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Messages - herw

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Variants and Fan Cards / Re: herw's cards
« on: March 19, 2020, 05:02:23 am »

Variants and Fan Cards / Re: Garrison - an attacking village
« on: February 24, 2020, 01:01:45 pm »
You can use it only as a militia-variant, so $4 is minimum. As there is a (attractive) alternative it has to cost $5.

Variants and Fan Cards / Re: ALCHEMY 2
« on: February 22, 2020, 11:53:58 pm »
[...] but suffers from the typical problem that all "virtual Potion" cards do: lack of interaction with Alchemist and Apothecary.
Maybe that Donald's idea of Alchemy isn't perfect? Maybe that Apothecary and Alchemist are not the standard?
What about if there would be no virtual money? Many powerful cards are basing upon virtual money. So virtual potion is a must too.

Variants and Fan Cards / Re: New fan based alchemy cards.
« on: February 16, 2020, 02:19:27 am »
Village Square

A simple and useful card. First i set costs to but this is too cheap because you can buy it in first two turns; seems to be too strong and if you have at start you are lucky.
So i set the costs to . Everyone has the same chance to buy it in middle game.

remark: if there is chapel or a normal village in your kingdom you should remove those.

It is a good example of a balanced and sound card that totally sucks. That describes the majority of my own designs; it is pretty hard to come up with something good. Not just in Dominion but in game design in general: being mechanically fine is fairly easy, at least relative to other game design issues.

As I already wrote, the issue is simply that the secondary option, a Necro that trashes, doesn’t lead to interesting play. Either this is the only trasher so, sure, go for it. Or there are better trashers and this is just a village for 4.
so means: no choice but both?

Isolated Village Action
+1 Card
+2 Actions

You may trash a card other than copper from your hand.

remark: if there is/are chapel or a normal village in your kingdom you should remove those. Remember there should be other Alchemy cards.

Variants and Fan Cards / Re: New fan based alchemy cards.
« on: February 02, 2020, 01:57:19 am »
changed the name of Breath to Atman, which is the sense of german „Lebenshauch”

Variants and Fan Cards / Re: New fan based alchemy cards.
« on: January 31, 2020, 01:08:27 am »
If you want to play a really crazy kingdom, then have a look here (German DOMINION Forum).

Variants and Fan Cards / Re: herw's cards
« on: January 30, 2020, 01:46:13 am »
Also, having Curse type on Dark Path is confusing. It makes it so that all the existing cards that refer to "Curse" now are ambiguous as to whether they mean the name or the type. Not sure if you intended to have that type on the other treasures also.

iirc, this was herw's entry in WDC51 (Curses) and they replaced the stock curses.
my intention is, to have additional curses. So don't remove the original curses. I have tested in several games and it is a good decision.
Donald has created only one curse as card and type but didn't mentioned more about the color.
As there are negative victory points i decide, that the banner color only depends on this: negative victory points, because you remember them when counting at the end of the game.
The type curse is given only for the starter card dark path. If the other cards would be curses too, there would be unnecessary problems with choosing them.
So there is only the alternative whether you get a normal curse card or dark path.
Best is that the gainer decides which he gets (if you don't like, you can choose the more aggressive variant). If the normal curse pile is empty you have to gain dark path.

Indeed is the arc of suspense the doubts, whether you reach the end of line or not. But you get much money in the meantime.
We have tested in several games and it is no problem to play a strategy with more than one line beside other strategy.

You can test it by yourself very easy because the text is minimal and can add some blanko cards with this text.

Variants and Fan Cards / Re: herw's cards
« on: January 28, 2020, 12:56:00 pm »
Dark Path, an intersting travellers line: negative victory points but much money. The last card is the trick.

PS 2020-02-02: changed the name Breath to Atman

Variants and Fan Cards / Re: New fan based alchemy cards.
« on: January 28, 2020, 12:44:56 pm »
Alchemy has its own idea with potions. It is not necessary that all cards have potion in costs. But new cards should mesh with those. So if i would create an Alchemy II i would add these:


Dark Path is a curse card. So if you have to gain a curse you decide to gain a normal curse or Dark Path. You can buy Dark Path like other kingdom cards.

PS: changed the name of Breath to Atman (see post 2020-02-02)

Variants and Fan Cards / Re: New fan based alchemy cards.
« on: January 12, 2020, 04:14:57 am »
Hmm that is an interesting idea. [...]Also I would make it cost 7 and a potion. But make it 8 vp instead of 6 vp. Cause I feel it should give you more Victory points than a province, because it would be harder to get than a province. [...]

Don't agree: it is very important that county and province give the same s. So it is only a strategic possibility to end a game or length the game if you have no chance to win the game with provinces only.
And it is immanent too, to get more s for principality, so it is attractive to buy a potion.

