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Messages - gambit05

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51

You may want to find a wording that lets this still be useful when you have less than 3 cards in your deck.

Unless I miss something important, I think the card is fine as is. There are a lot of deck inspection cards around and to my knowledge none of them has a backup function for the case that the deck is (nearly) empty. If that indeed happens, then either a) Sentinel helped in doing a good job in building a functional engine, and is just useless at that point (but likely helpful later when greening starts), or b) it wasn't a good idea to gain a Sentinel. If Sentinel's ability turns out to be too weak, I would rather consider changing the cost or the range of cards it can inspect.

Can you tell me what I might miss?
I guess I consider Sentinel to be a draw card more than a deck inspector. If you need deck inspection then you're likely not drawing your deck, so yes, this is less of an issue. But if you just want to use Sentinel to start each turn with +3 cards, then I imagine it would be frustrating for it to stop working because you didn't gain enough cards. I don't feel like that drawback is necessary or makes the card more interesting. I imagined a phrasing like this:

Quote
Look at the top 3 cards of your deck. Take up to 3 Debt and discard that many of the cards. Put the rest back on top in any order.

I like the wording, though the consequences might be a bit confusing for casual players. I think Sentinel, as is, is strong enough for a $3 cost card. If a player can draw their deck, they shouldn't have a buffed Sentinel on top of it. In addition, Timinou found a neat function of Sentinel when the deck is almost empty that I haven't thought about before. Anyway, many thanks for your input.

52

You may want to find a wording that lets this still be useful when you have less than 3 cards in your deck.

Unless I miss something important, I think the card is fine as is. There are a lot of deck inspection cards around and to my knowledge none of them has a backup function for the case that the deck is (nearly) empty. If that indeed happens, then either a) Sentinel helped in doing a good job in building a functional engine, and is just useless at that point (but likely helpful later when greening starts), or b) it wasn't a good idea to gain a Sentinel. If Sentinel's ability turns out to be too weak, I would rather consider changing the cost or the range of cards it can inspect.

Can you tell me what I might miss?

53

My Submission:

Sentinel
– Night - Duration
Quote

Look at the top 3 cards of your
deck. Discard any number,
taking for each. Put the rest
back on top in any order.

At the start of your next turn,
   +1 Card per taken with this.   


Notes
When a Sentinel doesn't discard any cards, no is taken and that Sentinel is discarded in the same Clean-up phase.

Tracking of how many have been taken due to discarding cards by a Sentinel can be simply done by adding them to the Sentinel card until next turn. This way, they can be easily distinguished from taken by other means.


54

Maybe try "start of Clean-up" combined with "in play", e.g.:

"At the start of Clean-up of each of your turns for the rest of the game: You may trash 2 Coppers or 2 Silvers you have in play to gain a Silver or a Gold, respectively."


55
I feel like now I'll be judging a community submission, not that person's design (also, all those comments clutter up the submissions part of the thread).

Although I agree with what you wrote, there is an issue with that anyway. People get totally different levels of help. Some present cards from scratch, some recycle some old ideas, having some feedback already on older versions, and some get a lot of help outside this thread anyway.

I think, we have to live with the fact that users have unequal chances to present a good or excellent card or even win the contest. If the priorities are to produce good cards, improve our design skills, communicate and discuss, and have fun, then everything should be okay; in my opinion at least.

56
Variants and Fan Cards / Re: Equipment - Update
« on: April 09, 2021, 04:46:20 am »

I've replaced the images in the original post now with images of higher quality.

A few notes, if you want to play with those cards:

- They are only a subset of a large expansion. I am still working on some cards before I may show them.

- From the cards shown here, Drummer/Drums and Mahout/Elephant use Morale. This is a pile of 30 landscape cards, comparable to a mix of Boons/Hexes. All players are affected from the actual Morale until the next one is revealed. Players receive the actual Morale at the start of their turns (not when they are revealed).

- Elephant and Coach can gain a Cart. This is in a non-Supply pile with a limited copy number. My current setting is 6 copies for 2 players, +2 copies for every additional player. Please note that Cart says "empty pile" and not "empty Supply pile". So, also non-Supply piles count, i.e also the Cart pile itself.

