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Messages - trivialknot

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726
Let's Discuss ... / Re: Let's Discuss Adventures Events: Trade
« on: March 24, 2016, 08:25:53 am »
If you don't have a better way to trash estates, then trashing two estates for two silvers is like adding 4 peddlers to your deck.  It is worth going out of your way to get 4 peddlers.

Trashing two coppers for two silvers is like paying $7 for two peddlers.  This is decent, but not terrific.

727
Variants and Fan Cards / Re: New idea: Secondary deck
« on: March 08, 2016, 05:20:48 pm »
This is a really cool idea.  Without commenting on specific cards, here are my general thoughts:

1. You should think of the starting politics deck the same way you think of the starting deck of 7 copper and 3 estates.  The starting deck should be basically junk.  After all, you want to encourage players to buy new politics cards, not stick to their starting deck.

2. Along those lines, the starting shuffle should only take two turns to get through a shuffle.  Four turns (five turns if you skip the first one) is way too long to wait.

3. Think hard about how the starting politics cards affect the opening.  For example, if you draw Prosperity on your second turn, that seems to give you quite an unfair advantage.

4. Is it even necessary to shuffle the politics cards?  Shuffling four cards seems pointless.  Maybe just flip the discard pile, or put used cards on the bottom.

5. The politics cards you buy should in general be buffed.  Compare to kingdom cards of similar cost.  If you buy just one politics card, you only get its bonus once every five turns.  In practice this means playing it about 3 times in a game.  And you're also missing out on the bonus you could have gotten from some other politics card.

728
Quote
Vizier
Types: Action Attack
Cost: $5
You may choose an Action card from your hand. If you do, the player to your left chooses: either you play it twice, or you play it once and every player other than yourself discards down to three cards in hand.
Do you reveal the action card before or after the other player chooses?

The two choices are not balanced.  +1 action and everyone discards down to 3 is very weak.  Also, the player to your right should choose, since they probably have 5 cards still.

Quote
Undertaker
Types: Action
Cost: $2
Choose one: +2 Actions and put any number of cards from your hand on the bottom of your deck; or +2 Cards.

While this is in play, when you would draw from the top of your deck, draw from the bottom instead.
Do you draw from the bottom of your deck during cleanup?  I'm guessing not.

The most important thing here is +2 actions/+2 cards, and the other effects seem marginal.  I guess if you have extra treasure you could save them for a later terminal draw?

Quote
Tribunal
Types: Action
Cost: $5
+1 action
Discard a card from your hand. Reveal the top 3 cards of your deck, put the revealed cards that share a type with the discarded card into your hand, trash the rest.
This card will make me sad in the late game.

Quote
Slanderer
Types: Action
Cost: $4
Trash a card from your hand. If it is an Action card, gain three Action cards costing less than it.
It just doesn't seem as versatile as stonemason or develop.

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Shady Dealer
Types: Action Attack
Cost: $5
+1 Card
+$2
Each other player gains a Swamp from the Swamp pile

Swamp
Types: Action Reaction
Cost: $0
+1 Buy
You may discard a card. If you do, +1 card

When another player gains a Victory card, you may reveal this from your hand. If you do, return this card to the supply.

Setup: When Shady Dealer is in the Kingdom or Black Market deck, add the Swamp pile to the kingdom. Have 10 for two players, 20 for three players and 30 for four players.
I feel like an alternate curse card needs to do something more novel to justify taking up so many cards.  Swamp is somewhat better than a ruins, why not compensate with a junker that feels more powerful?

Quote
Royal Tutor
Types: Action
Cost: $5
You may play an action card from your hand. If you do so, play another action from the supply costing up to the cost of the first played card.

Clarification: The second card remains in the supply.
I think there would be tracking problems, but otherwise pretty cool.

Quote
Pledge
Types: Treasure Action
Cost: $4
+ 1 Card + 1 Action
You may trash this card. If you do: + 1 Card.

Worth $2

Clarification: When you play this card in your Action phase, it counts as an Action card, when you play it in your Buy phase (this includes the additional Buy phase of Black Market), it counts as a Treasure Card. (That is, this card can played as a plain cantrip OR a oneshot Laboratory OR a Silver.) As long Pledge is not in play (e. g. if it is in the supply, in a player's deck or on a player's hand), it counts as both Treasure and Action card. But once you put it in play, it counts as only one type of card for the rest of your turn. If you Prince or Golem Pledge, it will always count as Action card, because it comes into play in your Action phase. Mint will only trash Pledge, if it was played in your Buy phase.
I don't like a $4 card that is strictly better than silver.  Sometimes you buy a silver when you hit $4, and buying a pledge instead of a silver will just be automatic.

