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1
Dominion General Discussion / Re: Interview with Donald X.
« on: October 24, 2023, 04:22:07 am »
Does Rising Sun have any "Whoops this card is flawed in concept" outtake cards that you can show us yet?
I'm looking at the secret history, thinking, "the secret history needs its fun too."

The secret histories are one of my favorite parts of a new expansion coming out! Have you done secret histories for some of your other games? If so where can they be found?

On BGG - recently I looked for all the threads he started there, most of which are secret histories. :)

2
Dominion General Discussion / Re: Interview with Donald X.
« on: June 16, 2021, 05:45:50 am »
Can you give away any reasons for the parting of Rio Grande and the prior German publisher Hans im Glück? I only found this BGG News post by W.E. Martin. To me, the official statements imply that HiG made the first step by shifting their Carcassonne license to Z-Man. I remember RGG having some issues with HiG though, like them spoiling the Hinterlands rulebook before Essen 2011. Would you say this played a role, or were there different issues in the background? Or was it just something like a financial disagreement?

I'm sorry, it's probably not a nice thing to ask about business relationships, but I thought maybe it is okay now that almost 10 years have passed. Thanks for keeping on doing the interview!

3
Dominion General Discussion / Re: Dominion: Menagerie
« on: February 28, 2020, 08:10:50 pm »
"a different thing"

I can't imagine an instruction where the best way to phrase it is with the word "thing". Hopefully it's my imagination that's lacking!

To me, the only thing that would make sense for this thing under the current ruleset would be a formal term for those things that Donald calls "card-shaped thingys". I'd imagine an effect that refers to buying anything (a card or an event) and then does something to a different thing (card or event or project). Like "when you buy this, you may buy a different thing for less" or something, i don't know.

4
Other Games / Slay the Spire
« on: March 04, 2018, 08:38:38 pm »
So I got this game on Steam about a month ago (http://store.steampowered.com/app/646570/Slay_the_Spire/) and must say I am super addicted, Steam says I've already sunk 47 hours into it... If anyone else tried it I would be interested in your opinion. Otherwise I can only recommend it. The game is yet in Early Access, but already very solid and has lots of replay value. They even added in a Daily challenge mode with hard rule modifiers last week.

Slay the Spire is often described as a mixture of a deckbuilder, a Rogue-like and a dungeon crawler. It is a singleplayer (PvE) game that you can play in ~2 hours per run.

The main designer is a big fan of Netrunner (he hosts the fan site stimhack.com). What bugs me about LCGs like Netrunner or Hearthstone is the metagame, that you have to build your deck in advance of the actual game, while considering thousands of possibilities and counters. In Slay the Spire, the deckbuilding part is naturally built into the game. Step by step during your run, you may add a card to your deck after each fight. There are some rare possibilities to get rid of cards as well. I really enjoy this idea of "procedural deckbuilding".

The two main "currencies" on the cards are Attack and Defend. You can see the enemy's intentions and play accordingly. This makes it quite interesting. Defending is very important because you don't automatically heal up your HP after a fight (and if you get killed, you must start from the beginning again).

The "playing the deck" part is working just like Dominion. You will shuffle quite often. There are some small differences. Cards are just played into the discard pile, so some infinite combos are possible. But they are hard to pull off because you only have 3 Energy to play cards regularly. Also, they won't work in every case because each enemy behaves differently.

You can collect Relics that give you special abilities which will make each run unique. Also there are 2 different characters to play with, each with a huge set of possible cards. One additional character will be added on the full release, but the two are already very very interesting.

5
Dominion: Nocturne Previews / Re: Nocturne Teasers
« on: October 21, 2017, 07:35:32 am »
Idol - Götze
Den of Sin - Spelunke (this translation doesn't have the ambiguity discussed above)
Pooka - Puka
Blessed Village - Seliges Dorf


I wasn't serious about Cthulhu

It seems there will be some Cthulhu in there. Just look for the artwork of idol on Joshua Stewart's page:D

6
Dominion: Nocturne Previews / Re: Nocturne Teasers
« on: October 20, 2017, 09:06:00 am »
Bard!
Thats a problem for the German translation I guess...

