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101
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: January 19, 2015, 05:29:12 am »
Somewhat related to the issue at hand: is there anything preventing a player from revealing a Tunnel multiple times when discarding it? As far as I can tell, there is nothing that differentiates "when another player plays an Attack card" from "when you discard this", in both cases you are sort of interrupting the game flow.
Because I don't remember reading anywhere official that said you could reveal a reaction multiple times.
Just looked though the Rules questions forum backwards. Here you are:
Border Village causes something else to happen when you gain it (and Tunnel optionally does when it's discarded). You only gain it once so it only causes that thing to happen once.

The reason "when an opponent plays an attack card" is an exception to this is because we can't tell if you drew that Moat off of Secret Chamber or had it in your hand already, and if you had it in your hand you could use it, because you would just be picking the order to do two things you wanted to do at the same time. So we let you use it whether it was in your hand or not, and ditto a second Secret Chamber.
The reason that we let you reveal Moat / Secret Chamber twice is because we can't tell if you had multiples or what.
So you can't reveal Tunnel twice because you just discarded that copy.

102
Variants and Fan Cards / Dominion: Adventures^^
« on: January 17, 2015, 05:56:26 pm »
Hello!
I find it funny to make serious specuations about the new Dominion expansion. Sure, it is very unlikely that Adventures looks like I predict. This will look ridiculous when we know Donald's cards. This is just for fun. And in the end it will make us aware of how good the official Dominion cards are!

So here is what I would do coming from this description.

Some of these are adaptions of LastFootnote's Activation cards or other cards from this forum, some cards are from the German forum and some are new.
Feel free to post your own ideas and predictions. ;)


Duration cards:

Note that the Duration type doen't mean the card is discarded in your next turn's cleanup! Most of these cards are not like the Durations from Seaside. They are discarded in the cleanup phase when all their on-play effects are resolved.

Quote
Relocate (Action - Duration) $4
Set aside a card from your hand. At the start of each of your future turns, if a card set aside by this, trash it and gain a card costing exactly $1 more. You may set aside the new card.
(Edit: Grammar)

Quote
Transport Ship (Action - Duration) $3
+2 Cards
+1 Action

At the start of your next turn, discard down to 3 cards in your hand.
(Edit: Lowered cost from $4 to $3.)

Quote
Ambush (Action-Duration) $2
Now and the next time another player buys a Victory card, +2 cards.

Donjon (Action-Duration) $5
+4 Cards
Set aside a card from your hand. After the next time you shuffle your deck, discard the card you set aside.
(Edit: Clarity)

Prince's Chamber (Action - Duration) $4
You may play an Action from your hand. When you would discard it in this cleanup phase, set it aside instead. Play it again at the start of your next turn.
(This one changed a lot between Reserve and Duration. It went back to a Duration with Prince's phrasing.)


Reserve cards

When a Reserve card is played, you don't put it into play but on your Reserve mat. Either immediately or at any future time during your Action phase, you may put it into play which will trigger the "when you put this in play" effect. You can put a Reserve card from the mat into play whenever you'd regularly be able to play an Action from your hand. This does not use up an Action though.

Quote
Granary (Action - Reserve) $5
+1 Action
Now and when you put this into play, +$1 +1 Buy.

Quote
Caravansary (Action - Reserve - Reaction) $4
When you put this into play, +2 Cards.

When you gain a card costing $0, you may reveal this from your hand or from play. If you do, put this on your Reserve mat.

Quote
Town Gate (Action - Reserve) $4
Now and when you put this into play, draw until you have 6 cards in your hand.
While this is on your Reserve mat, when another player plays an Attack card, you may trash a card from your hand.

Quote
Fruit Market (Action - Reserve) $3
You may trash card from your hand that is not a Treasure. If you don't, put this into play.

When you put this into play:
+4 Cards
+1 Buy
Trash this.

Quote
Balcony (Action - Reserve) $5
+1 Action

When you play an Action, you may put this into play. If you do, play the Action again.
(This idea comes from the Dominion outtakes, see here.)


Cards using a non-supply pile:
Quote
Wagoner (Action - Reserve) 0*
When you put this into play, +1 Action and return this to the Wagoner pile.
(This is not part of the supply.)
The Wagoner pile consists of 16 Wagoners.

Quote
Traveller's Village (Action) $4
+1 Card
+1 Action
Gain a Wagoner from the Wagoner pile. Play it.

Quote
Wainwright (Action) $5
+$3
Gain a Wagoner from the Wagoner pile.

Quote
Fair (Action) $2
+1 Action
+$1
Every time you put a Wagoner into play this turn, +1 Card.

When you discard this from play, for each unused Action, gain a Wagoner from the Wagoner pile.

Player tokens

Each player gets a player color that is indicated by his Reserve mat. In that color, he gets 10 tokens. The tokens are put on an Action supply pile by explicit card effects. When the player plays a copy of an Action from a pile with his token, he also resolves the token effect after resolving the card text.
When a pile with tokens on it gets empty, the tokens lose their effect and are returned to the players.


Every player has 2 of the following tokens:

+1 Card.

+1 Action.

+$1 +1 Buy.

Gain a Duchy.

Gain a copy of this.


Quote
Exploration Ship (Action) $5
When you discard this from play, you may put it back to the supply. If you do, put any of your tokens on the Exploration ship pile.

Quote
Spearman (Action-Attack) $4
+$1
Each other player removes a "+$1 +1 Buy" token from the Spearman pile.
If he does, he gains a Curse.
Otherwise, he puts a "+$1 +1 Buy" token on the Spearman pile.


Other cool cards:
Quote
Courier (Action - Attack) $5
+2 Cards
Each other player gains an Offering in your color from the Offering pile.
Quote
Offering (Action) $0*
+1 Action
For you and player blue: +1 card.
Return this to the Offering pile.
(This is not in the supply.)
The Offering pile consists of 5 Offerings in each of the 6 colors.

River (Action) $3
+2 Cards
Return this to your hand.
(This one got unlikely since Asper changed this into an ancillary card now.)

Army (Action-Attack) $4
+$2
Each other player turns the top card of his deck face-up. When he would draw the face-up card, he turns it face down instead.
(Something like that could work with tokens as well.)

Quote
Round Village (Action) $4
+1 Card
+2 Actions

When this is in play at the end your buy phase, you may pay $1. If you do, put this on top of your deck.

Treaty (Reaction) $4
When the player to your right discards an Action from play, you may reveal this from your hand and set it aside with that action card. Play that Action at the start of your next turn. When you would move it from play, put it on the discard pile of the player to your right instead, then discard this Treaty. When you discard this from your hand, you may reveal it and put it on top of your deck.


Event cards

Play with 2 random Event cards if one randomly drawn card of the kingdom is from Adventures.
Events can be bought like the other cards, but instead of gaining them, you immediately play them (they are not considered "in play" though). Events can never be gained.

The Events are:

Quote
Market Day (Event) $1
The first time you play this in your turn, +2 Buys.
Quote
Manipulation (Event - Attack) $1
Each other player reveals the top card of his deck and discards it if it costs $2 or more and is not a Victory card.
Quote
Wagoner (Event) $2
Gain a Wagoner from the Wagoner pile. Play it.
Quote
Survey (Event) $2
Look at the top 5 cards of your deck and discard any number of them. Put the rest back in any order.
Quote
Ball (Event) $2
Look through your discard pile. Put a card from it on top of your deck.
Quote
Round Table (Event) $2
+1 Buy. Put your deck into your discard pile.
Quote
Offering (Event - Attack) $3
Each other player gains an Offering in your color from the Offering pile.
Quote
Carriage (Event) $3
Place one of your +1 Action tokens on an Action pile in the supply.
Quote
Invention (Event) $3
Place one of your +1 Card tokens on an Action pile in the supply.
Quote
Treaty (Event) $3
Place one of your +$1 +1 Buy tokens on an Action pile in the supply.
Quote
Accolade (Event) $3
Place one of your Gain a Duchy tokens on an Action pile in the supply.
Quote
Scholar (Event) $3
Place one of your Gain a copy of this tokens on an Action pile in the supply.
Quote
Remodeling (Event) $3
Trash a card from your hand. Gain a card costing up to $2 more than it.
Quote
Holy Mass (Event) $4
Trash any number of cards you have in play.
Quote
Expedition (Event) $4
During this cleanup phase, draw 2 additional cards.
Quote
Reserve (Event) $4
When you discard an Action card from play during this Cleanup phase, put it on your Reserve tableau.

When an Action card is on your Reserve tableau that is not a Reserve card, you may play it during your Action phase (for free).
Quote
Damnation (Event - Attack) $5
Each other player gains a Curse card.


Any ideas for the other half of the tokens? My guess is they will be either coin tokens (like from Guilds) or two times 15 single-card tokens (like for Embargo). Or some other way to "modify cards"?
Also, there are still a lot of slots open, maybe I will also come up with more.



Old Reserve mechanic (it got changed after player tokens where leaked):

60 Tokens, half of these are Reserve tokens.
You put Reserve tokens on a card if the card tells you to do. You can spend the token either immediately or at any future time during your Action phase to get the benefit for the token. This does not cost up an Action, but you can't spend a token after you used up all your Actions.
Cards with Reserve tokens on them are not discarded in the cleanup phase. A Reserve token looses track of the card if it leaves play otherwise, then the token is discarded.

Quote
Granary (Action - Reserve) $5
+1 Action
Put two Reserve tokens on this. When you spend a token from this card, +$1 +1 Buy.
(Edit: Error - "now" removed)

Quote
Caravansary (Action - Reserve) $4
Put 2 Reserve tokens on this. When you spend a token from this card, +1 Card.

While this is in play, when you gain a card costing $0, put a Reserve token on this.

Quote
Town Gate (Action - Reserve) $4
Put a Reserve token on this. Now and when you spend the token, draw until you have 6 cards in your hand.
While this is in play, when another player plays an Attack card, you may trash a card from your hand.

Quote
Fruit Market (Action - Reserve) $3
Put a Reserve token on this. When you spend that token:
+1 Card
+1 Action
+$1
+1 Buy
Trash this.

Quote
Balcony (Action - Reserve) $5
+1 Action
Put a Reserve token on this.
You may spend that token when you play an Action. If you do, play the Action again.

Quote
Prince's Chamber (Action) $4
Put a Reserve token on an Action you have in play that is not a Duration card.

When a Reserve token is on an Action that is not a Reserve card, you may spend it during your Action phase to play the Action (for free).
(Edit: Reserve mechanic instead of Duration;  Edit 2: changed cost from $3 to $4)

Quote
Pitman (Action) $3
+2 Cards
Discard a card. When you spend X tokens from this card, gain a card costing up to $X.
While this is in play, when you discard a card other than during Cleanup, put a token on this.

Quote
Wagoner (Action - Reserve) 0*
Put a Reserve token on this. When you spend that token, +1 Action and return this to the Wagoner pile.
(This is not part of the supply.)


Old Events:

Quote
Adventure (Event) $1
During this cleanup phase, draw 1 additional card.
Quote
Expedition (Event) $3
During this cleanup phase, draw 2 additional cards.
Quote
Campaign (Event) $5
During this cleanup phase, draw 3 additional cards.
Quote
Navigation (Event) $3
Look at the top 5 cards of your deck and discard any number of them. Put the rest back in any order.
Quote
Ball (Event) $2
Look through your discard pile. Put a card from it on top of your deck.
Quote
Round Table (Event) $2
+1 Buy. Put your deck into your discard pile.
Quote
Auction (Event) $1
+1 Buy. Discard your hand. +$1 per card discarded.
Quote
Market Day (Event) $1
The first time you play this in your turn, +2 Buys.
(Edit: Only once per turn.)
Quote
Holy Mass (Event) $4
Trash any number of cards you have in play.
Quote
Remodeling (Event) $3
Trash a card from your hand. Gain a card costing up to $2 more than it.
Quote
Expanding (Event) $5
Trash a card from your hand. Gain a card costing up to $3 more than it.
Quote
Curse (Event - Attack) $5
Each other player gains a Curse card.
Quote
Offensive (Event - Attack) $2
Each other player discards until he has 3 cards in his hand.
Quote
Manipulation (Event - Attack) $1
+1 Buy. Each other player reveals the top card of his deck and discards it if it costs $2 or more and is not a Victory card.
Quote
Accolade (Event) $4
When you discard an Action card from play during this Cleanup phase, leave it in play and put a Reserve token on it.

When a Reserve token is on an Action that is not a Reserve card, you may spend it during your Action phase to play the Action (for free).
Quote
Fair (Event) $6
Place a Reserve token on each Treasure card you have in play.

When a Reserve token is on a Tresure card, you may spend it when playing Treasures during your Buy phase to play the Treasure again.
Quote
Parade (Event) $2
Gain a Wagoner from the Wagoner pile. Play it.

103
Variants and Fan Cards / Discard for benefit
« on: January 12, 2015, 06:55:22 am »
Hi there!

I recognized that in Dominion there is an invisible currency: handsize.
The normal case is that you convert your handsize into $ by having Treasures or other cards providing +$.
Now, cards that let you "discard for benefit" do other things with your handsize. This means you discard a number of cards to get a reward - prior, after, or conditioned by the discarding.

Official examples of this concept are mostly Sifters (like Cellar or Embassy) and turning cards into $ (like Vault or Horse Traders). Man, I really like Hinterlands for having Sifting as core concept. Using a broader definition, we could include disappearing cards as well (like Workshop or Festival) - not sure whether those should belong here.
But all of these cards have in common to synergize well with Library (or Watchtower/ Jack), Tactician, and Minion.

Are there other things to turn handsize into? I highly appreciate your comments!


COURIER (Action – Reaction) P
+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.

This (at cost $4) was my suggestion for the Hinterlands Treasure Chest Design Contest card. Meanwhile, I came up with tons of variants of Courier. I think the easiest fix is the Potion cost so that you can't gain other Couriers. Maybe a non-Victory clause would make sense for the Action?


BUTLER (Action) $3
Discard a card. Gain a card costing less than it.

Simplified version from the Queue pile thread where it got zero feedback. It is quite strong when you discard a Province, but Explorer rewards Provinces as well. Maybe it needs some vanilla addition or a cost tweak a la Border Village/ Peddler?


CASTLE GATE (Action) $5
+1 Action
Discard any number of cards. Draw until you have 5 cards in your hand.

A mix of Grand Cellar and Dungeon. It wants to be a new enabler in the Library/ Minion family.

104
Variants and Fan Cards / Re: More Spoils gainers
« on: January 02, 2015, 11:09:13 am »
I'd switch Dungeon's top to +1 card, +2 Actions, +1$, discard a card.
Why? This should be too weak in games without Attacks (Bazaar). Maybe okay for $4. But I'd prefer something simple, maybe a $4 Woodcutter, or, as I said, a $5 Peddler?
It could also be a Treasure worth $2 that gives you Spoils per Attack cards in play for $5. (Edit: No - this is Silver in non-attack games)

The idea of Spoilage is, you want to play it when there are only 3 or less Spoils in the pile.

But if it's the only Spoils-giving card, then you have to depend on others to play it first, right? And regardless, you won't have much control over how many are in the pile when you get it into your hand.
I thought it might add some tactical depth to the decision whether to play Spoils or not. But maybe that isn't resonable.
Also, I really wanted an Attack that has something to do with Spoils (for the theme).

I thought of a friendly version of Spoilage first. Something like that:

SPOILAGE (Action) $5
Gain 3 Spoils from the Spoils pile.
Each other player may gain a Spoils from the Spoils pile. If he does, he gains a Copper.

My very first version was something very crazy - distributing all the Spoils to all players (with less Spoils available in 2-3player games).

However, I do still think that even though Duration card rules technically allow for this sort of thing, custom Duration cards would be much better off following the pattern of every other real Duration card and simply having a this-turn and a next-turn effect. This card could be reworked as a reaction instead.
The rules work for it, so why not? It might feel strange for new players, but I think they'd get used to it quickly.
A reaction would work as well, but I prefer the Duration version; I suppose it adds more tension.

105
Variants and Fan Cards / Re: More Spoils gainers
« on: December 31, 2014, 08:59:47 am »
Dungeon is probably OP, even without the bottom part. looks a lot better than cartographer, which is the closest match. Also gaining spoils by playing Attacks seems kind of arbirtary.
Well, reading that sentence now, I see that it makes perfect sense to gain spoils by playing attacks thematically. I guess that was the idea? But mechanically, it's still weird.
Cartographer is a very good comparison that I wasn't aware of. Dungeon is 2 less cards to cycle through (5 vs 3) and has mandatory discarding, but the big advantage is that you can also cycle your hand. It would be powerful without the bottom part, but that is intended (games without attacks). The question is whether it is too strong in games with attacks.
Maybe the bottom should not be tagged on a sifting card (which is stronger in junking Attack games) but on an effect that is weaker in attack games, maybe just a $5 Peddler?
I also like the idea of Ambush. Probably it should have an on-play effect that actually does something for you, though.
What I thought was, it could be a strong on play effect (say, Peddler or Lab) but then the burden for the oppenents not to buy Victories would be too big...


The idea of Spoilage is, you want to play it when there are only 3 or less Spoils in the pile.

106
Variants and Fan Cards / More Spoils gainers
« on: December 30, 2014, 02:34:22 pm »
In the Dark Ages, we got that beautiful pile of Spoils but only 3 ways to use it...
What do you think of new Spoils cards like from the Dark Ages contest or these:


HERO (Action) $4
+$1
+1 Buy
Gain a Spoils from the Spoils pile.
___________________
While this is in play, Spoils produces $1 more and is not put back on the Spoils pile when played.


VETERAN (Action) $4
Trash a card from your hand. Gain a number of Spoils from the Spoils pile equal to its cost in coins.
___________________
When you trash this, gain 2 Spoils from the Spoils pile.


DUNGEON (Action) $5
+3 Cards
+1 Action
Discard 2 cards.
_____________________
While this is in play, when you play an Attack card, gain a Spoils from the Spoils pile.


SPOILAGE (Action-Attack) $5
Gain 3 Spoils from the Spoils pile.
Each other player gains a Curse and a Spoils from the Spoils pile.


AMBUSH (Action-Duration) $2
+1 Card
+1 Action
The next time an opponent buys a Victory card, gain a Spoils from the Spoils pile.

107
Variants and Fan Cards / Re: Extend a supply pile
« on: December 16, 2014, 04:50:20 pm »
It could say "the first supply pile other than Actor", but I'd say it is not really an issue.

108
Variants and Fan Cards / Re: Extend a supply pile
« on: December 16, 2014, 08:30:46 am »
It's a nice idea, but I feel like the $3 cost makes it a bit too easy to game the pile.
I mean, if the purpose of this card is to mitigate the problems of losing an important split, this will often just make the problem worse.
Especially given that you aren't going to want to buy it for $3 except when a pile is just about to empty, because who the hell wants a dead card for $3?

Basically, I'm about to buy the last of whatever card we're competing for and win the split, but if I've got an extra $3 and a +buy I can buy an Actor as my first buy and then buy the last whatever.
Now instead of being ahead of the split 6-4, I'm ahead 7-4 and, assuming this key card costs at least $4, I got this hefty advantage at a bargain price.

Why not just have the price be $? so that the card is effectively ungainable until the first pile is empty.
That also means that if the first pile to empty is Province, the player emptying it needs $16 and a +buy to steal the win on an even split, rather than just $11.

It is intended that you can go gambling by buying dead $3 Actors. This can be quite a good investment if it will turn into a Grand Market or a Hunting Party or a half-Province. It can be a bummer if Curses run out first though.
If you happen to get a cheap [whatever] right before you get the last real [whatever], I don't think this is bad. Maybe it can even create a sort of "penultimate Grand Market rule". Why not?

Might be cleaner to limit it to "non-victory card", or even "action card".
Sure, this would be much cleaner. I thought about this as well, but I generally prefer the crazy versions because that sounds more fun.
In my mind, this card had had Band of Misfits' wording originally:

If an Action pile in the supply is empty, play this as it were a card from that pile. This is that card until it leaves play.
Otherwise, +$2 (or something).


Then I thought, why not copy Victory piles? Wait, 6 VP for $3 is a bit too much in Province games. So half the score it is.
Maybe Colonies are an issue. But again, players can balance that out because they will likely buy out another pile first if a player goes heavy into Actors.
Also, i wanted the gambling. :)

Rules clarifiation: If a mixed pile gets empty first (Ruins or Knights), there is no specific card to imitate for Actor, so it fails to imitate anything.

109
Variants and Fan Cards / Extend a supply pile
« on: December 15, 2014, 02:49:36 pm »
Hello,

I wondered if there could be a card helps you not to be as worried about winning a pile split. Here it is:


Actor (?) $3*
When the first supply pile is empty, set aside its Randomizer card.
This is that card until the end of the game.
If it is a Victory card, this is worth half of its points (rounded up).



First, it is an Actor without card type and a cost of $3.
When the first pile is empty, it gets the name, card type, cost (also on buy!), and all effects of that card (including Reactions, while-in-play, on-trash etc).
The emptied pile is then still considered empty for the end condition.

110
Variants and Fan Cards / Re: Self-topdecking
« on: December 10, 2014, 03:14:25 pm »
Yep, my first idea was the same, regular Village with bonus at $4.
But then i thought, why would I not play this? It draws me a card, which might be an Action. Besides when drawn dead, my suggested version is good to topdeck from hand if you don't need the extra Action, Coin and Buy this turn.
Maybe you don't want to do it by choice because if you don't play it immediately, it slows down the deck a bit.

If it went to your hand instead, it would be more interesting. Although maybe then it's broken, dunno.

Okay, this would be the Tunnel version of it:
Quote
Underground Village (Action - Reaction) $4

+1 Card
+2 Actions
_______________________
When you discard this, you may reveal it and put it into your hand.
Very strong with sifters, but Fortress is even better with trashers.
I miss the draw dead ability though.

111
Variants and Fan Cards / Re: Self-topdecking
« on: December 10, 2014, 09:06:25 am »
What about a Tunnel trigger for self-topdecking?

Quote
Carnival (Action - Reaction) $3

+2 Actions
+$1
+1 Buy
_______________________
When you discard this other than from play, you may reveal it and put it on top of your deck.

112
Variants and Fan Cards / Re: Defector (kind of a conspirator variant)
« on: December 10, 2014, 08:58:41 am »
It is an interesting mechanic, although seating might be a bit too important. You don't want to sit next to the Engine player.

Instead of making it a "Hot Potato", you could just make kind of an Auction (going in turn order):
Quote
each other player can gain this from you

On the Treasure worth problem, you could just let them discard any card. Cards on the starting hand of the turn are very valuable.
Quote
Each other player may discard as may cards from his hand as you have Actions in play. If he does, pass this to him.
Alternatively, you could go with "Treasure cards" (as they were worth $1 each, like for Plaza).

It originally said 'not including this' instead of 'not including defectors', but I thought that might be overpowered. Still could be very powerful on boards where it's easy to play several actions every turn.
This leads to a problem that if you don't play other Actions than Defector, it is impossible for them to gain it. So this would open up a mono strategy. On the other hand, you need other Actions to make (especially +Buys) to make them effective.

113
Dominion General Discussion / Re: Interview with Donald X.
« on: December 08, 2014, 07:27:40 am »
I'm not sure about the exact maths behind it. Maybe you are right if we consider only Villages (despite you won't find 10 Villages in 2 sets, but we could count kingdoms with at least 5 Villages).
But I'm pretty sure that it is less likely to have synergistic kingdoms in general when playing with all cards.

114
Dominion General Discussion / Re: Interview with Donald X.
« on: December 08, 2014, 05:11:11 am »
We're happy to get more Dominion cards. But for people who play with all cards randomly, do you see a problem in having so many cards? Just because with only one or two sets, you are likely to get interesting kingdoms; with all sets, it is more likely to draw no-combo kingdoms, like 10 Villages.

For that reason, I created "card pools" that contain specific cards from each set which may be interesting to play with combined (like, "buying decisions", "cantrips", "combo with Copper", or just "power cards").

Do you recommend any restrictions on kingdom generating?

115
Variants and Fan Cards / Re: Sopiominion?...
« on: December 07, 2014, 12:15:31 pm »
Yeah, Unicorn Graveyard and Gingerdead Man both just need a bonus for discarding. Draw to x is okay, but it could be anything. (Gain Silver, Spoils, Coin/ VP token, +$1, trash, sift are things that come to my mind.)

116
Variants and Fan Cards / Re: Curse tokens
« on: December 06, 2014, 07:22:07 am »
The idea of "junk yourself to get extra +$1" is already covered by the cards that let you gain Copper into your hand (Ill-Gotten Gains and Beggar). I don't think it is more appealing to have a separate, explicitly bad card with an on buy +$1.

117
Variants and Fan Cards / Re: Some cards ideas from a while back
« on: December 05, 2014, 10:39:59 am »
From Donalds card complexity article:
Quote
The solution to the vanilla card problem is not to do vanilla cards. If your basic version of a concept includes a bonus, you can vary the bonus and keep the cost the same. Only when you do the bonus-less version are you stuck with increasing the cost. But you can't just not do vanilla cards. You need them for how simple they are. So in the end you pick and choose. For example Dominion does not have a card that just says "+1 Card +1 Action +$1." If I made that card, it would limit what other cards I could make. So instead I just do variations on it.

Peddler at $4 woudn't be broken for sure. Thinking about it, I don't get the "solution" to the vanilla card problem. I don't think Peddler at $4 would compare too badly to Tournament or Ironmonger, because both are not that reliable. Maybe Oasis would look a bit shabby then.
I know, Peddler is cool as-is with the cost reduction/ tfb thing, but the general vanilla card problem just got unclear to me.

118
Variants and Fan Cards / Re: Curse tokens
« on: December 05, 2014, 10:06:55 am »
I remember an old BGG expansion using "sin tokens".

But "each player loses a VP token" doesn't work if they haven't got any VP tokens!!  :o
Well, "you lose a curse token" doesn't work if you haven't any curse tokens!

119
Variants and Fan Cards / Re: Some cards ideas from a while back
« on: December 05, 2014, 07:50:51 am »
$4 Peddler does not exist because it would compare a bit too favorably to other $4s, I think. Pure Peddler should be in the huge cost gap between $4 and $5. So a small disadvantage as Leap of Faith gives would be okay. I don't think Leap of faith is worth it though.

120
Variants and Fan Cards / Re: Twisting options
« on: December 05, 2014, 07:29:38 am »
You should make the 5$ or more effect good or at least neutral

So how about


Small Village (Action) P
+2 Actions
When you play the next Action this turn, if it costs...
$5 or more: Gain a Copper, putting it into your hand [or just +$1?].
$3 to $4: +1 Card.
$2 or less: Play it again.

Lance Maker is boring to me, and you still need to be careful about Copper junkers.
Please explain yourself. Do you mean Copper junkers are too strong because the pile is too big?
I think it is quite interesting to have a Witch which works better in Engines than in BM.
Maybe there should be something else than Copper junking? Or just cancel the "otherwise" part?


Lance Maker (Action) $4
+$2
You may spend an Action.
If you do, each other player gains a Curse.

On the other hand, this would be meh in games without Villages.

121
Variants and Fan Cards / Re: Really bad card ideas
« on: November 29, 2014, 10:27:58 am »
Suicide (Action) P
Die.



(Puzzle: How can you force an opponent to die, assuming he himself has no suicidal interest?)

122
Variants and Fan Cards / Re: Leech
« on: November 28, 2014, 01:42:20 pm »
I'll be that guy and say that there's no point trying to make this concept work. don't try to make something work for the sake of making it work; you don't get good cards that way. try to make something work if it's cool in some way and just has problems.
I don't see your no point. Rogue, Jester, Thief and others exist - why would it be impossible to make another card in this sphere?

Maybe we should get clear about the general concept without having it on a specific card text. I'd say it is, "you can steal other player's cards." It needs some restrictions so that it is not too swingy nor too political. Then we could have a nice new Attack!
OTOH, maybe Rogue is sufficiently answering that concept idea. Could the concept get different enough from Rogue?

123
Variants and Fan Cards / Re: Leech
« on: November 28, 2014, 11:31:29 am »
Pretty sure I'll just take the copper most of the time... and "each other player gains a copper" is weak.
It was just an example for a penalty. Could also be "a card of your choice" (so that you give out copper when curses run out), or how about denying him a benefit:
Quote
Each other player discards the top card of his deck. He may put it into his hand. If he does, you may gain a copy of it.

124
Variants and Fan Cards / Re: Leech
« on: November 28, 2014, 10:21:48 am »
$5 Action Attack - Each other player reveals and discards the top card of their deck. You may buy it immediately.
What if you give the opponents a choice?

Quote
Each other player reveals cards form his deck until he reveals a non-Victory card costing $3 or more and discards the rest. He may trash it. If he does, you may gain it. Otherwise, he gains a Copper.

125
Variants and Fan Cards / Re: How do you make an effect un-thronable?
« on: November 28, 2014, 03:20:16 am »
What if you discard it instead of setting it aside?

"Discard this, if you do..."

Has the same feeling as trash activation, with a weird twist that may allow you to get it back the same turn.
Then, with an empty deck, you could just play any Village infinitely with Believer.

When you buy this or play it, choose an Action card you have in play and that is allready resolved. If it is not a Believer, put it into your hand or on top of your deck, your choice.
Changing the wording in a way like this is what I originally tried, but I decided against it. "that is already resolved" is one of the better wordings (I also considered various variations of "that would be discarded in the next Clean-up phase") but it's still not good. For example, highway doesn't really resolve entirely until the buy phase. I've more or less given up on finding a wording that disallows you to take durations in hand.
It would work, but it is very confusing. Highway's Action does resolve directly when you played it, the problem would be Bridge. For Bridge I'd say, it's a one time thing that effects the whole turn. I.e. Bridge would be better to believer than Highway. Also, you would not be able to put a Scheme into hand then (which also causes less confusion i think).

"When you put this in play" is a good and sufficient wording.

I don't see why you would want to make the card un-thronable, though.
I'm not quite sure if I made it clear that "when you put this into play" is supposed to make it unthronable? because you only put the physical card into play once, even if you play it twice. I think.
This should be the same reasoning as for Throne Room/ Mining Village.
When you put a card from the trash into the trash, you did not really trash it.
When you play a card that is already in play, you did not really put it into play.

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