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Messages - gambit05

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1
Variants and Fan Cards / Re: Overpaying for other cards
« on: January 04, 2019, 02:41:30 pm »
Pageant illustrates that being done for Coffers as a Project, which is perhaps the simpler mechanism.

Would it be OK for the number of Villagers one buys to be unlimited? Maybe...

Yes, the Pageant project has a much simpler mechanism, which doesn't mean, overpaying for other cards to get Villagers has to be that simple. I think that a varying level of Villagers income is more interesting than a fixed income (exchange) of Coffers. The Villagers income depends on whether the card (in this example Village Carpenter) was played, how much money one can effort for overpay, instead of buying a more expensive card, and on the availability of engine cards in the Kingdom in general and in your deck specifically.

2
Variants and Fan Cards / Overpaying for other cards
« on: January 04, 2019, 05:53:19 am »
I just had an idea that the overpay mechanic from Guilds could be extended to the purchase of other cards. I am not aware that anyone else came up with this before.

For example:

Quote
Village Carpenter
Action
Cost 3$

+1 Card
+1$
-----------------------
While this is in play, when you buy a card,
you may overpay for it. For each $1 you overpaid:
+1 Villager.

Obviously, the important part in this context is below the line.
The on-play effect "+1 Card, +1$" is secondary. I first had "+2 Cards", then "+2$" in mind, but felt that those options are too common, especially in the recent expansion Renaissance. So, "+1 Card" somehow requires some need for +Actions, and +1$ provides a limited economy for overpaying later.

What do you think?

3
You are allowed to pick a card then.

Thank you very much. I have played a game with Nocturne cards with my family yesterday (it was a Christmas present), and most of us are not familiar with those cards. When "tormented" with Famine, someone pointed out, hey hooray, we own Star Chart, so we can pick our favored card from the deck on top. Although it felt a bit strange, we did it.

Anyway, keeping in mind that most of us have very limited experience with Nocturne cards (3 games, each with 3 or 4 cards from that expansion), I can say that my family really enjoys them (and me too). The Hex attacks are much more subtle than Curse- or Ruins-givers and require a different planning on how to build your deck. And even more exciting are the Boons. Players of our group are just curious what will be revealed next, no matter whether it is that useful or rather not.  I have read on this Forum several times that the Nocturne expansion is not as well appreciated as most other expansions. I don't agree. We love it.

4
When I receive the Hex Famine (Nocturne)...



...I have to shuffle revealed non-Action cards back into my deck.

When I have bought the Project Star Chart (Renaissance)...



...I am allowed to pick one card before shuffling to place it on top of my deck.

Am I allowed to pick one card of my deck to go on top after receiving Famine?

5
Dominion General Discussion / Re: Dominion Anthology/Fan edtion PLEASE
« on: March 18, 2018, 05:07:56 pm »
In fact, I decided I was fine with doing a Treasure Chest set, and put in the work to see how that would go, and that set is Adventures. As a visible thing, it only revisits Duration cards. That was the way to do it. And of course it has some of the mechanics that every set gets to have though once they were a set theme - an Action-Victory card like Intrigue, special Treasures like Prosperity, when-gain like Hinterlands.
Thanks Donald X. Now I know why my favorite expansion is Adventures. By the way, it is closely followed by Nocturne and Empires. Really great work after your "official" expansions. Keep up this good work.

6
Variants and Fan Cards / Re: Dominion:Cities
« on: March 09, 2018, 04:01:32 am »
The main reason for the $20+ cards is that lots of times when I'm playing with my parents we always have $20+ but no extra buy. So I wanted to make that less frustrating.

I may have a helpful addition to your set:

Quote
Decadence
4$
Action – Attack - Reaction

+1 Card
+1 Action
+2 Buys
---------------------------------
If another player has 3$ or more coins
unspent in their buy phase,
you may reveal this from your hand.
If you do, they either gain a card with + buy
from the supply or trash a treasure they
have in play, their choice.

7
I wonder whether anyone has noticed so far that Donald X has presented the new cards for the first time at night (US time).

8
Adventures Previews / Re: Preview: Storyteller
« on: March 30, 2015, 01:49:15 pm »
What happens when you can't pay all costs of the cards your already have played?

The coin your are paying is the coin that is in your pool, i.e., all the +$ you've collected so far this turn from playing Actions or Treasures (or from Durations).  It isn't the cost of any card.

Thanks for the clarification. I am coming closer on how this card works.

9
Adventures Previews / Re: Preview: Storyteller
« on: March 30, 2015, 01:34:48 pm »
What happens when you can't pay all costs of the cards your already have played?

10
Variants and Fan Cards / Re: Bomb v2
« on: July 23, 2014, 01:08:04 pm »
Ideally a pair should fit together thematically and I think these cards do that (with a nod to Stratego).

