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Messages - Gubump

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1201
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 24, 2015, 04:14:41 pm »
What's the point of this card though?  I don't think I'd ever buy it for its effect.  Its best use case seems to be sifting junk from the top of your deck, in which case you get a Copper in hand instead (the penny which you keep), but that's probably a weaker effect than Secret Chamber's discard for coin.

I guess I could make it so that you set aside two top-deck cards for each Penny. Would that fix the problem, or would that make it too strong (for 2)? If that makes it too strong, I might just overhaul it, because I really want it to be a $2-cost card.

1202
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 24, 2015, 08:23:23 am »
My intention is that you set aside all copies of Penny that you wish to set aside at once, along with one card from the top of your deck per Penny.
If you want to reveal all Pennys at the same time, it should be something like:


Penny:
$1

Once at the start of your turn, you may reveal any number of Pennys from your hand. Reveal the same number of cards from the top of your deck. Put the same number of cards into your hand. Discard the rest.
Cost: $2
Treasure - Reaction

I think I'll use that one.

1203
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 24, 2015, 12:20:55 am »
I still don't understand how this is supposed to work. When does the other set-aside card return to your deck?

I'm not sure how you think it works...One of them gets discarded and the other goes into your hand.  So they both go back into your deck eventually.

It should probably be a Reaction, but otherwise I think the wording is pretty clear, except for the fact that you can do it as many times as you want to find any card in your deck, which I think is what Gubump wants help with.  I'm not sure there's a clean way to fix it.

You are correct in everything you've said. And as for it being a Reaction, I meant to make it one, I just left that out by accident.

I think I've come up with a clear wording:

Penny:
$1
--------------------------------------------
At the start of your turn, you may reveal this, if you do, reveal the top card of your deck.
At the start of your turn, you may discard this from your hand, if you do, +1 Card.
Cost: $2
Treasure - Reaction

1204
Variants and Fan Cards / Wording Challenge: Penny
« on: October 23, 2015, 10:24:54 pm »
Version 4:
$1
+1 Buy
At the start of your next turn, +1 Card then discard two cards.
Cost: $2
Treasure - Duration

Notes: Version 3 was changed to version 4 due to being way too strong for just $2.

(2nd Overhaul) Version 3:
$1
+1 Buy
Put this on your Tavern mat.

At the start of your turn, you may call this to draw a card then discard two cards.
Cost: $2
Treasure - Reserve

Note: Drawing a card is usually significantly more powerful than +$, especially since this doesn't take an Action to do so. That's why it makes you discard two cards.

(Post-Overhaul) Version 2:
$1
Put this on your Tavern mat.

At the start of your buy phase, you may call this. If you do, +$1.
Cost: $2
Treasure - Reserve

Note: Considering adding +1 Buy to either when you play, when you call it, or both.

(Pre-Overhaul) Version 1:
$1

Once, at the start of your turn, you may set aside any number of Pennies from your hand. Set aside an equal number of cards from the top of your deck. Put one of the set aside cards into your hand per Penny you set aside, and discard the rest.
Cost: $2
Treasure - Reaction

Note: Based on market squire's wording suggestion.

1205
Rules Questions / Re: Possession + tokens
« on: October 23, 2015, 09:58:43 am »


 Princing a Rats
If someone did that to me, I'd probably kill myself.

Force-Princing would only work on one turn, though, because if you "forget" to set the Rats aside at the end of your turn, it's not Princed anymore. Although, the Prince is still set aside, so they still made you waste a good card.

1206
Rules Questions / Re: buying a card
« on: October 23, 2015, 09:52:47 am »
I think it should go like this:

- you buy Sir Destry, losing $5
- on-buy triggers before gaining (and I believe gaining is the thing which moves the card): your opponent gains Sir Destry.
- you try to gain Sir Destry, failing to do so because you lost track

This is mostly right, but not quite right—the lose-track rule isn't what causes you to fail to gain Sir Destry, it's just the fact that there isn't a Sir Destry available in the supply to gain at the moment.

Actually, you could just gain another Knight. The card in the OP says "...you gain an attack card," not that you gain a copy of that attack card. That means you could gain a Cutpurse, a Goons, or another Knight, assuming those are in the Supply.

