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Messages - Violet CLM

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151
Variants and Fan Cards / Re: Dominion Card Image Generator v1.1
« on: December 22, 2016, 04:12:51 pm »
I haven't gotten the impression that the amount of vertical space taken up by a dividing line is a constant, so I'm mostly leaving that to the domain of additional line breaks.

Maybe I should post an (unordered) todo list.
  • Landscape mode for events and landmarks. (Done.)
  • Illustration credit field. (Done.)
  • Draw + and related symbols inside coins as superscripts.
  • Draw coin/etc. icons and their numbers in description at their proper constant sizes, rather than relative to the size of the surrounding text.
  • Make direct reference to the icons' individual widths so that potions aren't assumed to have the same width as coins.
  • Parse and format +$ properly.
  • Add an option for users to define their own icons and accompanying characters alongside $, %, @, and ^.
  • Similarly, a way to specify a set image (in the bottom right) might be nice.
  • Italics.
  • Options for positioning and/or resizing the illustration.
  • Include more verbose instructions, as well as credits, somewhere on the webpage itself.
  • Ruins recolor option. (Done.)

Not on the todo list is completely arbitrary font resizing like on Caravan Guard. There comes a time you have to take things to a genuine image editor program.

152
Variants and Fan Cards / Re: Really bad card ideas
« on: December 19, 2016, 11:14:07 pm »
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Yoyo - Action $1
Return this to your hand. If you do, +1 Action.
---------------
No tokens of any kind may be placed on the Yoyo Supply pile.

but it comboes with conspirator

153
Variants and Fan Cards / Re: Dominion Card Image Generator v1.1
« on: December 16, 2016, 07:12:00 pm »
I did take a look at the card templates you sent me and they weren't seriously usable. They were half the size and had inconsistent proportions, inconsistent positions, and inconsistent fill patterns (read: clone brush usage). They weren't even layered. There's no way to use them that doesn't involve scrapping all but one and starting from scratch, but at a smaller resolution, with an unremovable price coin icon, and with no obvious benefits to make up for it.

I am sympathetic to the argument that I should be using the colors people are most familiar with from other templates, even though those have been warped by printing and later scanning, rather than the ones that I think are most likely to be canonical, but using those particular images is not the way to get that result.

I will be looking at the inline icons some more. I know official cards are not consistent about their sizing, but because this is a program I do actually need a consistent rule, so I expect I'll look at a bunch of Empires cards (because they use the most updated style) and figure out what looks right from there. The most important bit is to get the $ symbol in "+$" to turn into a coin icon and the + to be drawn in bold, but resizing can happen while I'm looking at that part of the code too.

154
Variants and Fan Cards / Re: Dominion Card Image Generator v1.1
« on: December 16, 2016, 04:46:19 am »
Version 1.1 released


Fonts, icon positioning, text processing, shadows, and colors have been updated. Color schemes are now based on the Dominion Online images', since those seem to be the most consistent sources. Most worthy of concern is that newlines (read: pressing enter) are now much weaker than they were in 1.0, to allow for finer user control; that makes for some inconsistency with previously generated cards, but I did say that was a possibility. Note also in the Apprentice comparison above that this is now using Empires/rerelease rules: "+1 Card" and the like get bolded even when they are not the entire line. I haven't looked into the question of italics yet so don't try.

Same URL as before. Reload (forcefully) if changes don't seem to have applied.

155
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: December 14, 2016, 11:57:51 pm »
I greatly appreciate the thought, but if it's going to be stickied at all, wait until I've finished addressing some of the tips for improvement that have been posted :)

156
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: December 13, 2016, 02:41:33 pm »
So easy. But, euh, can we center the image?
Well, it is centered... that's exactly why you're running into that. You want it to be snapped to the top instead. This is still not the top priority--I'm busy readjusting text sizes and positions right now--but I acknowledge it's worth implementing eventually.

157
Variants and Fan Cards / Re: Project cards--level them up
« on: December 09, 2016, 01:31:23 pm »
Same with Boom Town, you'd have to spend 3X 4$ just in order to have one Village.
It's not "one Village," though, it's potentially a Village that gains you a Village every time you play it. Or some other card. The gaining is important.
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Arsonist is also far too weak, you'd have to spend 3X 5$ just to have a weaker Legionary and in addition to that everybody might be deterred from investing into it because their levels can be decreased.
This could be true--removing other people's tokens is an obvious extension but clearly tricky to get right. I'll say though that it might be only 2x $5 depending on how you use its own Setup effect, and also, if someone does level their Arsonist up to level 2, chances are low I'm going to want to attack it for them and let them attack me again.
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Sunken City is also far too weak. You have to spend 4 for a Lost City and an additional 4$ every time you wanna use it again.
If you buy only one Sunken City and it's the only Project card in the kingdom, sure. It's better to have several, so that adding a Project token (and maybe to a different pile) gets you all of them back in your deck at once.

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*Edit* Ok, here's the thread: http://forum.dominionstrategy.com/index.php?topic=14910.0
Ooh, neat, thanks!

158
Variants and Fan Cards / Project cards--level them up
« on: December 08, 2016, 11:52:22 pm »
This mechanic probably has some preexisting name on these forums somewhere, but I searched for "level" (the most intuitively associated word) and all I found was a bunch of talk about rankings on online Dominion games and a topic about borrowing City's interest in the number of spent supply piles. (Since then, Poacher has also arrived on the scene.) In any case, I was thinking about Adventures earlier and its use of +1 Card, +1 Action, etc. tokens to make supply piles better, but only for individual players. Those tokens are all pretty generic because they have to be, but what if you could tailor the tokens to specific supply piles? So I whipped up a few quick illustrations of that idea.

