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Messages - Kudasai

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1
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: October 21, 2018, 07:11:17 pm »
I really like your wording, but the way I have it currently should in fact work since it is referencing any changes the last card played did to your total coin and not what your current total coin is.

Example play 1: You have $3. You play a Copper. It increased your total to $4 or more, so you draw a card.
Example play 2: You have $5. You play a Copper. It did not increase your total to $4 or more, because you already had $4 or more even before playing it, so you do not draw a card.

Example play 2 does not work the way you want it to, as worded, since you cannot change your total $ to something it already is.

I see your point. Thanks for the heads up and your patience! I'll have to make changes later as I'm currently away from my computer.

2
Variants and Fan Cards / Re: Holunder's cards
« on: October 21, 2018, 04:45:37 am »
Also, you have a bunch of cards that give a coin token or an action token. I assume that action tokens=Villagers? You could update your cards with coffers and villagers. And Spectre says resolves the next Hex, instead ofrReceives the next hex.
Yeah, some folks, especially Aquila, played around with Action tokens before they became official. This is why I am not that excited by Renaissance, Coin tokens and Action tokens is something I am already familiar with. I also did some Lost in the Woods style States here which are equivalent to Artifacts.


Here are some nasty sideways cards that slow down play:



Renaissance has an on-shuffle trigger so this is a natural idea that punishes engine play.





Kinda like Tax but you get Ruins instead of Debt and if you cannot or do not want to get rid of them because your Scrying Pools love them so much or because they belong into a Museum you even get some points, set collection style.

Oh these are nasty indeed! It's nice to have stuff like this around for those who really like a good slog.

Barbarism - Good to see something that hurts engine play more than big money yet doesn't exactly reduce the game to just playing big money itself.

Archaeologist - This is a very cool concept and you've gotten all the nuances of this card onto one very small mockup. I do fear being forced to take the Ruins along with the associated Kingdom card might be too harsh. Have you considered making it a choice? Like, "When a player gains a card with a Ruins on top of it, they may gain it."? This would allow players to build their decks a bit before taking the leap into Ruins fest. Otherwise, I think this becomes a slog too fast.

Also, is the Ruins pile also included in games using Archaeologist? Might be nice to give players who might have fallen behind on certain Ruins to have a chance to catch backup.

You reference both Kingdom Piles and Supply piles, when it should be one or the other. Currently you put Ruins on all Supply piles (Treasures and Victory cards included), but you only take Ruins from Kingdom Card Piles.

Very interesting cards though. Have you gotten any games in with them?

3
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: October 21, 2018, 02:54:27 am »
I think you forgot the "or" in "4$ or more". Going with Royal Carriage, it should probably say "finish playing" instead of "resolve". Also, the timing is unclear. For instance, if I play Artificer, do I draw the card before discarding?

My suggestion would be: "While this is in play, when your total coins increases to 4$ or more while playing a card, after you finish playing it, +1 Card"

"Resolve" is used briefly in the Dominion 2nd edition manual so I thought it would be okay to use that instead of "Directly after you finish playing". In my mind they meant the same thing, but now the term seems more ambiguous than before. Being shorter I much prefer it, but since the precedent is to use the latter and I'm not questioning what "resolve" actual means I'll change it. Going to be hard to fir that onto my Commander cards. :(

So with this phrasing hopefully it addresses your question about Artificer. You only get +1 card after you play Artificer and you have $4 or more total coin.



I actually first thought of Storyteller and then realized Poor House did the same. So, when I play Poor House and get to 6$, I draw only once, not twice, right? What happens when I play cards that iteratively give +1$? Vault and Storeroom for instance give "+1$ per card discarded". What about Diadem? Is it once per card?

The intention was for this to draw after each card is played that puts your total coin at $4 or more. As worded though, it would draw each time your total is increased above that amount, so cards like Vault would be quite good. Big oversight! This newest version should address this.



So now hopefully the draw card check is pretty simple and robust.

(1) Play a card.
(2) Did my total coin change?
(3) If yes and my new total is $4 or more, +1 Card.

Applying this to your questions:

-Poor House will only get +1 Card if upon it's resolution (1) you have above $4 coin and (2) it increased your total $. So you could have $4 prior to playing Poor House, but if it nets you $0 or less, you will not get +1 Card.
-Cards that incrementally increase your total $ only get +1 Card if after you resolve them your total coin is at $4 or more.

