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676
Variants and Fan Cards / Re: stechafle card ideas
« on: October 25, 2015, 12:20:25 pm »
Here's just a list of various card ideas that have been percolating around my brain for some time. Since I'm unlikely to ever put this together into the beautiful card mockups that some of you make, I decided to put the ideas out on the forum for others to use/laugh at as you see fit  :)

Cathedral
+2 Cards
You may trash a Treasure card from your hand. If you do, +1VP.
--------------------------------------------------------------------------------------
When you buy this, you may overpay. +1 VP for each coin you overpaid.
$4+ Action

My kids always want their Treasures to count for something at the end of the game. I don't think that's such a great idea but here is a card to turn Treasures into Victory Point chips along with an overpay option for more chips.

Interesting. Random Trivia fact: The immediate effect is less cost effective than a Colony until you pay at least $44 for a single one (you get +40 VP, which is equal to buying 4 Colonies, which costs $44). I've never had that much in a single turn, though.

P.S.: This is not a complaint, this is just a random fact.

Cauldron
+2 Cards
Put this on your Tavern mat along with any number of cards from your hand.
--------------------------------------------------------------------------------------
At the start of your turn, you may call this to trash the cards you set aside with it, gain a card with cost exactly equal to the total cost in coins of the trashed cards, and put the gained card into your hand.
$5P Action - Reserve

A Forge variant that requires a Potion and a turn on the Tavern Mat.

Interesting. Cons: Requires a Potion and has a delay on the Forge effect. Pros: Gives +2 Cards before choosing what to set aside, puts the gained card into your hand, and lets you do it whenever it would be most convenient (for example, if you set aside two Estates, you could hold off on calling this so that you can trash them into a Throne Room when you have a Grand Market).

Corrupt Official
+$2
Each other player does one of the following
  • Discards a Treasure costing $5 or less.
  • Reveals a Victory, Curse, or Ruins card from their hand and puts it on top of their deck
  • Reveals a hand without any card meeting the previous 2 conditions
$5 Action - Attack

A corrupt Bureaucrat. Doesn't touch your Gold.

The problem with using "Treasure costing up to $5" is that most of the time, it will only discard Silvers and Coppers, but if there are Kingdom Treasures, such as Treasure Trove, this becomes about twice as powerful.

Innkeeper
Each other player with 4 or more cards in hand discards a Treasure card or reveals a hand with no Treasure cards.
--------------------------------------------------------------------------------------
When you gain this, look through your discard pile. Reveal up to 2 Treasure cards from it and shuffle them into your deck.
$5 Action - Attack

Inspired by Inn and Le Miserable

Really lame. It's on-play effect is a $3-cost effect, and the on-buy effect is worse than Inn's (Inn lets you shuffle any number of Actions into your deck). Inn's on-play effect is a $4-cost effect (Donald said that Inn originally had no on-gain effect and cost $4), which means that it's quite a bit stronger, but it costs the same. I would next to never buy this for $5.

Juggler
+1 Action
+$1
Look at the top 3 cards of your deck. Discard any number of them. Put the rest back on top in any order.
$3 Action

I have posted this one before. Fine, but not too exciting.

It is a fairly interesting card. Pretty weak, since on play, it's just an Action Copper. My gut reaction says it should be a $2-cost card.

Midden
You may look through your discard pile. Trash a card from it.
--------------------------------------------------------------------------------------
When you trash this, gain a card from the trash.
$1 Action - Shelter

My attempt at a Shelter. Replaces Necropolis in your starting hand. Only trashes from discard pile to slow it down.

I'm assuming you can gain it back, since it turns into "a card from the trash" when you trash it? This is worse than Necropolis, I'd say, but it is obviously stronger than Hovel, since it does something. Nice for trashing cards w/ on-trash benefits. I think you should make the on-trash ability optional, though. In TfB or trasher-attack games, it's a benefit, but the rest of the time, it'll be a pretty major penalty.

