Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Asper

Filter to certain boards:

Pages: 1 ... 155 156 [157] 158 159 ... 183
3901
Quote
Palanquin
Types: Action
Cost: $5
+1 Action. You may discard an Action card. If you do, +1 Card per $ it costs.

Sadly too much of a monolithic strategy. If you have it say "an action card other than Palanquin" i think it's too expensive.


Quote
Tribe
Types: Action
Cost: $3
+2 Actions. +$1. Look at the top 2 cards of your deck. Discard one and put the other anywhere in your deck.

When you buy this, you may discard a card. If you do, +1 Buy and +$2.

Classic on-buy-new-buy card. Too good with cost reducers, obviously. Would have to say "if you payed 3$ for this" or something along those lines.


Quote
Quagmire
Types: Victory
Cost: $3
Worth 1 VP.

When you gain this, trash 3 cards from a Supply pile.

Interesting idea, but i would have wished for something different on top.


Quote
Hinterland
Types: Action
Cost: $4
Swap the cards in your hand with the cards on your Hinterland mat.

When you gain this, gain a Silver, putting it on your Hinterland mat.

Interesting, but strange. And weak, i'm pretty sure. It resembles Native Village a bit, and if i'm not mistaken cards with Mats weren't allowed...?


Quote
Pilgrimage
Types: Action
Cost: $3
+1 Action. +2 Buys.

While this is in play, when you gain a Victory card, Victory cards cost $1 less, but not less than $0.

So this is essentially a worse, but nonterminal Bridge. It's okay for megaturns, i guess, and if you were planning to flood your deck with Victories.


Quote
Consulate
Types: Action
Cost: $4
+3 Cards. +1 Action. Discard 2 cards.

When you gain this, each other player gains a Copper, putting it into his hand.

Aha, the other Embassy :)
I kind of like it, though it's obvious where the inspiration came from.


Quote
Trade Agreement
Types: Action
Cost: $5
+3 Cards.

While this is in play, when you gain a Trade Agreement, gain a card costing up to $5.

So, this works like Border Village, just that you have to pay 1$ less for it and get a card worth 4$, instead of one worth 3$... I'm not sure whether this should be considered unbalanced or whether enough 5$s are terminal to make this seem about as bad. Hm... I think it's too good.


Quote
Mountain Dwellers
Types: Action
Cost: $5
+1 Card. +1 Action. Reveal your hand. If you revealed 3 or more Treasure cards, +$1.

When you buy this, you may trash a Treasure card you have in play. Gain a Treasure card costing exactly $3 more than it.

Interesting. A Smithy on buy and a Cantrip/Peddler depending on your treasure-ratio. It seems to encourage big money a bit, but as it itself is an action i guess it's okay. The fact that the treasure can be in play makes it nice. I kinda like it.


Quote
Emerald Vein
Types: Action – Victory
Cost: $5
+1 Action. Reveal your hand. +$1 per Victory card revealed.

Worth 1 VP.

Self-synergy is a nice thing, but i feel this should be a Treasure. I also think i have seen a few cards with that idea before, and i'm still not perfectly convinced it works... Meh, i guess i should give it a chance and maybe playtest it.


Quote
Troglodyte Caves
Types: Action
Cost: $5
+1 Card. +1 Action. Discard any number of cards. +1 Card per card discarded.

When you gain this, you may reveal a card from your hand costing less than this. Gain a copy of it.

Whoever came up with that name? :D
So, this is a better Celler, i see the thematic cave reference. Like stuff like that. It's also a bit like a worse Border Village effect on gain. Oh, and it's also a sifter, very Hinterlandish. So it fits nicely, i just don't know how this would play. Interesting.


Quote
Vendor
Types: Action
Cost: $1
+1 Action

When you buy this, +2 Buys.

Ah, reminds me of one of my cards. Buy this for an additional buy. Hmm... I think it can easily cost 0$ and will still be a tad too weak, though. After all, you give yourself junk for that buy - it could at least be less horrible than Ruined Village (as that is a Ruins i don't count if for "strictly better" consideration).


Quote
Artefact
Types: Action
Cost: $2
+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, set it aside instead of gaining it. Discard it after you next shuffle your discard pile (or when the game ends).

Hmm... So if i buy this, i have to wait an additional reshuffle to claim it. I guess as a nonterminal, nonmandatory trasher, it is really too good for a regular 2$. A bit like Inn or Border Village, where price and on-play also don't match up - just the opposite way. Also, you want to gain this without buying it, which i think is pretty "hinterlandish".


Quote
Ring Leader
Types: Action – Attack
Cost: $3
When you buy or play this, each player (including you) reveals the top 4 card of his deck, discards one that you choose, and puts the rest back in an order he chooses.

So this is to Spy what Noble Brigand is to Thief. Quite different than Spy, though. Hm... I think it's probably too weak.


Quote
River
Types: Victory
Cost: $3
Worth 2 VP.

When you gain this during your turn, all cards except Victory cards cost $2 less this turn, but not less than $0.

Funny, this is the counterpart to that other card that reduced costs when you gained it... I think i like the other a little bit better.


Quote
Factory
Types: Action – Reaction
Cost: $4
+1 Action. You may discard a card that is not a Victory card. If you do, gain a copy of it.

When you gain a card, you may reveal this from your hand and put it onto your deck. If you do, put the gained card into your hand.

