Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Asper

Filter to certain boards:

Pages: [1] 2 3 ... 135
1
Variants and Fan Cards / Re: Asper's Cards
« on: August 19, 2017, 02:43:45 pm »
It just occured to me that I can only use the "play this again" wording if Assassin uses the token.

By the way, I'm especially grateful for feedback that will help me decide which version to print. Of course I could also do TTS tests, but I don't have any play partners for that right now.

2
Variants and Fan Cards / Re: Asper's Cards
« on: August 19, 2017, 02:16:12 pm »
I think the last one works ok, though I am not sure the concept really works?

I like the "play this again" wording, you could change the +2$ to (for example) "draw up to six cards in hand", and then it doesn't matter you are doing the bonus twice. Although then assassin soft-counters itself.

Yes, that's still kind of the question. I felt that discard attacks wouldn't be as bad, as these are limited in how harsh they can get at worst. For the last version, if Assassin is the only attack card in the kingdom, the only player to really get hit by the additional topdecking is the player to your right, because the others are down to 4 already. For the version that checks all players, I think it still sort of hits the attacking players most. However, as soon as that other attack card is not a discard attack, I think this difference disappears. When you play attack cards on an Assassin board, you make life harder for everyone but the Assassin player, while for normal reactions, you make life easier for the reaction player instead. It's really not that much of a difference if you look at it like that, I think. The most important aspect I think is that your own attacks still hit. But yes, it certainly needs testing and analysis.

By the way, originally there were supposed to be more tokens and you would have to set aside the card similar to Horse Trader, but I decided against that for the very reason of it being a soft counter.

3
Variants and Fan Cards / Re: Asper's Cards
« on: August 19, 2017, 01:36:33 pm »
It occured to me that probably you could break it down to this:



If that doesn't work (for tracking purposes, I guess?), you could make it a "if the player to your right played an attack card last turn":



I kinda prefer the first because it doesn't care about seating order, but maybe that's a feature, not a bug? Either variant loses the ability to keep around the token for later, but I think it's just so much easier that I'd be willing to sacrifice that. What do you guys think?

4
Variants and Fan Cards / Re: Asper's Cards
« on: August 19, 2017, 12:08:44 pm »
So, there are a few things that get suggested a lot. Cards that reward you for having Curses, cards that are worth negative VP or give Curses on play, Reactions that deflect the attack, "Veto"-Reactions that keep you from getting the effect of a card you played... Most of these are ideas that don't work well in their basic form, but in some way or another they have nonetheless made their way into Dominion. Quest and a few Events and Landmarks from Empires reward you for having or even buying Curses, and Enchantress is as close to a "Veto" card as it'll get, I think. I did Minister to emulate "negative VP" cards, too.

So what about deflecting attacks? I never tried myself at making this concept non-horrible, so I felt, I got to write my master thesis, and fast. Why not give this a go instead? So, here goes a first concept for a Reaction that deflects attacks. Well, in fact it doesn't do that, but it attacks back harder when attacked.



My original plan was to have it play itself again, but that meant doubling the coin value. Halving the coin value per default seemed too bad to bother with. As is, the second sentence is a bit clunky, but "to make them do it again" could be understood to include players with only 3 cards left. I also tried "Lose your Revenge token to do this twice, otherwise do it once:" at the start instead, but that seemed weird because you don't "do" anything.

Please not that you can reveal an Assassin and put it on your deck after that. Revenge is a dish best served cold, they say.

Edit: I forgot, I also considered calling it "Retaliation Token" instead. What's better?

5
Variants and Fan Cards / Re: Asper's Cards
« on: August 18, 2017, 05:01:52 pm »
I updated the TTS templates in the opening post.

Furthermore, check out the cute new expansion symbol for the Spellcasters. I also buffed the "Harm" spell - or as certain members would say, it now attacks you, too.





Also, yes, I'm still not sure on the price for "Glory"...

6
Variants and Fan Cards / Re: Asper's Cards
« on: August 15, 2017, 08:01:38 am »
I have checked a few cards. All I gotta say is impressive work. Hard to imagine how much time you've spent on this, but congratulations on all the effort and hard work. I might try some if my friends are interested

Thank you  :)

7
Variants and Fan Cards / Re: King & Queen
« on: August 14, 2017, 04:13:21 pm »
My bad.

Not at all.