Patron
Play another Action card from your hand. Add 1 to any vanilla +Card, +Action, +Buy, and +$ bonuses on the card.
$3 Action

Meant to be weaker than Throne Room. Works well with Market.

Yeah, I'd say it's worse than Throne Room most of the time. OP with Salvager, Apprentice, Storeroom, and Cellar, though. Probably better than King's Court with those four.

Pearl
$1
When you play this, reveal the bottom card of your deck. If it is a Treasure play it immediately; if it is an Action put it on top of your deck. Otherwise, discard it.
$4 Treasure

The Pearl Diver has to be after something, right?

This one's very interesting. At first I thought it was too weak, then I realized that Pearl is a Treasure. Oops.

Picket
Draw until you have 6 cards in hand. Put a card from your hand on top of your deck.
--------------------------------------------------------
When you gain a card, you may set this aside along with the gained card. Put the set aside cards into your discard pile after your next shuffle.
$2 Action - Reaction

A worse Watchtower.

Too much worse than Watchtower to only cost $1 less. This is probably just strong enough to cost $1.

Prophet
Gain an Action card costing up to $5 putting it on top of your deck. Each other player may gain a copy of it. If anyone does, +$2.
$5 Action

I'm not too sure about this concept. I toyed with the idea of giving +1 Card, +1 Action if anyone else decided to gain the card, but then I thought no one would.

The problem with this one is that it's too political. If even one opponent chooses to gain a copy and everybody else decides it's not worth giving you +$2, then those who don't gain a copy are basically being punished for somebody else's decision. I think it should just give +$2 flat out. Giving other players $5-cost cards is a pretty harsh penalty, especially because it's optional for them.

Ruined Garden
Worth 1VP for every 5 Ruins in your deck.
$0 Victory - Ruins

Ruined Lighthouse
+1 Action.
At the start of your next turn, +$1
$0 Action - Duration - Ruins

Spoiled Feast
You may gain a card costing up to $2.
$0 Action - Ruins

A few alternative Ruins

I've thought of a Spoiled Feast ruins before, but it let you trash itself in exchange for any Ruins type of your choice, as long as there is a copy of that particular ruins in the Supply.

Saint
Reveal the top 3 cards of your deck. Trash any revealed cards that cost $0 and put the rest back on top in any order. +$1 per card you put back. Each other player may trash a card costing $0 from their hand.
$5 Action

I wanted to make a card that could only trash Coppers and Curses but still be useful when those are gone.

Interesting. Pretty weak before you trash all your Coppers and Curses, but strong after that (Chapel is better at trashing).

Tenants
+1 Action
Reveal cards from your deck until you reveal an Action or Treasure card. Put all of the revealed card into your hand. You may discard an Estate. If you do, +$1.
$4 Action

Baron/Farming Village combination.

Weird.

Torch
Once per turn: You may look through your discard pile. Set aside a card from it. At the start of your next turn, put it into your hand.
$5 Event

Might be too strong.

I like it, but why Torch?

Treaty
Trash an Attack card from your hand. If you do, each other player discards an Attack card or reveals a hand with no Attack cards; Move your +$1 token to an Action supply pile that is not an Attack.
$6 Event

Might be too wonky.

So if there aren't any Attacks in the Supply, it's Training, otherwise, it's (mostly) better. The penalty that you can't put the +$1 token on Attacks doesn't make up for the attack part of the Event. Also, it should make you reveal a hand with no Attack cards to prove you can't trash one, or the Attack trashing portion should be optional.

Twins
$1
You may trash 2 cards from your hand having the same cost. If you do, +$ equal to the common cost of the trashed cards.
$5 Action

Trashing 2 Coppers gives you $1, 2 Estates gives you $3.

So it's Salvager that gives +$1 instead of +1 Buy, which is generally worse in combination with what it does, and makes you trash TWO good cards instead of one, but costs MORE. I would price this at $2. In fact, I probably wouldn't even buy this for that much.

