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401
Variants and Fan Cards / Re: Dominion: Strive & Reward
« on: November 08, 2016, 10:45:09 am »
I'm not sure how Craftsmen/Workers works. When do you gain more than 1 card at once?

I think he messed up the text for those, however a few cards/events let you gain two cards at once, such Treasure Hunter for example.
Yeah but I'm pretty sure by the rules of the game all the silvers from Treasure Hunter are still seperate events.

You are correct. Craftsmen/Workers' reaction doesn't work.

402
Variants and Fan Cards / Re: Asper's Cards
« on: November 03, 2016, 06:14:37 pm »
Good bye, Asper. It is indeed sad to see you leave.  :'(

403
Variants and Fan Cards / Re: Untested and Unnamed Card Idea
« on: October 31, 2016, 09:54:51 pm »
How about if I remove the on-trash effect and make it only give a debt for every $2 the gained card cost? Would that make it strong enough and fix the instant-drain problem?

404
Variants and Fan Cards / Untested and Unnamed Card Idea
« on: October 31, 2016, 05:44:56 pm »
Version 1:
$1
When you play, gain, or trash this, gain a card costing up to $5 and take <1> for every $ it cost.
Cost: $3
Treasure

Note: <> means debt.

What do you suppose I should name this? Is it too weak or too strong, or neither?

Version 2:
$1
When you play, gain, or trash this, gain an Action card costing up to $5 and take <1> for every $2 it cost (rounded down).
Cost: $3
Treasure

405
Variants and Fan Cards / Re: Cards you don't actually buy
« on: October 30, 2016, 04:05:57 pm »
Even with the self-copper junking this might be too strong. It is after all nearly as good as a Festival and would thus be an overpowered 4 without the self-junking clause.
Hmm, overpowered at 4 seems like a strech.

No, he's right... without the junking, it's just Festival without +buy. Adding just a buy wouldn't take a card from $4 to $5. 

*Edit* I just realized that that's what Peddler vs Market is, so never mind.

Except that the difference is actually between Market and Poacher, the latter of which is strictly worse than Peddler. Even then, adding just a buy doesn't actually take a card from $4 to $5; adding a buy and removing a drawback does.

406
Variants and Fan Cards / Re: Cards you don't actually buy
« on: October 29, 2016, 12:53:13 pm »
Well, Overseer has to cost 4 as it is strictly worse than a Smithy.

I think you mean 3, since Smithy costs 4.

407
Variants and Fan Cards / Re: Asper's Cards
« on: October 28, 2016, 07:04:22 pm »
(no users who hate me, for example).

Who hates you? You're one of my favorite users on the forums!

408
Variants and Fan Cards / Re: Dominion: Civilization (Beta)
« on: October 02, 2016, 12:47:34 pm »


Here's the last, 2, I'll make a big post to finish up the thread soon.

EDIT: Gallery should cost , whoops. Try to fix that later tonight.

Gallery doesn't need to say "you may." "Up to <5>" includes <0>.

409
Based on the comments people made on my card (Insider's Deal), I thought that it would be at least a finalist for sure. Oh well. Hopefully I'll get into at least the finals one day.

410
Variants and Fan Cards / Re: Asper's Cards
« on: September 24, 2016, 11:56:41 am »
Another Inquisitor. Bet you didn't expect that.



I didn't plan to name it that way, but well, it's a Witch variant, and a Torturer variant, and a Cultist variant... Which ties in nicely, thematically. It's worse than Witch without trashing, and better in the end if the other players trashed their curses.

I also decided to change the flavor of Scolar/Inquisition for several reasons: First, because i felt stopping the first card with the second should feel legitimate, theme-wise. Second, the theme of Inquisition seemed to fit better on an attack (see above).



More changes:



Investor got changed to not need debt tokens. It now feels more like a variant of Merchant Guild or Plaza. In general, it's the cleaner solution, but it also makes me feel the concept in general is too redundant to existing cards...

Also, Delegate. It just feels like it changes the game in unfun ways too often. I could try to fix it. An obvious solution would be to have it reveal a Province from your hand to end the game, which means you have to get at least one and there's a chance Delegate won't finish the game even if you are ahead. Still, it doesn't feel like a major improvement. I'll just leave it be as is, because i want to do other stuff, but keep in mind it's not 100% supported anymore.

Because of Defiled Shrine, it seems like Inquisitor should have the Gathering type.

Nightwatch seems OP. It's basically a Warehouse with +$1 added, AND it blocks other players' Carriers, for a measly price increase of $1. I would've priced it at $5, personally.

411
Variants and Fan Cards / Prince in the Form of an Event: Coronation
« on: September 20, 2016, 10:07:40 pm »
Coronation:
Gain an Action card costing up to $4, setting it aside. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.)
Cost: $12
Event

This has not been playtested yet. It probably won't be playtested for a while, seeing as how I've played a whopping TWO games since I went off to college last month.

