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Variants and Fan Cards / Dominion: Industrial Revolution Expansion!
« on: December 22, 2020, 06:04:32 pm »


You can vote on these cards here if you'd like: https://forms.gle/DRjXCuHojrSBMMdE8, it'll help me out greatly especially if you don't have the time to fully write out feedback. Thanks!

Hello! If you're like me and have always wondered what Dominion would look like with a little technological advancement, this is the expansion for you! It's a large expansion that's a mix of Prosperity and Dark Ages: 16 strong, expensive cards that puts Prosperity to shame, and 16 cheap, weaker cards that shine in certain situations. This is the fourth update to this expansion, and I have playtested most of these cards, but some of the cards in the newest iteration may need some tweaking.

Like Prosperity, playing with cards from this expansion triggers the use of colonies and platina. Normally it’s 10% probability for each card from prosperity or empires that appears in your kingdom, but for this expansion the rate is 100% if any card appears. This is of course to offset the high costs of many of these cards and to disincentivize piling out with the cheaper ones.

The themes for this set include new spins on the vanilla bonuses, more cards with choice, self-junking to play powerful cards, and cheap cards that get more powerful the more you play. This set is great for making powerful engines (it is the industrial revolution after all), and for truly massive decks. It is my intention to help widen the bell curve of card costs, so there are no cost 3 - 5 cards in this set by design. It is my personal opinion that we need more cheap and expensive cards to spicen things up a bit, and I kind of like filling out the cost gaps in the game, something Don X actually supports. This set is not intended to be played alone, but ideally mixed in with all the other expansions or at the very least base dominion.

I tabulate every bit of feedback I receive on my cards and have made many updates and fixes based on your suggestions. I am pretty set on having no mid-cost cards, that is after all the intention of this expansion, and therefore would prefer feedback keeping that in mind. I apologize for those who think high-powered, high-cost cards are not an addition to the game that they find appealing, but if that’s you then this expansion is not for you. Regardless I appreciate everyone’s input and look forward to your review!

But finally, without any further ado, the cards!:

Expensive Cards:

Theatre:
Hate it when you have the perfect kingdom for an engine but there are no stinking +buys! Or when it’s a kingdom of 10 great cards but they're all terminal? Well then, this is card for you! Alone it's worthless, a cantrip costing $2. But the worse the kingdom is, the better it gets. The actors play the part of whatever is you're missing to get your strategy off the ground. No hand size increasers? This card is a basic lab costing $5. No villages? this card becomes a vanilla village at $3. It can be a worker's village at $4, a cantrip buy at $3, etc. Only when your kingdom is missing literally everything does this card cost $7. "Other cards" refers to non-Theatre cards, so theatre is not triggered by itself. "+2 Cards" only includes cards explicitly having +2 or more written on the card. Smithy counts, library does not, etc. Emptied piles no longer count as part of the supply, therefore this card becomes more expensive – and more powerful – the longer the game progress, akin to city.

Entrepreneur:
The jack of all trades of buying cards, this card is one step up from inventor! It is the reverse of capital, giving you coin tokens to spend on a later turn in exchange for taking that many coins from this turn, a great investment indeed. So that it doesn't cripple your turn entirely, you can still gain a $4 card, and if you have a couple gold left over, lets you buy 2 additional cards at a reduced cost. The debt collected stacks unlike capital, and the reduced cost benefit is like bridge, both effects reducing its throne room strength and overall ability to allow a mega-turn like bridge. It naturally has an anti-synergy with itself, giving you the choice between a strong turn or to build up for future turns.

Hospital:
One step above doctor, but one step below donate in terms of quickly getting rid of unwanted cards. There is a bit of shuffle luck, it is much stronger in your last hand than first, but over multiple shuffles it should average out. Don’t expect to be able to trash all your junk at once. Then again, who said hospitals were guaranteed to cure you?

Meeting House:
Continuing the theme of chapel, bishop, temple, altar and the like, this card trashes and rewards your tithe in the form of coffers and victory tokens. Strictly better than junkman, but you want to get it early enough where you still have cards to trash, so costs $6. Because you must trash a card for the VP token, this card discourages never-ending games that is a danger with cantrip +VP. 

Infantry:
Infiltrate your opponent’s hands with this attack card. A +3 card attack like torturer or rabble, with an effect similar to ambassador, where you can effectively place an unwanted card from your hand into an opponent's. Can attack repeatedly but keeps opponent's hands at 5.

Oil Refinery:
Are all your action cards too complicated with all their "mechanics" and "words" and what not? Well refine them down into plain ol' vanilla! Turn your 10 native villages into regular, normal, not-a-novel-of-a-description villages! Or peddler variants, or even labs! This card is unique in giving a choice that doesn't need to be unique. Choose +3 cards, or $3, or +1 action and +2 buys if that's your thing. The new bonuses are considered instructions, so playing a second refinery and naming the same card again overrides the effect of the first refinery, so they don’t stack.

Artillery:
This second attack card lets you load, aim, and fire a card out of your enemy's hand. The only other discard attack that lets the attacker choose the card to discard is pillage, and such a powerful ability forces it to be a one-off. To make this balanced without having to trash itself, you must spend all your actions, effectively ending your Action phase and preventing you from playing more than one per turn. Originally required you to discard your hand instead of spending all actions, but that was far to limiting.

Observatory:
Letting you take a peek at everything ahead of you and zero in on exactly what you need, observatory is the strongest deck inspector in the game! Nets out to a lab but with an assured good card to add to your hand, provided you’re not at the end of your deck. But as a reserve, you can hold on to it until after a shuffle, and with the right engine, reliably draw your entire deck to keep it strong.