This Stratego concept could be actually quite interesting. One could have a mixed pile with the following cards:
Spy (obviously needs a different name): Inspects (reveals the top card of) a second “Stratego”-pile face down. May remove those revealed cards or not (like the existing Spy)
Miner: Disarms (trashes) bombs.
Colonel: Beats (trashes) Spy, Flag, Miner, any potentially army unit of lower ranks.
Maybe other Army units, weaker and/or stronger than Colonel.

The 2nd “Stratego” pile contains the same cards and in addition:
Bomb (of course): Blows up (trashes) any card, except Miner, that revealed this card.
Flag: If revealed, gives a bonus to the player.
Cards in the face down pile come in different quantities, as in Stratego.

11
Variants and Fan Cards / Re: Windmill (Action)
« on: July 20, 2014, 12:37:03 pm »
OK, so. I think the card would be fine at $2 without the bonus for other players. +2 Cards and +2 Actions are both "worth" less than $2. Combine them and you probably have an acceptable $2 card. And the on-gain bonus is cute, but maybe not so good that it makes it cost more. I mean, it's not Inn's bonus. It's top-decking one card. So I'd go for this:

Quote
Windmill
Types: Action
Cost: $2
Choose one: +2 Cards; or +2 Actions.

When you gain this, look through your discard pile and put one card from it on top of your deck.

The real question is, is the on-gain bonus different enough from Herald to be interesting? I'm not sure it is, but your mileage may vary. The fact that it only costs $2 is significant. Also, unlike Herald, you're probably often buying Windmill specifically for that bonus.

Yes, that was the idea. The on-gain effect is (can be) the strongest part. The on-play effects are rather supplements. I believe that this can be really strong. For example in a 5/2 opening, buy a strong 5-cost card in turn 1, buy windmill in turn 2 and topdeck the strong 5-cost card. With good timing you get your best cards from the discard into your hand in your next turn. Therefore, I thought the opponents need a bonus as well for compensation. Awaclus thinks that my version is probably too strong. Your version is even stronger.
I like LFN's version more, but I think it should cost $3.
Okay, many thanks to you all. I'll try LastFootnotes version with a cost of (3).

12
Variants and Fan Cards / Re: Windmill (Action)
« on: July 20, 2014, 04:18:18 am »
OK, so. I think the card would be fine at $2 without the bonus for other players. +2 Cards and +2 Actions are both "worth" less than $2. Combine them and you probably have an acceptable $2 card. And the on-gain bonus is cute, but maybe not so good that it makes it cost more. I mean, it's not Inn's bonus. It's top-decking one card. So I'd go for this:

Quote
Windmill
Types: Action
Cost: $2
Choose one: +2 Cards; or +2 Actions.

When you gain this, look through your discard pile and put one card from it on top of your deck.

The real question is, is the on-gain bonus different enough from Herald to be interesting? I'm not sure it is, but your mileage may vary. The fact that it only costs $2 is significant. Also, unlike Herald, you're probably often buying Windmill specifically for that bonus.

Yes, that was the idea. The on-gain effect is (can be) the strongest part. The on-play effects are rather supplements. I believe that this can be really strong. For example in a 5/2 opening, buy a strong 5-cost card in turn 1, buy windmill in turn 2 and topdeck the strong 5-cost card. With good timing you get your best cards from the discard into your hand in your next turn. Therefore, I thought the opponents need a bonus as well for compensation. Awaclus thinks that my version is probably too strong. Your version is even stronger.

13
Variants and Fan Cards / Re: Windmill (Action)
« on: July 19, 2014, 05:59:01 pm »
What is complicate with the on-gain function?

14
Variants and Fan Cards / Windmill (Action)
« on: July 19, 2014, 05:46:53 pm »
Because some people once mentioned that it is not nice to introduce a card without comments, I wrote this.
Code: [Select]
Windmill (Action)---(2)
Choose one:
+2 Cards
or
+2 Actions
---------------------------
When you gain this card, you
may put a card of your choice
from your discard pile on top of your deck.
If you do, each other player draws a card
and then discards a card from his hand.

15
Variants and Fan Cards / Re: Bomb v2
« on: July 18, 2014, 03:51:48 am »
New attempt:

Code: [Select]
Bomb (Action)---(0)
Choose one:
+1 Card;
or discard a card;
or take a card from your discard pile
of your choice into your hand.
Choose one:
Put this bomb in your hand;
or on your discard pile; or on your deck;
or leave it in play. Trash all cards,
including this bomb, in that part of
your play area or hand.

16
Variants and Fan Cards / Bomb v2
« on: July 17, 2014, 03:33:41 pm »
Maybe:
Code: [Select]
Bomb(Action)---(0)
+1 Buy
Trash a card from your hand.

