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26
Variants and Fan Cards / A Guilds/Prosperity card
« on: June 14, 2013, 11:43:07 am »
Nothing big, just an idea:

Town Hall
5$+, Action - Victory
+ 1 Card
+ 1 Action

1 VP

When you buy this, you may overpay for it. If you do, + 1 VP per $ you overpaid.

27
Card A
Some Cost, Action
Some effect. Gain a card B.
Each opponent may reveal his hand. If he does, something good for him (likely drawing a new, smaller hand).


Card B
0*$, Treasure-Victory
2$
1 VP

When you reveal this, put it back on the card B pile.

Edited Rules: "When you reveal this" triggers as soon as you resolve a card that tells you to "reveal" card B.

28
Variants and Fan Cards / Hospital, Construct, Soup Kitchen
« on: May 26, 2013, 02:05:30 pm »
Allright, i have balancing problems, and maybe you guys can help me. I'm grateful for any feedback, including non-balance related entries.

Hospital
3$, Action
+ 1 Card
+ 1 Action
+ 1 VP
Each other player gains a card costing up to 3$.


Soup Kitchen
4$, Action-Attack
+ 1 Card
+ 1$
Each other player gains a Copper, putting it in his hand.
(Remains of the Charter idea)


Constuct
4$, Action
Trash a card from your hand. Gain two cards that together cost up to 3$ more than the trashed card.
(About Construct: I also considered to make it a looter (forcing you to gain a ruins and a +3$-cost), but i somehow feel the easier the better. What do you think?)

29
--EDITED 2--

Maybe i'm overdoing it, posting new threads with over ten cards. So only 2 4 for now.

Aqueduct
5$, Action
+ 1 Action
+ 2$
Discard a Card from your hand. If you do: + 1 Card

While this is in play, Attack Cards you play have no effect on other players.


Rental
7$, Victory
Worth one per Coin Token on your Rental Mat at the end of the game.

When you gain this, set it aside. Gain two Coppers and shuffle them and this in your deck.

Setup: Each player gets 7 Coin Tokens and places them on his Rental Mat. Whenever a player trashes a Copper, he must instantly remove a Coin Token from his Rental Mat.


Nouveau Riche
4$, Action
You may discard an Estate. If you do: + 3 Cards
You may discard a Duchy. If you do: +2$
You may discard a Victory Card that is not an Estate or a Duchy. If you do: + 1 Action


Parliament
4$, Action
You may choose an Action card from your hand.
If it costs...
0$: Play it 4 times.
1$ to 3$: Play it 3 times.
4$: Play it 2 times.

30
Variants and Fan Cards / Power Grid Promo
« on: April 08, 2013, 11:08:29 am »
So when i read the secret stories of the promo cards, it said that Donald was originally meant to make a Promo for Power Grid.

Edit: theory pointed out there already was a thread about making a Power Grid Promo. Check it out ;)

My addition (which actually doesn't fit the theme as much as many of them older cards):



Windmill
2$, Action
+ 1 Card
+ 1 Action
Choose a card from your hand. Trash it, discard it or put it on top of your deck.

When you buy this, put it aside. Gain it after you shuffle the next time.



About the game Power Grid itself:
Power Grid is a game where you supply cities with energy and for this have to get power stations that use with coal, uranium, trash or oil. Sometimes you'll also be able to get a windmill that produces green energy without resources, but as you have to bid higher than opponents to get a station, you'll sometimes end up paying too much. Also the turn order in power grid changes every round, giving the leading player the strategically worst position.

It's awesome, try it. It's a great excuse to wear your halloween lab coat, too.

31
Variants and Fan Cards / Charter - A Treasure-Attack
« on: April 02, 2013, 04:08:25 pm »
Did somebody try something like this before? Not that it would surprise me.


Charter
6$, Treasure - Attack
2$
When you play this, each other player gains a Copper.


32
Variants and Fan Cards / Your favourite selfmade cards
« on: March 26, 2013, 09:51:32 pm »
So yeah, post your favourite fan card made by yourself. Write a little bit about it and about why it's your favourite. I'm curious. Also note that this thread is not prior about critizising the cards, but to share what you like. If you don't make cards yourself, you can also post the card of somebody else that you think is amazing (we're talking about the card, here :P). I'll just go first with my own current favourite:


Dwarf
2$, Action
+ 1 Action
Discard the top card of your deck.
Look at the bottom card of your deck. You may put it in your hand. You may put a card from your hand to the bottom of your deck.

