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 - market squire

Filter to certain boards:

Pages: 1 2 3 [4] 5 6 ... 9
76
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: March 06, 2015, 01:34:15 pm »
So, after some time thinking about it, I'd do these tokens twice each:


+1 Card.

+1 Action.

+$1 +1 Buy.

Gain a Duchy.

Gain a copy of this.


I expect some wackier things (hey, it's Donald, there must be wacky things). Therefore and to make all effects on play, the "Worth 1 VP" and "costs $1 less" changed into gainers. Maybe it could be "Instead of playing this, gain a copy of this" as well. But I still think the tokens shouldn't get too complex. And the piles can run out quickly.


I've updated the OP and added a new Wagoner card:

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.
Note, Wagoner is still like this:
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.)

Will add new Events and more token cards later.

77
Variants and Fan Cards / Re: Village of Smithies
« on: March 03, 2015, 12:57:44 pm »
So when you play this and a FauxSmithy, you'll get:
+1 Action
+$1
and handsize increased by 1 (i.e. +2 Cards, or rather "-1 Action card, +3 random cards").

This is like Stables, just for Action cards and with +$1. Taking into account the Village option, Factory should cost $5 in my opinion.

I don't think it is very satisfying to smithify your Actions. Well, it encourages you to buy more Actions (as you need a higher Action density to make use of it), but then it won't let you play more.

78
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: March 02, 2015, 04:14:26 am »
What about making Conquest a Knights variant?

Quote
Conquest
Types: Action
Cost: $5
Each other player reveals 2 cards from his deck. He trashes one of them costing from $3 to $6 and discards the rest. You may gain and play one of the trashed Action cards. If you do, trash this.

79
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: February 18, 2015, 06:09:08 am »
Adding +1 Card and +1 Action together seems way too good.  You said +1 Card is too strong on non-terminals, but now you are guaranteeing that the target will be non-terminal.
I know this is crazy strong. But the token's effect itself is much safer to balance if it is the whole cantrip. Both effects on themselves would be very swingy (board dependent).

Getting the effects before is easier to track.  Suppose you add a token to King's Court.  It's somewhat easier to count the effects as soon as you play the card rather than trying to remember to resolve it at the end of the chain.  It gets even more confusing if tokens somehow get added to cards in the middle of chains, because the effects should have been locked in when the card was first played but now you might not remember what tokens were that at the beginning.
So there are 2 possible routes. My idea is that you can't mock with the tokens during the Action phase to avoid chain confusions.
If there is a card that lets you move the tokens on play that is worth it, your solution should be better.
The advantage of my solution is that it makes more sense to draw 1 card after you played Pearl Diver, Vagrant, Library, Mystic or Minion. Maybe Tactician is an issue (but wait, Reserve cards could also let you draw cards after playing Tactician...).

I don't like "Gain a Silver" that much as an idea for a token, but I don't know why.
It is the Big Money token, the JoaT token. Not so good for Engines, but I'd like to see tokens that help in different strategies.
And it takes only 3 words!

Treacherous Swamp -- Interesting concept, but I'm unsure about the execution.  This starts off as a $4 Duchy but it's near guaranteed to be worth only 2VP at the end.  In most games, you can expect that your opponents will collectively gain at least 2 Provinces, thus removing both tokens from the card.  So it's just a $4 2VP card in most games that sometimes costs $5 in the late game, and might be worth 3VP in exceptional circumstances.  That's not that great.

Grandfather's Trail Mix -- Weird but interesting.  I don't know how it would actually play out, though I expect it to be pretty weak.  First play buffs Gold for the other players and hands out a Curse, but then they just bump the token down for each play.  That doesn't seem like a big penalty.  At the very least, you are safe for two more attacks at least.  I can move the token from Gold to Silver (and have all my Silver be better than Gold!) and then later move the token from Silver to Copper.

That kind of buff to treasures makes me think that there needs to be a restriction against putting the tokens onto treasures.  Or maybe the events all just need to cost more, I don't know.

For Treacherous Swamp, I meant it to be 2 tokens each. So you buy 4 VP for $3 first, but if other players buy 4 Provinces, it is 2 VP for $5. Scaling for different player numbers works badly here. Maybe this should be a direct attack to your neighbor?

Quote
Treacherous Swamp (Victory) $5
Worth 2 VP.
______________________
Setup: All players put 2 "Worth 1 VP" and 2 "Costs $1 less" tokens on this pile.
When a player gains a Province, the player to his left removes one token from this pile.

If we restrict the Progess tokens on Action piles (why should you be able to add +1 Action on a Victory or Treasure?), Grandfather's Trail Mix would be a bit meaner this way:
Quote
Grandfather's Trail Mix (Action-Attack) $4
+$2
Each other player chooses one of his Progress tokens and moves it to a cheaper Action card pile.
If he doesn't, he puts a "+$1 +1 Buy" token on any Action card pile and gains a Curse.

I'm not a fan of putting the Progress tokens onto the Reserve mat. The tokens are colored, so they are meant to go on supply piles. Everything that goes on the Reserve mat should be cards in my opinion. I mean, Wagoner from th OP is also like a +1 Action token.
I like that whenever a Progress token card gets too strong and you buy many of them, you risk loosing the effect if the pile gets empty. This is especially neat on Exploration Ship since you increase its supply pile every time you bump it up.

80
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: February 17, 2015, 01:32:42 pm »
There are 10 tokens for each player.  So what could the effects be?  The vanilla bonuses are 4 obvious ones.  Another obvious one is a token that makes each copy of the card worth 1VP more.  You could also have a simple cost reduction token.  An interesting bonus would be a cost increase, which is only a bonus in combination with TfB (or Border Village).  Maybe a token could add "trash a card" as an effect.  Maybe a token could transform a card into a Reserve card, whatever that means.  A token could make the card untrashable like Fortress.  Or a token could give a card the Moat reaction.  There are many possibilities, though they should be kept simple.

Stuff I consider interesting and simple enough to tack on kingdom cards:

+1 Card +1 Action.
Changes any card into a cantrip. Maybe they appear together because +1 Action is too strong on terminals and +1 Card is too strong on non-terminals, so giving both makes it more comfortable. I would appreciate to get the carddraw after the normal effect of the cards because that would be cute with Scout, Navigator, or other top-of-deck-looking cards.

+$1 +1 Buy.
Rising the economic value of your cards. +1 buy for itself would be quite weak, so I'd put these together as well.

Worth 1 VP.
Sounds straightforward and quite interesting.

Gain a Silver.
Consolidates your deck each time you play it!

Costs $1 less.
Nice idea! I guess the chits must have very few words because they are chits. The "never costs less than $0" would have to go into the rulebook. The effect is tough to define for multiple players. I'd go with "during your turn only" - something else for the rulebook ;).


To me, everything else sounds either too wordy or not compelling enough. So there would be 2 tokens each (I'd allow stacking similar tokens on the same pile).
Maaybe there could be a turn-into-Reserve token (or just a throne token), but this sounds incredibly strong.

My idea how they come into the game is that they have to be specifically mentioned. Like:

Quote
Invention (Event) $5
Move one of your +1 Card +1 Action tokens on an Action pile in the supply.
This one should be very expensive, maybe even $6. I would go with the BoM ruling that the token's effect will not work when the pile gets emptied. Then you could buy Invention again to move the token on another pile.

Maybe the economy token could cost $2, the VP token $4, the Silver token $3 and the cost reduction $4?


Sure there would also be kingdom cards that use the tokens. I think you shouldn't be able to mock with the tokens on-play because that may be confusing to track actions/ coins/ buys.

Something evolving like Pirate Ship is pretty obvious:
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.

There could also be a devolving Victory card using the not-on-play tokens only, having sort of a token Attack:
Quote
Treacherous Swamp (Victory) $5
Worth 2 VP.
______________________
Setup: All players put 2 "Worth 1 VP" and "Costs $1 less" tokens on this pile.
When a player gains a Province, each other player removes one token from this pile.

Speaking of Attacks:
Quote
Grandfather's Trail Mix (Action-Attack) $4
+$2
Each other player chooses one of his tokens and moves it to a cheaper supply pile. If he doesn't, he puts a "+$1 +1 Buy" token on the Gold pile and gains a Curse.

81
Variants and Fan Cards / Re: Asper's Cards
« on: February 15, 2015, 09:33:43 am »
I sent Asper the template just now, but I also mocked up River just for fun (I might test it myself eventually). So I thought why not post my version of it.



It has two exotic concepts, but it really is a dead simple card.

Why not make it an Action/ Treasure?

Quote
River (Action-Treasure) $3
+2 Cards
Return this to your hand.

When you play this as Treasure, it is worth $1.

This would be possible here because you'd always know whether you played it as Action or as Treasure.
The effect is "Spend X Actions to draw X+1 times 2 cards, +$1." Totally okay for $3 or $4. Sure it makes Villages stronger, but i don't think that's a bad idea. Village + Smithy is also like one card that says +3 Cards +1 Action. But you have to gamble whether you draw them together! River is even more of a gamble because you need only one for the draw, so you have the choice to buy few (and draw less reliable) or to buy more Rivers (and have those almost-dead doubles in hand).

82
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: February 13, 2015, 06:29:34 am »
And I thought this would just be a bad joke...
But wait... maybe it is just 10 tokens per player, introducing player colors to Dominion :o

Well, that turns things around.

On the Reserve mechanic/ mat: As there are no "Reserve tokens", the Reserve cards have to work by setting themseves aside. The mats will indicate the player color and contain all cards with future effects. My wish would be having the mats just as a "border", separating future Durations and Reserves from the regular play area.

New Reserve Rules:
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.

My cards would then look like that:
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
Trash a Silver from your hand. If you don't, put this into play.

When you put this into play:
+4 Cards
+1 Buy
Trash this.
There's a hoop for you to jump through for megaturns. ;)

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.

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.)

And this one would have to turn back into a Duration:
Quote
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.



On the player tokens: Your mechanic is pretty neat!
But a bit too complex for my taste. At least there should be more restrictions which of the tokens can be used. A card like Circus where you have all the different tokens is just too much.
If there is only one token of a kind, you could buy those Events only once. That sounds bad, but it may be okay because then you aren't able to only buy cards that don't go into the deck. Those events would have to be quite expensive anyways. A bonus of +1$ or +1 Card every time you play a card is HUGE (compare City!).
I like it and it sounds quite realistic, I'll think a bit more of it and include some versions of it into the OP maybe. :)

83
Dominion General Discussion / Re: Interview with Donald X.
« on: February 09, 2015, 03:57:57 am »
In your very interesting article "Complexity in Rules on Cards" (http://forum.dominionstrategy.com/index.php?topic=121.0), you have stated the Vanilla card problem.
Quote
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.
In the Fan Cards Forum, people discuss sometimes about this. What exactly is the reason not to make a one-dollar-cantrip for $4? Would it be too strong at $4 but too weak at $5? Or would it be okay at $4 but just boring?

84
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: February 08, 2015, 02:24:11 pm »
Another token acquisition idea:

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.

85
Welcome to the fun world of making Dominion cards!

What is your motivation to make specifically uncompelling cards?

Both cards really need to get more interesting in my opinion.

My advice for designing a card: First think of an effect and price it afterwards. If you start with the cost, you are more likely to get boring cards.

86
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: January 30, 2015, 08:02:32 am »
Thank you so much for commenting! :)
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.

This seems strong.  The thing is, these are cheap labs that you can spam because you are only really penalized from the first copy.  Moreover, this card gives you one better turn by weakening another turn, and it does so by giving you a bigger/smaller hand size.  Tactician already does that in a more interesting way.
I had it at $4 first, but pops pointed out:
Quote
Transport Ship (Action - Duration) $4
+2 Cards
+1 Action

At the start of your next turn, discard down to 3 cards in your hand.
It seems like this is going to be fine at 3$.  That may seem dangerous on the surface, since the punishment doesn't stack so it seems like the card stacks with itself really well a-la Minion.  But the hidden weakness of seaside cards, missed reshuffles, is exacerbated by buying lots of labs, and this happens to be a lab.  It actually won't stack with itself that well in very high numbers.

You are right about Tactician, but I still think there will be something alike. It is the nature of Durations.
Quote
Donjon (Action-Duration) $5
+4 Cards
Set aside one card from your hand. Discard it when you shuffle the next time (don't shuffle it in).

I'm guessing that the intended effect is that Donjon stays in play with the set-aside card until you shuffle, at which point both miss the shuffle.  I think the wording could be clearer:

"Set aside a card from your hand.  After the next time you shuffle your deck, discard this and the card you set aside."

Sounds alright.
I changed the wording (also for Relocate and Ambush), just without "discard this". You discard Donjon in the next cleanup phase, otherwise you could play it multiple times a turn (which is reserved for River).

Quote
Quote
Granary (Action - Reserve) $5
+1 Action
Put two Reserve tokens on this. Now and when you spend the token, +$1 +1 Buy.

Should say "when you spend a token".  I like the idea of using reserve tokens for extended durations.

Though it doesn't seem like it at first, this card is probably undercosted.  You said you can spend the tokens immediately, which means that this card can non-terminally generate +$3, +3 Buys.  That is way better than Gold even without considering the option to save money and buys for when you need them!  This is probably more like a $7 card.
Oops, forget the "now", it is meant to be
Quote
Granary (Action - Reserve) $5
+1 Action
Put two Reserve tokens on this. When you spend a token from this card, +$1 +1 Buy.
Maybe it needs some effect to gain more tokens like Caravansary then? Maybe "While this is in play, when you shuffle, put a token on this"? That would be strictly better than Market though. Hmm.

Looking though the Dominion Outtakes, it could be something interactive like "Toll Road" (in the bottom row of the Guilds outtakes):
Quote
Granary (Action - Reserve) $5
+1 Action
For each card the player to your right gained his last turn, put a Reserve token on this. When you spend a token from this card, +$1 +1 Buy.

Quote
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.

Not that fond of it.  One-shots should do something more exciting, I think.  While this could be very useful, it just doesn't feel splashy enough.
This wants to be a Megaturn enabler. Maybe it shouldn't give something of everything but rather huge carddraw, like Madman?
Quote
Fruit Market (Action - Reserve) $3
Put a Reserve token on this. When you spend that token:
+4 Cards
+1 Buy
Trash this.

Quote
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.

A throne room that waits.  I think this is powerful enough that $5 is probably too low.  Hard to say though.  But just imagine how it meshes with King's Court.  Speaking of which, it could get really confusing if you use Balcony to interrupt a card that plays another card.  It may help if you tweak the timing to say "you may spend that token after you play an Action".  That is probably what you meant anyway.
The idea is from Donald's Dark Ages Outtakes ("Procession" in the lower right corner). He said it was fine, it just required a mat.
That Procession required a mat. With a mat it would have worked fine. I prefer the mat to making them duration cards. The mat keeps it out of the way so you aren't accidentally discarding it. Throning the earlier Procession just didn't do much - you fail to set it aside again and that's it.


Quote
Quote
Prince's Chamber (Action) $3
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).

This can almost emulate Throne Room, though in a (probably) slightly weaker way.  But it can also be more flexible, so I'd say that this should be at least $4.
Throne Room gives +2 Actions virtually, this one only gives you +1 Action (because you must have played the other Action before). The big advantage here is that you can play the Action any time you want (e.g. Smithy on the start of a turn). So maybe it should cost $4. Anyways, that is not a huge difference. I'll change it.

Quote
Quote
Wainwright (Action) $4
+$3
Gain a Wagoner from the Wagoner pile.

Even without the Wagoner bit, this is a terminal gold.  That is too strong for $4, and arguably too strong for $5 as well.
Wagoner is a drawback here. It goes into your next shuffe and will be a dead card. Basically it is "+$3, -1 card in your next shuffle".

Quote
Quote
Toll House (Action) $3
+2 Cards
+$1 per Wagoner you have in play.

When you gain this, gain a Wagoner from the Wagoner pile.

Questionable, especially in combination with a better way of gaining Wagoners like Traveller's Village.  It would be like Pirate Ship except easier to build up, without helping your opponents on the way.
Yes, this is the first card that I would cancel.
Maybe I'll come up with more appealing ways to use Wagoner.

Quote
Quote
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.

What does that mean?  Events are used any time at least one Adventures card is in the kingdom?  Randomly choose in the same way Platinum/Colony and Ruins Shelters are included?
The latter.

Quote
Tough to evaluate these.  I don't think all 3 of Adventure, Expedition and Campaign need to exist; one is enough.

Navigation is closer to Cartography!

Ball is too similar to Herald's overpay.

