Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kudasai

Filter to certain boards:

Pages: [1] 2 3 ... 11
1
Variants and Fan Cards / Re: [Release] Dominion: Antiquities!
« on: December 07, 2018, 05:48:15 pm »
Cards have arrived! They're a bit more saturated than the real ones, so that's going to be a bit of a turn-off for some, but as fan cards go, they're very good. Pictures will be coming!

It will make up for how undersaturated some of the Renaissance cards are. :)

Can't wait to see some pictures!

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: December 07, 2018, 04:26:17 pm »

Can I post more than one idea?

Dude, were you there for Violet CLM’s “other board game” challenge, I posted like 5.

You have to pick one of them to be your official submission. Submitting more than one isn't fair because it increases the odds you'll win.

I agree to this, "See what sticks" shouldn't be an acceptable approach. But I have no problem with people sharing fun ideas they had inside the contest's context (say that fast three times), as long as it's clear they aren't submitting more than one idea.

I will take you up on this offer! I wanted to create a Victory card that interacts with Villager tokens, but there are quite a few of those already. I think the Coffers/Villager Victory card idea can work, but I believe it has to be tied to some physical card that takes up room in your deck. Otherwise, the Victory card can become worth quite a bit for really no ill effect. Also, I think conditional token gaining could work in a way.

Anyways, here is what I came up with. The values are likely off. Any feedback from anyone is always appreciated!

[THIS IS NOT A SUBMISSION]


3
Variants and Fan Cards / Re: Dreidel Card Idea
« on: December 06, 2018, 05:26:28 pm »
Interesting concept. Always nice to create something by bringing in outside factors.

My first question is how long does it take to spin a dreidel and get a result? Even at 5 seconds this would significantly slow the game down as you have to spin for each card played. This of course may not matter to some, but if it does matter to you and people you wanna play this with, I'd suggest only spinning 1 dreidel per turn. The effects can then scale with how many dreidel cards you have in play to make grabbing them in bulk worthwhile.

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: December 05, 2018, 06:59:16 pm »


Expanded Instructions:
-Players can look at the cards on their Frontier mat at any time.
-All players reveal their Frontier mats at the end of the game to determine what they are worth before taking those cards for scoring.

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: December 01, 2018, 01:58:03 pm »
24 hours left before judgment.

   
I'm going to need to ask what you're doing with number of copies for each card Kudasai. I can't safely assume like with the other entries.

That's probably an important thing to know. :) In keeping with how Victory card amounts change with how many players a game has, these are the following split amounts:

2-Players: 4 Timberlands on top / 4 Treants on bottom
3-6 Players: 6 Timberlands on top / 6 Treants on bottom

I'll update my Original Post as well with this information!

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 30, 2018, 05:48:50 pm »
CHALLENGE #8 SPLIT PILE W/ ACTION AND CHEAPER TREASURE

   

Would Treant's wording look better if it were something like:
Reveal and discard up to 3 cards from your hand. +1$ and +1 card per {VP} they are worth in isolation, ignoring all other cards you have ?

It's a bit longer I think, but avoids defining variable VP.  And slightly buffs the interaction with Castles I guess.

I'm just thinking that variable VP isn't an officially defined term anywhere, is it? And so isn't it worth something to not add that complication, even though everyone on these forums obviously knows what it means

Variable is not an official term, it's just a word I thought made sense. After reading your post though I can see some ambiguity with it. I don't think it's an official term, but the Dominion Strategy page for Victory cards defines that group as Scaling VP and that for me is a good enough reason to change it. Thanks for your input!

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 30, 2018, 03:10:29 pm »


Investment is inspired by Plowing from this very thread and similar to something that DXV did during playtesting. Could obviously be too crazy:

Quote
Early on I had a Duration card that sat there accumulating Coffers tokens until you popped it.

Banker creates an incentive to keep Investment in play longer than you want anyway. It also becomes better if there are other Durations in the Kingdom. It could still be too weak though and require something extra.

Really cool concept. Token generation each turn does seem quite strong. There doesn't seem to be a lot of drawback to just rushing Investments.

