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Messages - Showdown35

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1
Variants and Fan Cards / Re: Monty Python re-skin of Dominion cards
« on: May 16, 2016, 11:23:51 pm »
I mean moose! They're in the credits! The llamas are a crazy bunch that have no business taking credit for the credits!

God being Procession is brilliant! Because in the end the knights get trashed...
I love Sir Robin's Minstrels being Feast. "Trash or eat Sir Robin's Minstrels."
Of course Death Cart ---> Death Cart! Could be renamed to "Bring out your dead!"
Not sure about Familiar being Tim the Enchanter. I see that as being maybe more a duration that grants +cards (maybe Haunted Woods) because he is "busy" after all.

I always felt the Llamas were in the credits and the Moose were just subtitles, the writers of which were sacked (along with the firm responsible for sacking the writers), so really, the many different Llamas deserve to have their own cards!

- My thoughts exactly with God being Procession. He sends them on a great mission, they do a bunch of stuff, then get arrested (trashed).
- I figured Tim needed a card, just couldn't think of a good fit, so I went with the unaccounted for "Enchanter" types I could think of in Mystic and Familiar, but mechanically they don't really match.

Trying to think of which card would be the Legendary Black Beast of Aaaaargh!

2
Variants and Fan Cards / Re: Monty Python re-skin of Dominion cards
« on: May 16, 2016, 12:39:38 am »
and all the Moose from the credits...

You do mean Llamas, right?


As for suggestions:

Death Cart --> Death Cart (Bring Out Your Dead!)
Beggar --> Denis (There's some lovely filth down here)
Feast --> Sir Robin's Minstrels (There was much rejoicing... Yaaaay!)
Mystic/Familiar --> Tim the Enchanter (There are some who call me... Tim)
Fortress --> Camelot (It's only a model)
Procession --> God (Of course it's a good idea!)

3
Variants and Fan Cards / Re: Marco Polo, a game-ending Traveller
« on: March 08, 2016, 02:25:38 am »
Just a side note: Baghdad...

4
Variants and Fan Cards / Re: Printing Fan-made cards with art included
« on: December 27, 2015, 03:56:39 am »
Check out http://www.makeplayingcards.com/. I've done some looking around at many sites for professionally printing fan cards (although for games other than Dominion), and that site has a nice layout for printing your cards, and lots of quality options.

 There are other similar sites as well, and it is probably way cheaper than you think (I know it was for me!).
Most of the sites range around $35-$50 US for a deck of 216 custom cards. (Each single card can be customized too, front and back!)

The only issue with Dominion is the size of the cards. Make Playing Cards has many option for card sizes, but I'm not sure if they have the Dominion size or not.

5
Mini-Set Design Contest / Re: Fan Set Printable Card Sheets
« on: November 13, 2015, 12:22:46 am »
p.s. Showdown35: that box art is amazing.

Thanks dude! I worked very hard on it. I'm still up for making custom box designs for anyone interested!

6
Variants and Fan Cards / Re: Gallery of Fan Cards
« on: May 06, 2015, 01:27:55 am »
Indeed, my template is formatted at 300x300 DPI, which is why the images look so big on a computer screen. As long as when you print, you ensure you are printing at 300x300 resolution, the resulting printed card will be the size of an actual Dominion card.

The higher the resolution, the better quality you get from the print-out because more data (pixels) is being squeezed into each square inch, when displaying on a screen, a pixel is a pixel, so higher resolution ends up with large looking images. There's a big difference between what a screen can display and what a printer can print, quality-wise.

If you aren't too concerned about printing quality, you can always adjust the resolution of the template in photoshop. Default resolution of a new photoshop file, and most .jpg images, is 72 DPI.

7
Variants and Fan Cards / Re: Dominion fan card II: Guillotine (revised)
« on: January 15, 2015, 01:18:57 pm »
I began designing a card named "Holding Cell" for my set, it was very similar to this, but I ended up scrapping the idea as it wasn't really on theme for the set.

Have you considered not making it a duration? Why not have the Guillotine token always on a pile? It would just get moved around from pile to pile whenever someone played a Guillotine. It would certainly encourage everyone to buy at least one Guillotine so they could move the token before they buy something. The fact that the effect doesn't stack (since there is only one token), would also dissuade players from spamming them for full control of the token, since playing more than one a turn is almost useless (unless you really need lots of actions).

I don't think you need to worry about "moving the token off any supply pile", just leave it there until someone else plays a Guillotine. The only issue you could run into is if someone buys a Guillotine, and plays it before any others are bought, then puts the token on the Guillotine pile, essentially preventing anyone from getting any (I could only see this being a viable strategy if there were no other +Actions on a board full of terminals). You could make a "not the Guillotine pile" clause if you believe that would be a problem.

