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76
Variants and Fan Cards / Re: All Durations?
« on: March 06, 2019, 02:58:25 am »
I always understood payload to be cards that give you coins. You know, the stuff you PAY things with. But what do I know.

77
Variants and Fan Cards / Re: Really bad card ideas
« on: March 05, 2019, 03:32:02 am »
I think you generally base it on pronounciation. An hommage. A unit.

78
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 04, 2019, 01:09:00 pm »
I personally thought that Ring's ability could be quite useful, but I'll admit that it stinks at 5$. You probably want to topdeck Silvers to get to 5$, not after you did. About the self-hexing, most Hexes won't actually hit you in your buy phase, so you usually come out on top. It would still keep it from being strictly better than Silver at 4$, so that's the cost I should have given... My original idea had you reveal two Hexes and choose one for you and one for the other players, but given the timing issue with Hexes, I felt that was going too far.

Anyhow, congrats to segura!

79
Variants and Fan Cards / Re: herw's cards
« on: March 01, 2019, 12:33:50 pm »
Just 2 Coffers is too weak again. That's worse than Butcher. I think it would be okay at +1 Card, +1 Action, +2$.

+1 Action, +2 Coffers would also be kinda weak, I think.

80
Variants and Fan Cards / Re: herw's cards
« on: March 01, 2019, 07:20:25 am »
I see you made Franfeluche's VP conditional. I don't think it needs that. Sure it's strictly better than Monument once in your deck, but it's harder to get than Monument, too.

Same for Wood Gnome and Smithy.

I wrote this in the German forums already, but Melusine is too strong imo. If your plan is to make exchanging Dryads for a different previous Travellor a decision based on the situation, then I think this takes away that decision to some extend. Especially as you can exchange Melusine for Dryads ech time to get more out of it next turn.

81
Variants and Fan Cards / Re: herw's cards
« on: March 01, 2019, 05:16:17 am »
Wait, herw, wasn't Dryads' exchange clause on play when you revealed it in the German forum? I think it read:

+1 Card
+2 Actions
Exchange this for a Traveller costing less, putting it in your hand.

Needless to say, this is terribly weak in comparison.

82
Variants and Fan Cards / Re: Game State/World states
« on: February 26, 2019, 04:14:49 am »
Yep, that's the same as Edicts. I chose blue as the color personally, because they can trigger at any time. Nice to see some more ideas for such.

Trade Hub could just be a once-per-turn Event though. I tried something like Rise of Industries in the past, and well, it wasn't popular. Although on second thought I think what I tried was the opposite, that the game can not end on piles. This is better, but has some of the same issues. Regardless, you might want to take a look at Edicts (Shard of Honor's link), for some inspiration at least.

So what part of it wasn't fun?
In my case, people painted the picture of a degenerate Mountebank game, where people would have to spend turn after turn to climb back to Province level, because the merciful three-pile was unavailable. For yours, imagine a Horn of Plenty megaturn that leaves a clear winner, but forces the game to go on nonetheless.

We play we barely finish the game by pile out, mostly by finishing colonies or provinces. So I gues you have it the other way around.
So then imagine that a player manages to buy massive Colony points with a mega turn. Do you really want players to go through the motions of emptying three piles even though nobody else has a chance of winning anymore?

Edit: My games end on Provinces or Colony most of the time, too. It just didn't occur to me to do it the other way around.

83
Variants and Fan Cards / Re: Game State/World states
« on: February 25, 2019, 03:22:19 pm »
Yep, that's the same as Edicts. I chose blue as the color personally, because they can trigger at any time. Nice to see some more ideas for such.

Trade Hub could just be a once-per-turn Event though. I tried something like Rise of Industries in the past, and well, it wasn't popular. Although on second thought I think what I tried was the opposite, that the game can not end on piles. This is better, but has some of the same issues. Regardless, you might want to take a look at Edicts (Shard of Honor's link), for some inspiration at least.

So what part of it wasn't fun?
In my case, people painted the picture of a degenerate Mountebank game, where people would have to spend turn after turn to climb back to Province level, because the merciful three-pile was unavailable. For yours, imagine a Horn of Plenty megaturn that leaves a clear winner, but forces the game to go on nonetheless.

