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Messages - kru5h

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326
Variants and Fan Cards / Re: Really bad card ideas
« on: November 13, 2016, 01:06:01 am »
Quote
rotaripsnoC
+1 Card
+1 Action

If you've played 3 or more actions this turn (counting this),
+

327
Variants and Fan Cards / Re: Kru5h's card ideas
« on: November 13, 2016, 12:51:50 am »
Quote
Scepter Action,
You may choose an action card in your hand. Play it twice.
Choose one: Put it into your hand; or put it onto your deck.

Stronger than Throne Room, but not quite King's Court.

328
Variants and Fan Cards / Re: Kru5h's card ideas
« on: November 12, 2016, 07:24:04 pm »
On second thought, the new version is too similar to Squire, so I'm going to keep it how it is for now.

329
Variants and Fan Cards / Re: Kru5h's card ideas
« on: November 12, 2016, 02:11:00 pm »
I'm thinking of Changing Young Noble. Other than the novelty of being a Victory-Duration card, it isn't that interesting. Why is it even a duration? Can't I just have 2 cards now?



(Also, ThetaSigma12, the cost is supposed to be 3, not 4.)

How about this:

Quote
Polis Action - Duration - Reaction,
Choose one: +2 Actions; or
at the start of your next turn, if this is still in play, +2 Cards.
---
When another player plays an attack card, you may trash this from play or your hand to gain an attack card.

This card acts as a weak village or something to smooth out your engine. Weak villages and engine smoothing isn't that useful if there are a lot of attacks flying around. In that case, trash these and pivot into attacking.

330
Variants and Fan Cards / Re: Kru5h's card ideas
« on: November 12, 2016, 02:04:05 pm »
Ah, I think I was misreading the 0 on Sellout as a cost.

It is a 0 cost.

But the solution is an easy fix. I'll just add that "Once per turn" clause. Watchtower still gives you +2 money for free, but that's no huge deal.

Quote
Sellout Event,
+1 Buy
Once per turn: If you have or less, gain a Curse. If you did, +.

Edit: It might be fine to remove the "5 or less clause." Like I said, it's really borderline for me.

Quote
Sellout Event,
+1 Buy
Once per turn: Gain a Curse. If you did, +.

331
Variants and Fan Cards / Re: Kru5h's card ideas
« on: November 11, 2016, 09:20:13 pm »
Quote
Sellout Event,
+1 Buy
If you have or less, gain a Curse. If you did, choose one:
+; or gain a card costing up to .

On second thought, I don't like that you can instantly empty two piles (Curse and a 4-cost pile.) I don't want to add a "once per turn" clause because it's already wordy.

Quote
Sellout Event,
+1 Buy
If you have or less, gain a Curse. If you did, +.

This still combos extremely well with Borrow and makes the game into a very boring Big Money fest, but that should be rare enough that I'm not super concerned. Though, it does still bother me mildly.

332
Variants and Fan Cards / Re: Kru5h's card ideas
« on: November 11, 2016, 07:05:31 pm »
Thinking of this change.

Quote
Sellout Event,
Gain a curse. If you did, choose one:
Gain 2 cards, each costing up to ; or
gain a card costing up to .

Old card:



This feels like it should cost way less. It basically just gives you extra to spend, and only when you happen to want a card costing exactly. If you use it to get a card costing , which is probably more common, then it's just Borrow, except the gain a Curse penalty is way worse (normally) than the -1 card token penalty.

It was originally gain a curse, if you do, +2 coin. That seems a bit strong, though. If you buy provinces, that's still 5 VP for 6 coin. Makes big money faster and ends the game sooner. It might be alright, but it needs testing. I'll try to think of something other than "+2 coin, you can't buy a province." The simple version (+2 coin) might work out fine, but it's on the edge for me.

333
Variants and Fan Cards / Re: Kru5h's card ideas
« on: November 10, 2016, 01:09:43 am »
Thinking of this change.

Quote
Sellout Event,
Gain a curse. If you did, choose one:
Gain 2 cards, each costing up to ; or
gain a card costing up to .

Old card:


334
Variants and Fan Cards / Re: Kru5h's card ideas
« on: November 09, 2016, 01:22:11 am »
Quote
Debit Action,
+1 Card
+1 Action

Take a Coin token and a Debt token.
---
When you gain this, shuffle your discard pile and put it onto your deck.

This card seems kind of weak and/or boring.

335
Variants and Fan Cards / Re: Kru5h's card ideas
« on: November 06, 2016, 08:41:34 pm »
Quote
Debit Action,
+1 Card
+1 Action

Take 3 Coin tokens.
Take 3 Debt tokens.

Kind of like the opposite of Capital. Instead of getting $6 now and 6 debt later, you get 3 debt now and 3 coin tokens for later. If you don't want the debt, you can just immediately pay any of it off with the coin tokens.

If this is too strong, I can always change it to 2 of each token.

