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401
Variants and Fan Cards / Re: Cards for friends
« on: January 18, 2016, 10:05:45 am »

Creative Artist:
12 in supply. This seems like a $4 card.

Army Man:
Get 2 cards. Evaluate your hand. Discard to attack (and draw 2 more) or leave it at that and play with the ones you have. Although I might change it to 'draw until you have 5 cards in your hand'. That way it is it's own defense.

Viking
Viking is slightly reworked, based on prior (good and useful!) comments. It can now trash a treasure (get rid of coppers), and later in the game, it can provide you with additional silvers if you want.

I would put the second +2 cards for Army Man in the same paragraph as the non-vanilla text, because currently, it doesn't look like it's part of the conditional stuff, which would make it strictly better than Hunting Grounds at a significantly lower cost.

402
My family and I playtested Trade Port yesterday, and it's more balanced than you might think. I had 4 of them, but the whole useless-in-winter part of it cost me the game.

403
Dominion General Discussion / Re: Scout Archives
« on: January 16, 2016, 10:48:55 am »
"I think generally the criticism of Scout sums up in the words 'Opportunity cost.' It only hurts you because it is taking the place of something that would help you more." -Jamfamsam

Thank you, Jamfamsam, for providing a common argument as to why Scout is bad. However, what is there that might help you more? Cards like Sea Hag, JOAT and Remake are generally better than Scout, I will not argue that they are better than Scout. But here's the thing that causes lots of people to disagree with me: I think Scout passes the Silver Test. I don't think Scout's opportunity cost is super low. So the 'Oppurtunity Cost' argument doesn't faze me because it doesn't make sense; Scout doesn't have low Oppurtunity Cost.

Um, you're arguing against him by agreeing with him...you're saying that it has a high opportunity cost, which is the exact same thing as Jamfamsam is saying...

404
Still deciding about getting Tabletop Simulator. I have a couple questions about it:

How much trouble is it to get all the cards in place to use Tabletop Simulator to play Dominion?

From what I've gathered it sounds like you can use it to play Dominion against another player somewhere else. When you do this, can one person connect to and use another person's account in Tabletop Simulator, or would they both have to have paid for it in order to play each other?

If I got Tabletop Simulator would other people here want to playtest my cards with me? (along with some of your fan cards.)

I would be willing to playtest your cards with you, if I have the time.

405
Seems ok, but it does need some condition, it can't just react to any gain (based on what we voted previously).

Okay, disregard that one then, I thought having a conditional one was optional.

"When any player gains an Action or Treasure card costing up to $5, you may discard this from your hand. If you do, gain a copy of the gained card, setting it aside. At the start of your next turn, play the set aside card, then return it to the Supply."

So it turns itself into a one-shot but free version of whatever card was gained, as long as it's an Action or Treasure and costs no more than $5.

406
"When any player gains a card, you may reveal this from your hand. If you do, that player discards the top card of his deck and puts the gained card on top."

So you could do it to yourself when you gain a card you want on top of your deck, and you could also do it to your opponent when they gain a card they wouldn't want on top of their deck, such as a Victory or Curse card. Discards the top card for the same reason Sea Hag does: So that it can't completely wreck the opponent's next turn.

407
Variants and Fan Cards / Re: Cantrip - Trasher
« on: January 09, 2016, 10:29:55 am »
Well, I'd argue that it is mandatory, with the penalty of self trashing if you don't pick a target card.

I'd say that the self-trashing is why it doesn't cost more than it does (plus, at $5, it would be strictly worse than Apprentice).

408
Variants and Fan Cards / Re: Cantrip - Trasher
« on: January 08, 2016, 03:27:48 pm »
The similarity is large enough to claim though that a cantrip trasher has to cost at least 4$ (and I am in the minority here, most people claim that 5$ is the appropriate price; what is evident though is that you have to test it at at least 4$; 3$ or 2$ is definitely too cheap)

I disagree; this should either cost $5 or cost $2, for the same reasons Chapel costs $2. Having either universal availability (costs $2) or having standard difficult availability (costs $5) seems to be the way to balance a card with this powerful of a trashing effect.
As I already said, a non-mandatory cantrip trasher can never cost 2$ as it is far too similar to Upgrade and Junk Dealer.

And Ratcatcher.

Ratcatcher's waiting does NOT make it stronger. It makes it way weaker. It's not like Royal Carriage at all. Royal Carriage can be played and called in the same turn, meaning you can use it every turn. Ratcatcher's waiting is more like how Durations work. Durations are weaker than they would be normally because it is impossible to play them every turn, and they miss the shuffle twice as often. Ratcatcher is the same. Ratcatcher's reserve effect is a nerf, in the same way that Teacher's reserve effect is. It slows it down.

Except that with Teacher, you almost always want to call it ASAP, whereas with Ratcatcher, you can just wait for a hand to come where you want to trash a card. I disagree and I think that the pros and cons cancel each other out.

409
No, because it says "up to".

Ruins, costing $0, are Action cards costing up to $1, so you'll have to gain one of them.

Ah, I see.

