Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Gazbag

Filter to certain boards:

Pages: [1]
1
Variants and Fan Cards / Meld
« on: January 10, 2018, 12:14:04 pm »

Meld is a mini Forge thing, but instead of gaining real cards, you get chimeras! Because of course Melding together an Estate and a Copper would result in a 2 headed lion-snake thing. The Chimeras cost 2,4 and 6, meaning Meld can be used trash 2 Coppers and gain nothing and giving the chimeras price points that interact nicely with Estate and Potion trashing. The art is good, but it isn't exactly what I had in mind, ah well.


This is the cheapest and weakest Chimera, it is Refugees, which I shamelessly stole it from Co0kieL0rd's Roots and Renewal (with permission) it just seemed like the perfect fit for the small Chimera, getting across the idea of it being an amalgamation of cards. I am thinking that this could also have +1 Buy as an option, that make's it strictly better than Pawn, but that is allowed on a non-supply pile. I would worry then though that the Meld+Chimera piles would have everything an engine needs (trashing, +actions, +cards, +buy and an attack) and be too much in one.


The middle Chimera, I wanted to try and capture the "amalgamation" feeling by giving the chimeras variable effects and using different things for each one. Nimble Chimera is a fancy Pawn thing, this one is a fat Wishing Well. It is probably the one that I'm least happy with, it might actually be weak on average given that your deck is going to have a Potion and Meld and these differently named Chimeras. I do want it to be a non-terminal cantrippy type thing but maybe I'll think of something different. I guess these chimeras are an opportunity to do cards that interact with Potion, I'll have to see if I can think of anything compelling.


Grrrr this ones cranky! I knew I wanted this one to be a Smithy with something else and an attack seemed like a decent thing to do, especially when I found the art. I think in a game with Meld a handsize attack is worse than a junking attack? Also handsize attacks tend to cripple money-based things so there is a bit of logic behind the trigger. I like the idea that this guy is out of control so it's still doing a variable effect but this time you have no control over it. I feel like it's different enough from Torturer, but maybe that comparison makes it less exciting?

Thanks go to Co0kieL0rd for letting me steal his card and giving me some wording/idiot fixes.

2
The Best - Cards (Bottom half)

#45 =0 Duchess (Hinterlands) Weighted Average: 5% ▲0.1pp / Unweighted Average: 6.03% / Median: 2.27% ▼0.33pp / Standard Deviation: 12.42%


Another year and yet again Duchess is at the bottom of the list. What is there to say at this point? Occasionally youíll pick one up on a 5/2 and in sloggy games theyíre nice to get for free with Duchies, but even in these cases itís marginal at best.
#44 ▼2 Beggar (Dark Ages) Weighted Average: 9.33% ▼9.17pp / Unweighted Average: 9.55% / Median: 6.82% ▼6.38pp / Standard Deviation: 8.87%

Beggar is down a couple of places from last year and has the second lowest deviation.
Gaining 3 Coppers to hand is a very situational ability, all that junking will severely harm the average deck. Beggar is useful sometimes though, Copper isnít a bad card in your deck when youíre aiming to hit $4 or $5 consistently for alt-vp cards Ė Gardens is the best example of this because of how much Beggar bloats your deck but itís also fine for Dukes and Silk Roads. Another notable alt-vp combo is Beggar/Triumph, a play of Beggar gives a 4 victory token Triumph. Beggar can also have use in an engine gaining Copper to use as fodder for certain trash for benefit cards such as Altar, or to trash to Mercenary or Bats. The final use for Beggar is to gain one very late in the game with the goal of playing it once as terminal +$3 and to end the game before those Coppers have chance to enter your draw pile, this is a very situation thing that is only viable when the stars align though.
#43 ▼2 Embargo (Seaside) Weighted Average: 12.3% ▼6.9pp / Unweighted Average: 13.65% / Median: 9.09% ▼6.71pp / Standard Deviation: 11.87%

