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1326
Variants and Fan Cards / Re: Credit
« on: April 23, 2016, 08:58:02 am »
Just realized that I completely forgot about the VP penalty on my wording. So here's my new new wording:

+1 Buy
Take a Loan token. If you do, all cards with a Credit token on their pile cost $2 less this turn. (After playing your Treasures but before buying any cards or Events, for each Loan token you have: you may spend $2. If you don't, -$1 (but not less than $0). If you already had $0, take your -$1 token. At the end of the game, -3VP for each Loan token you have.)

Setup: Put a Credit token on two Kingdom Supply piles.

1327
Variants and Fan Cards / Re: Credit
« on: April 23, 2016, 08:47:47 am »
Already explained it twice so you might wanna specify which part is unclear.
Here is the third, short version: Select two cards during setup, when you buy any of those you can take any amount of Loans, one Loan reduce the total buy cost by 2$. In all future buy phases, after having played treasures and before buying cards, you can pay back any number of loans via spending 2 coins. If you did not pay back a loan you gotta pay 1$ interest.

So, is the Credit event taking a Loan, or getting rid of a Loan? It would help if you, you know, said which part of that requires the use of the Credit event. We're not stupid, we understand what the mechanic does, but literally no part of what you said requires the Credit event. I'm guessing that what the event should say is this:

Credit:
+1 Buy
Take a Loan token. If you do, all cards with a Credit token on their pile cost $2 less this turn. (After playing your Treasures but before buying cards or Events, you may spend $2. If you don't, -$1 (but not less than $0). If you already had $0, take your -$1 token.)

Setup: Put a Credit token on two Kingdom Supply piles.
Cost: $0
Event

There you go, requires around half the words and you don't have to be a logician to figure out which part of this whole mechanic Credit does.
Problem with your wording is that you can only take 1 Loan and that it reduces the cost of the card by 2. I want the Event to enable you do take several Loans and the Loan to provide only 2 Coins and not potentially 4 or 6 if you buy a card several times.
This simply requires some words. Now I am well aware that my wording is anything but perfect but there is no way to express the notion of pooling together the total cost of all buys and reducing this cost total by 2$ per Loan token taken with as few words as you tried to do.

Modified version: Even in my original wording, I don't see any restrictions stating how many Loan tokens you can have. And since it gives +1 Buy, you can buy it as many times as you want without losing a single buy, and it stacks. Did you mean that it just didn't stack with my previous wording? Because that's true.

Credit:
+1 Buy
Take a Loan token. If you do, all cards with a Credit token on their pile cost $2 less this turn. (After playing your Treasures but before buying cards or Events, for each Loan token you have: you may spend $2. If you don't, -$1 (but not less than $0). If you already had $0, take your -$1 token.)

Setup: Put a Credit token on two Kingdom Supply piles.
Cost: $0
Event

PS: I believe that Gendo's confusion arises from the fact that in the OP, it LOOKS like an event that just gives +1 Buy, and then you have a separate rules explanation below; I know now that you intended that last paragraph in the OP to be part of the Event's wording, but it doesn't look like it is. I think that either removing the space between said paragraph and the +1 Buy or putting the type and cost at the end like I do would remove any confusion (or at least lessen it in the former case).

1328
Variants and Fan Cards / Re: Recycling cards
« on: April 23, 2016, 08:40:06 am »
Personally I have less of a problem with strong combos and more of a problem with cards that are overpowered in and of themselves.

It depends. I don't usually worry about strong combos with my fan cards either, unless they're omnipotent combos. As in, if you have this combo, you WILL win, and there's nothing anybody else can do about it. And while it is fun to completely dominate everyone, it isn't much fun playing a game that you know your doomed to lose no matter what you do. And I can say both of those things from experience, although there is usually hope for the people who are doing badly.

1329
Variants and Fan Cards / Re: Credit
« on: April 23, 2016, 08:33:28 am »
Already explained it twice so you might wanna specify which part is unclear.
Here is the third, short version: Select two cards during setup, when you buy any of those you can take any amount of Loans, one Loan reduce the total buy cost by 2$. In all future buy phases, after having played treasures and before buying cards, you can pay back any number of loans via spending 2 coins. If you did not pay back a loan you gotta pay 1$ interest.