Other things worth noting:
-This interacts with all cards - Action, Treasure, and Night cards.
-Treasure cards drawn during your Buy phase can then be played to draw more cards, which can then possibly be played to draw more cards.

Thanks for catching yet another big oversight on my part!

The wording on the card doesn't work as you intend. You intend that if you play a Market when you already have at least $4, you'll draw an extra card because of the Market's +$1. The problem is, when you get additional $ after you have $4 or more, you aren't increasing your total to $4 or more because it already is $4 or more, so as worded, Heir can only trigger once per copy, which is clearly not what you intend.

Here's my recommended wording, which should function exactly how you intend:

While this is in play, after you resolve a card, if it gave $ and you have at least $4, +1 Card.

I really like your wording, but the way I have it currently should in fact work since it is referencing any changes the last card played did to your total coin and not what your current total coin is.

4
Variants and Fan Cards / Re: Anticipating Renaissance
« on: October 20, 2018, 03:58:23 pm »
Perhaps a card that can gain both Coffers and Villagers, but has you manage each resource effectively for a draw bonus?



Not sure what good values for a card like this would be.

5
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: October 20, 2018, 03:26:38 pm »
I actually first thought of Storyteller and then realized Poor House did the same. So, when I play Poor House and get to 6$, I draw only once, not twice, right? What happens when I play cards that iteratively give +1$? Vault and Storeroom for instance give "+1$ per card discarded". What about Diadem? Is it once per card?

The intention was for this to draw after each card is played that puts your total coin at $4 or more. As worded though, it would draw each time your total is increased above that amount, so cards like Vault would be quite good. Big oversight! This newest version should address this.



So now hopefully the draw card check is pretty simple and robust.

(1) Play a card.
(2) Did my total coin change?
(3) If yes and my new total is $4 or more, +1 Card.

Applying this to your questions:

-Poor House will only get +1 Card if upon it's resolution (1) you have above $4 coin and (2) it increased your total $. So you could have $4 prior to playing Poor House, but if it nets you $0 or less, you will not get +1 Card.
-Cards that incrementally increase your total $ only get +1 Card if after you resolve them your total coin is at $4 or more.

Other things worth noting:
-This interacts with all cards - Action, Treasure, and Night cards.
-Treasure cards drawn during your Buy phase can then be played to draw more cards, which can then possibly be played to draw more cards.

Thanks for catching yet another big oversight on my part!

6
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: October 20, 2018, 02:16:13 pm »
Commodore Chuckles - Although I think the wording I've chosen is sound in terms of execution, it is certainly not an intuitive thing a player will automatically know how to play. I do like your wording suggestion, but I think I'm going to try and go that route incrementally. Hopefully somewhere between what you and I have is a good balance. And yes the latter was the correct way this should play.

Asper - I hadn't thought about Poor House interactions. I first this seemed like a cool card interaction. I could see situations where you already have $5, then play a Poor House for $9 (draw), then get say -$1 to put you at $8 (draw), and so on. Essentially I was viewing "make" as any total coin change over $5, so even going backwards would count. However, this is a big oversight as spending Coin during your Buy phase would also cause you to draw as long as your overall was above $5. This might actually work, but this card is already probably too strong, so that's going to go.

Hopefully this new version is a bit more clear. If not, it at least removes any interactions with Poor House and spending coin.



Thank you both for the comments!

 

7
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 19, 2018, 04:16:46 pm »
Captive Traveler Line:

Captive - Weak as most starting Traveler Line cards should be, but this one particularly seems harsh. I think gaining the Silver to your hand would be completely acceptable and a nice reward for players who take the risk of opening Captive/Silver. Also opens up some nice interactions with other Silver strategy cards. Other than that, I think it's a nice, clean card and a good fit to start the line!

Trainee - I highly recommend changing this to read "Each player (including you) gains a Spoils." So few cards effect all players, I think it is easy for players to misread this and not give themselves a Spoils as well.

Barbarian - I also recommend for clarity changing to bottom half to read "When you discard this from play, you may exchange it for a (choose one): Convert; or Commander." It may look a bit weird, but all other official Dominion cards present choices in this manner and I think players are used to seeing this visual cue.

Commander - I think this could use a +1 Card added to it. Would give it a slight buff and a stronger interaction with Viking King. Cool attack part though! Also, the bottom says to exchange this for a "Savage King" instead of "Viking King".