Guys, can we stay on topic?  You know, telling me how shitty my fan cards are?

They are shittier than better fan cards, but less shitty than worse fan cards.

8
Variants and Fan Cards / Re: Dominion: Pirate's Life
« on: August 14, 2017, 03:08:22 pm »
Pirate Cove as a Looter seems like it could work. That way, the additional Actions at least do something with the junk you gain.

9
Dominion General Discussion / Re: Night cards speculation
« on: August 14, 2017, 03:03:49 pm »
You could do it that way even if not optional. "Trash two cards from play when you discard this from play."

I'm assuming, hoping, Night is going to be used to achieve something altogether more novel and interesting though!

Mostly, yes. If you discard the card last, you won't be able to trash another card and will have to trash it. But on second thought I think I agree that's still close enough.

10
Dominion General Discussion / Re: Night cards speculation
« on: August 14, 2017, 05:38:02 am »
Not sure if this has been brought up, but what if there were two effects on the card a regular Day effect, and then a night effect that occurs after the buy

Village Blacksmith
$3
Draw 3 cards
---------------
Night: Trash 2 cards from play

Yes, it has been brought up. It really depends on the concrete implementation here. Your's is a good example for an effect combination that can not trivially be done with things we have already, as it's using cards in play as a resource. If the trashing was optional however, you could do a "When you discard this from play" wording.

11
Variants and Fan Cards / Re: Dominion: Pirate's Life
« on: August 14, 2017, 05:30:29 am »
About Pirate Cove, consider Bazaar. That's another Village that costs 5$. Would you say the +1$ is  stronger or weaker than a possible Curse? If you compare Familiar and Peddler, I get the impression that the Curse is much stronger. This has the case only in some cases, but also gives one on gain IGG style. Either way, as Aquila remarked, it's not necessarily a combination of effects you would do.

12
Variants and Fan Cards / Re: King & Queen
« on: August 13, 2017, 07:45:05 pm »
I actually kinda like the Province trashing on Queen, but I think it would be more interesting on a card that does it as an advantage for you. My main problem with such uses would be the overlap with Salt-the-earth. Anyhow, I think Salt-The-Earth shows that a combination of trashing VP cards and getting VP tokens clearly makes sense. Queen just shouldn't be able to go nuts as much with that. If it was something like "At the start of each of your turns for the rest of the game, you may trash a Province from the supply, and if you do, +3VP", maybe it would be easier to balance?

13
Variants and Fan Cards / Re: King & Queen
« on: August 12, 2017, 04:45:23 pm »
it also provides an infinite supply of alt VP.

Eh, not so much.  By the time you buy this super expensive card, and play it, people will be buying provinces.  Then add on top of that the province trashing, and the game won't last much longer.  Not very infinite.

It is very infinite if you have Overlord, Crown, Lurker, Mandarin, Raze and Watchtower in the kingdom.

The thing is, though, you're not bound by anything other than how much time you have left. Gaining the VP itself doesn't drain out the supply of VP that's still available to you. That is a very remarkable quality because Victory cards don't have it. Even almost all + cards drain something that is a prerequisite for getting the +, although sometimes the supply is large enough for it to be not very big of a concern (such as in Goons' case).

"Neat and potentially useful card interactions" material.

14
Variants and Fan Cards / Re: King & Queen
« on: August 12, 2017, 09:02:13 am »
As worded, you could make an argument that the first King you play in a turn will immediately play itself again. You play it, it sets up the effect, you finish playing it, the effect triggers.

That's why I put an edit that it should say "another card".

Oh. Right. Sorry for that...

15
Variants and Fan Cards / Re: King & Queen
« on: August 11, 2017, 08:30:01 pm »
As worded, you could make an argument that the first King you play in a turn will immediately play itself again. You play it, it sets up the effect, you finish playing it, the effect triggers.