1207
Variants and Fan Cards / Re: New Card: Search Party
« on: October 22, 2015, 10:55:45 pm »
I found a Search Party

??????????????????????????????????????????????????????
??????????????????
??????????????????
??????????????????
???????????????????????????????????????????????????

I don't get it.

1208
Variants and Fan Cards / Re: New Card: Search Party
« on: October 22, 2015, 09:15:11 pm »
This is surprisingly simple (and awesome) for a variant card.  I find myself thinking of several cards that are slight variations of this...

Removing the coin makes it similar to the, too strong for $4, sifting Lab from Donald's outtakes, but the change from draw 2 discard 1 to drawing one of the top two cards should weaken it enough that it works at $4 or possibly less.

A coinless Search Party is to Raze what Laboratory is to Apprentice. Since Apprentice costs the same as Laboratory, the coinless Search Party would most likely likewise cost $2, the same as Raze.

1209
Variants and Fan Cards / Re: New Card: Search Party
« on: October 22, 2015, 09:28:17 am »
Thanks, guys, I'm glad you like it! :)

P.S.: Do you think you could make a mockup of this one, LFN?

1210
Variants and Fan Cards / New Card: Search Party
« on: October 21, 2015, 10:56:28 pm »
Search Party:
+1 Action
+$1
Look at the top 2 cards of your deck. Put one of them into your hand and discard the other.
Cost: $5
Action

This has been playtested, albeit not very much. I plan to playtest it more, but it will be a while because my parents are going on vacation tomorrow, and my brother is rarely both willing and able to play.

This is an interesting card. In the first game, it seemed to be strong enough to cost $6 (everybody was buying it whenever possible, sometimes even over Gold), but in the 2nd, it seemed to be about the right strength for $5 (we mostly bought Count over it). I think this is probably my favorite card among the ones I've made.

1211
Variants and Fan Cards / Re: Harvest Queen (a Cornucopian TR)
« on: October 19, 2015, 09:53:10 am »
A little more than a year ago, I made a card that did the same thing as this, but didn't require each set aside card to be unique, and it also gave +1 Card. Even then, it was still too weak for $5.

1212
Variants and Fan Cards / Re: New Throne Room Variant: Needs a name
« on: October 18, 2015, 11:38:18 pm »
I think this is pretty clearly way too strong for $5. Barring ≥$6 Actions, which are rare, it's better than Disciple, which you usually spend 3 shuffles acquiring. Don't be fooled by Disciple "costing" $5! In reality it's stronger than that.

Would dropping the cost limit to $4 or less fix it?

1213
Variants and Fan Cards / Re: Strange attack idea
« on: October 18, 2015, 01:42:31 pm »
Hmm... Here's an idea: Have it trigger it at the start of the respective player's buy phase. Less fiddely, but of course you get to play your whole turn before discarding. I wonder whether down to 4 would be too harsh, and whether that's worse for BM or engines.

I think that down to 5 would be too dependent on the board (only useful against cards that give +2 or more cards), but 4 seems good. I would price that at $5 instead of $4, assuming the self-bonus is the same.

1214
Variants and Fan Cards / Re: Strange attack idea
« on: October 18, 2015, 11:45:31 am »
I just realized something wrong with this card. According to Adventures rules, "immediately after resolving an Action" only counts its on-play effect if said Action is a Duration; its next-turn effect doesn't count as resolving it. So, as worded, all Duration effects except those from playing it the first turn are completely unaffected by Warlord's attack! Here's how I would fix it:

Warlord:
Until your next turn, immediately after another player draws any number of cards, they discard down to 5 cards in hand.
At the start of your next turn:
+$2
Cost: $4
Action

This way, it affects Duration cards. It isn't exactly the same since Raze, for example, isn't considered drawing a card. But Raze reduces handsize, and Warlord's attack only affects cards that increase handsize, so that doesn't matter too much.

1215
Variants and Fan Cards / Re: New Throne Room Variant: Needs a name
« on: October 18, 2015, 11:30:20 am »
You could remove a lot of rules confusions by saying "discard this to play it again" instead of "play this as if it were that card".

This is like a cross between Disciple and Royal Carriage I guess? Much weaker than Royal Carriage in that you have to collide the cards; but on the other hand it gains you cards.

Only gaining cards that are $5 or more is a little weird; those are the cards that are good to gain anyway. If it only gained cards that are $4 or less then that would be a more natural restriction. As it is, the restriction doesn't lower the power by all that much I think.

