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Dominion General Discussion / Re: Anagrams
« on: December 23, 2013, 08:39:06 am »
Budbudbudbud
Bank - Well, you will need to rename it since there is already a card called Bank. (Maybe just call it Banker?)Don't know what I was thinking. It was Banker at first, but then I turned it into Bank because I thought it suited the victory type better. Oh well, this card needs work anyway!
Base:I considered moving the original Perpetuum Mobile here, because it was so bland and it looked so much like this (as pointed out by WW). Decided against it, because I still love disappearing actions. And SirPeebles liked it! I kept the cost at $3 because they are very bad in multiples, so opening with doubles shouldn’t matter all that much (just gives you 1 early $5 hand, probably).
Windmill
Action - $3
+1 Action
You may discard a card.
Draw up to 5 cards.
Intrigue:(Choices must be made at once, like with Pawn)
Lady-in-Waiting
Action - $5
You may discard up to 3 cards. For each card discarded this way, choose one:
+2 Cards;
+2 Actions;
+1 Buy, +$1.
Seaside:
Buoy
Action/Duration -$2
+1 Action
+1 Buy
Reveal the top card of your deck and put it face up on this card. Cards that share a type with it cost one less on your next turn, but not less than $0.
At the start of your next turn: +1 Buy.
Alchemy:
Perpetuum Mobile
Action - $5P
Trash this. If you do, put an action card from your hand on your Perpetuum Mobile mat.
When you play an action card you have a copy of on your Perpetuum Mobile mat: +1 Card, +1 Action, +$1.
Prosperity:So yeah, this is just a wordy version of: ‘When you gain a card, you may reveal this and gain 1VP.’ Darn Secret Chamber for complicating reaction rules.
Dowry
Treasure/Reaction - $5
+$2
+1 Buy
When you gain a card, you may reveal this from your hand and set the gained card aside. If you do, gain 1VP. Discard the set aside cards at the end of your buy phase.
Cornucopia:Above is one of 5 different Performers; there are 2 copies of each. These are the 5 different effects:
Performer: Illusionist
Action - $5
Play the effect outside the parentheses:
+2 Cards (+1 Card)
If the Performer pile is empty, play the effect in parentheses.
Play the top part of the card on the top of the Performer pile (outside the parentheses).
Hinterlands:
Land Run
Action/Attack - $6
Gain a silver, putting it into your hand. Every player (including you) discards down to 3 cards in hand.
You may discard an Estate. If you do: +3 Cards. Otherwise: gain an Estate.
When you buy this, reveal your hand. For every victory card you revealed, gain a silver.
Dark AgesDark Ages needs something crazy that I haven’t come up with yet. A stronger, more expensive Arsonist/Bonfire won’t cut it (and as WW pointed out: the +2 Spoils were kind of tacked on).
Guilds:There’s 20 copies of Savings. Thematically, I would like it to be a treasure, but I don't want it to be too much like Spoils so I’d rather change the name.
Bank
Victory/Reaction - $3+
2 VP
When you overpay for a card, you may discard this from your hand. If you do, +$2 to the amount you overpay.
You may overpay for this. Gain one Savings for every $1 you overpay.
Savings
Action, $0*
Return this to the Savings pile. If you do:
+1 Card
+1 Action
Gain 2 coin tokens.
This is not in the supply.
You're both probably right, I discussed this with a friend of mine as well. In your case, you have a deck that steadily produces about 5 or 6 VP per turn. That's like the golden deck, except it doesn't clear the board. That's not super strong, but of course it's quite possible to supercharge it. Maybe it should have you trash the card you don't gain, so the game will end at some point.Prosperity:
Dowry
Treasure/Reaction - $5
$2
+1 Buy
When you would gain a card, you may reveal this from your hand. If you do, gain 1 VP instead.
How about when you reduce your deck to Dowry and some cheap buy (like Market Square) and buy a lot of Coppers every turn?
Forgot to write i like how you did Saint. I have been looking for something like it to solve a problem i have with one of my cards. Really nice cards overall. I expected a VP card for Intrigue, because choices are very common by now, but well.Thank you! I'm thinking about dropping the price to P; because what is the difference with 2P really, if it's real cost is in opportunity?