Embargo lost 6.9 percentage points and is down 2 places. It would be 1 place higher in unweighted rankings.
Embargo is very similar to Duchess as a terminal Silver with a marginal extra ability, Embargo is a one-shot though so it can be used as an early economy boost that doesnít get in the way later. The best case for Embargo is probably opening it on a 5/2 and getting the token on the key $5 card before your opponent can buy one, but that only really happens if youíre 1st player and draw Embargo turn 3. Another thing that can be fairly effective is piling some Embargo tokens on Duchies when you have a points lead to make it more difficult for your opponent to catch up, although this can backfire if your opponentís deck is stronger and can overtake you on Provinces so you have to be careful. It can also be interesting in games with Potion cards, but Iíve found that the strong Potion cards are good enough to still be worth going for.
#42 ▲2 Pearl Diver (Seaside) Weighted Average: 13.04% ▼0.06pp / Unweighted Average: 12.95% / Median: 9.09% ▼0.31pp  / Standard Deviation: 12.42%

Pearl Diver has gained 2 places.
Pearl Diver is the 2nd Seaside card in the bottom 5 and marks a change from weak or situational terminals to inoffensive but low impact cantrips. That is to say, Pearl Diver wonít make your deck worse, but it wonít make it much better either. Occasionally there will be a synergy with Pearl Diver that makes it useful such as Peddler or Adventures tokens, but sometimes thereíll be something that makes Pearl Divers worse, such as Militia type attacks or dead terminal draw.
#41 ▲2 Herbalist (Alchemy) Weighted Average: 14.03% ▼2.27pp / Unweighted Average: 17.64% / Median: 13.64% ▼2.16pp / Standard Deviation: 14.92%

Herbalist is 1 place higher in the unweighted ranking and is 2 places higher than last year.
Herbalist is an awkward card, it has some effects which give it nifty utility but donít gel together particularly well. Decks that are interested in topdecking treasure are usually playing just 1 terminal action per turn and Herbalist doesnít really pull its weight there being a terminal Copper with +1 Buy. Engine decks will resort to Herbablist as a bottom of the barrel +1 Buy card, but then engine decks arenít interested in topdecking treasures so thereís a bit of a clash there. The exceptions to this are topdecking Potion to keep an Alchemist stack going and topdecking Crowns in an engine.
#40 Tax ▼1 (Empires) Weighted Average: 14.89% ▼10.71pp / Unweighted Average: 13.76%  / Median: 6.82% ▼11.58pp / Standard Deviation: 14.11%

Tax lost 10.71 percentage points and dropped 1 place. It is also the worst Event on this list.
Tax just isnít a great rate, youíre effectively spending $2 and 1 buy to give your opponent the option of taking 2 Debt. In games where you get some spare buys and have $2 left over you buy it, but then your opponent is likely to have a spare $2 so this rarely does much. The setup part is most impactful thing really.
#39 ▲1 Quest (Adventures) Weighted Average: 16.24% ▼9.61pp / Unweighted Average: 18.13% / Median: 11.36% ▼12.34pp / Standard Deviation: 14.82%

Quest basically just provides some alternate prices to buy Gold, this makes it fairly situational as Gold has to be something that you want to add to your deck and the conditions on Quest have to be achievable. This is more just a situational thing to do when the opportunity presents itself rather then something to base your strategy around. Opening with 2 terminal attacks can be made more enticing by the presence of Quest however, as you can discard one for a Gold if they collide. It is not advised to buy Curses just with the hopes of triggering Quests. Discarding 6 cards can be something to play towards to get an early Gold, but after the first couple of shuffles a 6 card hand should be able to afford to just buy a Gold. Tunnel is interesting with Quest as you can choose to discard, even with fewer than 6 cards in hand. This can be used to easily discard Tunnels so can be good occasionally.
#38 ▼2 Poor House (Dark Ages) Weighted Average: 24.06% ▲8.14pp / Unweighted Average: 28.36% / Median: 18.18% ▼8.12pp / Standard Deviation: 21.69%

