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Messages - tristan

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626
Variants and Fan Cards / Re: my cards
« on: November 11, 2015, 08:12:17 pm »
The main difference is that you care about how large the impact of my Shelters is whereas I care about whether this impact leads to interesting decisions (something you flat out denied whereas I gotta test Lost Garden) and whether it is too swingy or opening changing (here the other two Shelters have more of an influence).

627
Variants and Fan Cards / Re: my cards
« on: November 11, 2015, 07:34:15 pm »
Hovel does not provide the tricky decision you mention.  It is pretty much never a good idea to trash it to an Estate.
I disagree as this decision is deck-dependent.


Quote
If strong trashing is available, you'll probably trash either way, just as you'd trash Estates.  If no trashing is available, then it's moot.  To that end, the "agonizing decision" you talk about doesn't really exist.
Black and white? There is something between strong trashing and no trashing and there is also a second dimension, junking.
You might very well be right and the decision will always be simple and straightforward. But unlike you I gotta playtest the card to find it out.


Quote
The actual strength of Lost Garden is in how much it weakens junking attacks, especially in the absence of sufficient trashing.  At a 1:1 ratio, it does have a significant impact on cursers and looters.
Ruins become Estates and Curses become plain dead cards. The latter is still junk and the former is only something you want in the endgame, in the presence of Silk Road / Gardens or if the deck leads to such heavy junking that nobody will be able to aim for Provinces. So in this case players now wonder whether they should buy all those junkers as they might backfire.
Is this impact too large? I seriously doubt it, not to mention that it occurs (too) rarely anyway.


Quote
You may be overestimating how often the official Shelters make a difference.
Not at all. The absence of Estates matters in some cases (Doctor, Ambassador and Baron come to mind) to a significant degree whereas the presence of Hovel or Overgrown Estate is negligible. Only Necro has a small effect upon the early game and in the absence of villages an effect upon the entire game.
I totally realize that my alternative Shelters have a larger impact. And yes, in some decks Lost Garden can have a non-trivial impact upon the entire game, on how you evaluate trashing and junking. This is the very idea of the card.

You are totally right that they might have an impact which is too large. Not too large because of some stupid "Shelters must be super-weak" dogmatism (hell, many fan cards, including msot of mine, are just straightforward variations of stuff that exists so I am glad when I can come up with something mildly new) but too large in terms of being too swingy or changing the opening too much. I'll happily get rid of them if they turn out to do that.

628
Variants and Fan Cards / Re: my cards
« on: November 11, 2015, 06:59:22 pm »
Suit yourself, but I think it's poor design philosophy to not design as if it would be official.
It is not official so I will not design it as if it were. This would entail a totally unnecessary FAQ, super-precise definition of "village" and the Necro pile nonsense. As I already said, I think pragmatically and as I a) suck compared to other fan card designers and b) do not provide fully designed cards with images the chance that anybody else will use my card is virtually zero.
So only my playing group will play with this card and I can explain it to them in a minute. Extensive rule-lawyering that covers all border cases is thus irrelevant. I mean, gee, this is not Possession or whatever, the card is pretty simple: when you trash it you can gain a Necro or anything else with "+2 actions" printed on it that doesn't cost more than 4.


Quote
If it's just going to be for your own group where you can personally explain away all the ambiguities, why share it publicly at all?
To get feedback but certainly not in the vain hope that anybody but me will ever use it. There are technically and graphic-wise better and more experienced fan card designers here whose cards are probably used by some folks.


1VP more on top of that
Lost Garden does not provide any benefits but VPs.

The point of Lost Garden is not to make it strong just for the sake of it but to make it strong enough such that it will provide an agonizing decision in the MINORITY of games in which there is no/bad/late trashing and/or heavy junking. If I make the card too weak it will be a totally boring card which you will always want to trash. If the card doesn't do something interesting in at least some games it is pointless to have it in the first place. It is after all a substitute for Hovel and Hovel also provides a tricky "to trash or not to trash" decision when you hit 2$ early in the game.
Note that even with the current version you wanna trash Curses as they are dead cards. Even with the strong version which I do not like (2 VPs per Curse) you would trash a Curse in the middlegame as it is a virtual Estate.

So would you mind to explain how Lost Garden can be too strong? Did I miss something and is the card to good to be trashed in more instances than I think?