Auction seems too easy to use.  I don't think there's a way to fix it.  Without +1 Buy, it's a pointless Event in a kingdom without +Buy.  With it, it's usually a no-brainer as to whether or not to use it.

Market Day seems fine.

Holy Mass is basically a less interesting, easier-to-use variation on Mint.

I think Remodeling and Expanding are too similar to Farmland.

Curse should really have a different name, and I think it's too similar to IGG.

Offensive is probably not a fun card, according to Donald's playtesting.  From the secret history of Hinterlands:

Quote from: Donald X.
Maybe it's for the best that you'll never experience the joy of a when-gain discard-based attack just sitting there, promising that any hand you draw might be taken away, even if no-one has even bought the card yet.

Manipulation would be better without the +1 Buy.  Otherwise, it's another no-brainer decision whenever you have extra coin that isn't otherwise needed.

Accolade seems fine.

Fair is another Event that can act like Mint.  More importantly though, it is easily broken when you have an engine that can generate at least +1 Buy each turn.  Or Counterfeit, or the Market Day event.  All you need is to get $6 worth of Treasure in play.  That's just 2 Gold, or maybe your starting Copper.  Anything beyond that is pure profit.  At the start of your buy phase, play all your reserved treasures and any treasures in your hand.  Buy Fair to re-reserve all your treasures.  Repeat forever!  Now you have an engine that is unclogged with treasure, but still has the benefit of those treasures every single turn.

I don't think any of these events fulfills the last line of the description for Adventures: "There are also 20 Event cards that give you something to buy besides cards, including tokens that modify cards."  This gave me a very specific idea, which I think I will try to post later.

I think redoing the on-gain of IGG, Herald, and Farmland as Events is totally worth it. It is quite different and takes just one card slot.
Having low-priced events without +1 Buy makes me a bit nervous because they are almost dead in buy-lacking games.
Auction is intended to be more a rule than a tough card: "In games using this, each card left in your hand but one is worth $1."

LFNs Floodgate could also be an Event:
Quote
Floodgate (Event) $3
Set aside up to 4 cards from your hand. Put them into your hand at the start of your next turn.

I'm very curious about your take on the Events.

87
Variants and Fan Cards / Re: Discard for benefit
« on: January 26, 2015, 05:22:17 am »
I actually think dropping the action would be better.  It makes it nice because then you might be fine discarding terminals too, but it makes it harder to chain them.

The Action is just a fun thing, most times it is not worth much because you want to discard everything. You can't really chain them anyway if you don't want only cheap cards.
But maybe it would make sense without the Action as well.

COURIER (Action - Reaction) $4
+1 Card
Discard any number of cards. Gain a card costing exactly $1 per card discarded that is not a Victory card.

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.

Note that if you use Courier's Reaction on another Courier you played, you can still gain a Victory card!

88
Variants and Fan Cards / Re: Discard for benefit
« on: January 25, 2015, 05:01:53 pm »
I realized with Courier you might want a non-victory clause because you can keep on drawing everything again and again (especially with Scrying Pool or something).

Hum, maybe it could even work at $4 like this (dropping the +1 Card)?

COURIER (Action - Reaction) $4
+1 Action
Discard any number of cards. Gain a card costing exactly $1 per card discarded that is not a Victory card.

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.

89
Variants and Fan Cards / Re: Discard for benefit
« on: January 25, 2015, 01:42:15 pm »
This is not my own idea, but it is so crazy that I'd like to know what you think about it:

BALLROOM (Action) $6
Discard all cards but one from your hand. For each card discarded, play the remaining card one time.


Can be used both on Actions and Treasures.

90
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: January 25, 2015, 01:30:12 pm »
I thought about simplifying Prince's Chamber. The cleanup phase thing was just to prevent you from putting a token on a Duration. So what about explicitly excluding Durations, since those will be in the set anyway?
Quote
Prince's Chamber (Action) $3
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).
This has more in common with Scheme. You can also put the token on the Chamber itself to use its effect later.

Well, this comes close to:
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.
But I will leave both cards here for now.


There could be cards that let you aquire more tokens via themselves, like:
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.

91
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: January 23, 2015, 11:08:47 am »
I actually believe more in the theory that the mats will contain reserve cards that can be played in the middle of later turns.  The reserve token thing works largely the same but the play area is more cluttered that way.

