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1
Dominion: Renaissance Previews / Re: Capitalism Questions
« on: February 20, 2019, 08:14:44 am »
hey, i know this is late but im still wondering what you mean by treasure-action. when we played we had a debate on whether or not capitalism allows one to utilize the perk in the action. so for example, if my friend has capitalism, does that mean during the buy phase and my friend has 6 mountebanks, does that mean my friend can use all 6 mountbanks as if they were used in the action phase? meaning not only will they have 12 coppers gained from the 6 mountebanks, but also give each player 6 curses and coppers, just like during the action phase.

any clarification would be great. thanks
You canít play a card in the Action phase and then again in the Buy phase, but when you keep it until the buy phase and use it as a Treasure because youíve bought Capitalism, then yes, all of its other effects activate.

In your example, if you had Capitalism activated, you could play all six Mountebanks in your buy phase (as Treasures), and the cursing would happen 6 times as well.
yea thats exactly what my friend was doing, keeping the mountebanks until the buy phase to use as action treasures. the rest of us playing just thoight tjat couldnt possibly be the rules, but i guess it is. its just brutally op.

Thanks!
The issue here is that Mountebank is OP even in its normal form.

2
Variants and Fan Cards / Re: Witch Hunter
« on: February 20, 2019, 08:13:28 am »
Whoops, I missed the card drawing for other players and didn't think of Cursers... How does it interact with Cursed Village or Cursed Gold?

3
Variants and Fan Cards / Re: Witch Hunter
« on: February 20, 2019, 04:02:23 am »
This was an attempt at making a card that totally would never fit into my Antiquities set.

It's sort of a card for a set that assumed that you own each and every expansion.

Quote
Witch Hunter - Action-Duration-Attack - $5
+2 Cards
+1 Action
Each other player draws a card, then reveals their hand. If a player reveals a card with the word "Curse" in its text or types, he or she receives Fear.
-
Setup: Set Fear aside face up.

It's not a good card, I'd say, but it's a fun-ish one.

Besides the weird interaction with less than a handful of selected kingdom cards and especially unreliable behaviour for translated versions of these, this is also strictly better than Laboratory and will behave identical to it in many games.

4
Dominion: Renaissance Previews / Re: Capitalism Questions
« on: February 20, 2019, 03:13:44 am »
I LOVE the idea of the Capitalism Project, but I have so many questions about its execution that donít seem to be answered in the rule book.

1. Does it add the Treasure type to an Action card (that would of course affect things like Courtier or Inheritance acting on Action cards) or replace its type, or is it merely played as a Treasure while retaining its type of Action?

2. Can this Project be used on conditional +$__ cards like Minion or Pawn? Or can it only be ones like Market that give you the +$__ no matter what?

3. I assume the other effects of the card donít get playedóbecause if they did, a Monument becomes a Plunder for $1 cheaperóbut what happens to cards like Goons which have text below the line that affect what happens when itís played?

1) It adds the type. You play it as a Treasure - Action.

2) It works on Minon and Pawn.

3) The other effects of the card do get played and Monument becomes a Plunder for $1 cheaper, and Goons also does its below-the-line effect.
hey, i know this is late but im still wondering what you mean by treasure-action. when we played we had a debate on whether or not capitalism allows one to utilize the perk in the action. so for example, if my friend has capitalism, does that mean during the buy phase and my friend has 6 mountebanks, does that mean my friend can use all 6 mountbanks as if they were used in the action phase? meaning not only will they have 12 coppers gained from the 6 mountebanks, but also give each player 6 curses and coppers, just like during the action phase.

any clarification would be great. thanks

1. You still play the Mountebanks, so they do everything they would normally do.
2. Playing a card that gives you +(Coin Symbol) does not make you gain Coppers or any other Treasures. It increases the amount you can spend that turn. You might want to read up on that.

5
Variants and Fan Cards / Re: Dominion Wild Lands
« on: February 19, 2019, 07:26:54 pm »
The Victory part of Rhinos is better now, but I still think the upper part is too flexible and has too much text. Maybe you could do an Ironworks-like wording, where you trash a card from the supply and only then look at the type, doing a different thing for Curse, Treasure and Action.

