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Messages - Doom_Shark

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401
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Miser
« on: April 04, 2016, 11:25:07 pm »
I agree that TR variants make this card very good.I still like opening miser copper, then getting a second miser. (Or if alms is out, then get two misers right away and buying the one copper later.) Then find an excuse to chain the misers, puttung yourself at a province per play. And I woll also say that these guys love mountebank, especially when the curses run out.

402
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Council Room
« on: April 04, 2016, 11:15:24 pm »
I love this thing for late game engines. The plus card for others doesn't hurt too much, as they have likely been greening, and it hets your green out of the way. If your engine is running exceptionally well, the plus buy can get you two provinces in one turn,

Edit: I hate trying to do this on my phone, but that's really the only chance I get lately. I apologize for yhe typos

403
So by some sort of consensus, almost everybody thinks that either Mountebank or Cultist is the best. How do you guys counter them when they are on the board (apart from just getting them yourself)?

Vineyards sometimes doesn't mind Ruins, and Gardens sometimes doesn't mind the junk Mountebank gives you. If you can use Save repeatedly on a Moat or something that works too. But this is very rare, the counter almost always involves going for them yourself.
The thing with the gardens is they like Mountebank once the curses are out. Avoid discarding a curse, get copper, and potentially increase the worth of gardens? Chancellor is worth more with that kind of board.

Edit: at the endgame, I mean

404
Dominion General Discussion / Re: Fun Kingdoms
« on: April 03, 2016, 05:27:33 pm »
the trader is primarily to get rid of the masterpiece for three more silver. Also to get you silver from the reaction. For example, overpay masterpiece, reveal trader, get silver instead of masterpiece, and because the overpay is on-buy, still get the silver. And yes, bureaucrat is unnecessary, it was an afterthought, being a silver themed attack.

405
Don't know about other places, but in the official play dominion app/program/website, the ai's love minion megaturns, and I tend to agree.
The AI bots are ludicrously weak and easy to beat, and getting strategy ideas from Bots is not a recommendable idea.
Excuse me for not being an expert player then. And my love for minion megaturns is not because I got it from the bots, I had been doing that IRL long before I discovered the website. Thanks for ruining my self-esteem, by the way.

406
Puzzles and Challenges / Re: Guess the Flavor Text
« on: April 03, 2016, 05:14:19 pm »
This is stolen from a fan-made MTG card, and applied to a Dominion card.
A little twist here, a little turn there, oh wait, that wasn't supposed to happen... Alchemist

407
Dominion General Discussion / Re: Fun Kingdoms
« on: April 03, 2016, 04:41:32 pm »
I've always been interested in feodum (from Dark Ages), so I'd like to see a kingdom with the following four cards:
Feodum, Masterpiece (from Guilds), Trader (from hinterlands), Bureaucrat
The other six don't really matter.

408
No votes for Rabble yet? :)

Rabble is fun. I don't see why you guys overlooked minion and torturer though. Minion megaturns tend to be devastating. Don't know about other places, but in the official play dominion app/program/website, the ai's love minion megaturns, and I tend to agree. As for torturer and rabble, I tend to like them because they're smithy variants that are attacks, which is fun with villages. I'd lump margrave in there too, except for the fact that after the first margrave, subsequent ones either filter green out of your opponent's decks or improve their hand.

409
Variants and Fan Cards / Re: Dominion: Realms
« on: April 03, 2016, 01:04:41 am »
Well, I'll give you props for being original. Not sure if some of these would make the game a bit too swingy, though. For Fallen Empire, although you said the order choice was because of the large difference between 6-3 and 9-0, I think it might work better as either mandatory 6-3 or random, because of platinum. Start with a 9-0. t1: Buy platinum. t2: Buy copper. t3/4: buy gold. proceed to build whatever engine strikes your fancy, because you have that much money and still only 7 or 8 cards. And that's assuming you didn't choose survivors for your ruins.
I apologize for being harsh. I suppose it fits my profile pic.

410
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Chancellor
« on: April 03, 2016, 12:48:12 am »
I've never bought more than one, but it's nice for cycling when you're chaining Smithy variants. Especially when you're engine hasn't taken off yet. And gets you're draw power shuffled back in on those off chances where you have a few cards left after all you're chaining. Nice for early game to get you're new stuff shuffled back in, too. And yes, I would rather have scavenger. And I will mention bots absolutely hate chancellors. At least enough to give them to you when they swindle silver.

411
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Adventurer
« on: April 03, 2016, 12:41:19 am »
It is pretty good with TR. As long as you've gotten rid of (most) coppers, it almost guarantees you a province. Same deal with KC, except it can ramp you up to province more easily, and if you've bought platinum, even to colony. And it (sort of) works with plaza and makes miser better. and for those of you who said you don't like miser, try opening miser-copper, then getting villages, draw power, and misers. But I'm getting off topic.

