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Messages - tsunemi_i

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I saw the Supplement cards that can add games optionally devised by ThetaSigma12 in 2017 among the many Fan Cards on this forum, and I was impressed with the idea.
http://forum.dominionstrategy.com/index.php?topic=16227.msg671030#msg671030

I've tried to modify some of these cards to be as consistent as possible with the current Dominion rules.
I think it supports 2nd editions such as the Allies set and Seaside, but the appearance of the Plunder set may change that.

I diverted the good ThetaSigma12's ideas and card images to create the following.


#01 Misfortune
*Marker showing Misfortune-pile in Supply piles

 Misfortune is a single-use attack card that deals Curses.
 The some Misfortunes are randomly set up shuffled in one Action pile. Even if you want to gain the card comes from this pile, the top of the pile may be Misfortune...

<Card Data>
Misfortune
$1 / Action-Attack-Supplement

Trash this. If you did, each other player gains a Curse.
------
Setup: Choose a random Action Supply(other than Split piles). Add 4-10 Misfortunes and shuffle it.
(In this game, Misfortunes come from this pile.)

<Detailed Rules>
* The activation of attack effect depends on you trashed the  Misfortune.
 - For example using Misfortune twice with Throne Room, it only activate the attack effect once.

* The number of Misfortunes added is half the number of the pile you chose as the Misfortune-pile. The following are the details.
 - (The many Action pile) ... Add 5 Misfortunes
 - Action+Victory(2 players) ... Add 4 Misfortunes
 - Port, Action+Victory(3 players more) ... Add 6 Misfortunes
 - Rats ... Add 10 Misfortunes

* The following pile consists of cards with multiple names, so don't select it as the Misfortune-pile.
 - Split piles(in Empires and Allies set)
 - Knights
 - Ruins

* Don't select a pile of Action cards(Mercenary, Wish, etc.) that are not treated as Supply pile, or Black Market deck, as Misfortune-pile.
 - It can't add just one Misfortune in Black Market deck.

* Each players can only see the top card of the Misfortune-pile.

* In games with Misfortune-pile, Misfortunes comes from it.
 - For example, if you used Ambassador and to reveal Misfortune in your hand, you will return it to the Misfortune-pile. The other players, in clockwise order, grab the card with the same name as the card you put back their pile.
 - For example, if you reveal a Trader from hands and react to gained Misfortune, you return the Misfortune onto the Misfortune-pile and exchange for a Silver.
 - If Misfortune-pile is selected Banes, then Misfortunes are also Bane card. (You may reveal Misfortune from your hands to avoid gainnig a Curse by Young Witch's attack.)
 - If the Misfortune-pile was chosen as the Obelisk, Misfortunes owned by each player will also be added VP when scoring.
 - In games using Tower, Misfortunes owned by each player will also be VP when scoring, only if the Misfortune-pile was empty at the end of game.

* Misfortune is a different name card than the cards selected in the Misfortune-pile.
 - For example, when you gain a Port in the Misfortune-pile, if the next card in that pile is a Misfortune, you can't gain it.
 - For example, when you use a Rats that is selected in the Misfortune-pile, if the top of the Rats pile is Misfortune, you can't gain it.

* You can rotate Misfortune-pile when use a Battle Plan.

<Remarks>
I thought about the number of Misfortunes to be used in the game and described it in order to be consistent with the setup rules.


#02 Deed


 Deed is a Silver that always comes as a bonus when you gain a Province.
 However... you'll be striked by a Bureaucrat when you use Deeds.

<Card Data>
Deed
$0* / Treasure-Supplement

$2
Reveal a Victory card from your hand and puts it onto your deck (or reveals a hand with no Victory cards.)
------
In games using this, when you gain a Provinces, gain a Deed.
(This is not in the Supply.)

<Detailed Rules>
* Prepare 12 Deeds and set piles, regardless of the number of players.

* Whenever you gain Province, you always gain a Deed.
 - When you gained a Province from other than Province pile, gain a Deed.
 - When you gain a Colony, it doesn't gain a Deed.

* (In a rare case...) When you gain a Province, Deed pile was empty, you gain nothing.

<Remarks>
The original Deed now had the effect of preventing the buy other than Victory cards on the next buy.
I've been using this for a long time, but there's a trend toward phasing out the effect when buy cards in 2022, so I made my own changes.


#03 Illusion


 Illusion is an action card that allows Curse to be used as cantrip.
 It's less of a hindrance than Curses, but you have to discard your hands to exchange...