Police Station:
Need to protect your stuff from criminals? Hire a police station! This reaction card is jack of all trades on steroids: this card simply remedies any possible ill effects from just about any attack. Lets you sift through the top 3 cards of your deck if they were muddled by ghost ship or rabble, trash the curse from witch or sea hag, and or retrieve from the trash anything pirate ship or knights forced you to trash. Reaction effect similar to horse traders, preventing attacks like pillage or enchantress from stopping you from playing it, and costs debt so you can still buy it after being attacked. Opening double police station is also a possibility if you’re so inclined. The constables are still figuring out how to reverse hexes it seems, so unfortunately, you’re still out of luck with those.

Factory:
The next advancement on laboratory, this factory is perfect for any engine and will make you reconsider buying that province, but watch out not to be too clogged up by smogs (see below) when you use it! Nets out to +3 cards +1 action if you can draw your whole deck and clear smogs, but you will always have one smog remaining unless you have some other form of trashing.

Stock Exchange:
An action-treasure like crown and one step up from bank. This lets you trade vanilla bonuses for any other vanilla bonus you need during your action or buy phase. Combination cellar, diadem, storyteller, and vault. Can really help if you're engine hit a dry patch or if you're just short some gold on your buy phase. As normal, +Actions in the buy phase are useless. First spend all gold, actions, and buys you'd like and discard any unwanted cards, count that number, then choose that many vanilla effects, only executing them after all the choices have been made. Be careful not to accidentally leave yourself with no buys to end your turn with!

Town Hall:
You're the mayor and lucky for you a lot of decisions need to be made with this duration card. Like Count, choose some harmful effects and then you get to choose some great effects next turn. Tough choice between completely ending your current turn by discarding or topdecking everything, or gaining some junk to topdeck and trash the next turn with one of your bonuses. But your town will appreciate the investment by giving returns 3-fold! Literally!

Supermarket:
You’ve heard of grand markets, now get ready for super markets! A +$1 combined with +1 buy to grand market, making it the only disappearing gold in the game, but the drawback is stricter, needing at the least 3 golds to buy or some serious virtual coinage. This brings the price to $9, giving platinum a run for its money, literally.

Public School:
Let your cards edumacate themselves and lern to be gooder. A step up from teacher, now you can make every action card a cantrip instead of just one! At least for this turn that is. And for your treasures, an extra coin sure does make public schools a better investment than a dusty ol’ plat.

Steel Foundry:
A Smithy or Blacksmith on steroids, this super-terminal draw is a great way to use up actions. Nets one more card than a Blacksmith counting the smog, or the equivalent draw power of 3 smithies, but at the cost of two actions instead of one like every other action, and of course the -1 VP if you fail to clear that out.

Metropolis:
And lastly the pièce de résistance: metropolis. From lowly hamlet, to village, to city, then metropolis. A village with one more +action than even bustling village, but with some VP to justify purchasing it late. A metropolitan area is practically a duchy anyway. As with the previous cards, considering smog it nets out to +1 card, +4 VP after the first time played.

Cheap cards:

Smog:
Wow all this industrial activity is really clogging up the place. The more you use some of the high-powered cards, the more you pollute your deck. This self-clearing junk is just slightly less harsh than a curse, if you can clear it away in time. Without another trashing card you'll always have one left over. 20 cards to a pile, and not renewed if emptied. Adds thematically to the expansion by replacing curses, a medieval fear, with something more modern but just as deadly. 

Slums:
Village that gives actions based on how many have already been played. Useless if the first card played in a turn, but the village version of city quarter the more actions you have played. If your slums are too productive they are returned to the pile, but the +Buy makes it easier to gain them back.

Worker:
Terminal draw that gets stronger the more you play, chaining together if they find each other.  The more workers you have on your assembly line, the more work you can do! Chaining effect is similar to library's interaction with actions, but playing instead of discarding. Playing 5 workers averages out to 5 smithies, but for a quarter the cost!

Banknote:
An action version of treasure cards that gets stronger the more you have! This is useful in scrying pool games, games with treasure attacks, or any other game where you just don't want your deck cluttered with treasures. Adding to that, cards that would gain you gold and silver explicitly can gain Banknotes instead. It especially combos well with my stock exchange (coincidence? nope.) Exchange your currency today!

General Store:
Want to buy 2 workers and a silver? Or how about a market and two coppers? This card will help you hoard up on cheap cards for whatever strategy calls for it (looking at you gardens). Priced at $1 to help people round out their gains on boards where this is the only $1 card, so you could gain another general store and two $2 cost cards for example.

Landfill:
Put something in the dump, get something out. Straightforward card to let you trash out your junk, but also gives you full access to the trash to gain anything you need back. Great defense against knights or good synergy with procession.

Statue:
A weaker version of monument. Instead of $2, gain a copper to your hand. Eventually stops when you run out the copper deck, so max 40 or so VP and a pile is run out, so no endless games.

Street Market:
The purest form of market. Cantrip with variable +Buys. Stronger the more silvers or gold in your hand. Really useful for when you're running your goons or gardens decks and +Buys are really your biggest limiter, as this can get you far more buys than any other card if you set things up right.

Coal:
Similar to Encampment from the Strife fan expansion (http://www.nosro.net/games/dominion/strife/list.php#encampment).
The idea is the same, burn up this card for a temporary bonus. However, you can choose to put it back or trash it, leading to some interesting player dynamics. Learn to share this non-renewable resource or burn them all up to prevent the other player from using any.