Personally, I think a good treasure chest would mix components, like potion cost duration cards or something.I considered that - I would love some overpay Looters or on-buy cards that care about variety. But I wanted a simple, confined challenge. Maybe later
Many of these are reasonable. I'll give my reaction to each of them, and forgive me if I'm a bit harsh. That's just how I roll.
My intention definitely was to make a card that was as vanilla as I could, while still making something new. I love engines with disappearing actions, so I was pretty pleased with this. At first, it didn't have the discard part, but obviously it would never be played a lot of games. Good point about that it has to obviously be good. What about: +1 Action, discard 3 or fewer cards, draw up to 6? Costing $6? Base could use a strong $6.Base:
Windmill
Action - $3
+1 Action
You may discard a card.
Draw up to 5 cards
This seems fine, if a little unexciting. It's meant to go in the Base Set, though, so perhaps bland is the order of the day. It steps on Cellar and Library's toes a bit, but it's probably different enough. My main concern is that it doesn't look that useful outside of games with discard attacks and disappearing Actions. Even if it is, that's not a great thing in the Base Set. Chancellor already causes confusion there.
Overall, I'd prefer a card that was less similar than the existing Base Set cards. (Also, the Base Set needs more $5 cards.) If you keep it, I'd make the discarding mandatory.
I tried to make cards that were very typical for the expansion they represent, without giving too much thought about how the cards would fit said sets (just a little: the cost-reducer is not in Intrigue or Hinterlands, for example).Intrigue:
Lady-in-Waiting
Action/Attack- $5
Choose one:
+3 Cards, +1 Buy
or
Gain two silvers, each other player gains a curse.
Intrigue already has two cards that can give out Curses. This is definitely an interesting card, but I'd prefer a different attack effect.
Thanks! I did mean the former, the rewording is a good suggestion. I like that it is TR-able now, and its low cost fits the expansion.Seaside:
Buoy
Action/Duration - $2
+1 Action
+1 Buy
Reveal the top card of your deck and put it face up on this card. Cards that share its type cost one less next turn, but not less than $0.
Very cool idea. Do you mean 'cards that share a type with it' or 'cards that share all its types'? I prefer the former, personally. It might be more compelling as a terminal $5 card that lowered costs by $2, but that also might be too abusable with Throne Room, etc. Definitely test it as-is.
Very good points. This was one of the first cards I came up with. Filtering cards are fun, but this set already has Windmill, Illusionist and Land Run (most of which will change, but still).Alchemy:
Perpetuum Mobile
Action - $2P
+3 Cards
+1 Action
Discard down to 5 cards in hand.
Not a fan. For one thing, it seems to really conflict with several Alchemy cards. Scrying Pool, Apothecary, Apprentice, and Alchemist are all about getting a large hand size. Even for the cards this combos with, it's marginal. I guess you could discard Actions from your hand so Golem could find them? And unless you're discarding only Victory and Curse cards, you're probably losing more than you're gaining with Philosopher's Stone.
Also, any new Potion cost card should really wow me. They're expensive and hard to get. You can do things with Potion-cost cards that you can't get away with on a normal card. See Golem and Possession, for example. This card is just too vanilla by far.
Don't really agree with you here. It's pretty expensive and the above-the-line part stimulates buying (in which case it won't be in your hand to reveal). I think buying this to go for a VP-engine is not as viable as it looks. How would you abuse this card? If it is really easy, I *could* make it reveal and discard.Prosperity:
Dowry
Treasure/Reaction - $5
$2
+1 Buy
When you would gain a card, you may reveal this from your hand. If you do, gain 1 VP instead.
This basically just allows for infinite VP churning engines without ever approaching an end game condition. It's way, way easier to use than Monument since it's a Treasure/Reaction rather than a terminal Action.
Yeah, this card needs work. This and Landlord are the least imaginative of the set.Cornucopia:
Illusionist
Action - $4
+1 Action
You may discard any number of differently named cards. For each card you discarded: +1 Card, +1 Action, +$1, or +1 Buy
I have two issues with this card. First, the differently-named bit seems very tacked on (and you'd need to say, "You may reveal then discard"). Second, do you choose the bonuses one at a time, or all at once? I assume one at a time. It's a little confusing.
Even once the card is understood, I see it creating huge amounts of AP. It's like a mega-Pawn. "OK, I choose +1 Card. Now I need to reevaluate my new hand before choosing another bonus. Hmm…" Once the player has decided to stop drawing cards, the rest is a bit faster. Still, I'd reduce the number of options.