Project cards are works in progress. The archetypal Project card starts out weak but can be made strong by repeatedly investing in it. When you buy a Project card, you have a choice: either you gain the card as usual, or you add one of your Project tokens to that card's supply pile. (This still counts as buying a card for the purposes of e.g. Merchant Guild or Contraband.) The number of Project tokens each player has on a given supply pile is referred to as that player's level of that pile; each supply pile therefore starts out at level 0. There is no hard limit on how many Project tokens a player can have, in total or on any given supply pile, though specific cards may stop accruing benefits after specific levels.


Redecorate is a Remodel that starts out almost useless (although the "you may" wording means it can at least kill coppers) but can be built up to an Expand or beyond.
Entourage spends a while burdening you with junk (its on-buy effect is triggered when you put a Project token on it) before letting you gain it two at a time, or better.
Boom Town gradually becomes a village or better, but also helps you with anything you may be specializing in.
Initiate is cheap but mostly useless until level 4, when it becomes a bargain Market with potential to grow even further. May be worth gaining before leveling.
Arsonist allows you to mess with whatever cards your opponents have been leveling.
Sellsword is less effective than Militia but gains drawing abilities if other players compete with you for it.
College is a drawer that wants you to buy expensive cards before you start playing it.
Caravansary needs at least one token on it before you start, but then carries money indefinitely into the future until you finally want it.
Sunken City, like Encampment, disappears after you use it, but the moment you place a token somewhere you've got any number of sunken cities back in your deck again.
Ore is as straightforward a project card as it gets, a criminally overexpensive Copper that can be made better than Gold.
Smeltery turns coins into coin tokens, but only if you invest in it first.
Tithe gives you a lot of money in short order, but slows down the moment you get too greedy with it.
Memorial is a pricier Gold that turns into a cheaper Province.
Ramparts is a self-contained bidding war.

edit: fixed Ramparts link

159
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: December 08, 2016, 03:13:48 pm »
Neat!  Any plans for an Event/Landmark generator?
Sure, but since such a thing will reuse a lot of the same code--including, I suppose, the custom color stuff--I'd like to get this done first so that I only have to make changes in one place at a time.

160
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: December 07, 2016, 09:29:23 pm »
Thanks for the tips!
Text in the middle is Times New Roman, in coin symbols and the such it's minion heavy std.
Times New Roman should be right unless I messed up the syntax for setting up a multi-word font name... I can double-check, though. The coin symbol thing is a good tip, I didn't think to check that and it should be easy to implement.
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I have some nicer templates I could PM.
If there's something that's generally accepted as the best template (and at a similarly high resolution), that would be good... I won't enjoy redoing all the hardcoded sizes and offsets, but it shouldn't take too long.
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It would be nice if there was a way to upload an image, and an easy way to resize it.
Uploading shouldn't be too hard to implement, but it wouldn't be possible to maintain the image across visits to the page, so there's a tradeoff there. :( It's probably a good idea, but didn't feel like a Day 1 feature. By resizing I'm guessing you mean zooming in so you don't use the entire image? That'd probably more than double the code (and I'd want to minimize it in the API somehow, to keep things simple until you need them complicated), but there might be libraries somewhere I could find...
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A quick wording/punctuation guide at the bottom would be cool.
If one already exists, I could include it?
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The preview coins are off kilter
Ah, I forgot to double-check the positioning on all the corner icons, thanks.
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VP symbols and Big Treaure icons aren't properly implimented.
VP symbols should be okay, you just have to precede % with a space or it won't be parsed as a symbol... I can probably get the rules to be a little more flexible, but again this was enough for a first try. There is indeed no way yet to have the extra-sized treasure/VP lines; I don't know if there's a formal rule that predicts when those are or aren't used, and I hoped if I posted here without implementing that then somebody would tell me how it's supposed to work. :-[

161
Variants and Fan Cards / Dominion Card Image Generator
« on: December 07, 2016, 06:11:37 pm »
ORIGINAL: https://shemitz.net/static/dominion3/
NEW FORK: https://shardofhonor.github.io/dominion-card-generator/index.html

Forcing people to use Photoshop or GIMP or whatever with elaborate downloadable template files has always seemed a bit of a silly barrier to card (mockup) creation, so I wrote a quick tool that lets you type in your card's text, choose some colors and a picture, and get the image generated for you. (Tested on desktop in Chrome, Firefox, and Opera--doesn't work in IE11, but not in a way that gives any error messages or anything, so I don't know what's going on there yet.)

The URL updates itself as you change the various fields, so all you need to do to save a card is copy (or bookmark) the URL and you'll be able to come back to it later. Once you're done, right click the image preview and your browser of choice should give you some options to copy and/or save the image (at a much higher resolution than displayed in the webpage).

Uses edits of the Action template image on BGG,the Event template and Traveller arrow from this thread, plus specific card scans and the Shuffle iT images.

Note: This tool should be viewed as a work-in-progress for the time being. The card images produced for specific texts and other options may look different in the future than they do now. The latest update is version 1.5; replies prior to this post are responding to earlier versions.

NEW: Shard of Honor has forked this tool starting at this post. Their version includes several new features and is receiving more active development. Check out Shard's version here.


Some samples, but written more as excuses to test the various colors and icons than as serious efforts to make good cards...