I also speculate that it's possible reserve cards won't be a part of your deck, you'll use them once then return them to the supply or trash them.  So there will be stacks of 1$ Necropolis's that go to the reserve mat on purchase, or pricey terminals that let you put action cards of your choosing onto your reserve mat for the next time you're in a pinch.

Thank you for your thoughts!  :)

Here's why I think Reserve tokens are more likely than a general Reserve mat:
A) Space. If the mats are Seaside-sized, multiple Reserve cards would have to be stacked which is not very clear. If the mats were larger, you wouldn't need all that space in games with only one Reserve card in the kingdom.
B) Mechanics. A mat is a binary information (the card can be either on the mat or not) while you can stack tokens - so you can throne your Reserve effect as well or can do things like Granary that gives you multiple Reserve activations.
C) 60 tokens! I mean, these have to have a more general function, otherwise there wouldn't be so many of them.

I guess that Reserve cards go into the deck like oneshots because in a deckbuilder, it would not be nice to have a kingdom with mostly cards that don't go into your deck.

92
Name: Unnamed
Type: ACTION - DURATION
Cost: $5

+1 Card
+1 Action
Choose one: +1 Action; +1 Card; +1 Buy; +1 Coin
_____________________________
When this is in play during your buy phase, you may pay $1. If you do, put this on top of your deck.

This is strictly better than Lab.

Well, not if you cancel the +1 Card option, as I suggested. This was just an exact rework of the card in the OP.

93
Donald has had "endless duration" cards as well, but they turned into self-topdeckers like Treasury and Alchemist.

Quote
Treasury: [...] eventually settling on a card that you can have every turn if you want, which had been something I'd been meaning to get into the set but hadn't. Instead of sitting in play, it replaces itself (+1 Card +1 Action) and goes back on top of your deck each turn. The "but not if you bought a Victory card" clause keeps it more interesting and fairer. I had a version that you trashed when you bought a Victory card, but it was fine to let you keep it.
http://forum.dominionstrategy.com/index.php?topic=117.0
Quote
Alchemist: [...] I tried a card that just increased your hand size for the rest of the game, but that would have required a playmat, and the set couldn't have any. This is the next best thing, and more interesting due to the Potion requirement. [...]
http://forum.dominionstrategy.com/index.php?topic=118.0


So if it doesn't hurt the idea, you could do something like this:

Name: Unnamed
Type: ACTION - DURATION
Cost: $5

+1 Card
+1 Action
Choose one: +1 Action; +1 Card; +1 Buy; +1 Coin
_____________________________
When this is in play during your buy phase, you may pay $1. If you do, put this on top of your deck.


This would give you the option not to pay the extra $1 which means you don't get the benefit until you draw it again.

I think the options are too many. You should not have automatically everything in the kingdom (Village, Draw, Buy), this would lead to less interesting games because you can do anything you want. You should exclude at least one of the options. (I would cancel +1 Card because it is so strong.)


Edit: Rereading the Secret History of Alchemist, maybe there will actually be "endless durations" in the new Adventures expansion since there are going to be player mats...?

94
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: January 22, 2015, 10:24:32 am »
Donjon (Action-Duration) $5
+4 Cards
Set aside one card from your hand. Discard it when you shuffle the next time (don't shuffle it in).

Do you get +4 Cards forever?  Sounds excessively strong.
And what is the point with discarding the set aside card from your hand?  Is there an idea that I am missing?

Just curious :)

"Duration" does not imply "do this at the start of a future turn" but "this does something in a future turn, so leave this out until it is done". Only when you play Donjon you get the +4 cards. You also set aside a card that will miss the next shuffle together with Donjon - this can be useful if it is a Victory card or something else that is annoying to draw. What you do in the future is just discarding that annoying card after you've shuffled. So Donjon itself will be discarded in the Cleanup phase of the turn when you shuffle the next time.
If you click on the link, this is the Duration version of my "queue pile" concept which lets you make cards miss the shuffle on purpose.

95
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: January 22, 2015, 06:28:43 am »
So I've come up with another take on the Reserve mechanic.