1: Yeah, I think I'll do that.
2: Yep, that was pretty much exactly my line of thought when making the card.
3: I think you misread it; it says "up to $5," so you only gain cards that are $5 or less, not $5 or more.

1216
Variants and Fan Cards / Re: New Throne Room Variant: Needs a name
« on: October 17, 2015, 07:18:57 pm »
I assume you don't get the $2 if you choose the reaction? I don't know if it needs the $2 at all, it only makes it confusing and most of the time, you will be able to throne a Silver anyway.

This definitely runs into problems as it is not clear when it stops being the card you play it as... if I use it on Prince and set it aside, do I get the bonus for the rest of the game? And such things.

I would consider this more of a Band of Misfits variant than a Throne Room variant. Overall, it seems a tad too strong. I would make it less flexible so that you have to think more about how to best use it. Maybe get rid of the treasure throning ability.

Took out the treasure throning ability. It can only be used on Actions now.

1217
Variants and Fan Cards / New Throne Room Variant: Needs a name
« on: October 17, 2015, 06:33:26 pm »
Finally thought of a name for this one. It still has yet to be playtested, though. Anyway, here it is:

Crown Jewels:
$2
----------------------------------------------------
Immediately after resolving an Action card, if it's still in play, you may set this aside from your hand. If you do, play that Action again and if it costs up to $4, gain a copy of it. Discard this when you discard the Action from play.
Cost: $5
Treasure - Reaction

EDIT 1: Removed Treasure-throning ability.

EDIT 2: Reworded the reaction.

EDIT 3: Added another clause to make it easier to keep track of Duration cards.

EDIT 4: Dropped gaining cost limit to $4.

1218
Variants and Fan Cards / Re: my cards
« on: October 15, 2015, 08:51:42 am »
Please, completely unfamiliar fan card creator, forgive me talKing.
Oh, an argument from authority. Love it when people disqualify themselves so quickly with unscientific nonsense. Guess you must be the well reknown king of fan cards creators.  ;D

Compared to you, yes.

Really wouldn't hurt the rule lawyer faction to get some mathematical [...] understanding.

Yes, that's right. I hope that once I finish my Master's degree in mathematics in 6 months time, I will finally have sufficient mathematical understanding to see that Poor House does in fact not work the way it is written on the card. I'm looking forward to that day.
Being familiar with all the rules and card interactions in the game is fine but it has nothing to do with what I wanna do in the first place, analyze whether the cards works in GENERAL.
So if you have something to contribute besides rule lawyering and unfriendliness and can adress the nonconvexity issue which this cards creates in all games, as opposed to a few in a thousand games in which it appears together with Poor House, I'd appreciate it.

If someone wants to ignore a single design standard, then fine. Tristan appears to be fine with cards without a clear consistent application of the rules. If he's fine with that weakness we can talk about the other traits of the card. Don't criticize things for not being what they weren't trying to be.
Can you tell me where the design standard "no negative virtual coins" is actually written or implied? Thanks.

Just so you know, there isn't a single person who agrees with you so far. You're completely losing this argument, just like you are being a total jerk. Sorry we didn't give your cards lots of praise, your highness.

1219
Variants and Fan Cards / Re: Strange attack idea
« on: October 13, 2015, 05:47:28 pm »

1220
Variants and Fan Cards / Re: Card Idea - Shady Dealer
« on: September 11, 2015, 05:42:55 pm »
Insane idea: there are multiple +2 cost stacks. Ergo, The cost of copper might be as high as $4 when you gain a 2nd Shady Dealer. It could get pretty strong pretty fast... Perhaps we could balance this by having +1 cost instead of +2, or choosing to trash Shady Dealer if we take the +2 cost option.
Huh?  The tokens definitely don't stack as it stands, it's really not that super strong.

Or are you suggesting that it gets changed so that things can stack?

Yeah, he's suggesting a change.

1221
Variants and Fan Cards / Re: Cards In Need of Play Testing
« on: September 08, 2015, 07:15:31 pm »
The following are some fun cards I've designed, but would like some help balancing.



The idea is not only to block junking attacks, but also provide some combos with workshop and such. When not used to react,
it's simply a village. The real debate is whether it should be 5 or not.