If this proved to be a problem, I could see this working well if a token or two were generated each time you reshuffled. Players would now have to choose between components that speed up their deck reshuffles or getting Investments. Banker's draw would also pair very nicely with this.

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 30, 2018, 02:56:54 pm »
First I should mention I've changed Timberland and Treant a bit (v0.2), but the basic premise is the same so I think I can still respond to comments about v0.1 without too much confusion.

I don't know, Timberland is as aweful for Copper trashing as Raze (yet Raze is cheaper and can trash other stuff) while the Stonemason tricks with Silver and Gold don't seem to make it shine that much.
So I fear that in any game with other trashers those Treants will never see the light of day. The interaction with Treant, i.e. conversion into Peddlers, is also not that huge.

Perhaps give Timberland 2VPs?

With Timberland I think you might have missed that the cards gained cost less than Timberland and not the Treasure returned to the Supply. I think this makes it quite a bit more powerful. Too powerful in my mind so I changed it around a bit. My hope is that Timberland is a weak $4 cost at the start of the game and then when the Treant pile is revealed it gets a big boast. In addition to Treant being able to turn Timberland into a Peddler, the very addition of having Treant in the Supply makes Timberland cost $6 and thus it can now gain cards costing up to $5.

Timberland is a great value at this point, but the big question is how fast can you get to that point? Are all the good $5 cost cards gone by then? Are all those Timberlands you bought getting in the way? I don't really have answers to these questions yet. :(


According to what the cards do, Treant is closer to be a treasure than Timberland. I think that Treant is OP. But aside from not really being a treasure, Timberland looks decent.

Aside from the challenge calling for a Treasure card, Timberland is mainly a Treasure so that it can get rid of itself if needed later in the game. It's a pretty bad trasher so I thought this should at least be included.

Treant is quite strong, but there a few things that hopefully keep it in check: (1) It cost $8. (2) It relies on Victory cards that generally are dead cards in your deck to function, so there is a lot of risk there. (3) Victory cards cost $2 more while Treant cards are in the Supply, so it's much harder to get the Victory cards required to make Treant function.

It could still be broken though. This set came out a bit more complex than I had wanted and I'm now having a hard time determining if it's balanced. There is a lot of subtly between Timberland, Treant and numerous other cards that I can't really account for all the scenarios that could pan out. But hey, it doesn't actually have to be balanced. I just need Aquila to think it is! :)

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 29, 2018, 06:31:02 pm »
CHALLENGE #8 SPLIT PILE W/ ACTION AND CHEAPER TREASURE

Card Splits:
2-Players: 4 Timberlands on top / 4 Treants on bottom
3-6 Players: 6 Timberlands on top / 6 Treants on bottom

   

Clarifications:
-Victory cards with a scaling VP amount (Gardens, Duke, Vineyard, Fairground, Silk Road, Feodum, Humble Castle, King's Castle and Pasture) cannot be used with Timberland. :(
-Monster is a type I made up to help players remember that while that card is in the Supply, it has an effect on certain parts of the game. In this case, Victory cards cost $2 more.

10
Variants and Fan Cards / Re: Weekly Design Contest Thread #8: split pile
« on: November 25, 2018, 11:20:54 pm »
Nice, thanks Gazbag and hope you're better now! I enjoyed the concepts of the other submissions too.

Contest #8: a split pile with 2 different cards in it, a cheaper Treasure and a more expensive Action.
I will accept higher debt as more expensive than lower $. Potions... I'll leave you to convince me there. You can be open with your designs; you don't have to follow the other rules the official split piles do, just fit this brief.

I'll be looking for a design that makes good use of the split pile mechanic, as well as the usual sound, balanced and interesting specs.

Can multiple types be used? For instance can the required Action card be an Action-Victory card?

11
Variants and Fan Cards / Re: Dominion Card Image Generator v1.5
« on: November 25, 2018, 03:08:58 pm »
That's exactly the sizing information I was looking for, thanks. The discrepancy between lengths and widths was a little confusing, but I see here that there's some significant margin space between them to mark player color, so that makes sense.

