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376
Variants and Fan Cards / Re: Really bad card ideas
« on: July 11, 2016, 09:45:31 pm »
Capitol
Action - Victory - $2
Play a Victory card from your hand twice.

Now you can finally Bonfire those goddamned Estates.
Inheritance???

First it costs $7, and then you suddenly don't want to Bonfire them anymore.  Unless Scout is the only Action costing less than $5 on the board...

Edge case: Fortress and Villa are in the Supply and you inherited the Fortresses.

377
This wouldn't be an official part of the contest, but I'm wondering if there would be any interest in a couple bonus rounds for designing cards which would fit in to fan expansions. Seasons and Enterprise are the ones that jump out as obvious candidates.

Definitely yes. That sounds like fun.

378
Sylvan always increases my opponents' handsize as much as mine and offers Secret-Chamber sifting at best. It's obviously attractive to pair with a discard attack like Militia, but otherwise i'm far from convinced it's too strong for $3.

Unless you choose the other option.

What unless?

You play the card and get +3 cards up front, which is net +2 cards relative to the other players.  Then you choose to either let others draw a card or you put a card back, which is -1 card relative to other players either way.  Then you choose a second time (which is the part most people are missing, I think).  Overall, you end up at net 0 cards relative to other players, which is what Asper was saying.

Yeah, I realized that shortly after I said it.

379
Sylvan always increases my opponents' handsize as much as mine and offers Secret-Chamber sifting at best. It's obviously attractive to pair with a discard attack like Militia, but otherwise i'm far from convinced it's too strong for $3.

Unless you choose the other option.


380
Variants and Fan Cards / Re: Really bad card ideas
« on: May 24, 2016, 09:50:57 am »
Oats
Action/Treasure/SAMSCITR
Cost: $5

As a Treasure: $2, Stables costs $1 less this turn.
As an Action: You may play a Stables from your hand.  If you do, +2 Cards.

What does SAMSCITR mean?

381
Variants and Fan Cards / Re: Some Cards Based on Enterprise
« on: May 20, 2016, 09:42:20 am »
Barter is too weak in too many situations.
It is just a Peasant and to make it match its costs and work like a Bridge you already gotta pay a Trade token. Bridge is so good because it is a potential terminal Gold with an extra buy but even if you do not buy two cards it is at least a terminal silver. This is why it works in many Kingdoms and is often bought early.

Barter on the other hand probably only works as an endgame card, to set up one megaturn. It is basically a quasi one-shot. But even then the opportunity costs are high and I guess that in many situations you'd rather buy a Province than massively overpay for Barter. As LFN has pointed out, you most likely need other sources of extra buys to set up the megaturn so the marginal benefit of a Barter with a bunch of Trade tokens is limited.
Other typical megaturn cards like Highway work decently during the middlegame whereas Barter does not.

Of course all of this analysis is moot if there are other cards in the Kingdom which gain Trade tokens.

You do realize that Barter is a Treasure card, correct? I am going to modify it a bit, though.

382
Empires Previews / Re: Empires Previews #6 - Jack...
« on: May 19, 2016, 03:05:48 pm »
Can someone post the card text?

Sure!