So, is the Credit event taking a Loan, or getting rid of a Loan? It would help if you, you know, said which part of that requires the use of the Credit event. We're not stupid, we understand what the mechanic does, but literally no part of what you said requires the Credit event. I'm guessing that what the event should say is this:

Credit:
+1 Buy
Take a Loan token. If you do, all cards with a Credit token on their pile cost $2 less this turn. (After playing your Treasures but before buying cards or Events, for each Loan token you have: you may spend $2. If you don't, -$1 (but not less than $0). If you already had $0, take your -$1 token.)

Setup: Put a Credit token on two Kingdom Supply piles.
Cost: $0
Event

There you go, requires around half the words and you don't have to be a logician to figure out which part of this whole mechanic Credit does.

1330
Variants and Fan Cards / Re: Credit
« on: April 22, 2016, 03:30:35 pm »
The concept of "get benefit now, pay for it later" is cool, but your Event is waaaay too wordy. I would start with something simpler and take it from there:

Geas
Event
Cost: $0
+1 Buy
Once per turn: gain a Curse. If you did, +$2.

This is a way too strong. It enables very early engines with cards like Doctor, Junk Dealer, Apprentice or Tournament. It is also broken with Trader or Watchtower.

Since you fail to gain the Curse with Trader, you wouldn't get the +$2, right?

However, I think the Watchtower objection stands.

Yep, that's correct.

1331
Variants and Fan Cards / Re: Dominion: Seasons
« on: April 20, 2016, 06:54:39 pm »
Man-at-Arms:
Move the Seasons marker up to 2 rounds forward or backward.
During Spring and Summer: +3 Cards, each other player gains a Curse.
During Fall and Winter: +2 Cards, each other player gains a Copper.

When you discard this from play during Spring or Summer, you may exchange it for a Dragon Slayer.
Cost: $5*
Action - Attack - Seasons - Traveller

Dragon Slayer:
Choose one: Discard the Legendary Dragon from use; or +$4; or +$2 and each other player discards the top two cards of his deck and gains a Curse and a Copper, putting them on top of his deck in either order.
Cost: $6*
Action - Attack - Traveller

I like your idea for the man at arms--i might use some version of that for my Outlaw card.  Also, in your idea of the Dragon slayer, were you including my original idea of getting a prize of some sort, or no?

I forgot about that. Here's a version that gains a Prize or something similar:

Dragon Slayer:
Choose one: +$2 and discard the Legendary Dragon from use; or +$4; +1 Buy and +$3; or if the Legendary Dragon is no longer in use, exchange this for a Prize from the Prize pile. (This is not in the Supply)
Cost: $6*
Action

I made it a one-shot for Prize-gaining because I thought that it would be too strong otherwise.

1332
Variants and Fan Cards / Re: Dominion: Seasons
« on: April 20, 2016, 04:25:52 pm »
I think I like the Traveller version better. Here are my ideas for the Travellers:

Peon:
+2 Actions

When you discard this from play, you may exchange it for a Mendicant.

Setup: Add the Legendary Dragon to the Supply.
Cost: $2
Action - Traveller

Mendicant:
Trash a card from your hand. +$1 for every $2 in its cost (rounded up).
You may gain a card costing $3 or $4 from the trash.

When you discard this from play, you may exchange it for a Vassal. (This is not in the Supply)
Cost: $3*
Action - Traveller

Vassal:
During Spring and Summer: +$3, each other player discards down to 2 cards in hand.
During Fall and Winter: +$1, each other player discards down to 3 cards in hand.

When you discard this from play during Spring or Summer, you may exchange it for a Man-at-Arms. (This is not in the Supply)
Cost: $4*
Action - Attack - Seasons - Traveller

Man-at-Arms:
Move the Seasons marker up to 2 rounds forward or backward.
During Spring and Summer: +3 Cards, each other player gains a Curse.
During Fall and Winter: +2 Cards, each other player gains a Copper.

When you discard this from play during Spring or Summer, you may exchange it for a Dragon Slayer.
Cost: $5*
Action - Attack - Seasons - Traveller

Dragon Slayer:
Choose one: Discard the Legendary Dragon from use; or +$4; or +$2 and each other player discards the top two cards of his deck and gains a Curse and a Copper, putting them on top of his deck in either order.
Cost: $6*
Action - Attack - Traveller

1333
Variants and Fan Cards / Re: ThetaSigma12's Fan cards
« on: April 18, 2016, 10:19:45 am »
A few notes about events:
Siege seems slightly broken. With Travelling Fair and your events which give +2 buys, get 2 of these in play and immediately have unlimited buys. That might be a cool feature with Travelling Fair, but with your Decay, that's a combo that instantly empties the supply. I think there's a reason you can't change the cost of events.
Decay costs 3 so you would need 3 Sieges. Not to mention that Decay being overpowered has nothing to do with Siege.
A hand with 4 Silvers can gain a Province but that doesn't mean that Silver is overpowered.

But a hand of 4 Silvers can't gain the Supply. 3 Sieges and Decay can. And before the current update, Siege was non-terminal, which made it very easy to achieve, and the first person to do so wins.

1334
How about:

Cliffside Village
- Action-Reaction

+1 Card
+1 Action

If you did not play this as a Reaction, +1 Action.

--------

Directly after resolving an Action, you may play this from your hand.

Funnily enough, this is the EXACT wording I was thinking of.

1335
Variants and Fan Cards / Re: ThetaSigma12's Fan cards
« on: April 17, 2016, 03:13:21 pm »
Updated comments again! This time, I'm ignoring ones that weren't changed since last time:

Siege: Why did you change the top part as well as the bottom? The top was fine.

Cottage: Much better. It no longer accumulates VP in an OP fashion, and it is now useful even in the absence of +$ granting Actions. However, a new problem has now arisen: It doesn't keep you accountable in the case that you don't have any Treasures to play, since playing Treasures is mandatory. I think it should be optional.

Reconstruct: I see you made it exactly like my suggested version. Now it is much better!

Reinforcements: For some reason, I really like the combination of +2 Cards and +1 Buy. This is also a lot better balanced now.

Forum: I don't see any necessary wording changes.

1336
Variants and Fan Cards / Re: ThetaSigma12's Fan cards
« on: April 17, 2016, 12:52:29 pm »
Maybe for seige all events could lose their cost reduction once you buy them: All events which you have not bought this turn cost 1 less.

That sounds like a great idea; Siege won't be broken anymore, and it also makes it more interesting.

1337
Variants and Fan Cards / Re: singletee's cards
« on: April 17, 2016, 09:12:33 am »
Prodigy might be a little OP compared to bazaar. It drops the card for a sometimes a card and, if not, it has 1/5 VP attached to it?

1/5 VP isn't as strong as +1 Card, at least when attached to a card like this; heck, I think it would still be balanced if it gave a whole VP!

1338
Variants and Fan Cards / Re: ThetaSigma12's Fan cards
« on: April 17, 2016, 12:20:25 am »
Scenic Village
I am also a bit uncertain why it even gives '+1 Action' to begin with?

Because otherwise, you would have to play a Village right before it for it to do anything. If the previous Action gave only 1 Action, you wouldn't have any Actions left to play any cards with. This is because it starts being in play AFTER you play it, not the other way around, so the 'while in play' effect doesn't include itself.

1339
Variants and Fan Cards / Re: ThetaSigma12's Fan cards
« on: April 16, 2016, 03:38:46 pm »
Updated comments:

Siege: As stated by AdrianHealey, completely blocking Events does seem pretty harsh. How about giving out Curses when opponents buy Events, a la Swamp Hag? Also, why does it now require the Event to cost at least $2? It didn't do that before.

Escort: It still doesn't hold opponents accountable.

Fortified Village: Nothing new to say about it, since it hasn't been changed.

Lagoon: Much better.

Market Day: It's okay, I guess. I don't think I would buy it, though, unless there was no other source of +Buy, and I don't think I would overpay for it even then. It's almost strictly worse than Travelling Fair.

River: Far better than before. It does seem weird, though, that a River would interact with Ruins, and isn't a Victory card. I can't think of any better names either, though.

Settlement: Good; now there's a reason for it to be a Reserve. It does seem to me to be too much stronger than a Duchy to only cost $1 more; it should probably cost $7 or even $8.

Trading Vessel: Since it hasn't been changed, I don't have anything new to say about it.

Decay: Now this one is interesting; I'm not sure how well a cost-reducing event would work, though.

Cottage: This is pitfalls #11 and #19 in the Fan Card Creation Guide; this not only doesn't encourage buying cards or use up finite resources like Bishop, Goons and Monument do, but it even discourages buying cards, easily making the game go infinite. It's second special (coins to buys) is useless in sets that don't have any +$ granting Action cards.

Reconstruct: Oh boy. There are two massive problems with this one. First of all, it's too weak. The top-half without the attack is only about a $2 or less effect, and the attack is basically Tax Man's, but that card's attack isn't the reason we use it; it's just an added bonus. I would still buy Tax Men if they didn't have the attack at all but cost the same. Second problem is that it is pitfall #4. Do you really want to make players wait every single time they ever draw any card, even between drawing multiple cards during their Cleanup phases and while resolving cards like Smithy, to see if anybody will react to it? This could probably make a single dominion game turn into a game the length of Monopoly, just because it takes 3 seconds for every single card draw.

Here's my suggestion for it:

Reconstruct:
+1 Action
Trash a card from your hand. Gain a card with up to the same cost, putting it into your hand. Each other player discards a copy of the trashed card (or reveals a hand with none).

At the start of another player's turn, you may discard this from your hand. If you do, reveal the top two cards of that player's deck. You may discard one. Put the rest back in any order.
Cost: $4
Action - Attack - Reaction

This way, each player only has to wait at the start of his turn, and it's stronger (and cheaper; even with this buff, $5 is too costly).

Scenic Village: This one is very interesting. My experience has shown so far that infinite Actions really aren't that different from +2 Actions, so $4 is a good price point, since this is strictly better than Village (exception: Diadem).

Stronghold: Like I've said in an earlier post, I don't know why you decided to make it at the start of your Buy phase instead of at the start of your turn (the names of the phases are supposed to be capitalized, by the way).

Reinforcements: Both of those are really nasty. Probably too nasty to only cost $1 more than Smithy.






1340
Variants and Fan Cards / Re: ThetaSigma12's Fan cards
« on: April 16, 2016, 10:08:18 am »
Also, I think the B in Buy should be uppercase when you say  +1 Buy.

That is correct.

1341
Variants and Fan Cards / Re: ThetaSigma12's Fan cards
« on: April 16, 2016, 09:39:09 am »
Is there any reason that Stronghold is at the start of each Buy phase instead of at the start of each turn? Those two things are only different in the case of Storyteller, and changing $1 into 1 card isn't strong enough that you have to make Stronghold worded so that can't happen.

1342
I think the card can cost $5 to start with; I certainly would hardly ever buy it over Goons, which is the only other $6 attack. Remember that Soothsayer gives you a Gold with every play and is considered among the weaker $5 cursers (and not just because it helps out the opponent).

Dropped its cost to $5.

1343
How is this card a reserve?

It isn't; that's left over from the previous, sucky version.

1344
I also have an attack card named Infiltrator that interacts with the Tavern mat: http://forum.dominionstrategy.com/index.php?topic=15041.0. Great minds must think alike.

Question to this card: I assume that each player has multiple infiltration tokens available, in case they play multiples of this?

Mechanical observation: Do you need to have the Infiltrator go on the Tavern mat, when the Infiltration token is already there to mark the effect of the attack? If you don't, you can simply have 10 Infiltrators in the supply instead of up to 60.

General Comments: That said, do you need the Infilatration tokens or the Tavern at all? You could greatly simplify this, without massively altering the effect, by simply having its effect be:

+2 Cards
Each other player takes his -$1 token.
Trash this.
Gain a Gold.

I realize that this takes away the attacked players' decisions, but I see that as a positive, for three reasons:
--it takes out politics (where they choose to let one player have their Gold but not another)
--this card becomes massively OP in multiplayer (in a 4 player game, play this to eventually gain 3 Golds)
--rarely will a player choose not to lose the tokens, because there's little value in continually attacking yourself

This seems like a decent attack; you'd have to playtest to see how it compares to Soothsayer (as a Gold gainer), Pillage (as a one-shot attack), and Relic (as something that provides money and attacks with a penalty token).

Those are all great points. I didn't think about the fact that it scales extremely badly with more players, so I think I'll overhaul it to what you suggested, but change the name, as Infiltrator doesn't really make sense anymore.