17
Variants and Fan Cards / Re: Cards cost more
« on: July 17, 2014, 02:24:39 pm »
I have a related card:

Code: [Select]
Tax (Action)---(2)
While this card is in play,
when you buy an action card,
set aside both cards face up.
As long as the bought card is set aside,
each other player, who buys a card
with the same name, has to pay (1) more,
and you take a coin token.
------------------------------
During your action phase,
you may play the set aside card.
If you do, trash the tax card.
This is political. It should probably be "and each of his opponents takes a coin token".
Good point. Thanks!

18
Variants and Fan Cards / Re: Cards cost more
« on: July 16, 2014, 01:47:39 am »
 I have a related card:

Code: [Select]
Tax (Action)---(2)
While this card is in play,
when you buy an action card,
set aside both cards face up.
As long as the bought card is set aside,
each other player, who buys a card
with the same name, has to pay (1) more,
and you take a coin token.
------------------------------
During your action phase,
you may play the set aside card.
If you do, trash the tax card.

19
Variants and Fan Cards / Re: Card Idea: Necromancer
« on: June 07, 2014, 11:13:55 am »
Donald said he already hit all the good open design space.  Do you visit Variant and Fan Cards forum because he's wrong?  I don't get it.  What's left at this point is mostly ideas that don't work and ideas that are pretty similar to an existing card (and ideas that add tons of complexity).

I just don't really get the criticism for card ideas like this in this context.  It's like your math teacher asks you to discover some Pythagorean triples with a hypotenuse less than 15, and she gives you 3-4-5 and 5-12-13, and you answer 6-8-10 and get a D for unoriginality.  Well no Rats it's going to be unoriginal, the only remaining choice is a derivative of the existing ones.  There's only so much space.
You forgot a few important aspects. Fan Cards do not have to make profit, they are not restricted to limited pages of rule explanations, and you can do crossovers between different existing (and if you are innovative new) concepts. So, Fan cards can easily be Duration cards with an overpay function, or Looters with a Potion cost. Official cards can barely have that.

20
Variants and Fan Cards / Re: Really bad card ideas
« on: May 09, 2014, 02:53:51 pm »
it is a black day for the Pillar.

21
Variants and Fan Cards / Re: Targeted Discard Attack
« on: May 08, 2014, 12:15:53 pm »
as well as names for the card, is welcome!

Killage

22
Here is how I make Dominion cards in Powerpoint. First time it takes about an hour, but once you have all the pieces, it is done in minutes:


23
Variants and Fan Cards / Re: Scissors Grinder (Action)
« on: May 06, 2014, 01:31:02 pm »
Laboratory is already one of the best non-attack $5 cards. It's not uncommon to pay $6 for a Lab.

With this pricing, you can easily pile-drive SG's. After all, you need only play SG-SG-[$2/$3 terminal action]-Silver-Silver to get 2 SG's per turn, which is not hard with a 7-card hand. And with +Buy, Bridge, or Quarry, SG-gaining can get really crazy. (It's also not clear how this card's minimum cost interacts with Bridge/Quarry/Highway/Princess.)

It is not that easy to get a 7-card hand. Bridge and Highway wouldn't affect the minimum costs of (2).

Quote
This card is only overpriced by $1. Peddler is overpriced by $4, and even then, its basic ability is only slightly better than Oasis, a medium-level $3 card.  Normally, you get Peddlers either because they're free, or because you want to Remodel them, not because of an ability that is essentially equivalent to a coin token. (Sure, if they're the only virtual coin and you're going Double-Tactician--but Oasis or Pawn or Candlestick Maker is almost as good for this).

I think this card is overpriced by (2). Peddler gets a cost reduction of (2), while Scissors Grinder gets only a reduction of (1). So, you need at least two action cards in play for both cards to make them attractive for a buy. Good point about the reasons about gaining a Peddler. However, this would make Scissors Grinder less attractive. On the other hand, if you manage to play enough Action cards, you get a second one for free.


24
Variants and Fan Cards / Scissors Grinder (Action)
« on: May 05, 2014, 12:07:35 pm »
Sort of a hybrid of Peddler and Stonemason:

Code: [Select]
Scissors Grinder (Action)---6*+
+2 Cards
+1 Action
Discard a card from your hand.
------------------------------
During your Buy phase, this costs (1) less per
Action card you have in play, but not less than (2).
When you buy this, you may overpay for it.
If you do, gain an Action card costing the amount
you overpaid.

25
Variants and Fan Cards / Re: Yin & Yang
« on: May 01, 2014, 02:41:24 pm »
well, how did you create these:

I created the original in Powerpoint, transferred them to http://i.imgur.com/rBNBvDc.png, and forgot to crop them to the correct size.

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