I don't think this card can exist. As GendoIkari said, this can't harm your deck to have multiple, so unlike all of the official reactions so far (except Caravan Guard), you don't have to worry about collisions, and the reaction effect is powerful enough that nobody's going to buy any junking attacks with this in the Supply.


Inspired by lost arts, I wanted a way to give those cards that are lacking that last vanilla effect they need to jump up in power.
It can't be stacked, and you only have four of the tokens available tokens. Too powerful? I don't know.

So, basically a strictly stronger Teacher, then? Sorry, but no.


Because zeppelins are awesome, I figured they needed an installment in my favorite game. I gave it a contraband effect
that can't be stacked between turns. Still, it might need to be priced at 6.

At $5, or the $6 you suggest, it should be an Attack card but allow you to buy the named card and only prevent other players from buying it. And as for the "you may not play this during your next turn" effect, what happens if you reveal one with a Golem or Herald? Which card's rules get broken? Rinkworks has a guide that explains why this kind of effect doesn't work.


It's a Margrave in reverse order, with the balance of filling up your deck with T-Rex. It might even be under-powered due to this clogging mechanism.

Thanks in advance for all critique and play-testing, hope you enjoy!

Like Awaclus said, T-Rex's ability sounds like a drawback. I would try this:

T-Rex
+1 Card
Gain a T-Rex. Each other player with 5 or more cards in hand reveals the top 2 cards of his deck. Each player that you choose discards down to 2 cards in hand and then puts the revealed cards into his hand. The other players discard the 2 cards.
Cost: $4
Action - Attack

This way, it doesn't stink, because you can have the attack only affect players it would harm, and it doesn't have them draw more cards than they discarded.

1222
Variants and Fan Cards / Re: Attack that's played out of turn
« on: September 03, 2015, 09:37:29 am »
Quote
Sentinel:
Cost: $5.  Type: Action, Reaction
Take your +$2 token.
Each other player reveals his hand and you may have him gain a copy of a revealed card that you choose.
----------------------------------------------------------------------------------------------------------
Immediately after another player plays an Attack card other than Sentinel, you may play this from your hand.

+$2 token: When you get +$, get $2 more and lose this.

Priced at $5 now instead of $4 because you can save the +$2 for a later turn if you play no Treasure cards or Action cards that give +$. Of course, drawback is that you won't get multiple +$ from multiple Sentinel plays because you only have one +$2 token.
I like the idea for the attack, but why introduce a new token for +$2 when you can have it gain 2 coin tokens or a spoils into your hand?

Good point (didn't want Spoils because that's too strong).

1223
Variants and Fan Cards / Re: Attack that's played out of turn
« on: September 02, 2015, 09:58:06 pm »
Ah, but the new wording doesn't play the card out of turn, which was the whole point of the thought experiment.

Sentinel:
Take two Coin tokens.
Each other player reveals his hand and you may have him gain a copy of a revealed card that you choose.
----------------------------------------------------------------------------------------------------------
Immediately after another player plays an Attack card other than Sentinel, you may play this from your hand.
Cost: $5
Type: Action, Reaction

Priced at $5 now instead of $4 because you can save the +$2 for a later turn.

1224
Variants and Fan Cards / Re: Stitched-Together Monster
« on: September 02, 2015, 08:36:50 pm »
That's valid - it is a crazy card.

There are some combos - such as Fortress/Feast which would allow you to gain all the cards 5 and under in one turn, unless Bridge is on the table. Then you'd gain all the cards.

Still, I'd like to see if there was a way to make it so it'd be playable on most tables.

Increase the cost of Mad Scientist Lab to $9001. Seriously, though, I don't think that there is a way to fix this. This is more OP than someone with Chuck Norris' and Superman's superpowers multiplied by 10 with none of their weaknesses.

1225
Variants and Fan Cards / Re: Attack that's played out of turn
« on: September 02, 2015, 06:34:51 pm »
Why set it aside and then put it back into your hand? That makes it so that you get to play it twice, once out of turn then again on your turn. Also, you say to play it, but then to set it aside "from your hand". Once you play it, it's not in your hand anymore.

For the second statement, I had my words in the wrong order. As for the first, I thought that was the best way to be able to play it out of turn but still get the +$2, but I changed it to a much better way now.

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