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26
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 08, 2019, 05:40:45 pm »
Keyring
Types: Treasure, Duration
Cost: $4
Choose one of the Locked piles. That pile is in the Kingdom while this is in play. Now and at the start of your next turn: +$1, +1 Buy.
Setup: Set aside 3 additional Kingdom piles as Locked piles.
I believe it should put the piles into the "Supply," not the "Kingdom."
I think this is really weak. Players will often buy it because it is a non-terminal source of +Buy, but if that isn't important, players will receive incredibly similar benefit from it without having to buy a $4 Copper. Point being, this can probably cost $2.

Yes, you're right, "Supply" is better.

I also agree that I made it too expensive, but I think it's definitely too good for $2. It's a Silver, with the minus that some $ is delayed, but the plus of +Buys and giving strategic and tactical options regarding what people can gain. I'll make it $3.



I actually strongly disagree with it costing only . It's very similar to my Travelling Shop, which has been fairly thoroughly playtested by now, and Keyring is enough stronger most of the time that I think it has to cost . (The current version of Travelling Shop puts the Items in the Supply instead of only enabling buying them, but still costs .) The only comparison between the two that is unfavorable towards Keyring is that Keyring only unlocks one of the extra piles, but other than that it's a now and next-turn Travelling Shop.

You seem to be forgetting that Keyring gives opponents access to the pile as well.

I realized that shortly after I posted my previous comment. It's probably fine at .

27
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 07, 2019, 11:06:34 pm »
Keyring
Types: Treasure, Duration
Cost: $4
Choose one of the Locked piles. That pile is in the Kingdom while this is in play. Now and at the start of your next turn: +$1, +1 Buy.
Setup: Set aside 3 additional Kingdom piles as Locked piles.
I believe it should put the piles into the "Supply," not the "Kingdom."
I think this is really weak. Players will often buy it because it is a non-terminal source of +Buy, but if that isn't important, players will receive incredibly similar benefit from it without having to buy a $4 Copper. Point being, this can probably cost $2.

Yes, you're right, "Supply" is better.

I also agree that I made it too expensive, but I think it's definitely too good for $2. It's a Silver, with the minus that some $ is delayed, but the plus of +Buys and giving strategic and tactical options regarding what people can gain. I'll make it $3.



I actually strongly disagree with it costing only . It's very similar to my Travelling Shop, which has been fairly thoroughly playtested by now, and Keyring is enough stronger most of the time that I think it has to cost . (The current version of Travelling Shop puts the Items in the Supply instead of only enabling buying them, but still costs .) The only comparison between the two that is unfavorable towards Keyring is that Keyring only unlocks one of the extra piles, but other than that it's a now and next-turn Travelling Shop.

28
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 07, 2019, 11:03:31 pm »


Changing my submission. This is my new one.

Version History:
v1.0: Original version.
v1.1: Raised price to and added cost limit to prevent OPness in Platinum games.

29
Variants and Fan Cards / Re: Contest #39: Design a Duration card
« on: August 06, 2019, 12:23:26 am »
Everybody else seems to have taken this challenge to be "design a complicated Duration card," so I'm going to deviate from that norm and post a simple but (hopefully) sweet card that still accomplishes something unique (being a Treasure - Duration card).


30
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 05, 2019, 06:40:48 pm »
Here is my submission:

I don't know if it's worded like this but the idea is that you can veto someone's veto, so if I have played a veto, then play a Village, someone else discards a Veto from play to make me play something else, then I can discard my Veto to be able to play my Village.

As worded, you cannot Veto another Veto. isn't or less.

31
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 05, 2019, 05:53:33 pm »
Here is my submission:


I wanted to do something that prevented cleaning up your cards. Originally, this didn't clean up any cards (including your hand) but then I realized that was too strong. This can work well with while in play effects (highway, groundskeeper, etc.). This works best if you're not drawing your deck every turn. Also when critiquing, note the downsides if you play this before a reshuffle (all your played cards miss the reshuffle).

To preempt people from saying that this is too strong compared to Outpost consider this: If you get a deck that can work with outpost (guide, or a well trashed deck) you can effectively double your turns for the rest of the game. If you have a deck that can draw settlement every turn then settlement doesn't provide a great benefit, since all your played cards can't be played again. If you can't draw settlement every turn, then while it will give you extra turns, it won't double your turns for the rest of the game.

I feel like its too strong to be priced at $5 without an additional restriction. Like if this read "+5 cards, go back to your Action phase" (which is essentially what its saying) thats like a $6 or $7 card. Maybe add a restriction where if its the second Settlement it does that?

