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Messages - Supernova888

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1
Variants and Fan Cards / Fan Mechanic: Jail
« on: July 19, 2022, 01:56:52 pm »
The Secret History for Menagerie having Exile be called "Jail" inspired me to create a Wild West expansion. The main mechanic of the expansion is the Jail mat, which looks like this:


I'm aware this concept is a bit interaction-heavy for what the classic flavor of Dominion is, but I've been looking to create a particularly interactive expansion. I've tested the concept with my partner preliminarily and the Jail mat adds an interesting extra layer of strategy, as a pseudo-trasher pseudo-gainer. Below are the 8 cards I'm looking to use the Jail mat in this expansion. I'm looking to see if anyone sees something glaringly wrong with these before I playtest them, as someone might catch something weird about the Jail mat before I do. Any and all feedback is very much appreciated!!




Here are some descriptions of what I'm going for on each card:
Deputy: A simple "trasher" that can become an engine piece later in the game.
Detective: A workshop variant that, when Jail is allowed to fill up, can start gaining you two cards each time you use it.
Framer: A Jail attack. (The discard pile bit is so that the attacked player doesn't get an immediate benefit from any Jailing the card makes them do.)
Outlaw: A restrictive Band of Misfits that starts gaining you a few cards later in the game.
Prison Yard: If my logic is correct, Jail allows for a non-bonkers Village-Remodel variant.
Renegade: An unpredictable card that cares about Jail whose strength comes in gaining you a second card on later turns.
Sheriff: A smithy-like card that eventually may allow you to "upgrade" a card in your hand. Combos with itself to incentivize that.
Traitor: Pearl-Diver/Spy inspired. The discarding a card means this doesn't become a Lab once three cards are in Jail.

Thanks for taking the time to read!

2
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 06, 2020, 06:07:26 am »

Here's my entry! A workshop that would be very powerful, but it has some exiling mechanics to slow it down. It's designed to help most with actions, but it can help out with any sort of board setup. Not sure if it's too good with Victory cards, though I feel like at that point it's usually just a groundskeeper; I'm willing to add a "non-Victory" clause. I'd love to hear any suggestions!

Quote
Commissioner • $5 • Action
If you have any Action cards in Exile, put one into your hand. Otherwise, +1 Card, Exile a card from the Supply costing up to $4.

3
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 03, 2020, 03:51:52 am »
Here's my entry, a standard Horse-gainer that gives you a way to use your horses without losing them (for a slight nerf to your hand).


Quote
Jockey • $3 • Action - Reaction
Gain 2 Horses.
-
When you play a Horse, before returning it to its pile, you may reveal this from your hand and discard a card to keep it in play.
I like this a lot. Fugitives are strong but do not net draw, so Jockey cannot become too crazy.

Thanks so much!! That balance was my goal.

4
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 03, 2020, 02:57:35 am »
I'm changing my entry again - typing up yall's entries for the trello board gave me a better idea (revised version)

Quote
Badlands • $5 • Action - Attack - Duration
Now and at the start of your next turn: +2 Cards. Gain 2 Horses.
-
While this is in play, when another player plays a Horse, instead of following its instructions, they choose two: +1 Card; +1 Action; or +$1 (The choices must be different); then return that Horse to its pile.
Bur or no buy, it is basically a Wharf so everybody will go for it, there will always be copies in play, Horses will never do anything.

So absent action density sensitive cards like Golem or Scrying Pool, this will play very similarly to a Wharf without Buys. Which is totally OK, Wharf is after all crazily overpowered. But you could achieve the same thing in a far more straightforward fashion.

But unlike Wharf, you absolutely have to contest this to prevent your opponent from drawing a total of six cards from a single $5 card, in addition to being attacked. So Badlands should be nerfed or cost at least $6 IMO.

Making the Horses a choice seems unnecessarily wordy. Plus you get major tracking issues if you pick +$1 and then return it to the Horses pile. While I suppose it technically makes Horses even worse without the choice, +1 Card +1 Action would be much simpler.
there are no such tracking issues with spoils

That's because Spoils doesn't give you a choice, and you often play your spoils all at once. The problem with having cards that give you +$ that move is that people usually count up their money produced after their action phase. Sure, vault and storehouse have variable money, but they stay in play so you have a trigger to remember how much you made.

I didn't even think about this, but this is compounded by the fact that +1 Action can NOT be a part of the effect if you choose +1 Card +$1. Having a card that returns immediately that gives you no actions will be confusing because if you're trying to remember how many actions you have during a large turn, it will be very easy to miss the fact that you played a nerfed Horse there.

