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Messages - Neirai the Forgiven

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1
With boulder trap, the issue becomes formatting; it theory it should be something like

Quote
Boulder Trap - Trap - $3
-1VP
--------------------------------------------------------------------------------
When you trash this, each other player gains a Curse.
--------------------------------------------------------------------------------
When you gain a card from the top of a Supply pile, if this is the next card, gain it.
--------------------------------------------------------------------------------
Setup: Shuffle one Boulder Trap into each Kingdom pile.

That gets a bit crazy. But I will definitely entertain any feedback on how to avoid having three horizontal lines on the card.

2
Sorry, everyone, I've been late in posting the new art reveals:

This is a rules update to prevent the first-come-then-win exploitation of this card.


3
Hi guys! Thanks again for the feedback and attention!

Fragasnap, while I'm unlikely to change the Sarcophagus much more than I already have (because of testing burden) I really, really like your idea, although it would lead to the game ending fast as well (4 player game? piles only have 6 cards!) so I'd probably do it as 2 of each action in the trash.

ClouduHieh, I do really like the idea of Inspectors putting cards on top of the deck. I'll try it out.

On other news, I am also trying out a version of Aquifer that replaces the reaction with just being able to choose to gain an Aquifer, and maybe costs $4.

4
GendoIkari, thanks so much for your replies. Your insights and experience are super helpful.

I have a third option, which could be to say "when it [the played card] leaves play, trash it." This would fix the duration issue but I'd have to look at all the other odd cards to see what it would do with them.

Update: I've decided to just go with the official rules; and not try to tamper with it. If I chose "when it leaves play, trash it," then the card would be confusing in cases of the lose track of rule -- if the card leaves play for a reason other than Sarcophagus, players might interpret "when it leaves play, trash it" as interrupting that and trashing the card (it wouldn't.) Plus then you lose the cool interaction of the card not staying in play, making the card more of a Band of Misfits clone. But the real clincher is Cultist. If Sarcophagus trashes a Cultist during Clean-up, what happens? It's not worth the headache.

5
Yeah there's definitely official rules. Not just Procession, but Bonfire. Duration cards definitely don't have to do their normal thing next turn. The official rules would also cause Sarcophagus to stay in play until next turn.

Hmm, according to the Procession wiki article:
Quote
If you use Procession on a Duration card, Procession will be discarded in the same turn's Clean-up, since the Duration card will no longer be in play.

If I'm understanding this correctly, the Sarcophagused card will be trashed immediately after it is first played (before the 'next turn' is resolved) and Sarcophagus will be discarded. Then the next turn effect will trigger anyhow, but without the card being in play.

I dislike this a fair bit, but it is the official rules.

6
Hmm, I just realized that there is no official ruling on what happens to the effect that occurs on your next turn if you trash a Duration card that is in play.

I would assume that there is a Variants and Fan Cards precedent, though. If so, can someone tell me what it is?

Otherwise I will have to make a ruling, which may very well be that Sarcophagus stays in play until the Duration card is finished, then trashes it.

Edit: Ignore me; Procession has the same quirks.

7
Thanks for the feedback and interest, guys!

After careful consideration, I've decided to give some significant nerfs to Sarcophagus. Sarcophagus will now only play the targeted card once, and will only be able to target cards that cost "up to $2 less than it."

Overall, I realized that this makes Sarcophagus still better than Band of Misfits, a $5 card, as it will trigger on-gain and on-trash events, and retain its own on-buy Curse event. While this makes the Sarcophagus less attractive than when it was an OPAF throne, it's still a lot of power to pack into a mere $1 cost increase vs Band of Misfits.

8
Thanar, thank you so much, that's incredible!

I'm interested in how you plan to print them; I'm also planning to print them out. Maybe we should compare notes.
The cards will all be available on my Imgur at some point. If that is not acceptable, PM me when I finish the reveals (when the rules + app are out) and I'll send you a zip with the originals.

I'm a bit worried about the size things. Maybe it's this forum vs Twitter that is the issue? Anyhow I'll do my best to make sure at some point they are consistent. When I link the full album for public consumption, let me know if they are inconsistent. I'll want to make sure they are as good as possible.

9
I just switched them to imgur "Large Thumbnails". Let me know if that helped.

Edit: now when they expand they fit in your screen, too.

10
Oh man, other secret history. Sarcophagus used to not have a limit on the cost of the card in the supply that you used it with. Then we tested it with Hunting Grounds.

11
Also to bring in more context for people, here are the cards revealed so far on my twitter.


I totally made it unnecessary to go to my twitter. I suck at social media.