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Penal System
Types: Treasure Victory Reaction
Cost: $3
Worth $1
Worth 1VP

When a player plays an Attack, you may reveal this. If you do, that player may not play any more Action cards this turn.
Noooooooo my poor actions......

Quote
Parade
Types: Action
Cost: $5
Choose one: Play an action card from your hand twice, or draw until you have 6 cards in hand.
I like this card.  I like it a lot.  It's self-synergizing but you can't build a deck out of Parade alone.  If you buy a lot of Parades, you're passing up on other good $5 actions that you could have been throning with your Parades.

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Outskirts
Types: Victory
Cost: $4
Worth 2VP

When you buy this, gain another Outskirts.

Setup: Use 11 copies in 2-player, 15 in 3-4 player, and 18 in 5/6 player games.
I wonder how this compares to gardens.  Having lots of green hurts you the least when you have a big deck.  When you have a big deck, a single gardens is worth more VP than two outskirts.  Hmmm...

Quote
Masons
Types: Action Treasure
Cost: $6
If you play this as an action, +3 Cards
If you play this as a treasure, Worth $2
If action/treasure ever gets done, this is the way to do it.  A simple card that adds a lot of flexibility.  You could build a big money deck with these and never draw them dead.  Or if your engine is short a few villages you won't be quite as sad.  Not sure if $5 or $6 is more appropriate.

Quote
Livery
Types: Action
Cost: $6
+2 cards
You may reveal a card from your hand; if it is an...
Action card, +1 Action
Treasure card, +$1
Victory card, +1 Card
Why even bother revealing a card?  Just choose one.  It doesn't seem like there's anything particularly exciting you can do with that extra flexibility.

Quote
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.
Seems like a cool card.  You could buy them all out, and they're a bit like powered up great halls?  I'm not sure great halls really lend themselves to 3-pile strategies though.

Quote
King's Feast
Types: Action
Cost: $6
Action
Choose 3 times:
+1 Card; +1 Action; +1 Buy; +$1
Too many choices!  I think I'd probably default to lab or village most of the time.

Quote
Heir
Types: Action
Cost: $4
You may discard an Estate. If you do: +3 Cards
You may discard a Duchy. If you do: +$3
You may discard a Victory Card. If you do: +1 Action

Clarification: The options are independent and in order, meaning that you discard 0 to 3 cards.
I'm really curious how this plays.  If you have a lot of estates you can sift through them.  And your duchies become gold.

Quote
Counsellor
Types: Action
Cost: $4
Gain a card costing up to $5.
Each other player chooses one: he draws a card or trashes a card from his hand.
That's a really strong drawback.  I'd be really careful with it.

Quote
Cordwainer
Cost: $5
Types: Action
+3 Cards
Reveal your hand. If you have exactly one Action card in hand, +1 Action.
This is the smithy version of shanty town.  But it seems much more drastic.  Terminal or non-terminal makes a huge difference, whereas +2 cards or +0 cards on Shanty town is more marginal.

Quote
Auditor
Types: Action Attack
Cost: $3
All players draw two cards. Each other player reveals his hand. You choose two cards that they have to put on top of their deck.
You could do fun things with this, like topdeck their non-terminals leaving only terminal draw actions.  My major concern is that it would take a really long time so you know fun divided by time and all that.  And no on-play benefit?

Quote
Abandoned Village
Types: Action Reaction
Cost: $4
+1 Card

When a player gains a victory card, you may set this aside from your hand. If you do, gain a Silver, putting it into your hand. Return this to your hand at the start of your next turn.
The on-play action is so weak, I'm sure there are better things that could go there.  Make it a victory/reaction!

729
Quote
Bootstraps
Types: Event
Cost: $6
Once per turn: Look through your discard pile. You may put a card from your discard pile into your hand. Play an Action card from your hand.
I had an idea for an event that was similar to this.  My event would give you an extra turn, but skip your cleanup phase (discarding no cards from your hand or from play, and drawing no new cards).  In effect, it was an +Action event.  I priced it at $2, although I never playtested it.

Compared to my card, I don't really like this one.  It's prohibitively expensive, it depends on your discard, and it's confusing rules-wise.  But obviously I like the underlying idea of buying actions with an event.  It's like a coin of the realm that you don't even have to buy.  Suddenly you can make a deck with nothing but terminal draw and money.