A bit like Mint, just for Actions too, without discarding and nonterminal. I guess it's okay... The self-synergy is nice.


Quote
Sanctuary
Types: Action
Cost: $5
+2 Cards. Discard 2 cards.

When you gain this, set aside a card from your hand. Return that card to your deck at the end of the game.

An instant island, i see. I think the on-play is a bit too weak, though. Also it kind of resembles Inn, which is funny considering the card's name :)
I'm just kidding, i think it's okay. Doesn't introduce new things, but still nice.


Quote
Workers' Co-operative
Types: Action
Cost: $5
+1 Buy. +$3.

While this is in play, when you buy a card, each other player may gain a card costing less than it.

I feel this is a bit too weak. Considering Mandarin offers +3$ with something that can be a strategic option and an on-gain that can work as one, too, this doesn't compare too good. it also kind of reminds me of one Prosperity card. Maybe for 4$?


Quote
Smelter
Types: Action
Cost: $4
+1 Buy. +$1.

While this is in play, when you buy a card, gain a Silver, putting it on top of your deck.

Simple. No concerns. Maybe could even do as a 3$, considering it's not "strictly" better than Woodcutter. Ah, probably better not.


Quote
Witch Doctor
Types: Action
Cost: $4
+$1. Look through your deck; reveal and discard any number of Victory and Curse cards from it. Shuffle your deck.

When you gain this, put your deck into your discard pile.

Nice name. Interestingly, the on-gain counters the on-play. It's probably not worse than Navigator, but i'm not exactly sure how big your deck has to be for this to pay off more...


Quote
Diviner
Types: Action
Cost: $3
+2 Cards. +1 Buy.

While this is in play, when you buy a card, reveal the top 2 cards of your deck, discard any number, and put the rest back on top in any order.

Up to now i didn't notice any card where the on-gain felt tacked on, personally. Here i'm not absolutely sure, but as it draws and also gives a buy, i think it's okay. Not thrilling, but not bad.


Quote
Shoreline
Types: Victory
Cost: $6
Worth 4 VP.

When you gain this, +1 Buy.

Even another on-buy-buy? Has the same issues with cost reducers, i'm afraid, and the top is... standard.


Quote
Mill
Types: Action
Cost: $5
+1 Action. Each other player draws a card. Gain a card costing up to $5.

When you gain this, each other player discards down to 3 cards in hand.

I think Donald said something about the horrors of on-gain discard attacks... I've come to acknowledge it's probably not the best idea...


Quote
Travelling Salesman
Types: Action – Reaction
Cost: $5
Discard any number of Treasure cards from your hand. +2 Cards per card discarded.

When another player gains a Victory card, you may discard this. If you do, gain a card costing less than the gained Victory card.

This definately has to be more complex ;)
I'm not so sure the halves synergize, actually.


Quote
Courier (A)
Types: Action – Reaction
Cost: $4
+1 Card. +1 Action. Discard any number of cards. Gain a card costing exactly $1 per card discarded.

When you would gain a card other than during your Buy phase, you may discard this from your hand. If you do, gain a card costing up to $2 more instead.

Too good, and also probably makes for a monolithic strategy. Play this, discard all, gain this. Repeat, then use it to gain Duchies. Repeat for third pile (preferably Labs or sifters).


Quote
Oicho-Kabu
Types: Action – Victory
Cost: $5
+1 Buy. +$2.

Worth 1 VP. While this is in play, when you buy a card, +$2 and discard the top card of your deck. If it's a Victory card, trash this.

What is this wickedness? A foreign game? Seriously though, i have no clue how this works out. If you buy two cards, it's +4$, if not, it's a Woodcutter. The danger of it trashing itself is not very nice to play with, i think.


Quote
Wayfarer
Types: Action
Cost: $2
+1 Card. +1 Action. +1 Buy.

When you buy this, you may trash a card from your hand. If you do, +$ equal to its cost in coins.

What's up with all this money and buy during the buy phase? I think the name needs something economic to fit. Other than that, probably balanced... I guess...


Quote
Sultan
Types: Action
Cost: $5
+2 Cards. +1 Action. Discard a card.

When you gain this, look at the top 3 cards of your deck. Discard any number of them and put the rest back in any order.

Another top-decker on gain... I don't even know what Sultan and Laboratory have in common. If it was Vezir, okay... Don't get me wrong, i guess it's fine, it's just not... the card i have been eagerly awaiting, you know... It's not the only one here that feels like that.


Quote
Safe House
Types: Victory – Reaction
Cost: $3
Worth 2 VP.

When you gain a card costing $0, you may discard this. If you do, gain a Gold.

Another Tunnel, just for junkers instead of discarding... What i don't like is that, regardless of my money, i can always just buy a Copper and discard this. Provided good trashing, this leads to a game where money doesn't matter until it's time to get the Provinces, i'm afraid...


Quote
Commander
Types: Victory
Cost: $5
Worth 2 VP

When you gain this, gain a Reinforcement card, putting it on top of your deck.
Setup: Add an extra Action Kingdom card pile costing $5 to the Supply. Cards from that pile are Reinforcement cards and cannot be bought.

Clarification: Unlike most Victory cards, there are always 10 copies of Commander in the Supply regardless of the number of players.

I know this, i'm pretty sure. Basically this is "when you buy a randomly chosen 5$, gain a little Duchy for free"... I think it feels less confusing with this approach, but i guess it doesn't become more interesting, either...