412
Variants and Fan Cards / Re: Ben's cards
« on: September 15, 2016, 01:22:47 pm »
Petitioner seems really overpowered, since the vast majority of Victory cards do nothing, and thus the drawback may as well be nonexistent 99% of the time...

413
Mini-Set Design Contest / Re: Mini-Set Mock-ups 2.0
« on: September 08, 2016, 11:29:52 pm »
Just noticed some more problems (Some are nitpicky, sorry):

1. B/c of the "each other player gains a Curse" option, Recruiter should have the Attack type. The name of the Curse card should also be capitalized. It also references the Attack type, which should be capitalized.

2. Circus' setup clause refers to a -$2 token; all official cards refer to it as a -$2 cost token. Also, "each" should be capitalized.

3. For Odyssey, the word "action" in "action supply pile" should be capitalized, as should the word Supply.

4. For Soothsayer, "curse" should again be capitalized.

5. "Potion" should be capitalized in Retort's text.

6. On Archivist, the choices should be separated by a semicolon ( ; ) not a comma.

7. Collector: "Treasure" should be capitalized.

8. Ossuary: "Supply" should always be capitalized.

9. Panacea: Again, the choices should be separated by semicolons.

10. Canal: From the way Canal is worded, it's unclear whether it's still worth 4VP if only the Province pile is empty in Colony games or not. I recommend this phrasing:

Canal:
If Colonies were included in Setup, worth 4VP if the Colony pile is empty. If Colonies were not included in Setup, worth 4VP if the Province pile is empty. Worth 2VP otherwise.

During your Buy phase, if at least two Supply piles are empty, this costs $3 less, but not less than $0.
Cost: $6*
Victory

Or, if my assumption is wrong:

Canal:
If the Colony and/or Province Supply piles are empty, this is worth 4VP. Otherwise, this is worth 2VP.

During your Buy phase, if at least two Supply piles are empty, this costs $3 less, but not less than $0.
Cost: $6*
Victory

Sorry for being so picky, but I always strive to make my cards look like official cards, so it kind of irks me to see cards that don't.

414
Mini-Set Design Contest / Re: Mini-Set Mock-ups 2.0
« on: September 08, 2016, 06:34:05 pm »
Recruit has no cost, and Travelling Musicians refers to itself as Storyteller in its text.

415
Variants and Fan Cards / Re: Unlimited action
« on: September 04, 2016, 10:07:57 am »
Wouldn't this give you infinite $ in combination with Diadem?

416
Variants and Fan Cards / Re: Dominion: Civilization (Beta)
« on: September 03, 2016, 07:00:03 pm »
Is Jackpot supposed to say "you may call this, for +$3," or is it supposed to be required? Also, what is this "Suburb" card you refer to that combos well with Saddle?

417
Variants and Fan Cards / Re: Dual cost cards
« on: August 28, 2016, 10:03:42 am »
You can gain a card with a dual cost with Smugglers even if the player to your left paid less than $3 for it (similar to Bridge, Highway).

You can normally gain cards costing less than $3 with Smugglers. It's "up to $6."

Giant and Treasure Hunter are asking the player being attacked what the cost of the revealed card is (as it's in the "each other player" portion of the card), so they get to choose what happens.

Um, Treasure Hunter neither attacks, refers to card costs, nor contains the text "each other player." I don't know which card you're trying to talk about...

418
Variants and Fan Cards / Re: Asper's Cards
« on: August 09, 2016, 10:26:18 am »
I think invasion moght even cost $9.

How? It's strictly worse than just buying a Province.

419
Quote
Burial Mounds
Types: Landmark
When scoring, 3 VP per differently named card in the trash that you have a copy of.

I like this one a lot. I hope this one wins.

Quote
New World
Types: Landmark
When scoring, if there are 2 or fewer empty Supply piles, -4 VP for each Victory card costing $6 or more in your deck.

This one is okay, I guess.

Quote
Ossuary
Types: Landmark
When scoring, the most common card in the trash is worth +1 VP. (If it's a tie, all tied cards are.)

Setup: Trash a Duchy.

I also like this one, but not as much as Burial Mounds. I also learned a new word because of this.

Quote
Stockpile
Types: Landmark
When you buy a card costing at least $5, you may take it's price in debt. If you do, +3 VP.

Mith, are we allowed to change our ratings? After a second glance, I just realized that this doesn't allow infinite VP accumulation like I thought it did.

Quote
Symposium
Types: Landmark
Once per game, at any time during the Action phase, +1 Action.
At the end of the game, if you did not use that Action, +5 VP.

I don't like this one for two reasons:
1) No way to track whether you've used the Action or not.
2) It's my belief that in about 99.9999% of games, nobody will ever use that Action because it's that unlikely that +1 Action means the difference between a Province and an Estate or between a Colony and a Duchy, which means that everbody gets +5 VP, which, since it benefits everybody equally, is as good as not being there at all.

420
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.

421
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.

422
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.

423
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.


424
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?

425
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.

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