Viking King - I think this could do without the Journey Token bit. It takes a lot of work to get to this point and the reword should be well worth it. This could probably just double every Attack with no conditions and give +1 VP token. This may seem harsh, but at this point in the game, Curses may already be out and people should have strong enough engines to survive discard Attacks.

All in all I think this is a cool Traveler line. They are certainly not easy to make and it's nice to see someone taking up the challenge. Any cards or aspects I didn't mention I think are good. Thanks for sharing!

8
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: October 19, 2018, 03:38:10 pm »
Trying out a few more cards that deal with how much Coin you make in a turn. Unsure of the values, but I wanted to check if the concept and how it plays is clear.


9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 19, 2018, 03:49:26 am »


Clarification: Cost reduction effects such as Bridge and Highway will make General cost fewer Debt during your Buy phase.

Big fan of this one! Having cards on hand and ready to be throne-roomed is powerful, but this takes awhile to build up. The cost change effect is very unique as well. All the benefits of being able to buy this with debt and being able to remodel these into Provinces. I wonder if this concept would apply well to other cards.

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 19, 2018, 03:37:46 am »

First Submission:
$6* Lost Temple
Action-Doom
+2 Cards
+2 Actions
While this is in the Supply, once per turn during your buy phase you may
receive the next Hex. If you do, +1 Buy and this costs $3 less.


"+2 Cards, +1 Action, and +$1" I think is priced around $7.5, so giving this a base price of $6 with the added amount per duplicate you have in play seems about right. Also, given that this card rewards diversity it will keep players who try and spam these in line a bit.

Might be best to keep the price changes restricted to your Buy phase. Otherwise, it might be a nightmare to resolve trash for benefit cards during your Action phase. Not impossible though.

Nice, clean submission! Thanks for sharing this one!

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 19, 2018, 03:21:01 am »


For those who are unfamiliar with it, the Season mechanic is by Asper and Cookielord.
I already play around with the basic idea for some time. The card is strictly weaker than Village and could be made more exciting via exchanging Actions for Villagers but that felt to me like too much is going on.

Quite a cool card! I recognize the top part from a concept you were working on a few months ago. It seemed to be lacking something then, but I think this addition of the variable cost brings it all together. Would like to see this played with Remodel!

Also, I'd change the question mark font in the cost to "Times New Roman" if you want it to be in line with official cards.


12
Perhaps something like this:

Quote
In games using this, at the start of your Buy phase, you may look through your discard pile and set aside any number of Curses from your discard pile or your hand.  This card costs less for each Curse still set aside in this way, to a minimum of .  When you buy this card, return a set-aside Curse to the supply for each that its price has been reduced by in this way.  At the end of your Buy phase, discard any remaining set-aside curses.

It's still pretty messy - I'm not happy with the "for each $1 that its price has been reduced by in this way" part, but I don't see how else to make it play properly with Bridge and friends.

Maybe I've been overthinking this.  How about:

Quote
In games using this, at the start of your Buy phase, you may look through your discard pile and set aside any number of Curses from your discard pile or your hand.  You may pay for this card by returning set-aside Curses, with each paying for $1 of its cost.  At the end of your Buy phase, discard any remaining set-aside Curses.

That even feels like it might fit on a card.  Though then maybe this isn't a card for this contest - it's an alternative payment, not an alternative cost.

Perhaps something like this:

Quote
In games using this, at the start of your Buy phase, you may look through your discard pile and set aside any number of Curses from your discard pile or your hand.  This card costs less for each Curse still set aside in this way, to a minimum of .  When you buy this card, return a set-aside Curse to the supply for each that its price has been reduced by in this way.  At the end of your Buy phase, discard any remaining set-aside curses.

It's still pretty messy - I'm not happy with the "for each $1 that its price has been reduced by in this way" part, but I don't see how else to make it play properly with Bridge and friends.

Maybe I've been overthinking this.  How about:

Quote
In games using this, at the start of your Buy phase, you may look through your discard pile and set aside any number of Curses from your discard pile or your hand.  You may pay for this card by returning set-aside Curses, with each paying for $1 of its cost.  At the end of your Buy phase, discard any remaining set-aside Curses.

That even feels like it might fit on a card.  Though then maybe this isn't a card for this contest - it's an alternative payment, not an alternative cost.

I think you're going to have a tough time finding concise wording that gives you $1 coin per Curse discarded, but you can only use it to buy High Grand Witch. I'd suggest either (1) giving $1 coin that can be used to purchase any cards, or (2) reducing the price of Grand High Witch by $1 coin. The former as you mentioned does not qualify for this competition. You've also expressed concern about having the price reduced and the interaction with +Buys. Cost reduction cards are always going to run this type of risk, so I'd just chop this up as a card interaction and something players need to watch out for.

