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Messages - Rush_Clasic

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1
The problem of a lack of clause is that a player who can consistently trigger this plays alone once he does. I don’t think that this is fun or any good.

I agree that result is unwanted. If the card proved to do that, I'd probably kill it altogether. If it did it once in a blue moon, I might be fine with it. This game already does ridiculous things (emptying the Provinces on turn one shouldn't be possible, yet it is), so my goal here is for 1 extra turn to be the 97% case, 2 extra turns to be the 2% case, and anything more less than 1%.

2
It might be too easy to use every single turn... with any type of deck that allows to gain a Copper, Silver, and Gold without buying them; you can keep taking turns until the supply runs out of one of them. Though you'll most likely have won before that happens. Maybe if it just had the "if the previous turn wasn't yours" clause?

One of my goals was to make an extra turn taker that didn't require that clause. It might just be that such a thing shouldn't exist in Dominion. But my guess is that using this even twice in a row will be difficult in most kingdoms.

Also, should it be a Duration? At least, Outpost is and stays in play during the extra turn it grants.

My understanding is that there's no need to keep the card around. Everything it effects happens the turn your play it. As GendoIkari pointed out, Outpost needs to stay in play all the way through your clean-up to effect your hand size. And it probably sticks around as an extra reminder for you additional turn, in case you find another Outpost to play.

3
Variants and Fan Cards / Re: Just Some Random Cards: #55 - Deed
« on: July 30, 2020, 03:15:03 pm »
#56 - Crossroads Demon

Crossroads Demon - $5
Night
Choose one: Trash a treasure you have in play, gaining one costing up to $3 more than it; or trash a Copper, a Silver, and a Gold you have in play, and if you do, take an extra turn after this one.



You spend your life bargaining for fame and fortune, but when collection time comes, you'd give it all up for just one more day. I've avoided making extra turn mechanics in the past because they're awkward in this game. You don't really want to provide the opportunity to multi-Time Walk, but you don't want to make another awkward Outpost. I started with the trashing a Copper, Silver, and Gold idea because it felt difficult to accomplish, and very difficult to do multiple times. I made it a Night card so you'd get to at least use the treasures. At that point, though, the card still didn't do anything unless you had already assembled all the treasures you needed. That's where the Mine poprtion came in; it also helped that mining after spending the treasures was a neat effect that didn't require me to do the whole "to hand" hack. I like the card. There's probably some crazy way to abuse it, but I think the general case is well controlled.

4
Variants and Fan Cards / Re: Really bad card ideas
« on: July 24, 2020, 08:19:34 pm »
Bitcoin - $4
Treasure
$4
----
$ produced by this can only be spent to buy Bitcoin.

5
Variants and Fan Cards / Re: Just Some Random Cards: #55 - Deed
« on: July 24, 2020, 08:15:52 pm »
This does not work due to playtesting experience with Hovel:

Quote
Hovel is the only one that changed. Originally it was an action you could trash by discarding your hand. It turned out that trashing it turn 1-2 usually seemed like the correct play, even if you drew it with four Coppers. So that was no good.
http://forum.dominionstrategy.com/index.php?topic=4318.0

Also, even without this playtesting experience Bonfire would be a good benchmark for how good trashing 2 Estates in the opening would be.

I just read the secret history of Dark Ages yesterday. Forget to heed that lesson. I wanted to talk about how this is different and as a kingdom card it has more versatility, but I think overall the problem is pretty much the same. Which leads me to this idea instead:

Deed - $3
Treasure - Victory
$1
1 VP
-----
While buying this, you may discard 1 Estate. If you do, this costs $2 less.

6
Variants and Fan Cards / Re: Just Some Random Cards: #54 - Dreams
« on: July 24, 2020, 01:01:58 pm »
#55 - Deed

Deed - $3
Treasure - Victory
$1
1 VP
-----
Rather than pay this card's cost, you may buy it by trashing a Copper and an Estate from your hand.