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Dragon's Offerings
Types: Event
Cost: $6
Trash a card costing less than this from the Supply. Put this in front of yourself. At the start of each of your turns, if this is in front of you, you may gain a non-Victory card costing less than a card another player gained on his previous turn.
This seems highly game-warping.  If anyone buys it, nobody can ignore it.  I don't really like the unignorable aspect.  The supply-trashing seems designed to end games, but if it really comes to ending the game that way I think maybe the game isn't fun anymore.

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Odyssey
Types: Event
Cost: $4
The player to your left moves your +1 Card and +1 Action tokens to an Action Supply pile (when you play a card from that pile, you first get +1 Card, +1 Action).
Finally, the scout buff we've all been waiting for.  Hmmm... an even better target would be Prince.

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Plague
Types: Event
Cost: $0
Pay the cost of an action card in the supply to set it aside as a plague card. At the end of the game plague cards score an additional -1VP.

Clarification: Set aside cards never become part of any players deck.
Like a previous commenter, I prefer a set price rather than a variable price.  Plague certainly isn't stronger when placed on expensive cards, if anything it's weaker.  But I think this is an interesting event.  It incentivizes variety with VP.  In multiplayer, you want someone else to spend their money on it.

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Time Walk
Types: Event
Cost: $5
Put your Duration token on a non-duration Action-supply pile. At the end of the turn, instead of discarding the action from play, set it aside and play the action again at the start of your turn, discarding it from play at the end of that turn.
Playing an extra action without having to draw it or spend an action, it's like Pathfinding and Lost Arts put together.  I don't think there's any correct price point for that.  I am also confused about the rules for one-shots.

I wanted to comment on other cards but I have to go right now.

730
Variants and Fan Cards / Re: Action Attack Duration Reaction
« on: January 29, 2016, 09:52:12 pm »
If you followed the card literally, the revealed card would be in "revealed cards land" when you gain the copper, and thus the copper would go on the deck first, followed by the revealed card.  I'm sure this isn't the intention though.

This is a cool card.  The problem with copper junking is a) it's kind of weak, and b) since there are a lot of copper, it can be painful in the long run.  This appears to solve those problems by a) topdecking the copper, b) having diminishing returns.

731
I like that it is nonterminal... but there might be issues with that. The other nonterminal Remodel-family card is Upgrade, and that has "exactly". This one does not, so I'm afraid it enables milling piles. You can really speed up the game by multiple Province -> Province plays. Not sure how big of a problem that is. It might not be a problem,but it would defnitely be a thing to look out for in playtest rounds (if you didn't already).
Don't forget Transmogrify!  Transmogrify is more closely comparable, since it is also +1 action, and it also only remodels up to $1 more.  Transmogrify is also much better at milling Provinces than Restore.  In my experience, milling Provinces with Transmogrify is definitely a thing, but it's a good thing.  It doesn't ruin games, it adds that extra dimension of strategy.

My first impression of Restore is that it looks weak.  Remodel doesn't especially benefit from being non-terminal, since you can use it to remodel terminal actions that it collides with.  The winter effect is bad at gaining Provinces, which is what you'd want to do at that point, so I'd think that milling Provinces is the only useful winter ability.  But I could be wrong, I didn't playtest it.

732
The way I think of the Base Set is that it established all the different card prototypes.  Witch is the prototypical curser, Workshop the prototypical gainer, Village the prototypical splitter, Remodel the prototypical trash for benefit etc.

So the cards I am most excited about are ones that seem to do something new, but in a fairly basic way.  Pilgrim is the one that seems to fit this the best.  I'm so interested to see whether it actually works as a card.  I'd be worried that duchies will run out and then no one will be able to end the game.

Along similar lines, I also express enthusiasm for Reconstruct, which is neither really a trasher nor trash for benefit (ETA: The gaining is optional.  I missed that).  Paddock explores the new space of cantrip silver gaining.  Lord isn't very basic, but is definitely doing something different--terminal draw plus trashing has only been done by Masquerade, and victory trashing has only been done by Rebuild.

Lots of other interesting cards here too.  I'll have a hard time voting.

733
If you wanted to avoid using VP chips, you could have Sojourner set itself aside instead of trashing itself.  Make it worth 1 VP if it's set aside.  Disadvantage: more text, less thematic.

Personally I don't care if it uses VP chips.  I have VP chips, after all.

734
Here are some scattered comments:
Quote
Blueprint
Types: Action - Reserve
Cost: $4
You may move your Trashing token to an Action Supply pile (when you buy a card from that pile, you may trash a card from your hand.)
Put this on your Tavern mat.