Quote
Midnight Gathering
Types: Action
Cost: $5
+1 Action. You may put your deck into your discard pile. Look through your discard pile. You may reveal an Action card from it; put it into your hand.

So like a Band of Misfits that can impersonate 5$+ cards but in order to do that, you have to own them... I wanted to say no to this, but i guess it's not so bad after all. :)


Quote
Pasture
Types: Victory – Reaction
Cost: $4
Worth 2 VP.

When another player gains a Victory card, you may reveal and discard this along with any number of cards from your hand. If you do, +2 Cards per Pasture and +1 Card per other card discarded.

Meh. Another 2VP-Reaction... I guess it's okay, but again, it doesn't feel like something we have been missing up to now.


Quote
Trailblazer
Types: Action
Cost: $4
Gain a card costing up to $4.

When you gain this, reveal the top 4 cards of your deck. Put any number of the revealed Victory cards and Curses into your hand. Put the other cards back in any order.

Hmm, a Workshop with a Scout effect. Balanced, i guess. Again, not thrilling, but it would be unfair to say anything's wrong with this entry. Other than it being not really needed, that is.


Quote
Bargain
Types: Action
Cost: $4
You may trash a card from your hand. Gain a card costing exactly $1 more than it, a card costing exactly $2 more than it, and a card costing exactly $3 more than it. Discard down to 2 cards in hand.

When you gain this, each player (including you) may trash a card from his hand.

It's interesting, but i think it might be too weak. Then again, i've been wrong about things like this before.


Quote
Clairvoyant
Types: Action
Cost: $3
+1 Action. Look at the top card of your deck. You may put it into your hand. Otherwise, +$1 and either discard it or put it back. Look through your discard pile and put a card from it or your hand at the bottom of your deck.

I don't really get what this does. Also i'd like to know whether the last part is still under the condition of not putting the card in your hand... If it is not, i think it's probably a bit too strong (compared to Chancellor or even Scheme), if it is, i guess it's okay.


Quote
Fence
Types: Action
Cost: $5
While this is in play, when you gain a card, gain a card costing exactly $1 more than it.

Endless circle. All i have to say. I gain a Silver, and because of that, a Jack of all Trades, and because of that, a Duchy... and a Gold, and a Forge, and a Province, and a Platinum...
Make it on-buy and maybe give it a +1$ or even an additional +1 Buy, and it's probably allright.


Quote
Shaman
Types: Action
Cost: $4
+1 Action. Name a card. Reveal cards from your deck until you reveal an Action card with that name. Put it into your hand and discard the rest.

When you gain this, each other player discards any number of cards from his hand then draws a card per card discarded.

Hmm, so it allows playing a better card that you have every time you play it. Considering the on-gain is an advantage for other players, i think it's fine. I guess i kind of like it...


Quote
Tinker's Wagon
Types: Action
Cost: $4
Gain a card costing up to $4.

When you gain this, move a card costing between $3 and $6 from the top of one Supply pile to the top of another.

Why would i want to do that? To force somebody to buy that Scout before getting his City...? I think it's a pretty unfair thing to do, and if it's intended to synergize with the top - it doesn't (unless you count the card can gain itself). I'm all for wacky things, don't get me wrong, this just is a bit too unfair. It causes a player who really wants that City to think whether he actually wants to buy that Scout - leaving the possibly last City for somebody else or maybe have it covered by another Scout again - or just not go for it anymore. For that matter, it's much worse than Embargo, where you still get what you want, just wih a penalty. Sorry.


Quote
Thrift Shop
Types: Action
Cost: $6
+1 Action. +$2. If this is not the first time you played Thrift Shop this turn, you may gain a card from the Thrift Shop mat.

When you gain or play this, place a card costing up to $5 from the Supply onto the Thrift Shop mat.

Clarification: There is only one community Thrift Shop mat. Each player does not have his own.

I don't think its going to be better than Woodcutter often enough. Of course, in a perfectly greased engine you can play loads of these, but then again, somebody who has a perfectly greased engine even though some of it's parts are weak, terminal 6$ cards, doesn't really need any more support, does he?


Quote
Grandee
Types: Action
Cost: $5
+1 Buy. Gain a card costing up to $4.

When you gain this, gain a Gold; each other player gains a Silver.

Another gainer... I somehow feel some of the themes here appear a bit to often... Here, the halves don't synergize. It's also not that interesting.


Quote
Construct
Types: Action
Cost: $3
Trash a card from your hand. Gain two cards each costing exactly $1 more than it.

When you gain this during your Action phase, +1 Card and +1 Action.

Hmm... It trashes less cards than Remake, but still gains two... When you trash a Copper with this, it's better than Remodel. When you trash an Estate with it, it's about as good... For cards costing more than 2$, it's not actually striclty worse. I kind of like the idea, even though it's another gainer. I'm just not convinced it's balanced, yet.


Quote
Missionary
Types: Action
Cost: $4
Reveal cards from your deck until you reveal a Victory card. Gain an Action or Treasure card costing up to the Victory card's cost, putting it onto your deck. Discard the revealed cards.

When you buy this, reveal a card from your hand. If that card costs $6 or less, gain a copy of it.

