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4351
Variants and Fan Cards / Re: Half Harem, would that be balanced?
« on: April 11, 2013, 08:54:18 pm »
By the way, you probably want to buy this over Silver with a hovel at hand...

Actually with the on-gain-trashing Hovel is the only Shelter that works with Concubine...

4352
Variants and Fan Cards / Re: Half Harem, would that be balanced?
« on: April 11, 2013, 01:57:28 pm »
Are you sure? Drawing Estate, Concubine, 3 Coppers is worth as much as Estate, Estate, Silver, 2 Coppers. With the replacing of Estates you don't have the chance to get to 6$, but you'll more surely ge to 5$. You'll never have 3 Estates, Silver and Copper. I admit that two 5$ turns are usually worse than a 6$ and a 2$, though.

2 $5 turns are much better than $6/$2 unless the $6 is like, BV and there's a good $2 in the kingdom.

On a money board I would definitely open with this card twice on a 4/3. I wouldn't open with it or even buy it on an engine board unless there's nothing better at $2 or $3, which granted, isn't that uncommon.

I was thinking of the "better one good & one bad turn than two mediocre ones"-rule when i wrote that, but you are right of course. 2 5$s can't actually be called "mediocre"... Well, you don't really get two 5$s by opening Concubine, more like a guaranteed 5$/4$ split on rounds 3 and 4, which still is quite good.

4353
Variants and Fan Cards / Re: Half Harem, would that be balanced?
« on: April 11, 2013, 11:12:58 am »
I suppose. Surely not BM, though?

Oh definitely not. Silver is as close to strictly better for an opener to this as you can get.

Are you sure? Drawing Estate, Concubine, 3 Coppers is worth as much as Estate, Estate, Silver, 2 Coppers. With the replacing of Estates you don't have the chance to get to 6$, but you'll more surely ge to 5$. You'll never have 3 Estates, Silver and Copper. I admit that two 5$ turns are usually worse than a 6$ and a 2$, though.

4354
Variants and Fan Cards / Re: Half Harem, would that be balanced?
« on: April 11, 2013, 10:36:43 am »
depends on the board  ;D
Im not sure. Is there a solid BM strat where opening Concubine/Concubine is better than Silver/Silver or anything else?

I didn't mean opening only Concubine. More like Concubine/Smithy.

4355
Variants and Fan Cards / Re: Half Harem, would that be balanced?
« on: April 11, 2013, 08:19:27 am »
Hm, i can imagine opening with this wouldn't hurt :)
Probably nicest for BM strategies.

4356
For Nouveau Riche's last effect, do you mean "You may discard another Victory card (including another Estate or Duchy)", or "You may discard a Victory card that isn't an Estate or Duchy"? Because the first will be more generally useful, whereas the second will be of limited use when there aren't alt Victory cards around (but I can see why that may be the one you were thinking of). Even in the first form, I think it's a neat defense against early greening, without being too strong.

I meant any card but Duchy and Estate, thanks for pointing out how the wording is unclear. Haven't playtested it enough yet, i guess, so it might change.

4357
Oh...
I missed that. In that case I think the bonuses are okay. It's a situational card, but that's okay in dominion. I would definitely price it less than $5 though.

Changed to 4$. Another benefit of 4$ is that it doesn't collide with Duchy itself. Thank you for the input :)

Aqueduct is probably fine at $5 without the penalty.

Originally it didn't have the penalty. It seemed very strong that way, though, stronger than Mystic. You could often chain Aqueducts until you played 4 of them, because every Aqueduct you play gives you the chance to draw a new one. I had the choice between Aqueduct being slightly better or slightly worse than Mystic, and i liked the restriction - i guess it's a matter of taste, though :)

I'm glad eHalcyon likes it.