16
Variants and Fan Cards / Re: David's Cards
« on: August 11, 2017, 01:39:34 pm »
Archer seems really brutal. By naming dead cards like Estate, you make sure this attack is always as bad as Militia. I once suggested an attack that had opponents deveal all but three cards from their hand and you deciding whether they should discard or topdeck them, which was later scrapped for how annoying it was. This seems to be similarly frustrating to me on first glance.

Designer Rework does not work as intended. While the BoM-Hermit interaction implies that a card is still where it comes from the exact moment it's trashed, the Transmute-Inheritance wording implies this ends as soon as another sentence starts. It's weird, I know. Either way, this means the card isn't in your hand anymore when its cost is checked. What you want this to do is increase the cost of cards in the trash by one instead.

Is Weaponsmith "While this is in play" or not? It lacks a dividing line. Personally I would leave out both the line and the "while in play". That makes its special effect throne-able, but that's alright. Treasure should be capitalized and a . is missing. You might want to consider making the trashing optional.

I agree with everything trivialknot said on Wet House.

Inflation has the issue that with a card like Highway it's unclear which order they get applied in on e.g. Copper.

Road is a bit on the weird side. It's hard for me to put it into easy words in fact. Basically it seems to be a Highway-Market, where you only get the cost reduction effect if you spend the same total on cards first, and otherwise screw yourself over with debt. I think this has all too much going on. It's also not the type of name I would associate with a Potion cost. And yes, I have a card of the same name (and similar look), but it's mostly a matter of telling them apart. It's not like I own the name.

17
Variants and Fan Cards / Re: Dominion: Pirate's Life
« on: August 10, 2017, 05:34:20 pm »
Blessing: This is another one that appears here often. If you have no more than two, they are only ever worth as a defense against Cursers. If you have more, you could go buy Curses yourself, but that would need a lot of buys. Again, I think this is too good when it's good, and too weak the rest of the time.
You think it is too weak even without Curses with the Reaction effect it has?
[/quote]

I guess the reaction effect can be really good in some engines, as it allows you to buy cards costing up to 3$ for 0$. This is great with Buys and cost reduction. The parts are more or less contrary, though, aren't they?

18
Dominion General Discussion / Re: Night cards speculation
« on: August 09, 2017, 11:10:54 pm »
Maybe you play Night cards after someone else's buy phase, not your own? Or, maybe the Night cards trigger something involving all players that needs to happen (sort of) between turns - kind of like the bidding with Mountain Pass?

Well, at least the latest one would mean that Night cards can't happen between Buy and cleanup phase, as was widely considered to be implied by the blurb.

19
Dominion General Discussion / Re: Night cards speculation
« on: August 09, 2017, 02:33:51 pm »
I'm not sure how this is related to night cards. I get the idea that a card changes between two abilities by being exchanged on every play, and that's a cool idea, too. But I don't see the connection to Nights if they indeed are a phase of the same turn. After all you won't discard a bat until the cleanup phase, which happens after Night (probably). Are you thinking about playing Bat in your action phase, changing it to Vampire and playing it again at night, then changeing it back? Because in that case, why would you need two physical cards for that?

My plan was for you to play the Vampire in a later turn, during that turn's Night phase.

Okay, so it wasn't really about what Night cards do or how they are played. That got me confused.

20
Variants and Fan Cards / Re: Dominion: Nocturne^^
« on: August 09, 2017, 02:31:41 pm »
So maybe bat could be a night card that costs nothing to play, altough you give up the opportunity to play it as a cantrip then.

BAT (Action - Night)
If it is your Action Phase, +1 Card +1 Action, gain a Bat.
If it is your Night Phase, gain a Silver and exchange this for a Vampire.

This has a problem I tried to identify in my "night cards speculation" thread, namely that it comes down to a "choose one" card:
"Choose one: +1 Card, +1 Action, gain a Bat; Gain a Silver and exchange this for a Vampire."
I know in your example you gain the Bat during your Action phase and the Vampire later, but that will hardly matter most of the time.

The "paying coins" mechanic also has a downside, in that it could work with debt tokens instead. However, tokens are a relatively fiddly way to implement this concept in comparison.