412
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Cellar
« on: April 03, 2016, 12:20:56 am »
Cellar is particularly good with draw-to-X cards, such as watchtower. It not only decreases your handsize, but also gets rid of those cards you otherwise wouldn't have a way of getting out of your hand before playing your draw-to-X card, such as Watchtower.
Library. That's the base set card you're looking for.

413
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Cellar
« on: April 02, 2016, 06:19:59 pm »
My very first time playing dominion was with my brother, who had also never played before, and an experienced player. Somehow, don't remember how, I got a pretty good engine going with cellar, considering at the time I had no idea the worth of a village. Wasn't getting me any provinces, mind you, but hey, I tried.

414
Variants and Fan Cards / Re: Doom_Shark's Unnamed Set
« on: March 10, 2016, 11:46:59 pm »
Thank you all for your feedback.
To address a few specific points:
Wiccan:...the naming is a bit unfortunate. I don't think naming cards after actual religions is a great idea.
I had no idea that this was a religion. It was something I heard somewhere that sounded cool. reminded me of the word witch (after a bit of googling just now, I discovered that this indeed stems from that word) so I used it for a witch-like card. That will definitely be changed.
But how about some positive suggestions! You have some interesting ideas, but you don't have the practice with implementing them. I know you said that you didn't test the cards, so don't take anything you read in this thread too hard; practice makes perfect. If you want your set to revolve around Curses, you can use that as a theme, but you don't want the theme to be "All these cards are mean," or "All these cards have penalties." If you want to have cards that give out Curses, you might want twice as many cards that make Curses fun! Try a card that says "Reveal the top 4 cards of your deck. If you revealed a Curse, +(3). Otherwise, each other player gains a Curse. (something something any order)." I don't know how much that should cost, or if it's hopelessly broken, but it makes seeing that Curse in your deck not heart-wrenchingly sad and it stays useful when the Curse pile runs out. Or something like "+4 Cards, +1 Buy. Trash a card from your hand. Discard a number of cards equal to its cost in ( )." I don't know if this one is broken either, but it gives Curses a valuable place in your hand and is still useful if there are no cards that give out Curses; plus it gives a way to get more fuel, (but that might need to be cut after testing it.) So there are plenty of ways to make Curses useful, you just need those cards to make a Curse theme fun. If you need some more ideas, try checking out cards like Ironmonger, Vagrant, and Fortune Teller.
Other people had pointed out that a lot of these use curses, but you are the first to try to make that work. So, thanks.

As for the reaction, I had said in the original post that the top needed to be better. We'll see what happens with that.

Lastly, the stuff about the treasure: during the one playtesting game, we randomized with the base set, and it turned out to be really useful with remodel. Buy it, either dish out a curse or get gold, remodel it for (more) gold. Dunno yet how it'll stack up with other cards. I'm particularly interested in how it will work out with prosperity and/or dark ages (dark ages mostly because of counterfeit). And one last thing that I just thought of: talisman. Gain it. trigger effect. talisman lets me get it again. trigger effect again. Interesting, and now I need to playtest that to see if it's horribly broken. anyway, thanks again.

415
Variants and Fan Cards / Re: A Dominion Fan Card Creation Guide
« on: February 28, 2016, 07:35:05 pm »
Quote
Theif only affects treasures, a plentiful, non-scoring resource.
Unless you have intrigue and Harem is in the kingdom. Granted, like sabotaging a Colony, it is only a four point swing, but for some kingdoms, that could be life or death. Heck, I've won a game with negative vp! so a four point swing can be a big difference. just arguing an edge case.

416
Variants and Fan Cards / Doom_Shark's Unnamed Set
« on: February 28, 2016, 07:26:50 pm »
At one point my sister and I were going to create our own cards, but then decided against it. Later, I came across this forum, and did my failed alchemy: the second half. Well, then my sister decided that we could indeed do those card ideas. We haven't totally figured out the theme, but a lot of the cards include choice and/or player interaction. Many of these cards are as yet unnamed, and only one has ever been playtested. And even then only once. So with that out of the way, here's what we've come up with:

Quote
Secluded Township
Action $4
+1 Card
+2 actions
               
When you buy this, you may gain a curse. If you do, put this on top of your deck.
Every set needs a village, right? Upon further review, I think this would do better at $3, but the original idea is set at four.

Quote
(Unnamed)
Action-Reaction $4
+$2
               
When you would trash a card, you may reveal this card in your hand. If you do, discard that card instead. Then discard this card.
We wanted something different that hadn't been done. So here it is. I think the top could be better to warrant the $4, though.

Quote
Toll Booth
Action-Duration $4
+$2
Until your next turn, during each other player's turn, cards in the supply cost $2 more.