<Card Data>
Illusion
$0* / Action-Supplement-Illusion

+1 Card
+1 Action

------
In games using this, when you gain a Curse, you may reveal and discard 2 cards other than Curse from your hand. If you did, exchange Curse gained for a Illusion.
-1VP
(This is not in the Supply.)

<Detailed Rules>
* The number of Illusion cards in its pile is 6 for each player beyond the first—6 for two players, 12 for three players, 18 for four players, and so on.

* Illusion is not a Curse card.
 - For example, when attacked by Mountebank, you cannot discard Illusion instead of Curse from your hand to avoid gaining Copper and Curse.
 - Revealing an Illusion with Vagrant will not add it to your hand.
 - Illusions are not treated as Treasures in games that use Charlatan.

* Illusion and Curse are different cards.
 - Count Curse and Illusion as separate cards when scoring Fairgrounds etc.

* Detailed steps to acquire Curse and exchange it to Illusion are as follows.
 1) You gain a Curse. (It will normally be placed in your discard pile.)
 2) Reveal 2 non-Curse cards from your hand, discard them at the same time.
 3) Return the Curse to the Supply pile from where you gained the Curse in 1). If there's Curse gained onto your discard pile, it has covered by the cards you discarded in 2). In that case, look for Curse among them.
 4) Put a Illusion from the Illusion pile onto your discard pile.

* Even if you gain a Curse somewhere other than your discard pile, you can still exchange it for an Illusion by discarding two non-Curse cards.
 - At this time, please be aware that the exchanged Illusion will always be put into your discard pile.

* When you gain a Curse, if have less than one non-Curse card in your hands, you can't discard to exchange for a Illusion.

* Exchange is NOT gaining, so getting an Illusion by exchanging it will not trigger effects of gaining cards.

* Putting Curse from Supply to your Exile and putting from your Exile to your discard pile(both by Coven's attack) are not gain a Curse. Therefore, it is not possible to exchange a Curse for an Illusion in these situations.
 - If you're passed a Curse from the next player by Masquerade, it doesn't mean that you have gained it.

* Curses are gained one each, so if you want to exchange two Curses for two Illusions, discard a total of four cards from your hands.

<Remarks>
With the establishment of the Stop-moving Rule in 2019, the requirements for obtaining Illusions have been simplified. Also changed to exchange Curse for Illusion instead of trashing a Curse and gaining a Illusion.
http://wiki.dominionstrategy.com/index.php/Stop-Moving_rule


#04 Paramensia


 Paramensia is an action card that can remove itself from circulation in your deck. Instead, you will definitely receive a penalty.
 If you can't set aside it, the penalty will be large, so in games where there are few ways to trash cards, you will be forced to choose whether to exchange from Curse.

<Card Data>
Paramensia
$0* / Action-Supplement-Paramensia

Set aside this or a Paramensia from your hand.
------
In games using this, when you gain a Curse, you may exchange it for a Paramensia.
Worth -1VP if on aside at the end of the game (otherwise worth -2 VP).
(This is not in the Supply.)

<Detailed Rules>
* The number of Paramensia cards in its pile is 6 for each player beyond the first—6 for two players, 12 for three players, 18 for four players, and so on.

* Paramensia is not a Curse card.
 - For example, when attacked by Mountebank, you cannot discard Paramensia instead of Curse from your hand to avoid gaining Copper and Curse.
 - Revealing an Paramensia with Vagrant will not add it to your hand.
 - Paramensias are not treated as Treasures in games that use Charlatan.

* Paramensia and Curse are different cards.
 - Count Curse and Paramensia as separate cards when scoring Fairgrounds etc.

* Paramensia that has been set aside will remain where it's until the end of the game.

* A set aside Paramensia is not considered a card in your play.
 - Please to be careful when dealing with effects that depend on the number or types of cards in your play.

* Paramensia can choose to set aside itself even if it's not in play. In this case, it fails to set aside.

* When scoring, the Paramensia you own will be scored based on whether it was set aside by its own effect or not.
 - For example, a Paramensia that set aside by Haven when games ends, is -2VP.

* Even if you gain a Curse somewhere other than your discard pile, you can still exchange it for a Paramensia.
 - At this time, please be aware that the exchanged Paramensia will always be put into your discard pile.

* Exchange is NOT gaining, so getting an Paramensia by exchanging it will not trigger effects of gaining cards.

* Putting Curse from Supply to your Exile and putting from your Exile to your discard pile(both by Coven's attack) are not gain a Curse. Therefore, it is not possible to exchange a Curse for an Paramensia in these situations.
 - If you're passed a Curse from the next player by Masquerade, it doesn't mean that you have gained it.

