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Messages - Gubump

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26
Variants and Fan Cards / Re: Contest #56: What's Your Next Adventure
« on: December 31, 2019, 05:40:24 pm »

27
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: December 29, 2019, 12:58:23 am »
Quote
Archaeologist
$5 Action - Looter
+1 Card, +1 Action.
Gain a ruins, putting it in your hand.
You may play an action costing $3 or less.
-
When you gain this, you may put your +1 Action, +1 Card, +$1, or +1 Buy token on the ruins pile.
The first two of these you buy are weak, but once you buy four of them, you'll have all four tokens on your ruins pile which should make them pretty strong.

Posting the entry now. I might do a mock-up later so it looks nice.

Just after gaining one of these, you can put your +1 Card token on the Ruins pile and your Archaeologist will be strictly better than a Laboratory on-play (since the Ruin can be played freely, it's a net +2 Cards, +1 Action, plus the Ruins effect). And with just two Archaeologists gained, the Ruins become either:
A free Laboratory (Ruined Library)
A free Village (Ruined Village)
A free, reaction-less Market Square (Ruined Market)
A free Peddler (Abandoned Mine)
Or a free mini-cartographer (Survivors). I think Archaeologist is way too strong for just . (And note this is assuming you use your +1 Card and +1 Action tokens first. You can move the tokens in any order, so Archaeologist is actually strictly better than that.)

28
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: December 26, 2019, 03:15:45 pm »
Don't we usually say you have 48 hours to start the next contest?

I think so.

29
Variants and Fan Cards / Re: Contest #53: Three is Company
« on: December 02, 2019, 11:36:51 am »


Based on my card Delegate (submitted for the Command-type contest). Based on the playtesting results from Delegate, I think it would be safe to say that Emissary works great with 3 or 4 players, but is unbalanced at other player numbers.
Why? Sure, in a 2P games you have less options and the other player can simply play money to make Emissary pointless. But as it stands the card looks extremely strong: even a petty Pearl Diver makes Emissary better than DoubleLab.

It's a lot less likely to hit in 2P games, even if everybody is playing an engine deck. You're probably right about its power, though. I'll change the vanilla bonus.

30
Variants and Fan Cards / Re: Contest #53: Three is Company
« on: December 01, 2019, 10:11:29 pm »


Based on my card Delegate (submitted for the Command-type contest). Based on the playtesting results from Delegate, I think it would be safe to say that Emissary works great with 3 or 4 players, but is unbalanced at other player numbers.

Version History
v1.0: Original version.
v1.1: Changed vanilla bonus to a choose one instead of +2 Cards, and moved them to after the special effect.
v1.2: Changed vanilla bonus to +1 Card and +1 Action and moved it back to before the special effect.

31
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 27, 2019, 07:36:32 pm »
I think Pearl Pendant gives too much of an advantage to whoever happens to get it since they can guarantee a in one of their opening hands.

32
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 25, 2019, 02:58:18 am »
Traveling Fair $4
Action
Refer to the noted results. For each time you rolled a...
1, +1 Card
2, +1 Action
3, +$1
4, +1 Buy
5, +1 VP
6, You may trash a card from your hand
---------------
Setup: Roll three six-sided dice and note the results.

An attempt to make a card that varies based on something other than mucking around with piles. There's tracking issues, and also cost issues, but hey, maybe it's okay to get a cheap Laboratory every 216 or so games.

The name Travelling Fair is already taken by an Event.

33
Variants and Fan Cards / Re: Contest #52: Varying effect per-game
« on: November 21, 2019, 12:27:19 am »


FAQ:
- During a turn in which a Travelling Shop was played, all cards in the Item piles are considered to be in the Supply, and as a result can be gained by cards like Workshop and Altar (provided they fit all other restrictions, e.g. cost), not just bought.
- Items with "return this to the Supply" will be returned from the pile if and only if you also played a Travelling Shop earlier in the turn.
- You can use Teacher to move your tokens to an Item pile as long as you played a Travelling Shop (with e.g. Prince) before calling it. Likewise, you can also use Events to move your tokens to Item piles as long as you played a Travelling Shop before buying said Event. You can move Adventures tokens off of Item piles even if they are not in the Supply.
- Item piles do not count towards the game end conditions, even during a turn in which a Travelling Shop was played.

