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Messages - herw

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101
Please use headings:
f.i. new contest: #20 weekly design contest (date)
and answer: Re: #20 weekly design contest (date)

102
Variants and Fan Cards / Re: counter magic
« on: February 11, 2019, 06:32:07 am »
Consider this: Witch has one thing it does to keep you from getting too many Curses: Distributing them to your opponents. This has 3: Distributing Curses, trashing, and a Reaction. Two would be fine to bring the point across.
had done: no curser, so no attack (see my last post) but still trashing and reaction.

103
Variants and Fan Cards / Re: counter magic
« on: February 11, 2019, 04:31:46 am »
About the main concept, an Attack that is also its defense: Any cursing attack is its own defense. Witch only can deal out a fixed number of Curses each game. A good way to keep them from going in your deck is just distributing them yourself. So every Witch IS her own counter spell. I know I'm raining on your parade a lot here right now, but I kinda feel you are trying to re-invent the wheel here. Sorry.
Maybe there are other non cursing Attack-cards in play?
Your idea is, that the first part shouldn't be an attack but something other action or separate both to two different cards; only Attack-card and the other only action-reaction card?
Well, I'm not saying I have a great idea to fix it. I'm just saying that if one or more Cursers are in the kingdom, you usually want one. Even if it's mostly to keep the number of Curses given to you at bay. So a card that Curses and defends against Cursers doesn' t create considerations that are all that different from a card that just Curses. Either way you need one to both defend your deck and attack the opponents'.
hm - thinking about two cards, or maybe same but non-cursor:


104
Variants and Fan Cards / Re: counter magic
« on: February 11, 2019, 04:00:42 am »
About the main concept, an Attack that is also its defense: Any cursing attack is its own defense. Witch only can deal out a fixed number of Curses each game. A good way to keep them from going in your deck is just distributing them yourself. So every Witch IS her own counter spell. I know I'm raining on your parade a lot here right now, but I kinda feel you are trying to re-invent the wheel here. Sorry.
Maybe there are other non cursing Attack-cards in play?
Your idea is, that the first part shouldn't be an attack but something other action or separate both to two different cards; only Attack-card and the other only action-reaction card?

105
Variants and Fan Cards / Re: counter magic
« on: February 11, 2019, 03:58:47 am »
This has the problem that the Reaction portion can be stacked indefinitely by revealing the same copy of Counter Magic over and over.
good point so new reaction portion:
„... you may discard this from your hand ...”
so only one reaction no stacking with same card.
Another idea of this card is that with an empty curse pile it is still a powerful card and attractive to play from both sides.

106
Variants and Fan Cards / Re: herw's cards
« on: February 11, 2019, 12:48:19 am »
The wording still is unclear. To mean what you try to express, it should be:

When you would gain a card during another player's turn, you may reveal this from your hand, to instead discard this and any number of non-Action cards, and then draw as many.

I'm sorry to say, I don't really like it. It seems slow to resolve, and during another player's turn on top of that. It also has a lot of words, and generally speaking, I don't think additional would-gain cards similar to Trader are a great thing. Even Donald has expressed regrets regarding the rules-mess of Trader, whereas he doesn't mind Watchtower. 5$ and a Potion is also really expensive, too expensive for the trashing to be useful, as it will become available only late game, where trashing is usually bad. Also, the attack is arguably worse than Witch. The Copper junking also keeps going and going, which is usually considered poor style, but again, it happens very late, so it might actually be fine for opponents who have started greening. Finally, the card has a lot going on. It trashes, it junks... Considering how late you get this and that it is terminal unless you trash with it (which, as stated, is less easy late-game), you can't even chain it that well, which again isn't that great a fit for a Potion card.

I know you love Potion cards, but I feel this really doesn't  want to be one.

Yes, fully agree. Characteristic of bad card design are too many words, complex wording and complex rule, wrong costs 8). I choosed Coppers instead of curse, because i want a long effect. But you are right, Coppers instead of Curses is only a game of gaining and trashing.