12
Woo, I missed a bunch of the responses, sorry, will try to catch up. Thank you all for you comments!

I might need to do a "secret history of" at some point. It's been suggested, and I'm a narcissist, so why not?

First off let me clear up a misconception on Tomb Raider. Tomb Raider only ever lets you gain one card per turn. So in ClouduHieh's example of the double-Tomb Raider turn, on the second time your play Tomb Raider, when player 3 reveals Harem and player 4 reveals Gold, you are going to need to choose whether you want a Harem or a Gold, and pick that one. Perhaps I need to slightly adjust the text to make this more obvious (e.g., You gain a copy of one Treasure revealed this way.)

Grave Watcher, this is sort of a janky card for sure, but I do like it. If there was one thing I would change it would be to rethink the curse yourself, but really the set is done except for proofreading, plus if something is totally broken. I ran a WIP thread for months. That was the place to argue about design. But don't think I'm not listening and taking things to heart, even if I sound grumpy about it. Grave Watcher is all about presenting the player with a bad decision. Do you make it non-terminal? Do you move yourself from $7 in hand to $8? But don't let it go to your head, it's going to lose you the game if you're not careful. This thing could have been "mephistopheles" or "infernal contract" except then it was in too much danger of being clobbered by Nocturne (Nocturne was coming out when I was working on it.)

Then the attack; the attack was shoehorned in for two reasons. One, I realized I didn't have enough attacks in the game. Two, at one point this card was called "Pixiu", a Chinese dog/dragon thing that guards money and brings financial luck. So I gave it a financial luck attack. The attack rarely happens though, so it can be obnoxious but it isn't super obnoxious. As it is though, you never want to buy Grave Watchers for the attack, you buy them for the flexibility to make bad decisions. It turns out that Antiquities ends up having a whole bunch of attacks that can miss; it's almost worth saying that it's a theme of the set.

Collector, there's a weird thing that happens when you do designs. Sometimes a card that is bad gets popular with a certain segment of the fanbase. In this case, my fanbase is very small (20 people? that might be generous) and the segment of the fanbase is my wife. Since she is the person who I will play these cards with the most, her opinion matters. Anyways originally it had only the bottom rule, no looking at the top card. Also it would dump the gained card into your discard pile, so you'd really lose all the time, since you couldn't play it. So she would play this card every time she could and it would just tank her game. It was terrible. But she still used it every time. So eventually I buffed it to put the card back where you found it, which normally means you are at least breaking even every time you use it. Even then it still wasn't worth her focus. The randomness was just too, you know, random. At the same time I was reading every single entry in the Interview with Donald X for design insights to make the set better, plus more authentic, and realized I was lacking in "non-attack interactions" so I decided to add the top. If the testing still meant the card was bad all the time, I could increase the number of cards you scry before doing the random upgrade. But it appears that one is just fine. By the time I was doing all this, I had already ordered the art. If I hadn't, I would have renamed the card to "Gambler", since ClouduHieh is totally right, it's almost a total gamble.

Riches has a huge page of opinions (mostly that it is broken OP) in the WIP thread, but my testing didn't line up to the allegations that it is broken. I've never had it run away with a game yet. Eventually some players started pointing out that it's hard to use in a broken way. I'm not going to defend it though, just go read the WIP thread. But, again, like I said on reddit, the problem with my test group is that we're probably B or C-tier players. A and S tier players may be able to single-handedly use this card to go insane things. At least in Dominion a card is always available to everyone to use, as long as it doesn't become the only strategy that makes any sense every time it appears.

I am going to modify the rules to make it more obvious that having 2 Riches in play means you just blew up both Riches, though.

Thanks so much for the attention and respect you're giving this set, though! I always hope I don't sound too dismissive. I appreciate all of it, criticism included!

13
set needs an octopus card.

Mistakes were made.

14
I should also mention I'm revealing a card every Monday, Tuesday, Wednesday, and Friday on my twitter.

(It might be helpful if you take a look at them since apparently I still have some typos and rule misses!)

15
Shipwreck might have accountability issues. If the finding of a treasure isn't optional, then the person would have to reveal their entire discard to prove there's no treasure in it. And if they do find a card, they should reveal it before putting it on the bottom of the draw pile
...
Same with Moundbuilder Village... it doesn't have accountability for finding the highest-cost card.

Gah, late-game issues!
Good catches, though. Shipwreck should be optional, and Moundbuilder Village could probably be changed to say "reveal your discard pile" since you'll have to show everyone all the card costs.