Quote
(Unnamed 2)
Treasure-Attack $4
Worth $1
When you gain this, each other player may gain a curse. If no one does, gain a Gold.
This was the only card to be playtested. Seemed fine at four, but further playtesting may or may not change that.

Quote
Mill
Action $5
+2 Cards
+1 Action
Choose one: Trash a card from your hand, or discard two cards.
This one's interesting. It's not strictly better than lab, but it isn't strictly worse either. It all really depends on how you want to use it and when.

Quote
(Unnamed 3)
Action $6
+2 cards
+1 coin
Choose one: either all cards cost $1 less this turn, or gain a gold.
The gold was originally a duchy, but I wasn't sure about that on posting and changed it here.

Quote
(Unnamed 4)
Action-Attack $5
+1 card
+1 coin
Choose 1: Each other player gains a curse, or each other player discards down to three cards in hand.
It's strictly better than militia, and around the same as witch, since it can still attack after the curses are out, but you would usually rather have the second card than the coin.
Quote
(Unnamed 5)
Action-Attack $6
+2 cards
Each other player gains a curse. You may gain a curse. If you do, each other player gains a second curse.
Appears strictly better than witch, so it can't cost $5. Not sure how that will work out in playtesting though.

Quote
Extortionist
Action-Attack $6
Each other player gains a curse. Any player may gain a second curse. For each player who does not, gain a treasure card costing up to $6
This originally got you silver, but then I thought that people would almost never take the curse unless there were feodums (never figured out how that was pronounced) or gardens. However, there are situations where people want silver or even copper (ex. Counting House and/or Coppersmith engines) over gold, so I just added variable cost, which also allows for the gaining of kingdom treasures as well. sot sure if I should just limit it to the base cards though. My sister came up with the original effect, I just tweaked it a bit and gave it an awesome, flavorful name.

Quote
Bribe
Action-Duration $5
Until the start of your next turn, once during each player's buy phase, that player may have +$3. At the start of your next turn, for each player who did, gain a gold, putting it on top of your deck.
We were looking for interesting things to do with durations, and I really liked the name bribe, so we put them both into one card.

There was another attack that was going to be here, but after reading the fan card creation guide, (http://forum.dominionstrategy.com/index.php?topic=699.0) I decided against it since it gave no benifit to the attacker, and we have plenty of attacks already. Please help name the unnamed cards, and feedback is welcome. Also, if anyone is wiling to do the images for me or knows of what happened to the Magic Set Editor Dominion template (or even both), that would really be appreciated. Discuss!

417
Variants and Fan Cards / Re: Incidental 9-card Kingdoms
« on: February 27, 2016, 11:02:50 pm »
Well, I don't have much experience making fan cards myself, but I think that the easiest tweak to make it work would be to replace the cannot buy clause with the oft suggested setup clause that always ensures a simple attack in the kingdom and just deal with the twelve-card kingdom possibility, though you would have to randomize it with young witch, which (no pun intended) is nigh impossible without rigging the randomization.

418
Another thing I just thought of: a season-duration with an extra effect if the season changes while it's in play. And another thing you could do with a season-reaction is to make it react to the change in seasons.

It's a cool idea, but the problem is that seasons usually don't change more than 3 times in a game.  If the effect is weak-to-mediocre, then the unreliability is enough that the reaction simply wouldn't matter; from a design perspective, you might as well not include it at all.  But if the effect strong enough to make the reaction worthwhile, then it becomes swingy.  The difference between a win and a loss may come down to whether you are lucky enough to have the reaction in my hand when the season changes, and there's not a lot you can do to influence that.  Duration works a little better, but not much.  For this concept, a Reserve would probably be the best way to go.
Yeah, I guess reserve makes the most sense. Didn't think about the option of reserve cards, since they didn't do that in the set already and I haven't had adventures for very long.

On a different topic, another interesting thing that could be done is a season with a dividing line that changes which season the game starts in. Granted, it doesn't affect much if that were the only season card in a game, but that could get really interesting when other seasons are in the game with it. But it's also something that could make things more/less powerful, like making snow witch take shorter/longer to start cursing.

419
Another thing I just thought of: a season-duration with an extra effect if the season changes while it's in play. And another thing you could do with a season-reaction is to make it react to the change in seasons.

420
It's of course incredibly tempting to just make a card that is four cards, but Sojourner comes close enough to check that from our list, and you really don't want that many of those. The different effects can't be too complex, either, so the number of different cards you can make this way is limited.

Once again, something I never really thought of. The added complexity of the different seasons is not something I really thought about when saying that this would work as a full set (Although I'm sure it is definitely do-able)

A Season-Reaction might be a thing, but i'm not sure whether that's too complicated...

I'm sure you already know this, but the best way to find that out is to build it, then playtest it. Personally, I think that would be really interesting. Maybe something watchtower or trading post-ish, with the same base effect of blocking in each season, but with added bonuses that vary with the seasons.