8
Variants and Fan Cards / Re: Unreal FLAVOR - A Black Market Variant
« on: January 14, 2015, 01:33:33 am »
You definitely want to go with the first version, I think.  The second version will end up tutoring out certain cards from certain sets over and over again and not feeling much like what I think you're going for.

That's what I was worried about with that one, which is why I made the condition of having to trade a non-victory card (meaning you have to discard a good card you likely could have otherwise used), but I guess it would still be too easy to just load up an specific combo piece or overly strong cards. Maybe if I made the card gained have to be exactly $2 more... Meh...

Thanks for the comment, I'm thinking I will go with the $5 version. It fits my high risk/high reward theme, and it stops my set from having a $7 card.

That being said, anyone have any comments or critiques of the $5 version? Too similar to Black Market? Priced fairly?

9
Variants and Fan Cards / Unreal FLAVOR - A Black Market Variant
« on: January 13, 2015, 02:36:46 am »
Happy New Year to this Wonderful Community!

The holidays are over and there is time once again for hobbies! So, I return (well, I've actually been reading posts here whenever I got a chance over the holidays, just not really contributing) with a toss up between two version of a Black Market variant for my Corruption set.

Here are the two versions I'm playing with:


Quote
Unreal Dealer - $5 - Action
Gain the top card of the Unreal deck. If you don't, +1 Action and trash this.
(Before the game, make an Unreal deck out of one copy of each Kingdom card from one Dominion Expansion or Base Set not being used in this game.)


Quote
Unreal Dealer - $7 - Action
Discard a card that is not a Victory card.
Gain a Kingdom card from the Unreal set costing up to $2 more than it.
(Before the game, choose a Dominion Expansion or Base Set not being used in this game. That is the Unreal set.)


I'm really torn between these two versions, and I'm looking for comments, tweak suggestions, and criticisms for both.

 I really like the way the $7 version plays with the whole trade a good card for an "Unreal" card but I'm not sure if making the possibility of gaining multiple copies of an "Unreal" card is too crazy. The $7 price tag is partially there to help prevent that kind of craziness.

 The $5 version is pretty similar to Black Market, with a much higher risk/reward (you don't get multiple cards to choose from and you might just get a crappy cheap card, but you don't have to pay anything if you get a great high-priced card), which fits the theme of my expansion set perfectly!

I look forward to your comments!

10
Variants and Fan Cards / Re: Extend a supply pile
« on: December 18, 2014, 12:28:07 pm »
If the Actor pile is the first to empty, then you have an infinite loop of an Actor trying to figure out which character he is!!

"I'm a dude playing a dude disguised as another dude."
Which was funny because it was Robert Downey Jr playing Kirk Lazarus disguised as Sgt Lincoln Osiris.

Well... Technically, Kirk Lazarus was "playing" Osiris in the movie they were filming within the movie, he wasn't "disguised" as him. My take on the line is that it is Kirk Lazarus saying he is playing Osiris, who is disguised as a Vietnamese farmer (albeit a lead farmer, mutha f#$&er).

So Downey Jr. is a dude playing a dude playing another dude disguised as another dude.

Sorry for the semantics, but Tropic Thunder is one of my all time favs.

11
Variants and Fan Cards / Re: Extend a supply pile
« on: December 16, 2014, 12:20:45 pm »
If the Actor pile is the first to empty, then you have an infinite loop of an Actor trying to figure out which character he is!!

"I'm a dude playing a dude disguised as another dude."

12
Variants and Fan Cards / Re: How do you make an effect un-thronable?
« on: November 27, 2014, 02:35:47 pm »
It's exactly the same thing that highways, goons, and merchant guild use. I'm sure it can be applied to anything.

I'd have to disagree with that. All three of those cards apply a continuous effect (two of them being triggered effects that will trigger whenever their condition is met). Silverspawn is trying to apply the unthronability to a card that has a single, non constant effect.  The "while this is in play" mechanic doesn't work for a single instruction that is not continuous (like drawing a card). How could you apply it to something as simple as drawing a card?
Quote
While this is in play, draw a card.
???

So, the question remains. How do you stop a card from producing it's effect when you play it a second time with Throne Room, but still have it produce it's effect if you play a second copy of it?

Keep it simple, use this card:

Quote
Ruined Library
Action - $0
+1 Card

I think it will be easier to figure out with this rather than Ruined Village, just because messing with Actions is more complicated than just drawing a card.

Edit: I was writing this before that last comment by silverspawn!