Power Plant:
Burn a card as fuel in the power plant to give you more cards to keep your engine going, turning it into smog. If you accidentally draw a card dead, you can save it for next turn. Must trash first so weaker than a masquerade in that regard, and also weakened by needing to gain a smog.

Prison:
This card used to be an effect like island allowing you set aside any card for the rest of the game, but then menagerie came out with the excellent exile feature and it was perfect for this card! Put away any card, but extra points if you manage to lock up a criminal. Just make sure their buddies don’t let them escape!

Reforge:
Gain 1 coin token for copper, 5 for plat, etc. Weaker version of moneylender but on all treasures, and it’s coin tokens so that's nice. Potentially game changing if you trash up all your treasures and end with a megaturn.

Sanitation System:
Originally named sewers before the release of Renaissance. Sift through all the waste in your deck with this alternate to courtyard. Chain together multiple sewers and make a sewage system that can get you the cleanest hands around!

Boom Town:
Remade version of a card from Auto-Destruct Sequence (http://forum.dominionstrategy.com/index.php?topic=3984). I really liked this card idea, and it fit the set perfectly, but it had some balancing issues so I modified it to include in my set.

Locomotion:
Progress comes at a cost to everyone, involved or not. Move your deck along with this card, but watch as you get junk in everyone's face, including yours! This card is a self-junker with an option to remove them later. 

Salesman:
And last but certainly not least, salesman. The buy equivalent of hireling, giving you the extra buys you need to get all these cheap cards! Less unique now that fair is an event, but is still helpful to have in many situations. Strictly worse than fair, because fair acts immediately instead of needing to wait a shuffle and doesn’t require an action to play.

And that's all folks! Let me know what you think, I feel confident this set is close to finalization and so I will be printing a few sets soon. Let me know if you’d like me to ship you a copy! Merry Christmas!

2
Dominion General Discussion / Distribution of Dominion card costs
« on: December 19, 2020, 10:19:17 pm »


Made a chart of all kingdom cards in dominion by cost. Split piles like knights were counted as individual cards, cards with variable costs are in the category corresponding to the default cost, and cards not in the supply like prizes and traveler updates, as well as ones with a potion or debt in their cost, were excluded.

Percentages:
0:    1.4%   
1:    0.3%   
2:   11.5%   
3:    16.8%   
4:    25.8%   
5:    37.0%   
6:    4.5%
7:    1.7%
8:    0.6%
9:   0.3%
10:   0.3%

Using this, for instance, you can see the probability of having a game with no 5-cost cards is roughly 0.98%, no 2-cost cards is 29.5%, etc.
Enjoy!

3
Variants and Fan Cards / Dominion: Industrial Revolution!
« on: August 28, 2019, 05:56:08 pm »
Go here to see the most recent update of this expansion!: http://forum.dominionstrategy.com/index.php?topic=20619





Hello! If you're like me and have always wondered what dominion would look like with a little technological advancement, this is the expansion for you! It's a large expansion that's a mix of prosperity and dark ages: 16 strong, expensive cards that puts prosperity to shame, and 16 cheap, weaker cards that shine in certain situations. I'm looking for help with balancing the cards and getting general feedback before I go off and print them out.

The themes for this set include new spins on the vanilla bonuses and filling up the 1 and 7 coin gaps, something Don X. actually supports. I really want to help widen the bell curve of card costs, so there are no cost 3 - 5 cards in this set, we need more cheap and expensive cards to spicen things up a bit. This set is great for making powerful engines (it is the industrial revolution after all), and for truly massive decks. Some of the expensive cards have a choose x theme going on, and some of the cheap cards have an exponential theme where they get stronger the more you play together. The expensive cards in this expansion are intended to be played with colonies and plats, justifying the high costs.

I have read all the suggestions on my last two posts and I thank you for all the feedback. I hope this version has a lot of the messy issues of the last two ironed out based on your suggestions! The costs still need some work, and please take the cost arguments I make as a suggestion to get in the ballpark. I know card costs are not as simple as just tallying up the bonuses. I have been working on this since before Renaissance came out, so excuse any card name duplicates while I think of a replacement name. You can see my old post here: http://forum.dominionstrategy.com/index.php?topic=18592.0

Without further ado:
Expensive Cards:


Theatre:
Hate it when you have the perfect kingdom for an engine but there are no stinking +buys! Or when its a kingdom of 10 great cards but they're all terminal? Well this is card for you. Alone it's worthless, a cantrip costing $2. But the worse the kingdom is, the better it gets. The actors play the part of whatever is you're missing to get your strategy off the ground. No handsize increasers? This cards is a basic lab costing $5. No villages? this card becomes a vanilla village at $3. It can be a worker's village at $4, a cantrip buy at $3, etc. Only when your kingdom is missing literally everything does this card cost $7.

"Other cards" refers to non-Theatre cards, so Theatre is not triggered by itself. "+2 Cards" only includes cards explicitly having +2 or more written on the card. Smithy counts, Library does not.


Entrepreneur:
The jack of all trades of buying cards, this card is one step up from inventor! It is the reverse of capital, giving you coin tokens to spend on a later turn in exchange for taking that many coins from this turn, a great investment indeed. So that it doesn't cripple your turn entirely, you can still gain a $4 card, and if you have a couple gold left over, lets you buy 2 additional cards at a reduced cost. The debt collected stacks unlike capital, and the reduced cost benefit is like bridge, both effects reducing its throne room strength and overall ability to allow a megaturn like bridge.

I am open to a lot of suggestion with this card, balancing the cost and amount of coffers/debt is tricky.