6
Variants and Fan Cards / Re: counter magic
« on: February 19, 2019, 07:23:23 pm »
About the main concept, an Attack that is also its defense: Any cursing attack is its own defense. Witch only can deal out a fixed number of Curses each game. A good way to keep them from going in your deck is just distributing them yourself. So every Witch IS her own counter spell. I know I'm raining on your parade a lot here right now, but I kinda feel you are trying to re-invent the wheel here. Sorry.
Maybe there are other non cursing Attack-cards in play?
Your idea is, that the first part shouldn't be an attack but something other action or separate both to two different cards; only Attack-card and the other only action-reaction card?
Well, I'm not saying I have a great idea to fix it. I'm just saying that if one or more Cursers are in the kingdom, you usually want one. Even if it's mostly to keep the number of Curses given to you at bay. So a card that Curses and defends against Cursers doesn' t create considerations that are all that different from a card that just Curses. Either way you need one to both defend your deck and attack the opponents'.
hm - thinking about two cards, or maybe same but non-cursor:



Drawing two cards is a big problem, because you could draw your entire deck, if you have enough Counter Magic cards and maybe even hit a reshuffle to play the same Reaction cards again. You should give the + cards at the start of the next turn.

They would basically be Laboratories then. It's not my main issue, though. My main issue is that with a sufficiently thin deck, you can gain infinite Villagers with this. As a matter of fact, this would be the case even if the card only drew one card.

7
Variants and Fan Cards / Re: herw's cards
« on: February 19, 2019, 05:43:53 pm »
I'm afraid that I'll have to say some things you might not want to hear now, herw.

The first is that suggestion you always refer to. It's a half sentence in the Alchemy rules. The full sentence reads like this:
Quote
You can play Dominion using any number of Kingdom cards from Alchemy, but we especiallyrecommend playing with 3 - 5 Alchemy cards at once
It says right there that this is not something you have to do. In fact, most people don't do it. It is a hotfix Donald X included to make sure that in case the card he put together under a lot of time pressure by the publisher would still work fine. We all know that to buy a Potion card you need to get a Potion. What a lot of people are unaware of is that this means that, if you only ever want one Potion cost card, you would end up with a 50% dead card quota from getting it and Potion. That's awful. To remidy this, Donald X made sure that all Alchemy cards are cards you want to get multiples of, even if there was only one of them in the kingdom.

The suggestion in the rule book is a safety net. Assuming that this was something you could count on, treating it as a fundament of your designs, puts too much strain on it. As a result, you constantly underestimate the opportunity cost of Potion cards. You rely on the value on the official Potion cards, hoping that they would make yours worthwile; but frankly, several of the official Potion cards are horrible, and you are adding further weak cards. As a result, the net grows thinner and thinner, with the result that even if you'd set the game up to always have three Potion cards in the kingdom, now they are more likely to be three weak Potion cards.

As a general thing that I learned over the course of several years: Don't try to make cards with the main goal to fix something. Don't make a card to boost Scout, or harm Rebuild (those are things that I actually tried in the past). And don't make cards to boost Potions. Because if you focus on making cards Potion costs or to boost Potion cost more than you care about making good cards, you will start attaching Potion costs to cards that don't need or want them. You will be missing out on good card ideas by shoehorning them into something that doesn't work with it. In the end, the cards will end up generally worse because of this.

I have stated this before: Potion cards are very tricky to do right. Look at Alchemy, and how many cards of it are bad. Even Donald screwed up several of them. If you are a relatively inexperienced card designer, Potion cards are one of the worst places to start with. But if you must make a Potion card, at least try to apply the same constraints that Donald applied. Make cards attractive in multiples. Make them work well in kingdoms without other Potion cards. Perhaps you can learn from Donald's mistakes and make the cards not too slow. But don't lean on a safety net. Thats not what it's for and it can't carry that weight.