84
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 25, 2019, 03:13:53 pm »
I think I want to change my submission. Maybe...

Quote
Ring, Treasure - Doom, 5$
2$
You may discard a card to put this onto your deck.
---
When you gain this, each player (including you) receives the next Hex.

Edit: argh, damn, I forgot the last winner was called Signet Ring... I liked how a ring befitted both the endless circle and the general doom... Ah well, I'll try to think of another name. Medallion? Hourglas? Wait, we already had that, too, right? Hum...

85
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 23, 2019, 07:25:17 pm »
Wasteland, Action-Victory-Looter, 4$
Gain a Ruins and play it three times.
---
Worth 1 VP per 2 differently named cards costing 0$ in your deck (round down).

86
Variants and Fan Cards / Re: Game State/World states
« on: February 23, 2019, 08:38:46 am »
About Protectorate, I worded a similar Edict as: "When another player plays an Attack card, you may discard an Estate from your hand, to be unaffected by it."

87
Variants and Fan Cards / Re: Game State/World states
« on: February 23, 2019, 05:20:48 am »
Yep, that's the same as Edicts. I chose blue as the color personally, because they can trigger at any time. Nice to see some more ideas for such.

Trade Hub could just be a once-per-turn Event though. I tried something like Rise of Industries in the past, and well, it wasn't popular. Although on second thought I think what I tried was the opposite, that the game can not end on piles. This is better, but has some of the same issues. Regardless, you might want to take a look at Edicts (Shard of Honor's link), for some inspiration at least.

88
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 22, 2019, 04:04:56 pm »
Congrats, Commodore!

I actually took Seasons' Ball Room as the basis for Vestibule, so it's not as new as it could be... It's possibly slightly weaker than Ball Room, but has the advantage of not needing a new component. Thanks for the kind words :)

89
Tactician + Capitalism

All your nice juicy actions become way easier to play! Except you have to discard them all when you play Tactician...
You just play Tactician last...
Tactician does not have +$ amounts in its text...
Yep, I realized that shortly after posting. Sorry, I'm not that good at Capitalism.

90
Tactician + Capitalism

All your nice juicy actions become way easier to play! Except you have to discard them all when you play Tactician...
You just play Tactician last...

91
Dominion: Renaissance Previews / Re: Capitalism Questions
« on: February 20, 2019, 08:14:44 am »
hey, i know this is late but im still wondering what you mean by treasure-action. when we played we had a debate on whether or not capitalism allows one to utilize the perk in the action. so for example, if my friend has capitalism, does that mean during the buy phase and my friend has 6 mountebanks, does that mean my friend can use all 6 mountbanks as if they were used in the action phase? meaning not only will they have 12 coppers gained from the 6 mountebanks, but also give each player 6 curses and coppers, just like during the action phase.

any clarification would be great. thanks
You can’t play a card in the Action phase and then again in the Buy phase, but when you keep it until the buy phase and use it as a Treasure because you’ve bought Capitalism, then yes, all of its other effects activate.

In your example, if you had Capitalism activated, you could play all six Mountebanks in your buy phase (as Treasures), and the cursing would happen 6 times as well.
yea thats exactly what my friend was doing, keeping the mountebanks until the buy phase to use as action treasures. the rest of us playing just thoight tjat couldnt possibly be the rules, but i guess it is. its just brutally op.

Thanks!
The issue here is that Mountebank is OP even in its normal form.

92
Variants and Fan Cards / Re: Witch Hunter
« on: February 20, 2019, 08:13:28 am »
Whoops, I missed the card drawing for other players and didn't think of Cursers... How does it interact with Cursed Village or Cursed Gold?

93
Variants and Fan Cards / Re: Witch Hunter
« on: February 20, 2019, 04:02:23 am »
This was an attempt at making a card that totally would never fit into my Antiquities set.

It's sort of a card for a set that assumed that you own each and every expansion.

Quote
Witch Hunter - Action-Duration-Attack - $5
+2 Cards
+1 Action
Each other player draws a card, then reveals their hand. If a player reveals a card with the word "Curse" in its text or types, he or she receives Fear.
-
Setup: Set Fear aside face up.

It's not a good card, I'd say, but it's a fun-ish one.

Besides the weird interaction with less than a handful of selected kingdom cards and especially unreliable behaviour for translated versions of these, this is also strictly better than Laboratory and will behave identical to it in many games.

94
Dominion: Renaissance Previews / Re: Capitalism Questions
« on: February 20, 2019, 03:13:44 am »
I LOVE the idea of the Capitalism Project, but I have so many questions about its execution that don’t seem to be answered in the rule book.

1. Does it add the Treasure type to an Action card (that would of course affect things like Courtier or Inheritance acting on Action cards) or replace its type, or is it merely played as a Treasure while retaining its type of Action?

2. Can this Project be used on conditional +$__ cards like Minion or Pawn? Or can it only be ones like Market that give you the +$__ no matter what?

3. I assume the other effects of the card don’t get played—because if they did, a Monument becomes a Plunder for $1 cheaper—but what happens to cards like Goons which have text below the line that affect what happens when it’s played?

1) It adds the type. You play it as a Treasure - Action.

2) It works on Minon and Pawn.

3) The other effects of the card do get played and Monument becomes a Plunder for $1 cheaper, and Goons also does its below-the-line effect.
hey, i know this is late but im still wondering what you mean by treasure-action. when we played we had a debate on whether or not capitalism allows one to utilize the perk in the action. so for example, if my friend has capitalism, does that mean during the buy phase and my friend has 6 mountebanks, does that mean my friend can use all 6 mountbanks as if they were used in the action phase? meaning not only will they have 12 coppers gained from the 6 mountebanks, but also give each player 6 curses and coppers, just like during the action phase.

any clarification would be great. thanks

1. You still play the Mountebanks, so they do everything they would normally do.
2. Playing a card that gives you +(Coin Symbol) does not make you gain Coppers or any other Treasures. It increases the amount you can spend that turn. You might want to read up on that.

95
Variants and Fan Cards / Re: Dominion Wild Lands
« on: February 19, 2019, 07:26:54 pm »
The Victory part of Rhinos is better now, but I still think the upper part is too flexible and has too much text. Maybe you could do an Ironworks-like wording, where you trash a card from the supply and only then look at the type, doing a different thing for Curse, Treasure and Action.

96
Variants and Fan Cards / Re: counter magic
« on: February 19, 2019, 07:23:23 pm »
About the main concept, an Attack that is also its defense: Any cursing attack is its own defense. Witch only can deal out a fixed number of Curses each game. A good way to keep them from going in your deck is just distributing them yourself. So every Witch IS her own counter spell. I know I'm raining on your parade a lot here right now, but I kinda feel you are trying to re-invent the wheel here. Sorry.
Maybe there are other non cursing Attack-cards in play?
Your idea is, that the first part shouldn't be an attack but something other action or separate both to two different cards; only Attack-card and the other only action-reaction card?
Well, I'm not saying I have a great idea to fix it. I'm just saying that if one or more Cursers are in the kingdom, you usually want one. Even if it's mostly to keep the number of Curses given to you at bay. So a card that Curses and defends against Cursers doesn' t create considerations that are all that different from a card that just Curses. Either way you need one to both defend your deck and attack the opponents'.
hm - thinking about two cards, or maybe same but non-cursor:



Drawing two cards is a big problem, because you could draw your entire deck, if you have enough Counter Magic cards and maybe even hit a reshuffle to play the same Reaction cards again. You should give the + cards at the start of the next turn.

They would basically be Laboratories then. It's not my main issue, though. My main issue is that with a sufficiently thin deck, you can gain infinite Villagers with this. As a matter of fact, this would be the case even if the card only drew one card.

97
Variants and Fan Cards / Re: herw's cards
« on: February 19, 2019, 05:43:53 pm »
I'm afraid that I'll have to say some things you might not want to hear now, herw.

The first is that suggestion you always refer to. It's a half sentence in the Alchemy rules. The full sentence reads like this:
Quote
You can play Dominion using any number of Kingdom cards from Alchemy, but we especiallyrecommend playing with 3 - 5 Alchemy cards at once
It says right there that this is not something you have to do. In fact, most people don't do it. It is a hotfix Donald X included to make sure that in case the card he put together under a lot of time pressure by the publisher would still work fine. We all know that to buy a Potion card you need to get a Potion. What a lot of people are unaware of is that this means that, if you only ever want one Potion cost card, you would end up with a 50% dead card quota from getting it and Potion. That's awful. To remidy this, Donald X made sure that all Alchemy cards are cards you want to get multiples of, even if there was only one of them in the kingdom.

The suggestion in the rule book is a safety net. Assuming that this was something you could count on, treating it as a fundament of your designs, puts too much strain on it. As a result, you constantly underestimate the opportunity cost of Potion cards. You rely on the value on the official Potion cards, hoping that they would make yours worthwile; but frankly, several of the official Potion cards are horrible, and you are adding further weak cards. As a result, the net grows thinner and thinner, with the result that even if you'd set the game up to always have three Potion cards in the kingdom, now they are more likely to be three weak Potion cards.

As a general thing that I learned over the course of several years: Don't try to make cards with the main goal to fix something. Don't make a card to boost Scout, or harm Rebuild (those are things that I actually tried in the past). And don't make cards to boost Potions. Because if you focus on making cards Potion costs or to boost Potion cost more than you care about making good cards, you will start attaching Potion costs to cards that don't need or want them. You will be missing out on good card ideas by shoehorning them into something that doesn't work with it. In the end, the cards will end up generally worse because of this.

I have stated this before: Potion cards are very tricky to do right. Look at Alchemy, and how many cards of it are bad. Even Donald screwed up several of them. If you are a relatively inexperienced card designer, Potion cards are one of the worst places to start with. But if you must make a Potion card, at least try to apply the same constraints that Donald applied. Make cards attractive in multiples. Make them work well in kingdoms without other Potion cards. Perhaps you can learn from Donald's mistakes and make the cards not too slow. But don't lean on a safety net. Thats not what it's for and it can't carry that weight.

98
Variants and Fan Cards / Re: herw's cards
« on: February 19, 2019, 12:28:17 pm »
Suggestion:

All cards cost Potion less this turn, but not less than no Potion.

99
Variants and Fan Cards / Re: Dominion Wild Lands
« on: February 18, 2019, 12:59:15 pm »
I agree that Rhino is too strong.

Strength aside, I also don't like that this card does so many things. I like the general idea to trash a card from the supply in order to do something related, or to get points depending on the cards that were trashed. I also see why you want the card to do both: As points are the same for everyone, you don't just want people to piggyback on the work of others. However, this is also incredibly flexible. That's too much going on on one card.

While I like the idea to consider cards in the trash for points, this scales poorly with different player counts. I would consider making it give points depending on the number of differently named cards in the trash instead, to set a hard limit, and also make trashing different cards trickier or more interesting. Maybe something like:

Quote
You may reveal an Action card from your hand, to trash a copy of it from the supply. Each other player may reveal a copy of it from their hand. If nobody does: +2$
---
Worth 1 VP per 2 differently named cards in the trash (round down).

But maybe something more simple would also work:

Quote
+2$
This turn, the next time you gain a card, you may trash a copy of it from the supply.
---
Worth 1 VP per 3 differently named cards in the trash (round down).

100
Variants and Fan Cards / Re: Dominion: Roles
« on: February 16, 2019, 12:58:52 pm »
An interesting way to implement a similar which is a bit different, perhaps, is to give everyone this at the start of the game, replacing one of their starting cards.

[Hidden Destiny] -- $0?
Exchange this for a card in the Kingdom. If you do, take debt equal to that card's cost.

Type Shelter?

I think it has to be reworded slightly. For once, without a pile of its own, it can't be exchanged. Second, there are cards with Potion or debt costs. Of course, debt cards are always available (except Fortune), but I would still word around it. The negative VP also seem a good idea. It could come down to something like this:

Quote
Destiny, Action, 0$
+1 Action
Trash this. If you do, pay any number of VP, then gain a kingdom card costing up to 1$ per VP you paid to your hand.
---
Setup: Each player takes 8VP and adds a copy of this to their starting deck.

Of course this loses the appeal of asymmetrical roles.

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