Usurper
+1 Card
+1 Action
Reveal up to 4 cards from your deck. Put the last revealed card into your hand. Discard any remaining revealed cards.
$5 Action

A Laboratory-variant that lets you gamble on getting a better 2nd card.

Now, this one is probably your most interesting card. Good job on this one.

677
Variants and Fan Cards / Re: Genesis, chapel event
« on: October 25, 2015, 11:39:06 am »
I had thought about something similar, but way more fiddly.
Portal - event 1P
After clean up this turn, set aside all your cards, except two. Put those in your hand, and gain a Curse, a Potion and a Copper, putting them in your hand.

You need to specify whether "those" refers to the set aside cards or the two you didn't set aside. As written, it could be either.

678
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 25, 2015, 11:37:50 am »
New (Post-Overhaul) Version:
$1
Put this on your Tavern mat.

At the start of your buy phase, you may call this. If you do, +$1.
Cost: $2
Treasure - Reserve

Though there are some differences, this is mostly just a much weaker version of Candlestick Maker.

Looks more like Lighthouse to me... if you call it the very next turn, which will often be what you want; then it's almost exactly a Lighthouse without the attack protection. Instead of attack protection, you get flexibility to get the second whenever you need it, and the advantage of not being able to draw it dead.

Interestingly, if you play this with a Black Market, then it's often just a cheaper Silver (if you don't need the money to buy from the black market deck).

So do you think that the extra flexibility without the attack protection is worth it?

It will be weaker than Lighthouse, but Lighthouse is pretty strong, so yes.

Actually, now that I've thought about that some more, I think that Penny might be too strong, because it is strictly stronger than Lighthouse in the absence of Attack cards.

Lighthouse in the absence of Attack cards isn't very strong, so that's fine.

That may be true, but as LFN said, it's too similar to Coin tokens.

679
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 25, 2015, 11:26:00 am »
For what it's worth, the reason Adventures doesn't have this Reserve effect is that it's so close to Coin tokens.

Overhauled Penny for the 2nd (and hopefully last) time. Yeah, I guess I didn't think this through very well.

680
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 25, 2015, 11:20:59 am »
New (Post-Overhaul) Version:
$1
Put this on your Tavern mat.

At the start of your buy phase, you may call this. If you do, +$1.
Cost: $2
Treasure - Reserve

Though there are some differences, this is mostly just a much weaker version of Candlestick Maker.

Looks more like Lighthouse to me... if you call it the very next turn, which will often be what you want; then it's almost exactly a Lighthouse without the attack protection. Instead of attack protection, you get flexibility to get the second whenever you need it, and the advantage of not being able to draw it dead.

Interestingly, if you play this with a Black Market, then it's often just a cheaper Silver (if you don't need the money to buy from the black market deck).

So do you think that the extra flexibility without the attack protection is worth it?

It will be weaker than Lighthouse, but Lighthouse is pretty strong, so yes.

Actually, now that I've thought about that some more, I think that Penny might be too strong, because it is strictly stronger than Lighthouse in the absence of Attack cards.

681
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 25, 2015, 12:25:21 am »
New (Post-Overhaul) Version:
$1
Put this on your Tavern mat.

At the start of your buy phase, you may call this. If you do, +$1.
Cost: $2
Treasure - Reserve

Though there are some differences, this is mostly just a much weaker version of Candlestick Maker.

Looks more like Lighthouse to me... if you call it the very next turn, which will often be what you want; then it's almost exactly a Lighthouse without the attack protection. Instead of attack protection, you get flexibility to get the second whenever you need it, and the advantage of not being able to draw it dead.

Interestingly, if you play this with a Black Market, then it's often just a cheaper Silver (if you don't need the money to buy from the black market deck).

So do you think that the extra flexibility without the attack protection is worth it?

682
Variants and Fan Cards / Wording Challenge(Again!): Pickpocket
« on: October 24, 2015, 05:04:48 pm »
Pickpocket:
+$1
Each other player with 5 or more cards in hand reveals his hand and trashes a Treasure costing up to $2 from it that you choose. You may gain any or all of the trashed cards, putting one of them into your hand.

Setup: Add the Penny pile to the Supply and replace one of each player’s starting Coppers with a Penny.
Cost: $4
Action – Attack

For reference,

Penny:
$1
+1 Buy
Put this on your Tavern mat.

At the start of your turn, you may call this to draw a card then discard two cards.
Cost: $2
Treasure – Reserve

^There are 16 of these, but you only put 10 in the pile (the other 6 are for starting Pennies w/ Pickpocket).

FAQ: Pennies are always an 11th kingdom pile if Pickpocket is in the Supply.

Basically a thief that steals Treasures directly from players' hands and puts one of the gained cards into yours, but can only steal Treasures costing up to $2. The problem is, even though the effect is simple, it's too wordy. It has 63 words, compared to Prince and Possession's 53 words. How do I shorten it without changing its effect too much?

683
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 24, 2015, 04:53:07 pm »
I can't think of a compelling reason that this should be a weird Treasure-Reaction rather than just an Action. "Look at the top card of your deck and choose one: put it into your hand; or +$1 and discard it." And at that point it's sort of just a weak Oasis?

Yeah, I didn't think of this very well. I'm going to just completely overhaul it.

EDIT: Completely overhauled Penny. The only thing it kept is the fact that it is still a Treasure that gives $1.

684
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 24, 2015, 04:14:41 pm »
What's the point of this card though?  I don't think I'd ever buy it for its effect.  Its best use case seems to be sifting junk from the top of your deck, in which case you get a Copper in hand instead (the penny which you keep), but that's probably a weaker effect than Secret Chamber's discard for coin.

I guess I could make it so that you set aside two top-deck cards for each Penny. Would that fix the problem, or would that make it too strong (for 2)? If that makes it too strong, I might just overhaul it, because I really want it to be a $2-cost card.

685
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 24, 2015, 08:23:23 am »
My intention is that you set aside all copies of Penny that you wish to set aside at once, along with one card from the top of your deck per Penny.
If you want to reveal all Pennys at the same time, it should be something like:


Penny:
$1

Once at the start of your turn, you may reveal any number of Pennys from your hand. Reveal the same number of cards from the top of your deck. Put the same number of cards into your hand. Discard the rest.
Cost: $2
Treasure - Reaction

I think I'll use that one.

686
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 24, 2015, 12:20:55 am »
I still don't understand how this is supposed to work. When does the other set-aside card return to your deck?

I'm not sure how you think it works...One of them gets discarded and the other goes into your hand.  So they both go back into your deck eventually.

It should probably be a Reaction, but otherwise I think the wording is pretty clear, except for the fact that you can do it as many times as you want to find any card in your deck, which I think is what Gubump wants help with.  I'm not sure there's a clean way to fix it.

You are correct in everything you've said. And as for it being a Reaction, I meant to make it one, I just left that out by accident.

I think I've come up with a clear wording:

Penny:
$1
--------------------------------------------
At the start of your turn, you may reveal this, if you do, reveal the top card of your deck.
At the start of your turn, you may discard this from your hand, if you do, +1 Card.
Cost: $2
Treasure - Reaction

687
Variants and Fan Cards / Wording Challenge: Penny
« on: October 23, 2015, 10:24:54 pm »
Version 4:
$1
+1 Buy
At the start of your next turn, +1 Card then discard two cards.
Cost: $2
Treasure - Duration

Notes: Version 3 was changed to version 4 due to being way too strong for just $2.

(2nd Overhaul) Version 3:
$1
+1 Buy
Put this on your Tavern mat.

At the start of your turn, you may call this to draw a card then discard two cards.
Cost: $2
Treasure - Reserve

Note: Drawing a card is usually significantly more powerful than +$, especially since this doesn't take an Action to do so. That's why it makes you discard two cards.