I thought my first version was very simple because you could shelve the effect of the whole card. That meant that you could easily make normal Actions Reserve actions just by placing a Reserve token on it (which would adress the 'tokens that modify cards' hint). It also meant that the Reserve effect is throneable - this is not easy to track otherwise.
BUT. This means that normal Reserve cards would be all the same: Use an Action to play a card without any effect; do a super powerful effect later (this is especially strong with +Cards - see Wharf).
I tried to do some different things with it, but the basic concept seems to be too restrictive here.

So I guess the Reserve cards will have effects both "on play" and "on reserve".

New Reserve Rules:
You put tokens on a card if the card tells you to do. You can spend the token either immeadiately or at any future time during your Action phase before you have used up your Actions. The card tells you what happens when you spend a token.
(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
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
Granary (Action - Reserve) $5
+1 Action
Put two Reserve tokens on this. Now and when you spend the token, +$1 +1 Buy.

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
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.)

This one would fit here, too:
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.

The new Prince's Chamber and the Events Accolade and Fair don't work with that concept because you don't know what a token on a non-Reserve card means. Maybe we could do it anyway, putting the old rules on the cards?

Quote
Prince's Chamber (Action) $4
You may play an Action from your hand.
When you would discard it from play in this Cleanup phase, leave it in play instead and put a Reserve token on it.

When a Reserve token is on a card that is not a Reserve card, you may spend it during your Action phase to play the Action (for free).

Theater and Savings look boring with that new concept.
But it opens space for new cards that I may add later.
Or maybe you have a good Reserve token idea?

96
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: January 21, 2015, 10:37:14 am »
Thanks for your comments!

Okay, I see that my Reserve mechanic is too far away from basic Dominion and not likely to come up in the real set.
If I put the rules on each card, it would be like:
Quote
Theater (Action - Reserve) $4
You may put a Reserve token on this.
If you do, stop playing this; during your Action phase, you may spend a Reserve token from this card to continue playing this.
+2 Cards
Trash a card from your hand.

At this point, I can't really think of a better Reserve concept than Activation cards, or cards setting itself aside on the mat.

Quote
Relocate (Action - Duration) $4
Set aside a card from your hand. At the start of your next turns, as long as there is a card set aside from this, trash it and gain a card costing exactly $1 more. You may set aside the new card.

It's an interesting concept, but it's very strong in kingdoms that have a connected range of costs ($7 cards) and much worse if those are missing. anyhow, it drains piles pretty quickly if you want it to. Still, i think it's something interesting and fresh.
Edit: Given that cards costing $2, $3,$4,$5 and $6 are in every kingdom (this card itself is the $4), this is probably a bit too strong compared to Remodel as you can "Remodel" Estates into Gold. You can't use the card in the meantime, that's true, but considering it and the card you gain would be in your discard pile anyhow, i'm not sure how much this weights in.
The real strength of Remodel is being able to trade Gold for Province.
So both would have ups and downs. The $4 cost self-combo is intended, so it wouldn't really work at another cost. Maybe it could be a thing that you don't trash the card but put it back to the supply? Another tweak to make it slower would be making it dependent of other events, like every time you shuffle, or every time you gain a Gold or something, but I like the start-of-turn simplicity here.
Quote
Quote
Transport Ship (Action - Duration) $4
+2 Cards
+1 Action

At the start of your next turn, discard down to 3 cards in your hand.

I'd limit it to 4. 3 are pretty harsh. Other than that i think a card that punishes you next turn could be something interesting. On the other hand, it might feel very unpleasant if your next turn seems like it would have been great otherwise.
Have you realized that they stack, but the self-attack doesn't?
Quote
Quote
Ambush (Action-Duration) $2
Now and the next time an opponent buys a Victory card, +2 cards.

Does it stay in play until it is resolved?
It does, it is discarded in the cleanup phase of the opponent who bought green.
Quote
Quote
Wagoner (Action - Reserve) 0*
+1 Action
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.

Isn't this just a Village that partly fails if the pile is empty? I really don't get the point of it.
As TheOthin pointed out, you can use Wagoner's Action whenever you want because it is a Reserve card. The Reserve tokens work as "Action tokens" here.
Quote
Quote
Wainwright (Action) $4
+$3
Gain a Wagoner from the Wagoner pile.

