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Messages - LittleFish

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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: Today at 01:18:35 am »
I wanted it to be viable as a Copper trasher as well as a Province gainer, and without the buy it compares super poorly to Bonfire.

I don't follow your Fisherman example; the trashed cards need to be differently-named, so you would need to trash Fisherman along with other cards costing $5 or more to get a Province-- if you can repeat that for 5 turns, you had a pretty good deck to begin with.
I missed the differently named part, sorry

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 26, 2020, 10:11:59 pm »

Does it even need the +Buy? With something like fisherman, you can get a province a turn for 5 turns, and then you'd have to resort to something else.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 24, 2020, 10:28:41 pm »

I didn't understand very well the part of your comment about Zombies. They cost , so Graverobber and Rogue indeed can gain them.

I have no idea whether I never knew that, or if I just forgot! Presumably the decision to make them cost basically had to be specifically for the Graverobber/Rogue combo. Anyway, never mind to the whole thing, sorry!
I think Graverobbing a zombie is worse than leaving it there, as I believe that they're better cards when they're options for necromancer, due to them relying on the trash.

4
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 23, 2020, 12:16:06 pm »
Quote
Magistrate
Action

You may reveal a victory card from your hand. If it costs or more, +. Otherwise, +
----
When you gain this, each other player reveals a Victory card from their hand and puts it onto their deck (or reveals a hand with no Victory cards).


I'm not sure if this is good enough. It may not work because it depends on having dead cards in hand. Maybe lowering the price, and upping the difference between rewards would be better. Any advice?

Quote
Magistrate
Action

You may reveal a victory card from your hand. If it costs or more, +. Otherwise, +
----
When you gain this, each other player reveals a Victory card from their hand and puts it onto their deck (or reveals a hand with no Victory cards).

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 22, 2020, 12:56:48 pm »
Quote
Overwork
Action-
You may play a non-duration action that you have in play. If you do, trash it and +

My wording may need a fix, and the vanilla bonus may fit better at the start, and independent of playing the action.


Ver 2
Quote
Overwork
Action-
You may play a non-duration action that you have in play other than Overwork. If you do, trash it and +

6
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 22, 2020, 11:24:05 am »
Guildmaster
Action-
+2 cards.
For every 2 action cards you have in play, +1 coffer. If you have no action cards other than this in play, + and trash this.

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 19, 2020, 07:27:12 pm »
This is the first time I have ever posted a fan card, so it probably is awful.

? - Treasure
Cost - $4?

Reveal your hand. Your opponent chooses one for you: +$3; or +2 Coffers

Tell me how under/overpowered this card.

It suffers from the "strictly better than Silver at " problem. Both options look pretty strong... if your opponent chooses +, then it's simply a Gold; which is clearly way too good. So the only way for it to not be too strong is if the other option gets chosen. A simple Silver that gives coffers instead of coins is probably balanced at ; hard to say.

So the question is whether the fact that you will get whichever option is worse for you at this moment matters that much. And I don't think it will. No matter what is chosen, you're still getting a stronger-than- effect from playing the card.

It might also be slow to play; your opponent needs to add up all the treasure that they see you have; and decide from that whether an extra will help this turn or not.

You are totally correct. Don't know how I didn't think of that given the fact that I have literally read through this every single card in this thread in the last couple weeks, and have also seen many, many other cards. What if it was a terminal action instead? I'm assuming that that is still too OP, but more experienced players will tell.

? - Action
Cost - $4

Reveal your hand. Your opponent chooses one for you: +$3; or +2 Coffers
If you're looking for name, Escrow could work.

What is an escrow?
"a bond, deed, or other document kept in the custody of a third party and taking effect only when a specified condition has been fulfilled.".

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 19, 2020, 06:07:14 pm »
This is the first time I have ever posted a fan card, so it probably is awful.

? - Treasure
Cost - $4?

Reveal your hand. Your opponent chooses one for you: +$3; or +2 Coffers

Tell me how under/overpowered this card.

It suffers from the "strictly better than Silver at " problem. Both options look pretty strong... if your opponent chooses +, then it's simply a Gold; which is clearly way too good. So the only way for it to not be too strong is if the other option gets chosen. A simple Silver that gives coffers instead of coins is probably balanced at ; hard to say.

So the question is whether the fact that you will get whichever option is worse for you at this moment matters that much. And I don't think it will. No matter what is chosen, you're still getting a stronger-than- effect from playing the card.

It might also be slow to play; your opponent needs to add up all the treasure that they see you have; and decide from that whether an extra will help this turn or not.