34
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 07, 2019, 10:39:54 am »

Impressment
$4 - Action
Reveal the top 2 cards from your deck. Play the revealed Action cards in any order and discard the rest.
If you haven't revealed any Action card, gain a card costing up to $4.


A mixup of Throne Room and Workshop with a hint of Golem/Ghost. Chainable.
This is too good.
Either it is a Workshop for $4 that cycles 2 cards. Slightly worse than Ironworks but still decent due to the cycling.
Or it is a cantrip Workshop with some cycling. That card would have to cost $5 and is probably a bit better than Cobbler.
Or it is a Lost City which is better than a $5.

I don't see the cantrip Workshop part. If it hits one Action card, it plays it and that's all it does. So if it's actually either Workshop+Cycling, Cantrip+Cycling, or Lost City. Lost City is by far the rarest option and you can't usually control which outcome you get, so I think Impressment is underpowered if anything because the Cantrip+Cycling effect is on par with Border Guard, if BG didn't have the artifacts.

35
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 05, 2019, 02:10:57 pm »
I won't disqualify cards that use "reveal" when they could use "look at," though I may take it into account.

Also, Cavern isn't strictly better than Hunting Grounds because Hunting Grounds has the on-trash ability.

It is, however, strictly better on play, and you don't exactly buy Hunting Grounds for its on-trash ability like you do for Fortress.

36
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 05, 2019, 01:09:26 pm »


Not sure if this qualifies of strictly better than Hunting Grounds

Cavern is strictly better than Hunting Grounds and costs less. Cavern has to cost at least .

37
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 04, 2019, 10:41:09 pm »
Young Smithy
cost $3 - Action
Reveal the top 3 cards of your deck. Discard one, and put the rest into your hand.

I don't think this really fits the challenge because there's no reason to have it be "reveal" instead of "look at," and the challenge specified "reveal."

38
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 29, 2019, 10:07:51 pm »
CONTEST - HEIRLOOM ENTRY

Just some funky ideas that kind of help each other out.

   
I like the Lute/Looter pun, if that was intentional.
i love it if it's unintentional

Are you worried that it'll mess with the opening at all? $2/$4 can be a rough start.

Getting / in a Chapel game would really suck.

39
Variants and Fan Cards / Re: Stone Age Set
« on: October 28, 2019, 02:20:51 am »
Primordial village: i think you are mistaken. +buy comes after the coins even on woodcutter.



No it does not.

40
Variants and Fan Cards / Re: Stone Age Set
« on: October 27, 2019, 06:58:50 pm »
I designed this set with an idea of "outdated" cards, where each merit they give comes with a some sort of a demerit. There are 4 main sub-themes: 1) Slavery - cards, that interact with Curses in your deck; 2) Self-destructive attacks - Hurt them more than yourself; 3) Alt-VP - Being useless until the end of the game is there own demerit and as such i decided to include them; 4) Vanilla cards with demerits - a variations on the Base set cards with some sort of demerits a user needs to overcome to properly apply a card in his deck. Each non-Victory pile has a 10 cards in it, with Victory piles having 8 copies for 2 players and 12 copies for 3 and more players. Exeptions numbers listed in figured parenthesis.

Slaves


{The number of slaves at the start of the game should be equal to the number of curses used in the game}

The problem with this type of drawback is that in games with trashing, you can easily break Slaves by trashing them and completely circumventing the drawback, and in games without trashing, the point penalty can vary between debilitating and meaningless. I've seen games lost with over 100 points and won with negative scores. I also think that Slaves is probably too weak anyway. It's just a free Silver+, and it isn't even a great Silver+. My biggest issue with Slaves, however, is that their presence in the Kingdom makes cursing Attacks way too powerful.

Slave market

This reaction is way too weak. It's effectively the same as +1 Action, cards cost $1 less this turn, which is already barely a -cost effect, but it also needs you to have multiple Buys in a turn and waste the first on a Curse in order to get that effect. Market Square, on the other hand, has a Reaction that is effectively +1 Action, gain a Gold (way better), can be drawn into, and reacts to something you'd already frequently want to do anyway.