7
Dominion: Nocturne Previews / Re: Nocturne Teasers
« on: October 20, 2017, 09:00:21 am »
Night Watchman  :)

8
Variants and Fan Cards / Re: Dominion: Nocturne^^
« on: August 22, 2017, 12:26:27 pm »
Night Remodel is hurt a lot by the fact that it can't remodel Estates.  Usually Estates are the prime target for remodeling.  I could see this card costing $2.  That way you can turn coppers into Night Remodels, which can trash themselves for $4s.
Yes, but there are also heavy upsides to it.
- It doesn't cost an Action to play.
- You can still use the card that you trashed (especially strong with Gold -> Province).
This makes the rest of the turn significantly stronger. Maybe Remodel is actually not the best card to compare it with. The best comparison coming to my mind is Counterfeit and Procession.
Although... both let you play the trashed card an extra time... I guess there are already pretty strong trashers at $2, so it could happen at $2 as well...?

9
Variants and Fan Cards / Re: Dominion: Nocturne^^
« on: August 22, 2017, 09:52:24 am »
Another obvious Night card would be an in-play-trasher. Sorry for the uncreative name.  :D

NIGHT REMODEL (Night)
Trash a card that you have in play. Gain a card costing up to more than it.



And an alternative idea for the Heirloom effect:

HEIRLOOM (Treasure)
Worth .
Player Red may gain a Copper, putting it into their hand.

10
Variants and Fan Cards / Re: Dominion: Nocturne^^
« on: August 09, 2017, 02:17:46 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.


About Shady Dealer I'm not sure. I liked the idea of gaining any card, also and cards. Maybe you are right that it is too strong with too pricy cards available.
Maybe this then:

SHADY DEALER (Night)
Pay to to gain a card costing up to .


Night Worker might have a once per turn clause:

NIGHT WORKER (Night)
If this is the first Night Worker you played this turn, pay to take an extra turn after this one, but without a night phase.



Also I figured out that my Heirloom is really really wonky because it can trigger even the first shuffle earlier. How about "downdecking" instead:

HEIRLOOM (Treasure)
Worth .
Player Red may put a card from their hand under their deck to draw a card.


11
Variants and Fan Cards / Re: Dominion: Nocturne^^
« on: August 08, 2017, 01:40:06 pm »
The weird/interesting thing about this is that there's nothing in the rules of mechanics of Night cards that require you to pay for the effect. It just so happens that all Night cards you give as examples do require that.
Yes, I guess the "pay to" mechanic has to be explained in the rules, just like for the overpay mechanic. My first version had a "playing cost", just like Asper suggested, but I preferred integrating the cost into the text. But sure, technically they could be for free as well. Don't know if that would make it interesting enough though, it might be hard to justify it not being an Action.

12
Variants and Fan Cards / Dominion: Nocturne^^
« on: August 08, 2017, 10:53:46 am »
Hello there, I have so much other stuff to do, but it is WAY TOO TEMPTING of a design excercise to make another guessing thread how I would do the new Dominion expansion based on the preview text. Sure it is just for fun, but I try to design as serious as possible.

It was fun to do on Adventures. But to be not as overwhelming as last time, I will make this a "work in progress", so there is still some space for ideas. Feel free to comment and make your own/ inspired guesses. My ideas for Heirlooms/ Boons/ Hexes are maybe a bit too niche and political? Although I like how straightforward they are. I posted something similar in the Adventures thread, see the discussion here. There it was pretty far away from what we've gotten. On the other hand, I guessed everything correct about one Event back then. So here we go, time to look into the crystal ball. Who knows... maybe we can get a lucky hit again.  ;D

Night Cards

You can play any number of Night cards during the Night phase (after the Buy phase but before Cleanup). However, the instructions will ask you to pay an amount of to make their effect happen. (Inspired by Asper's idea of paying for playing Night cards.) Similarly to Crown, Action - Night cards cannot be used for both effects.