When you trash a card, you may call this, to gain a card costing exactly $1 more than it.
This card confuses me.  My first impression is that it's weak.  Mostly I want to trash estates, which makes this a $3 gainer with Plan attached?  Conman pointed out you can call them in multiples; I guess that's good?  It is not overpowered to gain Duchies with it--Duplicate does the same.

Quote
Elven Palace
Type: Action - Duration
Cost: $5
For the rest of the game, at the end of your buy phase, you may trash a card from your hand.
(This card stays in play.)
I thought this card was too overpowered.  Then I realized, everyone will get a copy, like with Chapel, and isn't that fair?  The pricing just determines when people get the card, how swingy it is, and whether you want multiples.  I think it's a cool chapel variant.  I'd test it at various prices in the $2-6 range.

Quote
Engineer
Types: Action
Cost: $3
+Buy
Turn your Journey token over (it starts face up); then if it's face up, you may move your Trashing token and your -$2 token to an Action Supply pile.

Clarification: The Trashing token and the -$2 token must be moved to the same Action Supply pile.
What I like about this card is that it's basically Plan and Ferry together, and yet very different!  Ferry and Plan are events that you open with.  Engineer takes much longer to activate.  It's definitely weaker than either Plan or Ferry, but that's okay, because they're really strong.

Quote
Harlequin
Types: Action - Attack
Cost: $5
Each other player flips their reserve token face up
Flip your reserve token over (It starts face up)
If it's face up
+5$ and each other player discards down to 3 cards in his hand
I do like the interaction mechanic, but I'm disappointed by the ability it's attached to.  It looks too much like Giant, probably weaker.  I fear that no one will ever bother fighting over the reserve tokens.

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Innkeeper
Types: Action
Cost: $3
+1 Card, +1 Action.
Turn your Journey token over (it starts face up).  If it is face up, +1 Card, +1 Action.
Maybe this is just me, but I strongly feel that Journey Token cards should be no better than a ruins on their first play.  Otherwise, fine.

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Paladin
Types: Action Reaction
Cost: $5
Choose two: +1 Card, +1 Action, +$1. (Choices may be the same)
You may reveal a province from your hand. If you do, place your +card, +action, +coin, or +buy token on the Paladin supply pile.

When you gain a curse or ruins, you may reveal this. If you do, trash the gained card.
I think this draws comparisons to Tournament, and just doesn't feel exciting next to the idea of getting Prizes.  But if you consider it by itself, it's really more like a City that blows up just for you when you collide it with a Province.  Once you get one collision, they turn into labs, and it will be easy to collide them with Provinces again and again until they're basically grand market labs.

I think the "choose two" mechanic hurts the card, because it makes it play slower.

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Recruit
Types: Action - Reserve
Cost: $5
Put this on your tavern mat.

At the start of your turn, you may call this, to turn your journey token over (it starts face up); and if it's face up, for the rest of the turn, whenever you play an action, you first get +1 card.
This card looks great because it feels overpowered, but maybe it isn't really.  It turns all your cantrips into labs!  But to do it every turn, you need 4 copies of Recruit, and you need to play two per turn.  If you can pull that off, maybe you deserve Pathfinding on everything.  And if you have 8 copies of Recruit, maybe you deserve double Pathfinding on everything.

735
Is there a missing card?  mith said there were 18 submitted, but I only count 17.

736
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Caravan Guard
« on: January 09, 2016, 12:59:26 am »
Here are some money density calculations with peddler vs caravan guard.

Suppose you shuffle every N turns.  N doesn't have to be an integer because we're averaging.  Each peddler adds a value of 1/N coins per turn.  Assuming you're not using the reaction, each caravan guard adds a value of 1/(N+1) coins per turn, because cards played on the last turn skip a shuffle.

Peddler is at its best when N is small.  Caravan Guard is also at its best when N is small.  But the difference between peddler and caravan guard is greatest in precisely that situation.  That's what makes caravan guard so weak.

Here's a hypothetical.  Say that we have three players.  Player A buys a silver each turn.  Player B buys a peddler each turn (assume they can).  Player C buys a caravan guard each turn.  In terms of money density, Player B beats Player A after turn 3.  Player C only beats Player A after turn 10!  So maybe you are better off buying those silver.

I absolutely agree that Peddler is usually better than Caravan Guard, and I also think that Caravan Guard seems pretty weak.  The hypothetical is a huge oversimplification of practical strategy though, and I don't think the data is useful.  When are you ever going to buy only Silver or Caravan Guard for 10 turns? 