Poor House is the lowest rated $1 on the list. It has dropped 2 places since last year.
Poorhouse is another situational terminal. It basically guarantees that you hit at least $4, which isnít particularly useful given that Silver is always available and performs a similar function. The case where Poor House shines is in treasureless decks where it is terminal +$4 which can be nice payload, especially considering Poor Houseís very cheap price point. Beware Remake and Upgrade on a Poor House board.
#37 =0 Faithful Hound (Nocturne) Weighted Average: 27.74%  / Unweighted Average: 28.5% / Median: 25%  / Standard Deviation: 13.26%

Faithful Hound is the first Nocturne card on the list.
Iím sure the first comparison most people made when they first saw Faithful Hound was to Moat, given that they share the same cost, type and on-play effect. In fact the only differences are the name and the reaction effect. Faithful Hound is about as weak as terminal draw gets, giving a net +1 card. It is still viable draw for an engine sometimes, especially when itís easy to pick up cheap components quickly and there is a surplus of + actions. Be careful trying to build an engine with Faithful Hound as the draw with villages like Festival or Squire that reduce handsize, Faithful Hound will only bring you back up to 5 cards in hand so there will be no net handsize increase. The most interesting part of Faithful Hound seems to be the reaction, which can be very nice in combination with certain discard for benefit cards. The strongest of these is perhaps Artificer, as Artificers can be used to easily gain Faithful Hounds and then the Hounds will start to effectively give you ďfreeĒ cards in hand to discard to Artificers. Dungeon is another nice one as the Hounds will be in hand at the start of your turn, ready to discard to a duration Dungeon.
#36 ▲1 Moat (Base) Weighted Average: 30.92% ▲4.92pp / Unweighted Average: 29.13% / Median: 22.73% ▼3.57pp / Standard Deviation: 17.87%

Moat has gained one rank since last year.
I already talked about Moatís on-play effect for Faithful Hound, so I wonít repeat myself. In a 2 player game buying Moat solely in an attempt to block attacks is rarely worth doing, you wonít always draw a Moat in your starting hand and if you donít want the terminal +2 cards then adding one to your deck is almost like attacking yourself. In cases where youíre choosing between Moat and another terminal +2 cards as your draw, such as Oracle, the reaction on Moat can certainly be enough to make Moat the better option if there are attacks that are worth blocking present. Save  and Scheme are the two cards that let you pick up a single Moat and block attacks easily Ė this can be enough to make you skip attacks entirely.
#35 ▲1 Vagrant (Dark Ages) Weighted Average: 31.23% ▲0.03pp / Unweighted Average: 30.03% / Median: 25% ▼3.1pp / Standard Deviation: 17.63%

Vagrant has gained one rank since last year and is the 3rd Dark Ages card on this list.
Vagrant is very similar to Pearl Diver, but the effect of potentially drawing junk cards is much better than Pearl Diverís deck reordering. Vagrant shouldnít really be seen as a draw card, it just helps your deck stay consistent when under attack from Cursers or Looters and once you start buying victories. Vagrant becomes more interesting with Action-Victory and Treasure-Victory type cards, although you still have to have them be the 2nd card down on your deck to allow Vagrant to draw them so I wouldnít rely on that. The most useful of these is probably Mill, if you draw your deck you can discard two victories to Mill and then draw them back with Vagrant.
#34 =0 Druid (Nocturne) Weighted Average: 31.57% / Unweighted Average: 32.9% / Median: 29.55% / Standard Deviation: 14.75%