16
Yes! Although I don't have that art yet.

Also, seriously check Jan's art out. You can see a sample on his deviantart site, but also by looking at any of JFD's Civilization VI and V mods. The dude needs more views.

17
Officially announced on reddit, here's essentially a crosspost:

You feel like you’ve really got the hang of this Emperor thing. Your holdings reach out in all directions and cover the whole world. That’s the problem, really. You are running out of directions to conquest; north, west, south, east, and florst, you rule them all. You’ve tried conquering in other directions, too: widdershins, reverse widdershins -- but eventually you realize you’re just trying to conquer from yourself. You can’t really go up, either, but you’ve got top men working on that. So you’ve settled with going down. As soon as you started going down, you found riches, but you also found old things, things from a time before when someone else was also going down, apparently. But unlike whoever this was, you are still alive and that makes all the difference.

Antiquities is a 27-pile (plus a promo) fanspansion built and tested by me, with a ton of helpful feedback from this community. My gratitude for the feedback is immense. This would have not been worth landing without it, it was lame at the start.

You've all seen the WIP thread, so I'll skip to the fun part, card art reveals. This was done using Violet's card renderer, with art from Jan Boruta.

   

I will be posting followups with more art each week, followed by a rulebook reveal!

18
Officially announced on Reddit!

19
After additional testing, I buffed that "payoff" for trashing two or more cards to +$3, giving a fully-loaded Snake Charmer $4.

This makes Snake Charmer sort of a hybrid between Fool's Gold and Bishop, with maybe a little Torturer thrown in.

20
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: April 23, 2018, 10:41:04 am »
On a side note, it turns out that the Snake Charmer becomes an attack that punishes other players for streamlining their decks too much.

21
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: April 22, 2018, 12:07:05 am »
After a number of testing games, settled with the following:

Quote
Snake Charmer - Action - Attack $4
+1 Action
+$1
You may trash a card from your hand. If you trashed two or more cards this turn, +$2.

Each other player may trash a non-Curse card from their hand. If they don't, they gain a Curse.

22
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: April 21, 2018, 12:33:28 am »
I'm going to have a fairly extended test session tonight, which will help me get an idea of how powerful it is in different permutations. Cost is not final.

For now, I've also changed it so the card other people can trash can't be a Curse, and running it at $3. The reasoning for the drop in cost is its similarity to Forager (a Trash + Action card.)

23
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: April 19, 2018, 06:00:47 pm »
Update: here is a (maybe) faster version that I'm going to try test:

Quote
Snake Charmer - Action - Attack - $4
+1 Action
You may trash a card from your hand.

Each other player trashes a card from their hand or gains a Curse.
-
At the end of your Action phase, if your hand is empty, + $3.

This might also lower the power level (or raise it!)

24
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: April 18, 2018, 03:39:58 pm »
What if you just made Snake Pit a cantrip? Yeah, it's still a cantrip trasher, which is crazy, but since it lets everyone else trash too, it might be balanced.  The cursing will only come later, and by then, your opponent(s) will have decent control of their deck already due to heavy trashing, so the curses won't be that big of a deal. 

I liked the trash a card or gain a curse thing, but I don't like the trash an action card or gain a curse thing.  At least not on a cantrip.

Yeah, I'm leaning that way, too. Would you keep the "after I trash two, gain a gold?" Or three, depending on balance?

I think it's fun, but as Gazbag said, trashing quickly and gaining that kind of immediate economy might be too good. What if it was 'Gain a Silver into your hand' instead?

Silver might be too slow in the long run / I do a lot of that sort of thing already, although it might just be how it should be to keep the balance going.

Although silver works a bit with snake charmers because they are often some kind of beggar, right?

I'm also toying with the alternative rule of "if your hand is empty, gain a gold" instead. It would require you to trash the card you drew, using a third cantrip charmer... The fun part of that is that it would, in some ways, work well with cards like Secret Cave.

25
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: April 18, 2018, 02:19:05 pm »
What if you just made Snake Pit a cantrip? Yeah, it's still a cantrip trasher, which is crazy, but since it lets everyone else trash too, it might be balanced.  The cursing will only come later, and by then, your opponent(s) will have decent control of their deck already due to heavy trashing, so the curses won't be that big of a deal. 

I liked the trash a card or gain a curse thing, but I don't like the trash an action card or gain a curse thing.  At least not on a cantrip.

Yeah, I'm leaning that way, too. Would you keep the "after I trash two, gain a gold?" Or three, depending on balance?

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