Property rights are a big deal, especially in old timey kingdoms. I've done cards like this before. I like the idea of alternative costs in general, but there's not a lot of ways I've found to do them in Dominion. A lot of what you want can be accomplished through cost reduction. This could, too, but I feels simple enough and thematic enough to work the way I've written. Not the most exciting card, but worth trying out.

7
Variants and Fan Cards / Re: Really bad card ideas
« on: July 24, 2020, 12:50:04 pm »
Rager - $6
Action
+2 Cards
Each player with any cards in their deck passes their deck to the next such player on their left, at once. Then put your deck into your discard pile, search it for up to one card, and trash that card.

Bigger Masquerade!

8
Variants and Fan Cards / Re: Really bad card ideas
« on: July 23, 2020, 12:38:41 pm »
Ascended Village - $3
Action
+1 Card
+2 Actions
------------
Setup: After choosing kingdom piles, shuffle them all together into a single face-down kingdom deck, then put the top 5 cards of that deck face-up into a line-up. Whenever a card leaves the line-up, replace it with the next card in the kingdom deck. If a card would return to a kingdom pile, instead shuffle it into the kingdom deck. Treat the kingdom deck as a single pile and the line-up as not a pile for the 3-pile game-ending condition. If the kingdom deck runs out of cards, the game ends at the end of that turn.

9
Variants and Fan Cards / Re: Just Some Random Cards: #54 - Dreams
« on: July 22, 2020, 02:30:08 pm »
Oh wait! I still wasn't understanding it before but I think I am now. When you said "you choose a Dream", I thought of that like "each player chooses a Dream". But no, you just mean that a Dream might be included in the game just like any other Landscape might be included in the game.

Exactly, that's what I was trying to say... sloppily.

The problem with the wording was that the phrase "choose to use a Way" has 2 different meanings... it could mean choosing a Way to include in your game while setting up; or it could mean choosing to play an action card with a Way instead of playing it normally. I misunderstood it to mean you were using the second definition, when it now seems clear that you meant the first.

Ya, looking back, Way was the wrong example, considering the way they work. ;)

Now that they all trigger at the end of Night phase, it seems like it would be more natural to just have them trigger at the start of cleanup phase instead. This is worse for the theme of them being Dreams; but mechanically it's much simpler; especially since Night phase normally only exists in games with Night cards.

I strongly agree with this.

Do I have to?  :'(

When I was looking back to clarify how they work, I realized that they didn't need to switch between beginning of the Night phase and the end. Only one of them wanted to work at the end, but they easily all could. Moving the triggered event to the clean-up phase makes sense, but I REALLY, REALLY, REALLY don't want to. It loses all of its thematic appeal. Ideally, these would be in an expansion with Night cards. And triggering at the end of your night phase gives a clear separation between the buying of cards and the discarding of cards.

Please don't make me move it; the whole theme falls apart!

10
Variants and Fan Cards / Re: Just Some Random Cards: #54 - Dreams
« on: July 22, 2020, 01:00:48 pm »
Dreams are a very cool idea.

Thanks! I think so too!

Are dreams like Ways in that you can always use them? Or are they like Projects, where you have to buy them once in order to use them?

They aren't purchasable. Rather, they trigger during your night phase if you've accomplished the task they required of you. I might change them all to trigger at the end of your night phase rather than hopping around, and I might make them all optional since remembering things not in your deck can be a headache at times. They're closest to Landscapes in that you choose a Dream to play with and they trigger for every player on a turn where the appropriate task was completed.

Yeah it's unclear when you actually choose a Dream... is it something you can just do at any time during your Night phase, but only one per Night phase?

You choose a Dream at the beginning of the game, like Events, Ways, etc. You get to use the dream during your night phase (triggering at the time dictated on the card) if you've accomplished the appropriate task.

11
Variants and Fan Cards / Re: Really bad card ideas
« on: July 21, 2020, 09:28:46 pm »
Overhaul - $5
Action
Replace a $5 cost Kingdom pile with one from outside the game. Then gain a card from that pile.