Whenever i see a card with a religious motive, i think it has to be a trasher, because Bishop and Chapel (and somehow Altar) are. On the card: I think it's too weak. Reveal an Estate, and it basically junks yourself. Reveal a Duchy and this is a Workshop that doesn't give you a choice. So in order for this to somehow work, you need to either get many Provinces, Nobles, Harems and whatnot, or trash your starting Estates and at least get some of them. I think getting expensive Victory cards is usually the goal anyway, so what this card does is not helping you get there, but further rewarding you for being successful. I kind of like the on-gain, though.


Quote
Chapterhouse
Types: Action
Cost: $5
+1 Action. +$1. Draw until you have 6 cards in hand. Discard 2 cards.

When you buy this, each other player draws a card. When you gain this, each other player with at least 4 cards in hand discards a card.

Is this meant to be Charterhouse?
It somehow resembles Margrave on-buy, and i guess having many of this is a nice way to sift through your cards. I guess it could do with a few words less, though. For example, i'd combine on-buy and on-gain, and if only to save a dividing line.


Quote
Barn
Types: Action
Cost: $5
+1 Card. +1 Action. Discard a card. If you discarded a Victory or Curse card, gain a Treasure costing up to $4. Otherwise, +$1 and gain a Victory card costing up to $4. Put the gained card into your hand.

When you gain this, gain an Action card costing up to $4, putting it onto your deck.

So, if i discard a Victory or Curse card, this is a better Oasis. If i don't, this is a weaker Oasis, as long as you consider "gain an Estate" (which this card is usually going to be) a penalty. Ah, i just saw this makes the next Barn better than Oasis again... I'm still not convinced it needs to cost 5$. it's probably fine without the on gain-which feels a bit tacked on, anyhow. As a sifter (and gainer), i think it's hinterlandish enough.


Quote
Huntsmen
Type: Action
Cost: $0*
+1 Action. +1 Buy.

When you gain this, +2 Buys. During your Buy phase, this costs $2 more for each card you've gained this turn.

Ah, a on-gain-buy that does not ignore the problems of cost-reducers. I think it's still a bit problematic with cost reducers, especially Highway and Princess which are not event-triggered like Bridge, but condition-triggered. So even if i play princess and then gain a Huntsmen, she's still in play. I guess rules could just adress those things directly and say the order of play matters, but it's definately a drawback... I still think it's the best try to solve the on-buy-buy concept here.


Quote
Painful Journey
Types: Action – Curse – Reaction
Cost: $4
Discard any number of Curses. +2 Cards for each Curse discarded.

Worth –1 VP. When you would buy a Victory card, you may trash this from your hand. If you do, gain a Victory card costin less than the bought card and gain 2 Curses.

Clarification: You cannot gain this card when another card instructs you to gain a Curse.

First of all, can a Painful Journey make you gain a Painful Journey? It's "another card", just not "a differently named card". Also, the clarification would have to be on the card, because unlike "there is one Chromosome Mat for each player" it's not something you could know from having the actual card and material in hand. Also, it's weak, like almost all curse-supporting cards i have seen yet. Even when constantly junked with Curses, i wouldn't want to buy this. Sorry.


Quote
Wagon Raider
Types: Action – Attack
Cost: $4
Each other player may put a card costing more than $2 from their hand into your discard pile. If he doesn't, he gains a Curse.

While this is in play, when you buy a Gold, you may gain a Province.

First i thought they just discarded it and wondered whether the wording was to not trigger Tunnel... Then i saw it actually steals cards... I guess the top part would arguably be okay, because after all it's weaker than Sea Hag, which is a (very powerful) 4$. The bottom part is absurd, though. Going from 6$ to 8$ is immensely much to do, and just giving that to you just for having a 4$ in play... Then again, if it gave +2$, you could buy it yourself, but then it would have to be a 5$... Considering this card not only curses opponents (or steals their cards), but also is even better than +2$ on several occasions, i'd make it a 5$ at least.


Quote
Nomadic Village
Types: Action – Reaction
Cost: $4
+1 Card. +2 Actions.

When you gain this, put it into your hand.
When an opponent gains an Action card, you may discard this. If you do, search your discard pile for an Action card and put it into your hand.

I think the reaction alone would have done it. It wouldn't be hinterlandish, but a better card. Like this it has two dividing lines and feels like... Too much. The on-gain feels too much like it will be useless most of the time.


Quote
Stranger
Types: Action
Cost: $5
+1 Card. +1 Action. +1 Buy. Each other player discards the top card of his deck. Copies of cards revealed this way cost $2 less this turn, but not less than $0.

Scales very much with increasing number of players. A very interesting concept, but i really don't like that it's swingy and the mentioned scaling. I guess it can be changed in a way that preserves the spirit and works, though. Maybe make the player to your left reveal 2, like with Tribute?


Quote
Courier (B)
Types: Action
Cost: $2
+1 Action. +1 Buy.

When you discard this from play, if you bought no more than one card this turn, you may put this on top of your deck.

I think this would work nicely as a cantrip for 3$. A lot like walled Village, but nice. Just not very hinterlandish, i'm afraid.


Quote
Sawmill
Types: Action
Cost: $3
+1 Action. +1 Buy.

When you gain this, set it aside onto your Sawmill mat. At the start of each of your turns, you may put any number of cards from your mat into your hand.

