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Messages - Asper

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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: Today at 05:04:01 am »
My personal favourites are Ransom, Coffin and Molten Gold. They all have a unique but elegant catch.

For Molten Gold, I think the Reaction part should be tweaked a bit, as right now it's barely better (if at all) than playing it. Also it not working against attacks is sad.

I like that Coffin costs 4$ and is a Silver with a downside on play, unless you have two of them in hand. Which makes it even more meaningful that it costs 4$, as you can't open with two of them.

Ransom will be broken good with trash-for-benefit cards like Salvager, Bishop or the Remodel family. But not in a bad way. It looks fun. The name is a bit meh to me, though.

2
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: September 19, 2018, 04:04:28 am »
Thinking about it, every Reaction card that is just revealed can be worded as an "any number of times" - including Secret Chamber.

If Basilica was a real card, I'd of course make it "Trash any number of cards from your hand. Discard any number of cards for +1$ each." instead of the loop.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 19, 2018, 03:25:12 am »
I altered the top of Quicksilver to something I didn't steal  :P

New version:

Quicksilver, Treasure - Reaction, 2$
1$
When you play this, you may discard an Action card, for +2$.
---
At the start of your turn, you may reveal this from your hand, to set the number of Actions you have to 2.

Old version:
Quicksilver, Treasure - Reaction, 2$
1$
When you play this, if you have more than 5 Action cards in play, +2$.
---
At the start of your turn, you may reveal this from your hand, to set the number of Actions you have to 2.


Edit: I misread the rules in the OP and forgot I had to post the new version here  :-[

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 18, 2018, 05:06:37 pm »
Darn, I knew Quicksilver's top seemed familiar. I wanted it to be more interesting than a fixed amount, but the main catch was starting with a free Action if you have one in hand at the start of your turn.

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 18, 2018, 01:03:59 pm »
Quicksilver, Treasure - Reaction, 2$
1$
When you play this, you may discard an Action card, for +2$.
---
At the start of your turn, you may reveal this from your hand, to set the number of Actions you have to 2.

6
Dominion: Renaissance Previews / Re: Dominion: Renaissance on RGG's website
« on: September 17, 2018, 03:44:00 am »
Some day there will be "lame token joke" tokens. You can spend them to be redirected here.

There will also be "opinion on the quality of jokes" tokens, which you can spend to summon Asper.

Usually it suffices to say my name three times.

7
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: September 17, 2018, 03:36:10 am »
I was just too lazy to copy over Secret Chamber's reaction text, because I originally intended to post its top. Apparently trying to invent something was a mistake. So:

Chamber of Secrets, 2$, Action - Reaction
Do this any number of times: Discard a card for +1$.
---
When another player plays an Attack, you may first reveal this from your hand for +2 Cards, then put 2 cards from your hand onto your deck.

8
Variants and Fan Cards / Re: Weekly Card Design Contest
« on: September 16, 2018, 05:41:49 pm »
Weekly sounds great. The other contests died because they were huge commitments for the people organizing them, and this seems much more doable. Also I feel that with only one (subjective) judge, it's less "serious", which could be refreshing.

9
Dominion: Renaissance Previews / Re: Dominion: Renaissance on RGG's website
« on: September 16, 2018, 06:21:35 am »
Some day there will be "lame token joke" tokens. You can spend them to be redirected here.

10
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: September 16, 2018, 06:17:38 am »
Challenge: Infinite Play
Create a balanced card costing up to $6 with either "Do this any number of times" or "You may play this again" in this card text.
Hard Mode - You can not assign a condition to the text allowing you to play the card infinitely many times (no "if" or "to" statements in front of "you may play this again".)

Basilika, 3$, Action
Do this any number of times:
Discard a card for +1$ or trash a card from your hand.

11
Variants and Fan Cards / Re: Asper's Cards
« on: September 16, 2018, 06:11:59 am »
I think the question right now isn't so much strength, it's making the card interesting. Even if the card was perfectly fine strength-wise, if you never ever used it to gain anything but Wisps with it, that stinks. I could just as well limit it to Wisps in that case, and that would be a bummer.

12
Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: September 12, 2018, 08:03:49 am »
Quote
Still evolving Mastermind - Action - $5
+1 Action
+1 Card
+1 Buy
At the start of Clean-up this turn, you may choose two cards you have in play. If you discard them from play this turn, put them on the bottom of your deck in any order.
-
Directly after resolving an Action, you may discard a card to play this.