Costs +$1 for each player in the game times 3 plus the number of cards in your hand. Gain a Silver, a Jack in the Box of All Trades, Businesses, Professions, Skills, Talents, and Crafts, and an Estate. Each player looks at the top card of their deck and discards it or puts it back, your choice. +2 Cards, +2 Actions, +2 Buys, and +$2. Gain a Copper. You may buy this if it is the top card of the trash. Each other player gains a Curse, a Copper, and two Ruins. Then they draw two cards and discard down to four cards in hand. Each other player must exchange a card in their hand with a card costing exactly $1 less in the Supply. (The cards they started with go on top of the Supply pile.) At the start of your next turn, +1 Card, +1 Action, +1 Buy, and +$1. If you overpay for this by $3 or more, gain a Duchy. Shuffle another player's deck. You may gain this when you gain a Province. Take a VP token, a Coin token, a [can't read] token, and a [another token I can't read] token. Gain a Fool's Gold, if it is in the Supply. Set a card aside from your hand. Next turn, put it into your hand. Gain a card with Fool in its name. After another player plays an Attack, you may reveal this from your hand to put it on your Tavern mat. Gain a card already in your hand that costs an odd number that is not a Victory card. You may call this at any time to put it into your hand. Gain a +1 Action token. Turn over your Journey token. Gain a card costing up to $4. Trash a card in your discard pile that does not have the letters J or Q in its name. This is worth +1 VP for each Jack... in your deck. When you trash this, gain a Gold. Gain a Copper and a Wandering Minstrel, even if it's not in the Supply. Uh-oh! Identity crisis! Swap your deck with someone else's. Gain a randomizer card. If today is another player's birthday, they lose. You may discard any cards you want to from your hand, then draw until you have 5 cards in hand. Discard the bottom card of your deck. Shuffle the trash, then return the top card of the trash to the Supply. Gain the top card of the player to your right's deck. You may trash a non-Treasure card from your hand. Gain a Copper. After another player gains a Curse, you may reveal this from your hand to get +2 Buys. You may trash a Province to gain a Prize. Pass a card from your hand to the player to your left. If you have a Curse in hand, shuffle it into the Copper pile. You may shuffle your deck, or shuffle your discard pile into your deck. Swap two players' hands. -1VP for each Victory card in your deck. After you discard this, you may exchange it for a Disciple. Draw the fourth from the top card in your deck, then discard it. Say "SE GOONS!" and everyone else discards a card from their hands. Possession costs an extra potion this turn. Gain a Copper. This is worth +$4 if you have played another Jack... this turn. If you discard this other than during a Cleanup phase, gain another Jack... Shuffle another player's hand. You may shuffle a copy of this into the Ruins or Knights pile if it's in use. Trash a Potion from the Supply. Gain a Copper.

383
Variants and Fan Cards / Some Cards Based on Enterprise
« on: May 19, 2016, 01:15:42 pm »
Since it is, IMO, the best fan expansion I've ever seen, I've decided to make a couple of cards based on LastFootnote's Enterprise expansion, which you can look at right here.

Barter:
$1
+1 Buy
When you play this, spend any number of Trade tokens. All cards cost $1 less per Trade token spent.

When you buy this, you may overpay for it. Take a Trade token for every $1 you overpaid.
Cost: $4+
Treasure

Barter 2.0
$1
+1 Buy
When you play this, spend any number of Trade tokens. All cards cost $1 less per Trade token spent. If you didn't spend any, take a Trade token.

When you buy this, you may overpay for it. If you do, take a Trade token for every $1 you overpaid.
Cost: $4+
Treasure

Barracks:
+1 Card
+2 Actions
Gain an Armament from the Armament pile.
Cost: $5
Action

Before anybody states that this is strictly better than Bladesmith (from the original expansion), Bladesmith puts the gained Armament into hand. This doesn't.

Bribe:
+1 Buy
+$2
You may trash a card from your hand. If you do, take two Trade tokens.

When one of your cards is trashed, you may reveal this from your hand. If you do, spend a Trade token. If you do, choose one: Put the trashed card back into your hand; or gain a card costing up to $2 more than the trashed card.
Cost: $5
Action - Reaction

384
Variants and Fan Cards / Re: Dominion Progression
« on: May 18, 2016, 08:35:10 pm »
Quote
Ore
Treasure - Reserve - $4
When you play this, put this on your Tavern mat.
--
At the start of your buy phase, you may call this, for +$2.
This card is no Kingdom card. There are 24 Ores in the game.

So it's a new base Treasure, a la Potion. Unfortunately, there's really no indication when they're supposed to be used, and most of the cards in this expansion are severely underpowered/completely useless in the absence of Ores, so I suggest adding a new card type, such as "oredigger," that simply adds ore to the supply when present, similar to Looters and Ruins. Other than that, I like it. (We could also just be supposed to use it when any kingdom cards from Progression are used.)

Quote
Prospector
Action - $4*
+1 Action

Choose one:
+$1 +1 Action;
or +2 Cards and put 1 card from your hand on top of your deck.
--
During your buy phase, this card costs $1 less for each Ore on your Tavern mat, but never less than $0.

I think that the first option will be chosen very rarely (Lab variant or Squire?), but other than that, it's good.

Quote
Demolition
Action - $3 $2
Trash this and another card from your hand. If you do: Gain 1 Ore and put in on your Tavern mat.

I don't really have anything to say about this one.

Quote
Melting Shop
Action - $3
+1 Buy
You may call any number of Ore from your Tavern mat for +$3 each.
--
During this turn, when you call an Ore from your Tavern mat, you first get +$1.

That horizontal line isn't really needed.

Quote
Digger Camp
Action - $4
+2 Actions
Reveal the top 2 cards of your deck. Put the revealed Treasure cards into your hand. Put the other cards back on top in any order.

Interesting. Possibly too weak, though (Treasures are generally the rarest cards in people's decks, assuming all playgroups are like mine).

Quote
Double-card pile (5 Monks and 5 Sanctuaries)
Monk
Action - $4
+$2
+1 Action
You may trash a Treasure card from your hand.

Sanctuary
Action/Victory/Reaction - $4
+1 Card
+1 Action
--
2 VP
--
When one of your Treasure cards is trashed, you may reveal this. If you do, you may put that Treasure card on your Tavern mat or the top of your deck instead.

All sorted piles are sorted in order of increasing cost, but these two cards cost the same. How are we supposed to know which card to put on top? I suggest increasing the cost of Sanctuary to $5. It's probably strong enough to justify that cost, anyway. Also, it doesn't say where you may reveal it from. It should say "you may reveal this from your hand," not "you may reveal this."

385
Variants and Fan Cards / Re: Preview Fan Expansion "Dragonlands"
« on: May 18, 2016, 08:24:29 pm »
Thank you so much for your support. I will try to get a better wording. I will re-upload the new cards then. Perhaps you will understand it better then :> I created about 20 Dragoncards and about 70 other cards - this should be only the first view.
Other than wording issues, sub-type issues, color issues, etc. the cards look AMAZING! Look forward too seeing what else comes up.

Oh, and the color you used is already used for reserves. A specific color might look cool, but it's not needed and can promote confusion. Knights/Castles both use a regular white template instead of a fancy color.

Actually, the Reserve color is a slightly darker shade of brown than the color used for Dragons. I think he should make it black or something like that (if it's black, the text would become white), though, since they are still very similar colors.

386
Variants and Fan Cards / Re: Preview Fan Expansion "Dragonlands"
« on: May 18, 2016, 10:19:05 am »
Hello Dominion Fans! :)

IŽam a fan from Germany. I create some cards if I have freetime. I had an idea for a Fan Expansion. Here is sneak preview, perhaps you like it. I tested them, and it worxx :> (Sorry, if there are some grammar faults :>)



All of these cards are in dire need of wording changes; they're either too confusing or don't hold you accountable (they don't have you show your hand to prove that you have any Dragon cards). Here are my suggestions for most of them:

Dragon Egg:
+1 Card
Reveal your hand. +$1 if you reveal any Dragon cards.
Cost: $1
Action - Dragon

Little Dragon:
+1 Action
Reveal your hand. +$2 if you reveal any Dragon cards.
Cost: $2
Action - Dragon

Armored Drake:
I'm not sure what you meant for this to do, since you don't tell us when we can remove it from your Dragon mat...here's my guess at what you're trying to do, though:

+$1
Choose one: +2 Buys; or put this on your Dragon mat.

In games using this, you are unaffected by other players' Attacks if you have at least 3 Armored Drakes on your Dragon mat.
Cost: $2
Action - Dragon

Ancient Dragon:
+1 Card
Reveal your hand. If you revealed at least two Dragon cards, +4 Cards and +1 Action.
Cost: $4
Action - Dragon

Blackhead:
+1 Card
Each other player draws 2 Cards.
Reveal your hand. If you reveal any Dragon cards, each other player reveals his hand and discards a Dragon card that you choose.
Cost: $5
Action - Attack - Dragon

This is way too weak, I think. It helps your opponent as much as them playing a Double Lab, and then it has a powerful discard effect...that only affects Dragons and only triggers if you have Dragons. Have your opponents draw one card and yourself draw two, and make it able to discard all types of cards, and it'll be fine.