About your point that my Shelters are being stronger than the official ones, yes, they obviously are. But I think that a degenerate market and a post-buy copper trasher are far more useful than something which is only a Duchy or something better if you keep a lot of crap in your deck.

629
Variants and Fan Cards / Re: Exercise of thought about a Kind Witch.
« on: November 11, 2015, 05:25:59 pm »
This Lab version is probably a strong 6 in kingdoms without other Cursers and a normal/weak 6 in kingdoms with other Cursers.

630
Variants and Fan Cards / Re: my cards
« on: November 11, 2015, 04:47:01 pm »
It doesn't help that the effect needs some awkward wording.  Note that specifying Necropolis doesn't actually work as you intend.  When a card says "gain", it means from the Supply by default.  Otherwise, it has to specify -- e.g. Urchin says "from the Mercenary pile", Marauder says "from the Spoils pile".  So how do you reference gaining a Necropolis?  It's not in the Supply and it doesn't have a pile to reference.  Either you'll have to be inconsistent with official wording or you'll have to do something awkward.  The ambiguous definition of "village" doesn't help either.
Totally right, I should add a line about a Necro pile and write "gain a Necro from the Necro pile", not clarify whether Throne Room counts as "village" (IMO it does not; other cards like Golem or Tribute are already excluded by the price cap at 4).
But in practical terms this is totally irrelevant as I could explain this card to my gaming group in less than a minute without any rule ambiguities remaining. As I lack the graphic talents to really design the cards and just play with mockups there is no "risk" that anybody here will actually use the card (as opposed to the really good fan card designers in here who actually provide fully designed, printable cards).

It's really not too strong.  Again, Shelter should be compared to Estate, so a VP value of 3 is already too high.
First of all, the card is only worth 3VP if the other Shelters are not trashed, i.e. each Shelter does actually indirectly provide 1VP.
Second, this argument is too static. In the beginning of the game you would virtually always (again Silk Road and Gardens are the obvious exception) trash a Duchy if you could. In the presence of decent trashers you would not really want to stick with a card which is only worth 3 VP if you do not trash the other two Shelters. Now in the presence of heavy junking and / or bad / no trashing it (should) become(s) more tricky.

631
Variants and Fan Cards / Re: Exercise of thought about a Kind Witch.
« on: November 11, 2015, 04:32:14 pm »
This might be one for the RBCI thread, but Deadlock's post in the contest thread got me thinking (duck!):
Do I win the contest?

Tailor
$0 Reaction
When another player plays an Attack Card, you may set this aside.

What if a curser let other players get rid of curses?

Kind Witch
?!?
Every other player gains a Curse and may trash a Curse from their hand.

What would you put as cost and additional effects to make the attack kinda balanced and fun?
The best I could conjure was Lab's effect (2cards 1action) at 5, but I'm not sure about how that would compare with Lab.
Would you ever stop playing it to avoid helping your opponent (after the curses are empty, but before they trash away their curses); or change significantly your buy pattern compared to Lab? Because I fear it's just too similar to Lab to be worth making.
How would you make such a card work, if it can work at all?
Hard to say. As far as I understand the card it hurts for a while as players still suffer from drawing dead cards. Sure, most of them might get trashed eventually but even if every Curse only cycles once through your deck and then gets trashed it is something like a delayed handsize attack.
So if you just use a vanilla bonuses for the rest of the card my totally uneducated guess is that it has to be 1$ more expensive. Not to mention the problem of cantrip attacks, i.e. if you add Kind Witch upon a vanilla village it might very well turn out to be too strong for 4.

632
Variants and Fan Cards / Re: my cards
« on: November 11, 2015, 04:16:36 pm »
Ruins are Actions. All Shelters except Hovel (including yours) are Action or Victory cards.
Thanks for pointing out another elementary mistake. So the card should read "Shelters, Ruins and Curse" instead of "non-...".

I think that it is too weak if it does not start out with a VP value of 3 and that the other idea which has been suggested (or misread because of the 1/2 thingy) of 2 VP per Curse, converting them into Estates might be too strong. Not too strong in terms of preventing players from buying Cursers (if there would be a card which handed out Estates it would probably be a weak junker but still a junker unless there is Silk Road or Gardens) but too strong in terms of making the decision of whether to trash Lost Garden or not easier.