Either of these situations might be suboptimal but okay if they were consistent, however my argument that it's a major tracking issue because of the choice. Not only do you have to remember that you played that horse and had something vital changed there, you have to remember what changed - two things you want to avoid about hard-to-track cards put together.

Also, sorry - while I'm nitpicking, if I understand it correctly, the new wording as of Menagerie would be "choose 2 different things" rather than "Choose two [...] (the choices must be different)."

(Btw, I don't mean to just be negative about your card. The concept at its core is really cool! There are just a lot of moving parts imo.)

5
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 02, 2020, 06:59:49 pm »
I'm changing my entry again - typing up yall's entries for the trello board gave me a better idea (revised version)

Quote
Badlands • $5 • Action - Attack - Duration
Now and at the start of your next turn: +2 Cards. Gain 2 Horses.
-
While this is in play, when another player plays a Horse, instead of following its instructions, they choose two: +1 Card; +1 Action; or +$1 (The choices must be different); then return that Horse to its pile.
Bur or no buy, it is basically a Wharf so everybody will go for it, there will always be copies in play, Horses will never do anything.

So absent action density sensitive cards like Golem or Scrying Pool, this will play very similarly to a Wharf without Buys. Which is totally OK, Wharf is after all crazily overpowered. But you could achieve the same thing in a far more straightforward fashion.

But unlike Wharf, you absolutely have to contest this to prevent your opponent from drawing a total of six cards from a single $5 card, in addition to being attacked. So Badlands should be nerfed or cost at least $6 IMO.

Making the Horses a choice seems unnecessarily wordy. Plus you get major tracking issues if you pick +$1 and then return it to the Horses pile. While I suppose it technically makes Horses even worse without the choice, +1 Card +1 Action would be much simpler.

6
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 02, 2020, 06:32:01 pm »
Here's my entry, a standard Horse-gainer that gives you a way to use your horses without losing them (for a slight nerf to your hand).


Quote
Jockey • $3 • Action - Reaction
Gain 2 Horses.
-
When you play a Horse, before returning it to its pile, you may reveal this from your hand and discard a card to keep it in play.

7
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 14, 2020, 01:39:42 pm »


Pseudo-terminal due to it being Command. I've had an idea for a card like this for a while; glad I get a chance to take a crack at it!
(You discard the card after you play the card from the Supply; goes by the convention of card instructions happening in order.)

Quote
Palm Reader • $4 • Action-Command
---
Play a non-Command Action card from the Supply costing up to $5 (leaving it there).
If it costs $4 or more, discard a card.

8
Variants and Fan Cards / Re: Really bad card ideas
« on: April 14, 2020, 12:58:36 pm »


I was falling asleep while trying to think of $5 gold variants, and my dream-mind came up with this gem.

Still better than Cache

9
Variants and Fan Cards / Re: Card Type Concept: Tools
« on: April 07, 2020, 06:11:46 pm »
Thanks for everyone's feedback so far!! I've made some changes based on what people have said, which are reflected in my the original post:
Axe: I didn't want to make the trashing totally optional, as I like the risk Tools can add as a concept. I gave the gaining part a "may," however, so you have a bit more control over your deck (no need to turn Coppers into Estates).
Bow and Arrow: It's clear that my original concept for it was a little lacking. I liked Doom_Shark's idea that it thematically felt like an attack, so here's a distant cousin of Noble Brigand. I'm willing to believe the attack is currently too powerful, or too slow b/c of the decision making. I'm also willing to ditch the draw-from-discard clause.
Moccasins: Now paying an action to make it a smithy is a choice, so it won't outright end your Action phase out of the blue. You'll always get +1 Card from it, though.
Spellbook: Big whoopsies with the wording on this one. Hopefully it's all fixed up now.
Telescope: Cleaned it up a bit with a "Choose one" wording.
Wagon: I agree that it could cost $3 and be okay, so I upped the cost.
Battalion: I can see it being too oppressive and too easy to get, so now it has a condition that you have to intentionally meet to trigger. Hopefully that means it'll make the gains happen slower; if the condition is too slow, I'm willing to try an on-gain like mail-mi suggested.

I would ABSOLUTELY like to clarify that broken sword just makes you discard one card!! It just checks that you aren't low enough on cards to go below militia level if you do discard. I'm not crazy enough to make a card that would destroy your entire turn, don't worry lol.