The main ideas are a powerful wizard and a picture in my head of two equipollent wizards who are fighting against. So it is wished that all players will have one. So it should be still powerful, although when the curse pile is empty, for both parts attack and reaction.
The reaction part could be a Moat, but that's not what i have in mind.
So what about nearly the same assignment for the counterpart? Nearly same text for a zippy game? With Villagers it is possible:

(2019-02-11)

And there is an interesting new aspect in the endgame: You can play it but perhaps you don't want to trash a card so it is only like a normal witch. But with an empty curse pile the counterpart is more powerful for each other player. So it is your choice to perform magic or not! ;) It is a risk although you are a powerful wizard. Have a look to the wizard's face  :-\

107
Variants and Fan Cards / Re: Counter Magic
« on: February 10, 2019, 11:41:11 am »
thanks for helping. I think costs of 5P are enough.



a wording question: is it clear that the reaction part is meant as „instead” of gaining a card or should i add „instead”?

Wasn't clear to me. In the current version, it sounds like the Reaction ability just happens additional to the gaining.
I would rather use "would gain" and "instead".
But you should listen to the advice from some native speakers here  ;)

thanks


108
Variants and Fan Cards / Re: Counter Magic
« on: February 10, 2019, 12:12:32 am »
thanks for helping. I think costs of 5P are enough.



a wording question: is it clear that the reaction part is meant as „instead” of gaining a card or should i add „instead”?

109
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 09, 2019, 01:39:46 pm »
With that said (I like pirate ship too) even though you can still play with the old cards like thief. Noble brigand is ten times better than thief, you can play it when you buy it, and then it can even give out coppers!
of course i play with old cards too; didn't you see my ;) ? ;)

110
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 09, 2019, 10:25:27 am »


Here is my take to replace Pirate Ship. I hope it is different enough from Privateer.
It also replaces the need for coin tokens and uses the big nice mat for cards instead.
As a duration, it fits nicely into Seaside.

Ommited the second naming of Pirate Ship mat to save at least a few words. It should be clear.

arrgghh ;) i don't want to replace Pirat Ship; i like it very much ;)

111
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 08, 2019, 01:30:58 pm »

Farmer is meant to replace Harvest.

you want to replace one of Asper's cards ;) ?


112
Variants and Fan Cards / Re: Prospecting
« on: February 08, 2019, 07:12:18 am »
I changed its name because i am planning another card called Exploration.

Just realised there is already an official Project called Exploration. So maybe you want to choose another name  ;)



thanks for note; will rename to striking (geol.)

(2019-02-08)

It has same cost as laboratory (+2 Cards +1 Action) so there is a small bonus for each other.

113
Variants and Fan Cards / Re: Prospecting
« on: February 08, 2019, 02:53:45 am »
Prospecting (2019-01-10)
simple



Simple and can be useful sometimes. I also like the card art 👍
But why "reveal" instead of "look at"? To trigger Patron?

yes thanks, forgot Patron



I changed its name because i am planning another card called Exploration.

114
Nobody needs it, but here it is ;) :

Meager Meal


115
Variants and Fan Cards / Re: herw's cards
« on: February 07, 2019, 01:16:21 pm »
Exploration (2019-01-10)
simple


116
Variants and Fan Cards / Re: Shoemaker
« on: February 07, 2019, 01:17:48 am »
It's almost worse then a silver.

It's much worse, actually, because of the nonterminality. There's nothing inherently wrong with designing something worse than Silver; that is what the $2 price bracket is for after all. There are other problems with this, though.

Shoemaker has a very long history in German Forum since February 2017: http://forum.dominion-welt.de/viewtopic.php?f=7&t=176
There was a very controversial discussion. The intended dilemma ;) is to choose one alternative. You like both but you get only one. At the beginning of your game you get a terminal silver. Later in game you get +1 Buy.

Generally i like problematic cards. The kingdom is random selection. You have to plan your game. How do you plan with such a card? I don't think about Dominion with perfect selections. Sometimes there is a village but you don't want to buy it because it is useless. So „it is like it is”.

117
Variants and Fan Cards / Shoemaker
« on: February 06, 2019, 01:27:47 pm »
Shoemaker (2019-02-06)


118
Variants and Fan Cards / Moneyer
« on: February 06, 2019, 12:26:12 pm »
Moneyer (2019-02-06)


119
Variants and Fan Cards / Re: Day Laborer
« on: February 06, 2019, 08:49:51 am »


This card looks significantly better than Grand Market to me, it's only missing the +1 Buy but in exchange it can be a very potent village with the Villagers  and trading 2 Villagers for Coffers is better than the regular + $2 (and this can do different things to that too, it's very flexible). I'm not sure why you lowered the cost?