I guess the Wagoner is a drawback here? Maybe it harms you too much, but i'm not sure.
It is a bit of a drawback, but it can help you as well (see above).
Quote
Quote
Toll House (Action) $3
+2 Cards
+1 Card per Wagoner you have in play.

When you gain this, gain a Wagoner from the Wagoner pile.

Resembles Death Kart in a way and also reminds me of those "Bonus for Curses" cards. I never really saw one of those i liked, which i think is a bad sign for Toll House... :/

Again, Wagoner is not to be considered a Curse because it is not more in your deck once you played it.
How does Toll House work if Wagoner gets returned to its pile upon being played?

You don't have to resolve Wagoner's effect - so you can just stack Wagoners to draw lots of cards with the Toll Houses. But this is too strong, as i said before.

Quote
River (Action) $3
+2 Cards
Return this to your hand.

This is no doubt the most amazing card i ever read and Donald should immediately make an expansion consisting entirely of 45 piles of this.
That would be soo awesome! ;D

Quote
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.

I see why it doesn't say "if you have at least $1 left" - that would allow you to topdeck more than one at the same time. Still i'm not sure the concept is worth introducing an entirely new mechanic.
You could let it gain a "return" token for -$1 on play, but maybe that's not a very good idea.
Yeah, this is an idea. I really don't know what to do whith 60 tokens...
But wait... maybe it is just 10 tokens per player, introducing player colors to Dominion :o

Quote
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.

It's a bit of a targeted attack if your opponent reshuffles - probably not more than Possession, though. Maybe use a card from the supply instead?
I don't think that is a noticeable effect. It is as much a targeted attack as Tribute.

97
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: January 19, 2015, 02:00:51 pm »
No feedback at all? I mean, what do you think of my Reserve mechanic? What about the Events? Are you all among the chosen people who got to know the expansion already - or are you tired of speculations?
If you don't like that I recap other people's (or even my own) ideas, I won't hesitate to delete those from the topic.


Some small changes:

Prince's Chamber could use Reserve tokens as well so that it doesn't need to be a Duration, maybe for $4 then.
Quote
Prince's Chamber (Action) $4
You may play an Action from your hand.
When you would discard it from play in this Cleanup phase, leave it in play instead and put a Reserve token on it.

Toll House is awkward because you can just never use the Wagoners and make the Houses super Hunting Grounds. I'd dump it, but maybe it could be fixed with other scaling or other Wagoner-gaining effects?

I thought that the Events are also considered to be cards, thus also affected by cost reduction. So +1 Buy events are problematic (except Round Table and Auction which can happen only once anyway, maybe Manipulation as well). Adventure and Market Day have to get a clause like "only once per turn".

98
Variants and Fan Cards / Re: Duration-y Idea
« on: January 19, 2015, 01:26:08 pm »
Reactions to buys can be a bad idea because no one expects to have to pause and wait for them so they'll just keep diving into their next buy if they have one. Maybe I spend $10 to pick up Bandit Camp and Wharf, and if I get the Wharf second you'll have to decide on the Bandit Camp without even knowing for sure you'll get a shot at the Wharf, when normally that wouldn't be a concern because you'd pick both up at once. It'd really slow down in-person play.
Good concern, Smugglers does it alright. Maybe it works better with an "after a player's buy phase" wording. Or just Smuggler...

99
Variants and Fan Cards / Re: Cage
« on: January 19, 2015, 05:57:34 am »
Very nice idea. It sounds like very strong in the endgame when you happen to have green duplicates. I would price it at $5 if the discarding is optional.
Otherwise, you could go the punishing way:

Cage
$3
Action
+1 Card
+1 Action
Discard two cards. If they share names, +3 cards.

100
Variants and Fan Cards / Re: Duration-y Idea
« on: January 19, 2015, 05:46:03 am »
Nice idea, it has a huge amount of scaling though (much more than Jester).

I made a one-shot Reaction in a similar manner:
Quote
Smuggler's Lair (Treasure - Reaction) $2

Worth $1

When another player buys a card costing up to $6 that is not a Victory card, you may trash this from your hand. If you do, gain a copy of that card.

Maybe this should be a Reaction as well? It would provide elements of surprise. You might also buy other cards if you knew your neighbor had a Smuggler, wouldn't you?

Pages: 1 2 3 [4] 5 6 ... 9

Page created in 0.069 seconds with 18 queries.