Another one with a mat... I was so sure they weren't allowed for this contest... Ah well...
This is yet another on-buy-buy, just so that you can keep it for later turns. Hm... I think the fact that you have to spend 3$ on it makes it a bit too weak, though. For 1$ or maybe 2$, i'd definately buy it sometimes. welp, probably even 3$ will be okay sometimes... I'd still rather price it at 2$, though.


Quote
Pyramid
Types: Action
Cost: $4
+1 Action. +$1. +1 Card per Pyramid you have in play. Discard one card per Pyramid you have in play.

When you buy this, gain an extra copy of it.

Okay, a Copper that lets you sift if you have more of them... The first is basically an Oasis... Ah, now i see the theme :)
Fancy that. Yeah, i think i really like it.


Quote
Lucky Coin
Type: Treasure
Cost: $4
Worth $1.

When you gain this, each other player with at least 5 cards in hand reveals his hand and discards a card that you choose.

Argh, Pillage meats Ill-Gotten-Gains... Another one of Donalds-rejected on-gain discard-attacks, only worse than the other... I know i'd hate playing with this card, even though it's probably correctly priced. Just so anti-fun...


Quote
Used Land Salesman
Types: Action
Cost: $5
+4 Cards.

While this is in play, when you buy a card, gain a Victory cards costing less than it.

Not "strictly" better than Council Room, but very, very close to it. I guess all those Victories can be a liability, but i still think it's too good... Also the name should reflect the similarity.

3902
Congrats to Sir Peebles! I like the card more now that it was explained to me in the discussion; it's a good win.


And poor Drab Emordnilap..

I only got one vote, myself, and considering you could make that step by simply voting for yourself, 1 and 0 is almost no difference. Also, the contest still has some rounds left for all of us low-tiers to bring up something cool. I'm positive about this :)

3903
Mini-Set Design Contest / Re: Mini-Set Contest: Bold predictions
« on: September 06, 2013, 08:27:57 pm »
I predict at least two more type combinations that have not been on any official card will appear.

3904
I was thinking it would be cool to have a card called "Khan" or "Khanate", possibly as a $6-cost, Action/Attack/Victory? Something to do with building up a big deck ("empire") for yourself while conquering or exacting tribute from your opponents? I think it could fit the flavor of Hinterlands well, and certainly the Mongolian presence outside Europe was very significant in the approximate timeframe of Dominion. For example, in establishing the Silk Roads!

Really just a vague conception though, and I don't really intend on submitting it, so if anyone wants to steal the idea and run with it be my guest.

I predict you will see something like this that is totally different than this. ;)

3906
I have one card I think is good, but it doesn't really fit any of the given expansions as much, so I'm submitting it in hinterlands and giving it an on-buy mechanic.

Don't do that. I tried a similar thing for Prosperity and failed miserably.

3907
I don't know about anyone else, but Hinterlands seems much harder to think of a good card idea for than Prosperity was, for me. I had a Prosperity card made in about 5 minutes, while Hinterlands I'm still at square one.

Truth be told, it's the opposite for me. I'll definitely not send in a second Prosperity card, but i allready have two for Hinterlands. For Intrigue i have three, two for Alchemy, three for Dark Ages and the correct number for the remaining sets.

3908
Variants and Fan Cards / Re: Giant Card Compendium!
« on: September 04, 2013, 10:28:01 am »
Very cool :)

3909
Variants and Fan Cards / Re: New Dominion CONTEST
« on: September 04, 2013, 12:02:39 am »
Here's my submission: (see http://forum.dominionstrategy.com/index.php?topic=9257.msg287489#msg287489)

:)

P.S. I would also probably add the wording at the bottom:

If you are unable to do so trash this card.

No need to add that line. As the card doesn't specify from where to buy the card (as Black Market or cards like Bandit Camp do) it would by default be from the supply. Cards that can't be returned to the supply cannot be bought from there, either.

3910
Wow, the feedback makes me think my card is so horrible even i shouldn't vote for it...  :-\
Well, at least it also made me change my mind on something i thought was a good idea, so... I guess it had some good effect.

By the way, when will we know the next expansion? Wednesday?

Well, I already knew my card stank, so...

We can't all always be brilliant. Personally i had a bad feeling for Prosperity all along, probably because the set is my least favourite. I still tried, and i learned i shouldn't force things just to participate. Well, at least i can help my favourite cards with my vote, and at Hinterlands it's a new game, anyhow.


Sophisticated is not one of the things I would describe myself as, but I suppose it's a compliment so thank you.
Wedding -- good point that it lets you dig for ANY action and treasure card if you have no victory cards in your deck.

Not true. You need to reveal one of each type to get them in hand.

3911
Wow, the feedback makes me think my card is so horrible even i shouldn't vote for it...  :-\
Well, at least it also made me change my mind on something i thought was a good idea, so... I guess it had some good effect.

By the way, when will we know the next expansion? Wednesday?

3912
Dominion General Discussion / Re: Homage to the Best Card
« on: September 02, 2013, 03:36:54 pm »

3913
I decided that rather than typing out, I'd record my thoughts onto video.

Now before I go through processing it, does anyone really want to see my ~70 minutes of thoughts on these cards? That's insanely longer than I thought it'd take, and so I'm now hesitant to upload it for nobody to watch :P.

Go for it, Desks.

3914
I won't go throuh all the cards, but here are some impressions:

Quote
Relic
Types: Treasure
Cost: $6
Worth $2. When you play this, you may trash up to 2 cards from your hand and play area. If you trashed at least one Action card, +$2 and +1 VP.

