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Messages - RobinHoodjr

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1
Variants and Fan Cards / Re: New Ruins and Looter Ideas
« on: November 18, 2021, 03:22:43 pm »
the problem with abandoned chapel is that it's potentially only one player that gets the benefit - same reason goat is attached to pixie and sacred grove shares the boon, so Flames Gift is less swingy.
The fix for it is both to scale it down in power - 2 cards trashed is still like how Remodel deals with Coppers, which is to say, well, too good for a ruin - and to open it up to other players for dejunking like Bishop does.

so something like
Quote
Abandoned Chapel - $0 - Action - Ruin
Trash a card from your hand. Each other player may trash a card from their hand.

I hear you about making things "uneven".  With my mods, the Ruins might be more like Prizes for dumpster-diving than penalties lol

2
Variants and Fan Cards / Re: New Ruins and Looter Ideas
« on: November 17, 2021, 09:54:36 pm »
THANKS for your feedback! I abbreviated some of your response to just portions I am going to comment on below.

Abandoned Chapel: I think this card is problematic. First of all, it is significantly stronger than other existing Ruins. Trashing 2 cards from your hand is not an underpowered effect by any means.

Ruined Village: Awwww... but I like the straight "+1 Action"... very thematic with the other Looters, minus Survivors. I agree that the current version of Ruined Village is the worst of the bunch, though.

Saboteur: I like the Attack. However, I'd consider making this cost .

Rebuild: This is almost strictly weaker than the aforementioned Replace.

- Abandoned Chapel - I agree it is powerful, although Chapel is powerful also.  What if it only trashes 1 card, instead of up to 2? That might be more consistent with the "one of something" that the other Ruins offer. I'm drifting towards that... or go the other route and drop the may from original chapel to "Trash your hand. " (in case they have less than 4 cards.)

- Saboteur - I hear your concerns. It could be $5. Militia was 4 but can't be chained in the same way that Torturer can.

- Rebuild - If it was $4, it would be strictly better than Remodel so I had to make it $5. You are right it is missing something.  How about "Each other player gains a Ruins", victory card or not.

- Ruined Village - Hmm... or we could rename it "Crumbling Walls" with the text, "At the start of Clean-up, if you have this and no more than one other Action card in play, you may put that Action onto your deck."

You mentioned Survivors... kind of wish Survivors was a Reaction instead of an Action... something like, "When another player plays an Attack card, you may ... ". Basically enables other cards to "Survive."  They went thru the fire, now bringing buckets back to help others.

Happy gaming!
Nate


3
Variants and Fan Cards / New Ruins and Looter Ideas
« on: November 17, 2021, 03:39:50 pm »
Here are my ideas for 3 more Ruins, and a fix to an existing Ruin:

Ruins are inspired from base Dominion set, buildings rather than people.

- 3 new Ruins
- - Abandoned Chapel = "You may trash up to 2 cards from your hand" - Two fewer cards to trash than Chapel, costs 2 less
- - Ruined Workshop = "Gain a card from the trash worth up to $4" - Trash has mostly worthless cards, unless...
- - Vacant Throne = "You may play a Ruins card from your hand twice" - Meh, unless you have other Ruins you want to play...

- "Fix" to existing:
- - Ruined Village = "+2 Actions; Discard a card." - This makes sense since Necropolis is worth $1. Now not totally worthless

2 new Looters:

The problem with Looters is, there doesn't seem to be enough. I basically repurposed broken or overpowered cards.
2 new Looters (same artwork as removed Saboteur; Donald X has commented that Rebuild should be removed in future.)
- - Saboteur ($4) = "+$2; Each other player either discards 2 cards or gains a Ruins to their hand, their choice. (They may pick an option they can't do.)"  A hybrid of Militia and Torturer. The artwork seems to inspire Ruins.
- - Rebuild ($5) = "Trash a card from your hand. Gain a card costing up to 2 more than it. If the gained card is an Action or Treasure, put it onto your deck; if it's a Victory card, each other player gains a Ruins." A variant of Replace.

