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Messages - Asper

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1
Variants and Fan Cards / Re: Asper's Cards
« on: Today at 04:19:48 pm »
The idea for Delegate originally was that terminal draw gets worse if there are cantrips you might draw dead (especially if they don't do anything for you besides being a cantrip), and initially I wanted it to just be a Smithy that always gets this downside... But, I realized that I couldn't use this to balance the card, as all regular terminal draw in the kingdom would just as well be affected by it. So I decided to instead make it an advantage the card should have over other terminal draw. It isn't annoyed by them, and can in fact make use of these cards. The card is untrashable to keep this status.

I also felt an Action complementing Shelters/Estates and Heirlooms/Coppers should be some placeholder kingdom inhabitants. When I made them "loyal" subjects, making them non-trashable seemed especially cute: Be it Knights, Rats, or Locusts, these guys never abandon you.

2
Variants and Fan Cards / Re: Dominion: Jackpot
« on: Today at 10:06:52 am »
The more you know: Originally I wanted Subventions to be mandatory, and decided to make it optional because there was an outcry.

3
Variants and Fan Cards / Re: Asper's Cards
« on: Today at 04:48:22 am »
I know exactly what you mean about $3 and $4 cards, and I do the same thing. I have countless ideas for events costing $P for that reason (and just need to stop procrastinating about doing up art for them).

I don't know why it ends up that way; I guess it's easier to tell when the card is too strong and too weak than the $5 price point.

Having said all that, I do like the mandatory discard version better. Maybe it just seems to me like there's been too many "Smithy with a bonus" cards.

Ha ha, I see. Alright then, I'll try out the 4$ version  :)

4
Variants and Fan Cards / Re: Asper's Cards
« on: Today at 02:45:28 am »
The “either way” in grimoire is weird. Can you reverse the order of the commands so that it’s not necessary? If going with the second Barbarian, I would just make it “If you have achieved at least three Feats”, and limit it to 5 cards or more. Sounds too scary otherwise.

I like the cards though!

I made Grimoire that way because of the Wisdom Spell, which draws cards. Drawing cards in the buy phase is weak, but it's better if you know you have to discard cards. The "either way" tries to be friendly, but I guess it's established by now cards shouldn't do that... Would it be better if I just removed it?

For Barbarian, I think I need to ponder this a little more. I'd like the Feat cards in general to scale directly with the Feats, and only the Rabble version can do that at all... But it also doesn't scale all that nicely. While I like the idea of a Feat attack, I kinda feel this would be better as a Seasons card. Maybe I'll go over Raiders again, because I considered changing some of them either way (mostly because of how similar Peltmonger and Lumbermen turned out to be). But that's another story.

Delegate would be more interesting as a $3 or $4 card that gives +2 cards and turns any action into a cantrip (Reverse Enchantress). It seems a bit weak for $5 considering that the discard is only really valuable when you draw 2 actions dead, but that's what it has to be if it's a Smithy +.

Another idea:

Crowded City
Action - $4
+3 Cards
+3 Actions
Discard an Action card (or reveal a hand with none)

One of those cards you really have to think about playing - it's terminal draw (functionally the same as Smithy in BM), but if you want to use it in an engine (which it enables) it has complexities Smithy doesn't

My original version costed 4$ and had the discarding mandatory, while only giving an Action if it was an Action card. The reason I changed it was that I tend to end up with 4$s and 3$s all the time, and have to make a willing effort to push them into 5$ territory. So I did here... Would that 4$ version be better? Alternatively, I could just add +1Card whenever you discard an Action card. Basically this makes Delegate a Smithy that transforms another Action card into a Village (instead of just a Necropolis). This actually looks a tad too strong to me?

5
Variants and Fan Cards / Re: Asper's Cards
« on: November 19, 2018, 04:03:06 pm »
Aaaaand some more...

I tried a similar concept before under the name "Inventor", but it did something slightly different and I really hated the art I had picked... Not sure Loyal subjects needs to have that special on-trash.