Model Village
Dividends
McMansion
Undeveloped Mine
Superstition

162
Variants and Fan Cards / Re: Dominions: Harmony and Discord
« on: July 16, 2015, 05:10:55 pm »
And the number of cards you post here is quite overwhelming.
That's why I've been spreading them out over multiple days... posts in other threads have mentioned that three or four cards is a good number to have in a post. I apologize if you feel that 24 hour intervals were too small, but I've had a feeling of wanting to get this over with.
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I'd rather see your reactions to the comments because pretty good points have been made so far and several of your cards probably require adjustment.
I have been responding to comments, if not every single one, if only because some of my responses would be "hmm, that's an interesting point, I'll think about it" or something appropriately synonymous and that doesn't really add anything. And a few comments have been little more than "I don't think this works" and there's just not much to say in response to that, is there? "I disagree"? Again, not really worth the words.

But to take some more positive examples... Some of the comments on Fruit Bats in particular were quite helpful. I'm currently thinking of borrowing a trick from Raze:
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Fruit Bats | Action | $3
+1 Buy
+$1
Trash this card or a card from your hand. +$1 per Fruit Bats in the trash.
I've responded to the discussion around Smudged Family Tree. Here's another draft (not yet edited to make sure it'd fit on a card), taking into account people's thoughts about its buildup speed and its ease of implementation:
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Smudged Family Tree | Action | 7
You may play invisible copies of up to two cards from your Family Tree mat. They will cease to exist when they leave play.

When you gain an Action card while Smudged Family Tree is in play, you may place it on your Family Tree mat.
I'm pretty much okay with removing the base +1 Action from Cottage. I like that it's a Village if you have only one other victory card, but that's not really necessary for it to function. I've been thinking about alternate Library Tree approaches but haven't come to any conclusions yet.

I am also wary of being perceived as overly defensive, or else "threadsitting" by talking too much instead of letting other people present their thoughts. If I am erring too much on the side of caution, however, I can definitely go into responses a bit more later today.
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Vampire Fruit Bats offer some very cute and original bottom-line mechanics. Unfortunately both cards seem pretty weak to me.
I think being able to trash three Coppers at once and get a Gold into your hand in exchange is quite useful, particularly if you can gain some extra Coppers while buying the card to make it more likely to draw that hand more than once, and it's a card you can buy in the very first turn of the game. You would disagree?
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Quarrey Eels is also incredibly weak and the bottom-line effect is insignificant because it's a Treasure that you can easily play anyway. Both the bottom and and its active effect depend on other cards to be any good at all. It could cost $2 and still be bad.
I think you are missing the words "or to draw it into your hand"? Even if you have nothing for specifically looking or revealing at cards, it's still a cantrip that works even with terminal drawers.

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Unless of course, you consider your cards a present to the community and just want us to stare at them in awe.
Really?
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Also, Quarray Eal is a Treasure worth $0 and should reflect that on both its upper edges and a big coin in the description
Yes, this was my mistake, thanks. I forgot to change those to $0 from a previous version.

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It might also be different if the card also deals out curses itself.
One of them does, yes. Alicorn Amulet lets you give yourself curses but gets you expensive cards to compensate, and Battle of the Bands makes use of other people having curses (and lets you give them those curses in the first place). Only Inspiration Manifestation wanders in the "Curses are now good cards" approach, but they're still worth -1 point to you; it's more of an alternative to trashing the things.


Almost done; weird stuff tomorrow.


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Rusty Horseshoe | Treasure | $4
-1 Buy (not less than 0)
+3CC
You may gain a card, paying its cost with CC. If you do, +2 Cards.
It didn't feel right having every CC card being an action, since normally you gain other cards using treasure. Rusty Horseshoe gives you a good bit of cursed money and a decent bump for gaining something, but leans you away from using normal treasures, at least unless you have one of the various treasure cards that give a +1 Buy to play afterwards.


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Traders Exchange | Treasure | $5
+1 Buy
When you play this, exchange $, CC, Potions, and Buys freely at 1:1 rates. However, a total may not change from 0 to 1, nor vice versa.
Convert everything into money, or else fill yourself up with extra buys to gorge yourself on copper or something. The 0-1 boundary restriction is in place to keep the card from being strictly superior to Potion cards.


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Crystal Heart | Victory | $8*
During your Buy phase, this card costs $2 less for every face up Attack card you have in play, but not less than $0

Worth 6VP minus 1VP for every Attack card in your deck, but not less than 0VP.
An early idea was that a pony world would probably have some strong thoughts about Attack cards, but it's hard to refer to specific types of cards if you can't guarantee they'll be present in the kingdom. (Squire is weird.) An earlier version of Windigoes did try, but it read as too similar to Battle of the Bands and then Soldier came along with a similar concept. So this was the only such card that really made it through, by encouraging you to build up an attack force early but then disband it before the game ends. Or in the simplest possible kingdom, it pretty much doubles the number of provinces in the game, which could have an interesting effect on strategy.


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Poison Joke | Victory-Reaction | $1
Worth 6VP minus 2VP per Poison Joke in your deck (no lower limit).

When another player plays an Attack, you may reveal this from your hand. If you do: he gains a card from your hand; discard this card; you are unaffected by the Attack.
Immunity from an attack at the cost of a card you hopefully don't want. Naturally, if the card you give the other player is the Poison Joke itself, you can ignore the instruction to discard it. In a perfect world you want only one of these in your deck; two is fine; and anything more than that starts being a problem.