4358
Variants and Fan Cards / Re: Some cards to distract you from Guilds ;)
« on: April 10, 2013, 06:13:04 pm »
Nouveau Riche:
This is a really weak card. It's way worse than baron. $4 and a buy is clearly better than 3 cards or $2. You need a stronger effect than 3 cards, I can get that for cheaper on a smithy. And it's reliable! $2 is even weaker than 3 cards, and +1 action is useless.
So, I would up the power level of the effects. Maybe +4 cards and +$3, +1 action would be good.

Another thing: You did notice you can use all three options, didn't you? So you can discard an Estate, draw a Duchy, a Silver and a Silk Road and discard both for 2$ and an Action.

4359
Variants and Fan Cards / Re: Some cards to distract you from Guilds ;)
« on: April 10, 2013, 05:59:04 pm »
About Rental: Originally it shuffeled the two Coppers and the Rental itself in your deck, but i couldn't find a wording that does that (loose track rule and all...). I also like engines more than BM, but i think so many card support Engines it was time to add something different.

After a quick read-through, the three biggest issues that I see are:
Nouveau Riche:
This is a really weak card. It's way worse than baron. $4 and a buy is clearly better than 3 cards or $2. You need a stronger effect than 3 cards, I can get that for cheaper on a smithy. And it's reliable! $2 is even weaker than 3 cards, and +1 action is useless.
So, I would up the power level of the effects. Maybe +4 cards and +$3, +1 action would be good.

Parliament: Pretty much worse than throne room; I would rather play my witch or market twice than my oracle three times. I could be wrong there though. I was going to say that it's OP if highway or bridge is on the board, but if you can play 5 highways in one turn you are probably going to win soon anyway.

Rental: I don't like this because I sense that it will just be a better province in many games. It discourages engines as well, and generally people prefer engines to big money.

I removed Nouveau Riche because i felt that too many cards seem to scare reviewers (do they?), but i'd like to mention i actually don't have a clue at which price Nouveau Riche would be balanced. I felt it was okay when i playtested it for 4$, but i'm a mediocre player that often tries strategies that are far too complicated. I'll work on it, again.

About Parliament: Probably also needs some working. Would 4$ be too less? I was thinking of a 5-2 split, but probably it would be more interesting to early KC a 3$ with this...


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

When you gain this, put it on your deck and gain two Coppers.

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.

How different would the play be if you just made the VP value of Rental 2 less than the number of Copper in your deck, with a minimum value of 0 and a maximum of 7?  Less messing around with tokens.

Interesting idea... But i wanted to keep players from trashing any Coppers. So you could just buy them at the end of the game, as eHalcyon pointed out. By the way, the idea for Rental came up when we discussed Copper replacements that are worth VP, so i'd like it to keep that "don't loose your Copper"-aspect.

4360
Variants and Fan Cards / Re: Power Grid Promo
« on: April 10, 2013, 05:01:40 pm »
Oh... Just realized that this card makes 2-5 opening much stronger than 5-2 opening!

I like asymmetry, but is that delay really better than nothing?

I don't understand. Why do you think it does make a difference which of the first 2 turns you buy this at?

In any case, i don't shuffle my deck until turn 3. And i gain it after shuffeling, so in turn 3s clean-up i draw my 5 cards from a 11-card deck with Windmill the only card in the discard. It will take until turn 5 earliest before i see my Windmill in both cases.

4361
Variants and Fan Cards / Re: Half Harem, would that be balanced?
« on: April 10, 2013, 04:35:31 pm »
Personally, I think vanilla half harem is fine. They can't all be the best card ever.

Also, concubine.

I think the problem is the cost. $3 is simply too much, but at $2 it would be strictly better than Estate. It is a card that, if you started the game with, you would want to trash out of your deck, just like Coppers and Estates. The only 2 times you should ever be willing to buy it are 1) times that you would otherwise buy Copper (pretty rare) and 2) times that you would otherwise buy an Estate (only towards the end of the game).

Sure if the game is close to over, and you have exactly $3 or $4 to spend, you choose it over Estate. But otherwise I'm just pretty sure this would be purchased far less often than Explorer, Scout, etc.
Speaking of Scout, this has great synergy with Scout.