- Most importantly, I recommend not to play with too many of the Equipment cards at once. That can be confusing at the beginning, and even annoying after a while (if done too often). Consider it like a game full of Heirlooms and/or with a lot of Fate and Doom cards.



57
Variants and Fan Cards / Re: Equipment - Update
« on: April 07, 2021, 09:54:11 am »
I see. Would the following quality be high enough?

Easily.  Sorry it's a pain.  I thought you probably just had a stash of them on your computer from the generator.

No, there are still too often changes. For that purpose, it's quicker and easier to work with low resolution images. If you like, I can gradually replace (some) of the images over the next couple of days. Although it wouldn't be highest on my priority list. Anyway, if you indeed play with some of my cards, I would be very happy if you could give me some feedback. Thanks.

58

Are you aware that exchanging by default means that the exchanged card is put to the discard pile (and the other one usually back to its pile)? Also, it is not clear to me which of the 2 exchanged cards gives the bonus. Aside of that, quite a lot of text (or at least a lot of lines).

Its supposed to be that the card you put under Chamber is the one that gives a bonus . i don't really understand the first point you mnade

Here are the rules about exchange from the wiki.

So, if you follow the official rules, using the term exchange, the card from hand would go back to its pile and the other one would go to the discard pile, or maybe the other way around, I am not sure, as in your case you "exchange" 2 cards that both already belong to the player. Anyway, is that your intention, or if not what is it?

Ummm. I don't know and I'm confused right now. sorry.

Too much fika?

My guess is that you want to replace the set-aside card with one from your hand. A few days ago I commented on another card with a long text and a similar "exchange" mechanic and suggested to introduce the keyword "replace", which can be explained in an accompanying note. It would make it much simpler and less wordy. I haven't heard back from the other user, so don't know what happened there (too lazy to look back right now).

If you do not want to use "replace", you should avoid "exchange" as that describes a different mechanic. So you could word it like:

…put it into your hand and set aside a different* card from your hand face up (on this**). If it is…

* If it is your intention that it has to be different.
** When the card is face up, it doesn't make sense to hide it under the Chamber. Better is on it (see Cargo Ship).


59
Variants and Fan Cards / Re: Equipment - Update
« on: April 07, 2021, 09:25:42 am »
I'd love to playtest these. Are there higher quality images anywhere?

Nice to hear that you like them and that you want to play test them. That would be really helpful. I've play tested most of them a bit and most of those look solid and funny to play with, though I think they are not yet ready.

I don't have higher quality images. Do you really want to print them before trying to test a few of them as replacement cards or something like that?

Just use them in tabletop simulator.

I see. Would the following quality be high enough?



The most critical part of the original images is in my opinion the text in the blue banner of the Kingdom cards. I can't color it in the Card Image Generator; so have to do it in two steps. In the original images, out of laziness, I exported its text to png in the 2nd step. Now, the text is from the Image Generator; though it still had to be done in 2 steps. I still used 2 steps for the artwork (didn't bother to look it up on the internet again). Is its quality sufficient? Also, how about the Equipment cards without the blue banner?

Edit: Original image for comparison on the right.


60

Are you aware that exchanging by default means that the exchanged card is put to the discard pile (and the other one usually back to its pile)? Also, it is not clear to me which of the 2 exchanged cards gives the bonus. Aside of that, quite a lot of text (or at least a lot of lines).

Its supposed to be that the card you put under Chamber is the one that gives a bonus . i don't really understand the first point you mnade

Here are the rules about exchange from the wiki.

So, if you follow the official rules, using the term exchange, the card from hand would go back to its pile and the other one would go to the discard pile, or maybe the other way around, I am not sure, as in your case you "exchange" 2 cards that both already belong to the player. Anyway, is that your intention, or if not what is it?


61


Haven and Sacrafice had a baby, and it became this!

Edit: Wording changes per Shaels and Annie administrator suggestion


Edit 2: Wording changes to make it clearer.