163
Variants and Fan Cards / Re: Dominions: Harmony and Discord
« on: July 15, 2015, 03:23:04 pm »

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Unfinished Spell | Action | $4
Trash two cards from your hand. Gain two cards from the supply with the same combined cost as the trashed cards'.

When you trash this card, gain a card costing up to $2 more than the card that trashed it.
A mini-Forge that can grant you a little more flexibility in its output, though it may just stick you with some copper instead.


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Vampire Fruit Bats | Action | $5-
Trash any number of Treasure cards from your hand; +2CC per card trashed. Gain a treasure into your hand, paying CC for it.

When you buy this, you may underpay for it (not less than $0). For each $1 you underpaid, gain a Copper.
A card like none other for building up your Coppersmiths/Counting Houses/Gardens, plus a Mine that consumes multiple treasures at a time.


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Windigoes | Action-Attack | $5
+5CC
Spend CC freely on these benefits:
4: Each other player gains a Curse.
3: Each other player discards a card.
2: +1$
1: +1 Action
x: Gain a card costing $x-1.
If cards as bought are goods, shouldn't there be a way to buy services instead? Also features an instance of paying a different CC amount for a card than its $ cost. I'm leaning toward the initial allowance being +4CC instead of 5, though, to make a hand of two Windigoes less absurdly powerful.


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Quarray Eel | Treasure | $5
While this is in play, Action cards cost $1 less, but not less than $0.

When you take this from the top of your deck (to look at/reveal it or to draw it into your hand), you may put this into play and use the next card from your deck instead.
A sort of treasure cantrip; basically the moment you see the card, you can put it into play at no opportunity cost, and then you pick up another card (for whatever purpose) and pretend Quarray Eel was never there at all. If you play Cartographer and it's one of the top four cards, you can put it into play instantly and then add the fifth card from your deck to the set of four cards you're looking at. If someone plays Spy and it's on top of your deck, your next turn just got that much better. But this is only may -- you can treat it as a normal card if you want to, e.g. if you just want Ironmonger to give you +$1.

164
Variants and Fan Cards / Re: Dominions: Harmony and Discord
« on: July 14, 2015, 04:45:02 pm »
The "up to two" thing is enticing--another way to get rid of a Chapel past its prime!--but I wouldn't want to be unable to play the card more than once in a turn. I'm currently leaning towards playing invisible copies of the mat cards.

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For one, it'd almost always be the right choice to open with it, and then it'd rarely ever be in your deck at the end of the game. +2 cards, +2 actions is just that good.
This is an apt summary, correct.

Rock Farm: honestly, 2VP for $3 is still respectable.






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Dragon | Action-Attack-Duration | $4
+$3
At the start of your next turn, +$1

At the start of every Buy phase of every player (including you), until this leaves play, that player gets -$2.
A slight boost in $ the turn you play it, a slight decrease the next turn, and everyone else gets hurt worse.


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Inspiration Manifestation | Action-Reaction | $5
Put any number of Curses from your discard pile into your hand.

When you buy a card costing up to $4, you may reveal this from your hand. If you do, put the Curse token on the supply pile it came from. Thereafter, Curses are -1VP but inherit the types+description (not name or cost) of the card with the Curse token.
This was a much more interesting card before Adventures was announced and did almost exactly the same thing with Estates. :( It uses only a single token, though, unlike all the Adventures stuff, so as with Pawn Shop and Rock Farm, other players can work to screw you out of whatever gimmick you set up. If they're willing to buy a $5 Reaction and then buy a useless card just for that purpose, anyway. Also it puts the token on a pile, so I guess if the pile runs out the inheritance stops working.


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Miracle Tonic | Action-Duration | $5
Set aside up to five cards from your hand face down with this card.

Each Buy phase this is in play, +$1 per card so set aside, then discard one of those cards at random. If there are none still so set aside, discard this card.
Sort of the inverse of Crystal Castle; a Secret Chamber that keeps working (but deteriorates) over time. If you set aside four cards, for example, that's $4 right away, $3 the next turn, $2 the turn after that, and then finally $1 and Miracle Tonic gets discarded.


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Mirror Pool | Action | $4
Play this as if it were any card in your hand (reveal the card) or currently in play that you choose. This is that card until it leaves play.
In the simplest use case, this is weaker than a Throne Room because it takes an extra action to play. It can also be played as a treasure card, though, which Throne Room can't do, or trash/discard the in-hand card it's mirroring, and even mirror cards played earlier in the turn (before Mirror Pool was drawn, say) or any durations floating around. For maximum effect, mirror somebody else's Champion or Hireling.

165
Variants and Fan Cards / Re: Dominions: Harmony and Discord
« on: July 13, 2015, 04:12:25 pm »
and I hope to take a more detailed look through people's thoughts over the weekend
This didn't happen. Oh well. Time for Discord, then.




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Alicorn Amulet | Action | $3
You may gain a Curse into your hand. Reveal your hand; +5CC per Curse in your hand.
Gain any number of differently named non-Victory cards from the supply, paying their costs with CC.
Alicorn Amulet makes curses not so bad to have around, even if they still give you -1VP. It introduces a mechanic that shows up on several of Discord's cards, the Curse Currency. (or Curse Coins. or Curse Credit. whichever you like best.) Like $, you start with 0 CC at the beginning of each turn no matter how much you had last time. Various cards, Alicorn Amulet included, give you the ability to gain cards by spending CC, usually an equal amount to the $ cost of the card. This does not count as buying them for the purposes of on-gain abilities. "Spending" CC (/paying with it) works as you would expect: you can spend an amount of CC on something if (your current CC) minus (the amount of CC you want to spend) is greater than or equal to 0.
  • If you play a second Alicorn Amulet in a turn, it may be used to gain cards that the first one already gained. The restriction to "differently-named" cards applies only within a single play of Alicorn Amulet.
  • When playing with a supply pile whose individual cards have different names, you may gain multiple cards from that supply pile so long as none of the cards gained are duplicates of one another. For example, you could gain up to five different cards from the Ruins pile, or as many cards from the Knights pile as you could afford.