Also, when I did the original Spellcaster batch, I had a card called Shaman, which was just +2 Cards, you may cast a Spell". It was dropped for being too bland, so I added a little twist:

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 17, 2018, 04:00:15 am »
Heretic
$4
+1 Card
+1 Villager
If you have 4 or more villagers, each opponent gains a curse.

Heretic:
Another one that seems kinda cool in principle, but it also looks a tad weak. Perhaps if it drew two to discard two, like Young Witch? Or if it was +2$, +1 Villager base for 5$. Terminal +1 Card is just really, really bad.

Man, +1 villager +1 card is better than +1 action +1 card.
It is a non-terminal curser which requires some build-up.

Sure, but you have to play it as terminal +1 Card at least three times first, which really sucks. Anyhow, I didn't pick my winner for balance reasons. I just excluded cards that I thought were in principle unbalancable.

7
Variants and Fan Cards / Re: Asper's Cards
« on: November 16, 2018, 11:26:31 pm »
So, I considered doing a few more cards of the mechanics that I didn't do much with, yet. Grimoire is a Spellcaster-Treasure (quite obviously the theme is influenced by the Weekly Design Contest). I also considered an Attack that cared about the Feats you accomplished, but I'm not sure what I want there.





I'm also still pondering replacements for that "draw your deck" achievement. It's one that rewards players who are already winning and is the most board dependent... Perhaps I should just make all of them about gaining cards, like "gain a Copper" or "gain nothing at all in your turn"?

8
Variants and Fan Cards / Re: Asper's Cards
« on: November 16, 2018, 08:10:50 am »
Apparently when I re-did the Spells with the new Wand icon, I forgot to do Dexterity. Oops. I added the old one to the OP for now, but will add the version with the new icon when I get to it.

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 15, 2018, 12:38:13 pm »
Sorry for taking so long. I was torn between several cards. Also, I was writing it up at work, and stuff happened...

So, about all of them, in alphabetical order (sorry for the lack of links, I'm rushing down right now).

Angry Mob:
Seems very good for 3$. I like the Villagers better than the Coffers variant, but removing Villagers still kind of feels like it should cost 4$ (assuming a roughly similar strength to Coffers, this is roughly Cutpurse levels). And you can even open two of these. Even if they collide, you steal more tokens from your opponents than you need to play both. Once an opponent's Villagers run out, this is 5$ material, too.

Arms Dealer:
This has the same issue most trash-from-hand attacks have: It helps your opponents most of the time. And if you ever manage to make them trash a good card, like by playing a Militia first, it can be really harsh. Also, yes, multiplayer is a thing.

Braggart:
It's fine, but I feel a non-attack version that makes you gain a card costing up to 6$, with each other player being allowed to gain a card costing 2$ or 3$ less, would be a better variant of this base idea.

Con Artist:
Much better with the changed wording, as now early hands with Coppers can actually block the attack. The fact that it doesn't hit players with 3 or more Coppers in hand also makes it unlikely to hit early, where replacing a card in hand with a Copper is most likely to help them. Still, it kind of bothers me that the attack is double-edged, after all.

Curfew:
You can't really skip this because of the huge bonus it gives, and the fact that the attack only harms users of the attack (unless there are much more expensive ways to use that token) makes it not really less mandatory. It's a bit too self-absorbed for my taste.

Cursed Tome
Love the flavor here, although arguably a Tome sounds like a Treasure. My main gripe here is that I think it would be more easy to trigger and less board dependent if it used a Cornucopia-esque "4 or more differently named cards in hand" to trigger  cursing. Still a favourite from the start.

Demagogue:
Appears harsh at first, but people still have the option to choose. It follows a similar design idea as my Necromancer, without recycling the knights attack. Well, and Necromancer again is basically a Rogue variant. I'm not sure why I'm not really feeling this. It's a fine design.

Drunkard:
Bonus points for the originality. However, this is still a directed attack that only hits one player. It also delivers the revenge to the attack with itself, meaning it doesn't really provide a bonus to gain this.