You are totally correct. Don't know how I didn't think of that given the fact that I have literally read through this every single card in this thread in the last couple weeks, and have also seen many, many other cards. What if it was a terminal action instead? I'm assuming that that is still too OP, but more experienced players will tell.

? - Action
Cost - $4

Reveal your hand. Your opponent chooses one for you: +$3; or +2 Coffers
If you're looking for name, Escrow could work.

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 18, 2020, 02:22:50 pm »
Sorry LittleFish, i deleted the message to post a new version of it while you are commenting about it. The new message I was preparing is this:

If the Curses are empty and your opponent reveals a Curse, this does absolutely nothing.

Yes, thank you! I also don't like when a card does nothing.

I think the new version below fix it. It also can give Ruins if available.

In some situations, you can even choose other card than Curse, Copper or Ruins, for example with Bandit Fort or Wolf Den or if it makes you three-pile this turn.



Quote

Buffoon Action Attack - Command


The player to your left reveals a card from their hand.
Choose one:
Gain a copy of it; or
play it twice, leaving it there; or
each other player gains a copy of it and a card from a supply pile you choose (same pile for all players).

It's okay, I can just move mine around.

In a 2 player possession game, this is now completely broken, as while possessing the opponent you could reveal a province to gain two provinces. Maybe make it a non-victory card?

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 15, 2020, 10:22:17 pm »
My Submission:



Atlantis
$4 Action
Quote
+2 Cards
+2 Actions
The player to your right
gains this.
----------------------------
When you buy this and
when scoring, +1VP.

In case anyone is wondering, the shield icons in the top corners serve as visual aids and as a reminder that Atlantis in the players decks scores VP at the end of the game.

This card would be much more straightforward as an action/victory worth 1 VP.

I think the reason they're avoiding that is because then it would need two horizontal lines:

Quote
Action effect

When you Buy this, +1.

1
Are they supposed to gain an Atlantis, or gain the one that was in play? It may be better to have "return this to the supply, the player to your right gains an Atlantis" and possibly make it an attack.

11
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 15, 2020, 01:42:41 pm »

Quote
Principality $5+ Victory
2%
-
When you buy this, you may overpay for it; for each $2 you spend (round down), gain a Duchy.

If you don't overpay, +1 Coffers.
Wouldn't it be "for every overpaid..."

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 14, 2020, 07:07:09 pm »
Investor - Action
+1 Buy
+
The player to your left names a cost greater than
and less than . Gain a card that costs equal or less than the named cost. The player to your left takes Coffers equal to half the amount of  in the cost they named.
thanks for all the feedback. I've adjusted the original post again, and quoted it above

13
Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: November 14, 2020, 05:32:36 pm »
Musician - Action $4]
Gain a song to the top of your deck

Songs are in a single pile and shuffled. Unlike ruins, they are not in the supply, and their top card is face down. There is duplicates of each.
Example songs:

Quote
Valorous Ballad
Action-Attack-Duration-Song-
At the start of your next turn, return this to the bottom of the song pile
Now and at the start of your next turn, each other player reveals the top card of their deck, and trashes one costing between and and discards the rest.
It's like a knight, but because it's a song about one, it gets stuck in your head, so you do it twice
Quote
Unfinished work
Action-Song-
+1 Action
Return this to the bottom of the Song pile
It's just a temporary Ruin. Not every song played by a musician is worth it
Quote
Folk Tune
Action-Duration-Song-
+5 Villagers
Return this to the bottom of the Song pile
Quote
Royal Fanfare
Action-Song-
You may play an action card from your hand twice. Return this to the bottom of the song pile
Quote
Mundane Song
Action-Song-
+1 Card
+1 Action
+
Return the to the bottom of the song pile


14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 14, 2020, 04:44:25 pm »
Investor - Action
+1 Buy
Name a cost less than . Gain a card with that cost. The player to your left takes Coffers equal to the amount of in the cost you named.
This is really weak. It might be near-balanced if it were "The player to your left takes Coffers equal to half the $ in the cost you named," though it might be too weak even then. It's also weird in multiplayer. If you're the only person using it, the player to your left has a significant advantage over the player to your right.
I added + and made it half. Maybe the cost should change?

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 14, 2020, 04:22:50 pm »
Investor - Action
+1 Buy
+
The player to your left names a cost greater than
and less than . Gain a card that costs equal or less than the named cost. The player to your left takes Coffers equal to half the amount of  in the cost they named.