Correct! The length to width ratios will be slightly different for the overall mat versus the individual Coffers and Villagers sections.

I think if you're going to provide a mat option for people, I'd go with the individual Coffers or Villagers ratio, but at a size that is about as big as the overall mat size.

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 25, 2018, 12:36:25 am »
Well this is a bit frustrating. My final submission for Excavation was a cost of $5, not $6. Also, the price is a reflection of Excavation's power, Refineries power and how hard it is to get Refinery. You seem to have attributed the cost merely to Excavation. No one would say Urchin is a poor card even though it's a weak $3 cost, because it can gain you the much more powerful card, Mercenary.

13
Variants and Fan Cards / Re: Dominion Card Image Generator v1.5
« on: November 24, 2018, 05:15:00 pm »
I want to use it in German and it would be nice if I can get the arrow just with ticking a box so that I can write the German word.
Ah, other languages are a good point, thanks for reminding me.

Intuitively it seems like it should be possible to have this tool support mats with text as well, now that we have two different examples (Coffers and Villagers) and know what's constant and what's variable. Unfortunately, judging just by the images on the dominionstrategy wiki, one of the variable things appears to be the dimensions, which can't be right. Look at this:

That's the two mat images superimposed and resized to use the same dimensions. The banners line up perfectly, which is nice; the text isn't quite aligned or sized consistently, but that's not a big deal. What's bothering me is that the Coffers mat is significantly wider than the Villagers mat. Is this right? Does Renaissance include a double mat that just hasn't been scanned onto the wiki, and if so, is that one's Coffers side narrower than the Guilds mat? Somebody with a physical copy of the game help me out here, because these images are inconsistent and I don't know what to do with them.

I can confirm that the Coffers mat is clipped equally on both the left and right side to fit the size of the Villagers mat. In fact, for the overlay you have, if you clip the extra bits on the Coffers mat, you'll end up with exactly what is printed in Renaissance. So your ratios are spot on, but if you also need some measurements, here they are:

-Overall Coffers/Villagers Mat: Length: 12.79cm, Width: 8.33cm.

-Individual Coffers and Villagers Mats: Length: 7.86cm, Width: 5.79cm.

Measurement Notes: These were measured using inches with 1/32 precision and then converted to centimeters using a 2.54cm:1in ratio.

Layout: The Coffers and Villagers Mats are both essentially rotated 90 degrees and set one on top of the other to fit into the overall mat. So the lengths of both individual Coffers and Villagers Mats are slightly smaller than the overall width. The combined width of the Coffers and Villagers Mats is slightly smaller than the overall length.

14
Variants and Fan Cards / Re: Yuletide - A Fan Expansion Idea by Tejayes
« on: November 24, 2018, 02:03:42 am »
I've figured out how to use Tabletop Simulator to some extent, so I've had some luck at playtesting my cards. So far, I've only played by myself (controlling two players at once); once I get more savvy with TS, I might invite others to help with the playtesting.

I've been meaning to try out Tabletop Simulator. If I ever get it going and our schedules overlap, I wouldn't mind playtesting some of your cards with you. They are quite original and interesting. So original that it's hard to tell if they are balanced or not. A few thoughts on some specific cards:

Chimney Sweep - Big fan of the way this plays! I do think, disregarding the player interaction, the on-play should be worth the $2 cost along and usually +1 Buy and +$1 isn't worth any price. Peasant is only worth it because it upgrades into far better cards and Herbalist, even with it's occasionally useful Treasure top-decking, is generally considered one of the worst $2 cost cards.

Even though this is a great value at +1 Buy and +$3 if you get another player to trash, I fear it is so devastatingly weak if that doesn't happen that opponents will forgo trashing just to punish you. In other words, there might be more value in it for them to potentially hurt your current hand then help their future hands. If that's the case then no one will ever buy these. Having it cost $3 and provide +1 Buy and +$2 on-play and then the extra +$1 for other players trashing seems quite far.

Of course this is just me speculating. Play-testing would reveal much more than my hypothesizing. Thanks for posting these great cards!