It's not quite +5 Cards. It's like what you said (in quotation marks) but with discard your hand first. I still definitely agree that it's too strong for just , though. I'd price it at or add an additional restriction.
I don't get what you said that I put in bold, though. Does what?

32
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: August 05, 2019, 05:45:45 pm »

Another card I couldn't remember/find the OP on, this card died forum-wise among a pricing dispute (was priced at $6, that was too little; priced at $9 was too high; etc) - pricing it with a potion, and making it only able to bury a Victory/Curse when initially playing it seems to even it out a bit.

I think it's based on Kru5h's Cell:

Cell

This card is probably way too powerful. Comparable to Hireling I think, but cheaper.

You mention "making it only able to bury a Victory/Curse when initially playing it" as if you've done that, but your card only says "set aside a card." Assistant can bury any kind of card.

Also, you might want to word Assistant like Scheme: "At the start of each of your Clean-up phases, you may exchange a card you would discard from play with the set aside card," because as it's worded currently, it can allow you to get an indefinite amount of effective Hirelings.

33
Variants and Fan Cards / Re: Design Challenge: Synergies with Captain!
« on: August 04, 2019, 12:45:04 pm »

yeah sure i'll bite. Here's one that works with captain, workshop, etc as kind of an inverse cost reducer. It's not always gonna be worthwhile (when there's no cards that select by price on the board) but workshopping grand markets sounds pretty chill.

edit: fixed to remove some ambiguity

What exactly does "select" mean here? What does "selecting" a card costing $2 more actually do?

so take a peek at Workshop - "Gain a card costing up to $4" - this is selecting a card from the supply that costs up to $4, then gaining it. This lets you select a card costing up to $6 with it.

Or consider Smugglers. If you have this project, your opponent bought a province last turn, you can smuggle a province.


figured out a cleaner way to phrase the card (i'll change the actual image on monday when im not working off a phone):

During your Action phase, cards everywhere cost $2 less (to a minimum of $0).

Note that this way (unlike the action phase phrasing* I suggested above / earlier), would no longer work with your example of Smugglers.

How would this not work with Smugglers? Provinces cost during your Action phase, when you play Smugglers, so Smugglers can gain Provinces.

34
Variants and Fan Cards / Re: Design Challenge: Synergies with Captain!
« on: August 04, 2019, 12:43:46 pm »
EDIT: Just realized another problem. This works very differently with TFB (makes many of them significantly worse), which is common enough to make that an issue. Although then you could just not buy Shipworker's Union, so it's probably fine.

Maybe it's my turn to miss something, but I'm missing how it would make many TfB significantly worse. For example, play remodel, trash an estate, gain a gold. (Estate from hand still costs $2, gold from supply costs $6).

I misread the suggestion and didn't realize it only affected Supply cards. Cost reduction makes cards like Apprentice and Recruiter worse because they'd get less of whatever they give you.

35
Variants and Fan Cards / Re: Design Challenge: Synergies with Captain!
« on: August 03, 2019, 02:46:38 pm »

yeah sure i'll bite. Here's one that works with captain, workshop, etc as kind of an inverse cost reducer. It's not always gonna be worthwhile (when there's no cards that select by price on the board) but workshopping grand markets sounds pretty chill.

edit: fixed to remove some ambiguity

What exactly does "select" mean here? What does "selecting" a card costing $2 more actually do?

so take a peek at Workshop - "Gain a card costing up to $4" - this is selecting a card from the supply that costs up to $4, then gaining it. This lets you select a card costing up to $6 with it.

Or consider Smugglers. If you have this project, your opponent bought a province last turn, you can smuggle a province.

I have a suggestion for a much simpler way to word this:

"When you play a card, you may first have all cards cost less (but not less than ) until you finishing playing the played card."

Same effect, but less confusing as it uses familiar concepts like cost reduction and "finishing playing" a card. Less wall-of-text-ish, too.

I don't think this would quite work (for the 2nd Captained card, at least). From the wiki for Royal Carriage: "With Duration cards, you call Royal Carriage after resolving the Duration card's on-play effects; you don't wait for the next turn." so you finish playing it before the start of your next turn.  :-\

How about (and this may also not work for the 2nd Captained Card - see below):

"During your Action phase, all cards in the Supply cost less (but not less than )."

I'm not sure of "the start of your next turn" occurs at the start of your Action phase or before your Action phase begins?  (And obviously, this wouldn't affect any treasure that have you select a card (e.g. Horn of Plenty) or Night cards).