This is pretty similar to

Quote
Still evolving Mastermind - Action - $5
+1 Action
+1 Card
+1 Buy
You may discard a card for +1 Action.
At the start of Clean-up this turn, you may choose two cards you have in play. If you discard them from play this turn, put them on the bottom of your deck in any order.

Not the same, but not all that different, either.

13
Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: September 10, 2018, 01:56:57 pm »
This doesn't look all th atexciting. Scheme is so good because it reduces risk whereas this doesn't. It is really more of a Market Square with some cherry on top.
I don't get the below-the-line stuff, it indicates that this card allows you to trash/discard a card to play it which would make it far too strong (cantrip trasher).

When one of your cards is trashed or discarded, you may play this from your hand.

This might be the wording you are looking for and it is simply a mess rule-wise due to the discard phase and due to trashing out of your turn.

I agree to most of what you said, but this isn't unsolvable. You could do something like just adding "during your Action phase" and probably specifying that the card has to be discarded/trashed from your hand. Yes, it allows drawing a card and getting an Action in the middle of another card, but the draw at least isn't worse than e.g. Overgrown Estate. I think the fact that the card itself is nonterminal introduces tracking annoyances, though. Somehow I'd like it better terminal. Drawing also has the issue of drawing further Masterminds and using them on the same trigger. Here's my (not so great) attempt at a version:

Mastermind, Action - Reaction
+3$
You may put one of the cards you discard from play this turn onto your deck when you do.
---
When you trash a card from your hand during your Action phase, you may play this from your hand.

14
General Discussion / Re: TV shows
« on: September 10, 2018, 03:30:18 am »
I watched BBC's "In the flesh" recently. It was slow (or perhaps 50 minutes worth an episode is just too much for me), but I stuck around untill the end and didn't regret it. Some scenes are gold, although later on I feel one antagonist does an unexplained 180 turn in their motivation. Maybe I just didn't understand some things, though - sometimes the british is very thick...

15
Variants and Fan Cards / Re: Asper's Cards
« on: September 10, 2018, 02:29:47 am »
I agree with LFN. Swamp with $1 seems balanced. At $5 you get Swamp + Imp which is like a weaker Bazaar. The best deal is to get WoW + Swamp at $3 as WoW draws Swamp but Swamp is still only a Copper as long as you don't add other cards that need the actions. And if you add those cards WoW gets weaker and Ghost gets better. Also Ghost hitting Swamp is not as bad when Swamp has $1.

I don't think you agree with LF, because what he meant was costing it at 1$, not giving it +1$. Giving it a nonterminal +1$ is not really an option, as it makes the card better when it is already good enough and doesn't improve any of its (potential) issues.
I think it is pretty clear that LFN suggested to convert Swamp into a Squire:

If the whole package is too weak, Swamp could give +$1. Or, to not add an extra line, it could give +3 Actions.

Wow, yes, I misremembered... Sorry, Qvist. I still don't think I like that option too much. It doesn't seem to me that the card is overly weak right now, and it makes loading up on the even less hard.

16
Variants and Fan Cards / Re: Asper's Cards
« on: September 09, 2018, 10:03:27 am »
I agree with LFN. Swamp with $1 seems balanced. At $5 you get Swamp + Imp which is like a weaker Bazaar. The best deal is to get WoW + Swamp at $3 as WoW draws Swamp but Swamp is still only a Copper as long as you don't add other cards that need the actions. And if you add those cards WoW gets weaker and Ghost gets better. Also Ghost hitting Swamp is not as bad when Swamp has $1.

I don't think you agree with LF, because what he meant was costing it at 1$, not giving it +1$. Giving it a nonterminal +1$ is not really an option, as it makes the card better when it is already good enough and doesn't improve any of its (potential) issues.

17
Variants and Fan Cards / Re: Asper's Cards
« on: September 08, 2018, 01:48:04 pm »
So, I thought about Swamp, and maybe the solution to make it less spammable is to just make it terminal. No issue with Ghost, fine with Imp, but as you can't play loads of them easily, it's less trivial with Wisp.

Maybe something as simple as +2 Cards.

Another option would be a one-shot (no "if you do"), because that likes Ghost and Imp. So some options for the top would be:

Trash this. Gain a card costing up to 4$.