I notice this is the third non-terminal discard card in the set. Was that an intentional theme?
Glad that you like the on-buy, so do I. I think it's very Hinterlands-yHinterlands:
Land run
Action/Attack - $5
+$2
+3 Cards
Every player (including you) discards down to 3 cards.
When you buy this, reveal your hand. For every victory card you revealed, gain a silver.
Cute on-buy effect. I always enjoy an opportunistic buy. I don't see why it can't be on-gain, though. You could always add "you may" to avoid mandatory Silver gain if someone were to Ambassador it to you.
What is with the self-discarding, though? A card that makes you discard down to 3 cards is pretty harsh, even with the +$2. It probably seems worse than it is, but that in itself can kill a card. You should playtest it. Maybe it's not as harsh as it looks, but I think most players aren't going to think discarding down to 3 cards is fun.
Dark Ages:
Arsonist
Action/Attack/Looter - $3
+2 Actions
Choose one:
Each other player gains a Ruins
or
Trash this and gain a Bonfire.
Bonfire - Action
Return this to the Bonfire pile and trash any number of cards from your hand. Gain two Spoils.
This is not in the supply.
Even though it's Ruins instead of Curses, a $3 junking attack is harsh. And it's non-terminal! So everybody opens with 2 of these, junks until the Ruins run out, then converts them to Bonfires and tries to trash the Ruins, rebuilding with the Spoils. Cute idea, but more than any other junker, this seems like a mandatory opener. If you choose not to participate, your deck will be instantly ruined and your opponent will get to use all of their trashing on Coppers and Estates. It seems even worse than Sea Hag or Ambassador in this regard.
Wasn't even happy with this when I wrote it down. I really like the reaction bit though, but to make it viable, the card needs an overpay effect itself. Maybe it shouldn't be a victory card - I kind of decided it had to be, because Guilds lacked it, but I can't come up with something other than VP/coins, which I really don't like.Guilds:
Landlord
Reaction/Victory - $4+
2VP
When you overpay for a card, you may discard this from your hand. If you do, you may add $2 to the amount you overpaid.
You may overpay for this. If you do, gain another copy of this for each $2 you overpaid.
(setup: there are 6 copies per player in the supply, with a minimum of 12 copies).
A little niche, perhaps? It allows you to completely ruin your deck in the endgame with a few massive VP gains. Maybe that's interesting? I guess it combos in a neat way with other overpay cards, but that's a really specific interaction which only works with 4 other cards in the entire game. I'd prefer a Reaction that got you Coin tokens.
I'm thinking if I make this $2P (and replace Perpetuum Mobile with it), the +1 Action can stay. It fits Alchemy very well that way. I think I'd sooner drop the +1 Card or bump up the price. Good rewording!Promos:
Saint
Action - $4
Trash this. If you do, put an action card from your hand on your Saint mat. Whenever you play an action card, add +1 Card, +1 Action to its description if you have at least one copy of it on your Saint mat. Return the cards to your deck at the end of the game.
Neat idea. +1 Card/+1 Action may be a bit much. I'd try +1 Card first and go from there. Instead of adding the effect to the description, just say, "When you play an Action card, +1 Card if a you have a copy of that card on your Saint mat."
I can't seem to change my avatar a second time. The prompt tells me 'avatar saved', but the image doesn't change.
Personally, I think about half of the Alchemy cards work fine just by themselves such as Scrying Pool, Vineyards, Alchemist, and Familiar for instance. So, I know it recommends 3 to 5 Alchemy cards, but adding one just one to the kingdom adds a strategic element of should I buy a potion for that card or not.
Mm.. maybe a bit soon, but: I can't seem to reach Redwoods. His profile says he was last active on january 5th this year, so it is very well possible that I won't be able to reach him with a pm on this forum. Does the organization have another way of messaging him, maybe?
Workshop is one that I think many players first over-buy (filling they're decks with terminals, for example), then with some experience under-buy (not noticing when it can accelerate an engine deck), before finding a good balance.
Spy is another one that I think many beginning players buy too often.
KC-KC-Emargo-Embargo on Feodum, buy Feodum, Reveal Trader 36 times.
Estate : Greathall :: Copper : PeddlerI would say: