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4326
Variants and Fan Cards / Re: Partition: Cheaper cards all around
« on: April 20, 2013, 11:23:17 am »
Player X plays a Witch
Player Y gains a Curse
... revealing a Trader to gain a Silver instead of a Curse
... revealing a Partition to gain a Squire instead of a Silver
... revealing a Watchtower to trash the Squire
... gaining a Goons
... ... revealing a Partition to gain a Cache instead of a Goons
... ... gaining 2 Coppers
... ... ... revealing a Trader to gain a Silver instead of a Copper

... revealing a Partition to gain a Squire instead of a Silver
... revealing a Watchtower to trash the Squire
... gaining a Cultist
... ... revealing a Watchtower to trash the Cultist
... ... drawing 3 cards
... revealing a Trader to gain a Silver instead of a Copper
... revealing a Partition to gain a Squire instead of a Silver
... revealing a Watchtower to trash the Squire
... gaining a Goons
... ... revealing a Partition to gain a Cache instead of a Goons
... ... gaining 2 Coppers
... ... ... revealing a Trader to gain a Silver instead of a Copper

Repeat.
+15 cards instead of a Curse, anyone?
Not even counting those Caches you get for free.

4327
Variants and Fan Cards / Re: Charter - A Treasure-Attack
« on: April 20, 2013, 09:40:28 am »
Hm... If it doesn't give out Coppers, i have no clue if there's an attack i'd like to be on Charter. Militia just seems a bit boring to me...

Well, maybe i can make Soup Kitchen work, then.

Soup Kitchen
4$, Action - Attack
+ 2$
Each other player gains a Copper and puts it into his hand. If he does both, he discards a card.

4328
Puzzles and Challenges / Re: Exception to the Rule: Solitaire Sabotage
« on: April 18, 2013, 08:20:19 pm »
You trash 3 Coppers

From which deck? You're playing solitaire.

I'm such a moron. I didn't play iso solitaire, but i assumed your own attacks would hit you...
That was a weird idea, of course.

4329
Variants and Fan Cards / Re: Charter - A Treasure-Attack
« on: April 18, 2013, 06:34:10 pm »
Earlier, we talked about whether this version might be too strong for 5$:

Charter
$5, Treasure - Attack
2$
When you play this, each other player may discard a Copper. If he does not, he gains a Copper.

Could i make it a 6$ and add a little bonus to balance it, or do you think it's still okay just for 6$? How about this:

Charter
$6, Treasure - Attack
2$, + 1 Buy
When you play this, each other player may discard a Copper. If he does not, he gains a Copper.

4330
Variants and Fan Cards / Re: Feedback Wanted: The Anti-Embassy
« on: April 17, 2013, 11:27:41 am »
After a "discard down to 3" attack, you have to discard the rest of your hand to get 5 cards, like a regular hand with no actions.

This implies that there are no Villages on the Board, because if there is at least one - even Native Village - you'll keep that in hand with AE. If there are no Villages but discard attacks on the board, maybe you should go for something different? Even a 5$ can't always be great.

4331
Rules Questions / Re: Yet another Treasure Map question
« on: April 16, 2013, 07:39:30 pm »
I think TR is weird sometimes. Donald stressed that it "locks in" on the card it plays, which is one of the reasons why TR-Band of Misfits works the way it does. So you choose a card, it locks in, you play it, resolve it, and play the locked card again, no matter where it is.

So lose track should play no role for TR, as it locks in anyhow... But wait a minute... Procession loses track sometimes, doesn't it?

Honestly, i don't know what to make of it.

4332
Variants and Fan Cards / Re: Feedback Wanted: The Anti-Embassy
« on: April 15, 2013, 08:54:57 pm »
Hm, well, I hate to disagree with everyone, but I think the card deserves a penalty. (Well, not anymore than Wharf deserves a penalty, I guess, but, you know, Wharf, he's a pretty strong guy)

The difference between Smithy and Moat is pretty huge, and the ability to use this card as a sifter seems really strong at 5$. 

Embassy is bad for Engines because you accelerate your big money opponent, hurting your own clock, and you have to use the Village to increase your Actions/Cards total since Embassy is Actions/Cards neutral.  Since this is Actions/Cards+1 this is going to be a lot stronger. 

Sifting is really good for engine decks and can end up being a substitute for trashing.

I think it at the very least needs to token buff removed.

I had opportunity to show that my opinions on the strength of cards aren't always very accurate, but i think popsofctown is right. The card seemed good for 5$ without the buff, and adding it makes it a 6$ to me.

4333
Variants and Fan Cards / Re: Charter - A Treasure-Attack
« on: April 15, 2013, 09:25:11 am »
I know there is a way to get this card working. I just have to find it...

Cheap solution: "If this is the first time" wording.
Other solution:

Charter
5$ Treasure - Attack
2$
When you play this, each other player with 4 or more cards in hand gains a Copper. If he does, he may discard a card.

4334
Variants and Fan Cards / Re: Charter - A Treasure-Attack
« on: April 14, 2013, 09:22:23 pm »
What about

Charter
$5 Treasure - Attack
+$2
Each other discards a Copper or reveals a hand with no Copper. If a player reveals his hand this way, he gains a Copper in his hand.

Is it too powerful? I don't think it is. Though it's now basically a discard attack instead of a junker, but that's an irrelevant minor detail.  :P

I don't know, but i feel that's a little swingy. Pete has Silver, Silver, Gold, Province, Province. Mary has Copper, Copper, Gold, Gold, Curse. I play Charter once. Sucks to be you, Mary.

4335
Rules Questions / Re: Yet another Treasure Map question
« on: April 14, 2013, 09:14:46 pm »
For the same reason you cant trash a Mining Village twice. Or Embargo. Or Pillage. Or any self-trashers.

Mining Village is a good example. Embargo and Pillage are not. The reason Mining Village fits is that trashing the card is conditional to recieving the +2$, just as trashing TM itself is for gaining the Golds. Throning Embargo doesn't change the amount of Coin or Embargo Tokens given out, even though the card isn't trashed on second play. Pillage is the same (though usually the attack won't have an effect the second time).

4336
Variants and Fan Cards / Re: Charter - A Treasure-Attack
« on: April 14, 2013, 08:54:18 pm »
You sure? I mean an extra 1$ to spend is also best at the start of the game. Why buy Oasis when you can have Scout?

Edit: You can still make it a 4$, then. Or drop one 1$. I just feel getting 2$ and giving the opponents 1$ (and a junk card) is... really bad.

4337
Rules Questions / Re: rules for Shanty town
« on: April 14, 2013, 08:31:37 pm »
I guess you are right. If i'm allready talking of accounting things, i shouldn't make a difference there. Changed and added Treasure Card remark.

4338
Variants and Fan Cards / Re: Charter - A Treasure-Attack
« on: April 14, 2013, 08:24:02 pm »
You could also gain copper to hand so that they can discard that copper to the next play. And it brings up the beggar question: do I do this for the $1 now, or lose $1 but don't gain a copper?

I don't know... If i did that, it arguably would lose the attack type. Which might be good, as there never was a Treasure - Attack up to now, but it also might be bad, as there never was a Treasure - Attack up to now ;)
Not that i didn't think about it. It just sounds too helpful to me. Imagine playing Charter and having somebody shout "Ah! Eight!". I'd never play it again. I mean, people get half the money you get. Nah, that's an entirely different card, probably something i'd put on a 3$ Action...

Soup Kitchen
3$ Action
+ 3$
Each other player gains a Copper to his hand.


Edit: That's actually much harder to balance than i thought. Still, it's another card.

4339
Rules Questions / Re: rules for Shanty town
« on: April 14, 2013, 08:16:26 pm »
General rules:

+ 1 Card: Immediately draw a card. This happens instantly, and you have to draw the card before going on. If your deck is empty, shuffle your discard and draw then.

+ 1 Action: Add an additional action to an imagined "Action account" - Do NOT immediately play another Action Card. You need Actions to play Action cards, and every one of your turns starts with exactly one Action on your account. By playing Action Cards, you draw from that account, and add to it every time a card says "+ 1 action" (or + 2 actions etc.). Mark that Action and Action Card are very different things. If you have at least one Action on your account, you may use it to play any Action Card from your hand. Condition: You are not resolving another Action Card right now. Only do one Action card at a time, doing all it says before playing another one.*

+ 1$: You will have one more Coin to spend in your buy phase. Again, this does not require you to do something immediately, but adds to your "Coin account", which you can spend at the turns buy phase and can enhance even further by playing Treasure Cards at the start of your buy phase.