(It's a "small" counter to top-decking attacks. It also speeds up cycling a tiny bit and can sometimes act like some kind of Native Village, but only for one card. Also interacts with Pearl Diver, another 2$. I like it because i have a weak spot for weak/cheap cards and because it's thematic, i think. Also i imagine that you could do some cute, probably not overly useful tricks with this. Also because, well, Dwarfs.)


If we reach at least 10 cards, i'd like to do a playtesting game with them as the kingdom. I'll post a bit about my experiences with that game then, too.

EDIT: Dwarf gives an action, of course :P

33
First of all, sorry for opening a new Thread on the same set. Old Thread was mostly discussion about two cards not (anymore) present here, and the biggest part is new, anyway.

Magic was designed as some kind of expansion-expansion, featuring mechanics from Seaside, Intrigue, and the two small sets Cornucopia and Alchemy (Hinterlands just happened to smuggle itself in) all kinds of sets. The main idea are cards that somehow help defend against attacks and cards that change the balance of existing cards as a sub theme (you'll see what i mean).



Swamp
+ 2 Actions
Discard a card.
When you play or buy this the first time in a turn: + 2 Buys

While this is in the supply, when you would gain a card, you may gain this instead.
0$ Action



Shaman
+ 1$
Each other player gains a Curse. Each player (including you) may put a card from his hand back in the supply and gain a card costing exactly 0$.
If you gain a card this way, put it in your hand.
0$P Action - Attack



Dwarf
+ 1 Action
Discard the top card of your deck. Look at the bottom card of your deck. You may put it in your hand. You may put a card from your hand to the bottom of your deck.
2$ Action



Ranger V3
+ 1 Action
Look at the top two card of your deck. Put one of them in your hand and discard the other one.
$2 Action



Wizard
+ 3 Cards
Discard any number of Action cards and Potions from your hand. +2$ per card discarded this way.

When you gain this, gain a Potion.
2$P Action



Artefact
1$

If you just resolved an Action Card, you may discard this. if you do: + 1 Action
3$ Treasure - Reaction



Elf
+ 3 actions
+ 1 Buy

When you buy this, you may overpay for it. If you do, for each $ overpaid, put a card from your hand back in the supply and gain another card costing at most the same as the returned card, putting it on top of your deck.
2+$ Action



Seer
Discard a card. Reveal cards from your deck until you reveal an Action Card. Immediately discard all other cards revealed and play the revealed Action Card.
$3 Action



Sunken City
+ 2 Actions
Reveal the top card of your deck. If it is an Action card, put it in your hand. If it is not, discard it.

At the start of your next turn:
+ 2 Actions
3$ Action - Duration



Incantation
+ 1 Card
+ 1 Action
You may trash a Card from your hand. If you do and it is an Action Card, Victory Card or Treasure Card: Reveal Cards from your deck until you reveal a Card of the same type that costs more than the trashed card and put it in your hand. Discard all other revealed cards.
$3P Action



Poisoner
+ 1 Action
Each other player with four or more cards in hand reveals a card from his hand. You decide whether he has to discard it or put it on the top of his deck.
Choose one:
+ 2$;
+ 1 Virtual Potion;
3$P Action - Attack



Amazon Village
+ 1 Card
+ 1 Action

At the start of your next turn:
+ 1 Action

While this is in play, if another player plays an Attack Card, you may immediately gain a copy of the played Attack Card.
4$ Action - Duration



Expedition
+ 1 Card
+ 1 Action
+ 1$
Each player (including you) takes a coin token.
4$ Action



Grand Vizier
+ 1 Action
If you have no more than 2 cards in hand, gain a Treasure Card costing up to 6$.
Trash a card from your hand.

When you trash this, each other player gains a Copper.
$4 Action



Troll
+ 2$
At the start of your clean-up phase, put four Embargo Tokens on any piles in the supply. Every time a player buys a card, he gains one Curse per Embargo Token on that pile.

At the start of your next turn:
Remove four Embargo Tokens from any piles in the supply.
4$ Action - Duration



Dragon
+ 3 Cards
Each other player chooses one: He gains a Curse; Or: He reveals his hand. You decide whether he has to discard it and draw 5 new Cards;
$5 Action - Attack
Swamp already had its own tread. I don't think i want to change much about it for now.



