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Messages - crlundy

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51
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 26, 2018, 03:25:05 pm »
You may spend a Science token at any time during your Action phase. If you do, the next time you play an Action you get +2 Cards +1 Action instead of following its instructions.

As a potentially useful comparison, Science is usually a Villager that also replaces the next card with +2 Cards. The obvious combo is Ruins; they also let you Enchantress+ yourself when terminals collide. What is the thinking behind limiting Collector's bonus to Action and Victory cards, as opposed the unrestricted ability of Recruiter?

EDIT: Ignore my misunderstanding of how the tokens would work.

52
Dominion General Discussion / Re: Interview with Donald X.
« on: October 26, 2018, 02:43:03 pm »
The Secret History doesn't directly answer the first question which, I think, is why does it gain you a card at all? (Instead of just placing a token like the others.) That's answered better here:

This might be trivial to say, but I imagine gaining the card makes it better because you want to play it anyway. On the other hand, the cost of the card is restricted to 4, so it balances out. Playtesters, with this one, did you just want to shake things up with the vanilla token events? Or was there a practical reason it couldn't be a direct companion to Pathfinding/Lost Arts/Training?
You tend to want as much +Actions/$/Cards as you can get, but are less likely to want tons of +Buy. So Seaway competes with +Buy cards and so to avoid shutting them out it wanted to cost $5. That meant it had to do something extra, and what it does is get you a copy of the card.

It went back and forth on whether or not it could put the token on a card it couldn't gain. I liked being able to put the token on more expensive cards but it wasn't worth making Seaway more complex.

53
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 26, 2018, 01:37:27 pm »
Yes but say the word Traitor or Trader to someone and ask them which one you said.
In a real-world game that has both cards, between people with sloppy pronounciation, in situations where they talk about the card without visibly interacting with it? And what's the harm even then?

It just depends how much you care about what Donald X. would do; as a fan designer you can of course do whatever you like. Courier was renamed to Harbinger because it was too similar to Courtier. Some other names though could be Defector or Renegade.

For Meeting, I have it as-is so it interacts with debt or potion cost cards, which cost neither more nor less than $ costs.

Hmm, that makes sense. But I'm not sure everyone will pick up on that. It might be friendlier to spell it out, "Exactly $4, or has P or D in the cost", but you're already tight on room.

54
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 26, 2018, 02:57:21 am »
Awesome post, there are some really neat ideas in here! I jotted down a few thoughts about how some cards play, for what they're worth, but mostly I'm just good for being pedantic about grammar.
  • Raconteur: I really like this idea, under-buying to draw more next turn is interesting. There is a tracking issue of how many to draw; it might be helped by drawing those cards during Clean-up (but I'm sure you're trying to avoid Militias). I suppose the Boon is the consolation prize, but it seems unrelated and might be fine without it. Also, the concept could be an overpay event; a variable Expedition.
  • Haunted Mansion: Someone could choose to receive infinite Hexes, and the game lasts forever. Likely not a real concern, I know. Still I'd try, "Gain any Spirit from its pile. For every $2 is costs (round down), receive the next Hex."
  • Hideout: It should specify where Hideout can be discarded from (can you discard it from play as well as from your hand?). "When you would" on Trader and Possession has caused notorious rules issues. I might try, "When you trash a Traitor, you may discard this from ____ to gain the Traitor from the Trash." Also, having cards called Traitor and Trader could be confusing.
  • Banshee: It could hand out a Copper with the Debt to avoid totally locking anyone out. Of course that's an additional attack.
  • Ice Sculpture: This needs to say when it happens, e.g. "At the start of your turn…".
  • Night Market: I really like the self-synergy in this one. It's like a Night Merchant Guild, but the Buys carrying over from turn to turn means it could snowball.

The wording/grammar suggestions, as promised:
  • Fairy Grove: I think the parenthetical part is too important to be in parentheses
  • Nymph: Longer but more consistent with published cards is, "When you gain this, if it is the first Nymph you've gained this turn, +1 Buy."
  • Winery: "Take the Wine" would better match the previewed Artifacts. With that wording, Wine Cask might be less awkward.
  • Cook: Should say "put the rest into your hand". (Nicer in the rare cases your deck runs out.)
  • Craftsmen Village: Should say "$4 or more", matching Sage.
  • Field: Missing the period after the second to last sentence.
  • Asylum: Should say "If this is not the first time you played an Asylum this turn", matching Crossroads.
  • Haunted Mansion: Should probably say "any Spirit", matching Tournament.
  • Loot: Should say "3 Loots".
  • Pavilion: I would combine the last two sentences so it's extra-clear it all happens at the start of your next turn. If you have enough room, next-turn effects on Duration cards try to be a separate paragraph.
  • Commander: Should say "Viking King", or Viking King should be named Savage King.
  • Ice Sculpture: Should say "Turn your Journey token over (it starts face up). Then…", matching Giant. "Three" should also be "3".
  • Meeting: Should say "Exactly $4".
  • Pyramid: Should say "When you play a 3rd copy of an Action card in one of your turns", matching Labyrinth. "Scepter" needs to be updated to say "Staff".
  • Staff: Should say "At the start of your turn", matching Key.

55
Variants and Fan Cards / Re: Heir new design help
« on: October 26, 2018, 01:24:41 am »
I agree with the multiplayer issues, but I like the Coffers part of the card! (The topdecking has too many tracking issues for my taste.) Counting other players' cards in play is unique. My only feedback is that it should say "fewer" instead of "less". :)

56
Variants and Fan Cards / Re: Snowline fan-based expansion.
« on: October 25, 2018, 07:40:27 pm »
The Heirlooms were paired with Kingdom cards, so they always show up together so the effect wasn't dead (e.g. you can always trash Haunted Mirror because at the least Cemetery is there). Also, some Heirlooms and their Kingdom cards didn't even depend on each other to be useful (e.g. Tracker and Pouch).

Official Dominion cards strive to be viable in any random Kingdom. Reactions tend to be Kingdom-dependent: The bottom of Tunnel requires discarders, so Donald X. ensured the top was compelling enough for it to be bought, even in games where there was no combo. Throne Room would be a dud with no other Action cards, but this is reasonably unlikely.

You can also consider this anecdote from the Nocturne Secret History, about a card that was cut for varying too much based on the other cards around:
Quote
For a long time there was a Night attack that Cursed the other players if you had exactly 3 of anything in play. Early on it would probably be 3 Coppers, but it could be something else. … After some game where it seemed strong, I realized that we were endlessly seeing it in games with Heirlooms, and thus not 7 Coppers. We played some more games with no Heirlooms and it seemed obviously too strong. I tried a bunch of variations on it quickly and then killed it.

57
Variants and Fan Cards / Re: Anticipating Renaissance
« on: October 23, 2018, 09:00:15 pm »
I'm sure there are shenanigans with Bonfire and extra buys for 3-piling

58
Variants and Fan Cards / Re: Anticipating Renaissance
« on: October 23, 2018, 01:21:24 pm »
Spices - $4 Treasure
Worth $1
---
While this is in play, keep your hand revealed. Cards you do not have a copy of in hand or in play cost $2 less, but not less than $0.

The revealing gets interesting with Black Market, Storyteller, and Villa.

59
Dominion: Renaissance Previews / Re: Renaissance name BINGO
« on: October 21, 2018, 01:18:27 pm »
InvestmentAcademyArchitect
OpusArtistAristocrat
EndowmentInventorGallery

Belated almost Bingo; I put too many eggs in the art basket. And now we speculate what we can from the card names!

60
Variants and Fan Cards / Re: New fan based alchemy cards.
« on: October 19, 2018, 01:32:31 pm »
I definitely understand that only one person gets each card from the Secret Market or Black Market deck. My concern was more that you could get a Bureaucrat and a Possession for the same effort. With Black Market, you actually have to pay up, so there is a cost to managing to get something like Possession. Black Market also gives you a choice of cards as well so you're not sad if the top one wasn't what you wanted.

Gaining the card instead of buying it is definitely better rules-wise, and helps make Secret Market different from Black Market, so I would try to find a way to keep that approach. Maybe let you pick between a couple cards with gaining one optional? You could also change the +$2 to something like, "If the gained card costs $3P or less, +$2", for balance, but I'm disinclined to make it wordier.