410
Some Card - Action / Reaction - $5

+1<VP>
Trash a card from your hand.
+<VP> equal to half the number of differently named cards in the trash, rounded down. <-- This wording is a bit awkward
You may spend any number of <VP>. +1 Action per <VP> spent this way.


Still needs to gain, though. I do wonder if adding "gain a card costing the same as the trashed card" would keep it about the same power-level. It would make it much weaker as as a trasher, being unable to get rid of Coppers. But it would make it stronger in that you could get more cards into the trash without losing good cards from your deck.
Fixed some things, my below the line stays the same, my above the line becomes:
  • No more extra VP tokens per card in trash, that was weird, instead...
  • Gain an action card with cost per differently named card in trash, so having trashed Estate and Copper can get you a Hamlet and with one more you can already gain $3 cards; note that you can freely trash the first card if there are no Poor Houses or Ruins in play

+1<VP>
Trash a card from your hand, gain an Action card costing up to $1 per differently named card in the trash.
You may spend any number of <VP>. +1 Action per <VP> spent this way.

Ruins don't cost $1. Poor Houses are the only case where you can't freely trash the first card with this.

411
Variants and Fan Cards / Re: Fan Expansion - Warlords and Wizards
« on: January 07, 2016, 09:45:51 am »
I still disagree, but now it's two votes against one. Maybe I need to hit the books harder. Can anyone point me in the correct direction?

Here's an example that uses similar logic:
Say somebody gives you a curse that states that "whenever you would eat a cookie, you must instead eat 2." So, you decide to eat a cookie. You would eat a cookie, but you must instead eat 2. Each time you would eat one of those cookies, however, you would eat a cookie, but you must instead eat 2. Each time you would eat one of those cookies, you would eat a cookie, and therefore must instead eat 2, ad infinitum.

^This works for the same reason as Enchantment: You start a repetition loop, but the conditions for repeating are always satisfied. In other words, you didn't close the loop. Here's a couple different wordings for Enchantment that work:

Enchantment:
Move your Enchantment token to an Action Supply pile. When you play a card from that pile, resolve it twice.
Cost: $5P
Event
^Works the exact way you want it to.

Enchantment
Move your Enchantment token to an Action Supply pile. When you play a card from that pile from your hand, play it again immediately after resolving it.
Cost: $5P
Event
^Doesn't quite work the way you want it to, because then it doesn't work the same way with the various Throne Room variants.

By the way, I would give it a cost limit (I recommend $4) because Enchanting Possession, which costs strictly more than it, is stupidly powerful.

412
I wanted to submit a card, but put off thinking about it till today. So I didn't think about it much, and it turned out silly. oh well.

Quote
Hogwash
If your Hogwash Mat is empty, +1 Card, +1 Action.
Reveal the top card of your deck. Trash it, discard it, or put it back. If you trashed it, play a card from your Hogwash mat. If there is still at least one card on your Hogwash mat, +$3.
-
When any player gains an action card, you may set this aside. If you do, put a copy of the gained card from the supply onto your Hogwash mat and play this at the start of your next turn.
(I originally called it Gee Wiz, but then I noticed we were on H.)

This can't gain, though, which is one of the criteria.

And as for a generalization of my card:

Generalized Epsilon:
You may play an Action card from your hand. If you do, trash it, then gain an Action card costing exactly $X more than it, playing it.
Cost: $5/$6

Note that the original version should also be able to only gain Actions, which I accidentally left out.

413
Gamma - $5
Trash a card from your hand. Gain a card costing up to $2 more. If it is an,
action card, +2 actions
treasure card, +$2
victory card, +2 cards

Ironworks/Remodel hybrid.

It needs to clarify whether "it" refers to the gained card or the trashed card. I'm unsure which you meant currently.

414
Variants and Fan Cards / Re: Fan Expansion - Warlords and Wizards
« on: January 05, 2016, 06:21:48 pm »

415
Variants and Fan Cards / Re: Fan Expansion - Warlords and Wizards
« on: January 05, 2016, 02:06:53 am »
As worded, Enchantment lets you play a card infinite times:

Enchantment:
Move your Enchantment token to an Action Supply pile (when you play a card from that pile, instead play it twice).
Cost: $5P
Event

So I put the E-token on Market. I play a Market. I played it, so instead I play it twice. I played it twice, so I instead play it four times. I played it 4 times, so I instead play it 8 times, ad infinitum.

416
Wow, I am fully supporting Epsilon - simple and interesting.

Thanks, I'm glad you like that one!

417
I initially sent it as a PM, but here's mine:

Epsilon:
You may play an Action card from your hand. If you do, trash it, then gain a card costing exactly $1 more than it, playing it.
Cost: $5/$6

No reaction yet because Gendo said in the OP that we're doing top-half and bottom-half separately.

Ok, I'll take a shot. Feel free to bash this, suggest changes, or ignore it.

[Alfa] Action/Reaction $5

Trash a card from your hand. Gain an Action card costing up to $3 more than the trashed card.

If the gained card costs $4 or less, +1 Action.
--------------
When a player (including you) gains an Action card, you may discard this from your hand, to gain an Action card costing up to $1 less than the gained card.