<Remarks>
Changed the text to exchange Curse and get Paramensia, like Illusions.
The original Paramensia was automatically set aside when it gained(At the same time, it's confirmed -2VP). I added slight action effect uniquely.


9/2/2022 Original Post(#01-04 added)

2
Variants and Fan Cards / Re: Asper's Cards
« on: March 17, 2022, 07:51:14 am »
Hello, It's been a while since the previous report, but I played with my friends playing with Season cards.
Even if mix Season cards with original Dominion sets, I haven't seen any serious contradictions in the rules or the game balance being disrupted so far, and it's a lot of fun to play. Sojourner, Lumberman, and Mistress were especially popular!

I think personally that introducing Season cards for all Kingdom cards in game would make it too complicated. Therefore, when we testplaying Season set, choose one of original Dominion pack, then use 5-6 cards from it, and 4-5 Season cards.
We've already tried combinations with Basic, Intrigue, Seaside, Cornucopia, Hinterland, Dark Ages, Guild, Adventures, and Renaissance each. When combined with a powerful cards in supply like the Renaissance set, the game often ended before Winter coming.

I took pictures of the scene playing with Season cards a few days ago. We're enjoying like this:


The Season system and cards can seems to combined with the just-released "Dominion: Allies" without any problems. As soon as get a cards of Allies set that can actually play with, we'll give it a try. I'm really looking forward to play it!

3
Variants and Fan Cards / Re: Asper's Cards
« on: December 11, 2021, 01:02:47 am »
Hi, I made your Seasons and Spellcasters sets translated into Japanese text and printed them so that it can actually play!
(Created the designs for season-board and spell cards on my own.)



I have about two proposals. The first, the description of Ballroom(in Seasons set) change as follows by using the "Command" added in the "Dominion 2019 Errata and Rule tweaks".
http://forum.shuffleit.nl/index.php?topic=3767.msg16319#msg16319

  Ballroom
  $5 / Action-Command-Season
  In Spring and Summer: Play a non-Command Action card from the Supply that costs less than this, leaving it there. Gain a copy of it;
  In Fall and Winter: You may play an Action card from your hand twice.

The second, the description of Student(in Seasons set) change as follows by using the tokens managed individually by each player like as Sinister Plot.
I thought your idea of description of Student that enhance performance by player tokens is so good! However... for games that use the Way(in Menagerie set), it seems that become too powerful.

  Student
  $3 / Action-Season
  In Spring and Fall, +1 Action, add one your token on the Student Supply pile.
  In Summer and Winter, +1 Card each your tokens on the Student Supply pile.
  ------
  The start of Spring and Fall, remove all tokens on the Student Supply pile.

4
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: October 29, 2021, 08:50:43 am »
Hi. I'm very grateful for the awesome image create tool provided!

Now, for the first time in a few months, I have resumed making cards that I was considering by using this generator.
However, the font of cost or the numbers displayed on the icon are thinner than when I used it before. It seems that the fonts on the cards are loaded correctly, but only the weight of those letters is different. Repeated reloading and tried various things, but it was not going well.

...

The previous font is more similar to the original, so I would like to create using the bolder font. Is there a solution?
I am also having this issue with incorrect coin font on my Windows machine, regardless of browser (Firefox, Chrome, Internet Explorer), where I was not previously.  I have the Minion Pro font that is used officially.
I believe my Android phone loads the coin font correctly (maybe it is simply cached), but it does not load "Times New Roman" for the body text.

The problem with the first one is that currently the generator is using Minion Pro instead of Minion Std Black. Regarding the Times New Roman problem, that font is also a proprietary font, so in android is using another Sans Serif font

>> Fragasnap, Freddy10
Thanks for responses! I found that the coin font difference issue wasn't caused by the browser(bing, firefox, Chrome) that be using.
I wait quietly, hoping the generator will be fixed about it!

5
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: October 22, 2021, 09:33:44 am »
Hi. I'm very grateful for the awesome image create tool provided!

Now, for the first time in a few months, I have resumed making cards that I was considering by using this generator.
However, the font of cost or the numbers displayed on the icon are thinner than when I used it before. It seems that the fonts on the cards are loaded correctly, but only the weight of those letters is different. Repeated reloading and tried various things, but it was not going well.


For reference, I present images that can be compared. The left card image of Royal Seal was created as a example with the current generator, and the card image in the making with the pink frame on the right had been created and saved in the past.

The previous font is more similar to the original, so I would like to create using the bolder font. Is there a solution?

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