16
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 10, 2020, 03:43:07 pm »

Warlord Throne
$5 - Action - Looter
You may play an Action card from your hand or from top of the Ruins pile twice. If you did, you may trash it to gain a Spoils.

Playing a card from the supply without "leaving it there" is weird. I would guess that makes the card become yours, but there's not really a precedence for that.
I was considering this variant: "You may gain a Ruins into the hand. You may play an Action card from your hand twice. You may trash that card to gain a Spoils", but too many "you may" makes it ugly.
What about this: "Gain a Ruins into your hand. You may play an Action card from your hand twice and then trash it. If you did, gain a Spoils."

That last version seems a lot weaker than the original; it can't be used as a normal Throne Room.
I think the most recent version should be compared to Procession.

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 07, 2020, 03:19:00 pm »
Feudal Grant (Victory, $5)

1VP

---
When you gain this, +1
When you trash this, each opponent receives +1

Why would you ever buy this over Duchy?
I think I'll edit it down to , or would be better?

Even at $3 I think it's still worse than Tunnel, because the best case outcome is that it's worth 2 VP. In fact, I'm not sure how it plays any differently from a pure victory card that's just worth 2 VP.

I do think the concept of "victory card that's worth less if you get it out of your deck" could be workable, but the on-gain VP then has to be worth more than the on-trash VP everyone else gets, because otherwise you gain nothing by trashing it.
Fixed it to +2 and costing . Look more plausible?

Now I think it's better than Duchy...thinking about it more, I'm not sure if there actually are good parameters, because it basically has to not be comparable to any existing victory card, which means it would probably have to cost $6, which probably makes it too expensive to ever be worth trashing.
Isn't it strictly better than Duchy now, because it's worth 3 VP, but then when you trash it you lose 1 from it's total, and you keep two? Trashing it is like using Island on it, where you keep the VP but get it out of your deck. In that way, it's also sort of like exiling it. Those are the closest things I can compare it to

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 07, 2020, 12:40:18 pm »
Feudal Grant (Victory, $5)

1VP

---
When you gain this, +1
When you trash this, each opponent receives +1

Why would you ever buy this over Duchy?
I think I'll edit it down to , or would be better?

Even at $3 I think it's still worse than Tunnel, because the best case outcome is that it's worth 2 VP. In fact, I'm not sure how it plays any differently from a pure victory card that's just worth 2 VP.

I do think the concept of "victory card that's worth less if you get it out of your deck" could be workable, but the on-gain VP then has to be worth more than the on-trash VP everyone else gets, because otherwise you gain nothing by trashing it.
Fixed it to +2 and costing . Look more plausible?

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 07, 2020, 12:33:10 pm »
Feudal Grant (Victory, $5)

1VP

---
When you gain this, +1
When you trash this, each opponent receives +1

Why would you ever buy this over Duchy?
I think I'll edit it down to , or would be better?

20
Variants and Fan Cards / Re: WDC Outtakes and B-Sides
« on: November 07, 2020, 12:12:26 pm »
I was going to make my entry give the opponent +1 when you gained it, and nothing on trashing it, but then I decided that it would then be better for them, because you clog your deck with cards, and they get an equal number of VP for it.

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 07, 2020, 11:08:42 am »
Feudal Grant (Victory, $)

1VP

---
When you gain this, +3
When you trash this, each opponent receives +1

22
Variants and Fan Cards / Re: Really bad card ideas
« on: November 06, 2020, 07:27:03 pm »
Fount-Bank
Victory-
Worth 15 for every ten coppers you have in your deck
--
When you would gain a copper, you may instead discard a copper from your hand to gain this

23
Variants and Fan Cards / Re: Card Type Concept: Tools
« on: November 06, 2020, 07:23:55 pm »
Maybe one that that reads "Look at the top card of your deck, you may discard it" to help with draws.

24
Variants and Fan Cards / Re: Really bad card ideas
« on: November 01, 2020, 04:10:32 pm »
Counter-Bank
Action-
Look through your discard pile. You may put three cards costing into your hand, revealing them. You may then return two differently named cards costing to their piles

25
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 26, 2020, 11:36:23 pm »
This card started with a concept: I wanted to design a State that everyone (including you) would get at the same time, but you would still want to give it out because it would affect different players dramatically differently. Im not sure I nailed it.

Does anyone have any guidance on what this should cost? I feel entirely lost in the woods (oops) on price. Ive tried several different price points with various tweaks to the cards and cant figure it out.




   
Midas will always give twice touched, and never give touched. I would put the switch to twice touched first, because otherwise you receive Touched, and then immediately flip it

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