1345
Highwayman:
+2 Cards
Each other player takes his -$1 token.
Trash this. If you do, gain a Gold.
Cost: $5
Action - Attack

1346
Variants and Fan Cards / Re: ThetaSigma12's Fan cards
« on: April 13, 2016, 06:46:15 pm »
My comments on the cards:

Siege: As written, it doesn't actually act as a Duration card, and therefore the attack does nothing; duration cards are discarded on the last turn in which they do something. Simply giving it the type "Duration" doesn't actually make it stay out for multiple turns. Also, it's awkward to try to react to while-in-play effects. Here's my suggested rewording:

+1 Action
All Events cost $1 less this turn, but not less than $0.
Until your next turn, other players cannot buy Events.

Setup: Add an Event to the Supply.
Cost: $3
Action - Attack - Duration

Since it expressly says "until your next turn," it actually does stay out for two turns, and this rewording also gives opponents something to react to.

Escort: So it doesn't affect $3 cost cards, correct? If I'm incorrect, it should say at least $3, and if I'm correct, it should say at least $4 to remove any confusion.

Fortified Village: Weaker than a Fortress in some ways and stronger in others. I like it.

Lagoon: As written, you discard all Victory cards after you draw, so it doesn't hold you accountable for the two cards you drew. You can fix this in one of two ways: have the player discard Victories before drawing, or have the player reveal his hand a second time between drawing and discarding (I prefer the former). The 2nd is, however, weaker, because with the 1st you keep any Victories you drew. And I also have a question: Why would you ever play it if you don't have any Estates in hand? All it does then is discard a card from your hand and give back the Action it took to play it. The only use I can see for playing it with no Estates is if you have at least one Tunnels in your hand, and games with Tunnels and Lagoon are a very small % of games.

River: If you don't have any non-terminal draw cards in hand or any Rivers in your next, this harms you, since it puts the Ruins on top, not into your hand. I think it would probably be okay if it put the Ruins in hand, since that is sometimes strong for its cost, but two of the Ruins (Ruined Village and Ruined Market) make it extremely weak for its cost (strictly worse than Village and Market Square, respectively), and it also has the drawback that you now have a junk card in your deck. If anything, it might be overpriced at $4, even with that buff. Another problem is that because of Survivors, you have to specify whether the +1 Card and +1 Action takes effect before or after resolving the played Ruins.

Settlement: As stated by Nflickner, there's no reason for it to be a Reserve; it could just trash itself for the exact same effect.

Trading Vessel: Almost strictly better than Amulet, but since it doesn't give you a choice in either case, it isn't quite strictly better than Amulet. May have to cost $4 anyway, though.

1347
I've playtested this several times with an unlimited number of Mortgage tokens, and admittedly, it feels sort of like a variant. If you want it to play more like a normal Event, just limit players to 1 or 2 Mortgage tokens (which you can re-use after removing from the pile via the rule on the event).



The art is public domain from here: http://www.publicdomainpictures.net/view-image.php?image=76955&picture=country-home-painting

Certainly looks interesting. I wouldn't be surprised if this was close to one of the events in the upcoming Empires expansion.

1348
Just mocked up the original version of this card (Too lazy to do all the others). The only thing I changed was the cost which was reduced to 4. This should make for funner games.

I think you said this wrong. The cost in your card is $5, and the original cost is already $4.

1349
Variants and Fan Cards / Re: Technology Cards
« on: April 10, 2016, 12:58:51 am »
Setup: Add an extra Kingdom Action card pile costing $3 or $4 to the Supply. Cards from that pile are Invention cards and gain the Technology type.
Cost: $5
Action
Invent: What is an 'invention' card? Did you mean 'Invent'?

Dude. Seriously? Did you not actually read the second part of the card? Invention cards are an extra Supply pile, like Bane cards.

EDIT: The extra pile are no longer titled Invention cards, but sill gain the Technology type, and Invent only has to trash Technology cards in general to play the gained card.

1350
Variants and Fan Cards / Re: Technology Cards
« on: April 09, 2016, 08:42:06 pm »
I have now added two more cards, Invent and Clock Tower. Also, because of how quickly Mad Scientist becomes a dead card, I have made it so that it can give out Coppers instead of Curses if the user wishes. I have also bolded the names of all cards, so that the OP is easier to read.

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