Pagan Shaman

Rewording suggestion:
"Trash the card on the Exile mat. Put a card other than a Copper from your hand face up onto the Exile mat (or reveal you can't).

In games using this, at the start of your turn, if there is a card on the Exile mat, reveal your hand and discard all copies of it." This reduces the number of words in the text, makes it clearer, and keeps you honest (as you've worded it, there's no way to prevent players from pretending they have a hand full of Coppers). There's no way to get multiple cards onto the Exile mat at once, so you don't need to word Pagan Shaman as if you can.

Freeloader


{The number of Freeloaders at the start of the game should be equal to the number of curses used in the game}

You have to waste a buy to give your opponents Freeloaders, so I don't think it's worth doing unless it's the only -cost Kingdom card.

Omen Tracker

This is too powerful. If you discard a Victory card or a Curse, your opponents essentially have a 2-card hand on their next turn. I would reduce it to two cards topdecked and have it give + to the player to make it more like an oddball Militia variant.

Feud

This is way too swingy. You could very easily trash an Estate from your hand and hit an opponent's Province, leading to a 12-point swing in your favor.

Next is Alt-VP Split-pile. {4/4 copies for 2 players and 6/6 copies for 3 and more players.}

Top half:                                                Bottom half:

Ancestral rights                                      Border Lands

Nobody in their right mind would ever risk giving their opponent a ton of points by buying a Border Lands. Especially since Ancestral Rights isn't even hard to buy or play. And since nobody would buy Border Lands, Ancestral Rights would get left alone as well, considering that without Border Lands it's a double-cost Estate.

Free land

This doesn't really change the game in any interesting ways, imo.

Shared land

This is worded strangely. I assume that the player who has Shared Land chooses which Victory card it mimics, but as worded, it sounds like you choose a player at random at the beginning of the game and they decide which card Shared Land mimics. Here's how I would word it:
"When scoring, choose another Victory card in the Supply. This card is worth the same amount of as the chosen card."

Mound

Even in games with heavy trashing, I don't think this is going to be worth enough to make it worth , especially since it can only trash Treasures. It also needs to say "or reveal you can't" after "trash 2 Treasures from your hand" because it's possible that you play it while only having one Treasure in hand (or none in hand).

Primordial village

+Buys should come before +. Other than that, this is by far the best card in your post.

Pagan totem

This is too weak. It removes junk from your deck, but once you run out of cards to trash, it becomes significantly worse junk than any of the actual junk since it takes up space in EVERY hand for the rest of the game, and you Curse yourself if you try to trash it. Since you can easily play it every turn, it also really isn't that different from Cathedral if you think about it.

Chief's hut

This looks good on paper, but I think it's actually very weak. Many Actions are very bad and some are even useless if you have to discard your hand afterwards. The optimal targets for Chief's Hut are Actions that give + and +Buys, and considering that you need to play a non-terminal before CH works (because you need to have an Action left to play the CH), non-terminal coin is far too rare to make CH useful, especially when you also take into account the fact that the optimal targets also don't give +Cards because any cards you draw are wasted.

Shaman's hut

This compares too favorably to Forum to cost the same amount. They both give the same net handsize for the current turn, but Shaman's Hut improves your next turn as well. I would price Shaman's Hut at .

Tradional rite

Rewording suggestion:
"Reveal your hand and choose two cards from it that have the same cost. If you couldn't, trash this and gain a Curse. Otherwise, set aside both of them. Now and at the start of your next turn, trash one of the set aside cards and gain a card costing up to more than it."
Aside from the rewording, I feel like it should just fail to do anything if your cards all have different costs, since you can always just not play it. It also compares way too well to Remodel to cost . It is a conditional now-and-next turn Remodel, but you'd be hard-pressed NOT to be able to get that effect. I would price it at at the very least.

Chief


This is strictly better than Militia and therefore has to cost at least . I would actually suggest pricing it at .

For future reference, I would strongly recommend reading the fan card creation guide pinned to the top of this Variant and Fan Cards forum's front page. It was invaluable for me to learn how to get better at designing fan cards and avoiding common pitfalls.