Probably a simpler bonus for trashing an action card wouldn't hurt it.


Quote
Usurer
Types: Action
Cost: $6
+1 Card. +1 Action. Reveal cards from your deck until you reveal a Treasure. Discard the rest. Trash the Treausre; gain a Treasure costing up to $3 more than it, putting it on top of your deck. Each other player may gain a Copper, putting it into his hand.

So, this is basically a cantrip Mine with a benefit for other players. Simpler than the wording suggests, and thematic. A bit overpriced, i think, but i was always bad at that. Like it.


Quote
Strong Room
Types: Action
Cost: $5
+4 Cards. +1 Action. You may return up to 4 VP tokens. Discard 4 cards, minus 1 card per VP token returned.

In games using this, at the beginning of each turn of the player who went first, each player gets +1 VP.

I suggest changing this to: +4 cards, +1 action. Do this 4 times: Discard a card; or each other player gets +1VP.


Quote
Metropolis
Types: Action
Cost: $7
+1 Card. +2 Actions. Treasure cards other than Copper produce an extra $1 this turn.

A treasure Village. Why not.


Quote
Stock Exchange
Types: Treasure
Cost: $7
Worth $2.

While this is in play, when you buy a Victory card, you may buy any number of VP tokens for $1 per token.

I think this belongs in a Guilds/Prosperity contest where you overpay for VP tokens. As a card, this will make Estate the only Victory card worth buying. Not so good.

Quote
Chalice
Types: Treasure
Cost: $4
Worth $3.

While this is in play, when you buy a Treasure card gain 2 Coppers, when you buy a Victory card gain a Curse.

Too similar to Quarry, sorry.


Quote
Charity (A)
Types: Treasure
Cost: $7
Worth $4. +1 Buy.

While this is in play, when you buy a card, each other player gains a card costing at most $2 less than it.

"May" gain a card, please. Otherwise it's often a Copper flooder.


Quote
Wedding
Types: Action
Cost: $7
+1 Action. Reveal cards from the top you your deck until you reveal an Action card, a Treasure card and a Victory card. If you do reveal a card of each of these types, put an Action card, a Treasure card and a Victory card from among the revealed cards into you hand. Discard the other revealed cards.

Reminds me of Golem. I'll try to find out what i think about this until Wednesday. I certainly don't know now.


Quote
King's Greed
Types: Action
Cost: $10
Put your deck into your discard pile. Look through your discard pile and set aside up to 3 Action cards from it. Play them in any order.

This seems like it was born from a pun... Certainly a nightmare to balance.


Quote
Prospector
Types: Action
Cost: $4
+1 Buy. Reveal the top 4 cards of your deck. Put the revealed Treasure cards into your hand. Discard the rest. Each other player may discard a Treasure. If he does, he draws a card.

Treasure Scout. I kind of like it, especially because it's so simple (and outstanding, as it is one of what feels like 2% action cards here).


Quote
Hunter
Types: Action
Cost: $6
Trash any number of cards from your hand. For each card you trash, +1 Card and +$1.

Interesting, but i would try it at 5$ and limit the number of cards and/or lower the bonus. A trasher is always better the earlier you get it, and having this cost over 5$ harms the card. I know this is Prosperity, but if a card is better at 5$, it's better at 5$.


Quote
Forum
Types: Action
Cost: $5
Draw until you have 6 cards in hand.

While this is in play, when you play a Silver, you may trash that Silver. If you do, +1 VP.

While the top card might be tacked on, the lower part has something really interesting. Like it.


Quote
Deed
Types: Treasure – Reaction
Cost: $5
Worth $2

When you gain a Victory card, you may discard this from your hand. If you do, +2 VP.

Probably the best of the "victory gain for VP" cards. Not really my favourite here, still. I was trying to do that kind of "on gain VP" myself and maybe too much to enjoy that idea anymore...


Quote
Philanthropist
Types: Action
Cost: $4
+3 VP. Each other player gains a card costing up to $5.

Gee, this is simple enough and so very easy. Close to what i was trying to do with Hospital. as a terminal, the gain won't become annoying, either. And even if there's no other 5$ in the kingdom, gaining a Duchy for equal points is always possible. Nice. A bit simple maybe.


Quote
Ascetic
Types: Action
Cost: $2
Trash this and any number of Treasures from your hand. +1 VP for each Treasure trashed this way.

Original. I don't know how it would play out and how much it adds to the game, though...


Quote
Dividends
Types: Treasure
Cost: $6
Worth $1. When you play this, gain a Treasure card costing less than this, putting it into your hand.

I disagree with XerxesPraelor. I think this will often be at least as good as Gold. Interesting.


Quote
Aqueduct (B)
Types: Action
Cost: $5
+1 Action. +$2. Discard a card. If you do, +1 Card.

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

Again, i disagree with XerxesPraelor. Whenever you can discard junk, this is a buy-less grand Market for 5$ without a buy restriction - so in no way worse than Festival. With the attack clause ignored, it's almost always better than Mystic, for example.


Quote
Inheritance
Types: Action
Cost: $5
+1 Buy.

While this is in play, Treasure cards costs $3 less, but not less than $0.

Anti-Quarry? Yeah, why the hell not. I just don't know if it's interesting enough to stand against the competition.