It should also be +1 Coffers not +1 Coffer.
thanks (non native speaker), have changed, see first post.
comment from gedolkari. No one said something against it. Costs are not clear $6 or $7 ? Someone else for $7? Grand Market is a good argument for $7. Will think about it a few hours and change if next posters say nothing against $7 ;)
I have in mind that $7 are very high and you can only buy it late. And i don't want to create a potion-card again.
ready for printing and testing; practise is the best test



It is not necessary, to design it as reserve card.

120
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 06, 2019, 03:10:50 am »


For Gravedigger: What happens to the card from the top of my deck that I am looking at if I decide to not trash it? Does it get discarded, go back on top of my deck along with a card from my hand, or into my hand and then I place a card onto my deck?
use the wording „reveal”. So it goes back first i think. I am using „revealing” as showing it but it stays on its place.

121
Variants and Fan Cards / Re: Lucky Thaler
« on: February 05, 2019, 01:03:50 pm »
I feel like Lucky Thaler is very weak. On average, playing 6 of them will get you $15. I think it's easier to buy 5 Golds than it is to buy 5 Lucky Thalers, and it's also better for your deck; being 1 less Stop card. But then a player could also make the mathematically wrong decision to buy a Lucky Thaler instead of a Gold, and end up rolling a 6 every time. Doesn't sound fun.
If i see that Big Money is quicklier i would buy Gold too. So Lucky Thaler is only a joke-card for young Dominion players, who starts from known games with luck and cubes. Don't see any strategy behind it. Asper's suggestion (see below) is much more better. :)
But did you ever play Dominion with 8 years young children?

[...]
About Lucky Penny [herw: Lucky Thaler now], it's the strictly better Silver for 4$ that Donald tried to avoid for so long, and also I feel it could reveal and discard cards from your deck instead of rolling a die. So I'd probably change it to be something like:

Quote
Councellor, Action, 4$
+2$
Reveal and discard the top 5 cards of your deck. If there are no duplicates, +2$.

I don't  want to copy his suggestion. It is Asper's idea.

122
Variants and Fan Cards / Re: money changer
« on: February 05, 2019, 12:07:34 pm »
[...]
There should be treasures that cost also. Names could be "Lead" or "Quicksilver" It would make sense because Colony goes with Platinum, Province to Gold, Duchy to Silver, Estate to Gold.

yes ;)

or

I don't know whether it is compliant to rules, because trashing and gaining are actions.
Trashing (and changing) is one of the main theme of Alchemy i think.
But it is very difficult to create a balanced treasure and i wouldn't buy more than one money changer? Have to think about it.

I am not satisfied with this because money changer is no basic treasure card. I think Potion fulfils this.
So money changer is more an action card but there have to be better variable features but not with so much text.

I have changed it to an action-card:



It is not a card which you want (need) still in endgame, so you can trash it (self-trasher).

123
Variants and Fan Cards / Re: Day Laborer
« on: February 05, 2019, 11:12:13 am »


This card looks significantly better than Grand Market to me, it's only missing the +1 Buy but in exchange it can be a very potent village with the Villagers  and trading 2 Villagers for Coffers is better than the regular + $2 (and this can do different things to that too, it's very flexible). I'm not sure why you lowered the cost?

It should also be +1 Coffers not +1 Coffer.
thanks (non native speaker), have changed, see first post.
comment from gedolkari. No one said something against it. Costs are not clear $6 or $7 ? Someone else for $7? Grand Market is a good argument for $7. Will think about it a few hours and change if next posters say nothing against $7 ;)
I have in mind that $7 are very high and you can only buy it late. And i don't want to create a potion-card again.

124
Variants and Fan Cards / Re: Day Laborer
« on: February 05, 2019, 04:54:32 am »
Day Laborer (2019-02-05)


Nice one.
Small thing: +1 Coffer should be bolded
thanks, done


125
Variants and Fan Cards / Re: Day Laborer
« on: February 05, 2019, 03:19:35 am »
Day Laborer (2019-02-05)



new wording (thanks to Asper) and lower cost.

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