41
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 27, 2019, 05:38:16 pm »
Hm, would you say the same about bureaucrat? Perhaps I should bump the price up to $4?
Bureaucrat gaining onto deck is weaker because it displaces another card in your next hand; gaining to hand doesn't displace anything.

I think as it is it's somewhere between $4 and $5; the reaction essentially serves as a discard for money like Secret Chamber, but it can also be used to avoid curses and such (and it makes gainers like Workshop a LOT more powerful). The reaction is definitely the more interesting part and it'd be cool to see that more accessible so maybe nerf the silver gaining somehow and make it $4.

Thank you, I totally agree and I appreciate your perspective. I actually think it'd be interesting to make the on-play lower hand size -- less synergy could be interesting. I'm thinking one of these variants:
1. Gain a silver to your hand, put a card onto your deck.
2. Put a card onto your deck, gain a silver to your hand.
3. Gain a silver to your hand, discard a card.
4. Discard a treasure card, gain a silver to your hand.
5. +1$ gain a silver to hand, discard 2 cards. (kind of horse traders)
Costing it 4 for all of these.
I'm leaning towards 1 right now.

Any thoughts?

I think #1 is best.

42
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 27, 2019, 04:08:47 pm »

I think this is a huge improvement. However, you want the card to be drawn after the reveal of your hand, otherwise that one card can screw things up. So I'd do it this way.

Quote
+1 Action, +1 Buy

If the revealed cards all have different names, +1 Card, +2 Actions. Otherwise, +1 Card.

That does say it better grr. Will make the change. Thank you



You could simplify it to
+1 Action
+1 Buy
Reveal your hand. If the revealed cards all have different names, +2 Actions. Either way, +1 Card.

43
Variants and Fan Cards / Re: Stone Age Set
« on: October 27, 2019, 03:14:22 pm »
I can see why people would be upset by Harem, but what's wrong with Native Village?

44
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 27, 2019, 11:47:16 am »
Fur Trader is strong enough to cost imo, regardless of comparing it to cards like Explorer. Also, nitpick: The word "Silver" should be capitalized in both cards.

45


So different approach than the one I submitted. After making changes based on what majiponi said, it was basically a Band of Minions. Assembly by Gazbag was my favorite card, so I liked the idea of a Throne Room element.

Play up to two different Action cards from the Supply that have Student tokens on them, leaving them there.
-
When you gain this, put a Student token on a non-Command Action Supply pile costing up to $4.


So it does not permit a throne room double play, as you need to play two different cards or just play one. The token mechanism slows the card down, which I'm hoping justifies the cards's cost being at $4 instead of $5. Still very Band of Minions-ish, but the double play makes it more effective once you have two tokens out.

I would price this at at the very least. It only takes two Scholasticus gains to make it WAY better than BoM. Which means that just two or more people have to open with it and it suddenly becomes a broken card. I would probably price it at .
I'd go further and claim that this is broken at any price.
After two gains this is a e.g. double Lab in a Kingdom with Village and Smithy (and we know from the secret history that DXV was never able to make a double Lab work).
Advisor and Silk Merchant net draws 3 cards and yields an extra Buy. Mono-card-engine at a piece price of $4 is crazy.
The worst case is something like Pearl Diver and Moat but even then it is still a Lab.

It only takes up one card slot, so Pearl Diver + Moat is net +3 Cards and +1 Action, so that's actually slightly better than double Lab, and Village + Smithy is net +4 Cards and +2 Actions, or a triple Lab plus a Village.

Now that you've pointed this out, I completely agree that Scholasticus doesn't work at any price.

46
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 26, 2019, 12:31:35 pm »
I may as well have a go at this, even though my submission is basically guaranteed not to win. In the extremely rare event that I do win, I'd like to design the challenge, but let the runner up judge, since I am not at all good at that sort of thing. Without further ado;

Senator
$3
Action-Duration
+1 Card
+1 Action
At the start of your next turn, if you have 4 or less cards in hand, +2 Cards.
Heirloom: Bonds

Bonds
$2
Treasure-Heirloom
$2
When you play this, put your -1 Card token onto your deck.