Moreover, money density doesn't matter in the kinds of decks where Caravan Guard would be preferable to Silver - that is, decks that want to play a lot of actions, where Silver being a stop card is really bad.  I think that's what SCSN is getting at when he says that Silver and Caravan Guard fulfill different functions and don't really compete with each other.
That's too bad.  I was definitely hoping my absurd hypothetical would solve Dominion so we would never have to play anymore.

737
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Caravan Guard
« on: January 08, 2016, 08:14:34 pm »
Here are some money density calculations with peddler vs caravan guard.

Suppose you shuffle every N turns.  N doesn't have to be an integer because we're averaging.  Each peddler adds a value of 1/N coins per turn.  Assuming you're not using the reaction, each caravan guard adds a value of 1/(N+1) coins per turn, because cards played on the last turn skip a shuffle.

Peddler is at its best when N is small.  Caravan Guard is also at its best when N is small.  But the difference between peddler and caravan guard is greatest in precisely that situation.  That's what makes caravan guard so weak.

Here's a hypothetical.  Say that we have three players.  Player A buys a silver each turn.  Player B buys a peddler each turn (assume they can).  Player C buys a caravan guard each turn.  In terms of money density, Player B beats Player A after turn 3.  Player C only beats Player A after turn 10!  So maybe you are better off buying those silver.

738
Dominion General Discussion / Re: Why are engines fun?
« on: January 06, 2016, 12:24:16 pm »
My understanding of an engine is an action-dense deck, but here we seem to be talking about engines that draw your deck?

Going by the Johnny/Timmy/Spike player typology, I think it appeals to Timmy.  There's a big wow factor in drawing your deck and doing lots of stuff.

I'm more of a Johnny.  My favorite thing to do is not to make an engine, but to take advantage of the most ridiculous synergy I can find on the board.

739
Variants and Fan Cards / Re: Band of Merry Men
« on: December 14, 2015, 09:32:31 pm »
The main reason Masquerade is not an attack is that if someone reveals moat, it's not obvious what you should do.

740
Variants and Fan Cards / Re: Three alt-VP cards
« on: December 07, 2015, 10:59:37 pm »
But next to Island, Cloister looks relatively weak, since it's harder to get rid of and doesn't set aside any other cards.

Is it harder to get rid of? Getting rid of Island but keeping the 2 points is a terminal action; you can get rid of Cloister with any non-terminal trasher or trash-for-benefit, or a buy, and keep the points.
I was just thinking about the "buy a Victory card" method of trashing, which is usually more opportunity cost than playing an action.  But it's true that you could use another trasher.

On the other hand, is that really the point of the card?  Cloister has two main properties: (a) +2 VP even if you trash it, and (b) you can trash it like a hovel.  I thought the main point was (b), but when there are other trashers (a) is the stronger effect.  We could isolate property (b) like so:

Cloister - Victory/Reaction, $3
2 VP

When you gain a victory card, you may reveal this from your hand.  If you do, trash it and +2 VP.

ETA: I guess GendoIkari already suggested this upthread (but with $6 and 3 VP)

741
Variants and Fan Cards / Re: Three alt-VP cards
« on: December 07, 2015, 09:21:31 pm »
I enjoyed the whole discussion about the problems with a $6-cost Duchy+, and I agree with LFN.  I had also been trying to design a victory card, and I had to change it because of precisely that problem.

If Cloister is a $4-cost 2VP card, then it starts to look similar to Island.  That's not as bad as the comparison to Duchy, because Duchy is always in play and Island usually isn't.  But next to Island, Cloister looks relatively weak, since it's harder to get rid of and doesn't set aside any other cards.  So maybe it would be better if Cloister cost $3.  Alternatively, you could go bigger!  Maybe $7 or $8 for 4VP.

Re: Labyrinth.  Effectively, this is a cantrip that gives you VP.  The main differences are that you get 2 VP per turn maximum, and it's more reliable (never skipping a shuffle and never colliding).

This strikes me as OP.  If a game lasts 15-20 turns, you could get about 20-30 VP from it instead of wasting your time building an engine or whatever.

742
Variants and Fan Cards / Re: Three alt-VP cards
« on: December 07, 2015, 01:47:34 pm »
The fact that Cloister is a victory card causes it to have a supply of 8 (12) cards in a 2 (3+) player game.  I think that's a desirable property.

743
How are the cards ranked?  Did people actually vote on a complete ranking of all cards, or they just ordered by the percentage points from the other lists?