13
Variants and Fan Cards / Re: Dominion - Reverence
« on: November 23, 2014, 10:50:21 pm »
I know this is not a very helpful comment, but what should i do... Just wanted to point out that i find the art Showdown35 did beautiful.
Hopefully i'll have some time later to comment on the cards themselves :)
to avoid misunderstandings, he of course didn't draw the pictures, he just searched for them and made them into dominion cards. Not to take anything away from what he's doing though, because he's amazing at it.

I would love to have the artistic ability to create all that artwork! (I do sketch a little, but not even close to the art I use on the cards!)
Yes, all the art I use for the cards is someone else's (mostly digital artwork), hence the "Illustration" credit at the bottom of each card. I receive nor expect any kind of monetary gain from mocking up the cards, and I own NO copyrights to any of the material.

...and thanks for the compliment! I do love Photoshop!!

14
Variants and Fan Cards / Re: FLAVORful Reactions
« on: October 03, 2014, 01:20:27 pm »
The more I think about it, the more I think making the Tax Collector reaction a one-shot is a good idea. I mean, it can steal a Gold or Platinum with no risk at all (as in, when you choose to use the reaction, you know what you'll be stealing, it can't swing and miss like Thief).

So what about:

Quote
Tax Collector - Action-Reaction - $5
If there are one or more empty Victory Card Supply piles, gain a Gold, putting it in your hand.
Otherwise, gain a Silver, putting it in your hand.
-----
When another player buys a Victory card, you may trash this from your hand.
If you do, that player trashes a Treasure he has in play that you choose.
You gain the trashed Treasure card.

?

15
Variants and Fan Cards / Re: FLAVORful Reactions
« on: October 03, 2014, 01:13:03 pm »
The bottom ability is cool, but confusing when there are multiple players trying to discard Tax Collectors to steal stuff at the same time. It happens in turn order, so there are rules to cover it. I guess you can see if it's actually a problem in practice.

The top seems weak. Reactions have to be weak, but "Gain a Silver" is just way too weak for a $5 card even with a reaction ability. The default ability should be better. You could even just add +$2 to the top. Maybe that's too close to Explorer, but probably it's fine.

 I agree that the top is weak, as I said in the description. My worry is that if the top is not weak enough, this will become an auto-buy and there will be a clutter of Treasure stealing come end-game. I want the reaction ability to be more of a "hey, I'm falling behind and this will help me catch up" rather than a "cool bonus to a good card". Fitting with the Flavor, the card is meant to be taxing on the players in the lead (if you're buying green with big money, you have to pay taxes).
 My other thought is to make this a one-shot reaction. If I boost the top part (by adding +$2 or making it a Gold gainer), I could hedge the reaction clutter by making it trash itself to steal the Treasure. Thoughts?

I don't love the top, but I understand that it's hard to come up with simple tops for Reactions. The bottom wording seems awkward, although it's a cool ability. How about, "When you would trash a card, you may instead reveal this from your hand." I think that's sufficiently clear. I'm not sure the reaction works with all existing cards rules-wise, but no problems are jumping to mind.

You're bang on with the top part. It is difficult to make a simple top. This one started as a Broker, so I had the top similar to a peddler or market to fit the flavor. When I changed it to an Executioner, I tweaked the top a little, but not much.
I've been thinking about making some self synergy by having the top part a trasher, but again, I don't want to make it an Attack-Reaction. Perhaps I could get away with an "Each player trashes a card from his hand" top, but I'd be treading into dangerous territory if that's not labeled an attack. Maybe, "Each player trashes a card and gains a card costing up to $3" or something, then you could react to it with a copy of it and still gain the card.
The wording I took right from Trader, just replaced "gain" with "trash" and "Silver" with "nothing". I thought it was pretty clear, and shouldn't cause any rules problems (that's why the "if you do" clause is on so many cards!)

16
Variants and Fan Cards / FLAVORful Reactions
« on: October 03, 2014, 11:37:29 am »
A couple more cards that I'm considering for my fan expansion that I'd like to put up for discussion. Both of the Reaction variety:



Quote
Tax Collector - Action-Reaction - $5
If there are one or more empty Victory Card Supply piles, gain a Gold.
Otherwise, gain a Silver.
------
When another player buys a Victory card, you may discard this.
If you do, that player trashes a Treasure he has in play that you choose.
You gain the trashed card.

I wanted to make a reaction card that would help a player who got off to a bad start. It will help stop a player in the lead from running away with the game. As soon as they start to use their high value Treasure to buy Provinces, you can nab one. I knew I'd have to balance the high powered reaction (well, high powered later in the game), with a sub-par top part. A terminal Silver gainer for $5 is quite bad. Both the top and bottom of the card get much better later in the game, and that's kinda what I was going for with this card.