The vast majority of the time, the only way to trigger Senator is to play it and Bonds in the same turn, and even when you do trigger it that way, the first +Card just gives you whatever you would have had without the -1 Card token, so Senator is effectively just a hard to trigger Caravan that doesn't stack. It's too weak compared to Caravan to cost . The problem with minus variants of cards that cost or less is that the difference between costs that low is almost negligible, so the difference has to be very small. The difference between Senator and Caravan is not small.

47
Variants and Fan Cards / Re: Contest #49: Custom Heirloom
« on: October 26, 2019, 05:18:22 am »


Wizard acts like a cheap Witch, but you have to play your Grimoire once per Curse you want to give out.

Version History (Wizard):
v1.0: Original version.
v1.1: Reduced Cursing cost from two Spell tokens to one.
v1.2: Added +1 Buy to Wizard's vanilla bonuses.

Version History (Grimoire):
v1.0: Original version.
v1.1: Lowered cost to .

48


So different approach than the one I submitted. After making changes based on what majiponi said, it was basically a Band of Minions. Assembly by Gazbag was my favorite card, so I liked the idea of a Throne Room element.

Play up to two different Action cards from the Supply that have Student tokens on them, leaving them there.
-
When you gain this, put a Student token on a non-Command Action Supply pile costing up to $4.


So it does not permit a throne room double play, as you need to play two different cards or just play one. The token mechanism slows the card down, which I'm hoping justifies the cards's cost being at $4 instead of $5. Still very Band of Minions-ish, but the double play makes it more effective once you have two tokens out.

I would price this at at the very least. It only takes two Scholasticus gains to make it WAY better than BoM. Which means that just two or more people have to open with it and it suddenly becomes a broken card. I would probably price it at .

49



So you have 12 Kingdom cards instead of 10, but only 2 of those are available for purchase or gaining when Foreign Merchants is in play. This shifting of 2 piles from Supply and out of it allows for some interesting combos, but there is likely a problem with a card or five that I'm missing.

This is strictly better than a Woodcutter and thus has to cost at least . Based on my instincts, I would price it at even if Woodcutter never existed. I know that the comparison to Woodcutter isn't as big a deal since Woodcutter was removed, but having a card be strictly better than even a removed card at the same cost rubs some people the wrong way, and "some people" includes me. (Although since part of the point of this thread was to buff the removed cards, I wouldn't have brought this up if it didn't seem like a even without the Woodcutter comparison.)

Thanks Gubump. Made the change to Manoralism and that finally clarifies the cost clarity requests.

You should update the OP with all the updated cards. It says it has all the updated cards, but it doesn't, and the newest version of Manorialism isn't anywhere in this thread.

50
Thanks mate.

So I'm confused. Official cards never clarify the cost regarding potions or debt. I've always understood it that potion costs and debt costs don't factor in such cases. The wiki states such costs are orthogonal and have no official equivalency. So why does this keep popping up in comments on the board? Is this just a preference in the community? I'm late to this board so some things are still over my head in the community's ideas. Anyway, I'll phrase it as you said, "highest cost in coins ($)" to make it clear.



It's because of context. Official cards are either cards like Remodel which selects a specific cost based on some condition (for example, if you trash an Overlord, the cost Remodel selects as the limit is ), or cards with an if-clause like Chariot Race (if your card costs more than theirs), which is false if the two cards are incomparable. Your previous Feast, however, instructs you to select the card with the highest card, which is undefined if the costs are incomparable. I guess you could rule that it just fails to select a card in that case, but it's best to make things clear where you can.

tl;dr: Official cards don't usually clarify cost in because they still have defined behavior without that specification. Your previous version of Feast does not have defined behavior without that specification.

For Manoralism, how would this language work? "Once per turn, you may reveal any number of Estates or Duchies from your hand. If you do, cards cost $1 less per card revealed, but not less than $0." The beginning clause is used in some Events, and it would be really odd to execute this on another player's turn. I'm going to keep the end clause and wait till I see it changed in the Digital game.



That wording wouldn't quite work, because it needs to say that cards cost less per card revealed[, but not less than ] for the rest of the turn. Otherwise, it just says that card costs are reduced without saying for how long, so the cost reduction would apply for the rest of the game, which is clearly not what you intend.

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