CONSPIRATION (Night - Duration)
Pay to set aside one Action card from play. Play it again at the start of your next turn.


WINE VILLAGE (Action - Night)
If it is your Action Phase, +1 Card +2 Actions.
If it is your Night Phase, pay to trash up to 2 Cards from your hand.


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


VAMPIRE (Night - Attack)
Pay to make every other player gain 2 Curses. Exchange this for a Bat.
(This is not in the Supply.)


SHADY DEALER (Night)
Pay to gain a card.


NIGHT WORKER (Night)
Pay to take an extra turn after this one, but without a night phase.



Heirlooms

In games using Heirlooms, the starting decks are modified. Every player chooses a color. Then they give out one Heirloom in their color to every other player. Every Heirloom replaces one of the starting Coppers. E.g., in a 3 player game, you would start with 3 Estates or Shelters, 5 Coppers, and 2 Heirlooms from the other players. So there are 6*5=30 total Heirlooms needed (maybe 6 extra cards to remind people of their color, but in games with less than 6 players you'd have extra color cards anyway). Heirloom will look like this for every color:

HEIRLOOM (Treasure)
Worth .
Player Red may discard a card to draw a card.



Boons and Hexes

Boons and Hexes work similarly as Heirlooms, only they are distributed during the game. If there is a Fate or Doom card in the supply, every player chooses a color at the start of the game. They set aside the 5 Boons in their color when there is a Fate card and their 5 Hexes when there is a Doom card. Every player has their own pile of cards to distribute. You must gain Boons or Hexes from the active player's pile.

BOON (Treasure)
Worth .
Trash this.
__________________________
When you trash this, return it to the Red player's Boon pile and they draw a card.
(This is not in the supply.)


HEX (Night)
Pay to trash this.
__________________________
When you trash this, return it to the Red player's Hex pile and they draw a card.
(This is not in the supply.)



Possible Fate/ Doom cards:

RITUALIST (Action - Attack - Doom)
+
Each other player gains a Hex.
__________________________
While this is in play, when you play a Night card, +.


MONASTERY (Action - Fate)
+2 Cards
+1 Buy
Each other player gains a Boon.


WIZARD (Action - Attack - Doom)
+2 Cards
Each other player gains a Hex. If they don't, they gain a Curse.



Still so much space for cards to come...

13
Variants and Fan Cards / Re: New Mechanic - Delay
« on: January 28, 2017, 09:35:04 pm »
I've come up with a similar concept quite a while ago: http://forum.dominionstrategy.com/index.php?topic=11604.0
It was a seperate pile rather than a mat and the cards there counted as player's property. Otherwise it is the same mechanic. It is interesting to compare the card ideas.

14
Variants and Fan Cards / Re: Toll Station: Interactive Duration
« on: October 23, 2016, 06:27:45 am »
Farm
Type: Action-Duration
Cost:

+2 Actions
+1 Buy
---------------------
Until any player has played 5 or more Action cards on their turn, Actions cards cost less on your turns.
This should be without a dividing line, otherwise the effect is not bound to the Action, thus it were no Duration card and the effect had tracking issues.
I don't like the trigger being something that might not ever happen in a game. Basically, you could just do an Event instead that makes all Actions cheaper for you everytime you buy it (using tokens). The Necro-Ruined Market Action won't be what you'd buy this card for, usually.

15
Variants and Fan Cards / Re: Taking Debt as part of an Action
« on: September 08, 2016, 10:15:36 am »
Pawnshop (Action) $4
Trash a card from your hand. If you have no Debt, gain a card costing up to $4 more than it. For each $1 that it costs more take 1 Debt.
Pawnshop lets you trash copper and gain nothing--but only if you have debt.  Was that intentional?  Seems interesting, although weaker than Salvager.