633
Variants and Fan Cards / Re: my cards
« on: November 11, 2015, 03:49:31 pm »
Lost Gardens basically reads "If you still own this at the end of the game, each Curse is worth 1 instead of -1 VP." Also Hovel, but only if Hovel isn't itself replaced. I think this would be more interesting as a whole-game-modifier, similarly to Events.
About Lost Garden, sorry about the 1/2. It was not meant to stand for "one half" but for "either 1 or 2".
Now the card should read "Worth 1 VP for every non-Action, non-Treasure, non-Victory card in your deck." (I think that the "1 VP for every 2 ... cards" version is too weak for a Shelter and should only be an option for a normal Victory card) So Curses become just dead cards while Ruins and Shelters become Estates. Initially the card has the same worth as a Duchy so you would normally trash it (together with the other Shelters) if you could. But if there are junking attacks and no or bad trashers you might wanna stick with it (and perhaps even the other Shelters). It is not a situation which happens often but  in 3 and 4 player games it sometimes occurs.
If playtesting shows that the decision is often easy to make and rarely agonizing the card is obviously pointless. It's kinda like with Hovel. If it would always make sense to trash Hovel with 2$ and no good 2$ cards Hovel would be boring.


Couldn't you always trash the Crypt itself when you play it? And if your new Shelters replace the old ones, you could use Necropolis to replace the Crypt when you trash it.
That is indeed the idea of the card, be able to exchange it for Necro (or a stronger village?).

You can never gain Necropolis, so mentioning it on Crypt is moot.
In normal games you can indeed not gain a Necropolis but with Crypt you gain. Hell, if the village-conversion ability turns out to be too strong or too automatic (I think the price caps that make sense to test are 3 and 4) the only thing that Crypt will be able to exchange itself for will be Necropolis.


Crypt won't trash coppers unless you combo it with Storyteller or Black Market.
Thanks for pointing that out. Kinda embarassing to mix up Action and Buy phase. I changed the phrasing to "At the end of your Buy phase, trash a card you have in play." I do not want a Shelter to be able to trash Estates or Curses.

634
Variants and Fan Cards / Re: my cards
« on: November 11, 2015, 08:10:44 am »
- Ironsmelter - Action

Trash 2 cards from your hand.
For each...
Action card, +1 Action
Treasure card, +
Victory card, +1 Card.


A fairly straightforward trasher in the IronXYZ family.
Thematically Smelter implies that the card should work similar to Forge but I am not sure about this. "Trash Estate and Copper/Curse, gain 2$ card/Estate" depends on the Kingdom cards, "trash 2 Estates, gain 4$ card" is stronger whereas "Trash 2 Coppers/Curses, gain a Copper" is weaker than the pure trash version of the card. In decks with Shelters, Looters and Cursers the trash for benefit version is weaker.
It might be more interesting game-play wise though as it is a slow trasher in the early and a mini-Forge in the later part of the game. The card might be overpowered for 4 as it a trasher which enables you to nonetheless buy something on the turn, as opposed to early trashing with cards like e.g. Chapel or Steward. I am also not sure whether it is exciting enough.


Some ideas for a set of alternative Shelters:


- Townstreet (I scrapped my initial stupid Townstreet idea after having realized that DXV nixed a similiar card) - Action-Reserve-Shelter

+1 Action
Put this on your tavern mat
———————————
At the start of your Buy phase you may call this for +1 Buy.


This is just a modification of Co0kieL0rd's Forest Hut. Forest Hut changes the openings (5/3 and 4/4; note that this is more balanced than Alms which leads to 5/4 and 4/4) and is specifically designed by Co0kieL0rd to kickstart an opening with 2 or 3 self-synergizing trashers.
My card doesn't change the opening that much (2+3or2+2/2 and 2+2/3) and reserv-ifies the Buy. It is fairly deck-dependent; with other cards that provide Buys you will most likely never call it except for your last turn whereas in decks without cards that provide buys it might be a degenerate card that you wanna use a few times.
In the presence of Peddler and Pawn or Candlestick Maker both versions are pretty strong for Shelters but I do not think that this is a big issue.