Maze
Each other player gains a Curse.
Value 2 VP for each three Curses in the set of the player with the most Curses in his set at the end of the game (rounded down).
5$ Action - Attack - Victory



Temple
Trash up to three cards from your hand. + 1 Card per card trashed this way.
Value 1 VP per 10 cards in the trash at the end of the game (rounded down).
5$ Action - Victory



Vampire
+ 2 Cards
+ 1 Action
+ 2$
Each other player may reveal a Silver from his hand. If any player does, gain a Curse. If you would gain a Curse, but the Curse pile is empty, trash this.
6$ Action



Enchanted Forest
Value 4 VP
In games using this, you may reveal your hand at the start of your buy phase. During that buy phase, this costs 2$ less for any Curse revealed this way, but never less than 0$.
7* Victory



Palace
Value 1 VP for each three cards in your set that cost 6$ or more and are not Palace cards.
8$ Victory

34
Variants and Fan Cards / Jeweler
« on: March 06, 2013, 07:37:47 am »
Another Smithy variant. I would call this Blacksmith, but i allready told RTT he could use the name. It's for that other Fan Expansion i work on, so i won't post it in the Dominion:Magic-Thread.


Jeweler
Action - 5$
+3 Cards
You may play an Action Card from your hand. If you do, trash that Action Card.

When you trash this, gain an Estate.


What do you think? I wanted to give it a penalty for trashing itself, but it's still a small bonus VP.
To be honest, if this version turned out to bad, it could also gain Copper, Silver, or Estate and Silver alternatively.

35
Puzzles and Challenges / Vault on a Tunnel Board
« on: March 04, 2013, 08:53:15 am »
Recently we played on a Tunnel board, and i happened to hit a 5/2 opening. I bought a Vault.
My second buy was Squire, the only 2$ in the kingdom. I only bought one more type of action card, and no other Squire.

My opponents bought Tunnels like crazy. They had a reason to do so, because from turn 3 on i played Vault almost every turn. The one time i did not, i bought my (one and only) Tunnel, but that was late in the game. So my question to you is: What other cards synergized good enough with Vault to make me (almost) ignore Tunnel and win with this strategy?

36
Rules Questions / Thief can trash Spoils, but not gain it - right?
« on: February 26, 2013, 03:05:49 pm »
A few days ago, we played Dominion (surprise!) and somebody played Thief, revealing a Spoils. We then played with translated cards, and as always this went wrong. Now that i see the english original, am i right if i assume that Thief can trash Spoils, but never actually get them (even though they are in the trash where very few cards can gain from, anyhow)?

EDIT: I believe Thief cannot gain Spoils, as it says in the instructions i own (translated in german), that only Bandit Camp, Marauder and Pillage can gain Spoils. Also remember the fact that if i reveal another players Spoils with my Jester, i also can not gain Spoils.

37
Variants and Fan Cards / Should Swamp be a 0$ or a 1$?
« on: February 26, 2013, 09:18:59 am »
So yeah, if you look at Swamp, what do you think? Is it a 1$ or a 0$? Also, if it is a 1$, does anybody see strange interactions? I checked Haggler, and that works. Also note that you can gain a Swamp instead of a Ruins, Copper or Curse.
What do you think of the card besides that?


38
Rules Questions / Feast, Throne Room and Band of Misfits - why?
« on: February 20, 2013, 05:52:23 pm »
I read on the Strategy Wiki that if you play a Band of Misfits with Throne Room and use it as a Feast, you have to use it as a Feast both times. But why? Throne Room only makes me play BoM as two Villages because BoM IS Village the second time i play it - otherwise it would just be the card i chose from my hand, as TR tells me.  BoM gets trashed while resolving Feast the first time, so it's not Feast anymore, but Band of Misfits. Conclusion: When i am told to play "it" the second time, i play the card i chose, which now is NOT Feast anymore, but the card it originally was.

It makes sense that Procession can gain an Action costing 6$ after using it with BoM, but why does BoM return to itself when it's trashed the one time, and not the other? To make this even more clear, play Procession, choose BoM and use it as Feast. After you actually trash it, you still have to treat it as a Feast, but after resolving it the second time, you treat it as BoM again. To me, this makes no sense. Can somebody enlighten me?