12
Variants and Fan Cards / Re: Just Some Random Cards: #53 - Chateau
« on: July 21, 2020, 08:35:36 pm »
#54 - Dreams

Dreams are a new landscape card. You can choose one to use much like you would a Project, Way, Event, etc. They all have abilities that trigger during each player's Night phase, rewarding that player for accomplishing some goal during their turn.

Dream of Flying
Dream
At the end of your Night phase, if you have 3 or more cards in hand: Set aside a card from your hand. At the start of your next turn, put it into your hand.

Dream of Being Lost
Dream
At the end of your Night phase, if you have any unused actions: You may put an Action card from your discard pile on top of your deck.

Dream of Wealth
Dream
At the end of your Night phase, if you have any unused buys: +1 Coffers.

Dream of Death's Ferryman
Dream
At the end of your Night phase, if you have 2 or more Silvers in play: You may gain a Silver.



I was mulling around with the idea of cards that want you to achieve some mini-goal within the game. I like how the different landscape cards make you care about deck construction in different ways. I went for the simplest idea: just reward players for doing something specific. They wanted to work as close to the end of turn as possible, but not necessarily mess with clean-up. Thankfully, we have this neat Night phase that's been around for a few years. That's where the idea originated for theming these cards as Dreams: what you do during the day impacts how you dream at night. They aren't the most innovative ideas, but I like the overall feel of them. I'd say they're closest to Landmarks, just without the VP focus. (Another reason I avoided making VP related Dreams.) I went for well-established recurring dreams and tried to make something sensible out of each. If people like them, I might try making the whole deck.

13
Variants and Fan Cards / Re: Just Some Random Cards: #52 - Prospector
« on: July 21, 2020, 01:21:18 pm »
I don't see what having "in $" gets you. That seems like a needless complication.

I viewed it as a clarification to make things like debt less confusing, but I guess my wording does mean that trashing a Silver won't allow you to get an Alchemist. I guess the rules already handle this well enough, so I can probably just remove that bit.

14
Variants and Fan Cards / Re: Just Some Random Cards: #52 - Prospector
« on: July 21, 2020, 01:53:35 am »
#53 - Chateau

Chateau - $5
Action
+2 Actions
Trash a card from your hand. Reveal cards from your deck until revealing one that costs more than the trashed card. Put that card in your hand and discard the rest.

Wanna live ritzy? Ya gotta work your way up. This idea started out as a Hunting Party variant that trashed. I turned it into a Village because drawing, then trashing, then hunting felt too busy. I know a lot of trashers work that way, but something like Apprentice or Recruiter just gives you a bulk payout rather than another specific task. Anyway, it's probably not a big deal, but I landed on actions and didn't really feel like changing it. I wanted it to cost $5 as an extra deterent to buy it early, since seems like a potentially rough opener, but I could be talked down to $4 if people felt it was too weak. Considering it's non-terminal trashing on a Village, I think it's probably good at $5.

Thanks to everyone leaving helpful comments. Between not designing Dominion much recently and have designed Magic for decades, I have a lot of habits that don't translate well, and your input really helps.

15
#52 - Prospector

Prospector - $2
Action
Reveal the top card of your deck. If it costs $2, discard it. Otherwise, draw it. Repeat until you've drawn 2 cards.
...

This should set aside and then discard at the end - this makes it so that infinite loops can't happen (especially with a cost-reduced Patron, which would give you infinite coffers).

Good point. I'll rework it to avoid that. Thanks.

16
#52 - Prospector

Prospector - $2
Action
Reveal the top card of your deck. If it costs $2, discard it. Otherwise, draw it. Repeat until you've drawn 2 cards.