Edit: As for the season-treasure I mentioned earlier, a simple way to do that is to make it a cheap gold in some seasons, and an expensive silver in others. Not sure if that's to OP with Plantation though.

421
Well, the obvious problem with a non-Season card that interacts with Season cards is that it has to make sure there is a Season card in the kingdom. So, the only way would be a setup clause or a non-supply Season card. But then, the Season Type is mostly a reminder to put the Season Mat out and move its token, and so i think it should be on the supply card. So, a Season supply card with a non-Season non-supply card. Something like a Traveller that changes into one of two cards depending on Season, maybe? Just, i'm not sure the Traveller Mechanic isn't a bit too complicated to combine with Seasons, and well, Student is kind of an "evolving" card already. And for another Season card with some non-supply extra, well, we simply never thought about it and didn't have a compelling idea that made it seem worth. I think a card should be a cool idea that happens to nee an extra pile, not the wish to have extra piles and looking for a way to get there.

Last option, a setup clause, but man, that would mean having one of those few cards always in the same game with this one, i'm not sure how i feel about that. Or maybe give another card the Season type? But all of this sounds like it isn't worth the effort. Lastly, the option to make a card that can care for Seasons, but doesn't mind if there are no cards like that, similar to Apprentice. There might be something here, but i think if a card would be fine without naming Seasons, it should not name Seasons. And a card that requires a Season card but does nothing to ensure it's there, well, i think i can be so honest to say i wouldn't want that.
Never really thought about the need to ensure the existence of a season card when I thought of this. If you do end up expanding this into a full set anyway, even though that was not your original intention, I think the idea is still worth consideration, but the set looks pretty much good as is for being a half-set. So if you don't feel the need for this type of mechanic, that is perfectly fine. I personally would still like to see this expand into a full set (maybe with a season-treasure or something?) but it definitely isn't necessary. Anyway, just my thoughts on the matter. This will definitely be something to try playing with either way. Thank you for your amazing job on this.

422

Well, I just had a thought. You have all your season cards, but what about a non-season card that does stuff when you have seasons? Like:
Quote
Harvest Village-$4
+1 card
+2 actions
You may discard a season card. If you do, +1 card
Or maybe an attack that deals with season cards but is not necessarily a season card itself. like:
Quote
Forest Bandits-$3
+$2
Each other player may discard a season card. Each player that does not discards down to three cards in hand
Just some ideas. Granted, Forest bandits is a cheap militia in kingdoms without season cards, but it's just something I came up off the top of my head. Something like that might be interesting to play around with. Also, I would like to add that this could easily be expanded upon and turned into a full 25 card expansion.

This is not a bad idea! We never actually thought about cards that interact with Season cards without being Season cards. However, those two particular card categories are already represented in our set (the last card is going to be, at least partially, a discard attack).

I wasn't necessarily saying that those cards specifically should be added, I was just coming up with a few quick cards to demonstrate my ideas.

Also we're quite happy with Seasons being a small expansion.

That is perfectly fine, I was just mentioning it as a possibility. And I do realize this post was a bit defensive, and I apologize, I have a tendency to do that when I'm online.

423
Well, I just had a thought. You have all your season cards, but what about a non-season card that does stuff when you have seasons? Like:
Quote
Harvest Village-$4
+1 card
+2 actions
You may discard a season card. If you do, +1 card
Or maybe an attack that deals with season cards but is not necessarily a season card itself. like:
Quote
Forest Bandits-$3
+$2
Each other player may discard a season card. Each player that does not discards down to three cards in hand
Just some ideas. Granted, Forest bandits is a cheap militia in kingdoms without season cards, but it's just something I came up off the top of my head. Something like that might be interesting to play around with. Also, I would like to add that this could easily be expanded upon and turned into a full 25 card expansion.

424
Variants and Fan Cards / Re: A second half to Alchemy
« on: December 26, 2015, 09:30:07 pm »
Thank you all for your feedback so far. The best I've received so far would be this:
I also think what you might have not considered is that each of these cards should work by themselves with 9 other cards from the official game and its expansions...
I think you might be better off to just ditch the PP-cost "gimmick" altogether. What makes Alchemy great is that you can occasionally get somewhat better cards if you are lucky enough to have a single key card on your hand. I think you should rather focus on doing things with the actual potion card and not try to create alternate sources of potions or try to make Alchemy cards even more expensive.
And someone else mentioned that cards that reward potions in costs is against the original idea of alchemy. Upon further review, I agree completely. I'm going to end up redesigning this completely, and putting it up again at a later date, probably one card at a time, then compiling them all into the final set once I'm happy with them individually. Thank you again for all your feedback.

425
Variants and Fan Cards / Re: A second half to Alchemy
« on: December 26, 2015, 07:35:54 am »
Can you give me a list of which cards you think are salvageable?

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