- Lost Garden - Victory-Shelter

Worth 1 VP for every Shelter, Ruins and Curse in your deck.

Not sure about the ratio value yet. The idea of the card is to create a 'to trash or not to trash' decision. In the presence of good trashers you will never not trash but if there are some crappy trashers or expensive trashers which you can only buy fairly late in the game you might not wanna go for them. Or you might trash Curses/Ruins but stick to Lost Garden if you are only able to start trashing fairly late in the game.
I am not sure though and the card would probably work better for a normal Kingdom card (with a ratio of 2 or 3). Here it would also influence the decision of the attack card buying player and there would be the usual rush for this card in heavy junking games.


- Crypt - Action-Reaction-Shelter

At the end of your Buy phase, trash a card you have in play.
—————————————
When you trash this, gain a village (that costs no more than 3/4).
(Necropolis and any Kingdom card that does provide 2 or more Actions is considered to be a village.)


Shelters should be weak so like Bonfire Crypt only trashes cards in play (i.e. mainly Coppers, Action-Shelters and Ruins). Its on-trash ability might be too strong in the presence of good villages, hence the potential price cap. The definition of village is ambiguous (what about Tribute or Ironmonger) so the playing group has to decide before the game in the case of amiguous villages how they wanna handle Crypt.
In case there is no village in the kingdom you can swap Crypt for Necropolis.

635
Variants and Fan Cards / Re: Next-turn Village
« on: November 02, 2015, 01:25:06 am »
Actions now, Cards later is boring, it's too automatic. Cards now, actions later combines the uncertainty of terminal draw with the flexibility of engines, that makes it interesting. Villages, labs, and terminal draw are all very saturated in terms of design space, so you gotta do something spicy if you're only working with these two vanilla bonuses.
I do not disagree that actions now and cards later is an easier, more familiar and more boring card. But it is also a stronger one than yours which is probably balanced at 4. As I already said, the benefit of an additional action for the second turn is far larger than the benefit of getting a third action. The duration effect is probably weaker than that of Fishing Village (if you buy some Fishing Villages you can safely buy quite some terminal draws whereas District either needs a lot of itself or some terminal draws AND some villages for support).

636
Variants and Fan Cards / Re: Next-turn Village
« on: October 30, 2015, 02:48:43 pm »
The card is like a Moat sans defense ability now and two Villages or a Crossroads sans card draw on the second turn. Sounds pretty bad to me compared to Fishing village which is a Peddler and a Village (or a Bazaar) on the second turn.
I think that situations in which you want 3 actions (instead of just 2) at the beginning of your turn are rare.

This is why I think that it would be better (read: make the card better) to switch the bonuses around. Now a Necro and later two Labs sounds pretty smooth to me.

On the other hand there is a nice self-synergy: if you have enough Districts they become quasi Lost Cities. This self-synergy is obviously stronger if you have the extra cards in the first turn (as you direly want the extra actions from preciously played Districts).

No matter which version you pick, I'd playtest them at 4. As other people have already mentioned, Wharf or Village or any other super-strong official Duration card should not be the benchmark though and if it turns out to be too strong for 4 you can still make it a weak 5.

637
Variants and Fan Cards / Re: Harvest Queen (a Cornucopian TR)
« on: October 19, 2015, 05:36:53 am »
Harvest Queen is super situational, and it's worse than "+1 Action for each unique Action you have in your hand".
Committing yourself to play the set aside cards can be worse than merely getting the actions but it can also be better in the presence of Library or Watchtower.

The feedback for Harvest Queen was, to summarise, that it's pretty neat but probably a bit weak. While I don't disagree, I think that it has potential to be somewhat devastating in the right kind of engine. Unfortunately, I don't have a regular Dominion group so I have no chance to playtest it to tweak it. Does anyone have any thoughts on where this card sits, power-wise, and how it might be improved? Is it just a case of making it $4 or do there need to be some bonuses involved?
As NoMoreFun said, +3 Actions is probably a good 2$ so 5$ is definitely too much for this card. Villages without the '+1 card' wanna be paired with terminal draws and in most decks there are 1 or 2 of them so you gotta buy several of them so Harvest Queen becomes weaker.