Hospital:
One step above doctor, but one step below donate in terms of quickly getting rid of unwanted cards. Originally didn't allow trashing from your hand, but that was too tough of shuffle luck. Considering changing to only trash one card from hand. Still isn't as strong when its your first hand compared to your last, but who said hospitals were guaranteed to cure you?


Infantry:
Infiltrate your opponents hands with this attack card. A +3 card attack like torturer or rabble, where you can effectively place unwanted cards from your hand into an opponent's. Can attack repeatedly but keeps opponent's hands at 5. Attack about as hurtful as torturer, with same smithy bonus plus trash a single card roughly justifies $6.


Meeting House:
Continuing the theme of chapel, bishop, and temple, this card trashes and rewards your tithe in the form of coffers and victory tokens. Essentially Junkman + Bishop so costs $7. Because you must trash a card for the VP, the game must eventually end. Card originally named Cathedral, but Renaissance took that name.


Artillery:
This second attack card lets you load, aim, and fire a card out of your enemy's hand. The only discard attack that lets the attacker choose the card to discard is pillage, and such a powerful ability forces it to be a one-off. To make this balanced without having to trash itself, you must discard your hand, preventing you from playing any further actions or playing treasures, thus only one can be played per turn. It's only as targeted an attack as pillage is, so that's not a problem at least.


Police Station:
Need to protect you stuff from criminals? Hire a police station! This reaction card is Jack of all Trades on steroids: this card simply remedies any possible ill effects from just about any attack. Can trash the curse from Witch or Sea Hag, draws the top 3 cards and lets you discard them if they were muddled by Ghost ship or Rabble, and lets you retrieve from the trash anything Pirate ship or Rogue forced you to trash. Same reaction effect as Horse Traders, preventing attacks like pillage or enchantress from stopping you from playing it, and costs debt so you can still buy it after being attacked.


Stock Exchange:
An action-treasure like crown and one step up from bank. This lets you trade vanilla bonuses for any other vanilla bonus you need during your action phase or buy phase. Combination Cellar, Diadem, Storyteller, and Vault, thus the $7 cost. Does NOT let you play treasures during your action phase, or actions during your buy phase. So you need to have virtual gold to trade it in during action phase, and gaining actions during your buy phase would be useless, and gaining cards risks drawing any actions dead. Can really help if you're engine hit a dry patch or if you're just short some gold on your buy phase.


Factory:
The next advancement on Laboratory, this "power card of epic proportions that probably shouldn't exist at any cost" isn't balanced at $8 on its own, so I made it gain a junk card, the more you use it the more you get, (see below). The junk card could use some work to make it balanced. My goal is for it to be about as effective city quarter.


Observatory:
Take a good look at what's coming up and set up the perfect next turn, the strongest deck inspector in the game. Was too useless when drawn near the end of your deck, so made it a reserve card. Many versions of this card were considered too weak, but let me know if you think this is good enough or too strong.


Oil Refinery:
Are all your action cards too complicated with all their "mechanics" and "words" and what not? Well refine them down into plain ol' vanilla! Turn your 10 native villages into regular, normal, not-a-novel-of-a-description villages! Or peddler variants, or even labs! This card is unique in giving a choice that doesn't need to be unique. Choose +3 cards, or $3, or +1 action and +2 buys if that's your thing.


Town Hall:
You're the mayor and lucky for you a lot of decisions need to be made with this duration card. Like Count, choose some harmful effects and then you get to choose some great effects next turn. Originally it allowed you to do both this turn and the next, for some interplay between the good and bad effects, but many said that made it too complicated. Wonder if the duration makes it too weak in this new version.


Public School:
Let your cards edumacate themselves and lern to be gooder. Give your baker a degree and turn them into a lab assistant! Or have your lowly herbalist follow their dreams and become a market or something. The natural extension to teacher. Same effect but for all four tokens at once, but only for one turn. I felt that teacher was such a good card it was a shame no other cards besides events had the ability to place the +1 tokens.


Steel Foundry:
A Smithy or Blacksmith on steroids, this terminal draw is a great way to use up actions. Two more cards than Blacksmith, without the copper drawback and with +$1, but discards an action or treasure from your hand and gains smog as downside.


Supermarket:
The next step up from grand market. A +$1 combined with +1 buy to grand market, but with the drawback is stricter, needing at the least 3 golds to buy or some serious virtual coinage. This brings the price to $9, giving Platinum a run for its money, literally.


Metropolis:
And lastly the pièce de résistance: metropolis. From lowly hamlet, to village, to city, then metropolis. +2 cards like a leveled up city, and +3 actions like bustling village, but with some VP to justify purchasing it late. A metropolitan area is practically a duchy anyway. The vanilla bonuses are worth around $6-7, and VP nets to 3 with Smog, so up to $10.

Cheap cards:


Smog:
Wow all this industrial activity is really clogging up the place. The more you use the high powered cards, the more you pollute your deck. This self-trashing junk is just slightly less harsh as a curse, if you can clear it away in time. Without another trashing card you'll always have one left over. Pile structured as 10*number of players, so 20 in a two-player game. I like what it adds thematically to the expansion to be replacing Curses, a medieval fear, with something more modern but just as deadly. 


Banknote:
An action version of treasure cards that gets stronger the more you have! This is useful in scrying pool games, games with treasure attacks, or any other game where you just don't want your deck cluttered with treasures. Adding to that, cards that would gain you gold and silver explicitly can gain Banknotes instead. It especially combos well with my Stock Exchange (coincidence? nope.) Exchange your currency today!