I think I favor the terminal solution, though I bet there's something better than +2 Cards to find. Maybe just something like +3 Cards, discard a card. Although sifiting probably favors Wisp again...

18
Variants and Fan Cards / Re: Really bad card ideas
« on: September 07, 2018, 04:36:46 am »
Even better:

Perfected Counting
Action
Cost: $4
If the number of cards in your deck is...
Even, +1 Buy
Odd, +1 Action

If the number of cards in your deck is...
Even, +1 Card
Odd, +1 Card, +1 Action

If the number of cards in your deck is...
Even, +1 Buy
Odd, +2 Actions

19
General Discussion / Re: TV shows
« on: September 07, 2018, 04:24:38 am »
I didn't take anything in the show as commentary on how medieval society was actually like. For me it's just a fantasy setting.

Maybe it's just me.

20
General Discussion / Re: TV shows
« on: September 06, 2018, 11:43:31 am »
I also liked Disenchantment. It's far better than any recent season of the Simpsons. Most importantly because it's actually funny.

I can't say much about recent seasons of the Simpsons, but after the first episode of Disenchantment, I didn't feel the desire to see more of it. It's the same pseudo-witty jokes relying on misconceptions about medieval society that made "medieval" Simpsons episodes cringey, plus two thirds of the main cast being deconstructions of tropes that haven't been played straight for ages by anyone, anyhow. If you were going to make fun of ever-happy elfes or un-princess-y princesses, you should have made that show 17 years ago.

21
Variants and Fan Cards / Re: Holunder's cards
« on: September 03, 2018, 07:32:44 am »
Astrologer seems fine for 2$, certainly not too strong. At the end of the day, the card is very situational. It supports trashing, but only non-Treasure trashing, and only if you have a discard pile. And it keeps Victory cards out of the shuffle, but only if you are going to shuffle this turn. Like Pearl Diver, it benefits from being better than nothing for a price point where you often can't pick up anything else, and that's good enough often enough. I wouldn't buy it for 3$,except on boards where I need specific Victory cards in hand, eg. Baron, Tournament or Forge, or where handsize plays a role, eg. Artificer.

22
Variants and Fan Cards / Re: Asper's Cards
« on: August 31, 2018, 07:32:27 am »
Sorry guys, I intended to get back to your analysis and suggestions already...

For Swamp, generally I'd like to balance the card by its effect rather than costing it higher. There are several reasons for this, but the two major ones are, it's kind of sad if Wisp can't pick it up, and also I'd have to still change the base effect to make it good enough for Imp and Ghost. +2 Actions have already been my attempt at making the card a bit less attractive as a spamming target, but of course this also affects the attractiveness with Imp and Ghost. About the +3 Actions option, my biggest reservation here is probably that I already have a card that does that and gives an on-buy effect.

I considered that maybe something Crossroads-ish would be a nice fit, in the sense that a card with a wording like "if this is the first time you play a Swamp this turn" would still work fine with Imp, but make it far less spammable for Will 'o Wisp (and less of a spammable card in general). Perhaps even something like "If you have no other copies of this in play" to make sure Ghost can still double it. These are just ideas, but the main idea is, make it less of a spammable card. It could also be something like "draw up to 7", but sadly that isn't doubled with Ghost, which is sad.

23
Variants and Fan Cards / Re: Decadent Nobility
« on: August 31, 2018, 03:00:46 am »
I wonder how an Event that always makes all cards but the first cheaper would work:

Bridging, Event, 2$
Once per turn:
+1 Buy
All cards cost 2$ less this turn, but not less than 0$.

24
Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: August 31, 2018, 02:35:55 am »
I agree with the Commodore, I'm afraid. Putting cards at the bottom of your deck isn't uninteresting. It's just not interesting and colorful enough to warrant doing more than one or maybe two cards about. Pearl Diver is one card, Shipwreck is a second. This is covered.

It's a bit like how Imp and Conclave don't cover all the ground that "play what you didn't play yet" cards could cover. But they cover enough for it to make the remaining space less interesting than something else in comparison.

Also in general, if one card does something, it's unique. If a second card does it, it' s not only the second one which isn't unique now. Neither is.

25
Fugitive for a debt cost, like <6>, doesn't seem so bad?

Edit: Or how about 2$ and a Potion?

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