744
Variants and Fan Cards / Mechanics inspired by passing
« on: December 04, 2015, 11:19:11 pm »
1. I was thinking about the mechanic of passing cards.  For example, LastFootNote's Wanderer.

Quote
Wanderer: Action, $3
+4 Cards. The player to your right gains this card.

One of the problems with this is that it's political.  If you buy one, you most help the player on your right.  Ideally, you'd pass a Wanderer to all players, but then that's just a recipe to pile out Wanderers.  So the idea is you have a token to indicate who "really" has the wanderer.  For example, one implementation would be

Quote
Wanderer(2): Action, $3
If you have your Wandering token, then spend it, +4 Cards, and each other player takes their Wandering token.
Otherwise, +1 card, +1 action.

When you buy this, take your Wandering token.

This card is interesting, but not that much like the original, and it loses all the flavor.  So, um, maybe it wasn't a great idea.

2. Earlier, I had suggested another self-passing card, one where you get a bonus for buying it, but otherwise it's a dead card.

Quote
Tedious Tale: Action-Victory, $6
The player on your left gains this card.

When you buy this, +3 VP chips.

So let's try to do that with tokens:

Quote
Tedious Tale(2): Action-Victory, $6
If you have the Tale token, +1 action, +1 card.  Otherwise, take the Tale token.

3 VP

The idea here is that there is only one Tale token that can only be held by one player at a time. Taking the token represents "passing" the card.  But still, it's rather different from the original Tedious Tale, since you can't give your opponent dead cards that they didn't buy themselves.

At this point I'm thinking, forget passing!  This token idea opens up so much more design space.  You could have a card that does something different depending on whether it's contested or not.  For instance:

Quote
Smithing village: Action, $4
If you have the smithy token, +3 cards.  Otherwise, +1 card, +2 actions, and take the smithy token.
Smithing village is probably a terrible idea.  But you see how very simple effects could be combined into a complex card.

3. One more idea!  I wanted to design a card (White Elephant here) which is like Masquerade, but which incentivizes swapping more expensive cards.  I was unsatisfied with it, and it didn't seem to work no matter what I changed.  So I thought, why swap cards between neighbors?  Just swap cards with the last person to play the card.

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White Elephant: Action, $5
+1 action
Reveal a card from your hand.  Have it switch places with the current Gift card.
If you received a card costing less than the one you revealed, then +$3, and you may trash a card from your hand.
------------------------------
Setup: Set aside a silver as the initial Gift card.  The Gift card is not in the supply.

I'm not sure that's balanced.  But you get the idea.

Can you think of any well-balanced cards using these mechanics?

745
Siege Machines: I had missed the fact that it only gives out ruins when it hits a $3-4.  That makes it a lot weaker, and not a great opener.  And as LastFootnote said, it's double strength when it hits.  That's bad because it makes it very chancy.  I think I'd drop the top-decking part, and make it hit more often.

Imp: I think it's better if Imps can trash themselves, because otherwise you have a huge power difference between Imps in kingdoms with other trashing, and Imps in kingdoms without.  Umm... but maybe something else should be changed about the card to make it weaker.

Provincial Revolt: Yeah maybe don't give VP chips to opponents, forget I said that.  I think the vanilla bonus should be changed to be more vanilla though.  Right now it's double-strength when it hits.  I don't know about the rest.  Needs testing.

746
Triumph
Action - $4
You may select an action card from your hand and play it three times. Trash it. Gain an action card costing less than this. SETUP: include ruins in the supply.
Like a cross between king's court and procession, but downgrade's cards and ultimately leaves ruins in its wake.
As written this seems to say, gain a card costing less than Triumph.  Interesting, I have no idea if it's balanced.

Haunted Castle
Action/duration/curse - $6
-3 VP
At the start of each of your next turns for the rest of the game, you may choose one: +1 buy or +1 action. (This stays in play.)
Penalty for a permanent +action or buy. Seems to me a bit weaker than the already-too-strng hireling, and hence balanced. A good boon to either engines or big money.
I think it would work without the VP penalty.

Imp
Action/curse - $3
-2 VP
+1 action
Choose one: +2 cards; +$2; or look through your discard pile and trash a card.
Playing with a good combo of action and negative vp penalty. Modified steward. Does the trash-from-supply effect make it good enough to warrant the point penalty? It also facilitates easy trashing of imps later in the game.
I think the dominating choice here is actually the +2 cards, because that makes it a $3 lab.  Labs are particularly good in trashed-down decks.  And the only penalty is that you have to spend your last shuffle getting rid of all of them.