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 23, 2018, 03:53:01 am »


Redevelop may be a bit too hard to get.

Redevelop is quite good and should be hard to get. I think what you have now is great. Mass Silver gaining is not likely the best way to get to Redevelop, but even if a player chooses this route, they can turn those Silvers into $5 cost cards. So you have a solid baseline strategy, but with many other options (including stuff you can do with Architect).

I do worry the cost of $6* is too good if you got 2 Redevelops.

Great submission!

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 22, 2018, 10:54:56 pm »
I ended up rewording Refinery. It should play cleaner now and interact better with Capitalism. The only big difference in play is now you need to decide what Treasure to add the +$1 to before actually knowing how your hand will turn out. Mostly this won't matter as you'll likely just choose the most common Treasure in your deck, but it could create some interesting choices for players.

To me, the basic idea of Excavation seems interesting: You have to decide whether to harm your current hand or gamble on trashing something random. The main problem, I guess, is how strong trashing 3 cards is. Most of the time trashing 3 cards from your hand is so strong you won't care what you're missing out on, but then trashing 3 known junk cards from the top of your deck is possibly brokenly strong. It also seems like the best option will nearly always be to forget the Refineries and just trash as much as possible.

Refinery, on its own, also seems interesting: You have to decide whether to pile up a bunch of cheap treasures or try to get a lot of expensive ones. I feel the interaction between the two cards is weak, though.

I agree with most of what you've said. Excavation is strong enough on it's own to justify the $6 price without ever getting a Refinery. But Refinery is so good that I think players who actively build to get a few will fare much better as the time to get your economy back up is drastically cut. And that is really the connection between the two cards that I was going for.

If the whole thing proves too strong I'll make Excavation trash 3 cards no matter what. This will make it far less playable late game and likely make it so a player has to trash more Coppers in order to get Refineries. That decision will be for another day though.

Thanks everyone for the comments and Happy Thanksgiving (even for ya'll outside the U.S. that don't celebrate it)!

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 22, 2018, 02:57:52 pm »
Neither of your cards are showing up for me.

Hmm, Imgur was giving me issues last night so I used another wacky hosting site. Are they showing up now?

Also, thanks for everyone else's comments. I will unfortunately have to wait to respond to them until the end of the day!

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 22, 2018, 03:36:37 am »
CHALLENGE #7 - NON-SUPPLY CARD SUBMISSION

   

Expanded Instructions:
Excavation - You must choose one of the options three times. It can be any combination of choices and does not have to be the same choice each time.

Refinery - Set aside Treasures come from the Supply and are returned there at the end of the current turn. If the Treasure Supply pile is empty you cannot set aside a card from there and thus cannot get the extra $1 when you play copies of it.

19
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: November 16, 2018, 02:19:50 pm »
Well, it's been quite a while since I've added anything here. Here's one idea I've been working on. I've been trying to come up with another Knight-style pile. I wanted to make two different main cards: an Attack and a Reaction, five of each in the pile. Here's what I have for the attack: Each other player discards down to three cards in hand. If any player didn't, +1 Coffers. For my Reaction, When another player plays an Attack card, you may reveal this to choose one: Draw up to six cards in hand, or be unaffected by it. I don't quite know how that will work. Ideally I would want it to be that if you have two of these in your hand you reveal one to be unaffected, then another to draw up to six. Tracking is not really an issue since they will all be different. As far as the extra bonuses, I will use most of the Knights, but not Vander, Josephine, Martin, and Micheal. Here are my ideas to use instead: +1 Buy +1 Coffers; you may discard a card for +2 Villagers, Receive the next Boon; Each other player receives the next Hex. I don't think it really matters which things are attacks or reactions. As far as name/theme, I was going to make the Attacks have the Weapon type, and be Sword, Longbow, Lance, Mace, and Flail. The reactions would then be Armor, being Shield, Helmet, Breastplate, Gauntlets, and Chain Mail. Since there are ten different cards to make, I thought I would get some feedback before making mockups.