21
Variants and Fan Cards / Re: Dominion: Pirate's Life
« on: August 09, 2017, 01:50:05 pm »
Yeah, I won't exclude myself from this, but even the replies are so long that it's hard to make oneself read them. So here's a TLDR of my reply above:

Good:
Recruitment
Contribution
Stock Market (general idea)

Bad:
Pirate (unfun)
Impostor (unfun)
Astrologist (weak)
Ravisher (complicated)
Mermaids (complicated, doesn't work as intended)
Pirate Cove (overpowered)
Blessing (unbalanceable)
Cleaning Maid (weak, leads to infinite games)

Okay:
Aztec Gold (assuming my suggested wording)
Investment (a bit bland)
Collective Effort (fine, but too similar to HoP)
Bargain (needs work)

22
Variants and Fan Cards / Re: Asper's Cards
« on: August 09, 2017, 10:55:51 am »
I removed Mistress. It just doesn't do anything special enough that deserves the Seasons type.

23
Dominion General Discussion / Re: Night cards speculation
« on: August 09, 2017, 09:49:43 am »
I am pretty sure that Donald X did not miss the chance to follow the flavor that vampires or werwolves have: At night they turn into someting different. The bat becomes a vampire, the blacksmith turns into werewolve, the statue changes into the spooky women. Nocturne's flavor text hints into this direction too.
Then, why not have them change back after the night.  So, Bat could have a Hermit-like clause, "When you discard this from play, return it to the supply and gain a Vampire from the Vampire pile," and Vampire could say "When you discard this from play, return it to the Vampire pile and gain a Bat."  Making one-shot Night cards would also somewhat solve the stop-card issue.

I'm not sure how this is related to night cards. I get the idea that a card changes between two abilities by being exchanged on every play, and that's a cool idea, too. But I don't see the connection to Nights if they indeed are a phase of the same turn. After all you won't discard a bat until the cleanup phase, which happens after Night (probably). Are you thinking about playing Bat in your action phase, changing it to Vampire and playing it again at night, then changeing it back? Because in that case, why would you need two physical cards for that?

24
Dominion General Discussion / Re: Night cards speculation
« on: August 09, 2017, 09:42:14 am »
Yes, that would be another way to achieve a similar effect, and would have that benefit.  I'd be worried about interactions with the lose-track rule if cards started having discretionary effects from the discard pile.

Quote
Why do we need "Duration" or "Reaction"?  It reminds us that there's something to be done at a weird time.

Hermit is not lost track of. Both at the moment a card is discarded and while it is being trashed, it is still technically where it was coming from. This becomes apparent from the fact that Band of Misfits as Hermit can be successfully trashed for a Madman. So in my opinion Hermit's wording is a strict upgrade. This also answers the second question: Because Hermit needs no special type.

Edit: Also, of course we can be friends :-)

25
Variants and Fan Cards / Re: Dominion: Pirate's Life
« on: August 09, 2017, 09:37:55 am »
I'll try to say a few things on the cards. In general, I would suggest you include images of your cards when you want feedback. If you want feedback, that is. If you don't want feedback, I guess I'm sorry, because here it comes nonetheless:

Astrologist: As Wero said, this is a delayed Ruined Library. Sure, you can stack a lot of them to get a lot of card draw at once, but you're basically killing your game for the mean time. That's never worth 4$. At least drop the price to 3$ and add an Action. About the reveal ability: I guess it means you know what you will draw before you do it, but as you'll have to draw that card sooner or later either way, the bonus is minimal. Not like the card allows me to sift past it. Also, it looks like it's supposed to interact with some other cards, but those are rare and the use of the effect is small.

Aztec Gold: Variants of this card have appeared here on fds countless times. A Gold that's cheap but curses you, hooray. The problem here is that on the first play of this card, the avarage coin value of the deck drops to a level below that you'd have if you had just bought a Silver. After that it goes downhill. Unless of course you have strong trashing. Generally, cards like this tend to be either too strong or too weak. I removed some of my own cards in the past because they had this issue. It's not really fun. A suggestion:
"Aztec Gold: Worth 3$. When you play this, each other player takes 1VP token."
This way, the card makes you fall behind in points every time you play it, but without clogging your deck. Probably it's still too weak, though.

