Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Gubump

Filter to certain boards:

Pages: 1 ... 12 13 [14] 15 16 ... 22
326
Variants and Fan Cards / Re: Credit
« on: April 24, 2016, 08:57:00 am »
Quote
I can see that, though the wording doesn't quite work out that way. The wording is set up more as a general rule, and not as an effect of the event.
That's because the Event (or in general any 0$, +1 Buy, no "once per turn" restriction Event) emulates a rule change. Gee, that's what this is all about, a stab, probably not a very good one, at the upcoming "gain now, pay later" mechanism.

But I don't want this rule to exist in every game, so it should be conditional upon the Event being there, and for practical reasons I obviously want the rule text on a card.
Just read in this thread about Ankenaut's Mortgage. According to Ankenaut it is totally game-changing and feels like a variant. I wanted something less radical though, hence the steeper costs via interest (Mortgage can be "payed back" at any time) and the restriction to only two cards.

Quote
There's no reason to ever buy that event that I can see.
Buying the Event costs nothing so it is moot to discuss whether you do or do not buy it. All the Event does is specify WHEN, namely during the Buy phase.
All this confusion on your part is obviously due to the fact that you do not seem to grasp the mechanical equivalence of a rule amendment and an zero cost Event.
Boils down to the usual error of rule lawyering before getting the mechanics. First you gotta consider how something works and whether it works fine before you express and formalize it perfectly. I'd rather discuss something actually relevant e.g. whether the implicit interest rate should be 1/2 and 1/3 and whether -3VP sounds like a decent penalty for default on a Loan.

I don't know why you're being so hostile towards GendoIkari. I happen to agree with him, that's why I suggested new wordings for the Credit event.

It seems like you're always hostile towards anyone who doesn't follow your flawed logic to arrive at the exact interpretation you do or that you intended. We're not you, so knock off the whole "rule lawyering" thing; caring about the rules, which you sometimes seem to not do, is not the same thing as being pedantic about them.

327
Variants and Fan Cards / Re: Need Help With a Mechanic: Artifact
« on: April 24, 2016, 08:53:12 am »
This pretty much neuters Lost Arts, Pathfinding, Training, Teacher, etc. Why would i invest so much in those cards if someone else can simply move my token to the Artifact mat whenever they feel like it?

Also, the token bonuses on this are pretty weak. It can be Lab (a $5 card), but more often it's going to be Peddler ($4), Village ($3), or Market Square without the Reaction (less than $3). I can't see spending $5 on this. It's often going to be weaker than Tribute, which is already a pretty weak $5. OK, the part where you can buy this to turn your opponent's Artifact-Labs into Artifact-Market Squares is moderately interesting, but doesn't seem all that strong.

Maybe you could make this a Reserve, where you can call it at the start of your turn to put a token on the pile, removing it at the end of your turn. That would be a little more interesting, and the Reserve part would counter the fact that it's choices make it slightly stronger than Lab.

You realize that your opponents get to choose which one of their tokens is moved, right? Also, when you buy it a second time, it could become a Lab + $1, and the third time, a Market + 1 Card, etc.

If I understand it right, if you chose +$1 the first time, and your opponent chose +1 Card, then he's got cards in his hand/deck that he's planning to use as Labs. If you then buy a new copy of Original Artifact, the slate is wiped clean, so you can now choose +1 Card, which (in a multiplayer game or if he's used Events/Teacher to move other tokens) could very well reduce him to the +1 Buy option.

This is correct.

328
Variants and Fan Cards / Re: Need Help With a Mechanic: Artifact
« on: April 24, 2016, 01:14:30 am »


Artifact- $6 Action
+1 Card
+1 Action
Choose one: +1 Card, +1 Action, +1 Buy, +$1

Is this sort of what you're looking for?

Not quite. With my current version of Artifact, you only get to change the third bonus when you buy a new one, not every time it's played.

329
Variants and Fan Cards / Re: Credit
« on: April 23, 2016, 11:26:31 pm »
It's possible I didn't phrase my confusion clearly enough, but from the responses, Tristan, it sounds like you're just being very hostile to me, and I'm not sure why.