Beyond that, there are some adjustments you can make to reduce the text length. Here is an example using +$1 coin.

During your Buy phase, you may look through your discard pile and return any number of Curses from it or your hand to the Supply. Then +$1 per Curse you returned.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 18, 2018, 01:57:37 pm »
CHALLENGE #4 - VARIABLE COST CARD RESUBMISSION



This feels a bit similar to Viking Village. Sorry Holunder9!

[EDIT 10/19/18 12:08AM PST] Changed name and image to Sunken City. It's back!!!

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 18, 2018, 01:48:23 pm »
It should also be clarified if you still get the effect when it's tied for most expensive, that will have a pretty big impact on power level.

I actually like the anti-synergy. You can get it early for the economy boost, but it will crumble later, or you wait and end up with a more powerful card. The only thing that bothers me is that it is usually not a very interesting decision whether to go for it later; with cheap engine components you do, otherwise you don't (unless you need a Ruined Market). But maybe the interesting decision in the opening makes up for that.

I appreciate the vote of confidence, but I think I'm going to use the "most expensive" card condition on another card. Maybe this could have worked, but I'm just not quite feeling it right now. If you have any similar card ideas I'd love to hear them, but maybe not on this board. I feel bad enough cluttering this area with non-submission chat.

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 18, 2018, 01:44:20 pm »
But what if Ferry is in the kingdom?

Then you'll think twice what you'll do with that token.

What I don't like is that the on-gain effect is hugely anti-synergetic. You can either buy this card after your opening, where there's a big chance that it will fail, OR you buy it in the opening, where you will still have to buy it for 4$, but then it starts costing 2$, effectively making it a Woodcutter... Unless you go for a treasure-based strategy, which means this becomes a cheap Big-Money supporter.

I agree. My goal was to have some kind of terminal Action that was a weak $4 cost, but great $2. Something that you likely would not want early, but could use 3-4 copies of late game. A Woodcutter variant with some added effect seemed like a good place to explore, but it hasn't quite come together.

I think I'm going to go back to my original plan to use the bottom-half portion with a Village card. Opening Village is rarely good, but in this case you'll at least have cheap Villages for the rest of the game.

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 18, 2018, 04:40:38 am »
This variable cost doesn't work. Gaining the card happens after you buy it, so you can't buy it for $2 in the first two turns, and after it's in your deck, there's no record of when you bought it (no way to tell apart a Lumber Camp you bought turn 1 from a Lumber Camp you bought turn 6).

This should address both of the issues you brought up. Thanks for the heads up. Not sure I really like this card, so I may scrap it or toy with it more in the next few days.


17
Variants and Fan Cards / Re: Holunder's cards
« on: October 17, 2018, 07:05:17 pm »
Simple solution:
In games using this and Possession, burn all copies of Possession.


Edit: In case the word All is ambiguous, I mean ALL.

Even copies a friend down the street might have? Best to be safe I think.

18
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: October 17, 2018, 06:59:22 pm »
Why is Frontier a Victory card? I feel these are two cards rather than one.

I wanted Frontier to still have a function even after a Supply pile was gone. At this point it is essentially just 2VP for $4 and still retains some functionality, albeit much less than being able to gain VP tokens.

19
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: October 17, 2018, 06:55:36 pm »
I read Revolutionist as variation on +2 Cards and +2 Coins.
You probably only want to call it when you draw one card, which happens often enough. 1 Card is usually worth less than 1 Coin (Lab being better than Peddler) so Revolutionist is on the one hand slightly weaker than +2 Cards and +2 Coins but you can make up for this via calling more than one Revolutionist. Plus the card is a Reserve and thus able to create huge turns. On the other hand it is trickier to handle than Wine Merchant and Revolutionist is likelier to miss shuffles.

This makes me more confident that I got the price correct, but it was my intention for players to only be able to call one Revolutionist per draw instruction. I'll have to take a harder look at the wording and make sure it prevents multiple calls.

20
Variants and Fan Cards / Re: Holunder's cards
« on: October 17, 2018, 06:52:22 pm »
Yeah, it is broken with Possession. Gotta live with that.

You could add: "If the previous turn wasn't yours, do this any number of times: ..." It's a lot of text to add for just one card interaction, but whole paragraphs have been written in rulebooks to address Possession issues. In that context, maybe this isn't so bad?