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Assertiveness Seminar | Action-Reaction | $3
You may gain a card costing up to $3.

When you gain a card, you may set this aside from your hand with the gained card. If you do, then at the start of your next turn, play this and take the set aside card into your hand.
Better than Watchtower/Royal Seal at getting cards into your next hand, since you'll end up with 6 cards instead of 5, but only works once at a time.
  • Assertiveness Seminar and the card set aside by it are still considered part of your deck at the end of the game.

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Battle of the Bands | Action-Attack | $5
Choose one: each other player gains a Curse; or gain a card, paying its cost with CC; or each player (even you) reveals and discards the top three cards from his deck. If at least one Curse was revealed, +3CC and play this card again.
Fill up your opponents' decks with curses and then capitalize off that to gain expensive cards, or else make good on your own curse-laden deck. Unlike Alicorn Amulet, Battle of the Bands may be used to gain Victory cards, so it takes more work to build up.


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Blue Flu | Action | $2
+3 Actions
Trash a card from the supply whose supply pile would not end the game by being depleted.
There are a lot of terminal actions in Discord, so +3 felt about right. It also can speed up the game a bit by getting you closer to the three-empty-decks point, or at least target things your opponents are buying that you don't want to put in your own deck just so they couldn't have them. Doesn't work to trash Provinces, Colonies, or anything at all once two other decks have been depleted.

166
Variants and Fan Cards / Re: Dominions: Harmony and Discord
« on: July 10, 2015, 02:49:43 pm »
Thanks for many more replies! This is the last set for this week, and I hope to take a more detailed look through people's thoughts over the weekend. (Soothsayer does strike me as the correct card to look at for determining whether you can have gained a card that does not exist; the answer would seem to be no.)




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Rodeo | Action-Victory | $4
Discard this card. Starting with the player to your left, give each player chances to discard a Victory card from his hand until all pass consecutively. Whoever discarded the most (but at least one) cards gains a Gold; second, Silver; third, Copper.

2VP
Like Cottage, this is here to make victory cards less inherently undesirable to have in your deck. It's loosely derived from Tournament (hence the name) but without the restriction to only Provinces.
  • Since Rodeo discards itself, it is not afterwards in play for such cards as Peddler or Horn of Plenty, though it does count as a played Action for Conspirator.
  • Rodeo itself is among the cards discarded for the purposes of determining who discarded the most, unless it is played more than once (e.g. Throne Room), in which case it cannot successfully discard itself the second time.
  • All players must pass consecutively to end the Rodeo. In the meantime, a player can pass on one opportunity to discard a card but then take a later one.
  • In the event of a tie, each tying player gets the reward. For example, in a four-player game where two players each discard three cards, one player discards two, and one player discards none, the first two players each gain a Gold and the third player gains a Silver.

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Runway | Victory | $6+
When you buy this, you may overpay for it. If you do, gain two cards each costing up to the amount you overpaid.

3VP
Takes Stonemason's on-buy and makes it less restrictive but attached to a more expensive card. Good for those games where you end up with $14 or more but no buys. Even if you're not quite that wealthy, Runway gives a decent number of VP itself, to make buying it and two other cards a more plausible alternative to a Province.


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Weather Factory | Victory-Reaction | $5
2VP

When you trash a card, you may reveal this from your hand and put this on top of your deck. If you do, put the trashed card at the bottom of your deck.
A simple card for saving stuff you don't want trashed, whether it was hit by opponents' attack cards or by trash-for-benefit stuff. Gives some points too.
  • If the card being trashed has its own ability that triggers when it is trashed, you choose the order in which to resolve the two cards. For example, with Fortress, you could resolve Fortress first, in which case Fortress would return to your hand and Weather Factory would be put on top of your deck, or you could resolve Weather Factory first, in which case Weather Factory would still be put on top of your deck but Fortress would be put at the bottom of your deck.

167
Variants and Fan Cards / Re: Dominions: Harmony and Discord
« on: July 09, 2015, 03:44:35 pm »
Actually, no matter my token suggestion the current version of Sun/Moon doesn't work. The fact that Sun gets turned into another card, leaves play or whetever doesn't change that you once played a card that said "at the start of each of your turns". So even if it changes, it would still technically let you draw and discard two cards.
This is true. I don't see any advantage to the token idea, though, since it seems to add more fiddly bits and be harder to keep track of with no change in function.




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Crystal Castle | Treasure-Duration | $4
When you play this and during each of your later Buy phases, you may set aside a card from your hand face down. If you do not: +$1, +$ equal to the number of cards set aside, and discard this card and all cards set aside by it.
(there was no Treasure-Duration card template image, so just pretend)
Somewhere between Seaside's Native Village and Guilds' coin tokens, Crystal Castle lets you leach one less-helpful card out of your hand each turn. As soon as you stop, all the cards return to your deck, but you get a payoff proportional to how many cards you've set aside.
  • The cards set aside by Crystal Castle are still considered part of your deck at the end of the game.

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Cottage | Action-Victory | $4
+1 Action
Reveal your hand. For every Victory card in your hand, +1 Card and +1 Action.