Gaining a copper get out of jail free card.
It's definitely good to have the alternative, so there's not mandatory multi-card trashing. Maybe I meant amusing, more than odd; I wasn't implying you should change it.

Plus if you want to make it an easier guess keep your coppers, you’ll guess right almost every time.
Keeping your Coppers might help you get to Secret Market more easily, but there is the opportunity cost of, what if I ignored Secret Market and did something else instead?

61
Variants and Fan Cards / Re: Snowline fan-based expansion.
« on: October 19, 2018, 01:16:14 pm »
I'm a bit sad that Wolves/Carcass lost their interaction (being able to discard Carcass to Wolves), but the nerf is good. It's still strong as compared to Cultist, even for $1 more, since it also militias your opponents, and gives +1 Action if you have a second Wolves. Love that Carcass is simpler, I would need to play with it to evaluate how strong the on-trash junking is.

62
Variants and Fan Cards / Re: New fan based alchemy cards.
« on: October 19, 2018, 03:05:00 am »
Locked Door/Secret Market: Even as a Black Market variant, I think both cards are far too swingy. Guessing your top card can be tough, especially for casual players. And even if everyone manages to get a Secret Market, I could get a Bureaucrat and you get a Possession.

And yet I’m trying to make mortal and pestle a theme. It takes time to mash the ingredients. And I might make it gain it to your hand. Maybe that will make it worth the wait.
This will make it similar to Cobbler (since you don't plan to own Nocturne, you may appreciate having Mortar and Pestle as a stand-in). If there are no other Potion-costing cards in the Kingdom, the gaining will be weak. Also, gaining a Copper or trashing 2 cards seems an odd pairing.

63
Variants and Fan Cards / Re: Snowline fan-based expansion.
« on: October 19, 2018, 02:47:53 am »
Wolves/Carcass is interesting, I appreciate the synergies between the cards.

Wolves: Even though the discard attack doesn't stack, it is likely too powerful at $5. Opening with this and playing it before your opponents have multiple actions in hand will likely kill their turns. Donald X. said Raider at $5 was oppressive, and it has a similar-but-milder attack (I know you're not a Nocturne fan, but the design principle holds). The Carcasses help feed the Wolves, but until someone plays two Wolves in one turn, you don't have any, and are discarding e.g. the Wolves you got to try to fight back.

Carcass: This seems harsh overall. I don't think it needs to make you discard (Ruined Village is already the worst Ruin), and I don't think it needs to fish Curses from the Trash.

I also agree with Commodore Chuckles that Copper is a bad card, and it is nearly always possible to beat Copper-centric strategies. You are of course welcome to make any cards you enjoy playing with, but you will receive constructive and honest feedback from posting here. Some ideas can be improved, but sometimes you try something else; Donald X. shared his numerous ideas that didn't make it (a fascinating read). But at the end of the day, you do you, and just enjoy playing the game.

64
Variants and Fan Cards / Re: Snowline fan-based expansion.
« on: October 18, 2018, 08:39:14 pm »
Also if Log Cabin gives VP tokens, it doesn't need to be a Victory card. See, e.g. Monument.

65
Variants and Fan Cards / Re: Snowline fan-based expansion.
« on: October 17, 2018, 12:59:17 pm »
I agree with Holunder9 about Hibernating Bear and Hot Springs. For Hibernating Bear, consider there may not be other Durations or Reserves in the Supply.

Sled Dogs: This seems like a Lurker variant. Since the Tavern mat is not communal like the Trash, Sled Dogs avoids the player interaction that keeps Lurker in check; I worry Sled Dogs is too strong, especially as a cantrip. I would keep the discarding as non-Reserve Action cards: You could play a single Wine Merchant multiple times per turn, discarding it with Sled Dogs. It also limits some Possession abuse with Distant Lands, etc. I also wonder if people will think on-gain effects should happen when you move a card from the Supply to your Tavern mat. Below is a version that actually gains the card, but could be wonky:

Quote
Sled Dogs
Turn your Journey token over (it starts face up). Then if it's face down, gain an Action card onto your Tavern mat costing up to $4. If it's face up, discard a non-Reserve Action card from your Tavern mat.