Bargain: Why doesn't this just say "Trash a card from your hand. Gain an Action card costing up to 3$ more"? Oh, I guess because you might not want to gain the card you trashed? Also perhaps because it allows you to gain cards that have already been piled out (if they are in the trash now)? I'm not convinced this needs to be as complex. It's power is probably on the higher level either way, as you can make Coppers into 3$ cards and Estates into 5$s. On the other hand, it'll be useless sooner or later.

Blessing: This is another one that appears here often. If you have no more than two, they are only ever worth as a defense against Cursers. If you have more, you could go buy Curses yourself, but that would need a lot of buys. Again, I think this is too good when it's good, and too weak the rest of the time.

Cleaning Maid: This doesn't seem to do anything. With the exception of really specific boards and situations where it allows me to cause a three-pile, why would I wast a buy on this? It's not like my opponent couldn't just buy this themselves and return the cards again. The worst would be a situation where one player really wants the game to end and another wants it to keep going, e.g. because he needs another Province. They would just take turns emptying and re-filling the supply forever. I also don't see the combo with Bargainer - that card can just trash the target it wants itself.

Collective Effort: This card's idea isn't exactly bad. It's useless on boards without nonterminal cards, but a similar thing goes for Conspirator, and those boards are rather rare, either way. I don't see why it doesn't stack, though. Also, it maybe is a bit too similar and too easy compared to Horn of Plenty.

Contribution: I don't see anything wrong with this. The wording lacks a "when you play this", but that's a nitpick. In fact I kind of like this and think it adds something nice. Funny enough, I tried something similar with an Action card once (+3 Cards), but that one could discard anything and gained only Treasure cards. Yours is more flexible and can work for more boards :)

Imposter: This is too strong and comes close to being a directed attack. Early in the game, it will likely rob the player to your left of using their opening buys that shuffle. Sitting next to an imposter player gives one player an unfair disadvantage.

Investment: A bit too much text for me. It looks rather strong, but I couldn't say for sure it's too strong. Probably it's like Warf in that you want to consistently play many of these. It's a lot easier to do here than with Warf in fact, with the sifting and it being nonterminal. I can't see me discard an Action to this, though - simply because I'll likely already have plenty of Actions once I get this engine up and running. Then again, I'm not a good engine player.

Mermaids: Another one I've seen a lot, a Curse-Action. Ah well. First, the text is microscopic. Second, the idea that Duration cards don't do anything next turn if they are discarded from play inbetween is a misconception. The card staying out is a reminder only. If you e.g. use Procession or Bonfire to trash a Duration card after it has been played, it will also keep its effect. Third, are you supposed to be able to gain cards like Mermaids when a Witch is played? I assume not. Fourth, I don't like how this card allows you to trash a copy of itself to make each other player gain one and cause a 2-VP swing by that. If you use it all game long, you should have to keep the negative VP. Fifth, instead of using a new type, this could say "When you gain this, each other player takes 1 VP token.". The advantage would be that, while you still can use one Mermaids to trash another and deal them out to other players, you never get back that one VP you fell behind when you gained it.

Pirate Cove: This is too strong. It's a nonterminal Curser that even curses on gain. 5$ wouldn't be enough for this monster.

Pirate: I have nothing good to say about this. There's a reason Saboteur was removed from Dominion, you know.

Ravisher: Far too complicated. Very swingy. Also, in a game with many players, the chance to hit something gets smaller the more other players use this before your turn. I'm sure there's more, but it's really too complicated to wrap my head around just now.

Recruitment: This is fine. I wonder whether it would work better with a Menagerie wording that says "no duplicates".

Stock Market: I kinda like the idea here, but I think it's still rough around the edges. Perhaps this should not force you to play a Company. Rather it should make the play optional or give an entirely unrelated bonus instead. Technically, it could just pick a random card instead: "+1 Action. +1$ per every two cards that have been removed from the chosen pile. |Setup: Choose a random Action card pile in the supply."

Pages: [1] 2 3 ... 135

Page created in 0.112 seconds with 18 queries.