(Post-Overhaul) Version 2:
$1
Put this on your Tavern mat.

At the start of your buy phase, you may call this. If you do, +$1.
Cost: $2
Treasure - Reserve

Note: Considering adding +1 Buy to either when you play, when you call it, or both.

(Pre-Overhaul) Version 1:
$1

Once, at the start of your turn, you may set aside any number of Pennies from your hand. Set aside an equal number of cards from the top of your deck. Put one of the set aside cards into your hand per Penny you set aside, and discard the rest.
Cost: $2
Treasure - Reaction

Note: Based on market squire's wording suggestion.

688
Rules Questions / Re: Possession + tokens
« on: October 23, 2015, 09:58:43 am »


 Princing a Rats
If someone did that to me, I'd probably kill myself.

Force-Princing would only work on one turn, though, because if you "forget" to set the Rats aside at the end of your turn, it's not Princed anymore. Although, the Prince is still set aside, so they still made you waste a good card.

689
Rules Questions / Re: buying a card
« on: October 23, 2015, 09:52:47 am »
I think it should go like this:

- you buy Sir Destry, losing $5
- on-buy triggers before gaining (and I believe gaining is the thing which moves the card): your opponent gains Sir Destry.
- you try to gain Sir Destry, failing to do so because you lost track

This is mostly right, but not quite right—the lose-track rule isn't what causes you to fail to gain Sir Destry, it's just the fact that there isn't a Sir Destry available in the supply to gain at the moment.

Actually, you could just gain another Knight. The card in the OP says "...you gain an attack card," not that you gain a copy of that attack card. That means you could gain a Cutpurse, a Goons, or another Knight, assuming those are in the Supply.

690
Variants and Fan Cards / Re: New Card: Search Party
« on: October 22, 2015, 10:55:45 pm »
I found a Search Party

??????????????????????????????????????????????????????
??????????????????
??????????????????
??????????????????
???????????????????????????????????????????????????

I don't get it.

691
Variants and Fan Cards / Re: New Card: Search Party
« on: October 22, 2015, 09:15:11 pm »
This is surprisingly simple (and awesome) for a variant card.  I find myself thinking of several cards that are slight variations of this...

Removing the coin makes it similar to the, too strong for $4, sifting Lab from Donald's outtakes, but the change from draw 2 discard 1 to drawing one of the top two cards should weaken it enough that it works at $4 or possibly less.

A coinless Search Party is to Raze what Laboratory is to Apprentice. Since Apprentice costs the same as Laboratory, the coinless Search Party would most likely likewise cost $2, the same as Raze.

692
Variants and Fan Cards / Re: New Card: Search Party
« on: October 22, 2015, 09:28:17 am »
Thanks, guys, I'm glad you like it! :)

P.S.: Do you think you could make a mockup of this one, LFN?

693
Variants and Fan Cards / New Card: Search Party
« on: October 21, 2015, 10:56:28 pm »
Search Party:
+1 Action
+$1
Look at the top 2 cards of your deck. Put one of them into your hand and discard the other.
Cost: $5
Action

This has been playtested, albeit not very much. I plan to playtest it more, but it will be a while because my parents are going on vacation tomorrow, and my brother is rarely both willing and able to play.

This is an interesting card. In the first game, it seemed to be strong enough to cost $6 (everybody was buying it whenever possible, sometimes even over Gold), but in the 2nd, it seemed to be about the right strength for $5 (we mostly bought Count over it). I think this is probably my favorite card among the ones I've made.

694
Variants and Fan Cards / Re: Harvest Queen (a Cornucopian TR)
« on: October 19, 2015, 09:53:10 am »
A little more than a year ago, I made a card that did the same thing as this, but didn't require each set aside card to be unique, and it also gave +1 Card. Even then, it was still too weak for $5.