Quote
Crown (B)
Types: Treasure
Cost: $7
Worth $4.

When you gain this, each other player gets +2 VP.

Another simple one that probably works fine. I don't feel it's really needed, though.


Quote
Griffin
Types: Treasure
Cost: $5
When you play this, reveal your hand. This is worth $1 per Victory card revealed.

Once per turn, while this is in play, when you buy a Victory card, +1 Buy and +$1.

I think i recognize this. I still think it's a bit weak. For 4$, maybe?


Quote
Fountain
Types: Treasure
Cost: $6
Worth $0. When you play this, if you have no other Treasures in play, +2 VP. You may trash this immediately. If you do, +$2.

A treasure that gives VP instead of money is very "prosperous". Edit: I feel it's not limited enough, though.


Quote
Savant
Types: Action
Cost: $6
+3 Cards. +1 Action. Each other player draws a card, then reveals and discards one or more cards. He gets +1 VP per Action or Treasure card he discards.

Too much going on here for me. Then again, Bishop has horribly many instructions, too... I'm not a fan, honestly.


Quote
Patent
Types: Treasure
Cost: $5
Worth $2.

While this is in play, when you buy a card that is not a Victory card, you may gain a copy of it, putting it on top of your deck. If you do, trash this.

So this starts out as a Silver, but if i buy a Gold for it, i can exchange this for another one... Hmm... More clever than i first thought.


Quote
Mafia
Types: Action – Attack
Cost: $7
Each other player reveals the top 3 cards of his deck, trashes a revealed Treasure that you choose, and discards the rest. You may gain any or all of the trashed cards. +1 VP per card you gain this way.

Uber-Thief. I really had to laugh reading this. And i have to make up my mind whether i want to vote for this because it's a fun read or because it's a good card to represent Prosperity.


Quote
Palladium
Types: Treasure
Cost: $7
Worth $4. +1 Buy. When you play this, trash all Treasures you have in play. +1 VP for each card trashed.

Sooo... This always trashes itself, doesn't it? I have no clue if that's intended or not, but i feel when you are able to buy this, your Treasures are worth too much allready to throw them away like that. Or do you want to keep your Golds in hand to only trash Coppers? A distinct lack of self-synergy, if i'm not mistaken.


Quote
Banknote
Types: Treasure
Cost: $6
Worth $2. +1 Buy. If you have 4 or more differently named Treasures in play, +$2.

Probably a good bet for any Cornucopia/Prosperity contest. Edit: Not balanced. You can just play them over and over.


Quote
Silk Merchant
Types: Action
Cost: $5
+$2. You may trash two cards from your hand. If you do, +1 VP per token on the Trade Route mat.

Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.

Clarification: The Trade Route mat and tokens referred to by Silk Merchant are the same as those referred to by Trade Route.  If both Trade Route and Silk Merchant are in the kingdom and/or Black Market deck, use only one token on each victory card pile.

I really like the idea to use the Trade Route Mat for something different. Don't know if this is the best one to do it, though. Probably i would have liked a nonterminal, so if both cards appear on the same board, one could combine them for more profit :)


Quote
Indulgence
Types: Treasure
Cost: $5
Worth $2. +1 Buy. When you play this, the player to your left names a card in the Supply costing between $3 and $6. If you buy that card this turn, +2VP.

Also belongs in Cornucopia and, like Talisman, slightly anti-thematic for Prosperity. But still very nice.


Quote
Rosary
Types: Treasure – Attack
Cost: $5
Worth $2. When you play this, each other player may trash a Treasure or Action card from his hand. If he does not, he gains 2 Coppers, putting one into his hand.

Argh, somebody did a Treasure-Attack! I thought that was my privilege!? On a more serious note, i tried cards like this for a long time, and i feel this has one of the issues i met - it takes forever to play, especially forever when comared to other treasures. Keep in mind you have to wait for the players to decide before you can play your second Rosary. Or your third.

3915
Variants and Fan Cards / Re: Really bad card ideas
« on: August 30, 2013, 02:00:39 am »
On the same note, I'll just throw in a C# example:
Code: [Select]
public class Moat : Card
{
  private Game game;
  private Player owner;
  public Moat(Game game) : base(game)
  {
     Type = CardType.Action | CardType.Reaction;
     Cost = 2;
     this.game = game;
  }
 
  public override void OnGain(Player player)
  {
    owner = player;
    owner.OnAttack += Game_OnAttack;
  }

  public override void Play()
  {
     owner.DrawFromDeck(2);
  }

  private async void Game_OnAttack(object sender, OnAttackEventArgs e)
  {
     bool revealed = await player.OfferRevealAsync(this);
     if (revealed)
       e.Unaffected = true;
  }
}

Something I can read!

I don't know about Moat, but my Java class was a description of Island... you know... because Java is a programming language and an island...
At least this is not that rules thread about Alchemy that has become the forum's Math Lounge (not that there's anything wrong with that, i have friends who say they practice math).

3916
Dominion General Discussion / Re: How thematic are the expansions?
« on: August 29, 2013, 11:48:43 pm »
Here's how I count the themes:

Intrigue:

4 Off-theme: Shanty Town, Bridge, Conspirator, Coppersmith

You know, it surprises me that Donald considers Shanty Town and Conspirator as "off-theme" for Intrigue. They don't offer choices, but they do fit into what seems like a broader theme of Intrigue that includes both the choice cards and the mixed Victory cards: Cards That Do Multiple Different Things. Steward and Pawn do different things depending on what choice you make when you play them; Harem and Great Hall do one thing during the game and something else at the end of the game when you're calculating your score; and Shanty Town and Conspirator do different things depending on whether you have other Action cards in hand / in play when you play them. Tribute is like this too. It all seems like a single category to me.