Druid is the second Nocturne card on the list.
Druid is a hard one to rank as its power and abilities vary wildly from game to game, depending on what Boons are set aside. Druid always gives +1 Buy, meaning it will have a similar level of utility as Herbalist at the very least. There are a few Boons which stand out as key Boons to look out for for Druid: Fields Gift, Iíd say this is the most generically strong Boon Druid can get making it very close to Candlestick Maker. Flameís Gift, trashing is one of the strongest effects in Dominion, although Druid with Flameís Gift is very weak as far as trashing goes Ė on a similar level to Trade Route, which is often described as one of the weakest trashers in the game. Swampís Gift, amassing Will-Oí-Wisps with Druid can add a reasonable amount of draw to a deck. Earthís Gift, gaining is very strong if the right components are available.
#33 ▼1 Cellar (Base) Weighted Average: 33.13% ▼4.27pp / Unweighted Average: 38.51% / Median: 36.36% ▲2.16pp / Standard Deviation: 21.41%

Cellar lost one rank from last year.
Cellar is a decent little sifter, it can be nice to pick one up early for the cycling when sifting past Estates can somewhat make up for the reduced handsize. The reduced handsize is the main problem of Cellar and means you donít want to get too many of them, I usually would pick one up with a spare buy but after the first I might just take nothing instead until later in the game. Cellar appreciates draw much more than other similar cards like Warehouse because you have to discard before you draw with Cellar.
#32 ▲1 Haven (Seaside) Weighted Average: 34.48% ▼2.42pp / Unweighted Average: 36.44% / Median: 34.09% ▼2.71pp / Standard Deviation: 17.53%

Haven has gained 1 rank this year.
Havens can smooth out your early draws and help you use your money efficiently and hit key price points, in a similar way to Coin tokens. Remember to watch out for shuffles in Haven games as setting aside an Estate that will miss the shuffle is quite nice. You can even use a pair of Havens in a deck drawing engine to keep a Province set aside, effectively trashing it from your deck without losing the points. Not really a card you build around but it is useful to pick some up and they rarely hurt your deck.
#31 ▼3 Pawn (Intrigue) Weighted Average: 35.62% ▼8.18pp / Unweighted Average: 36.95% / Median: 34.09% ▼10.61pp / Standard Deviation: 17.62%

Pawn is 3 ranks lower this year. Pawn is a useful little card, you can always choose +1 Card +1 Action, it never hurts to have too much. +1 Card + $1 can be okay early in the game when you have a low action density or if you have spare + Actions, although the most important thing about Pawn is that it provides a source of non-terminal +buy. It isnít a power card, but it has plenty of flexibility and utility and never really gets in the way.
#30 ▼2 Settlers (Empires) Weighted Average: 38.26% ▼1.74pp/ Unweighted Average: 38.68% / Median: 34.09% ▼2.71pp / Standard Deviation: 19.63%

Settlers is down 2 places from last year.
Another one of the cantrips that you pick up with spare buy, if you pick up a Copper with this then itís similar to a Peddler, which is certainly great for a $2, it is however fairly unreliable as you need Coppers in your discard pile to make it work and itís to keep in mind that unlike Peddlers, Settlers donít actually add any +$ to your deck. Settlers can be good alongside cards like Cellar and Warehouse, you discard Coppers with those and then pick them back up with Settlers. It is important to note that there are only 5 Settlers and the bottom 5 cards of its pile are Bustling Village, some games this wonít matter but sometimes you might want to try and empty the Settlers quickly and use Bustling Village. This can be risky as if youíve put resources into picking up the Settlers your opponentís deck might be in a better position to buy and use the Bustling Villages, so be careful.
#29 =0 Tracker (Nocturne) Weighted Average: 39.84% / Unweighted Average: 40.68% / Median: 38.64% / Standard Deviation: 21.46%

The 3rd Nocturne card on the list. Tracker uses Boons in a more conventional way than Druid, taking a random Boon from the Boon deck. Because of this, unlike Druid you shouldnít buy Tracker in the hopes of using any particular Boon, instead you should buy it if you think the topdecking ability will be useful and you can handle the terminal action in your deck. Tracker can be a nice deck accelerator, topdecking freshly gained cards so you donít have to wait for them to be shuffled to see them. Itís shortcomings are that it is a terminal Copper, which is weak and that the Boons are unreliable. Also remember that Pouch comes with Tracker, so you can potentially open with 2 $2 costs on your $4 opening hand or even a $2 and a $3 on a 5/2 opening.
#28 =0 Patrician (Empires) Weighted Average: 40.71%▲0.81pp / Unweighted Average: 40.89% / Median: 34.09% ▼5.41pp / Standard Deviation: 19.43%