Slums:
Village that gives actions based on how many have already been played. Useless if the first card played in a turn, but the best village version of City quarter the more actions you have played. If your slums are too productive they are returned to the pile, but the +Buy makes it easier to gain them back.


Worker:
Terminal draw that gets stronger the more you play. Can be chained. Playing 5 averages to 5 smithies, but for a quarter the cost.


Boom Town:
Remade version of a card from Auto-Destruct Sequence (http://forum.dominionstrategy.com/index.php?topic=3984). I really like this card, and it fits the set perfectly, but it had some balancing issues. I think this version may fix it, but let me know what you think.


General Store:
Want to buy 2 workers and a silver? Or how about a market and two coppers? This card will help you hoard up on cheap cards for whatever strategy calls it (looking at you gardens). Originally $2, but wanted to price at $1 to help people round out their purchases on boards where this is the only $1 card. If that makes it too strong what coin price should I limit it to?


Landfill:
Put something in the dump, get something out. Really simple card to turn trash coppers and curses away, gain a duchy from your gold or turn estates into coppers, or even more Landfills!


Statue:
A weaker version of monument. Instead of $2, gain a copper to your hand. No more game-breaking than monument is, and eventually stops when you run out the copper deck, so max 40 or so VP.


Street Market:
The purest form of market. Cantrip with variable +Buys. Stronger the more Silvers or Gold in your hand. Really useful for when you're running your Goons or Gardens decks and Buys are really your biggest limiter, as this can get you far more buys than any other card if you set things up right.


Coal:
Similar to Encampment from the Strife fan expansion (http://www.nosro.net/games/dominion/strife/list.php#encampment).
The idea is the same, burn up this card for a temporary bonus. However you can chose to put it back or trash it, leading to some interesting player dynamics. Learn to share this non-renewable resource or burn them all up to prevent the other player from using any.


Power Plant:
Burn a card as fuel in the power plant to give you more cards to keep your engine going, turning it into smog. If you accidentally draw a card dead, you can save it for next turn. Must trash first so slightly weaker than a Masquerade in that regard, and also weakened by needing to gain a smog.


Locomotion:
Progress comes at a cost to everyone, involved or not. Move your deck along with this card, but watch as you get junk in everyone's face, including yours! This card is a self-curser with an option to remove them later. Notice it only gains Smog but can trash either Curse card.


Prison:
Effectively a trash a card, but put it back at the end of the game. Like Island but without VP or removing itself. Useful to keep the VP from estates, or to help with Gardens or Fountain.


Reforge:
Gain 1 coin token for copper, 5 for plat, etc. Weaker version of moneylender on all treasures, except its coin tokens so that's nice. Potentially game changing if you trash up all your treasures and end with a megaturn.


Sewer:
Sift through all the waste in your deck with this alternate to Courtyard. Chain together multiple sewers and make a sewage system that can get you the cleanest hand around!


Salesman:
And finally my favorite card in this section, Salesman. The buy equivalent of Hireling, giving you the extra buys you need to get all these cheap cards! Less unique now that Fair came out recently, but is still helpful to have in many situations. Strictly worse than Fair so priced at $3.

And that's all folks! Let me know what you think, what pricing changes should be made, what effects are too weak/powerful etc. I take any advice I can get!

4
Variants and Fan Cards / Dominion: Industrialization
« on: May 09, 2018, 05:48:58 am »
Go here to see the most recent update of this expansion!: http://forum.dominionstrategy.com/index.php?topic=20619


Hello! If you're like me and have always wondered what dominion would look like with a little technological advancement, this is the expansion for you! It's a large expansion that's a mix of prosperity and dark ages: 16 strong, expensive cards that puts prosperity to shame, and 16 cheap, simple, mostly trashing cards that shine in certain situations. I'm looking for help with balancing the cards and getting general feedback before I go off and print them out.

The themes for this set include new spins on the vanilla bonuses and filling up the 1 and 7 coin gaps, something Don X. actually supports. This set is great for making powerful engines (it is the industrial revolution after all), and for truly massive decks. It is strongly recommended to play with colonies and plats.

I have read all the suggestions on my last post and made enough changes that it warrants a new post.



Expensive Cards:


Theatre:
Hate it when you have the perfect kingdom for an engine but there are no stinking +buys! Or when its a kingdom of 10 great cards but they're all terminal? Well this is card for you. Alone it's worthless, a cantrip costing $2. But the worse the kingdom is, the better it gets. The actors play the part of whatever is you're missing to get your strategy off the ground. No handsize increasers? This cards is a basic lab costing $5. No villages? this card becomes a vanilla village at $3. It can be a worker's village at $4, and a junk dealer without the $1 at $4. Only when your kingdom is missing literally everything is this card an insanely strong $9 card.
"Other cards" refers to non-Theatre cards, so Theatre is not triggered by itself. "+2 Cards" only includes cards explicitly having +2 or more (+3 includes +2) written on the card. Smithy counts, Library does not. Conditional trashing counts as trashing.
[EDIT]: Changed trashing ability back to $2 from $1. Make up your minds people.


Cathedral:
Continuing the theme of chapel, bishop, and temple, this card trashes and rewards your tithe in the form of victory tokens. Adding cantrip to watered-down bishop warrants +$2 (see bridge -> highway). Because you must trash a card for the VP, the game must eventually end.


Infantry:
Infiltrate your opponents hands with this attack card. A +3 card attack like torturer or rabble, where you can place unwanted cards from your hand into an opponent's. Can attack repeatedly but keeps opponent's decks at 5. Attack about as hurtful as torturer, with same smithy bonus plus trash a single card justifies $6.