I have no confusion around how the mechanic works. The confusion is what that mechanic has to do with the event. The OP seems to describe rules around what credit tokens and loan tokens do, and it's clear what those do. It's not clear where the event comes into play. I guess you're saying that you only use the credit tokens and loan tokens in games with that event, but even then the event itself doesn't do anything except change the way the game is setup and whether or not you use those rules. There's no reason to ever buy that event that I can see.

I think that the "rules around what Credit and Loan tokens do" is the Credit Event's text. I think that Credit is how you take Loan tokens.

330
Variants and Fan Cards / Re: Need Help With a Mechanic: Artifact
« on: April 23, 2016, 06:41:10 pm »
Solution: Make the card cheaper, whereby *if* you use the coin token thingy, you return it to the supply. If you don't, it's a cantrip. (So first you buyt it for the coin token thingy, return it to supply and then you buy it to make use of the coin tokens on it.)

No, I think this card's strength would be better realized if you could only put one Token on the card, no limits which one. That would feel a lot more fair. No draw on the board, okay, let's get draw. It also could change which Token is on it each time you buy it. (it could be gain, but what about midturns and such? I suppose it could be once a turn, but buy phase clears everything up anyways.)

I thought about that, but I was afraid that it would just be a Lab by a different name. I guess I'll try that out, though.

331
Variants and Fan Cards / Re: Need Help With a Mechanic: Artifact
« on: April 23, 2016, 03:52:55 pm »
This pretty much neuters Lost Arts, Pathfinding, Training, Teacher, etc. Why would i invest so much in those cards if someone else can simply move my token to the Artifact mat whenever they feel like it?

Also, the token bonuses on this are pretty weak. It can be Lab (a $5 card), but more often it's going to be Peddler ($4), Village ($3), or Market Square without the Reaction (less than $3). I can't see spending $5 on this. It's often going to be weaker than Tribute, which is already a pretty weak $5. OK, the part where you can buy this to turn your opponent's Artifact-Labs into Artifact-Market Squares is moderately interesting, but doesn't seem all that strong.

Maybe you could make this a Reserve, where you can call it at the start of your turn to put a token on the pile, removing it at the end of your turn. That would be a little more interesting, and the Reserve part would counter the fact that it's choices make it slightly stronger than Lab.

You realize that your opponents get to choose which one of their tokens is moved, right? Also, when you buy it a second time, it could become a Lab + $1, and the third time, a Market + 1 Card, etc.

332
Variants and Fan Cards / Need Help With a Mechanic: Artifact
« on: April 23, 2016, 02:10:18 pm »
Newest Version:
Artifact:
+1 Card
+1 Action
If this is the first time you've played an Artifact this turn, you may remove one of your tokens from the Artifact pile and replace it with one of your following tokens: +1 Card; +1 Action; +1 Buy; or +$1.

Setup: Move your +1 Buy token to the Artifact pile.
Cost: $5
Action

Version 2:
Artifact:
+1 Card
+1 Action
Play the Ruins on your Artifact mat in any order (they stay on the Artifact mat).

When you buy this, gain a Ruins. If it is a copy of a Ruins on your Artifact mat, trash it. Otherwise, put it on your Artifact mat.
Cost: $6
Action - Looter


Version 1:
Artifact:
+1 Card
+1 Action

When you buy this, each player (including you) moves one of his following tokens to the Artifact mat that no player has a copy of on the Artifact mat: +1 Card; +1 Action; +1 Buy; or +$1. Then each player moves their token to the Artifact pile.
Cost: $5
Action

Clarification: If one person chose +1 Card, nobody else may choose +1 Card, and if one person chose +1 Card and another chose +$1, nobody else may choose +1 Card or +$1, etc.
Clarification 2: Choices are made in turn order, starting with the player who bought Artifact.

333
Variants and Fan Cards / Re: Credit
« on: April 23, 2016, 09:03:01 am »
and reduce the total cost of buys of cards with a Credit token on them by 2.

Based on what you said, I think that Credit should just give +$2 instead of reducing cost. This wording is much less clunky for the same effect (yes, there's an edge case with Border Village, but that's the exception, not the rule).

334
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.

335
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).

336
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.

337
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.

338
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.

339
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.

340
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

341
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.

342
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.

343
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.

344
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.

345
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!

346
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.

347
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.






348
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.

349
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.

350
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.

Pages: 1 ... 12 13 [14] 15 16 ... 22

Page created in 0.09 seconds with 19 queries.