Thinking of c hanging my Submission this week, people don't seem that interested in this one

Are you aware that exchanging by default means that the exchanged card is put to the discard pile (and the other one usually back to its pile)? Also, it is not clear to me which of the 2 exchanged cards gives the bonus. Aside of that, quite a lot of text (or at least a lot of lines).

62
Variants and Fan Cards / Re: Equipment - Update
« on: April 06, 2021, 04:09:42 pm »
I'd love to playtest these. Are there higher quality images anywhere?

Nice to hear that you like them and that you want to play test them. That would be really helpful. I've play tested most of them a bit and most of those look solid and funny to play with, though I think they are not yet ready.

I don't have higher quality images. Do you really want to print them before trying to test a few of them as replacement cards or something like that?

63

My Submission:


Poet
$5 – Action – Duration
Quote

At the start of Clean-up
of each of your turns for
              the rest of the game: Exile               
a card from your hand. If
you can’t, gain a Curse.

(This stays in play.)



64
Since seeing this post 2 days ago, I have wavered back and forth a few times as to whether this uses existing mechanics or fan mechanics.  It parallels Looters (which I would call a specific new mechanic because it has a separate Type with new, specific rules that were added), but also parallels cards which use Horses (a 30-card non-supply pile, and these cards would not be a new mechanic because no extra rules are needed - if a card says it can gain a Horse, then Horses are put on the table, just like other non-supply piles like Spirits in Nocturne, or Hermit/Madman interaction).

Even typing this out, I have flipped back and forth a few times.  I started writing this thinking I would disqualify the entry since it parallels Looters too closely (having the new Type).  But then I realized you could just drop the "Vendor" Type, and have Goods work just like "Horses".  But then the Goods card specifically requires the new Type... I'm so confused about where I land on this!

Let's put it this way... as currently designed, I will say the submission is not valid.  But for the purposes of this contest, if you consider that Goods is not a generic non-supply pile that can interact with many other (not yet designed) Vendor cards, but instead consider it is specifically tied with Fruiterer, you would make the following changes - remove the Vendor type from Fruiterer, and change Goods to say "when you play a Fruiterer" (instead of "play a Vendor"), then it can be acceptable.  Fair enough?

I started exactly with what you suggested. However, after that I thought about the pile size of Goods and concluded that it has to be larger for 4+ player games. Then I thought it looks like bad design to have a huge pile just for a single Kingdom card. So, I introduced the Vendor type to keep it open for use of other Kingdom cards (that I'll likely never design).

Since the cards do not seem to excite many people anyway, I retract them from submission.

Fair enough!

65



FAQ: Once played, Secret Stash stays in play for the rest of the game. The turn you play it, you take the top three cards of your deck (shuffling if necessary) and put them under Secret Stash. At the start of each subsequent turn you will trade a card from your hand for one under Secret Stash (this is mandatory). You will do this by setting aside a card from your hand; putting a card from under Secret Stash into your hand; and then putting the set-aside card under Secret Stash. This is done in this manner so that you cannot exchange a card for itself. You may look at the cards under Secret Stash whenever you like, but other players cannot. If you play multiple Secret Stashes (or one Secret Stash multiple times, for example, via Throne Room), you will set aside multiple batches of three cards – each batch will be kept separate and, at the start of each turn, you may decide in what order to resolve them. At the end of the game, include the cards under Secret Stash in your deck when scoring.

I wonder if it is possible to describe the lengthy process much shorter by using a new keyword, "replace", i.e.: "At the start of each turn: Replace one of them with a card from your hand". To me that looks unambiguous and doesn't allow any unwanted triggers as far as I can see it. It would look quite nice and simple. Anyway, nice idea.

66
Retracted from Submission

My Submission:


 
Notes

Goods is a non-Supply card that comes in a pile of 30 copies.

Goods interacts with cards that have the Vendor type, like Fruiterer. This connection allows designing different Vendor cards and justifies the large number of Goods (if that would ever be printed).

A player’s Fruiterer can gain Goods for free as long as they haven’t any Goods in play yet.