Patrician is on the same rank as last year. It is one place higher in the unweighted ranking.
Patrician is like a Vagrant that draws good cards instead of bad cards. $5 costs are generally the most important cards in any given game of Dominion so it is not uncommon for your deck to be full of $5ís, in which case Patricians are great to pick up with spare buys and youíll even go out of your way to win the Patrician split sometimes. Patrician even draws Duchies and Provinces late in the game and so helps out like Vagrant there too. Like Settlers Patrician is the top card of a split pile and having a few Patricians in your deck will make reaching 5 actions in play for Emporium much easier.
#27 ▲2 Scouting Party (Adventures) Weighted Average: 44.95% ▲4.95pp / Unweighted Average: 40.85% / Median: 39.47% ▼0.03pp / Standard Deviation: 18.47%

Scouting Party is 2 ranks higher than last year. Although it is 1 rank lower in the unweighted ranking. Scouting Party is a really nice deck accelerator and sifter. In the early game the cycling is substantial and it can skip past Estates and Coppers and late game it can sift past Provinces and help line up cards for consistency. It doesnít even cost a buy and so is easier to pick up than cards like Pearl Diver. Not something to build a strategy around (with the exception of perhaps Tunnel) but a very nice thing to get when you have the chance.
#26 =0 Native Village (Seaside) Weighted Average: 46.76% ▲1.06pp / Unweighted Average: 47.89% / Median: 47.73% ▼2.27pp / Standard Deviation: 19.94%

Native Village is on the same rank as last time. It is 1 rank higher in the unweighted list.
Native Village is a complicated card. As a village in a deck drawing engine it isnít the best as it draws fewer cards than a standard village. Although setting aside cards and calling them in for a bigger turn can be useful to hit high price points when building the engine. One important thing to point out is that the more Native Villages you use to pick up cards from the mat, the less draw your Native Villages are providing. To highlight this, if you have 4 Native Villages and use 3 to set aside and 1 to pick up then you have effectives drawn 3 cards, but if you were to alternate setting aside and picking up you would only draw 2 cards. Native Village can be used as a pseudo-trasher  with certain cards such as Apothecary which tends to leave victories on top of your deck or with discard for benefit like Vault once youíre drawing your deck.
#25 =0 Guardian (Nocturne) Weighted Average: 46.99% / Unweighted Average: 46.49% / Median: 45.45% / Standard Deviation: 22.12%

Another new card, it is 1 rank lower in the unweighted list; where Faithful Hound is the new Moat, Guardian is the new Lighthouse. Guardian is even more similar to Lighthouse really, it basically exchanges + $1 when you play it for being gained to hand and being unable to be drawn dead. A much more reliable way of blocking attacks than Moat, Guardianís strength comes from being immediately playable when you gain it, this makes Guardian shine in less reliable decks where you can keep buying Guardians to keep up your defence, compared to Lighthouse which is better when you can reliably play 1 per turn. Another trick to Guardian is that buying it on the first turn gives you + $1 on turn 2, which can let you open with a $5 cost on a 3/4 opening.
#24 =0 Pixie (Nocturne) Weighted Average: 47.15% / Unweighted Average: 48.85% / Median: 47.73% / Standard Deviation: 19.52%