My apologies if someone has posted ideas along these lines before, I haven't read everything here.  (Also, I don't know how to attach images.)

Enjoy!
Nate

"If you can't say something nice, don't say anything at all" - my Mom

4
Variants and Fan Cards / Re: Black Market variants
« on: November 03, 2021, 01:07:34 am »
No idea about where you want to stick those effects on. Given that they are neutral and that everybody profits to the same degree from them, they are tricky to implement.

The main issue though is that they are broken with expensive Events and Projects. You don’t have an incentive to build up an economy for Pathfinding because the other dudes could just snatch it away and exchange it for another Event. Such minigames that lead to degenerate play are usually no fun.

Yeah I'm afraid you lost me. Maybe it would help if I upload the image of the exact card verbiage. It only cycles unpurchased projects so it isn't an attack.  Likewise if someone purchased inheritance (which is more like a project than an event) it has no bearing on the set aside card and inheritance token marker.

Similarly if someone purchased Pathfinding, their marker is already in place. Town Crier announcing a Wedding event doesn't remove anyone's +1 card token.

Town Crier is telling people the news, not rewriting history

5
Variants and Fan Cards / Re: Black Market variants
« on: October 28, 2021, 01:58:39 am »
A couple more:

- Town Crier:  Return any previous active events to the bottom of the events deck. Reveal top 3 from Events deck.  Select one. Put other two on bottom of events deck.

- Architect: Return any unpurchased projects to the bottom of the projects deck. Reveal top 3 from Projects deck. Select one.  Return other two to bottom of projects deck

6
Variants and Fan Cards / Black Market variants
« on: October 28, 2021, 01:36:54 am »
Years ago I meddled with the idea of a Black Market (hereafter BM, I apologize for the resemblance to another acronym) variant.  I had cool artwork and a bunch of other stuff. Basically I never got around to sharing the idea. I must be getting old now because I am losing patience.

Here were some of the concepts I designed, take them and run with it if you so desire:
- Wizard: an Action card and BM variant that allows one to purchase cards from a side deck of Alchemy expansion which are unused in kingdom, but gives plus potion and plus coin, possibly reducing the need for potion purchases
- Pirate: an Action card allowing purchase of unused Seaside expansion cards in a side deck
- Spy: Bm variant for unused Intrigue cards
- etc

Then the next thing would be including this concept in larger expansions going forward,  as a way to introduce new cards into play or add more variety for that Fairgrounds strategy.

Yep you guessed it, then I would want an epic Dominion game with 10 bm variants representing 10 different expansions.

Wrap your head around that one...

Nate

7
Variants and Fan Cards / Borrowing concepts from Magic
« on: October 28, 2021, 01:21:02 am »
So it looks to me like the latest release of Magic the Gathering: Midnight Hunt has "borrowed" the idea of a Day vs Night phase from Dominion Nocturne.  I got to admit,  it's pretty cool. The previous Magic release borrowed ideas from Dungeons and Dragons.

In another post, I analyzed in detail one of my favorite concepts in Magic, that of cards which "flip" (typically werewolves but there are a few other kinds.)

Another one of my favorite concepts is that of the alt win, which in Magic exists in cards like "Near Death Experience", "Revel in Riches", etc. We see this in Dominion as "Gardens", "Duke", the victory tokens in Prosperity,  etc.

What are some of your favorite concepts in Magic, which have no clear resemblance in Dominion as of yet? (Note: Mr. Donald X has greatly contributed to the design of Magic also.)

Nate

8
Variants and Fan Cards / Re: Flips
« on: October 28, 2021, 01:02:46 am »
I (and I'm pretty sure most others who sleeve Dominion cards) use clear sleeves for Dominion so you can see the card back. Nobody wants to get all new sleeves to be able to do this.

