, that's all for now, What do you think?

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