638
Variants and Fan Cards / Re: Black Market Auction
« on: October 17, 2015, 07:54:46 am »
Why not have the player who wins the auction having to spend the Coin tokens? Sure, it runs into the issue of too few Coin tokens at the beginning of the game but it does not lead to such a quick explosion of Coin tokens.
For example in a three player game the net increase of total Coin tokens after bidding is twice the bidden amount whereas in the 'pay for your bid' version it is only the bidden amount (one guy pays x, two guys get x).
The problem of the 'pay for your bid' version is player sensitivity, that this card does not lead to an increase of Coin tokens in a two player game so you could use Roadrunner's version which provides a Coin token.

So, yeah, you might wanna play around with some different mechanics

639
Variants and Fan Cards / Re: my cards
« on: October 17, 2015, 03:42:25 am »
I just thought it was a bit odd to basically see replies along the lines of "this card is bad design, because Walled Village works. Now if it were a replacement for Walled Village, then that would be ok."
Like you I do not worry much about cards being too similar to existing ones (just like I do not worry about fan cards with bold new ideas). But I failed to see the similarity of my card with Walled Village which is always bad so I think the criticism is justified.

I will probably stick with the Mediator-like version as it provides more interesting choices, namely how long to wait until you reveal your card. For example if you want a Coin token, which is probably often better than the Action token, you wanna wait until another player buys a Treasure card but you risk waiting until the turn of a player who has a bad hand and gains nothing during his tirn.
It might slow down play a bit though as every player has to pause for a moment after gaining a card.

640
Variants and Fan Cards / Re: my cards
« on: October 16, 2015, 04:50:13 pm »
I'd say that your version is better than Walled Village, and by that I mean that it's both stronger and probably a more fun/balanced card. But since Walled Village already exists, your new improved Walled Village shouldn't have the same cost.
Well, it can hardly cost 3 as it is superior to Village and it can hardly cost 5 as it is definitely not that strong. So it has to remain at 4 and if it is thus a unintentional quasi-substitute for Walled Village I do not consider the violation of the "do not design cards which are superior to existing cards at the same price" as a serious crime in the case of Walled Village.
Despite not being mechanically as similar to Walled Village as Settlement Port is also virtually always superior to Walled Village.
You should never design a card that is strictly better than another card at the same price point. Even though Settlement isn't strictly better than Walled Village, there would be little reason to pick up a Walled Village over a Settlement.
I know the design principle and I happily violate it in this case as Walled Village is such a weak card. Despite lacking mechanical similarities I cannot imagine a board in which a player would pick Walled Village instead of Port and yet I think it is fine that DXV made Port after Walled Village.

641
Variants and Fan Cards / Re: my cards
« on: October 16, 2015, 04:36:41 pm »
I'd say that your version is better than Walled Village, and by that I mean that it's both stronger and probably a more fun/balanced card. But since Walled Village already exists, your new improved Walled Village shouldn't have the same cost.
Well, it can hardly cost 3 as it is superior to Village and it can hardly cost 5 as it is definitely not that strong. So it has to remain at 4 and if it is thus a unintentional quasi-substitute for Walled Village I do not consider the violation of the "do not design cards which are superior to existing cards at the same price" as a serious crime in the case of Walled Village.
Despite not being mechanically as similar to Walled Village as Settlement Port is also virtually always superior to Walled Village.

642
Variants and Fan Cards / Re: Black Market Auction
« on: October 16, 2015, 04:18:19 pm »
First of all, I think it is a great and bold idea to introduce a card with an auction mechanism into the game.
Second, one problem I see is that while the card increases the total number of Coin tokens held by all players and thus functions as a Coin token gainer it doesn't kickstart itself, i.e. without another card that provides Coin tokens it is dead. So perhaps you might wanna add the setup modification of Baker to it such that every player does at least have one Coin token.
Third, the other problem I see is that, unless there are other Coin token gaining cards, the scale for the auction is not fine enough: at least in the beginning 1 token will often suffice to win the auction and even later in the game players will probably not have a lot of Coin tokens available.

With 4 players Black Market Auction might suffice though as a Coin token "amplifier". Suppose everybody has a Coin token after setup, then 1 is spent and 3 are distributed so we have a total of 6. Suppose next time the card is played somebody spends 2 and 6 are distributed and now we have a total of 10 and so on.