Enforcer:
Another cute one. I originally was afraid the bonus was a bit too friendly when comparing the card to Legionary, but at the same time I feel that a 2 card hand is rather cruel. This isn't bad, but the brutality of the discard makes me feel it wouldn't be horribly much fun to play.

Extortionist:
A bigger Cutpurse. Not half bad. The only flaw this has is that it's a bit uninteresting compared to some other cards.

Frith Guild:
Fine. However, I feel this would be better if it made you discard to 4 either way. First, it allows getting rid of an Attack card to dodge further attacks, and also it would allow triggering Firth Guild itself.

Heretic:
Another one that seems kinda cool in principle, but it also looks a tad weak. Perhaps if it drew two to discard two, like Young Witch? Or if it was +2$, +1 Villager base for 5$. Terminal +1 Card is just really, really bad.

Infiltrator:
Also okay, but being a "fixed" Spy it doesn't seem overly interesting, and, like Spy, a tad too slow for a cantrip.

Land Dealer:
This is also perfectly fine, but another one that just didn't excite me much. And of course it's limited to only a few uses before it stops doing anything.

Mob:
I agree that this feels very oppressive, and the fact that playing BM allows you to dodge this completely doesn't make it better. I also don't like that this hits double if it hits. I'd probably like it more if it gave the attacked player a choice between trashing OR gaining a Ruins.

Negotiation:
A bit like a one-turn Embargo... I feel considering its cost and the fact that it might actually be so no other player even wanted to gain that card (and you can't block Victory cards) it's too weak. Also, it should probably say "At the start of your next turn" instead of "When you discard this from play". Not bad, anyhow.

Pretender:
I agree to the issue that often this won't feel like an attack. Sure, it sucks to play +Coin cards, but +Card cards become awesome. It also leads to issues if another player plays an Attack or a Throne Room + another Pretender. Like Braggart, I feel this would be better if it were a non-attack implementation of the core concept.

Regicide
This was one of the cards I was torn between. I like the novelty of the attack. My main worry was that it could lead to unpleasant experiences, because that kind of attack tends to whiff and if it doesn't, it feels really annoying to be hit by it. The first player advantage I think is mitigated a tad by the cost of 6$, but in general I'm not a huge fan of this kind of attack. Sorry, but that's the thing with jury decisions - they are very subjective. A grand submission anyhow.

Sorcerer:
I like this a lot! Obviously if one of the Hexes is Miserable, this is just a terminal Coffers very quickly. In fact, the actual bonus is a bit meh to me; Coffers are everywhere these days. Also, the base idea has been thrown around in the forums already (by you, perhaps?). So that's going against it... Apart from that, cool.

Stowaway
Glad you decided to put the attacking part in the current turn. It's a slightly more aggressive Haven/tactician, so my main gripe is that it doesn't feel terribly innovative. Otherwise it's neat.

Tax Collector:
This seems too brutal to me. I also believe that to make it it feel less brutal, you would have to change it in a way that would make it resemble other cards like Bridge Troll too much. Or, I gues, make it a one-shot? It's innovative, so that's a plus.



The finale was a triple between Regicide, Sorcerer and Cursed Tome.

The winner is Cursed Tome by GazBag. Congrats and thank you to everyone who participated.

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 15, 2018, 09:17:16 am »
About Drunkard, it generally counts as an Attack to make opponents take something bad (e.g. "Miserable" or their "-1 Card" Token). Taking that bad thing is what Moat keeps from happening.

Drunkard however is not taken, it is given. I find it unclear how Moat should interact with this, as the hit player technically isn't told to do anything.

OK - kind of like how Masquerade isn't an Attack, then?

I've reworded Drunkard to be "The player to your left takes this card into their play area", does that work for you?

Sorry for taking so long to reply to this.

Not really like Masquerade... More like, uh, Possession? Or if Ambassador told you to put the card in another player's discard pile instead of making them gain it, or if Swindler had you trash the cards from the top of other players' decks... It just seems like something you don't want to create an precedent for if you can avoid it. "Hey, I am not affected, does that mean my play area is not affected?". If it's YOU doing stuff when attacked, then you not being affected is more clear. So yes, I will accept the new wording.