**************

This is obviously a hybrid of Ironworks and of Graverobber's Remodel function, with a weak Smuggler-type reaction. Don't know if it's strong enough. Should the Remodel part only allow cards costing $2 more than the trashed card?

PS. I named it Alfa so that we can keep track of the suggestions; the next suggestion can be Bravo, then Charlie, etc.

I feel like this is stronger than Expand at less cost.

I thought so, too, but I just now realized after rereading it that it can only gain Actions.

418
The Action half of the card could be 100% terminal, and the Reaction could be/include "you may play this from your hand". Sometimes terminal, sometimes non-terminal.

Gendo said that his intention was that the optional non-terminalness would be related to the top half:

Maybe the sometimes non-terminal-ness could relate to the reaction? Not sure how it would work, but sure, I'll vote special.

Well it can definitely relate, but my intention was that it's specifically sometimes non-terminal when played. So this would count as fully terminal, not "special":

Special Moat

+2 cards
------------------------
When you draw a card, you may discard this. If you do, +2 actions.

I guess that could count, though.

419
When are you going to post part 13?

420
Variants and Fan Cards / Re: Deadly Duo: Ringleader and Cronies
« on: January 01, 2016, 11:43:14 am »
Maybe I'm not understanding something, but what does 'Choose any number of players' even mean?'

Your standard attack is something along the lines of 'Each other player suffers X effect' (e.g. Witch) or 'Each other player who meets X condition suffers Y effect (e.g. Minion).

But if my opponents are Alice, Bob, and Carl, and I 'choose one,' does that mean I can choose Carl, even if he happens to be the leader or I have a non-Dominion-related grudge against him? Or can I choose Carl and Alice, because I personally hate them but personally like Bob?

If it helps, Spy could have just as easily have been worded:

"Each player reveals the top card of their deck. Choose any number of players. The chosen players discard the top card of their deck."

True, but the effect is less/lower.

How? As far as I can tell, it does the exact same thing.

421
Variants and Fan Cards / Re: Deadly Duo: Ringleader and Cronies
« on: December 31, 2015, 04:50:13 pm »
Maybe I'm not understanding something, but what does 'Choose any number of players' even mean?'

Your standard attack is something along the lines of 'Each other player suffers X effect' (e.g. Witch) or 'Each other player who meets X condition suffers Y effect (e.g. Minion).

But if my opponents are Alice, Bob, and Carl, and I 'choose one,' does that mean I can choose Carl, even if he happens to be the leader or I have a non-Dominion-related grudge against him? Or can I choose Carl and Alice, because I personally hate them but personally like Bob?

Well, you can do all of those things, but my intention is that people would use it to attack people who they know have good hands and ignore those who they know have bad hands.

422
Variants and Fan Cards / Re: Help Me Name This: [Leader] and Cronies
« on: December 31, 2015, 10:09:01 am »
This is pretty much the definition of the kind of 'political' attack that DXV deplores. Any reason you're departing from common wisdom?
The attack is not political as you can choose several players. You will only make them discard their hands if they either have 4/5 cards (and rarely when they have less) or when you have some info about their hand due to Cronies, Spy, Scrying Pool or whatever and the hand they do have is good.

Not that anything would be wrong if the attack were political (just because Donald X thinks so doesn't mean that a fan card does have to obey this narrow design principle). Games with political components do make it easier to hurt the leader which punishes skill but makes the game more attractive to inexperienced newcomers.
So whether a political component in a game is an asset or a liability partially depends on your gaming group (whether it is static or dynamic).

I know I'm being a devil's advocate here, but I usually try to follow the same design principles that Donald X does.

423
Variants and Fan Cards / Re: Help Me Name This: [Leader] and Cronies
« on: December 31, 2015, 01:55:24 am »
This is pretty much the definition of the kind of 'political' attack that DXV deplores. Any reason you're departing from common wisdom?

Also, probably the Cronies, being villages, will enable the leader, rather than the reverse, which thematically is odd.

But as for a name, probably the best Leader for some cronies is a Boss.

2) I guess I could switch their effects, if you think that makes more sense thematically.

1) I guess I could change it to "you may have each other player discard his hand. Each player who does draws 4 cards," to make it less political.

424
Variants and Fan Cards / Deadly Duo: Ringleader and Cronies
« on: December 31, 2015, 01:11:54 am »
I'm probably not going to change the name of Cronies, but I need a better name than the current "Leader." Anyway, here are the two cards!

Ringleader:
+$2
Choose any number of the other players. The chosen players discard their hands and draw 4 cards.

When you gain this, gain a Cronies from the Cronies pile.
Cost: $5
Action - Attack

Cronies:
+1 Card
+2 Actions
Each other player reveals his hand. (This is not in the Supply)
Cost:$0*
Action - Attack

So the Cronies help you make a more informed decision about whose hands to discard and whose to let them keep. Of course, to make them more useful, Cronies also act as Villages.

EDIT: GeeJo came up with a better name for what is now Ringleader.

425
I put $5 simply because we don't have any reactions at that price point.

Same.

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