Hospital:
One step above doctor, but one step below donate in terms of quickly getting rid of unwanted cards. Useless if drawn in your first hand, but incredibly strong in your last. Tough shuffle luck, but who said hospitals were guaranteed to cure you?


Artillery:
This second attack card lets you load, aim, and fire a card out of your enemy's hand. The only discard attack that lets the attacker choose the card to discard is pillage, and such a powerful ability forces it to be a one-off. To make this balanced without having to trash itself, you must discard your hand. Thus only one can be played per turn. It's only as targeted an attack as pillage is, so that's not a problem.


Observatory:
Take a look at what's coming up and set up the perfect next turn, the strongest deck inspector in the game. Was too useless when drawn near the end of your deck, so made it a reserve card. Might be too strong now.


Police Station:
Need to protect you stuff from criminals? Hire a police station! This reaction card is Jack of all Trades on steroids. Originally this gave the opponent an option to trash their Attack card for benefit ("Jail" it), instead this card simply remedies any possible ill effects from the attack. Can trash the curse from Witch or Sea Hag, draws the top 3 cards and lets you discard them if they were muddled by Ghost ship or Rabble, and lets you retrieve from the trash anything Pirate ship or Rogue forced you to trash. Same reaction effect as Horse Traders.


Stock Exchange:
An action-treasure like crown. This lets you trade vanilla bonuses for any other vanilla bonus you need during your action phase or buy phase. Combination Cellar, Diadem, Storyteller, and Vault, thus the $7 cost. Does NOT let you play treasures during your action phase, or actions during your buy phase. So you need to have virtual gold to trade it in during action phase, and gaining actions during your buy phase would be useless, and gaining cards risks drawing any actions dead.


Oil Refinery:
All your action cards too complicated with all their "mechanics" and "words" and what not? Well refine them down into plain ol' vanilla! Turn your 10 native villages into regular, normal, not-a-novel-of-a-description villages! Or peddler variants, or even labs! This card is unique in giving a choice that doesn't need to be unique. Choose +3 cards, or $3, or +1 action and +2 buys if that's your thing.


Factory:
The next advancement on Laboratory, this "power card of epic proportions that probably shouldn't exist at any cost" isn't balanced at $8 on its own, so I made it gain a junk card, the more you use it the more you get (see below). The junk card could use some work to make it balanced. My goal is for it to be about as effective city quarter.


Town Hall:
Lots of decisions need to be made with this duration card. Gives 9 options with a mix of useful and potentially harmful. Usually nets out to a market with a discarded card so I put this at $6. $7 May be reasonable.
[Edit]: No longer forces you to choose what you didn't pick on your next turn. Now each turn is independent and tracking should be much easier.


Steel Foundry:
A Smithy or Blacksmith on steroids, this terminal draw is a great way to use up actions. Blacksmith without the copper drawback and with +$1. Vanilla bonuses put a pricetag of $9, but gains smog as downside. 


Public School:
Let your cards edumacate themselves and lern to be gooder. Give your baker a degree and turn them into a lab assistant! Or have your lowly herbalist follow their dreams and become a market or something. The natural extension to teacher. Same effect but for all four tokens at once, but only for one turn. I felt that teacher was such a good card it was a shame no other cards besides events had the ability to place the +1 tokens.


Supermarket:
The next logical step up from grand market. The +$1 combined with +1 buy warrants an increase of $4 from grand market, but the drawback is stricter, needing at the least 3 golds to buy or some serious virtual coinage. This brings the total down to $9.


Metropolis:
And lastly the pièce de résistance: metropolis. From lowly hamlet, to village, to city, then metropolis. Its vanilla bonuses are exactly that of a fully leveled up city, so not game breaking, but with some VP to justify purchasing it late. A metropolitan area is practically a duchy anyway. The vanilla bonuses are worth $8, and VP nets to 1 with Smog, so up to $10.


Smog:
Deciding between these two. One's a cantrip curse, effectively an -1 VP token, but can be drawn dead. The other's a self-trashing junk. Pile structured identically to the Curse pile. Other suggestions welcome. Thematically the more you use the high powered cards, the more you pollute your deck.

5
Puzzles and Challenges / Fastest (province-emptying) Win
« on: October 06, 2017, 01:45:06 am »
There are quite a few articles showing how the game can be won by emptying 3 piles, this one here does it in 1.5 turns, but how about winning the game the old fashioned way by emptying the province pile? The options for doing this have increased tremendously since Adventures, this article does it in 8 turns with no Events using double kings court bridge. But of course we can do better.

I've got it down to 4 turns with these two strategies, if you think you can do better or with less Events, please post below:

Method 1:



Turn 1:
Draw 5 coppers (17% chance for 5/2 split)
Buy Summon, gain Bridge.

Turn 2:
Draw 2 coppers and 3 shelters.
Bridge in play, KC costs 6.
Buy Advance, trash Necropolis, gain KC.
Buy Bridge.

Turn 3:
Draw KC, Bridge, 2 coppers, and anything else. (21% probability).
KC Bridge. Buy KC and Bridge for 5.
Dontate. Trash everything but the two KC and 3 bridges.

Turn 4:
Draw and play double KC and 3 Bridges.
+9 Buys, +$9, and all cards cost $9 less.
Pay off 8 debt from donate, buy 8 provinces. Win.


Method 2:



Turn 1:
Draw 5 coppers.
Borrow 1 coin. Use coin token from Baker.
Buy KC.