Edit: Version 2

Quote
Debit Treasure

When you play this, take a Coin token and a Debt token.

336
Variants and Fan Cards / Re: Really bad card ideas
« on: November 02, 2016, 10:07:29 pm »
Quote
Fall Behind Action,
+1 Card
+1 Action
---
When you gain this, each other player gains a card costing up to .

337
Variants and Fan Cards / Re: Kru5h's card ideas
« on: November 02, 2016, 08:15:23 pm »
One tiny caveat: It should say, "when a player would gain a card from that pile . . . ."  Otherwise, it's paradoxical--you can't gain both a card and nothing at the same time--(ok, you can, but only trivially). 
And do you really only want Rabbits to have 10 cards in its pile, or should it be 20 like Rats?

Yes, I really want Rabbits to only have a pile of 10. 20 could grind the game to a halt.

This card is so hard to word.

How's this?

Quote
Rabbits Action, *
+1 Buy
+
You may gain a Rabbits from the Rabbits pile.
Put this on a non-empty Supply pile that doesn't have a Rabbits on it.
(Players may only gain a card if it's on top.)
---
This costs while on a non-Rabbits Supply pile.

338
Variants and Fan Cards / Re: Kru5h's card ideas
« on: November 02, 2016, 02:57:51 am »
So, one of Asper's cards gave me an idea. Why not spend actions/buys? Storyteller has you spend money to draw cards, what else can you spend?

Quote
Cipher Action,
+3 Cards
Select a card from your hand. Discard it or put it on top of your deck.
You may spend an action to play this card a second time.

Each cipher is like having two copies of it in hand, but it only takes up the space of one card.
In games without Villages, this is still a viable card. In games with villages, it isn't overpowered.

Edit: I had one for spending buys, but it sucked.

339
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 31, 2016, 03:30:37 am »
Quote
Dagger Action,
+1 Action
Trash a card from your hand.
Put this on the bottom of your deck.
---
When you trash this, gain a card costing up to .

340
Variants and Fan Cards / Re: Really bad card ideas
« on: October 31, 2016, 01:04:41 am »
Quote
Scatter Action,
Rip this card into 6 pieces.
Throws the pieces at the Supply.
Gain each card that the pieces land on.

341
Variants and Fan Cards / Re: Dominion: Strive & Reward
« on: October 30, 2016, 05:31:36 pm »
Your "Old Gem" is mostly and +1 Buy for .

Charm is already a real card that's and +1 Buy, but costs only . (And it has a second option.)

342
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 29, 2016, 10:55:45 am »
I like the first version more and would actually have an easier time to explain it to other folks than in the case of the abbreviated text.
I also don't think that Rabbits requires a buff.

How about this:

Quote
Rabbits Action, *
+1 Buy
+
You may gain a Rabbits from the Rabbits pile.
Put this on a non-empty Supply pile that doesn't have a Rabbits on it.
(When a player gains a card beneath Rabbits, they gain nothing.)
---
This costs while on a non-Rabbits Supply pile.


343
Variants and Fan Cards / Re: Really bad card ideas
« on: October 29, 2016, 02:35:46 am »
Quote
Rearrange Reaction,
When you get +1 Card, +1 Action, +1 Buy, or +;
you may reveal this from your hand to choose:
+1 Card, +1 Action, +1 Buy, or +.

344
Variants and Fan Cards / Re: Really bad card ideas
« on: October 29, 2016, 01:08:11 am »
Quote
Jungle Victory,
5
---
When you gain or discard this, put it on top of your deck.

345
Variants and Fan Cards / Re: Asper's Cards
« on: October 28, 2016, 09:50:24 pm »
You could make Road not work with Champion by simply making it not an action card.

Quote
Road Reaction,
During your action phase, you may reveal this
from your hand to spend an action for +2 Cards.
(This is not in the Supply.)

Or this may be more clearly worded,

Quote
Road Reaction,
During your action phase, you may spend an action
to reveal this from your hand. If you do, +2 Cards.
(This is not in the Supply.)


346
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 28, 2016, 06:49:20 pm »
I'm thinking of simplifying Rabbits to this:

Quote
Rabbits Action, *
+
You may gain a Rabbits from any Supply pile.
Put this on a non-empty Supply pile.
(Players may only gain the top card.)
---
While this is not in the Rabbits Supply pile, it costs .

1) This is a lot less text.
2) This gets rid of the +buy, but still allows you to "buy" Rabbits by gaining them.
3) It lets you gain Rabbits from any pile, so it still counters other Rabbits.
4) You can now put Rabbits back in the Rabbits pile, so this can be used to slowly clean up all the Rabbits in play. Many people wanted an option to trash this card, and this scratches that itch.

Thoughts?

(Original card for comparison)



After thinking about it, I'm going to add a little bit more text.