Wow that's kind of harsh. I have tons of sleeves just as I have thousands of Magic cards. Speak for yourself

If you lived nearby I'd gladly donate sleeves, got hundreds of different colors and styles

9
Variants and Fan Cards / Flips
« on: October 27, 2021, 09:59:41 am »
One concept that has not been implemented in Dominion, which has been implemented in its sister game Magic: The Gathering, is the idea of cards that flip. While this may make shuffling a challenge, cards could be inserted into card sleeves, similar to what is often done in Magic, as the cards themselves are similar sized. In addition to providing more gameplay variety (and a slight increase in complexity), this could also reduce some needs for storage space.

Obvious examples: Cards which are already directly related.
-Hermit / Madman - No need for separate pile, requires less tablespace.
-Urchin / Mercenary
-Vampire / Bat
-Starting Estates / Shelters - Determine which side you start with, based on kingdom cards present for a given game as in the rulebook.
-Page / Traveler line - No more looking for the card to exchange into. It's right there on the back.
-Peasant / Traveler line - Same as Page note.


Not-so-obvious examples: Cards not directly related, but could be.
-Squire / Knights - When Squire is "trashed" (by any other card, Chapel or Remodel, etc.) can advance into a Knight, or any other card. Just because a Padawan was studying to be a Jedi, does not mean they did not fall to the dark side...
-Ruins / Base card - Matching the Art Trivia comment from Donald X. Only exception is Survivors / Rabble.  Now if a card dishes out a Ruins to you, you have the option, if you can pull it off, to Remodel or Upgrade or Expand that Village back into a Walled Village: the people learned the value of a good defense going forward.  Or, if your card is trashed (by a Knight, Swindler, etc.) and you have a Ruin option, you may choose to Ruin it rather than trash it.
-Starting Coppers / Heirlooms - Same as Shelters note. Except Mirror could have backside of Ghost...
- Catacombs?
- Rats?
- Tragic Hero?
- Mining Village? - I wouldn't consider this a "one-shot" because trashing is optional; versus Embargo where trashing is mandatory.

Generally speaking...
- Bad candidates for Flips: Non-action cards - Victory, Treasure, Duration, Reaction, etc. Action cards that give VP coins. Victory would be worst because the penalty would be fewer points at the end.  Durations and Reactions complicated enough. Treasure might work as a flip in fringe cases, like Heirlooms perhaps. One shots would be bad for Flips because how would you ever unlock the other side? Plus having one shots go to the trash helps cards like Rogue, Lurker, Graverobber.
- Good candidates for Flips : Action cards which are similar functionally and thematically, but differ in price. Cards which trash or discard into other cards are ideal. Also if the cards are similar, you probably wouldn't want both in the same kingdom anyhow. For example, Smithy could discard (like a Traveler) into Torturer (i.e. he found a new use for his tools... ahem...) because you probably wouldn't want both in the same 10 card kingdom set. Or Young Witch can discard into Old Witch, etc.

Nate

10
Dominion Articles / Re: Knights
« on: July 19, 2021, 01:14:05 pm »
Knights slow the game down dramatically. Therefore, I propose, in v2 of Knights, they instead trash one of two revealed Action cards. In this way, they mirror Bandit, Pirate, Noble Brigand, etc. However, since Knights abide by a code of honor, they do not trash or steal treasure like those in the thief class. Most Attack type cards are Actions, Knights primarily are there to neutralize Attack cards. Though the defending player, for example, may choose to trash a Market to retain their Urchin; that street Urchin must have turned over some tables during his escape...  on the other hand, the Knights have no qualms trashing your Market - - they were trying to turn up an Urchin who had been known to hang around that neighborhood.

Additionally, most of the "when trash" (except Feodum) are Action type cards. This invites more such interaction. Also it would give more advantage to Feodum, letting you keep your silvers; the Knights are no robber. Also they no longer trash victory cards - - they uphold the laws of the land, they are not revolutionaries.

11
Dominion League / Re: Season 36 - Signups
« on: October 02, 2019, 09:40:20 am »
dominion.games login: RobinHoodjr
discord login: RobinHoodjr#8460
time zone: America/Chicago

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