Yes, when I added the Debt condition I thought that could be a nice feature. But it'll be a bit hard to pull of, normally you'd need to play Pawnshop twice in the same turn to do it. Maybe it isn't worth the extra complexity and should rather be:
"If you have no Debt, trash a card from your hand. Gain a card costing up to $4 more than it. For each $1 that it costs more take 1 Debt."
Or this:
"Trash a card from your hand. If you have no Debt, take up to 4 Debt. In any case, gain a card with a cost of up to the cost of the trashed card plus the number of Debt tokens you gained."
(So you could only use it as a self-Swindler if you had Debt.)
After what Asper said, I am considering to make it only up to 3 Debt, but I'm uncertain as well.

Discarding cards hurts on average more than taking a Debt.

Wouldn't this indicate that Investment is stronger than Embassy?
That was obvious nonsense which I wrote. Discarding hurts less as you can discard Victory cards and junk.

Well, depends how strong your deck is, how much junk you have and how many of them you want to play.
Sure. But on average (actually: most often) a massive terminal draw prefers discarding cards to taking debt.


I really like the idea of a strong engine piece that gives you debt.  In a standard engine, you try to draw your deck and then you stuff it with payoff, but now you need payoff just to keep your engine afloat.  In a way, Storyteller already fills this role, but there's obviously more design-space remaining.
There are already several fan cards which transform coins (to be more precise, potentially not yet existing coins via Debt) into cards. Investment/Armada as well as my Waterfall, a semi-permaduration debt->card converter, and Asper's Scientist which is to Waterfall as Lab is to Hireling.

Thanks for the links, I also found your Armada.
Maybe the best comparison card is Envoy? Investment can be thought of an Envoy that lets you discard a Gold.

But I'd rather keep the higher price point, I'd like it to feel more like a big deal, like Council Room. So maybe only giving 2 Debt?
(Okay after what Asper said, I don't know anymore... should be tested.)


On Freelancer:
I just realized that it is in most cases worse than Moat. I have to think about it some more to make it more interesting.


Here's my other Debt-taking card, by the way:

Investor, $4, Action
Take 3 Debt.
Take 3 coin tokens.
I like that. It gives you the option to retain some of your midgame economy for when the decks get bad.

16
Variants and Fan Cards / Re: Taking Debt as part of an Action
« on: September 07, 2016, 06:37:34 pm »
I have the very same card as Investment and found it to be balanced at 4$.

Oh, that surprises me. I compared it to Embassy. Okay, you can discard dead cards to Embassy, but this one actually increases the handsize more than Hunting Grounds!

Quote
Pawnshop looks like an interesting Remodel variant.
Remodel allows you to remodel Remodels into Golds and Golds into Province. So Pawnshop could pawnshop Pawnshops into Provinces for 4D in the endgame so a massive Pawnshop strategy might be broken. This is why I would consider giving it a Debt Cost, 4 or 5.

First I had it more like Butcher, but then thought it might be funny to have that effect you are talking of (whith the debt restriction).
If it is an issue, maybe it could also cost $3 whithout Debt? I consider it to be rather weak economy-wise.

17
Variants and Fan Cards / Re: Taking Debt as part of an Action
« on: September 07, 2016, 03:33:16 pm »
No, but now i did.  ;) So it should be generally possible.
Still it is an interesting problem. Maybe there could be golden decks where you wouldn't care about having dept?
For Pawnshop I added the no-Dept condition for that reason...

18
Variants and Fan Cards / Taking Debt as part of an Action
« on: September 07, 2016, 03:21:12 pm »
I have not played with Debt yet, but I was wondering why there is no Action that uses Debt to give you a benefit on-play. Like, Hamlet with gaining <$> instead of discarding cards. What do you think why? Uninteresting? Or maybe players would be able to take too much Debt?

Let's give it a try. Some ideas:

Trading Village (Action) $2
+2 Actions
+1 Buy
You may take 1 Debt, if you do: +1 Card.

Investment (Action) $5
+5 Cards
Take 3 Debt.

Pawnshop (Action) $4
Trash a card from your hand. If you have no Debt, gain a card costing up to $4 more than it. For each $1 that it costs more take 1 Debt.