Variants and Fan Cards / Re: New fan based alchemy cards.
« on: January 12, 2020, 04:03:48 am »
It is nice to get a potion often in hand, so it is logical to create this:

Variants and Fan Cards / Re: New fan based alchemy cards.
« on: January 12, 2020, 03:09:46 am »
I start with a published card and a new one.
First it is very important that a new card is a good alternative against simplest strategy BigMoney.
So here are very simple Antimony and Extraction.

Extraction is an attractive victory-card-trasher. You get -markers instead of dead cards. F.i. 1, 3 and 6 instead of Estate, Duchy and Province etc.. BTW you don't get no s when trashing a King's Castle, because it is nothing worth until you end the game; same for Gardens and Duke. Extraction should be simple without counting anything.

Extraction is an actioncard, so Antimony is like a gold if Extraction is played.
Antimony grows by itself too, if there are more than one in play. So it is important that it costs and not .

PS: always have in mind, that there are Principality and County in kingdom.

Variants and Fan Cards / Re: Up to Date Guide to Fan Card Creation
« on: January 11, 2020, 01:09:31 am »
Final Outcome
[...] I'm no expert here, but I can say that the Dominion card size is European, 59x90mm, not bridge or poker size. The other guide has more (link).
The European Card size for DOMINION is SKAT-size, which is 59x91mm.

Variants and Fan Cards / Re: New fan based alchemy cards.
« on: January 03, 2020, 10:40:09 am »
seems to be some interest - so i will translate some of my cards. It is important that there are action cards with in cost but this is not a must for all cards.

Variants and Fan Cards / Re: New fan based alchemy cards.
« on: January 01, 2020, 10:15:26 am »
Oh I know it’s unlikely, that’s one reason why I’m making my own.
After Donald's comment about a new expansion in spring 2020 that there will be no alchemy cards, it hink all fans of alchemy have to be active by them self.
I have made several cards with reference to alchemy's ideas.
We played them often and i can say that it is much fun. It is really a new kind of expansion because the game can be extremely tactically.
The main point is to use new victory cards:

It is very important that there is another alternative to win a game using potions. So the new additional rule is: the game ends after the county's supply is empty.
This changes all: it is attractive to buy potions. It is important, that the difference of costs of principality and county is .
The cards from Donald's expansion are not good enough for this. So if there is interest, i can add more well tested cards to this, so that it is a nice expansion. My impression is, that it changes to an interesting tactical game independent whether it is a short or a long game.

Variants and Fan Cards / Re: Asper's Cards
« on: December 30, 2019, 01:23:43 am »
Oh no, all the images have disappeared :(
Sometimes it happens, that you lose your interests. I hope, that Asper will come back some day.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 26, 2019, 02:07:23 am »

I see that you have used my template. I am just refreshing it; is there still any interest here?

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 24, 2019, 11:55:03 pm »
Full feedback to come later
First: thanks to NoMoreFun that he has judged out of band. Nevertheless it is disappointing that there is no feedback. :(
ciao herw

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 22, 2019, 12:44:18 am »

Variants and Fan Cards / Re: herw's cards
« on: November 16, 2019, 12:33:26 am »
I don't like the new version, it is all over the place with weird Debt costs and Treasure hand gaining (be careful with that, Sculptor is the obvious benchmark of a non-terminal Silver hand-gainer).
Why don't you stick with the old one and either ignore the virtual Potion issue or simply do a Silver for $5 that junks Coppers?

First i have to say that i like the idea of alchemy on principle. I think Donald had a fine idea but wasn't really lucky about it. If you read his secret history you get this impression because he mentioned that the cards of Alchemy had several cards which he has „stolen” for other expansions.
So with Reagent i want to create a card which gives a more powerful start into buying cards with potion-costs.

You wrote that you like the idea of Reagent but there was an issue with Apothecary and Alchemist because they work only fine if there is a potion in your deck.
So with the instruction „gain a treasure card with cost up to $4” i can solve the problem not to buy a potion. You can gain (!) a potion (treasure with cost $4) if you want and Reagent is attractive attack too.
Now about the cost. As Reagent is powerful, the cost have to be $5 or $6 eventually more (?). Sculptor has cost of $5 but only the instruction, to gain a card up to $4. Reagent is more a potion-gainer in opposite to Sculptor because Reagent should be part of an Alchemy-kingdom and it gains to your hand (!) too. So you can use the potion-card at once.
So $6 would be right. But the idea is to start into alchemy cards quickly. So with costs of $4+2debts you can buy Reagent in your first two turns.
On the other side spending coppers slows the game. But alchemy has nice possibilites: Apothecary and Philosophers stone (!) work with them well or if you don't like a large deck, there are two trashers in it (Apprentice and Transmute or from other expansions).
So i want to expand the idea of Alchemy which you don't see in other expansions.
Virtual potions accelerates the game with alchemy especially when you use these fine (tested) basic victory cards (game ends when County supply pile is empty too):