Quote
Rabbits Action, *
+
You may gain a Rabbits from any Supply pile.
Put this on a non-empty Supply pile that doesn't have a Rabbits on it.
(Players may only gain the top card.)
---
While this is not in the Rabbits Supply pile, it costs .

This prevents people from putting it back into the Rabbits pile, but it also prevents stacking multiple copies on the same card.
This still eliminates 2 lines of text and a "+1 Buy" line.

347
Conspirator/Villa

348
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 28, 2016, 12:18:14 am »
I changed Skipper into Locksmith.

Quote
Locksmith Action - Duration,
+2 Cards
At the start of your next turn,
+1 Card
You may treat a duration card you have in play as if each of your turns is the next turn.
(For that card, this is the start of your next turn.)

Locksmith unlocks your duration bonuses. Get tomorrow's bonuses today! For example, you can play Wharf and get +2 Cards and +1 Buy. Then you play Locksmith to unlock it's additional 2 Cards and Buy this turn. (You discard it at the end of this turn.) Turn Caravans into Labs. Turn Caravan Guards into Peddlers. Turn your Merchant Ships into +. Sometimes you don't want to fast forward your duration cards. For example, you want the attack bonus that Swamp Hag gives, but that's okay, it's nice to have the option. For cards like Champion and Outpost, this won't give you anything, but that's okay too; it doesn't mess anything up either. Sometimes there are no other duration cards in the supply, that's also okay because you can play it on itself. Usually Locksmith is 2 cards now and 1 later, so that's slightly slower than a Smithy, but if you play a second Locksmith you can unlock the first one to get your full three cards. But maybe you don't want all those cards now? That's fine. You have enough this turn, you can save some of them for the next one.

One problem is that as worded, you can use Locksmith on itself, making it just a strictly better Smithy. I see from your explanation of the card that that's not intended, but that's how it's worded. Also, the wording just isn't really clear and doesn't describe what you intend it to do. Durations give their bonus "at the start of next turn", so if you play a Merchant Ship and then a Locksmith, I don't really see how "each of your turns is the next turn" matters, because it's already past "the start" of the next turn; now it's in the middle of the next turn.

I think a more accurate wording might just be "execute the start of next turn effects of a Duration you have in play". It's not official Dominion language, but it's pretty clear. With this wording and your wording, it's not clear if you intend for it to be able to be used on a Duration you played last turn as well as one you played this turn. The wording seems to imply you can.

There's also issues with cards like Tactician, Haven, Gear, and Archive... If you use it on Tactician, do you get the bonus? Probably not, because you never discarded a card to it. If you use it on Archive, do you just get 1 of the set aside cards immediately? Thus causing Archive to be discarded a turn sooner than normal?

Finally, assuming you make it not work on itself like you want, then in a board without other Durations (which is a lot of boards), it's just a strictly worse Smithy.

Okay, it is slightly weak.

How about this:

Quote
Locksmith Action - Duration,
You may treat another duration card you have in play as if each of your turns is the next turn.
(For that card, this is the start of your next turn.)
At the start of your next turn,
+3 Cards

Weaken it more and make it cost 3? Feels a bit strong for a 3.

Edit 2:

Quote
Locksmith Action - Duration,
+2 Cards
At the start of your next turn,
+
You may treat another duration card you have in play as if each of your turns is the next turn.
(For that card, this is the start of your next turn.)

This is slightly weaker, I think, especially if you only play one. If you play multiple, though, it gives your money a lot of option value. You almost always want more cards now, but with coins, sometimes it's better to save it for next turn.

I'm still thinking on it a bit, though.

Edit 3: I think I like this the best, but only slightly more than edit 2.

Quote
Locksmith Action - Duration,
+2 Cards
At the start of your next turn,
+1 Card
You may treat any number of other duration cards you have in play as if each of your turns is the next turn.
(For those cards, this is the start of your next turn.)

That way you can save all of your +1 Cards until you play the last Locksmith, triggering them each one at a time until you feel you have enough cards, saving the rest for next turn. Of course, it still doesn't work on itself, so you're always saving at least one. That's the trade-off.

349
Variants and Fan Cards / Re: Really bad card ideas
« on: October 27, 2016, 10:50:20 pm »
Quote
Really Practical Card Action,
Trash a card from your hand.
Gain a card costing the Integral ^(1/2) d -

350
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 27, 2016, 10:47:12 pm »
Okay, I playtested Warriors' Village and I don't like it.

Quote
Warriors' Village Action - Attack,
+1 Card
+2 Actions
Each other player discards the top 2 cards of their deck.
If they shuffle a new deck, they gain a Curse.

I was afraid it would be too overpowered if played too much, but I had the opposite problem, it was played very little this game. The Kingdom had only 2-3 terminals and everything else was cantrips, so we only needed 2-3 villages per person. Very few curses were handed (4 total), the problem was that they were far too random. One player got 0 curses, one player got 1 curse, one player got 3. So I'm going to remove this card from my list since it simply adds too much luck factor to the game.

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