If a player has more than 4 Goods in play, their Fruiterer can only receive each of the 4 options once per play. The sole purpose of excess Goods is to have more of them in play than the other players, which gives them a Horse, if that is the case.

“Patience is bitter, but its fruit is sweet.” - Aristotle

"Sometimes, fruits are bitter." - gambit05
Goods
– Action – Duration

Quote

When you play a Vendor,
 choose a different option for
          each Goods you have in play:         
 +1 Card; +1 Action;
+1 Coffers; +1 Buy.

(This stays in play. This is
not in the Supply.)


Fruiterer
– Action - Vendor

Quote

+1 Action
You may gain a Goods.
If you did and you have
 Goods in play, take .

             If you have more Goods             
 in play than any other
player, gain a Horse.



67
Variants and Fan Cards / Equipment - Update
« on: March 26, 2021, 02:29:45 pm »
Equipment cards

When I introduced the concept of Equipment cards a while back, we had a lot of discussions, though it was mostly about the terminology. On one hand, this allowed me improving the cards and fine tuning the mechanic and it’s terminology; on the other hand, it left the original thread in quite a mess. Moreover, in the meantime I have designed more Equipment cards, improved some of the original ones, and retracted some others. Now, I think it’s time for an update of the Equipment cards. I would like to describe the mechanics and to present those Equipment cards that I currently consider to be the more interesting ones without being too complex and too wordy. I tried to find a good mix of relative simple cards and of cards that provide different aspects of the concept.


Overview
Equipment cards are non-Supply cards that are not part of a pile, likewise Shelters and Heirlooms, and usually come in a single copy per player. If a certain Kingdom card is included in a game, each player gets the associated Equipment card(s). At the start of the game, players put the Equipment cards next to them and add them to their deck under certain circumstances via a process called Equip.

Color code
Kingdom cards that have associated Equipment cards have a light blue banner that names its Equipment card(s) (adapted from the yellow banner of Heirlooms from Nocturne). Equipment cards are labeled with the Equipment type and colored in light blue (instead of the white-greyish color for the Action type). This is combined with other colors (e.g. black for Night, yellow for Treasure) where required. Some Equipment cards can be put on the player’s Cabinet mats to modify or activate abilities. Each player has their own Cabinet mat. Those Cabinet-Equipment cards are specified by the Cabinet type and have, in addition to the light blue Equipment type color, a tan-colored text field (akin to the Reserve cards of Adventures). Cards on the Cabinet mat still count as part of the player’s decks, whenever this is relevant (e.g. for Gardens at the end of the game).

Equip
Equipment cards enter the game via the instruction Equip. This can occur through the respective Kingdom card or when a specific event happens. Equipping of some of the Equipment cards is mandatory, whereas it is optional for others. Before being Equipped, Equipment cards are in a “stand by” mode, and as such do not count as part of the players’ decks. If not otherwise specified, Equipping an Equipment card means that the card is put to the player’s discard pile. This is neither gaining nor discarding them and thus doesn’t trigger any events such as “when you gain a card…” or “when you discard…”. Once Equipped, Equipment cards are part of the players’ decks, unless they are trashed or removed in some other ways.

Cards



Bowman
– Action
Equipment: Quiver
Quote

+1 Card
+1 Action

+

              You may gain a card               
from the trash.

Quiver
– Action - Equipment

Quote
+1 Card
+1 Action

You may trash this for
+1 Buy and +.
------------------------
            When you have exactly 3             
Action cards in play, you
may Equip this.
Observatory
– Action
Equipment: Telescope
Quote

        Set aside any number of cards         
from your hand, face down
(under this). Draw until you
have 6 cards in hand.
At the start of your next Night
phase, put the set-aside cards
into your hand.

Telescope
– Night - Equipment

Quote

Choose one: Play an Action
card from your hand; or
          trash a card from your hand.         
------------------------
Directly after shuffling your
deck, you may Equip this.