39
Variants and Fan Cards / Dominion : Magic
« on: February 20, 2013, 09:58:14 am »
As i kept the last few days nagging about your cards, i thought i should give you a chance to strike back ;)

So here are some cards from my first fan expansion, Magic. I designed it as some kind of expansion-expansion, featuring mechanics from Seaside, Intrigue, and the two small sets Cornucopia and Alchemy (Hinterlands just happened to smuggle itself in). The sets main idea are cards that somehow help defend against attacks and cards that change the balance of existing cards as a sub theme (you'll see what i mean).

Anyhow, here are some of the cards. Let me know what you think. And if you'd like to playtest some, i would be glad. Many are allready playtested, but some tweeks probably still need to be made.



Shaman
+ 1$
Each other player gains a Curse. Each player (including you) may put a card from his hand back in the supply and gain a card costing exactly 0$.
If you gain a card this way, put it in your hand.
0$P Action - Attack

(A Curser that get's weaker when played very often, but also stays dangerous longer if curses are put back in the supply.)


Ranger V3
+ 1 Action
Look at the top two card of your deck. Put one of them in your hand and discard the other one.
$2 Action

(The really complex card from before could be condensed to this. It seems familiar, but i don't know from where...)


Artefact
1$
----------------
If you just resolved an Action Card, you may discard this. if you do: + 1 Action
3$ Treasure - Reaction

(A Smithy colliding with another terminal? Let's gamble and see if we draw an Artefact. This is one of my favourites.)


Grand Vizier
+ 1 Action
Trash up to two cards from your hand that are not Victory Cards. If you trash no card and your hand consists of only 2 or less cards by now, gain a Treasure Card costing up to 6$ and put it in your hand.
$4 Action

(I wanted to make a Card that makes you want to reduce your hand size. I like it a lot. The one action is necessary to be able to gain a Gold even if no other cards are there that reduce handsize or no action is available after doing that, and no handsize attacks are in play. First it just let you gain a Gold, but i changed it to "A Treasure Card costing up to to 6$", as it would make the card a bit better - and as it's a Grand Vizier, gaining a Harem seems legit ;) )


Seer
Discard a Card from your hand. Reveal cards from your deck until you reveal an Action Card. Discard all other cards revealed and play that Action Card.
$3 Action

(Originally this had no discard clause. I added it, as otherwise you'd just need to buy a single expensive action and only seers after that. Now you wouldn't do that, as any Seer you play makes you loose one card from your hand. It also has a little Chancellor effect.)


Incantation
+ 1 Card
+ 1 Action
You may trash a Card from your hand. If you do and it is an Action Card, Victory Card or Treasure Card: Reveal Cards from your deck until you reveal a Card of the same type that costs more than the trashed card and put it in your hand. Discard all other revealed cards.
$3P Action

(An almost-Lab that lets you trash stuff and changes it for something better. Usually you'll trash a Treasure or Ruin for this, but Tournament likes this card, too. Also nice to find your Potions. Keep in mind you also lose something from your hand when you play this, so this probably is not too much stronger than Lab itself. I have not playtested it that much, though.)


And something simple...
Dragon
+ 3 Cards
Each other player reveals his hand. You decide whether he has to discard them all and draw 5 new Cards.
$5 Action - Attack

(Groups of Dragons can be nasty. Too nasty, maybe? What do you think?)


If you like those, i'll post more cards, maybe even the ones that i'm confident about from my other set ;)

EDIT: Removed Swamp for now, altered Ranger and Shaman, redoing Unicorn right now.

40
Introductions / Hi Guys
« on: February 19, 2013, 12:49:47 pm »
Cheers guys, guess it's time to introduce myself.
My name is Michael. I worked on my fan expansions, "Magic" and "Modern Times" for some time now and Magic is almost complete. You'll mostly find me in the "Fan Card"-threads, where i nag about other's fan cards... No worries, though, for when i put on my own Cards there (a few days from now, hopefully), you'll have a chance to pay me back ;)

I'm also always looking forward to a game on isotropic - even though i havn't completely understood how everything works there, jet yet. Is there something a new user should know about this forum besides lingo?

BTW, if something i write here sounds strange, it's probably because i'm not a native english speaker. It's totally not possible that i just happen to write something strange on my own ;)

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