8
Variants and Fan Cards / Re: herw's cards
« on: February 19, 2019, 12:28:17 pm »
Suggestion:

All cards cost Potion less this turn, but not less than no Potion.

9
Variants and Fan Cards / Re: Dominion Wild Lands
« on: February 18, 2019, 12:59:15 pm »
I agree that Rhino is too strong.

Strength aside, I also don't like that this card does so many things. I like the general idea to trash a card from the supply in order to do something related, or to get points depending on the cards that were trashed. I also see why you want the card to do both: As points are the same for everyone, you don't just want people to piggyback on the work of others. However, this is also incredibly flexible. That's too much going on on one card.

While I like the idea to consider cards in the trash for points, this scales poorly with different player counts. I would consider making it give points depending on the number of differently named cards in the trash instead, to set a hard limit, and also make trashing different cards trickier or more interesting. Maybe something like:

Quote
You may reveal an Action card from your hand, to trash a copy of it from the supply. Each other player may reveal a copy of it from their hand. If nobody does: +2$
---
Worth 1 VP per 2 differently named cards in the trash (round down).

But maybe something more simple would also work:

Quote
+2$
This turn, the next time you gain a card, you may trash a copy of it from the supply.
---
Worth 1 VP per 3 differently named cards in the trash (round down).

10
Variants and Fan Cards / Re: Dominion: Roles
« on: February 16, 2019, 12:58:52 pm »
An interesting way to implement a similar which is a bit different, perhaps, is to give everyone this at the start of the game, replacing one of their starting cards.

[Hidden Destiny] -- $0?
Exchange this for a card in the Kingdom. If you do, take debt equal to that card's cost.

Type Shelter?

I think it has to be reworded slightly. For once, without a pile of its own, it can't be exchanged. Second, there are cards with Potion or debt costs. Of course, debt cards are always available (except Fortune), but I would still word around it. The negative VP also seem a good idea. It could come down to something like this:

Quote
Destiny, Action, 0$
+1 Action
Trash this. If you do, pay any number of VP, then gain a kingdom card costing up to 1$ per VP you paid to your hand.
---
Setup: Each player takes 8VP and adds a copy of this to their starting deck.

Of course this loses the appeal of asymmetrical roles.

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 16, 2019, 02:48:14 am »
Well I think gazbag is one of the few who likes mint. I thought the contest was to replace awful cards. He should of put out a list of the cards he thought was awful. Well I guess the last contest was apples to apples. Deadly is the chosen card for this apples to apples example one player picks world war 2, another picks, bombs, another picks the Tyrannosaurus rex, and another player picks dolphins. The player in charge of this round picks dolphins just cause they love them. In apples to apples you can do that in the game. Thatís why the last contest was like apples to apples. Itís kinda hard to come up with a replacement card. If you donít have a real idea of what to replace. And if I remember correctly one threads gave prosperity as an option. Who new that mint would be one he would like. Iím mostly just disappointed that you like that one, you could of at least mentioned that was one you liked. Then it would of been invalid for your contest and I could of come up with another one.

Sigh! Apples to apples.
I'm afraid your perception does not line up with the facts.
1. Mint is not generally perceived as a badly designed card.
2. Mint is not generally unpopular.

Perhaps Mint is unpopular in your play group. That doesn't mean you can conclude it's unpopular with everyone. You are the outlier here, not Gazbag.

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 16, 2019, 02:35:06 am »
Man, I made a throne room variant a long time ago and I'm happy with it, so I don't feel like making another one. But it's not eligible for this contest because I've posted it on fds before...