So it makes Scout better?

On a more serious note, i think it's possible to find something that will make Concubine (i second that name) okay. Maybe not a Reaction, but maybe an on-gain-advantage or something like that. Free Silver for everyone, maybe?

4362
Variants and Fan Cards / Re: Power Grid Promo
« on: April 10, 2013, 04:30:19 pm »
It looks superficially similar to ... Lookout?

Actually it's a mix between three classic 2$s: Cellar, Chapel and Courtyard. It may be a draw-discard that draws first and discards later, or draw and put back with an action, or even trash, adding an action and a card draw - but unlike those three, it's always about one card a time.

The card you trash/discard/put back does not need to be the card you draw, so it's actually much more versatile and strong than Outlook. Especially in early game, as it's basically a trashing cantrip. If you draw something and don't want to trash anything later, meh, just discard or put back on top of your deck. That's the reasons for the reshuffle penalty.

Edit: Just now i notice in English all three cards it's made of begin with C. Guess i have to find something with C then...

4363
Rules Questions / Re: Native village: can you look at the top card?
« on: April 10, 2013, 04:22:17 pm »
End of discussion.

> End of discussion.
> Dominion Strategy Forum.
Pick one.

Edit: That was supposed to be a joke...

4364
--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.

4365
Variants and Fan Cards / Re: Odd idea that is probably broken
« on: April 10, 2013, 06:49:18 am »
Storage
$?? - Action/Reaction
(Insert something here)
~~~~~~
When you would gain a card, you may put it on your Storage mat. Return your storage mat to your deck at the end of the game.

Like an immediate Island. What do you think?

Storage
Something

When you would gain a card, you may reveal this from your hand. If you do, put the gained card on your Storage mat. Return all cards on your storage mat to your deck at the end of the game.

I don't know if "would gain" is a good idea here. You can't return something that has never been in your deck. And if you gain it at the end of the game, that's kind of weird with cards like Border Village... Personally i don't like putting Storage itself on the mat, but if it doesn't, make it cost enough. Would be at least 4$, i guess, probably more.

Edit: I don't know if it is broken, but it sure is strong. Like a Watchtower you can use to maintain a Golden deck and that you can use for Gardens.

4366
Variants and Fan Cards / Re: Half Harem, would that be balanced?
« on: April 09, 2013, 10:58:32 am »
I think Donald once mentioned he thought about a card like your original Half-Harem (without the reaction). It basically came down to "You don't want Coppers or Estates in your deck, and combining them doesn't help much." - actually i believe those were his exact words.

Edit: Of course nothing can stop you to make a card you like. As always i think too weak is more acceptable than too strong.

4367
Introductions / Re: Morgrim's crazy brother
« on: April 08, 2013, 01:53:18 pm »
Welcome!

And "Morgrim's crazy brother".  That's like saying Infinity's big cousin, Loki's mischievous nephew, Ozle's interesting son.

You forgot Celestial Chameleons brainteasing sister.

4368
Variants and Fan Cards / Re: Power Grid Promo
« on: April 08, 2013, 11:48:30 am »
Some people tossed around some ideas here: http://forum.dominionstrategy.com/index.php?topic=5344.0;all

I like your card though I'm not sure the theme connection is really that tight.

Also you should discuss some PG strategy in our upcoming PG strategy forum! http://forum.dominionstrategy.com/index.php?board=56.0

Oops, didn't know this topic already existed. And yeah, looking at the cards there they are probably much closer. Thanks.

Edit: As an administrator, can you remove my thread then? I tried but i can't. Thank you again.

4369
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.

4370
Variants and Fan Cards / Re: Dominion: Enterprise
« on: April 08, 2013, 08:54:37 am »
If Tariff tokens on Copper or Silver (or even on basic Victory cards) become too much of problem, I'm sure there's a wording out there that can exclude the basic cards from the clause.

"You may put the Tariff marker on any kingdom card in the Supply."

I think blocking Copper should be impossible, in any case. One of the unwritten rules in Dominion is "You can always at least buy a Copper".

Edit: At least i like to think so.