Thank you again for all the helpful feedback. If you have any thoughts on these changes you'd like to share, I'd love to hear those too!!

10
Variants and Fan Cards / Card Type Concept: Tools
« on: April 06, 2020, 11:30:24 pm »
So I'm working on a fan expansion to Dominion, and I've had this idea floating around in my head for a while: What if a card was automatically played from your hand whenever it was in it? Enter "Tools," a separate type of card I'm testing out. The official rules for Tools as they stand now are as follows (and major thanks to crlundy for helping me find a good wording for this!):

Tools have different backs to regular cards. At the start of your turn, or directly after playing a card, you must play any Tools from your hand. This does not cost an Action; if you have multiple tools in your hand, you may play them in any order. Tools (except for Cursed Antique and Broken Sword) are regular Kingdom cards that exist in the Supply like any other card. Tools are their own type of card.

What follows are all my ideas for Tools, with brief comments on each below. I haven't playtested any of them yet, but would love to get feedback on them to see if there are any glaring issues before I start doing so. Thanks for reading!!





Armor: Tries to be its own Jack-of-All-Trades and help against certain attacks. It trashes from discard so it can also trash any tools you don't want (since they're almost never in your hand long enough to be interacted with).
Axe: A forced remodel that doesn't cost an Action, nor does it lower your handsize further with the trash.
Bag of Holding: A Workshop that doesn't disrupt your flow.
Bow and Arrow: I wanted to make another card that interacts with the discard; I ended up with (I think) a stronger Harbinger.
Compass: My poster-child for the risk/reward idea behind Tools. Don't know if the cycling is powerful enough to make it cost more, but the fact that it's mandatory feels like it could ruin your day enough to be lower.
Moccasins: I wanted more card-draw cards, but card draw that takes up no resources seems powerful. So here's a true-blue Smithy, you're just always forced to play it. I'd like to believe the cases where you get to use it for free balance out the ones where it kills your Action potential, but I'm SO willing to be convinced that it needs to be spruced up. Maybe +4 Cards?
Rations: A village that can never be drawn dead.
Spellbook: A band of misfits that makes playing cheaper cards even more appealing by making them actionless.
Sword: +2 Cards by itself seemed too boring at $6. Being forced to discard I think is more strategic, and this makes use of Fugitive's text on a true-blue Kingdom card.
Telescope: Combining the flavor of Navigator and Lookout. Might be too strong.
Wagon: A way to get that elusive +Buy, and in some circumstances an extra card when you would have drawn an Action dead.
Battalion & Broken Sword: The +3 Cards is there to prevent a slog. Broken Sword feels a little oppressive, but it can never be worse than a Militia; I don't know if its persistence would slow everything down too much.
Charlatan & Cursed Antique: A curser that keeps on giving. Note that the trashing a card from play means you can trash a Cursed Antique, so there's no board where you're stuck with them forever.

Again, any feedback is greatly appreciated, and as a reminder, none of these are playtested, just ideas until I get a sense they're worthy enough to bring to the game table. Thanks again for humoring me and reading all of this!!

11
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 30, 2020, 10:12:37 am »
I know I technically posted something saying I would revise my card, but here's an explicit message saying I revised my card idea just in case!

12
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 27, 2020, 10:19:56 am »

Love the exchange mechanic, even if it's tricky to implement. Here's my stab at it:

 
Devil • $0* • Action
+1 Card
+1 Action
You may topdeck a card.
At the start of Clean-Up, exchange this for an Angel.
(This is not in the Supply).


Where are we topdecking a card from? our hand? in play? Also can you rephrase this? - "topdeck" isn't a keyword.

Thank you for the feedback! Always forget that "Topdeck" isn't a Dominion term - I used it with the intention of topdecking a card from your hand. (I realize that isn't good, but it can help if you have an Angel in your hand - thus "may.") Devil has been updated in my original post to reflect this.

13
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 25, 2020, 04:54:10 am »
Love the exchange mechanic, even if it's tricky to implement. Here's my stab at it:



The idea is that an Angel is often a much, much stronger Lab, which gets taken down a notch by the fact that you get a very weak card in its stead every other shuffle. But hey, sometimes your Devils can help you ensure an Angel will trash a card you want to pitch.

CHANGE #1: Modified Devil's wording to be more clear/in line with Dominion wording.