+ Buy: You will have one more buy in your buy phase. This also is only accounted (even though "buy account" probably sounds silly - excuse my bad english) and does not require immediate action. + 1 buy means that in your buy phase you may split up your money to buy one more card, instead of having to spend it on only one card.

So you see, of all +1 X, only + 1 Card actually requires you to do something immediately**. All others cause you to add something to an imagined account that you can use up later on. Actions after resolving the Action Card you are reading, buys and coing in your buy phase.

All other text on an action Card you play has its effect immediately. That is, unless it says so***.


Sorry if i'm trying to be smart too much.

*Some Action Cards, like "Throne Room", "Golem", or "Cultist" tell you to play other action cards. If any card does this, you do not need any action to play the card you were made playing. In fact, playing the second card is part of resolving the first one. See it like this.
** The expansion "Prosperity" introduces another "+ 1"-thing that happens immediately, namely + 1 Victory Token (symbolized by a little crest). But that's it.
***Such effects are mainly in later expansions, but they always make clear when they happen. There are also blue Action - Reaction cards, which are a special thing. They have an Action part above a line that describes what happens when that Card is played during your own turns action phase. This has nothing to do with the part below the line (the Reaction part), and when you play such a card (like Secret Chamber) during your turn, only the part above the line happens. The Reaction part is below the line and always has some "If X happens, you may" statement. This means just what it says, namely that every time X happens, you may do whatever the card says at the reaction part. It does not matter whose turn it is and has no connection with the Action part of a a card, so even if "X happens", you can not do the part above the line.

4340
Variants and Fan Cards / Re: Charter - A Treasure-Attack
« on: April 14, 2013, 06:58:38 pm »
What $ is it worth?

It's still 2$, sorry i forgot.

So you guys think it would be okay like this?

Charter
5$, Treasure - Attack
2$
Each other player may discard a Copper. If he does not, he gains a Copper.


Well, it sure is more simple and has a nice symmetry. I like the thought of keeping it like that. On first sight it seemed too strong to me, being also treasure-cutpurse for only one more. But it's an optional Cutpurse, so anybody can choose the option hurting less.

Edit: Isn't it stronger than Torturer, though? I mean, it doesn't cost an action. Of course, Curses are worse than Coppers, but you can get more of them and discarding a Copper hurts about as much as Torturers discard clause (considering Cutpurse and Militia cost the same). Or do you think 2$ is that much worse than +3Cards?

4341
Variants and Fan Cards / Re: Charter - A Treasure-Attack
« on: April 13, 2013, 03:04:17 pm »
Ah crap, i did the wording wrong. What i meant is this:

Charter
5$, Treasure - Attack
When you play this, each other player mit 4 or more cards in hand may discard a Copper. If he does not, he gains a Copper.

The wording is a bit ambiguous. If I only have 3 cards in hand, do I gain a Copper, or am I immune to the attack?

I think as the first sentence only talks about players with 4+ cards, the concurring "he" clearly relates to them. Actually, trying to do a clearer wording led me to the wording above when i didn't notice how it changed the card. Maybe it can be made more clear by connecting the two sentences?

Charter
5$, Treasure - Attack
When you play this, each other player mit 4 or more cards in hand may discard a Copper, gaining a Copper if he does not.

Edit: So yes, with only three cards in hand you are immune.

4342
Variants and Fan Cards / Re: Charter - A Treasure-Attack
« on: April 13, 2013, 01:08:45 pm »
Ah crap, i did the wording wrong. What i meant is this:

Charter
5$, Treasure - Attack
When you play this, each other player mit 4 or more cards in hand may discard a Copper. If he does not, he gains a Copper.

4343
Here's the rest of the set again for those who are interested:

Alley
1$, Action
+ 3 Cards
Return this to the Alley Pile.


Lawyer
2$, Action - Reaction
Choose one: Put a Coin Token on your Lawyer Mat; or trash this and gain a card costing up to 1$ per Coin Token on the Lawyer Mat.

