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Variants and Fan Cards / Re: Dominion: Civilization (Beta)
« on: August 20, 2016, 08:30:51 am »Were still previewing the more Beta+ cards, be tuned in a week or so for a lot of alpha cards, plenty of juicy criticism for those I'm sure.
In the current version that's a possibility. Originally it gave unlimited actions, but it was simplifed to this. Adrian wanted an action storyteller, but as he said I wanted to keep this. I priced it at 4 because it seemed better than village, and about the same power level as port.Now for a weird one. Not much to say, other than at first blush it seems OP but it's really not. The lack of draw is a biggie, port is roughly the same power level.The reason it is not overpowered is that even if it provided 100 actions you'd still need several of them. I even think that it might be too weak for 4$.
I love that idea! Potion it is! I wanted this set to not be dependent on Alchemy, but it's ok.If that's still a big problem, you could set it aside until after your second shuffle or so, like exotic traders. Actually, i like that more than potion.
Yeah I was afraid of that. I think making it cost 6 might be a solution.Hmm, even with baker then. Potion cost might be the solution.
Rhys Griffiths is amazing. Have you seen Co0kiel0rd's suburb! Beautiful.Well sure. Still, the cap on Pilgrimage potential is pretty huge. Anyhow.Hmm. As an opening I suspect you're right, it's decent enough. I just wonder whether it's ever going to be bought after the first, say, 3 or 4 turns.Small idea:Seems slightly weakish perhaps? Compare to Pilgrimage, which does a whole lot more on average for not much additional cost.
Credit, $3, Event
Turn your Journey Token over (it starts face up). If it's face up, gain a card costing $5.
The basic idea here is to have something you can buy in pieces. Journey Token was just the best way i could think of to implement that. Originally i thought it should gain Gold, but that seemed like it would push Big Money strategies too much. Thoughts?
It should probably be "up to $5" for flexibility, at the very least, I'd think.
Well, Pilgrimage requires you to have and play the cards in the first place. I mean, often you'd trade your 3/4 opening for a 2/5, right? And if you have $6 and two buys, would you never go for a $5 instead of 2/4 or 3/3? I really think you would. Either way, i am sure you are right about the "up to". No need to enforce unflexibility.
Even something as simple as putting a Buy on it might make it feel a bit better to me. But that's just me.
Your feedback is very interesting, because i actually felt it could be too strong. I'd say the major difference between this and Pilgrimage would be that Pilgrimage depends on you having built your deck before, while this actively supports building it. It's more or less the counterpart.
Quick mockup:
img
That's awesome art.
I'd do that except for some reason it won't let me type on my kindle. Really annoying.I've resigned for various reasons. It may be that something urgent came up for your opponent.This sort of thing has happened to me before but I've always had time for a "whoops g2g".
I'm not sure what i think of Scenic Village. It's odd indead, but i can't give a good reason as to why it should be bad - the tracking, maybe, but 10 is an easy to add number at least. Also, a misspelling slipped in.Curse you, GIMP lack of spellcheck. Actually the tracking is easier than you would expect, +10 is a nice round number.
Big Money essentially becomes unplayable.Yeah, but who would play BM anyway?
Looks like some actual playing confirmed my hunch that this is even strong at 4.Yes this is strong at 4 (Speaking from personal experice), but it's also not too OP. Usually only 1/2 the cards in the deck are good, and there's always a chance you'll flip what you don't want. SS is decievingly stong because of the swinginess.
Delve and Wedding let you get Golds and Silvers easier.I'm always happy to share new Dominion information: it's unwise to buy so many Golds and Silvers.
Perhaps you misunderstood, I was asking for new Dominion information.
Not true. Studies have shown that in evenly matched teams, red wins 20% more often. The player who gets red has an advantage.Terra Mystica has zero luck after the initial setup, though.
You can say the same thing about Candyland.
warning/disclaimer: I suck at Photoshop.I'd be hapy to teach you or do the whole expansion for you.
Hi everyone. Like Adrian said, I was being helpful for a while but then we started using Google Spreadsheets (I think) and those are impossible to access from mobile. So I might leave some comments here!Yeah, next epansion we'll use a different way.
One potential solution to a lot of people's concerns about Bladesmith that popped into my head and would fit the original idea could be something like:I like that. I'll talk about it w/ adrian. To adress the worries of collection with Shelters and Ruins, they warp the game around them, even with official cards. Changing the cards based shelters isn't the point of shelters, their point is to change the game. Unless it's an game-breaking combo then it's fine IMO.
Bladesmith
$5 - Action
Reveal the top four cards of your deck. Discard any revealed Bladesmiths and put the remaining cards into your hand.
I do like the concept anti-synergy as a focus for an expansion.
Actually, the card was originally called Augur to represent the similarity. I couldn't find suitable art however, so Bladesmith it was. If I ever come across art I like then Augur it is, I don't currently like how LFN has a card named Bladesmith too.Edit: Also, isn't it standard practice for vanilla bonuses not at the start of the card to be in line with the rest of the text and not centralized? Just a little nitpicky thing.
Not always. See: Oracle