The 2nd highest ranked Nocturne card and still in the bottom half. Pixie is another card that you can pick up with a spare buy and itíll do something good for you, although exactly what itíll do youíll have to see. From what Iíve seen of people playing Pixie Iíd advise people to cash them in more often than they do, I have routinely seen people have 2-3 Pixies in there deck at the end of the game which have done basically nothing. One other thing to note is that so long as there are Pixies left in the pile there isnít much reason to not take the Forestís Gift as it gives +$2 +2 Buys so you can always just buy back the Pixie with that. Pixie comes with the Goat Heirloom, which doesnít really have much of an effect on how to evaluate Pixie itself.
#23 ▼3 Advance (Empires) Weighted Average: 48.32% ▼8.48pp / Unweighted Average: 49.72% / Median: 50% ▼2.6pp / Standard Deviation: 22.47%

Advance is a big loser being 3 ranks lower than last year. 
The most common use for Advance is upgrading a trasher once your deck is trashed down and you no longer have use for it. In a game with a lot of +buy you can potentially buy a bunch of cheap actions and then use Advance to turn them all into more useful cards, although you might need a lot of draw as well to pull this off and just buying the useful cards directly might just be better. Fortress is probably the best thing to do with Advance, basically just turning all of your buys into Actions costing up to $6. Also watch out for Shelters games, Advancing that Necropolis on turn 1 or 2 is often amazing.

Thanks to Qvist for making this possible and sorry for all the mistakes I probably made.

3
Let's Discuss ... / Let's Discuss Prosperity Cards: Loan
« on: January 07, 2018, 06:35:47 pm »


1. How does this compare to Junk Dealer?
2. How bad is skipping actions with this?
3. How many Loans is too many?

4
Variants and Fan Cards / Dominion: Ice Age
« on: December 04, 2017, 04:30:07 pm »
Dominion: Ice Age is a homemade Dominion expansion I have been working on over the past couple of months, it's still in very early stages of development of course and the release of Nocturne has slowed down recent progress. The main theme of Ice Age is tokens and the set features two types of token: Ice tokens and the return of Coin tokens. I doubt any of these cards are balanced in their current forms so thoughts, feelings and suggestions are very appreciated!

Ice Tokens

A number of cards in the set involve setting aside cards and putting a number of Ice tokens on them. At the start of your turn you remove 1 Ice token from each card you own that is set aside with Ice tokens on it and when the last token is removed you put the card into your discard pile. This first batch of cards will focus on showing what can be done with Ice tokens.

Snow Hag

This was one of the first and most obvious concepts - a cheap Witch but the Curses are delayed. This means that the junk will take longer to enter the opponents deck, but if the game ends before all the tokens are removed then your opponent won't have a chance to trash the curse, which could be interesting.
Edit: Changed from 3 to 6 tokens.

Yeti

This is the other Ice token based attack, it's a trashing attack similar to Giant but it only temporarily removes the card from your opponents deck. It specifies action or treasure so it isn't sad to hit Duchies. I'm not sure whether I have the Ice token numbers right on either of these attacks yet.

Venturer

Any ideas for a better name? This cheap Lab can give you an early boost but eventually those Coppers are going to hurt. It also makes your frozen cards thaw out faster, which is bad because it means those Coppers are coming in sooner but is very nice with some other Ice token cards. I like the concept here but I'm not sure whether a cheap Lab is the right place for it.
Edit: Retired for now.

Rediscover

Again I'm not particularly happy with the name - it's hard to think of so many ice themed things! This is a cheap expand but the gained card is delayed based upon how much more expensive it was than the trashed card. Gain and play shenanigans are hard to do with this but trashing $5's into set aside Provinces might be too good, so this might have to be limited to gaining non-victory cards.

Mountain Village

Cards that are cheap for what they are, but are delayed with Ice tokens seems like a nice idea. This is a cheap village and it also rewards you for having others set aside. Again I'm not sure on the Ice token number. I like the name on this one, it's a village but it's up in the mountains so it takes a while to get there.
Edit: Changed from 3 to 5 tokens.

Ice Cave

The intent here is that you put 1 Ice token on per Ice Cave you have in play, but the wording on the card is bad.
Edit: Retired for now.