I am considering two changes:
Changing the price to $4; or reversing the Silver and Gold gaining conditions (i.e. you gain a Gold unless there is an empty Victory pile).
Obviously I would not make BOTH of these changes, because a Gold gainer for $4 would be ridiculous.




Quote
Reluctant Executioner - Action-Reaction - $4
+2 Cards
+$1
------
When you would trash a card, you may reveal this from your hand.
If you do, instead trash nothing.

Originally this was called "Broker" and was going to offer a pseudo "insurance policy" on trashing cards, but I ended up really liking the art and flavor paired with this reaction mechanic. I know the name is a mouthful, so I might try to find smaller words to mean the same thing. Granted this card is not very good when there is no trash attack present (I considered making an Attack-Reaction, but thought better of it) keep in mind that it can also protect you from unwanted forced trashing (like using Steward to trash a single Curse and having no other card you want to trash, or Goleming into a forced trash that you don't want). And since it replaces the trashed card with nothing, you can't abuse trash for benefit cards, which I wanted to make sure was the case.

Comments and critiques are welcome. I'm sure there are considerations I have missed and the more eyes on a card in design, the better. I haven't playtested at all, so I expect there to be design flaws, which is what I'm hoping to iron out a little before I start playtesting my set.

Thanks!

17
Variants and Fan Cards / Re: Variant: 4 player Dominion with only 2 players
« on: September 08, 2014, 10:18:58 am »
This is an interesting conversation. I'll throw in another opinion on the debate that hasn't really been brought up yet.

I actually prefer 4p games for 2 reasons:

 I am very social, and the more friends around the better;

 I find 2p Dominion (and many other 2p versions of games) to get boring. I know many forum members will jump all over me for saying that, but please read my explanation before expressing your distaste for my opinion. I am not saying 2p is bad or uninteresting, but rather gets stale when you consider that you are constantly looking for the "right move" or "best play" based on the math, research, simulations, etc. Now Dominion is one of the best games at avoiding thia staleness since every time you play it's with a different set of cards, but once you've become accustomed to playing 2p, it just becomes more about who can make the "right" buys first, or who understands the math better. Compare that to 4p, where there are far more variables to consider. Yes, you lose some of the skill game needed for 2p, but does that really classify it as "bad". I find it much more fun when I can't just follow a set of rules of what cards to buy and what not to buy. With 3 other players to consider, the "right" buy is not as clearcut. Again, 2p and 4p play very differently, but I don't think you can classify either as "bad".

Also, when my group plays 4p, we actually don't socialize that much, we are usually watching each other take our turns because they are usually interesting since it's not the same old big money or engine strategy every time. We play the game for fun! Not saying that the 2p skill game isn't fun, I do indeed still enjoy playing it, but I find I have more fun when the game is unpredictable.

18

Dominion card templates: http://forum.dominionstrategy.com/index.php?topic=9491.0

I appreciate the link to my template, but that is a link to an old version and it's not there anymore. The latest version is in my sig, and it's through dropbox now. The files are just too big to host for free anymore. Make sure you check out the readme file if you need help with using it.

19
Variants and Fan Cards / Re: wording issue: believer
« on: July 22, 2014, 12:32:13 am »
I'm sure about that at all... Throne Room modifies Fishing Village in that it causes it to be played twice, instead of once. If "return to your hand" counts as modification the same way, then how do you define "that other card also stays in your play area until it is no longer doing anything"... it returned the FV to your hand, it's not doing anything anymore. It has no effect on what will happen on your next turn at all. Playing the FV a second time affects your next turn, but playing the Believer doesn't at all.

I'm saying that if you play the Believer on a FV that you played this turn, the Believer would stay in play because it modified the FV in such a way that a reminder is warrented. Technically the Throne Room isn't "doing anything" except serving as a reminder. The Believer would serve as a reminder until your next turn when the FV that it returned to your hand has finished it's effect.

Yes, the word "also" is out of place because the FV would no longer be "also" in play, but when seaside was made, there were no published cards that could remove a duration from play, but as we see with Procession, even though it trashes the Duration card, Procession "also" stays in play.

If you want to argue that TR and Procession are "doing something" because they are the means of actually playing the duration card, then why would the rule even include "or modify"? It seems clear to me that if any card you play "modifies" a duration card in play such that you'll need a reminder for the next turns effect, then that card stays in play until that next turn effect happens, then it's discarded during that cleanup.