695
Variants and Fan Cards / Re: New Throne Room Variant: Needs a name
« on: October 18, 2015, 11:38:18 pm »
I think this is pretty clearly way too strong for $5. Barring ≥$6 Actions, which are rare, it's better than Disciple, which you usually spend 3 shuffles acquiring. Don't be fooled by Disciple "costing" $5! In reality it's stronger than that.

Would dropping the cost limit to $4 or less fix it?

696
Variants and Fan Cards / Re: Strange attack idea
« on: October 18, 2015, 01:42:31 pm »
Hmm... Here's an idea: Have it trigger it at the start of the respective player's buy phase. Less fiddely, but of course you get to play your whole turn before discarding. I wonder whether down to 4 would be too harsh, and whether that's worse for BM or engines.

I think that down to 5 would be too dependent on the board (only useful against cards that give +2 or more cards), but 4 seems good. I would price that at $5 instead of $4, assuming the self-bonus is the same.

697
Variants and Fan Cards / Re: Strange attack idea
« on: October 18, 2015, 11:45:31 am »
I just realized something wrong with this card. According to Adventures rules, "immediately after resolving an Action" only counts its on-play effect if said Action is a Duration; its next-turn effect doesn't count as resolving it. So, as worded, all Duration effects except those from playing it the first turn are completely unaffected by Warlord's attack! Here's how I would fix it:

Warlord:
Until your next turn, immediately after another player draws any number of cards, they discard down to 5 cards in hand.
At the start of your next turn:
+$2
Cost: $4
Action

This way, it affects Duration cards. It isn't exactly the same since Raze, for example, isn't considered drawing a card. But Raze reduces handsize, and Warlord's attack only affects cards that increase handsize, so that doesn't matter too much.

698
Variants and Fan Cards / Re: New Throne Room Variant: Needs a name
« on: October 18, 2015, 11:30:20 am »
You could remove a lot of rules confusions by saying "discard this to play it again" instead of "play this as if it were that card".

This is like a cross between Disciple and Royal Carriage I guess? Much weaker than Royal Carriage in that you have to collide the cards; but on the other hand it gains you cards.

Only gaining cards that are $5 or more is a little weird; those are the cards that are good to gain anyway. If it only gained cards that are $4 or less then that would be a more natural restriction. As it is, the restriction doesn't lower the power by all that much I think.

1: Yeah, I think I'll do that.
2: Yep, that was pretty much exactly my line of thought when making the card.
3: I think you misread it; it says "up to $5," so you only gain cards that are $5 or less, not $5 or more.

699
Variants and Fan Cards / Re: New Throne Room Variant: Needs a name
« on: October 17, 2015, 07:18:57 pm »
I assume you don't get the $2 if you choose the reaction? I don't know if it needs the $2 at all, it only makes it confusing and most of the time, you will be able to throne a Silver anyway.

This definitely runs into problems as it is not clear when it stops being the card you play it as... if I use it on Prince and set it aside, do I get the bonus for the rest of the game? And such things.

I would consider this more of a Band of Misfits variant than a Throne Room variant. Overall, it seems a tad too strong. I would make it less flexible so that you have to think more about how to best use it. Maybe get rid of the treasure throning ability.

Took out the treasure throning ability. It can only be used on Actions now.

700
Variants and Fan Cards / New Throne Room Variant: Needs a name
« on: October 17, 2015, 06:33:26 pm »
Finally thought of a name for this one. It still has yet to be playtested, though. Anyway, here it is:

Crown Jewels:
$2
----------------------------------------------------
Immediately after resolving an Action card, if it's still in play, you may set this aside from your hand. If you do, play that Action again and if it costs up to $4, gain a copy of it. Discard this when you discard the Action from play.
Cost: $5
Treasure - Reaction

EDIT 1: Removed Treasure-throning ability.

EDIT 2: Reworded the reaction.

EDIT 3: Added another clause to make it easier to keep track of Duration cards.

EDIT 4: Dropped gaining cost limit to $4.

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