1VP
A Crossroads that feeds itself. If you have only one other victory card in hand, this is equivalent to a Village.



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Library Tree | Action-Victory | $4
Gain a Library Tree or trash this card. If you do either one: +2 Cards, +2 Actions.

2VP
A card for speeding up the game. Library Tree is there for you at the start, but eventually you have to outgrow it, or else keep it around for sentimental points value without actually playing it anymore.



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Rock Farm | Action-Victory | $3
When you gain or play this, trash a card from your hand. Gain a card from the trash costing more than the trashed card.

Worth VP equal to the cost of the most expensive card in the trash.
An earlier version of Rock Farm was basically Distant Lands, but then Adventures came out and I had to start over, and this feels a bit closer to Farmland anyway. Make all interactions with the trash more complicated even if you're not personally the one buying Rock Farms. Unlike some other alt-VPs, though, it's worth the same number of points for all players and that number can be easily determined at any time.
  • If there is no card in the trash costing more than the trashed card when you gain or play Rock Farm, you do not gain a card.
  • If the trash is empty at the end of the game, Rock Farm is worth 0VP.

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Variants and Fan Cards / Re: Dominions: Harmony and Discord
« on: July 08, 2015, 04:37:26 pm »
I should perhaps put Pawn's "the choices must be different" text back on Harmony Stone, or at least "the first four choices."
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or play the cards on your Family Tree mat in order of their addition (they stay set aside).
I thought about this, but it differs from the current wording in other ways, too... notably
a) self-trashers like Feast without Fortress. With the current wording, Smudged Family Tree gets trashed. With that wording, either Feast stays on the mat (no reason not to play the card) or Feast gets trashed (why put it on the mat in the first place?).
b) while-in-play effects. With the current wording, if you play SFT with Highway twice in a turn, you get a -2 discount. With that wording, your discount is only -1 and the second play adds nothing but a cantrip.




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Staff of Sameness | Action | $3
Gain a Silver into your hand. Discard two cards.

When you buy this card, reveal your hand. Trash any Treasure cards revealed and gain one Silver per trashed card.
The sole impetus for creating this card was that I had no cards based exclusively around Silver and that felt like I was letting down tradition. The on-buy is supposed to be better than the on-play, as happens.



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Sun | Action-Duration | $4
At the start of your next turn: +1 Buy; +$2; return this card to your hand.
Moon | Action-Duration | $4
At the start of each of your turns: +2 Cards; discard 2 cards from your hand; you may flip this card 180 degrees.
(Rotated version provided for your convenience. Kindly to be ignoring the typo.)
Apparently a gap in the Dominion corpus I felt needed filling was its lack of two-sided cards. You can play this either as Sun or Moon, depending on how it's oriented relative to you, and it doesn't matter which until the start of your next turn. Moons stay out forever until you turn them into Suns, which give you a good amount of money, but you have to choose to deploy them well before you have any idea what other cards you'll have then.
  • For the purposes of Horn of Plenty or similar, Sun and Moon are differently named cards if you have at least one card in play with each orientation.
  • For the purposes of Wishing Well or Fairgrounds or similar, this card is always named "Sun" while not in play, no matter how you are holding it in your hand.
  • If Black Market or similar is played as Moon, it contains Sun as well, and may be flipped 180 degrees to unlock that effect accordingly.
  • Playing this card locks it into being either Sun or Moon; you cannot use Throne Room to play it as both sides at once.

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Witch Doctor | Action-Attack | $3
Look at the top three cards from your deck and trash up to two of them, drawing the rest into your hand. If you trashed fewer than two, gain a Curse; if exactly two, each other player gains a Curse.
With its effect rather transparently derived from its name, Witch Doctor is basically the full Curse cycle condensed into one card. Give your opponents Curses while trimming your deck of starting junk, then by the time the Curse deck is empty, you're ready to trash <2 cards at a time to get rid of your accumulated Curses, plus you have a cheap Smithy.



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Wrap Up | Action | $5
+1 Action
You may trash a card from your hand.

When you trash a card while this card is in play, you may gain a card costing up to $2 more than the trashed card.
Wrap Up applies the Remodel effect to every trashing card (or event or token) in the game, including other instances of itself. The +1 Action may be a little too on the nose, though... should a hand of three Wrap Ups and two Golds really give you five Provinces?
(Note that one Wrap Up, paired with Smudged Family Tree:Fortress+self-trasher, grants you every card in the supply costing up to $9, so that's fun.)

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Variants and Fan Cards / Re: Dominions: Harmony and Discord
« on: July 07, 2015, 04:16:37 pm »
    I hate to be that guy, but

    http://forum.dominionstrategy.com/index.php?topic=2455.0
    I've seen that--it was part of the reason I emphasized that these cards are much less, uh, overtly themed. An earlier draft did include a $2 "Pony Village" action-reaction that gave the standard Village effect but that you had to discard whenever anybody (even you) played an Attack card, but I scrapped that because (among other reasons) it had zero accountability.

    Anyhow, thanks for all your thoughtful responses so far! Some very brief thoughts:
    * A simpler wording for Chest of Harmony might let you just put the set aside card on top of your deck at any time you would draw, instead of saying that you draw from the CoH. In any case, it's possible that it doesn't need to be labeled Duration as written? Hmm. I suspect that I'm trying to write a Reserve card without actually wanting to label it Reserve.
    * I don't personally like having Silvers very much, so I tend not to buy cards that gain them, but I recognize that isn't universal. The idea of Enchanted Comic giving cards to act as a buffer against itself makes some sense, though.
    * Fruit Bats does feel weaker than Forager, but honestly so does Trade Route, and I'm not sure how to reconcile that. Maybe if you got a base +$1 in addition to the number of trashed ones, so a range of $1-$10 instead of $0-$9?