EDIT: re-reading the previous comment, I think I should clear up that I'm saying the Believer would stay in play only if you use it to return a Duration that you played this turn! If you are returning a Duration that's already been in play since your last turn and already had its next turn effect, the Believer would not be "doing anything" and would be discarded as normal during cleanup. I'm hoping that was the only disagreement.

20
Variants and Fan Cards / Re: wording issue: believer
« on: July 21, 2014, 02:21:32 pm »
I'm starting to think it best to stick with the original wording. If you use it on a duration, just leave the believer in play to remind you, and you just have to remember (if you use the on buy effect on a duration, you can't leave the believer in play, but too bad, just write it down, use a token, whatever)

I agree with the stick with the original wording part, but you can't "just leave the believer in play to remind you". By the rules, Believer should be in your discard pile; which will matter if you need to shuffle.

Actually, you can "just leave the Believer in play to remind you,"... in fact, you are supposed to!

Here's a quote from the Seaside Rule Sheet:

"If you play or modify a Duration card with another card, that other card also stays in your play area until it is no longer doing anything."

The rules go on to give the Throne Room + Merchant Ship example, stating that the TR stays in play until your next clean-up ("The Throne Room stays in play to remind you that you are getting the effect of Merchant Ship twice on that next turn.")

I would say that if you use Believer to put a Fishing Village back in your hand, then you are "modifying" the FV, and the rules allow you to keep the Believer in play to remind you that you get the FV effect on your next turn, even though the FV is no longer in play (or in play a second time).

21
Variants and Fan Cards / Re: wording issue: believer
« on: July 21, 2014, 12:12:38 pm »
Thats a good question. I am of the oppinion that it does enter play twice, but it's debatable.

I think there is another issue though. If I use Believer on a FV I played last turn, I esentially reset the FV, since I just played the Believer, and it is now a FV, it will stay in play under duration rules. I understand that's debatable too, but its certainly not clear either way. I'm pretty sure the intention is to NOT be able to reset a duration, and i cant think of how to use the "swap" wording and also make it clear that if you swap a duration, it inherits the play state of the card.

I'm starting to think it best to stick with the original wording. If you use it on a duration, just leave the believer in play to remind you, and you just have to remember (if you use the on buy effect on a duration, you can't leave the believer in play, but too bad, just write it down, use a token, whatever)

22
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: June 18, 2014, 10:50:37 pm »
i love how you just ignored my question entirely  ::)

it's fine though, showdown clearly knows what he's doing, and he doesn't seem to mind it either, so you don't have to bother now.

I'm sorry, dude! I let the thread slide for so long and then I forgot to go back just now and answer all the stuff. No slight intended! I'm glad that you and Showdown are making those cards. I'll try to find some time soon to critique the set, if you're interested.

Just so it's clear, I'm only creating the visuals for the cards and helping (and sometimes hindering) with wording. I'm glad silverspawn is giving me credit for that, but I don't want to take any creative credit for the card ideas themselves; it is entirely silverspawn's fan expansion. Regarding card design and function, I'm only doing as much as anyone else who comments in the threads.

23
You could try attaching it as an attachment to the post?

It's way too big for that. The forum has restrictions on size of attachments.

24
Updated from 3.0 to 3.1.

Most notable change: Compatibility with newer versions of Photoshop. Text editing vector settings have been updated so position of text will not change when opening/updating with more recent Photoshop versions.

Link in first post has been changed.

25
Variants and Fan Cards / The Curse of Flavor
« on: June 12, 2014, 02:57:45 pm »
A couple more cards I'd like to put up for discussion. Both of the Cursor variety:



Quote
Ritualist - Action-Attack - $5
+2 Cards
Name a card you have not named this turn. Each player (including you) reveals his hand. If he revealed the named card, he gains a Curse.
If he revealed more than one copy of it, he gains another Curse.

I prefer this one of the two as I think there is an interesting interaction with my "reveal hands" theme, just not sure if this can get overpowered too easily. Having it affect yourself is my way of making it difficult to call Copper or Estate early on and give everyone 2 Curses.



Quote
Sacrificial Site - Action-Attack - $5
Reveal your hand and discard pile.
Trash an Action card from your hand or from your discard pile. If you do, each other player gains a Curse.
You may trash this immediately. If you do, each other player gains a Curse.

I left the word "immediately" off the image, but it's supposed to be there. The self trashing is there for a couple reasons, but the main one is so you can get rid of the card when the Curses are running out, or if the game is ending soon, you can shell out one last Curse.

I know it would be silly to have both these card in the same expansion, so I'm really looking to pick one, or to change one enough to make them dissimilar enough to include both. But that would put three Cursors in my set! The theme is Corruption though, so maybe Curses will be a sub theme, might even include a card that benefits from having Curses.

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