Bowman/Quiver
Quiver is a cantrip, which can be trashed for some bonus. Bowman is a Peddler variant that can gain cards from the trash, including Quiver, whether it’s their own or from another player.
A player can Equip their Quiver any time when they have exactly 3 Action cards in play. This is obligatory and independently of Bowman, i.e. a player can play with Bowman and ignores Quiver and vice versa. Like for most other Equipment cards, each player has a single copy of Quiver available.

Observatory/Telescope
Observatory is a draw-to-X variant that allows setting cards aside before drawing. Those cards go back to hand in the Night phase of the same turn and thereby bypass the rest of the Action phase and the Buy phase. Telescope is a Night card that interacts with Observatory in two ways. It can be set aside by Observatory and still be played in the same turn and it can support Observatory as it allows playing an Action card in the Night. Similar to Quiver, Equipping Telescope is optional. Here, the requirement is simply deck shuffling.





Lady Godiva
– Action
Equipment: Clothes
Quote

+

-------------------------

While this is in play, when
you buy a card, you may
     take to pay less for it.     

Clothes
– Action – Night - Equipment

Quote

You may add 1 of your to
a Supply pile. When a player
buys a card, they take the
from its pile.
----------------------------
Directly after shuffling your
deck, you may take to
 Equip this.


Lady Godiva/Clothes
Lady Godiva is a Kingdom card that uses as a mechanic. I have designed quite a number of cards that extent the ideas of beyond its usage in Empires. If you want to know more about it, here is the original thread, though it is somewhat outdated. Clothes is an Action – Night card that can be played in either of the two phases, thereby providing flexibility of its “taxing” function. Playing it in the Action phase allows getting rid of before the Buy phase starts; whereas playing it in the Night phase allows getting rid of taken in the Buy (or Night) phase.
Adding the Equipment Clothes to a player’s deck is optional and can happen when their deck is shuffled, like with Telescope. However, here it comes with a cost in that the player who wants to Equip Clothes has to take .    







Trident
– Action
Equipment: Cyclops, Harpy, Siren
Quote

+1 Action
Choose one: +; or
Equip one of your Trident’s
        Equipment cards to your hand;       
or gain a card from the trash.

Cyclops
– Action – Attack –Equipment

Quote

+

Each other player reveals
the top 2 cards of their
deck, trashes one of them
costing or , and
          discards the rest. Trash this.         

Harpy
– Action – Attack –Equipment

Quote

+1 Card

           Each other player discards           
down to 3 cards in hand.
Trash this.

Siren
– Action – Attack – Looter – Equipment

Quote

Gain a Cart.

Each other player gains
a Ruins. Trash this.


Trident/Cyclops, Harpy, Siren
When played, Trident offers 3 options. It can Equip one of its not yet Equipped Equipment cards, in this case directly to a player’s hand. The 3 Equipment cards are all Attack cards that can harm other players in different ways and are trashed after being played. Here comes Trident’s 2nd option into the game. Instead of Equipping one of its Equipment cards, Trident can also recover them from the trash. If anything else of value is in the trash, Trident can gain that other card instead. Thus, although the Equipment cards are one-shot Attacks, they can be easily recycled through Tridents, though not necessarily from the same player. Finally, the 3rd option of Trident is simply giving +. Maybe, a player doesn’t have anything to Equip anymore, and there is nothing of value in the trash, or maybe, getting to a certain amount has a higher priority than attacking the other players.







Drummer
– Treasure
Equipment: Drums
Quote



If the Morale is Good,
           High or Excellent, +1 .           

Drums
– Treasure – Morale – Equipment

Quote


 
           If the Morale is Good, High           
or Excellent, +1 .
 Reveal the top Morale.
-------------------------
When you gain a Treasure,
Equip this.

Mahout
– Action – Duration
Equipment: Elephant
Quote

          Either now or at the start of           
your next turn: Trash a card
from your hand. Per it
 costs, +1 Card.

Elephant
– Action – Morale – Equipment

Quote

+1 Action
Reveal the top Morale.
Choose one to gain: A
         Silver; or a Horse; or a Cart.         
-------------------------
Directly after shuffling
your deck, Equip this.