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    Harmony Stone | Action | $3
    For every Harmony Stone in play, choose one: +1 Card, +1 Action, +1 Buy, or +$1.
    Another card that doesn't work with Black Market. Anyway, this is one of those ideas that seems perfectly obvious but is hard to make feel properly balanced. A previous version counted the number of Harmony Stones in your hand (and gave you a +1 Card on its own), but counting the ones in play feels a bit less time-consuming and bothersome.
    • If there is more than one Harmony Stone in play, make all the choices at once before drawing any cards (if you choose +1 Card at least once).

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    Pawn Shop | Action | $2
    +1 Action
    Place the Pawn Shop token on top of a supply pile.
    You may trash this card; if you do, +$2.

    At all times, all cards from the pile with the Pawn Shop token cost an extra $2.
    No relation to Pawn; instead, this is totally not Embargo. Specifically, a non-terminal, non-cumulative, not-always-trashing, not-always-undesirable Embargo. Make Coppers more expensive to counteract an opponent's Goons/Merchant Guild, or raise the price on Gold while you pursue an action-based strategy, or prevent Knights from targeting other Knights (except Sir Martin), or buy a lot of Remodels then make them cost $6 each. Pawn Shop keeps working after the Curse pile gets exhausted, and/but the token can be moved around at any time.
    (In lieu of an actual Pawn Shop token, whatever that would look like, a penny seems like a perfectly functional substitute.)



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    Smudged Family Tree | Action | $7
    Choose one: set aside an Action from your hand to your Family Tree mat (if adding a third, trash the first); or play this card as if it had the cards on the mat's concatenated descriptions (you may not invoke the effects of Smudged Family Tree), in order of their addition, until it leaves play.
    (A Family Tree mat would presumably look similar to the card art, but would have two outlines the size of Dominion cards, labeled 1 and 2.)
    Oh boy. Apparently one day I looked at Band of Misfits and thought it was just too straightforward. So, Smudged Family Tree lets you create a composite card with the full text of two combined action cards of your choice, but it's expensive to buy and you need to get it to show up in your hands at the same time as the other two cards first. Like Prince, it may be best to pair it with whatever other cards you can, just so you can play the result as often as possible as the game continues, rather than to wait for the perfect combo. Combinations like Lost City+Hunting Grounds are obviously desirable, but who knows what hidden gems may arise? You could do worse than Mandarin+Lookout, or Explorer+Mine...
    • The cards on the Family Tree mat are still considered part of your deck at the end of the game.
    • All peculiarities of Band of Misfits and its "play this card as if... until it leaves play" apply here too, except that Smudged Family Tree retains its name, cost, and type (Action) the whole time, unless one or both of the cards on the mat are themselves Band of Misfits or similar.
    • Even if you play SFT twice in one turn, once to put a card on the mat and once to play the descriptions from the mat, they are both named Smudged Family Tree for the purposes of Horn of Plenty or similar.
    • Note that the order in which the cards appear on the mat matters. Playing SFT as (the descriptions of) Militia+Council Room will result in each other player having four cards, vs. Council Room+Militia's three.
    • Concatenate each section of the description according to when it would come into use. For example, if you play Procession on SFT as (the descriptions of) Hunting Grounds+Cultist, trashing SFT would cause you to gain a Duchy or three Estates before you draw three cards, whereas Cultist+Hunting Grounds would make you draw before gaining.
    • SFT is not a form of inheritance. The presence of a card with an on-buy or on-gain effect on the Family Tree mat, for example, does not give SFT those effects.
    • SFT cannot play SFT recursively. If a combination of Pawn Shop and Ferry, for example, has made Band of Misfits cost $7 and SFT cost $5, and one of the cards on the Family Tree mat is BoM, you are not allowed to invoke SMT with the BoM, since you would be able to do this an infinite number of times. However, if one of the cards on the mat is Throne Room or Chest of Harmony or something, and you have another card in your hand that happens to be a Smudged Family Tree, you would be allowed to play that separate card.
    And some free concerns to get you started:
    • SFT is not an attack card and does not seem to become one, even if one of the cards on the mat is. This feels wrong.
    • If one of the cards on the mat is Fortress, things can get out of hand. Specific dangerous pairings (the order of cards doesn't matter):
      • Raze: Draw your deck/infinite actions.
      • Pillage: Draw your deck/infinite actions, gain the entire Spoils deck.
      • Death Cart or Mining Village: Infinite money, draw your deck/infinite actions.
      • Embargo: Infinite money, draw your deck/infinite actions, infinite number of placed embargo tokens.
      • Enchanted Comic: Infinite money, draw your deck/infinite actions, every other player trashes every card in his deck.
      • Feast: Infinite money, draw your deck/infinite actions, gain every card in the supply costing up to $5.
      This is probably a bad thing (and there's another card coming tomorrow that'll be even worse than Feast), but I'm having trouble specifically disallowing it. Even if there was room, I wouldn't want to forbid Fortress by name, but restricting the concatenation to on-play effects only would make Durations half-worthless.



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    Sonic Rainboom | Action-Duration | $5
    Set aside any number of cards from your hand face down.