Provincial Revolt
action/attack -$5
+1 action
+1 VP chip
Each other player must return a victory card from their hand to the supply pile and gain a victory card costing less than it, or reveal a hand with no victory cards. If any other player returned a victory card to the supply this turn, +$3
Development of what seems to be a common card idea.
The problem with VP chip gainers is that they can result in endless games.  That seems particularly problematic here, since it actively discourages victory-card-based strategies, thus discouraging any strategies that would actually end the game.  I think it should trash the victory cards rather than returning them, and opponents should get the VP chips rather than you.

Saturnalia
Action - $6
+1 card
+1 buy
+$3
When you play this card, if you have any unused actions remaining, -1 action
This is a card that rats up 2 actions if available and is difficult to stack, but is not dead if no villages are in the kingdom.
I don't know, people seem to think terminal payoff cards are really weak.  Like Wine Merchant, which gives +$4, +1 buy, and people think it's terrible (even though it's actually awesome).  Anyway, the card seems okay.

Siege machines
Action/attack - $4
+$2
Each other player reveals the top two cards of their deck, trashes one of them costing $3 to $4, and discards the rest. If they trash a card, they gain a ruins on top of their deck.
You may gain a card from the trash costing $3 or $4.
Still trying to figure out the right price point for this, make it better at hitting, etc.
I think this compares favorably to sea hag, which most people consider to be pretty good.  I think the main reason sea hag is powerful is because junking is particularly strong early in the game, and costing $4 allows you to open with it.  Maybe this should cost $5.

747
My impression of this list so far... people really don't like payoff cards, particularly terminal payoff.  Counting house, harvest, wine merchant, mandarin, explorer, merchant ship.  There really aren't too many more (merchant's Guild, haggler, giant, depending on your definition, no I don't think mountebank counts).

I thought there were similar patterns in the $3 and $4 categories.  I guess people think terminal payoff is just bad?

748
Variants and Fan Cards / Re: Wording Challenge(Again!): Pickpocket
« on: October 28, 2015, 11:44:43 pm »
It looks like Cutpurse, except that it steals copper.  Cutpurse is already mediocre, does not have a hand size restriction, and stealing copper is usually just bad.  Not to mention that with cutpurses, you'd prefer that your opponents keep their coppers so they have things to discard.  Anyway, I think you could afford to drop the hand size restriction and also buff it in some other way.

I might word it:
"Each other player trashes a treasure from their hand costing up to $2, or reveals a hand with none. You may gain any or all of the trashed cards, putting one of them into your hand."

But then they'd choose the treasure, instead of you.  This wouldn't matter most of the time if it weren't for the pennies.

749
Variants and Fan Cards / Re: Card ideas for gift
« on: October 28, 2015, 11:08:24 pm »
Thanks for the suggestions, everyone!

I'm pretty sure that Ghost Town is not weaker than normal Village. Maybe even stronger. Sure you don't want to discard your actions cards, but in most decks you'll be able to replace them with other actions, while sifting through any junk. So I'd cost t $3. Or you could just have them draw a card to replace each discarded action, in which case it might be a balanced $2, while also reducing wording on the card.
Sifting is good, but mostly you want to sift to get those actions that you just discarded.  On the other hand, I agree that it's not weaker than village.  And maybe I don't want people to buy a bunch of them for cheap, so $3 might be better.

Retirement Fund
$3 Action-Victory
+1 action
Put 1 VP on your tavern mat.  VP on your tavern mat do not count towards your final score.

At the end of the game, for each Retirement Fund in your deck, you may count up to 3 VP on your tavern mat towards your final score.

I like how alt-victory cards encourage all new strategies.  This one encourages you to buy some early, and pick up more in the late game.

I think it is a bit awkward how this card contradicts itself with
"VP on your tavern mat do not count towards your final score." and "...you may count up to 3 VP on your tavern mat..."

It might be a bit better to say
"At the end of the game, for each Retirement Fund in your deck, you may take up to 3 VP tokens from your tavern mat.
I will take that wording suggestion

Tedious Tale
$6 Action-Victory
The player on your left gains this card.
When you buy this, +4 VP chips.

I think this might be too strong.  It reminds me of Ill Gotten Gains.  Your opponent gains the same amount of junk cards, you don't gain a junk card, you gain 3 more point relative to your opponent (4 if they can trash the junk), and it only goes from $5 to $6. 

I guess it junks less in multiplayer games.