Drummer/Drums
Drummer and Drums are Treasures producing and a potential bonus of +1 . Adding the Equipment Drums to the players decks is almost mandatory, i.e. it can be only avoided if a player manages to never gain any Treasures. In principle, players can play with Drums and ignore the respective Kingdom card, Drummer, though there is a nice benefit when Drummer is played at the right time. These cards include the mechanic Morale, which has been described elsewhere. Briefly, Morale cards form a mixed pile of Boons/Hex-like landscape cards that can either give benefits to players, potentially harm them or are neutral in their effects. The actual Morale is received by all players at the start of their turns until the next Morale is revealed. Revealing the next Morale is done by specific cards like Drums. In addition, some cards can produce an extra bonus, depending on the type of the actual Morale, e.g. Drummer and Drums let the player get +1 , if the Morale is high enough.

Mahout/Elephant
Mahout is a Salvager variant with the choice to use the trash-for-draw ability immediately or at the start of the next turn. The Equipment Elephant is automatically Equipped after the first shuffle. It lets players gain some useful cards, which can be used as fodder for their Mahouts if desired. One of those cards is Cart, a one-shot non-Supply card like Horse. Likewise Drums, Elephant changes the players’ Morale, which becomes effective at the start of their turns.





Kingsman
– Action
Equipment: Harp, Shield, Sword, Trumpet
Quote

+1 Action
Follow the instructions of the
Kingsman’s Equipment cards
on your Cabinet mat.

Equip one of your Kingsman’s
Equipment cards.




Harp
– Action – Cabinet - Equipment
Quote

Put this on your Cabinet mat.

-------------------------

        If this is on your Cabinet mat,         
when you play a Kingsman,
+1 Buy.

Shield
– Action – Cabinet - Equipment
Quote

Put this on your Cabinet mat.

-------------------------

         If this is on your Cabinet mat,         
when you play a Kingsman,
+1 Coffers.

Sword
– Action – Cabinet - Equipment
Quote

Put this on your Cabinet mat.

-------------------------

         If this is on your Cabinet mat,         
when you play a Kingsman,
+1 Action.

Trumpet
– Action – Cabinet - Equipment
Quote

Put this on your Cabinet mat.

-------------------------

         If this is on your Cabinet mat,         
when you play a Kingsman,
+1 Card.



Kingsman/Harp, Shield, Sword, Trumpet
Kingsman comes with four different Equipment cards, all of which as single copies per player. The Equipment cards are Equipped one at a time in any order when a Kingsman is played. When the Equipment cards are played, they are put on the player’s Cabinet mat. On the mat they gradually improve the abilities of Kingsman when played. In this way, Kingsman starts as a Ruined Village that can be upgraded over time to something more powerful than a Grand Market.





 

Camp
- Action
Equipment: Tent
Quote

+1 Card
+1 Action


         Follow the instructions of a           
Tent on your Cabinet mat.

Equip your Tent.

Tent
– Action – Cabinet – Equipment
 
Quote

+1 Action
You may put this on your Cabinet
 mat. If you don’t: + for each
Camp you have in play.
----------------------------
     If this is on your Cabinet mat, when     
 you play a Camp, +1 Card and
discard this at the start of Clean-up.

Highwayman
– Action - Attack
Equipment: 3 Coaches
Quote

+
Each other player reveals
the top 2 cards of their deck,
 trashes a revealed Coach and
discards the rest.
Choose one: Equip a Coach;
          or gain a card from the trash.         

Coach
– Action – Cabinet – Equipment
 
Quote

          Choose one: +2 Cards and           
+1 Action and gain a Cart;
or put this on your Cabinet
 mat for +2 .


Camp/Tent
Each player has a single copy of the Equipment card Tent, which a player Equips when they play a Camp for the first time. Tent can be used in two different way. It can be put on the Cabinet mat to turn subsequently played Camps into Labs, or it can be left in play to produce + for each Camp that is already in play. If on the Cabinet mat, Tent can wait there until the next Camp is played, i.e. this doesn’t have to occur in the same turn. However, once a Camp is played, Tent is discarded from the mat at the Clean-up phase of the same turn.