4371
Rules Questions / Re: Native village: can you look at the top card?
« on: April 05, 2013, 03:21:40 pm »
Yes, it was a very simple question. The answer is no. But here is a much more useful answer, to which all the other answers were alluding:

During a turn of Dominion, you are not allowed to do anything other than [...] or count your deck (only looking at the backs of the cards), unless a card specifically says you can do it.

I never knew you were allowed to count your deck without a card telling you to do that. Can anyone give out a link to the rules where it says so? Maybe it was just missed out in the german version, but i really would like to know.

4372
Variants and Fan Cards / Re: Chameleon
« on: April 05, 2013, 02:49:04 pm »
Biggest problem with this idea is that its almost useless a game without villages. Reaction is still there, but most of the point of the card is lost.

You don't need a village, just a non-terminal. Moreover, you could copy a Duration from the previous turn. I guess in a game without non-terminals or Durations it is useless, but how often does that happen?

You are right. That constellation is probably about as likely as a set without terminals, where Village is useless. I think it's fine.

Edit: On the other hand, the card has the problem that it wants to impersonate the card in play. So if the card you actually want to copy is terminal and there's no village, it doesn't work. Even if there is, you have to play Village, X, Chameleon. Gets easier when X is drawing cards.


Chameleon - Action/Reaction - $4?

Choose one: +1 Card, +1 Action; or play this as if it were any Action other than Chameleon that you already have in play.
-
When any player (including you) gains a card costing up to $6, you may reveal and discard this from your hand. If you do, gain a copy of the gained card, putting it in your hand.

I believe the "gain a copy of the gained card, putting it in your hand" leads to trouble with Nomad Camp. Wasn't there a bit about Donald saying that NC was why Armory top-decks (instead of gaining in hand, for example)?

4373
Variants and Fan Cards / Re: Royal Decree
« on: April 05, 2013, 09:13:54 am »
Fortress is the only major problem I can think of. Procession Fortress is already completely hax, but is mitigated by needing to get them to line up. Here as long as they aren't already in your hand you get +2 cards +3 actions from a two.

Is it so broken that the game is unplayable with both in the kingdom? Probably not. But it still would be a devastatingly dominating combo.

Sure it would. But sometimes things like that just happen. Fortress' trashing-ability allready has very strong interaction with a lot of cards, and you wouldn't say Procession is problematic, only because of Fortress.

In any other case than on a Fortress board, i'm actually concerned how useful this actually is. You need to buy a 2$ card so you are able to play a better card, and only once. Doesn't sound that attractive to me. Maybe if it had a "when you gain this, put it on top of your deck" clause. Then i could accept that sometimes you'll buy a Royal Decree just because you are in desperate need to play X again before the time runs out.

4374
Variants and Fan Cards / Re: Really bad card ideas
« on: April 04, 2013, 12:07:57 pm »
Casino
Treasure
When you play this, roll a die. This produces 1$ per dot at the upside of the die.

Actually, doing this with a d4 and making it cost $5 doesn't sound horrible...
Yes, it sounds like Harvest.

Well, Harvest is easier to activate, but is a terminal action.

Harvest also adds cycling. Totally different thing than Casino ;)

Edit: Posted it here because roll-the-dice cards are as random as can be, and i personally find random cards very unattractive design. The problem isn't as bad with Harvest, because you can actually influence it. I didn't think of Harvest when i posted Casino, though.

4375
Variants and Fan Cards / Re: Charter - A Treasure-Attack
« on: April 02, 2013, 04:18:33 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 must gain a Copper.


Attacks that consistently give Copper tend not to be a good idea because the number of Coppers in the Supply varies so much with the number of players.

Hmm, i see what you mean. On the other hand, 6$ is expensive enough to not be played thousands of times. I guess many other attacks don't work with a Treasure, as that would slow down the game a lot...

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