Edit: I misinterpreted this one at first glance.  I pictured it passing on buy along with the tokens and being a completely dead card otherwise. the fact that it keeps moving makes it significantly less like IGG.  It is still way better than Duchy with 4 VPs, so it still feels like it should be reduced. I like the idea of making it 2 VP like Accatitippi suggested.
You crossed it out but I think the IGG comparison is fair.  Tedious tale is a weaker junker (half a dead card for each player in 2P), and hurts you more than your opponent.  But it's also 3 VP more than IGG, so that seems pretty strong.

There are several knobs I can tweak: price, VP value, and whether it's passed along when you buy it.  Maybe $6 for 3 VP?  $6 for 2 VP + pass on buy strikes me as weak.  Really it needs testing, and same for Retirement Fund.  Probably most of the testing would be after I present the gift, given that my boyfriend is my usual playmate.

I'd probably proxy the cards by putting numbered labels on blanks.  I'm not sure how I'd print them on identical card stock.

750
Variants and Fan Cards / Card ideas for gift
« on: October 28, 2015, 05:16:14 pm »
Hi, I'm a (former) lurker.  My boyfriend joked that what he wanted for Christmas is a new Dominion expansion.  So as a fun arts and crafts project, I'm creating fan cards.  I was trying to make things that were more amusing than functional, but maybe a few of them are more functional than amusing.  There's sort of a theme of unwanted gifts, which is totally a coincidence and not self-referential at all.  Tell me what you think!


Update: newest versions are here.


Ghost Town
$3 Action
+1 card
+2 actions
Reveal your hand and discard all action cards.  For each action discarded, look at the top two cards of your deck, discard one and put the other into your hand.

This is the village that gets rid of the cards that you'd want to pair with village.

Supreme Court
$3 Action-duration
You may put a card in your hand on top of your deck.
At the beginning of your next turn, you may choose an action card in your hand and play it twice.

This is the version of throne room that's okay to open with.  Somewhere in there is a political joke.  My boyfriend has a degree in law, that's the joke.

Retirement Fund
$3 Action-Victory
+1 action
Put 1 VP on your tavern mat.  VP on your tavern mat do not count towards your final score.

At the end of the game, for each Retirement Fund in your deck, you may take up to 3 VP on your tavern mat.

I like how alt-victory cards encourage all new strategies.  This one encourages you to buy some early, and pick up more in the late game.

Deciduous Forest Hag
$4 Action-Attack
+1 coin
+1 buy
Each other player with at least 5 cards in hand trashes a card from their hand that is not a curse.  Each other player gains a curse.

A lesser-known cousin of the swamp and sea hags, this is the result of an attempt to attach the drawback of Bishop to a different card.  So now it's on a curser, and the trashing is forced.

Uncharted village
$4 Action-Reserve
+2 cards
+2 actions
Put this on your tavern mat

If this is on you tavern mat, at the beginning of your turn, you may call this.  If you do, discard two cards.

We all like lost city, so now this is a lost city that has a different drawback.  You can skip a turn to find all your uncharted villages again.

Captain
$5 Action
Each other player may reveal this card (they may look through your discard pile to decide).  If anyone does, and this card is a Captain, then every other player takes their -1 card token.
If this card is a Captain, +2 coins, and every other player takes their -1 coin token.

In games with this card, as an action you may play any card face down.  That card is a Captain until it is revealed.

Obviously this is inspired by Coup.  Even if it doesn't work, we will laugh about it.

Garbage Processor
$5 Action
+1 action
The player to your left looks through your discard pile and chooses three cards.  Discard or trash one of them.  Put the rest into your hand.

I thought this might be too strong, like a lab with trashing. But then I thought, sometimes it will give you two copper and trash a copper.  Sometimes your discard pile will be empty.  So maybe it's balanced?

Awkward gift
$5 Action
If you have at least three actions in play, +2 actions and gain two gold.  Otherwise, +3 cards and gain an action card costing 4 or less.

The idea behind this card is to have a strong effect which is hampered by awkward placement.  If you have smithy-BM, you didn't really want that action, but okay, let's make the best of it.  If you have an engine, you didn't really want that gold, but gold is nice I guess.

White Elephant
$5 Action
+3 cards
Each player sets aside a card from their hand.  Set aside cards are revealed.  Each player gains a card costing up to 1 coin more than their revealed card, and puts the revealed card in the hand of the player to their left.  You may trash a card from your hand.

Masquerade is fun, but there's no incentive to pass good cards.  This variant encourages people to pass better cards, sometimes.  Also, pile control.

Tedious Tale
$6 Action-Victory
The player on your left gains this card.

When you buy this, +3 VP chips.

This tale is only really interesting if you were there.

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