Freelancer (Action-Reaction) 4 Debt
+2 Cards
Discard up to 2 Dept.

When another player plays an Attack, you may reveal this from your hand and take 1 Dept. If you do, you are not affected by the Attack.


Feel free to criticize and to add other ideas.

19
Variants and Fan Cards / Re: Toll Station: Interactive Duration
« on: July 29, 2016, 02:55:37 am »
I had a Duration in this thread (Ambush) that would stay in play until someone else bought a Victory. But there, it was rather disencouraging them from buying Victories because you'd draw cards. Here they get an incentive to do it - they cancel out that bonus. I like it:


TOLL STATION
Action-Duration, Cost:

+2 Cards
+1 Buy

Until another player gains a Victory card, Victory cards cost less during your turns (but not less than ).


20
Variants and Fan Cards / Toll Station: Interactive Duration
« on: July 28, 2016, 05:47:40 am »
Hi there, how about Duration cards that stay in play until another player does something?


TOLL STATION
Action-Duration, Cost:

+2 Cards
+1 Buy

Until another player plays a Toll Station, Victory cards cost less during your turns (but not less than ).


21
Dominion Online at Shuffle iT / Re: "Features" threads
« on: June 19, 2016, 02:14:45 pm »
Okay, maybe it is not very helpful for Militia (Donald was adressing server stability issues), but I think it'd be a helpful implementation of the "Play Treasures" button that wouldn't slow you down.

22
Dominion Online at Shuffle iT / Re: "Features" threads
« on: June 19, 2016, 01:59:43 pm »
Two gameplay ideas that could be discussed:

1. The first thing came into my mind because Donald had suggested it a 2 years ago to MF. Maybe you have already covered it to be more consistent with the rules. It is considering discarding multiple cards from the hand at the same time. I think Donald gave the example for Militia. You would have a "choose cards" phase for selecting/ deselecting the cards to discard, then discard afterwards. Something like this could be done for playing Treasures as well. At the start of the Buy phase, all Treasures are highlighted by default, and you could click on them to remove the highlighting, so they don't get played by the "play all Treasures" button.

2. How about a possibility to turn on default settings that work on specific card effects? E.g. you could do the straightforward start-of-turn effects (Caravan, Wharf, Merchant Ship etc.) automatically at the very start of the turn (before doing crazier stuff like Dungeon). So the player could decide for every game if they want that, for example in games with Guide you might not want it... This decision could be an optional button ("auto-resolve this game" or something in these lines) that appears every game when you first have that specific effect. If you want, you can always go to settings to stop auto-resolve. Other things that could be auto-resolved besides start-of-turn are topdecking (Alchemist/ Treasury/ Walled Village), upgrading Travellers, revealing Reaction cards to Attacks, revealing Provinces to other player's Tournaments, for Torturer gain curse if the pile is empty. Maybe more?

23
Dominion General Discussion / Re: Interview with Donald X.
« on: May 14, 2016, 04:14:17 pm »
I am really looking forward to Empires!
You said that you care about anachronisms in the illustrations, so why did you name a card "Gladiator" then? Do you slowly run out of medieval-sounding card names? Or was that specifically intended for the card's duel-like gameplay concept?

24
Variants and Fan Cards / Re: Online-Only Cards: can they happen?
« on: May 09, 2016, 04:55:55 am »
It might be fun to have a card that can enlarge other piles, so you could have the power to make the game last longer. Some ideas:

Investment (Event)
Choose an Action supply pile. Add as many of these cards to that pile as you did during Setup.

New Territory (Action)
+2 Cards. Gain a Duchy. Add a Duchy to its pile.

School (Action)
Gain a Laboratory from outside the supply (there are infinite Laboratories outside the supply).



Edit: Oh, thats what Accatitippi said.
One thing that could kinda work could be cards that let you get more than 10 copies of a specific Action card.
But anyways it could be fun I think.

25
You could also do it as a Treasure, so you wouldn't need two different effects. Something like this:

Falcon (Treasure) $3
Worth $1
+1 Action
When you play this, return to your Action phase.

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