When another player gains a Victory Card, you may reveal this from your hand. If you do and the player would put the Victory Card in his dicard, he must put it on his deck instead.


Baroness
3$, Action
+ 1 Action
Look at the top card of your deck. You may trash it. If you do, + 1 VP. Otherwise, discard the card and gain an Estate, putting it in your hand.


Stocks
4$, Treasure
1$
When you play this, you may trash it. If you do, +3$ and each other player gains a Silver.


Assassin
4$, Action - Attack
+ 1 Action
+ 2$
Discard a card.
Each other player reveals the top two cards of his deck. For each, you may choose one card he has to discard. He puts the remaining cards back on the top of his deck in any order he chooses.


Factory
6$, Action
All cards (including cards in players hands) cost 1$ less   this turn, but not less than 0$. Gain two cards that together cost up to 4$, putting one of them on top of your deck.


11th and 12th card are Iron Maiden (my version as seen in SirPeebles' thread http://forum.dominionstrategy.com/index.php?topic=6523.0) and Contraption (aka Windmill http://forum.dominionstrategy.com/index.php?topic=7756.0), which makes the set reach small expansion size.

4344
Variants and Fan Cards / Re: Charter - A Treasure-Attack
« on: April 13, 2013, 09:19:52 am »
Militia is okay, but there allready are many of that. Militia, Urchin, Mercenary, Torturer, Goons... Not even counting Cutpurse, Pillage and Ghost Ship here.
Also it's very close to the original, i feel it lacks the bit of "Specialness". I might be wrong, but i'd like the Copper-giving a bit more, as it isn't there nearly as often yet. What do you think about a combination where the discard works as the "bane"?

Charter
5$, Treasure - Attack
When you play this, each other player mit 4 or more cards in hand chooses one: He discards a Copper; or he gains a Copper may discard a Copper. If he does not, he gains a Copper.

Edit: Fixed wording mistake.

4345
Variants and Fan Cards / Re: Charter - A Treasure-Attack
« on: April 12, 2013, 06:39:30 pm »
In fact i shortly thought about Estates as the bane, but just like soulnet i came to the conclusion that victory-banes are actually contradictory to the card.
I like RTT's idea, but i'm not absolutely sure whether 3 Coppers might not be a bit much. If i attack with Militia, there's almost no chance to escape the attack, except if you only keep Coppers in hand. So what about a reversed version that says "Each other player may reveal a hand with at most 2 cards other than Copper in it. If he does not, he gains a Copper."? Too complicated?

4346
I once wanted to make a more powerful workshop, and here's what i got:

Factory
6$, Action
All cards (including cards on players hands) cost 1$ less this turn, but not less than 0$. Gain two cards that together cost up to 4$, putting one of them on top of your deck.

It turned out good for 6$ as far as my playtesting went. I'd like to compare your Big Workshop to it. With Factory, you can gain a 5$ and a 1$, or a 4$ and a 2$, or two 3$s. Your Big Workshop always can gain two 4$s, whith a little less flexibility and no top-decking, also lacking the cost-reduction, but better avarage cost for 1$ less. I guess it's okay priced. You can always get some Silvers with it.

Edit: Forcing you to get two different cards would probably be a really strong nerf, as you don't always find two cards for 4$ or less you want in your deck. Of course, there's Silver + X, but even Silver is unwanted sometimes...

4347
So, another try on Rental. I hope the wording works... Any idea how to avoid the "set-aside" without having problems with that awful lose-track-rule?

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.


4348
Variants and Fan Cards / Re: Half Harem, would that be balanced?
« on: April 12, 2013, 11:36:58 am »
I think being able to trash a Copper in play might take it too far, but that's just a hunch.

4349
sawmill (great woodcutter) 5$
+3$
+1Buy

Wasn't there a rumour for a card called "Stonecutter" being in Guilds?

4350
Variants and Fan Cards / Re: Charter - A Treasure-Attack
« on: April 11, 2013, 10:38:41 pm »
Of course it would be much easier to balance if there was a Bane, especially if the bane is more likely to save you the more you allready got hit. I didn't find a good one yet, and as a treasure card Charter asks for something easy and fast... So no "Discard two, draw one, reveal your hand, open the door, get on the floor, everybody do the Dinosaur"...

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