Where does it say that? I read the rules before submiting my entry and didn't see that. I first posted my entry 2 or 3 years ago  :-\
I thought I remember that rule being in the OP, but I checked again and I was wrong. So I guess I'll enter my card:

Quote
Royal Heirloom
$5 Action - Duration
Reveal cards from your deck until you reveal an action card. Put the action card in your hand and discard the rest.
Choose an action card from your hand. Play it now and play it again at the start of your next turn.
It isn't letting me save the image from Violet's card image generator at the moment, and my old image has slightly funky wording so I'll go without an image.
The contest itself allows it. It was me who disallowed it for my rounds in an attempt to level the field between newbies and experienced fan card designers. That said:


13
Introductions / Re: Hi I dont know how to forum
« on: February 15, 2019, 01:26:45 pm »
Interesting. Dice posts show when they have been edited after the roll. Also previewing them is unreliable.
This dice roll may have been tampered with!
Rolled 1d20 : 15, total 15

Rolled 1d20 : 15, total 15

However,I can just replace a roll with a new one...

14
Variants and Fan Cards / Re: Dominion: Roles
« on: February 14, 2019, 04:55:21 am »
Sure, bidding would be a legitimate way to distribute special cards at the beginning.

15
Variants and Fan Cards / Re: Dominion: Roles
« on: February 13, 2019, 06:07:24 pm »
I have pondered things like this several times in the past. One problem is that, if each player has another role from the start, you cannot possibly balance them. For instance, a role that allows you to trash cards may be immensely useful in some games, and nearly useless in others. The same goes for most other bonuses, be it attacks, gaining, +Actions, +Buys, you name it.

The only way I see to make such a thing work is by making the aquisition of roles part of the game. Have players bid for roles, or award them for certain achievements. Bidding is what I used for my Power Grid submission in the weekly design contest thread. Achievements are what I used in a certain post for the later "base card" challenge of the same thread. Both are variants of Mountain Pass and Tournament, respectively. You could also make roles nonexclusive to keep the first to reach the condition from locking the others out, and well, that behaves very similar to Projects on a conceptual level.

The idea certainly isn't without merit, but I'm going out on a limb here that Shelter-like starting cards will not be a good way to do it, for the sheer impossibility to balance them.

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 13, 2019, 03:25:37 pm »
Hey! Sorry to interject. I love following this thread and occasionally submitting when I have a good idea, but I am not on the forum all the time and sometimes fall a little behind. With the popularity of this thread, and especially as the number of contests grows, it can get a little unruly to find exactly what the current contest is/where the entries for this week start.

Is it possible to have a mod edit the first post periodically with info about the current contest, and maybe a list of all prior contests, the winning card from each, and ideally a link to the post where the cards were judged? Idk how feasible all that is, especially since the OP wasn't a mod. Perhaps moving this to a child board could help? Not sure of the best way to do this, but I think it could be really helpful!

The simplest solution would be to simply make a new thread for the contest each week.
Personally, I think that a new thread is much easier to miss, and will thin out the topic even further.

I agree with Phoenix. Each contest gets more than enough replies that it will sustain its own thread. And not sure what you mean by a new thread being easier to miss... how can a new thread titled something like "Weekly design contest #20" possibly be easier to miss than scrolling through the last few pages of a 27-page thread to find where a new contest began?
This thread shows up in "New replies to your posts". New threads don't. I personally check for new threads only rather unregularly these days, though I check for replies whenever I go online. Maybe this is not how other people do it.

Apparently you can choose to get notified of new replies to a child board, so I'd be in favour of that over just spawning a new thread a week.

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 13, 2019, 02:37:07 am »
Hey! Sorry to interject. I love following this thread and occasionally submitting when I have a good idea, but I am not on the forum all the time and sometimes fall a little behind. With the popularity of this thread, and especially as the number of contests grows, it can get a little unruly to find exactly what the current contest is/where the entries for this week start.

Is it possible to have a mod edit the first post periodically with info about the current contest, and maybe a list of all prior contests, the winning card from each, and ideally a link to the post where the cards were judged? Idk how feasible all that is, especially since the OP wasn't a mod. Perhaps moving this to a child board could help? Not sure of the best way to do this, but I think it could be really helpful!

The simplest solution would be to simply make a new thread for the contest each week.
Personally, I think that a new thread is much easier to miss, and will thin out the topic even further.

18
General Discussion / Re: Random Stuff Part IV
« on: February 12, 2019, 10:08:52 am »
People just suck at prefixes, man.