Quote
Angel • $5 • Action
+1 Action
Look at the top 3 cards of your deck. Trash one and put the others into your hand.
At the start of Clean-Up, exchange this for a Devil.

Devil • $0* • Action
+1 Card
+1 Action
You may put a card from your hand onto your deck.
At the start of Clean-Up, exchange this for an Angel.
(This is not in the Supply).

14
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 23, 2020, 02:50:29 pm »


Split pile with Harvest. Harvest has 5 copies on the top; 5 copies of this on the bottom.

Quote
Yield • $5 • Treasure-Reaction
$2
+1 Buy
-
When you discard this other than during Clean-up, you may reveal it to put it into your hand.

15
Variants and Fan Cards / Re: Dominion: Nobility
« on: February 06, 2019, 11:13:18 am »
Thanks so much for the feedback!

The only problem with revealing your hand with Assassin is that it lets your opponent know what cards to target if they play Assassin again. I see where you're coming from with 5 or more cards in hand, but given how much the card costs and how lucky you'd have to get (save for knowing an opponents' hand, which is feasible) to use Assassin properly may makes it okay in my opinion. Perhaps 3 or more cards, so that it can't wreck an entire turn?

The point of Sibyl is that it actively hurts you, because your opponent chooses how to change the number. In the Trading Post example, your opponent would make you trash 3 cards to gain a Silver. Sibyl's regular text is probably balanced at a 6, being a strong Peddler - the changing a number is what makes it weaker. It's duration because, even though it will often leave play the turn it's played, it might stay out later if you don't play anything after it; it stays out until the drawback can be resolved. People have agreed with you that it feels weird to have this be a duration, but cards like Cargo Ship and Secret Cave are durations that have the option to only stay out for one turn, which is why I made it a duration.

16
Variants and Fan Cards / Dominion: Nobility
« on: February 06, 2019, 01:04:46 am »
Hello! This is my first ever fan expansion for Dominion. Its primary theme is action enabling; many cards in this set synergize with Action cards and give you new ways to set off and set up Actions. Its secondary theme is a new mechanic: payment. Any card that says "you may pay" allows you to use money to improve the card's capabilities. You may play coffers, spend Treasures (in which case you lose any money produced by it you don't use), or use the money already given to you by other Action cards in play. You are permitted to immediately pay multiple times for an effect on a payment card unless otherwise stated.

This expansion is technically "done," purely in the sense that I've printed all of the cards. Nonetheless, I am still 100% receptive to feedback and improvements, because I am going to keep making more cards and still enjoy thinking about these ones. These cards were made over the course of a little over a year, so the quality varies between my earliest cards and most recent. Here are the cards, which I will explain in more detail below:




Almoner: Gives you what you don't have. This was hard to balance and hard to make concise (some of the wording suffers), but it gives a nice mixture of effects, imo.

Assassin: This is the end result of trying to create an Attack card that uses payment. The idea that you have to save money from your buy phase to use it is sort of interesting imo, but it's so wordy, potentially political, and swingy that I think it's one of the worse cards in the set.

Audience: A distant relative of Raze, this card makes up for its lack of power in its choices of how to use it. Get 1 coin, or make it a cantrip, or sift through your deck, or potentially make this a lab (or even more) by paying a lot.

Burgrave: A comparatively simple card that fills a lot of niches. There are two attack-reactions in this expansion because there are quite a few nasty attacks in here, and I personally like attack-reactions best. I tried a lot of under-the-line effects, but I like this version most, and it's a nice bonus that this fills the gainer role in the expansion.

Camarilla: One of a few cards in this expansion that's powerful with a drawback. When I was playtesting it, the player interaction was fun.

Castle Grounds: This was made before Renaissance happened. It is meant to give leave you with 1 Action if you play it when you have 0, but there was no easy way I could find to write that out without cluttering up the card.

City State: The VP for this will vary from board to board, but the nice thing is that if you're on a board with no villages, you'll probably find this more valuable. "+Actions" means count the number of Actions written on the card. Fishing village would be 3, for example.

Dictator: I like the effect of Saboteur, so here's my attempt to implement its mechanic in a less punishing way. While it's situation-dependent, its effects end up balancing out most of the time.

Diviner: Slightly better than a cantrip, but very good if you manage to fulfill the under-the-line text. I think it's very thematically appropriate too.

Endowment: One of the stranger cards that requires you to think about how to time things.