In order to get only one of the two Reactions I think you'd have to make it a discard instead of a reveal. Otherwise, you could always reveal for both options. I get what game play you're trying to introduce, but unfortunately I don't think it can work with how Reaction cards work. I think your only chance would be to put in some text that explicitly overrides the general game rules for Reactions, but that could get wordy.

As for the style I like kit a lot, but I worry how this will actually execute in a game. The Attacks and Reactions being mixed together might work, but it seems a bit wonky to me. Knights are an Attack and in a way a Reaction itself to the Attack so it kind of works in a way. The random distribution of this might mean you end up with all Reactions on the top and then it just seems like a dead pile. Even if they are distributed evenly, the Attacks and Reactions kind of just cancel each other so players will just be left with subpar on-play effects.

I really like the overall flavor of this I just wonder if there is a better way to execute it other than mimicking what the Knights pile does. Maybe having a non-Supply pile for all the Weapons and Armor then having a pile of 10 same named cards that give you a choice of performing some kind of Attack or gaining a weapon from the Weapon pile or Armor from the Armor pile. Personally I'd do away with the Armor and just make some of the Weapon cards also have a Reaction component. Some real life weapons have more defensive capabilities anyways. Either way this would remove the randomness of the pile.

Cool idea though! I just recommend steering away from having all the Attacks and Reactions mixed together randomly.

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 11, 2018, 03:10:05 pm »


Now the big difference here is the Attacked players can't play their cards for draw, which takes away some of the fun of the original. I think by discarding the cards it makes it more clear that the Attacked players mostly don't get the benefit of the played cards. Also, it's unclear when those played cards get discarded. During that players next Clean-up? There really aren't any rules for this.

You could also try adding some text that specifies things like Coin don't carry over, but that would get wordy.
Thanks for the feedback! I think a problem with your suggestion is that now the first time it is played, Pretender will be significantly more powerful. Forcing people to discard an Attack is almost Pillage-level strong, so having it on a card that is not a one-shot seems quite problematic.

I think the fact that they don't get benefits that cannot be used out of turn should be clear from the existing ruling on Caravan Guard and tokens. When the cards are discarded is less clear, but the idea is to discard them during that player's next cleanup, which is the first time they really can do so since there are no cleanup phases before that.

It could be that playing mulitples of my version is too strong, but in that case I think I prefer just restricting the effect to players with 4 or more cards in hand rather than doing the discard thing.

Also, I left out the +$3 Coin option, but that was unintentional. The more I look at this card the more I like it. I think it just takes a bit for the complexity to sink in. I still highly recommend adding something in parenthesis that states that things like Coin and Buys don't carry over. Sure it's a rule, but I'd say it's one of the most unknown rules in Dominion and adding an explanation would go along way.

So in addition to players being able to keep drawn cards they can also keep Coffers and Villagers tokens. They can also play Attacks, which may harm you. Maybe all these counters justifies being able to attack multiple times with Pretenders?

21
Variants and Fan Cards / Re: Holunder's cards
« on: November 11, 2018, 05:31:46 am »
Here's a thought I had on a potential buff for Bedlam/Healing (if needed). Instead of increasing Bedlams Coffer output, add a choice to Healing for Coffers gaining or Medicine Tokens. The Potion cost seems like a good fit to keep a Coffers gaining Event from getting out of control. Would certainly make Bedlam much stronger against Big Money and thus make the whole Bedlam/Healing/Lunatic/Insane train have a reason to start in the first place.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 11, 2018, 05:05:55 am »


EDIT: Some changes to reduce craziness and tracking issues.

I don't understand why this should be an Attack card. Sure, some cards like Harvest or Abandoned Mine are gone, but other cards like Smithy or Jack of All Trades even like this card
Well, Fortress likes Knights and they are still an attack.

I really don't see how Pretender is an attack. Each other player playing an Action card for free seems like a benefit for them, the opposite of an attack.

Buried in the expanded text of Caravan Guard it states that when you play a card during another persons turn, you get all of that cards benefits, but the only thing that generally carries over are the cards you drew. Specifically, Coin, Buys, and Actions do not carry over.