That said, I'm writing up the results right now...

11
Puzzles and Challenges / Re: Can you infinitely play nesting Black Markets?
« on: November 14, 2018, 10:41:09 am »
Since with Doctor, you put the revealed card back in any order, it's clear that they have been moved in the process of being revealed.

Indeed... but I think it's an inconsistency, because Wishing Well does not tell you to put the revealed card back.
I think reveal always comes with an implicit "after finishing revealing, put this back to where you revealed it from". Although I am not sure if it is always clear when the revealing ends exactly.

It does. You are only told to put them back if you can reorder them or if it's one of 3 or more options for where the card can go.

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 14, 2018, 08:50:35 am »
I don't really like my current submission, so I'm going to cancel that one and make another one. Quick question for anyone in particular: We all know that Masquerade doesn't count as an Attack, but if only each other player had to pass a card would that make it an attack? There's other parts to my idea, but would that by itself be an Attack?

If you reveal Moat, are you skipped when passing cards? Do you receive a card, but not pass any? The other way around? Arguably, Minion "attacks" you just as much as the other players, and I wouldn't expect a self-Cursing Witch to be anything but an attack, either. So, to more or less answer your question: I wouldn't expect such a card to win this round.

Speaking of which, I am going to pick the winner in about 24 hours.

13
Puzzles and Challenges / Re: Can you infinitely play nesting Black Markets?
« on: November 14, 2018, 04:18:22 am »
I remember this being discussed before with Lookout trashing Overgrown Estate. Is there a rule out there that says that when a card is revealed from the top of a deck, it is temporarily considered to not still be the top card of that deck?

Lookouting an Overgrown Estate indeed draws a non-revealed card.

14
Variants and Fan Cards / Re: Snowline fan-based expansion.
« on: November 14, 2018, 03:08:38 am »
It's too strong, but I really like the general idea of Vigiles.

15
Variants and Fan Cards / Re: Asper's Cards
« on: November 13, 2018, 09:41:19 am »
So this hedges against Borrow and handsize attacks. Probably not all that well as you will often Predict the village pile and usually you play splitters and draw before payload.
I think this is a bit weak and binary, especially compared to the similar Adventure Events. So how about combining drawing with sifiting, e.g. something like 'draw a card, then if you have more than 6 cards in hand, discard down to 6'?

My reason to cost it at 6$ was that, no matter which card you choose, it's basically a Laboratory. However, it's one that you don't need to redraw to play again. It suffices if your opponent, or one of your opponents, plays a copy of the picked card.
That on the other hand may make it too boring. Unless you pick a card that isn't gained or the game is rather sloggy, it doesn't make such a huge difference which card you pick. About sifting, I fear it would slow down the game too much.

16
Variants and Fan Cards / Re: Asper's Cards
« on: November 12, 2018, 04:44:37 pm »
Oh, and I also fixed some error on Well and added a new Event.



Given that you'll usually buy it after you know what for, that's not all that great a name, but well... I originally wanted it to give coin tokens when others gained the card (would have called that "Toll") but that seemed a bit obvious.

17
Variants and Fan Cards / Re: Asper's Cards
« on: November 11, 2018, 08:31:18 pm »
Added Fame cards to the OP. Headhunter is now a 2$, the Attack feat for now has been replaced by another gaining condition, namely Gold. Also I playtested Cliffside Village with a friendly Border Village interaction (each other player may gain a cheaper card) and it felt just fine.

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 10, 2018, 10:11:29 am »
About Drunkard, it generally counts as an Attack to make opponents take something bad (e.g. "Miserable" or their "-1 Card" Token). Taking that bad thing is what Moat keeps from happening.

Drunkard however is not taken, it is given. I find it unclear how Moat should interact with this, as the hit player technically isn't told to do anything.