66
Variants and Fan Cards / Re: The 12 old removed dominion cards
« on: October 17, 2018, 01:45:39 am »
If you do make any new versions, this is the right place to share them, and people would gladly give feedback!

67
Variants and Fan Cards / Re: The 12 old removed dominion cards
« on: October 17, 2018, 01:44:04 am »
There have been a few threads discussing improving existing cards (this is the one I remember reading, and discusses most of the cards that were later removed). Most revisions threads have strived to change the cards as little as possible, keep to the spirit of the original design. I don't know that anyone has tried drastic changes.

Some of the removed cards could be changed up, but I would argue many are redundant in the presence of the 2nd Editions and expansions, e.g.
  • Woodcutter - Messenger
  • Thief - Bandit
  • Spy - Oracle
  • Chancellor - Messenger
  • Feast - Changeling
  • Great Hall - Mill
  • Scout - Patrol

68
Variants and Fan Cards / Re: Anticipating Renaissance
« on: October 14, 2018, 06:23:56 pm »
I doubt that it is a straightforward out-of-hand trasher, that can be pretty harsh in the ending. Perhaps it is a Remodeller or and out-of-hand-trasher or it includes the option to not trash, like Sentry. The expansion is after all meant to be simple so I doubt that there will be something nasty that can massively backfire.

Could be something kind of like a cross between Transmogrify and Amulet:

Project
Trash a card from your hand. Choose one: gain a card costing up to $1 more than it; or +$1.

69
Variants and Fan Cards / Re: Anticipating Renaissance
« on: October 09, 2018, 10:28:50 pm »
If it's strong, you can mitigate that by making it an expensive Project, or an easy to take Artifact (so that nobody has it for that long). It fits the Renaissance short-and-simple vibe. Mostly, it's just an ability that I have often wanted haha.

70
Variants and Fan Cards / Re: Anticipating Renaissance
« on: October 08, 2018, 07:45:31 pm »
What do people think about this as an Artifact/Project? "At the start of your Buy phase, you may put a card from your hand onto your deck." Helps with terminal collisions.

71
I created a quiz like this for myself a few weeks ago, but with no costs. Should have known someone would beat me to it (by a few years)!

Thanks, LastFootnote!

72
Rules Questions / Re: Sequence point of Knights
« on: October 03, 2018, 01:37:54 am »
Yes, your ruling was correct. Each player must fully resolve how the Knight attack affects them before the next player begins resolving their Knight attack. That includes revealing cards, deciding which card to trash (if any), executing the on-trash effects of that card (if any), discarding the remaining revealed cards, and executing the on-discard effects of those cards (if any). You do those things in that order.

You must fully resolve each sentence of card instructions before moving onto the next, and resolve each sentence in the order it is written. Some instructions (usually phrased with "when", e.g. "when you trash this…") interrupt and must be resolved immediately. Simultaneous effects are resolved in player order, beginning with the current player.

I'm not completely sure what you mean by sequence points, or if this answers that part of your question.

73
Dominion: Renaissance Previews / Re: Renaissance name BINGO
« on: September 28, 2018, 08:07:23 pm »
Kudos to pacovf for the only predicted preview name, Citadel (albeit not in the bingo board)

74
Dominion: Renaissance Previews / Re: Teaser
« on: September 28, 2018, 07:57:58 pm »
I've always understood "card-shaped-things" to mean all the card shaped things that don't go in your deck, as opposed to "cards", which are the card shaped things that do go in your deck.

I think by definition card-shaped things include Kingdom cards, since they're card-shaped. But we all understand each other in context, and that's what counts.

What I'd really like is a term encompassing Events, Landmarks, and Projects, since they share a selection process.

In the previews, Donald X distinguished between the "Randomizer deck" and the "sideways deck", if that helps.

75
Dominion: Renaissance Previews / Re: Teaser
« on: September 28, 2018, 05:11:39 pm »
Some bonus info we can extrapolate:
Of the 16 unseen card-shaped-things, only 2 are artifacts, the other 14 are projects.

I'm being pedantic, but you don't really need to "extrapolate" that. It's stated right in the Day 4 and Day 5 previews.

Also as long as we're being pedantic, Kingdom cards are card-shaped things too. ;)

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