    At the start of your next turn: +1 Card per card so set aside; +1 Action; and discard all cards set aside by this card.
    A variable Tactician, no more, no less. If you set aside <5 cards, you get less benefit next turn than with Tactician; >5 cards, more benefit. Also you don't have to discard your entire hand. Note that the cards you draw next turn are specifically not the ones you set aside. Should maybe cost $6 instead.[/list]

    170
    Variants and Fan Cards / Dominions: Harmony and Discord
    « on: July 06, 2015, 06:17:00 pm »
    Welcome welcome. As with many of you, Ideas for custom cards occur to me from time to time, and this is my latest attempt to corral them into some semblance of order. Specifically, we're going to be looking at two nineteen-card-sets, "Harmony" and "Discord," over the next couple weeks or so. (Cards will be posted in groups of 3 or 4 so as to avoid overwhelming.) We're starting with Harmony, which has more price variety and more Victory cards, whereas Discord gravitates toward the $4-$5 mark a lot and arguably messes with the rules more. Both sets have a slight fondness for cards that work well with other copies of themselves, which is to say, I don't personally own Black Market.

    The theming is borrowed from a cartoon show to save me the trouble of coming up with sufficient themed names and high-quality illustrations; that said, I largely shied away from names and images that depict any main characters from the show. Some cards are named based on their effects, others have effects based on their names, others are a mixture of both. No hard and fast rules here.

    I have no opportunity to playtest this nonsense, be warned ;)




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    Chest of Harmony | Action-Duration | $2
    Play an Action card from your hand, then set it aside together with this card.

    Any time you would draw a card from your deck to your hand, you may draw the card set aside with this instead. If you do, +1 Action and discard this card.
    A Haven variant that plays the card before setting it aside and then keeps it waiting indefinitely, but doesn't result in you starting a later turn with 6 cards instead of 5. If nothing else, you can use this to get rid of a Chapel after it's done its job, or as a poor man's Throne Room if you can contrive to redraw the Action card on the same turn you set it aside. The +1 Action is awesome--possibly too awesome?--if you want to rescue an action-heavy draw from a Hunting Grounds or something.
    • This applies to the same set of situations as the -1 Card Token, i.e. whenever you "draw" a card outside of Envoy.
    • The -1 Card Token is resolved before choosing to draw any set aside CoH cards.
    • CoH and the set aside card are still considered part of your deck at the end of the game.
    • To save time when drawing more than one card a time, you should probably draw all but one and then decide whether you want to draw the last one from a CoH. (Or all but two if you have two CoHs in play, etc.)
    • If CoH is not used to play any Action card, discard it at/during clean-up at the end of the turn it was played.
    • The chosen Action card must be set aside "together with" CoH. If the chosen Action trashes itself (e.g. Feast), it can not be set aside "together with" CoH, so again, discard CoH during clean-up at the end of the turn it was played. Same for cards that set themselves aside (e.g. Island, CoH itself) or banish themselves to the Tavern mat.
    • If you play Throne Room on CoH, you may use it to play a third and fourth Action card from your hand (once each, without spending any Actions besides the one spent on Throne Room), but only the third one will be set aside with CoH, because CoH will no longer be available for setting aside by the time the fourth one has been resolved.
    • That said, if you play Throne Room-CoH-Feast-whatever, CoH will fail to be set aside with Feast, so it will still be available to be set aside with the other Action card.
    • Procession generally fails to trash CoH, because (like Island) it has been set aside by the time Procession tries to trash it, though you still gain a card costing $1 more.
    • Playing CoH on a Duration card that does not set itself aside works basically the same as playing Procession on that Duration in terms of what effects are had when/where the Duration card ends up.
    • Playing CoH on a card with a while-in-play effect (e.g. Highway) is generally a bad idea, because the card will no longer be in play once it is set aside.

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    Enchanted Comic | Action-Attack | $3
    +$2
    Each other player reveals the top two cards of his deck. You may trash this card; if you do, each other player trashes one of his revealed cards. They discard the other cards.
    Not a terribly exciting card, but I needed a trashing attack and the card name called for a self-trasher. Not too useful in the early game. All standard rules clarifications about revealing n cards apply.



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    Express Train | Action | $4
    +1 Action
    Discard any number of cards.

    While this is in play, cards cost $ less equal to the number of cards this discarded, but not less than $0.
    Look, the train is travelling over a bridge. Without a ready source of Buys, this is not much better than a reactionless Secret Chamber, but it's non-terminal, so you can play Library or Forager or Count or something afterwards without needing to worry about the rest of your hand. With Buys, it can provide a deeper discount than the more expensive Highway (if you discard more than one card), but at the costing of decreasing your hand size instead of keeping it constant.
    • If you use Express Train to discard no cards, then all cards' prices are unaffected, except for cards that previously cost less than $0, which now cost $0 instead.
    • Playing Throne Room, etc. on Express Train should have no additional effect besides giving you more +Actions, unless one of the cards you discard has an on-discard effect that then adds one or more cards to your hand. The discount will be equal to the total number of cards that Express Train discarded across every time it was played.
    • If you trash or set aside Express Train after playing it (e.g. Procession, Chest of Harmony), it will no longer be in play and will therefore provide no discount.

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    Fruit Bats | Action | $3
    +1 Buy
    Trash a card from your hand.
    +$1 per Fruit Bats in the trash.
    Another card in the Forager/Trade Route vein. Its upper limit of $ gained is much higher than either of theirs (in all but the most extreme kingdoms), but the more it's worth, the less it can be used. Next to useless if bought via Black Market, oh well.

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