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 09, 2018, 09:56:19 am »
I'm with scott_pilgrim here. Effects under a line are not triggered on play (they don't even count as "instructions", see Enchantress), and therefore it's highly dubitable they warrent the Attack type.

A card without an actual "on play" attack portion has a 0% chance of winning this round.

20
Variants and Fan Cards / Re: Reaction cards
« on: November 09, 2018, 08:10:44 am »
I think you inconsistently throw together conceptual (or what you call "card") complexity with both rules complexity or emergent (strategical) complexity.

For instance, you talk about liking "card" complexity as with Split piles, Travellers or cards that do several things or have lots of text. That's what I call conceptual complexity. Then you go around talking about Empires and its alternative ways to green. The most noteworthy way Empires affects greening is through Landmarks. Landmarks are one single card, with one single concept on them. No such thing as conceptual or "card" complexity. Not on Groundskeeper or Sacrifice, either. What has such complexity are split piles, and I doubt that most people would name it as their favourite mechanic of the set over debt, VP tokens or landmarks.

About my own cards supposedly being conceptually complex, you will find that what you named are categories, not individual cards. That's because I have gone the Duration/Reserve approach for all of my new mechanics, by doing them often enough to make learning the new rules pay off. You learn Edicts, Spellcasters or Seasons once, and after that you will find that the individual cards are very simple. Neither Sanitarium nor Snow Witch, nor Wizard are complex concepts. Not more than Haven is once somebody explained Duration cards to you, or Ratcatcher after you understood Reserves. And you'll find you didn't see me complaining about the Artifact mechanic, or about Reserves or Projects. You WILL see me complain about specific members of these groups, like Capitalism. Because Capitalism doesn't become simple once you understand Projects.

What's your opinion on Necromancer? By chance, I made a Necromancer before the official one, and both revive cards from the trash. Just that the official one has twice as many differently named cards coming with it and turns over cards to mark them as played. Is THAT your type of complexity?

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 09, 2018, 05:49:23 am »
Asper, would you except a faux-Attack card like this?

No. I love the little detail of the skulls at the top, though.

I also won't accept cards that harm other players without having the attack type (no IGG, Noble Brigand is fine) nor cards that have the Attack type without needing it.

22
Variants and Fan Cards / Re: Asper's Cards
« on: November 08, 2018, 06:27:22 pm »
Hey Nflickner,
great to have you back!
Say, was that second "n" always in your name? I must have written that wrong so many times then... Sorry  ;D

I use the card image generator on and off. My main gripe with it is the fact that it only bolds keywords it recognizes, and so I have to re-do all of my cards in my own template when I want to upload them to fds' German sister forum, anyway. As a result, I never tried to create an Edict with it.

It's noteworthy though that the reason I colored Edicts blue was to mirror Reactions, much like how Events mirror regular Actions, Landmarks mirror Victories and Hexes mirror Curses. So it actually would make sense to use the default Reaction color instead. I didn't quite hit it back then, but it's worth a thought. Certainly it would make it easier for others to do their own Edicts.

Which should make clear that I don't mind you doing your own at all ;)
I'll try to remember sending you my template link via pm tomorrow. If I forget, please remind me. It's for Gimp, though.

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 08, 2018, 06:06:08 pm »
Yes, I meant to make it Action-Attack. Mostly because I wanted the attack effect itself to be new/exiting and feared that Treasures or Night cards would shift the focus to the pecularities of these types. Similar reason for disallowing Travellers and such.

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 08, 2018, 01:51:03 pm »
So, new challenge:

Make an Action-Attack card.
Tertiary types are allowed.
Reusing official components like tokens is allowed.
Strictly one card, so no split piles or Traveller lines.
Please make a new card, don't reuse your older ideas (as good as they may be).
A fitting name would be great.

25
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 08, 2018, 07:44:00 am »
Oh wow! Thank you :)
I certainly didn't expect to win this one, given how many cool ideas there were this time. I guess with a bidding mechanic, I kind of cheated on the balance front  ;D

I am going to post my challenge later today, when I thought of something worthy.

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