Frankincense: A Villa inside a Treasure. It was tested producing $1 for a while (some iterations with extra effects), but losing all your money while waiting for the cooler effect was enough of a drawback for it to be $2. It can lead to some interesting turns where you have to decide if a bird in the hand is worth two in the bush.

General: A Farming Village-esque card that gives you a lot of freedom in what you dig for. Having two separate success conditions can create some interesting dynamics when choosing what card to name, given the makeup of your deck.

Guillotine: An attack that is fairly overpowered early on, but gets much worse over the course of the game. Well, worse as long as you're not relying on one card for your engine.

Heir: A very early card, "inheritances" probably should have been renamed after I played Adventures. The player interaction is interesting in this as you decide if the village is worth potentially giving your opponent a chance to steal an inheritance, and the fact that its effects can be different every game keeps it fresh (although some setups are better than others).

High Throne: I still agonize over whether the discard pile clause is necessary to make this worth a $5 or if it makes it too overpowered. Either way, here's a throne room variant that turns your cards into durations. (Cards that are durations themselves play out their next-turn effects on the next turn along with their normal text, and then next turn effects only the turn after that.)

King's Festival: The first payment card that was made. Its wording is overwhelming and not-regulation for the sake of space. "With Actions" means that you discard an Action card and get half its worth in coin, but that didn't fit on the card. It's very clunky, but the options it can provide, if you can get past that, can be useful.

King: A pretty simple engine piece that gives you a massive benefit if it gives you a card that will potentially end your Action streak.

Landlord: My favorite card, although I'm sure its bizarre nature isn't for everyone. The app it refers to is here: https://output.jsbin.com/kugayow (JSbin graciously implemented by reddit user dbclick, from my god-awful original). The app uses a crude but semi-accurate formula I designed to calculate the cost of a card. It's far from perfect, because the power of Dominion cards is so multi-faceted, but it can often ballpark fairly well, and it feels cool to have a unique card. The strategy of figuring out when to buy it and for how much is interesting as well.

Pretender: My attempt at a tamer Black Market. Originally it didn't give a Hex, but having someone get a Pearl Diver from this and another a Goons is just too swingy.

Pursuivant: Just as the pursuivant is a rank under a herald in medieval nobility, Pursuivant is a weaker Herald. I have other versions where the options from a non-hit are "discard or put back" and "trash or put back." I'm still not convinced that this version is the best of the three, but it's fun to play with.

Queen: A more strategic card that, admittedly, gets insanely powerful in engines that easily draw your whole deck. In tamer games, though, the cost-benefit of bricking Coppers and improving Silvers makes for interesting decisions. Was originally "discard Treasures costing $6 or more" but Potions and alt-treasures broke that very quickly.

Royal Guard: My attempt at making a card synergetic with the greens: a conditional village that loves Victory cards. Its reaction seems very powerful, but having to get it with a Victory card makes hitting it much less likely.

Serf: A no-frills card that works well when you can pull off playing it in multiples.

Sibyl: I'm obsessed with the idea of being able to change what a card does, but actually implementing that without breaking some cards can be hard. This is my best attempt at that; a powerful card that will make another card quantifiably worse. Player interaction can be interesting when there are several choices on the next card.

Suitors: A weak card that lets you make it better by paying. The fact that you can choose based on the situation whether to take an action or a card makes it surprisingly flexible. This card doesn't work on every board, though, so it has the bottom text to make it potentially better in other situations.

Troubadour: A potentially heavy junking attack that lets you thin your deck to mitigate its own effects.


Thanks for reading!! Again, any comments are appreciated. This is my first set and I hope to make many more and improve from here!
[EDIT: Entirely forgot to put General in. Oops.]
[EDIT 2: Aaaand I forgot High Throne!! This proves I have to organize my computer's folder's better.]

17
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 03, 2019, 04:21:39 am »
Don't know how I missed this thread, glad there's so much support for custom creation! Here's my take:

It's not clear how this would work with variable $ amounts, like Bank, Scepter, Fool's Gold etc. I also think it is too strong.

Ideally the production would work as if you'd played it, but I get how that's not obvious from Dominion convention. And, it would often make Bank be equal to a Copper, which is ridiculous, fair enough. And I was going to disagree with you with strength, but +3 Cards and the Field's Gift is trouble. An updated version is included in the original post. Thanks for the feedback!!

18
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 01, 2019, 07:02:45 am »
Don't know how I missed this thread, glad there's so much support for custom creation! Here's my take:


Edited for balance (Boon variability with card draw, and clearer Treasure benefit):

Thanks to faust for the feedback.