643
Variants and Fan Cards / Re: my cards
« on: October 16, 2015, 04:06:40 pm »
Agreed. Also Settlement is almost strictly better than Walled Village.
Walled Village is a pretty weak 4.

Yes, it is. And it's a damn shame. But that doesn't matter (unless you're just trying to replace Walled Village).
Well, you made the comparison between the two cards. If you say that it doesn't matter now how strong they are that is fine with me.
Not that I get what the two cards do have in common besides slightly reducing (benchmark being a basic Village) the optimal village density.

644
Variants and Fan Cards / Re: my cards
« on: October 16, 2015, 12:55:34 pm »
The idea is fine and something that I (and probably many others) thought of when Guilds' coin towns were revealed (along with Buy tokens, of course). I personally think that Coin of the Realm covers the same concept better (saved action for when you need it) in that it doesn't require extra tokens and works somewhat differently than coin tokens, thus being unique and more interesting.
I totally agree that Coin of the Realm is more interesting as its trade-off is harsher: it is Village-ifying terminals at the cost of being a Copper whereas Settlement has weaker benefits (just one action) and weaker "costs" (at least in the middlegame you'd rather want a cantrip than a Copper).

Another option of the card I consider. being inspired by Co0kieL0rd's Mediator is:

- Settlement - Action-Reaction

+1 Card
+1 Action
——————————
When another player gains a card, you may set this aside from your hand. If you do, return this to your hand at the start of your next turn and if the other player gained
... an Action card, gain an Action token.
... a Treasure card, take a Coin token.
... a Victory card, +1 .




Agreed. Also Settlement is almost strictly better than Walled Village.
Walled Village is a pretty weak 4.


The biggest issue is that it will be confusing to many people who will consider Bridge, Poor House, etc. and assume, not unreasonably, that it means you can never go below $0.  Dominion doesn't have a concept of debt in the rules but it does say that you resolve the card as best you can when you play it.  If a card tells me to discard and I have nothing left in hand, I just don't discard.  It doesn't save the discard until I draw again later (e.g. in the same turn with Golem).  So a reasonable interpretation of -$3 is to just pay $3 immediately if possible, but only down to flat broke 0 and ignore it otherwise.

If you don't mind the potential for confusion and clarify all those interactions, I think it's fine to test.  A close comparison would be Embassy.
Concerning Bridge, I think one has to differentiate between prices and coins. Bridge reduces the price of cards and negative prices make no sense whereas negative coins make sense as they reduce current coins and future coins you get via playing Treasures. The card would be fairly pointless if it just reduced current coins down to zero as it'd then be a super-strong card for Big Money.
As I already said, I think it makes sense that at the end of calculating your total coins you convert a negative total into zero. Or in a hypothetical FAQ (as popsofctown said, I am the only guy who will ever use this card so I can explain it to my friends) I could write something like "Each Armada reduces your total amount of coins by 3, down to a minimum of zero." or something like this.


645
Variants and Fan Cards / Re: my cards
« on: October 16, 2015, 06:15:30 am »
- Settlement - Action

+1 Card
+1 Action
Take an Action token.
--------------------------
You can play an Action token during your Action phase to get +1 Action.


Here is another idea I am playing around with. I find it pretty tricky to come up with a new Village, there are after all already so many, but if you play with some fan cards you gotta make sure that the Village density during randomizing does not get too low, hence my motivation to do a Village.
The idea is fairly simple, it is like a vanilla Village but you can postpone the extra Action to whenever via a token. Not the most exciting thing in the world and perhaps a pretty stupid idea as it reduces randomness ... and not just pointless randomness. Iny my opinion not drawing your village when you need it despite feeling that you have a decent village density in your deck (or more generally, not drawing cards that match) and the resulting mild frustration are an essential game feeling of Dominion.
On the other hand Coin tokens did not ruin the game via getting rid of the "I have 7$ !!!" frustration.

646
Variants and Fan Cards / Re: my cards
« on: October 16, 2015, 06:04:15 am »
As a general game design note, negative numbers are way harder for the average person to consistently correctly use than you would expect. It's one of the hurdles I personally had to overcome, understanding that. It's easy to forget that, by designing for the "average" person, that you're already excluding half of the population, and so you have to design for simpler than the "average" person to cast a wider net.
One the one hand you are right, Dominion is a family game so its target group should include people who have issues with 6th grade maths. But on the other hand I seriouly doubt that I could not explain this card to my 11 year old cousin who is playing Dominion. Something like "it is just a negative Gold" or "you gotta add together all your coins as usual but then you gotta subtract Armada's 3 from them" is really not that complicated.