Prefixes are words in front of other words that, while being part of the same term, are still visually divided by a space. An example would be "counter measure"'s "counter". What you mean are antefixes, units that are part of the very same word,such as "ante" in antefix.

I like to make stuff up on the internet for fun.

19
General Discussion / Re: Random Stuff Part IV
« on: February 11, 2019, 11:26:54 am »
that may just be the "postman" effect.
What is the postman effect? I tried to read up on it, but all I found was why dogs bark at the postman.

Well, actually I think I meant post office. Basically where one person repeats another person but interjects some possible inaccuracies.
Ah, now I get it. Thanks.

20
Variants and Fan Cards / Re: herw's cards
« on: February 11, 2019, 06:08:08 am »
Consider this: Witch has one thing it does to keep you from getting too many Curses: Distributing them to your opponents. This has 3: Distributing Curses, trashing, and a Reaction. Two would be fine to bring the point across.

21
Variants and Fan Cards / Re: herw's cards
« on: February 11, 2019, 04:13:36 am »
About the main concept, an Attack that is also its defense: Any cursing attack is its own defense. Witch only can deal out a fixed number of Curses each game. A good way to keep them from going in your deck is just distributing them yourself. So every Witch IS her own counter spell. I know I'm raining on your parade a lot here right now, but I kinda feel you are trying to re-invent the wheel here. Sorry.
Maybe there are other non cursing Attack-cards in play?
Your idea is, that the first part shouldn't be an attack but something other action or separate both to two different cards; only Attack-card and the other only action-reaction card?
Well, I'm not saying I have a great idea to fix it. I'm just saying that if one or more Cursers are in the kingdom, you usually want one. Even if it's mostly to keep the number of Curses given to you at bay. So a card that Curses and defends against Cursers doesn' t create considerations that are all that different from a card that just Curses. Either way you need one to both defend your deck and attack the opponents'.

22
General Discussion / Re: Random Stuff Part IV
« on: February 11, 2019, 04:02:20 am »
that may just be the "postman" effect.
What is the postman effect? I tried to read up on it, but all I found was why dogs bark at the postman.

23
Variants and Fan Cards / Re: herw's cards
« on: February 11, 2019, 03:51:07 am »
About the main concept, an Attack that is also its defense: Any cursing attack is its own defense. Witch only can deal out a fixed number of Curses each game. A good way to keep them from going in your deck is just distributing them yourself. So every Witch IS her own counter spell. I know I'm raining on your parade a lot here right now, but I kinda feel you are trying to re-invent the wheel here. Sorry.

24
Variants and Fan Cards / Re: herw's cards
« on: February 11, 2019, 03:35:24 am »
This has the problem that the Reaction portion can be stacked indefinitely by revealing the same copy of Counter Magic over and over.

25
Variants and Fan Cards / Re: herw's cards
« on: February 10, 2019, 03:16:30 pm »
The wording still is unclear. To mean what you try to express, it should be:

When you would gain a card during another player's turn, you may reveal this from your hand, to instead discard this and any number of non-Action cards, and then draw as many.

I'm sorry to say, I don't really like it. It seems slow to resolve, and during another player's turn on top of that. It also has a lot of words, and generally speaking, I don't think additional would-gain cards similar to Trader are a great thing. Even Donald has expressed regrets regarding the rules-mess of Trader, whereas he doesn't mind Watchtower. 5$ and a Potion is also really expensive, too expensive for the trashing to be useful, as it will become available only late game, where trashing is usually bad. Also, the attack is arguably worse than Witch. The Copper junking also keeps going and going, which is usually considered poor style, but again, it happens very late, so it might actually be fine for opponents who have started greening. Finally, the card has a lot going on. It trashes, it junks... Considering how late you get this and that it is terminal unless you trash with it (which, as stated, is less easy late-game), you can't even chain it that well, which again isn't that great a fit for a Potion card.

I know you love Potion cards, but I feel this really doesn't  want to be one.

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