(how's that for pulling out an old thread)

I'd rather compare Shanty Town and Conspirator to Menagerie, Baron and Explorer:
"If (something tricky), do (something awesome). If not, do (something less awesome)."

Edit: I think it's strange how both seem to fit pretty well in Intrigue, name-wise. More than ironworks, for example.

3917
Another will be there soon ;)





<---- Look left

3918
I just happened to see there's no Base Game contest :(
I read the opening post so often, but i totally missed that. A shame, because i'm sure there are a lot of simple cards that just are not very expansion-specific... Ah well, maybe i can squeeze them in somewheere else.

Edit: That's not meant to criticise the contest, by the way. I see a Base contest could be considered a bit boring.

3919
Variants and Fan Cards / Re: Honours
« on: August 28, 2013, 07:44:34 pm »
I think i like the general concept and don't really see it as a problem. Knights are all pretty much the same, but they also all (except for one) cost the same. I feel making them too close to each other power wise would actually be a bad thing - "Allright, i could buy X, because it's better than Y, but then Tom will get Y for 1$ less, and that actually makes his a better deal than mine".

Also i think Livery is horribly weak. Triggering it on purpose is almost impossible, and it even anti-self-synergizes as every Duchy you gain increases your chances of having a dead card in hand you can't even discard willingly.

3920
Argh, I don't know if I should submit my card that has no testing or not...

You do it and i'll do it, too :)

3921
Another question: Will it be visible for contestants how good or bad a card they sent in did? I believe this to be especially relevant for big expansions, where a card that doesn't win the first slot may go for the second.

3922
What was wrong with the suggested,

Name a card that is either Foo or Bar and is in the supply.  Gain that card. 

?

Nothing. But it uses both the workshop and the Band of Misfits wording ("a card that is X") and ("name a X in the supply") and therefore can be said with less words.

3923
Rules Questions / Re: Forge: Alchemist + Silver = ?
« on: August 26, 2013, 05:22:58 pm »
I'm interested in the math, if you care. I thought that it wouldn't change the likelihood for potions, but if i'm wrong i'd like to know the right answer. :)
If you have all sets, but no promos, then there are 200 kingdom cards, of which 10 have potion in its cost. If we ignore the bane (which will hardly matter for computations), there are 10 kingdom cards in each game. If we choose the kingdom cards (uniformly) at random, every card shows up on average in 1 in 20 games, i.e. with probability 0.05.

Now let's compute how often potion cost cards appear in your setup rule. If we use standard notation for probabilities (P[A] is probability of A and P[A|B] is probability of A given B)

P[no potion cost card in in the first eight cards] =
P[first card has no potion cost]*P[second card has no potion cost | first card has no potion cost]*P[third card has no potion cost | first two cards have no potion cost]*... =
(190/200)*(189/199)*(188/198)*...*(183/193) = 0.658.

So the probability that there is at least one potion cost card is in the first eight kingdom cards is 0.342. According to the setup rules, in all such games there will be at least 3 potion cost cards, so there will be on average more than 3*0.342=1.02 potion cost cards in each game, which means that each potion cost card appears with probability at least 0.102, more than twice as much as what would happen when you choose cards randomly. The fact that I ignored in this computation the possibility that there are more than 3 cards with potion cost in the game doesn't matter, because that probability is very very small (I think it starts to matter in the 5th digit after the decimal point).

Similarly one can compute that the probability of a potion cost card in the first 4 cards is 0.187, which means that each potion cost card has a probability of 0.0560 of appearing in each game using "my" setup rule, which is just slightly more than the 0.05 when choosing randomly.

I see you are right. Normally, the average number of potion cards is 0.5 per game. According to your calculation, the chance for a Potion to be under the first 8 is 34% (recalculated that and came to the same conclusion), so in 34% of cases the number of potion cards used is 3 or more. That means on average, it's at least 1. Thank you very much :)

3924
Also, since some expansions will have multiple slots, how will that be handled?  For example, will there be more Prosperity contests in the future, or will the top 2 (or 3?) from this contest be selected?  I advocate multiple contests so that contestants can submit cards based on perceived needs of the set.

• A single card might conceivably qualify for multiple challenges within this series. If your card doesn't win the first challenge you submit it to, you may submit it for any and all future challenges (until it wins), provided the card fits those challenges. This is particularly pertinent for cards that don't win the first of two slots for a large expansion, although depending on which card does win, your card may not qualify for the second challenge.

I read this as if it were going to be two distinct contests. I sure hope so. If my first submission for a big expansion is torn apart, i can still try a second(?).
i guess the last half sentence is about Victory/Treasure restriction...?

3925
But Zombies don't need books; they eat brains not use them. So where do you get more Zombies for your Necropolis? The Catacombs.

It's all so clear now! Reading in a Library is good for your brain, and Zombies love good brains. That's why Library draws an additional card for Necropolis!

Pages: 1 ... 155 156 [157] 158 159 ... 183

Page created in 0.083 seconds with 18 queries.