There are definitely far more compley cards out there. Possession is fairly simple rule-wise but it is definitely a bit of a mind-twister to think through it.

647
Variants and Fan Cards / Re: my cards
« on: October 16, 2015, 05:56:26 am »
All cards that reduce the price of cards make sure they can't go negative; all cards that use the -$1 token make sure people can't go into negative money; Poor House, the only card to give negative coins, makes sure they can't go below 0; negative numbers are not seen on any card.
Of course prices cannot be negative. But I fail to see why negative coins should be a problem.
Asper made the point that people should always be able to buy Copper so one could easily FAQ Armada and add the little rule that if Armada leads to a total sum which is negative it is automatically put to 0 at the beginning of your Buy phase.
The idea of the card is after all not to prevent people from buying Copper but a simple trade-off between cash and cards and the resulting incentive to either buy the card fairly lately (when you have good enough cards that are able to compensate for -3) or to forsake buying expensive cards for a few turns and use an engine with spammers and gain cards and so on.


On that note, welcome tristan! I hope that your experience in this thread doesn't turn you off from our board. I've found it to be one of the more friendly places on the internet, though perhaps that's not saying much!
Thanks. I am well aware that I was not the friendliest guy in this thread but I do not think that it warranted the level of hostility leveled against me so I am definitely put off by this place.
I will probably still check in from time to time to see if there are some analytical posts that help me to improve my cards (e.g. EHalcyon helped me to understand cantrip trashers better) but after all the ad hominems in here I will most likely merely discuss them with the folks in my playing group.
Thanks again for your kind words.

648
Variants and Fan Cards / Re: Birondelle
« on: October 15, 2015, 04:38:54 am »
I'm getting really tired of "this is too similar to official card to deserve existence" criticisms.  Like, are we really even getting to the point where that criticism is considered valid on a card that reuses a mechanic that has only been explored one time, shares no vanilla bonuses in common, and triggers the unique mechanic off a totally different event?
This.

649
Variants and Fan Cards / Re: my cards
« on: October 15, 2015, 04:33:09 am »
Please, completely unfamiliar fan card creator, forgive me talKing.
Oh, an argument from authority. Love it when people disqualify themselves so quickly with unscientific nonsense. Guess you must be the well reknown king of fan cards creators.  ;D

Really wouldn't hurt the rule lawyer faction to get some mathematical [...] understanding.

Yes, that's right. I hope that once I finish my Master's degree in mathematics in 6 months time, I will finally have sufficient mathematical understanding to see that Poor House does in fact not work the way it is written on the card. I'm looking forward to that day.
Being familiar with all the rules and card interactions in the game is fine but it has nothing to do with what I wanna do in the first place, analyze whether the cards works in GENERAL.
So if you have something to contribute besides rule lawyering and unfriendliness and can adress the nonconvexity issue which this cards creates in all games, as opposed to a few in a thousand games in which it appears together with Poor House, I'd appreciate it.


If someone wants to ignore a single design standard, then fine. Tristan appears to be fine with cards without a clear consistent application of the rules. If he's fine with that weakness we can talk about the other traits of the card. Don't criticize things for not being what they weren't trying to be.
Can you tell me where the design standard "no negative virtual coins" is actually written or implied? Thanks.

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Variants and Fan Cards / Re: my cards
« on: October 14, 2015, 05:33:49 am »
Negative prices make no economic sense which is why they do not exist which is why your Transmute example is nonsensical.

Really wouldn't hurt the rule lawyer faction to get some mathematical, economic or technical understanding. I care about whether the non-convexity of my card leads to interesting decisions, not about whether the lawyer faction gets pissed off by it because it doesn't match their narrow view of what Dominion is supposed to have or not have. Any game designer, including Donald X, would laugh off his butt if he read the narrow-minded rule lawyer nonsense of guys like you. If an idea is interesting you change the rules to make it work (not that my card needs any rule changes, just a normal FAQ for two card combos so far).

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