Turn 2:
Draw 1 coppers 3 estates.
Don't play coppers, buy Alms, get Bridge.

Turn 3:
Draw KC, Bridge, 3 coppers. (4.3% probability).
KC Bridge. Buy KC and two Bridges for 6.
Dontate. Trash everything but the two KC and 3 bridges.

Turn 4:
Draw and play double KC and 3 Bridges.
+9 Buys, +$9, and all cards cost $9 less.
Pay off 8 debt from donate, buy 8 provinces. Win.




I'm sure there's some way to increase these probabilities. But I'll hand off the baton to you folks here.

6
Variants and Fan Cards / Dominion: Industrial Revolution [UPDATED]
« on: October 01, 2017, 07:33:44 am »
Go here to see the most recent update of this expansion!: http://forum.dominionstrategy.com/index.php?topic=20619

Hello! If you're like me and have always wondered what dominion would look like with a little technological advancement, this is the expansion for you! It's a large expansion that's a mix of prosperity and dark ages: 15 strong, expensive cards that puts prosperity to shame, and 15 cheap, simple, mostly trashing cards that shine in certain situations. I'm looking for help with balancing the cards and getting general feedback before I go off and print them out.

The themes for this set include new spins on the vanilla bonuses (including combinations missing from the game) and filling up the 1 and 7 coin gaps, something Don X. actually supports. This set is great for making powerful engines (it is the industrial revolution after all), and for truly massive decks. It is strongly recommended to play with colonies and plats.

With no further ado, here are the expensive cards:


Cathedral:
Continuing the theme of chapel and bishop, this card trashes and rewards your tithe in the form of coin and victory tokens. Who doesn't love tokens? Adding cantrip to watered-down bishop warrants +$2 (see bridge -> highway).
[Edit]: Changed so that you only get the VP if you trash a card. Much harder to make golden decks now. Less likely to have the game go on forever.


Town Hall:
Lots of decisions need to be made with this duration card. Gives 9 options with a mix of useful and potentially harmful. Usually nets out to a market with a discarded card so I put this at $6. $7 May be reasonable.
[Edit]: No longer forces you to choose what you didn't pick on your next turn. Now each turn is independent and tracking should be much easier.


Hospital:
One step above doctor, but one step below donate in terms of quickly getting rid of unwanted cards. Useless if drawn in your first hand, but incredibly strong in your last. $6 may be too cheap.
[Edit]: Added coppers to the list.


Observatory:
Take a look at what's coming up and set up the perfect next turn. The reverse of hospital, useless if drawn in your last and easily the strongest deck inspector in the game if drawn in your first. $7 seems balanced but I'm not sure.


Steel Foundry:
A smithy on steroids, this terminal draw is a great way to use up actions. A hunting grounds with +$1 but no trash bonus. Might need to be at $8.


Infantry:
Infiltrate your opponents hands with this attack card. A +3 card attack like torturer or rabble, where you can place unwanted cards from your hand into an opponent's. Can attack repeatedly but keeps opponent's decks at 5.
[Edit]: Changed cost to $7. Thinking about forcing the cards given to be identical to reduce the targeted nature.


Artillery:
This second attack card lets you load, aim, and fire a card out of your enemy's hand. The only discard attack that lets the attacker choose the card to discard is pillage, and such a powerful ability forces it to be a one-off. To make this balanced without having to trash itself, you must pay a vanilla bonus. You cannot give up action if you're at zero. If you choose buy and have no more +buys, you cant buy a card this turn, etc. Has the problem of targeted attack but then again so does pillage.
[Edit]: Changed to not allow gaining of victory cards. I had intended this, but just forgot to put it in.


Police Station:
Need some defense against those harsh attacks? Need to protect you stuff from criminals? Hire a police station! This reaction card discourages attack cards. Forcing a trash of the attack/reflecting the attack is considered bad design, so this gives the choice to the attacker to take a gold hit and keep their attack (The police catch the criminals and either jail them or release them on bail). Also works as an expand on any attack cards you may have. Clears attacks from both sides!
[Edit]: Changed so the reaction effect is not strictly harmful. Also a moat reaction is an option available to them. The opponents are less likely to be disincentivised to buy attack cards.


Stock Exchange:
An action-treasure like crown. This lets you trade virtual gold for any vanilla bonus you need during your action phase, and trade in any unused actions/cards for gold in your buy phase. The buy phase ability is strictly superior to both diadem and vault, thus the $9 cost. May need to be higher. For your action phase ability, you need gold from action cards in order to trade in for a vanilla bonus, no using treasures or coin tokens. The card comes with $2, so you can make a cantrip or village, but then you can't use the buy phase ability. Really strong when combined with gold from markets or peddlers.
[Edit] Reduced cost to $7 based off suggestions.


Oil Refinery:
All your action cards too complicated with all their "mechanics" and "words" and what not? Well refine them into plain ol' vanilla cards instead! Turn your 10 native villages into regular, normal, not-a-novel-of-a-description villages! Or peddler variants, or even labs (easily the strongest option)! This card is unique in giving a choice that doesn't need to be unique. Choose +3 cards, or $3, or +1 action and +2 buys if that's your thing. This is probably the most likely to be broken. It was too weak to have effect on only one card, and having the choices be different is restrictive when you pick 3 out of 4. I may just have to go with the latter though if it's too strong.
[Edit]: Reduced cost to $8 as per suggested.


Factory:
The next advancement on Laboratory, this "power card of epic proportions that probably shouldn't exist at any cost" should be balanced at $9. I find it hard to believe that this card is not possible to be balanced, especially with things like kings court smithy and city quarter.
[Edit]: Changed from $7 to $9.