Highwayman/Coach
When Highwayman is in the Kingdom, each player gets 3 copies of Coach (not a single copy). Highwayman hunts other players’ Coaches and lets them trash one, if found. Highwayman can also gain Coaches or any other card from the trash, or alternatively Equips a player’s own Coaches. Coaches can be put on the player’s Cabinet mat where they escape any further hunting attempts and grant the player +2 . Alternatively, Coaches can be used as powerful Action cards, though they remain vulnerable to being caught by the opponents’ Highwaymen. One of the bonuses that such Coaches give is a one-shot Cart





Update 21. April 2021: Trident seemed a bit too weak. I buffed it indirectly by giving its Equipment cards a small bonus on top of their attack abilities.


68

I've updated my card (also in the original post):

   
Pet Sematary
$3 – Action – Zombie

Quote

+$1

You may play an Action
 card from your hand. If
     it has a copy in the trash,     
+1 Card and +1 Action.


Thanks to silverspawn for the comments!


69
This a fun challenge, but I'm finding it hard to come up with a good one.

One of the considerations for me is that adding another Zombie makes Necromancer stronger.  As such, I could have created a weak Zombie so that Necromancer isn't overpowered.  Instead, I'm proposing that as part of setup, players would shuffle the four Zombies and randomly select three to play with.



Quote from: Zombie Knight
$3 - Action - Attack - Zombie
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest.
If a card is trashed by this, trash a Necromancer that you have in play.  If you can't, trash this.

So the trashing attack will usually force you to trash your Necromancer.  The exception would be if you are able to take Zombie Knight out of the trash and play it, in which case Zombie Knight will trash itself.

Interesting, but quite harsh. Wouldn't this be always favored over the other Zombies?

Possibly.  However, if you are always playing Zombie Knight, then you will trash all your Necromancers.  Depending on which cards end up in the trash, it may be more optimal to not trash your Necromancers.

It seems that your card is more complex than I originally thought. Better forget about my previous comment. I still don't like the idea too much to have a trashing-Attack Zombie. On the other hand, my statement that I find the card interesting still holds.

70
This a fun challenge, but I'm finding it hard to come up with a good one.

One of the considerations for me is that adding another Zombie makes Necromancer stronger.  As such, I could have created a weak Zombie so that Necromancer isn't overpowered.  Instead, I'm proposing that as part of setup, players would shuffle the four Zombies and randomly select three to play with.



Quote from: Zombie Knight
$3 - Action - Attack - Zombie
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest.
If a card is trashed by this, trash a Necromancer that you have in play.  If you can't, trash this.

So the trashing attack will usually force you to trash your Necromancer.  The exception would be if you are able to take Zombie Knight out of the trash and play it, in which case Zombie Knight will trash itself.

Interesting, but quite harsh. Wouldn't this be always favored over the other Zombies?

Edit: On a second thought, maybe make it less brutal by narrowing the range to "$3 or $4"? Also, what about in the final part, Exiling instead of trashing the Zombie Knight? This would avoid abusing Zombie Knight when it is out of the trash.

71
Replacing my submission with this, new Kingdom Action card:

Hmm ... the set-aside has an interesting effect in that it blocks your opponent from using the same card until you're done with it, but I can't really think of any alternative that wouldn't make tracking tricky
The restriction that an opponent can't use it is intentional. I'll look at your wording in your other post and hopefully update my submission tomorrow (on phone now and heading to bed).

It would also allow you to play face down cards Necromancer has already played, which seems not desired.

Can Necromancer play Duration cards?

No, but is that relevant here? It seems that Zombie Captain is an alternative to Necromancer, not a target.

I think the idea was that Zombie Captain also should not be able to play duration cards. My card is going to get very wordy. I'll update once I can sit at a computer and look at it.

I see. I think I took the question too literally. If adding "non-Duration" is the only problem, I think that bit would still fit without making the text too wordy. 

72
Replacing my submission with this, new Kingdom Action card:

Hmm ... the set-aside has an interesting effect in that it blocks your opponent from using the same card until you're done with it, but I can't really think of any alternative that wouldn't make tracking tricky
The restriction that an opponent can't use it is intentional. I'll look at your wording in your other post and hopefully update my submission tomorrow (on phone now and heading to bed).