I had a brain fart and forgot that Durations exist, somehow, even though we're talking about synergies with one. Oops. Your wording would work, though. "The start of your next turn" indeed occurs at the start of your Action phase (at least I'm 99% sure that's the case). Treasure and Night cards that care are rare enough that I don't think that edge case matters.

EDIT: Just realized another problem. This works very differently with TFB (makes many of them significantly worse), which is common enough to make that an issue. Although then you could just not buy Shipworker's Union, so it's probably fine.

36
Variants and Fan Cards / Re: Design Challenge: Synergies with Captain!
« on: August 03, 2019, 11:48:12 am »


I tried to make a card that's still interesting without Captain on the board. Pirate Cove gains Villagers like Acting Troupe, but it's reusable so long as you play it first in the turn. You can use this card to gain Gold (thematic, right?), and it's a good strategy to do so once you've stockpiled enough villagers.

With Captain however things become crazy. You can gain a $6 card without trashing, which is fantastic because Captain itself costs $6. (Hint: you'll pile the Captains extremely fast). You can also use it to gain your first Captain, as hitting $6 isn't trivial. But it's not broken - the card doesn't draw, and barely provides any coin. You'll need to Captain other cards in the kingdom - like Smithy and Nomad Camp - to play an engine.

It needs to say exactly . See cards like Farmland, Upgrade, and Artificer; They have exact cost amounts in the cards they gain, but they don't just omit the "up to," they replace it with "exactly."

37
Variants and Fan Cards / Re: Design Challenge: Synergies with Captain!
« on: August 03, 2019, 11:45:44 am »

yeah sure i'll bite. Here's one that works with captain, workshop, etc as kind of an inverse cost reducer. It's not always gonna be worthwhile (when there's no cards that select by price on the board) but workshopping grand markets sounds pretty chill.

edit: fixed to remove some ambiguity

What exactly does "select" mean here? What does "selecting" a card costing $2 more actually do?

so take a peek at Workshop - "Gain a card costing up to $4" - this is selecting a card from the supply that costs up to $4, then gaining it. This lets you select a card costing up to $6 with it.

Or consider Smugglers. If you have this project, your opponent bought a province last turn, you can smuggle a province.

I have a suggestion for a much simpler way to word this:

"When you play a card, you may first have all cards cost less (but not less than ) until you finishing playing the played card."

Same effect, but less confusing as it uses familiar concepts like cost reduction and "finishing playing" a card. Less wall-of-text-ish, too.

38
Variants and Fan Cards / Re: Design Challenge: Synergies with Captain!
« on: August 02, 2019, 10:00:53 pm »


I tried to make a card that's still interesting without Captain on the board. Pirate Cove gains Villagers like Acting Troupe, but it's reusable so long as you play it first in the turn. You can use this card to gain Gold (thematic, right?), and it's a good strategy to do so once you've stockpiled enough villagers.

With Captain however things become crazy. You can gain a $6 card without trashing, which is fantastic because Captain itself costs $6. (Hint: you'll pile the Captains extremely fast). You can also use it to gain your first Captain, as hitting $6 isn't trivial. But it's not broken - the card doesn't draw, and barely provides any coin. You'll need to Captain other cards in the kingdom - like Smithy and Nomad Camp - to play an engine.

This seems way too easy to trigger to just cost . Also, is it costing up to or exactly ? Either way, you need to specify. (And it might be barely justifiable at if it's exactly.)

39
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 01, 2019, 01:02:14 am »
Developing Village
Types: Action
Cost: $2+
+1 Action. Reveal the top card of your deck. You may trash it and gain a differently named card with the same cost to your hand. If you do, +1 Action; if you don't +1 Card.
When you buy this, you may overpay for it. For each $1 overpaid, +1 Villager
This doesn't need to reveal the card. You can just look at it.
While it shapes itself somewhat like a splitter, I think Developing Village is really hiding an immensely frustrating Estate trasher, largely because it costs $2+. I'd recommend a cost of $3+ instead just to avoid the ability to turn Estates into Developing Villages. I think I disagree that it doesn't need the overpay. There will be a fair number of boards where triggering the +Actions in this will be difficult. The overpay benefit might even need to be larger for an increased cost.
Exchanging the card instead of trashing it would be fine, but don't forget to specify that you exchange for a card in the Supply, because exchange does not imply that (existing Exchanges being the Travellers and Changeling with exchanges for a specific card).

Yes, I can change "reveal" to "look at".

Can you explain what you mean by a "splitter"? I've not heard that term before.

And why is do you suggest turning off the ability to turn estates into DVs? I had thought of that as advantage, in particular on boards with no other $2s.

Splitter is a (rightfully) less commonly used term for Village variants.

40
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 31, 2019, 08:18:21 pm »
And playing Treasures is necessary to buy a card.

Uh, no it's not. There are plenty of Actions that give +. And some cards are free.

41
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 28, 2019, 07:23:45 pm »
This one can be phrased a LOT more easily. Do something like this:

Quote
Bookkeeper
Night/Duration, $5
The first time you play a card next turn, if it is an...
...Action: +1 Card, +2 Actions
...Treasure: +1 Buy, +2$
---
This is gained to your hand (instead of discard pile)

The card itself looks like a fairly decent Ghost Town upgrade. Sounds a bit weak for a $5 cost though.

1. That doesn't function the same. Read my note.
2. Like I said, it's been playtested, and it's been worth in every game with it so far.

I would not make it more convoluted to cover cases where you forego playing Actions AND treasures during a turn (which basically doesn't occur untill the end). But hey, it's your submission. (and I can certainly believe this being worth $5)

You're right. I've changed it to your suggestion.

42
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 28, 2019, 10:49:48 am »
This one can be phrased a LOT more easily. Do something like this:

Quote
Bookkeeper
Night/Duration, $5
The first time you play a card next turn, if it is an...
...Action: +1 Card, +2 Actions
...Treasure: +1 Buy, +2$
---
This is gained to your hand (instead of discard pile)

The card itself looks like a fairly decent Ghost Town upgrade. Sounds a bit weak for a $5 cost though.

1. That doesn't function the same. Read my note.
2. Like I said, it's been playtested, and it's been worth in every game with it so far.

43
Variants and Fan Cards / Re: Really bad card ideas
« on: July 27, 2019, 10:34:52 am »
Poor Land
+4 Cards
Reveal your hand. Discard a card per Victory card in your hand.

Limit it to discarding non-Victory cards and it's actually a pretty decent card, depending on the cost.

44
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 27, 2019, 10:30:43 am »
Mercantile Village (Action)

+1 Card
+1 Action

Reveal your hand. For each Treasure in your hand, +1 Villager.

The card must itself provide some source of extra actions.

Your Mercantile Village only gives +1 Action itself, so I don't think this counts. It's also way too easy to get an abundance of Villagers with just one. I.e. it's way too strong for just .

45
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 27, 2019, 01:18:44 am »
CHALLENGE #38 - CREATE A VILLAGE - SUBMISSION:

Wanted to try and make an $8 cost village. Can make a butt-load of coin, but takes a lot to get to that point (at least 2 Metropolis' at $8 each). Probably not worth going for on fast boards, but this is the dilemma of all $8 cost cards (Prince, Fortune, etc). I likely don't have the values correct so any insight would be appreciated! Thanks for looking.



Quote from: Kudasai
+1 Card
+3 Actions
+1 Buy
+$2 per card you've played (including this) after the previous Metropolis you played this turn.

While I think this is great in Platinum/Colony games, it kinda sucks that it's really overpriced until you get two of them, especially since you're passing up two Provinces if it isn't a Plat/Col game. It would be a lot nicer if the first one you bought in the game came with a second (for example, "the first time you gain this in a game, gain another Metropolis"), or at least some other benefit. (Heck, you could just make the first one each game per player cost instead.)

46
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 26, 2019, 09:06:21 pm »

Donjon
$4 Action/Victory
+1 Action
+1 Card
You may discard a Victory card. If you do, +1 Action, +1 Card
1VP

I think, it should be priced similar to Mill. Boost for the initial economy, and probably good at endgame; self-synergy intended.

1. Cards come before Actions.
2. Needs a dividing line between the Action and the Victory, like Mill.
3. The proper wording in 2nd edition is "You may discard a Victory card for +1 Card and +1 Action."

47
Variants and Fan Cards / Re: Contest #38: Design a Village
« on: July 26, 2019, 08:16:36 pm »


A mildly playtested card from a fan expansion I'm working on.

Version History:
v1.0: Original version.
v1.1: Simplified wording.

48
Variants and Fan Cards / Re: Contest #37: Use existing Heirloom
« on: July 25, 2019, 11:57:26 am »


My previous submission was lame, so I've changed it to this. Changed in my OP as well.

49
Variants and Fan Cards / Re: Asper's Cards
« on: July 23, 2019, 09:48:29 pm »
Tithe gives infinite with Fortress. Sorry if somebody else has pointed that out already.

50
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: July 23, 2019, 11:59:02 am »
Crops is strictly better than Estate and thus has to cost at least .

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