Supermarket:
The next logical step up from grand market. The +$1 combined with +1 buy warrants an increase of $4 from grand market, but the drawback of no silvers brings the total down to $9.
[Edit] Changed +1 Card to +1 Buy.


Public School:
Let your cards edumacate themselves and lern to be gooder. Give your baker a degree and turn them into a lab assistant! Or have your lowly herbalist follow their dreams and become a market or something. The natural extension to teacher. Exact same effect but without needed 5 reshuffles. Turning one of the two strongest cards in the came (along with champion) into a card you can buy right away rightly deserves the high cost of $10, maybe even more?
[Edit] Reduced cost to $9 based off suggestion. I felt that teacher was such a good card it was a shame no other cards besides events had the ability. I really like this card, even if only to increase the likelihood of getting to use +1 bonus tokens in a game.


Metropolis:
And lastly the pièce de résistance: metropolis. From lowly hamlet, to village, to city, then metropolis. Its vanilla bonuses are exactly that of a fully leveled up city, but with a duchy added in because why not? A metropolitan area is practically a duchy. The vanilla bonuses alone are worth $8, so it is probably undervalued at $10, but it didnt make sense to make it more than a colony at $12 or $13, but I'd like to hear your opinions.
[Edit] Changed from 3 VP to 1 VP as 10 was too cheap for 3.


Theatre:
Hate it when you have the perfect kingdom for an engine but there are no sticking +buys! Or when its a kingdom of 10 great cards but not a single non-terminal to be found. Or maybe you just really hate the sight of estates and hate that there aren't more trashing cards in the game? Well this is card for you. Alone it's worthless, a cantrip costing $2. But the worse the kingdom is, the better it gets. The actors play the part of whatever is you're missing to get your strategy off the ground. No handsize increasers? This cards is a basic lab costing $5. No villages? this card becomes a vanilla village at $3. It can be a worker's village at $4, and a junk dealer without the $1 at $4. Only when your kingdom is missing literally everything is this card an insanely strong $9 card.

Cheap cards:


Salesman:
The buy equivalent of Hireling. Used the price difference of Seaway -> Pathfinder to price this at $3.


Worker:
When using pawn, usually the best bet is +1 card +$1. This card gives that for half the price, and is good in decks with excess actions. Just a reminder that this and the other $1 cards in this set are pretty weak on their own. But with the extra buys from other cards, these cheap cards help you to make really big decks of mostly actions. Great for gardens, scrying pool, or champion games. I know a lot of these cards are "boring vanilla cards", but I actually like vanilla cards and think there should be more in the game.


Market Stall:
Some extra buys to help ease off the burden of buying these cheap cards. This should technically be priced at $2 but more than one buy is rarely useful, except in this set.


Furnace:
Pretty self explanatory. Burn a card in the furnace to give you more cards to keep your engine going. This might be better of costing $2.


Landfill:
Put something in the dump, get something out. Really simple card to turn your curses into coppers or estates into lighthouses.


Plot of Land:
Yes, I wanted there to be a card that was just a cantrip. There are many instances where this could be useful. But if you change your mind you chapel 4 of these and deplete the Lab pile. I really don't like the picture on this one but it was the best I could find. Funnily enough, finding a good picture of nothing is harder than it sounds. If you have a better one in mind please send it my way.


Sewer:
The worst sifting card in the game, but hey it only costs $2. This is the Lab -> Smithy equivalent of warehouse.
[Edit]: This card was +2 cards, discard a card at $1, but I agree that was way too weak.


Bank Note:
This is just an action version of silver. It is cheaper because it can be terminally drawn unlike silver, plus delve already showed that getting a silver at $2 isn't game breaking. This is useful in scrying pool games, games with treasure attacks, or any other game where you just dont want your deck cluttered with treasures. It especially combos well with my Stock Exchange (coincidence? nope.)


Statue:
A weaker version of monument. While it can lead to endless games, some hard trashing is needed to pull this off, and even then a max of 5 of these can be played. Compare to the Bishop/Fortress golden deck where you can get 12 VP per turn.


Coal:
Modified version of Encampment from the Strife fan expansion: http://www.nosro.net/games/dominion/strife/list.php#encampment
As there's now a real card named encampment, and to fit in with the theme of this expansion, I changed the name and picture. The idea is the same, burn up this card for a temporary bonus.


Slums:
The next step up from Necropolis. I want this a card because it just works for thematic reasons, and because it kinda works with 3 workers. Thats a gold and +3 cards right there, albeit for 4 cards.


General Store:
Want to buy 3 workers? Or how about a market stall and two coppers? This card will help you hoard up on cheap cards for whatever strategy calls it (looking at you gardens).
[Edit]: I changed the wording to "up to 3 cards", so you aren't forced to buy $0 cards if you get a $3 one.


Reforge:
Gain 1 coin token for copper, 5 for plat, etc. Weaker version of moneylender on all treasures, except its coin tokens so that's nice. Potentially game changing if you trash up all your treasures and end with a megaturn.



The following are versions of cards from Auto-Destruct Sequence (http://forum.dominionstrategy.com/index.php?topic=3984). I really like his cards and they fit so well in my set I just had to include them.


Boom Town:
I really like this card, but it was too weak on its own. I think setting the price at 2 fixes it nicely. Also changed the wording to be more clear.


Demolish:
I just modified the formatting and image of this one.

These following ones I didn't modify, they were already perfect. I am just reposting them here because I intend to print them along with my own.



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