White Maw:
+1 Action
Reveal your hand. If you reveal any Dragon cards, each other player with 4 or more cards in hand sets aside a card from his hand and discards another.
Cost: $5
Action - Attack - Dragon

I added the 4 or more cards part so that you couldn't take out other players' turns with multiple plays.

387
Variants and Fan Cards / Re: Monty Python re-skin of Dominion cards
« on: May 17, 2016, 01:10:48 am »
Familiar --> Legendary Black Beast of Aaaaargh!
Torturer --> Killer Bunny
Magpie --> Unladen Swallow

388
Labor Force
$6
Reveal your hand.
Play all revealed actions in any order.

This sounds like it could get real messy. But I still want to try.

How'd you determine the cost?

I feel like this could be OP, exaggerating a winning engine's already huge advantage. However, one way to nerf this may be something like:

Labor Force
$6
Reveal any number of Action cards from your hand and play them in any order. You may not play any more Actions this turn.

Way UP, actually. I've playtested a fan card that's strictly better than your original version at a cost of $5, and it was too weak.

389
Empires Previews / Re: Empires Bonus Preview #5: Castles
« on: May 13, 2016, 02:40:31 pm »
Are there other castles for a 3 player game?

It says in the OP that in a 3 or 4 player game, there are two Humble, Small, Opulent, and King's Castles.

390
Variants and Fan Cards / Re: Empires speculation
« on: May 13, 2016, 12:38:35 pm »
Usurer
Action - Attack - $4
+$2
Each other player takes  ⟨1⟩

Except for the edge cases of Storyteller and Coppersmith, isn't this strictly better than Cutpurse, since it never misses and takes away the same amount of $?

391
Reinforce:
Put this on your Tavern mat.

When you would gain a card, you may call this, to instead choose one: Gain a card costing up to $1 more, putting it on top of your deck; or gain a card costing exactly $2 more.
Cost: $5
Action - Reserve

392
Variants and Fan Cards / Re: Split pile variant
« on: May 11, 2016, 01:43:10 pm »
Chancellor/Counting House

Chancellor helps get those coppers into your discard pile, and then Counting House comes in and picks them up for you.

393
Empires Previews / Re: Empires Previews #2: Split Piles
« on: May 10, 2016, 01:53:21 pm »
If I play a Gladiator and trash a Gladiator from the Supply, could I then react with a Market Square? My inclination is to say no, since you never gained the trashed Gladiator.

394
Variants and Fan Cards / Re: Really bad card ideas
« on: May 10, 2016, 12:48:15 pm »
Clock Tower:
+$ equal to the hour of day it is currently, rounded down.
Cost: $6
Action

395
Variants and Fan Cards / Re: Really bad card ideas
« on: May 06, 2016, 03:35:12 pm »
Villager:
+1 Card
+3 Actions
Cost: $4
Action

Much Villager:
+1 Card
+4 Actions
Cost: $5
Action

Villagest:
+1 Card
+5 Actions
Cost: $6
Action

396
Variants and Fan Cards / Fan Card: Emporium
« on: May 04, 2016, 12:03:41 am »
I actually thought of this card a year or two ago, but I haven't gotten around to posting it until now for some reason.

Emporium:
+1 Buy
Gain a card costing up to $5 that is not an Emporium, putting it on top of your deck. Each other player may gain a card costing less than the card you gained that is not an Emporium.

When you buy this, play it.
Cost: $5
Action

EDIT: The other players' gaining is optional, and cannot gain Emporiums either.

397
Variants and Fan Cards / Re: Reaction Attack
« on: April 30, 2016, 09:39:28 am »
This is a really good first card idea, Multitallented! I'm excited to see what else you can think of! Also, welcome to the Dominion forums!

Also, ignore tristan. He seems to think that caring about the rules is the same as nitpicking about them. (You don't have to remove the Attack type, though; it still works, it's just somewhat confusing.)

398
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.

399
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.

400
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.

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