It would also allow you to play face down cards Necromancer has already played, which seems not desired.

Can Necromancer play Duration cards?

No, but is that relevant here? It seems that Zombie Captain is an alternative to Necromancer, not a target.

73
That seems weak compared to the other Zombies. The floor is a Ruined Library, the ceiling is a Village, and the Ceiling is pretty hard to get. I'd make it +2 Cards instead, so that the ceiling is a lab.

I think you are right. There is a quite complex interaction between Necromancer - Pet Sematary - trashed Action card - copy of it in player's hand - that I haven't fully thought out. While Pet Sematary as is, would work well enough with trashed terminal Action cards, it doesn't give benefits for non-terminal Action cards.

When designing Pet Sematary, I thought about adding a constant +$1 (i.e. on top/without requiring a trashed copy) to it. It would make Pet Sematary fairly attractive already at the start of the game, but wouldn't make Necromancer too powerful. The floor would be a non-terminal Copper (as one of 4+ options) and the ceiling would be a Bazaar. This looks more exciting than the Horse/Lab variant, which becomes a bit abundant nowadays.

What do you (or anyone else) think about this version?

74
My Submission:

Update:

   
Pet Sematary
$3 – Action – Zombie

Quote

+$1

You may play an Action
 card from your hand. If
     it has a copy in the trash,     
+1 Card and +1 Action.


Thanks to silverspawn for the comments!


Original Submission:

   
Pet Sematary
$3 – Action – Zombie

Quote

You may play an Action
 card from your hand. If
     it has a copy in the trash,     
+1 Card and +1 Action.


Sometimes dead is better.” - Stephen King


75
Variants and Fan Cards / Re: Dominion: Cool Dudes
« on: March 22, 2021, 04:27:06 pm »
In two player game one uses 8 victory cards instead of 12. How do you handle Dolmen in this situation?

It's under every Supply pile, so its 17 for a "standard" game and scales up to... 22? 22 i think if it's colonies/plats, young witch (for the bane pile), a Looter, and a potion-cost card.
So you want to end a game with 22 empty piles???
As a normal game ends with 3, 4 maybe 5 piles, you only need 5. So you can start the game with a dolmem pile outside. If any pile is empty you put a dolmen on that place and can buy it if you want later to empty it completely.

It sounds like you might be missing something. This card doesn't change anything about how many empty piles are needed to end the game; rather it just adds 1 additional card to each pile (so normal Kingdom piles now have 11 cards in them instead of 10). So after 10 Villages are bought/gained; a Dolmen becomes available to buy/gain, and when that Dolmen is bought/gained, you now have 1 empty supply pile.

No, I think they understand it correctly. They talk about the practical point of view in real life games. If you strictly follow the instructions you need lots of Dolmen, whereas in reality you would need only a very few.

I see, yeah I misread it.

It's also a bit unclear how you go about choosing Dolmen for a game. It it intended to still count towards the 10 Kingdom cards you choose for the game, such that games using it have only 9 Kingdom piles (or 10 if one of them is Young Witch)?

Can a Dolmen go in the Black Market deck? I would think so, because all the cards in the Black Market deck are already not in the supply anyway; so it would just act normally there. But, if you do have a Dolmen in the Black Market deck, you would still follow the setup instructions, so you would also have a Dolmen under each pile in addition to a Dolmen in the Black Market itself.

Dolmen is supposed to be a non-Supply card (mostly). So, in my understanding it shouldn't be included in the Black Market deck and there should be still 10 regular Kingdom piles. But how does Dolmen enter the game? I think the easiest solution is to associate it to an Event (or maybe a Kingdom card) that says something like "Put a Dolmen to the bottom of a Supply pile that doesn't have another copy of it". This would enable some tactics: On one hand, it makes it more difficult for the opponent(s) to empty a pile when they want to end the game or want to activate cards like City; on the other hand, the player may score some extra VP when they are able to also gain that Dolmen.



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