Who has time to waste on estates? Who wants to deal with other folks digging after similar fortunes? Not a prospector! I wanted a card that played around in that Library area of skipping things it couldn't use. Making a cheap, terminal draw that skipped itself and your worst starting card seemed like a nice fit. Sure, terminal draw 2s tend to be weak, but it has some uses. And it's too nice the way it is to muddy it with superfluous extras. (Though I did consider an on-gain effect that allowed you to gain a different $2 cost card. Because gaining estates is fun, ya?)
I don’t get this. Skipping Estates is nice but skipping Prospectors sucks and the average deck that uses Prospectors in an average Kingdom has slightly more Prospectors and other non-junk $2s than Estates.

So this is a bit worse than +2 Cards.

I disagree. Skipping Estates is a big boon, but skipping other $2s can be fine if your deck has the right big things to hunt down, or if you just need less terminal collision. I definitely think it's not just worse than +2 Cards.

17
#52 - Prospector

Prospector - $2
Action
Reveal the top card of your deck. If it costs $2, discard it. Otherwise, draw it. Repeat until you've drawn 2 cards.
Reveal the top card of your deck. If it costs $2, set it aside. Otherwise, draw it. Repeat until you've drawn 2 cards, then discard the set aside cards.



Who has time to waste on estates? Who wants to deal with other folks digging after similar fortunes? Not a prospector! I wanted a card that played around in that Library area of skipping things it couldn't use. Making a cheap, terminal draw that skipped itself and your worst starting card seemed like a nice fit. Sure, terminal draw 2s tend to be weak, but it has some uses. And it's too nice the way it is to muddy it with superfluous extras. (Though I did consider an on-gain effect that allowed you to gain a different $2 cost card. Because gaining estates is fun, ya?)

18
Variants and Fan Cards / Re: Just Some Random Cards
« on: July 17, 2020, 01:34:23 pm »
The bottom line for me is that changing Pit Stop to not stack wouldn't appreciably change the power level of the card on average but prevents it from being completely insane when it's good.

TR/KC interactions are just something I forgot about, wording-wise. I don't know if there is accepted language for this, but I'm trying "Convert all your unused Actions into Buys." Convert is a simple enough word that clearly shows a process of change.

19
Variants and Fan Cards / Re: Just Some Random Cards
« on: July 16, 2020, 06:35:18 pm »
This is one of the problems with elegance in design: a simple idea with simple wording often has too much open-endedness and allows for crazy things to happen. At the end of the day, it could probably just be "+2 Actions, +1 Buy" which is even more elegant but functions nicely. It's just a lot less exciting. I'm open to suggestions on how best to alter it. Maybe "At the start of your Buy phase, if you have 2 or more unused Actions, +2 Buys." Or maybe it should just stay as is. Anywho....



#51 - Tiddlywinks

Tiddlywinks - $5
Treasure
$2
Reveal the top card of your deck. If it’s a Copper, play it. Otherwise, discard it or leave it on top.

You flick the top card and if you're skilled enough (or lucky enough), you get a prize! I was working on a nuttier idea that allowed you to always play Coppers from the top of your deck when I thought about the $5 Gold cards that get printed from time to time. Originally it was just gonna do the Copper thing, but you already need to mess with the top of your deck for it to work; might as well throw in a little Spy action.

20
Variants and Fan Cards / Re: Just Some Random Cards
« on: July 15, 2020, 03:13:23 pm »
#50 - Refinery

Refinery - $2*
Action
+1 Card
+1 Action
+1 Buy
————
This costs $2 more while being trashed.

Wouldn't it be better/easier if it cost $4 and was $2 cheaper during your Buy phase? Most gainers aren't going to care that it costs $2 vs. $4 (Butcher being a notable exception).

That makes plenty of sense, accomplishes the same general idea, and is admittedly cleaner. I didn't think of it. Good catch.

Been a while since I posted or designed anything Dominion-oriented. I just got to play the last four or so sets for the first time, so I'm a bit behind the curve. Felt like designing a few things with no real goal in mind. Gonna number them since I already have everything else I've designed saved here on the forums.