I think I'll be adding this to Bivouac to be on the safe side.

That text doesn't prevent it. The infinite move is being done on your regular turn, before the Possession turn.

True! Sorry, I rushed that post without stopping to even look at Possession. This wording should work:

"If this is not an extra turn, you may play this any number of times: ..."
Yeah, this works for Bivouac as Bivouac is the inverse of Black Cat, i.e. it is only abusive if you play it while possessing somebody whereas Black Cat does the nasty stuff on the turn before the Possession turn. At least if I got the rules about Possession and VP tokens right.

Okay, now I'm seeing the issue with Black Cat. Sorry it took me so long.

Well, getting all three (Black Cat, Possession, and Travelling Fair) seems unlikely, and it would be easy enough to suggest that players not use this combination, but if you wanted Black Cat to be full-proof you could try this wording:

"If you don't have Possession in play, do this any number of times: ..."

A bit awkward and confusing to name a card that may never show up with Black Cat, but you could also change it to:

"If you don't have Action cards in play, do this any number of times: ..."

This last one considerably weakens Black Cat, so it would be fair to buff it in other areas, but this is likely getting too far away from your original design.

21
Variants and Fan Cards / Re: The 12 old removed dominion cards
« on: October 17, 2018, 01:53:16 am »
Revisiting and tweaking the 12 removed cards is one of my favorite things to do! Finding a way to change them while keeping the core mechanics (price and execution) the same is challenging. Here is what I've come up with:

Glutton (Feast Upgrade): Plays essentially the same early game, but late game it can be a great $5 cost gainer. Have never tested this, so it may be too strong. Includes the state Hunted, which just plays a card X amount of times (in this case, it plays Glutton once per turn for each Gold you revealed).

   

Lumber Camp (Woodcutter Upgrade): Identical to Woodcutter, but now if this is one of your first two gains, they become permanently cheaper by $1 coin. A very small change, but I think it makes it a lot more interesting. Woodcutter on it's own was fine power wise, so I couldn't buff this too much.



Adventurers (Adventurer Upgrade): This now draws stronger and stronger Treasure cards each play until it stops functioning. I personally don't thing pure, Treasure drawing works well as a concept, but I do think this version is a lot more fun.



These may not be great cards, but they were sure fun to make. What cards have you come up with?

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 16, 2018, 08:37:54 pm »
I'll use this instead because it maybe has some shock-factor:


I really like Highland, but I can't wait for people to trash on this! Maybe it's all my pent-up rage from failing to make a decent Great Hall variant. :P

At first glance though I can this working. Hard to actually tell without playtesting though. Excited to see if this works!

23
Variants and Fan Cards / Re: Holunder's cards
« on: October 16, 2018, 08:30:33 pm »
Yeah, it is broken with Possession. Gotta live with that.

You could add: "If the previous turn wasn't yours, do this any number of times: ..." It's a lot of text to add for just one card interaction, but whole paragraphs have been written in rulebooks to address Possession issues. In that context, maybe this isn't so bad?

I think I'll be adding this to Bivouac to be on the safe side.

That text doesn't prevent it. The infinite move is being done on your regular turn, before the Possession turn.

True! Sorry, I rushed that post without stopping to even look at Possession. This wording should work:

"If this is not an extra turn, you may play this any number of times: ..."

24
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: October 16, 2018, 04:45:43 pm »
This looks like it could cost $5 easily, maybe even $6. With any decent trashing, seems like it'd be easy to make this an always-activated conspirator.

I love this card because half the people say it's terrible and the other half say it's too good. In reality I think it's about on par with Silver. Stadium certainly benefits from a good trasher, but I think most cards do.

Increasing the price to $5 or $6 would actually buff this, as it would help enable itself to hit those $2 and $3 Coins for your next turn. At cost $3, massing Stadiums just gets in the way. If I were to ever nerf this, I would first adjust the cap on how much coin you can make for your next turn to $3.

25
Variants and Fan Cards / Re: Holunder's cards
« on: October 16, 2018, 04:34:21 pm »
Yeah, it is broken with Possession. Gotta live with that.

You could add: "If the previous turn wasn't yours, do this any number of times: ..." It's a lot of text to add for just one card interaction, but whole paragraphs have been written in rulebooks to address Possession issues. In that context, maybe this isn't so bad?

I think I'll be adding this to Bivouac to be on the safe side.

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