You have to see all these alchemy-cards with an eye on my other alchemy cards:


Variants and Fan Cards / Re: herw's cards
« on: November 15, 2019, 12:40:15 am »
I like this, but mainly for the Attack (which could be too strong). Virtual Potion is an often seen but bad idea due to Alchemist and Apothecary.
hm - original potion is then virtual too?
Although reagent is not a basic card it is real as potion card is. Both are treasure cards.
You don‘t seem to realize that Reagent does not interact with Apothecary and Alchemist. Which was my only point and which is the main reason to not do virtual Potion, i.e. any card that produces P without being P.

ah - yes you are right. It is the similar problem (joke!) if you don't buy silver but a merchant ;) .
Main criticism against Alchemy from Dominion-fans is, that the „valuta” potion is necessary for buying most alchemy-cards. Apothecary and Alchemist need a potion card for working right or worth its cost.

If i would be Donald and want to create cards with virtual potion i would change Apothecary's and Alchemist's instructions like „ ... Put the Coppers, Potions and cards with virtual potions into your hand. ...”  (much too strong) and „ ... When you discard this from play, you may put this on top of your deck if you have a Potion or virtual potion in play.”
But that is annoying.
As there are other vanila-potion-cards in my mind like Forrest Village or Bewitched Town there has to be a simple solution.
1st: give some potion-coin. But do you really like any potion-coins? And they should be there only for one turn without changing the idea.
2nd: a rule addition: „If you play a card with +Potion it is like a „potion in play” ”, which is right for Alchemist. But Apothecary? : A card with vanilla +Potion is a potion card? not nice.

So you need a potion card in your deck.

There are two possibilities:

1st: add in Reagent's instruction: „Choose one: $2 or $P or gain a treasure with costs up to $4. ... ”. So it is more attractive to buy a reagant than a potion-card. Such a card has to cost $6 - hm - isn't it better to buy Gold? Perhaps cost of $5 + 1 debt?  or $4 + 2 debts? (!!)
2nd: As Reagant is (as you mentioned) too strong, then you can set its cost to $1+$P. So you have a potion in your deck.

I like both.They are simple and ensure that you can have a potion card in your deck quickly. 1st is more common with games without any other alchemy cards (means here with potion in cost). But remember: Donald suggests three Alchemy-cars minimum.

any better suggestions?

ceterum censeo: Donald has to think about alchemy-mechanism again so that all dominion player will like it. May the potion with him ;)

Variants and Fan Cards / Re: herw's cards
« on: November 14, 2019, 04:40:35 pm »
I like this, but mainly for the Attack (which could be too strong). Virtual Potion is an often seen but bad idea due to Alchemist and Apothecary.
hm - original potion is then virtual too?
Although reagent is not a basic card it is real as potion card is. Both are treasure cards.
I agree that i have to think about strength of „+1 copper”. So you think that reagent has to low costs.
What about „every other player gains a copper to his hand?

Variants and Fan Cards / herw's cards: Reagent
« on: November 14, 2019, 10:29:07 am »
For alchemists and others ;)

edit: a better solution is in future post

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 14, 2019, 08:00:31 am »

    Types: Treasure - Victory
    cost: 6*
    2 VP

    Trash this.

    (This is not in the supply)

    This is a super cool idea but i've got a couple reservations about it -
    • [...] You may want to consider having them be $2 -> $2 +1 Buy -> $3 -> $4 Trash this Return this to the supply, which would make them a little more even-keeled (ie, if you wanted to play with the biggest money, you wouldn't just buy curses right away)
    The instruction of breathtrash this” is very important here, means it follows the main idea to give the player a decision. If you don't play it it is only an estate. If you play it you loose 2 VP but you have a one-shot-gold; maybe you need it in your last turn?
    BTW the name in German is Lebenshauch which is dfficult to translate in English, maybe soul?
    An Alternative are expressions like „Odem” or „Brodem” which are old expressions. But again it is difficult to translate.

    Yeah, i was thinking more that since it's not in the supply anyway (so you can't just buy them) that it might be better to handle the one-shot like Madman; do it the trashing way, the first five players to do the traveller line get a Breath and everyone else is out of luck. Do it the return-to-supply way (or even "exhange this for a Dark Path"?) and they cycle through/no one gets hosed by someone else's lucky shuffle.
    ah yes thanks. I forgot about trashing and return to supply. On the other hand normal traveller's end is always gone for other players. So the last five end-cards are gone - it is normal behaviour for traveller-lines (with one exception  ;) )

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