#49 - Pit Stop

Pit Stop - $2
Action
+2 Actions
During your Buy phase: +1 Buy per unused Action you have.

It's fun making cheap Villages, and I've always liked Diadem as a design. This felt like a good, simple way to use that idea. I'll post more in this thread later as I clean them up.

This sounds really dangerous to me. If you play multiple of these in a Kingdom with more +Actions cards you can quickly get to upwards of 20 Buys.

I don't think this is problematic if you only get the effect once, such as with the wording "you may spend unused Actions for +1 Buy per Action".

I don't know how imposing this is. Crazy pile-out combos already exist all over the place. This gives you no economy, so you'd need a ton of villages and cost reducers to really get intense piling. Only testing will tell.

21
Variants and Fan Cards / Re: Just Some Random Cards
« on: July 15, 2020, 01:01:20 pm »
#50 - Refinery

Refinery - $4*
Action
+1 Card
+1 Action
+1 Buy
————
This costs $2 more while being trashed.
This costs $2 less during your buy phase.

There are plenty of ways to alter costs in the game. The primary goal is usually to make things more affordable or occasionally to tax the opponent. But trashing is a unique way to care about costs. Trashers have cared about costs all the way back to the early days of Mine and Remodel, and the tradition continues with Scarp and friends. I wanted a cheap card that benefited you later in trash games but left it up to you to figure out how. I thought about making it just a cantrip, but without trashers, it felt worthless. So I went for Market Square instead. Maybe that bumps it to $3; not sure how we feel about $2-cost cantrip buyers these days.

EDIT: Changed from costing different during trashing to costing different during buying and reversing the costs. While it loses some of the focus that the line "while being trashed" provides, I agree with LastFootnote that it just makes the card cleaner and better overall.

22
Been a while since I posted or designed anything Dominion-oriented. I just got to play the last four or so sets for the first time, so I'm a bit behind the curve. Felt like designing a few things with no real goal in mind. Gonna number them since I already have everything else I've designed saved here on the forums.

#49 - Pit Stop

Pit Stop - $2
Action
+2 Actions
During your Buy phase: +1 Buy per unused Action you have.
At the start of your Buy phase: Convert all of your unused Actions into Buys.

It's fun making cheap Villages, and I've always liked Diadem as a design. This felt like a good, simple way to use that idea. I'll post more in this thread later as I clean them up. EDIT: Changed the wording to detract from TR/KC combos giving an overwhleming number of buys. It's not a huge issue, but this gives enough buys as is; no need to go over the top.


23
Variants and Fan Cards / Re: Fun with Setup
« on: December 06, 2017, 01:40:07 pm »
Peak
Landmark
When scoring, +1 VP per card you have from the chosen piles.
During your buy phase, you may spend $2 to look at a face-down randomizer card.
Setup: Shuffle the randomizer cards for the current Kingdom, then choose one per player and set those cards aside face-down.

24
Variants and Fan Cards / Re: Fiddler
« on: December 06, 2017, 01:20:38 pm »
This is all I could think of when I saw the thread title:

Fiddler on the Roof - $4
Action
+$2
+1 Buy
-----
While this is in play, when you buy a card, you may put it on top of your deck.

Anyway, spending buys is a cool slice of design space to mess around in, and I like the way this card handles it... thematically. I think +1 on both ends is probably overkill and makes the card way too swingy. I think only allowing one half of the card to scale brings it closer to center powerwise. Something like:

Fiddler - $2
Action
+1 Action
+1 Buy
You may pay any number of buys. Draw that many cards.

25
Variants and Fan Cards / Re: Fun with Setup
« on: December 05, 2017, 08:46:27 pm »
How about just this setup thing:

When you finish resolving an action card that you have only played once this turn, you may spend an action to play that card again.

Maybe tacked on to a village to make it possible to be useful?

EDIT: Fixed so that it can't give you infinite actions
That's not a setup ability; it has nothing to do with preparing the game.

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