Glacier

I quite like this one, no idea how good it is though. It's an expensive Victory card that takes a while to enter your deck and basically gives you a free Baker for 4 turns. I guess technically this could work without Ice tokens and set itself aside with Coin tokens to track the turns, but this is supposed to interact nicely with Ice Cave and this set already has Ice tokens so it's probably better as is.

Frozen Cache

I couldn't find fitting art for this but oh well. Another one with wording issues but at least the intent is clear. I assume this is really weak but that's okay because so is a regular Cache.

Frost Spirit

Another obvious idea, a thinner that only temporarily removes cards from your deck. I think a cantrip trasher would be too good for $4, but too weak for $5 so hopefully this can find a good place at $4, I assume the number of tokens will have to be tweaked.

Cold Storage

A Workshop variant that can gain $5's, but you have to wait a bit before you get them.

Citadel

I believe every set is allowed to have some durations now, so Ice Age has a few. This is a duration Grand Market, which seems weaker than Grand Market. This one only has 1 token so you get it at the start of your next turn.

Coin token and off theme cards

Campsite


A village that you can pay to save for next turn, giving up money early can slow down building. Perhaps this makes deck drawing engines too consistent?

Sleigh

A Wishing Well type thing - seems balanced to me so for. Not the most exciting thing, but you can't exactly have an entire expansion of Governors either.


Final thoughts

I have a few other ideas to do with Ice tokens but need to think of good cards to put them on- one is a card that sets itself aside with 2 Ice tokens when you play it, so it's only in your deck every other turn (assuming you're drawing your deck) and another is a setup effect where you set aside a card costing up to $5 at the start of the game with 3 Ice tokens, so it enters your discard at the start of turn 3 (Cold Storage could be a good candidate for this).

A concern I have is to do with timing of shuffles, Ice tokens won't matter if you don't shuffle between setting the card aside and removing the last token. Hopefully this concept can still work out though. Thanks for reading!

Also I need to give a massive shoutout to Violet CLM's card image generator. It was used for all of the card images in this set. http://forum.dominionstrategy.com/index.php?topic=16622.0

5
Variants and Fan Cards / Adaptive cards
« on: September 23, 2017, 07:24:25 pm »
Hey! This is an idea for a new type of card I came up with when I was thinking about how Intrigue's themes can expanded upon. Adaptive cards!
Adaptive cards are cards that give you two options- but you have to choose the option you want at the start of the game and that is locked in for the duration of the game. Here's an example:

Harbour Town
$6 Action-Adaptive
+1 Card
+2 Actions
If you chose...
Import: You may gain a card costing up to $4.
Export: Discard any number of cards. +$1 per card discarded.

So after sorting out other setup rules and drawing opening hands starting with 1st player each player chooses either import or export and Harbour Town has that effect for that player. This could be tracked with double sided tokens showing which option each player chooses if necessary.
A couple of other ideas:

Aristocrat
$3 Action-Adaptive
Reveal the top 3 cards of your deck. If you chose...
Greed: Put all revealed Treasures into your hand.
Generosity: Put all revealed Actions into your hand.
Put the rest back in any order.

Automaton
$4 Action-Adaptive-Attack
+$2
If you chose...
Might: Each other player reveals their hand and gains a Curse if they have no duplicates.
Magic: Each other player reveals the top card of their deck and gains a Curse if it costs from $3-£6.

Any and all critique and feedback is appreciated, whether it's about the idea itself or the power of individual cards. I also have Tabletop simulator and might be interested in testing fancards with other people if anyone is interested.

Cheers!

6
Introductions / New to the forum
« on: September 22, 2017, 04:29:55 pm »
Hello!
I've been playing Dominion on and off since 2010-2011ish but mainly irl. I've recently came across quite a bit more spare time though and have started playing online and just signed up to the league. I'm thinking of doing some recording/streaming of Dominion too so if anyone is interested in joining me for some games that could be cool too!

Cheers
Gaz

Pages: [1]

Page created in 0.12 seconds with 17 queries.