So this seems to be an Attack in that each other player has to choose a card to burn and the player who played the attack then gets to play one of those cards. As someone pointed out though, any terminal draw cards are a hard counter to this.

I think it's a really, really cool concept, but could probably be worded more clear and it very likely needs some kind of limiter on it. This would be my suggestion:



Now the big difference here is the Attacked players can't play their cards for draw, which takes away some of the fun of the original. I think by discarding the cards it makes it more clear that the Attacked players mostly don't get the benefit of the played cards. Also, it's unclear when those played cards get discarded. During that players next Clean-up? There really aren't any rules for this.

You could also try adding some text that specifies things like Coin don't carry over, but that would get wordy.

23
Variants and Fan Cards / Re: Weekly Design Contest Thread #7: Action Attack
« on: November 11, 2018, 04:38:16 am »


These purists are against technological progress, believing that only pure manpower should accomplish work.

Great looking card. Hard to tell how much the +1 Villagers eases such a nasty attack, but I think that paired with the +2 Cards on Purist itself provides a nice, soft defense. Draw cards that net +3 Cards or more will certainly be a better defense, but it's nice that Purist provides some draw for this purpose if no other draw is in the Kingdom.

Looks like a good contender!

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 11, 2018, 02:30:12 am »


I wanted it to be a $5 cost Throne+ but I think the attack is strong enough that it needs to cost $6.

I really like the concept of players having to weigh what card is best to throne versus what card to get rid of from your opponents hand. It's a relatively simple concept that offers immense strategy.

Unfortunately I do not think such a focused discard attack can be balanced in it's current state. Cards that favor diverse decks are great, but with only 10 Kingdom cards there will always be overlap and you can probably always find 2-3 common cards that when lost would cripple a players hand. I'm thinking mainly about Village cards, +Buy cards, and such. There is just too much chance of a player locking their opponents out of the game with something like this.

I think this is why there are no official cards like this. The closest card would be Raiders and a player has to put a lot of thought and work into their deck before it can function like Regicide.

I'm sure there's a way to salvage this great concept. Making it so only the first Regicide played attacks would go along way towards reigning this in. This would really make players think hard about which card is best to attack and which card is best to throne.

Anyways, thanks for sharing this and good luck!

[EDIT] I also noticed you've changed your image a few times for this. If you're still undecided on it, have a look at this one. I've had it for awhile, but haven't had a card that fits the theme. It's kind of like an undead Procession. Regicide and how your card plays seems like a great fit!


Artist Credit: Nick Gindraux

25
Variants and Fan Cards / Re: Dominion: Revolution
« on: November 10, 2018, 03:26:49 pm »
Exhibit/Emblem - Big fan of this one! I think you've got some nice effects for the three stages of the game. I think the early stage effect could use a little attention though.

Early Game - Using it during one of your first 2 turns will likely turn your opening split into a $5/$4 or a $4/$4. This is nothing game breaking as we can already get these effects for free from Baker's setup and the Alms Event. So as is it's probably fine, but I wonder if you could get away with gaining two $4 cost cards?

Mid Game - You get a nice little boost here if your deck relies on a lot of $5+ cards. Seems like it would often be worth the wait.

Late Game - Now if you've been patient the whole game you get a nice little VP bump opportunity. You can essentially get 7VP for $7 (Duchy, Emblem and an Estate gained from Exhibit). This seems nice and balanced, but again if Exhibit gave 2 $4 cost cards you could make it 8VP for $7, which seems like a much more justified reward for being patient. This would work even more nicely with alt-VP costing $4 or less.

I could be completely off on the gaining 2 $4 cost card front, but $4 cost cards generally are tame enough that I don't think it would be an issue. I can see some issues with artificially low cost cards like Tournament though. In a 6 player game they could run out before the 6th player has a chance to gain any. Who designs for 6 player games anyways though!

Really cool concept though!I'll have to take a closer look at the other Prospects another time. Looking forward to it though!

Pages: [1] 2 3 ... 11

Page created in 0.132 seconds with 19 queries.