19
Dominion League / Re: Season 29 - Signups
« on: July 21, 2018, 12:13:19 am »
Hey there! First-time league player.


Username: Supernova888

Timezone: America/NewYork

Discord Username: @Supernova888#3676

20
Variants and Fan Cards / Re: Dominion Card Image Generator v1.3
« on: May 20, 2018, 08:54:42 pm »
I just wanted to say, this tool is absolutely incredible. Finding this made my day. It's so simple and intuitive to use, I'm absolutely loving bringing my custom cards to life. Thank you so much for this.

21
Variants and Fan Cards / Re: Sultan
« on: April 30, 2018, 11:02:40 pm »
For example most of the times you'd want to Sultan a Market into a Double Lab.

I still don't quite think I've explained the concept accurately enough, or I'm misunderstanding you still. Under the constraints provided, Sultaning a Market would be impossible/ineffectual. Sultaning a Market leaves you with "+1 ___, +1 ___, +1 ___, +1 ___." Because all of the blanks must be different, you have no choice but to give the Market the same vanilla bonuses again. You can only change the words after +X on any card, and by the end every word must be different.

22
Variants and Fan Cards / Re: Sultan
« on: April 29, 2018, 10:49:16 pm »
Thank you for all the valuable information, those tips are great! I've read rinkworks's guide through a few times, and I'm trying to implement it as much as I can as I go along.
I'll try and find ways to keep the spirit of sultan there while making its mechanic a bit simpler - I have a few game groups I could probably get to playtest whatever prototype results to see if it ends up being too complicated.

And you mention about making a set. It seems strange to make a set about 'card interaction'. Really, the whole game of Dominion is about card interaction. Do you perhaps mean cards that adjust what others do, like how Sultan changes the vanilla of other cards?

Yeah, that's poor wording again on my part. To be more specific, I'm trying to make my set focus on cards that directly change the playing of cards that come after them (like Sultan), and cards that, when played, are affected by conditional or variable situations with other cards (for example, I have a card called "Suitor," which, besides its nonconditional bonuses, gives additional coins per every card in your hand depicting a woman).

23
Variants and Fan Cards / Re: Sultan
« on: April 29, 2018, 05:30:05 pm »
Q2. Will Hunting Grounds be like...
+3 Cards, +1 Action. ...

Witches can still become Familiars and Smithies Labs though.

So either I'm misinterpreting what you guys are getting at here or I didn't explain the card accurately. In the original idea, you can replace the word after the +X, but not split it up. In other words, a smithy becomes +3 (insert bonus here), not 3 bonuses to be split up in a way like "+2 cards, +1 action."

Q3. Does discarding really need? Playing another card needs a Village. I don't think this is so strong. There are very few cards which have multiple +Bonuses.

If you do the version without cards I would give Sultan a vanilla bonus though, otherwise it might be too weak.

Saying that, though, that makes the case even greater for what you guys said above. Getting rid of the discard a card, making it nonterminal, and giving a vanilla bonus might be in order.

What's confusing about giving it a vanilla bonus itself though is that you MIGHT be able to change that vanilla bonus into something else. Like if Sultan gave +1 Buy +$1, could you change that to +1 Card +1 Action?

If you were to have multiple sultans in a deck, I can actually see a vanilla bonus being a way to stop this from being a dead card in any kingdom.

This ... doesn't work if you include cards.

Given the restriction of only being able to work within the restraints of the bonus distribution on the card in question, I'd actually push to say cards would be more interesting to include.

So, assuming I understood you guys right, what do you think about this clarification? Is it too restrictive, or does it make it less swingy? Let me know!

24
Variants and Fan Cards / Sultan
« on: April 29, 2018, 04:59:10 am »
Hi there!
I'm new to creating fan dominion cards, and am in the process of creating an expansion called "Dominion: Nobility" themed around noble titles (obviously) and focused on card interactions. I have a fun but weird idea for a card I'd like some feedback on, in terms of balance and also in determining cost. Please let me know what you think!

Sultan
Action
Discard a card. For the rest of your turn, you may interpret +cards, +coins, +buys, and +actions as a different type each time a card is played, as long as all types on a card are different after interpretation.

[In case you need an example, this would allow you to turn, say, a village (+1 card, +2 actions) into something like (+1 coin, +2 cards).]

My instinct is to make it cost 5, but I don't have any solid reasoning for that.

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