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Messages - herw

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76
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 24, 2019, 12:34:29 am »
I receive the impression, that some cards are a joint project, which is not the sense of this challenge? Shouldn't be the discussion after judgement?

77
Tollkeeper


78
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 22, 2019, 12:22:58 am »
[...]
herw’s entry:

Dryads is really neat; one of the more creative ideas I’ve seen here, although I’m kind of wondering why you would bother promoting a Traveler in the first place if you plan on going back to it. Mountain Troll looks cool. The others are pretty similar to existing cards and don’t excite me much, but I do like that Mesuline is another way to make a Grand Market that’s hard to get.
[...]
The trick is not to go back to the first traveller but to Franfeluche or Melusine directly. So Dryads/Franfeluche or Dryads/Melusine are really one card!

I know that. I'm wondering why you would bother promoting either of those to Dryads if you're just going to go back to them.
because you have a powerful line with dryads:
dryads/Fanfreluche -> Melusine -> dryads/xxx or dryads/Melusine -> dryads/Melusine ... your choice or with a second traveller line too; i have tested with much fun.
There is another traveller's line next days (see my thread).
The idea is, that the last traveller isn't a static card.

Nevertheless it was fun to create a line.

79
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 21, 2019, 11:58:34 pm »
[...]
herw’s entry:

Dryads is really neat; one of the more creative ideas I’ve seen here, although I’m kind of wondering why you would bother promoting a Traveler in the first place if you plan on going back to it. Mountain Troll looks cool. The others are pretty similar to existing cards and don’t excite me much, but I do like that Mesuline is another way to make a Grand Market that’s hard to get.
[...]
The trick is not to go back to the first traveller but to Franfeluche or Melusine directly. So Dryads/Franfeluche or Dryads/Melusine are really one card!

80
Weekly Design Contest / Re: Mythical Creatures
« on: May 16, 2019, 03:51:23 am »


Really interesting Traveller Line! Dryads shouldn't have a line separating the text since everything should happen when played. As it is currently worded you only get +1 Card and +2 Actions when played.

Thanks for sharing!

ah yes - thanks for clarifying - have changed

I have printed with german text and i always played it in this way.

81
Weekly Design Contest / Mythical Creatures
« on: May 16, 2019, 12:53:17 am »
Mythical Creatures are travellers with a new traveller's line:



From lowest traveller Puck you can change to Wood Gnome or Mountain Troll - your decision.
But the main point is the last card Dryads. It is a traveller too, but it changes back! So you can jump to any lower traveller and get the card into your hand at once. So its power is the combination of dryads (+1 card +2 actions) AND the new traveller. If there is a foreign traveller's line in play you can jump into it too!

I have tested in play and it is very tricky.
So here is the line:










82
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 04, 2019, 04:20:05 am »
Fame Cards

When one or more Fame cards are in the kingdom, each player gets their own Fame mat. Fame mats track a number of "Feats" you can achieve during the game, and Fame cards become better the more of those you achieved. Whenever you achive a Feat, e.g. gain a Gold, you cover up the Feat on the board with a coin token. However, to achieve a Feat, not onlym ust they fulfill the Feat's condition, but at the time they did so, the Feat must be either one from the bottom row, or reachable by an arrow coming from an already achieved Feat (sort of like a skill tree).

Still not entirely sure about that "draw your deck" Feat, suggestions are welcome.

I don't think it's necessarily a bad thing that one of the Feats is board dependant but it does feel kind of off in some way with only one being like that. The only thing I could think of to replace it was something Magic Lampy, counting non-duplicate cards in play, not sure what exact numbers could be appropriate.

I'm not sure I like that you can achieve the other Feats before you pick up a Fame card. It seems kind of cheesy that you can achieve the other 5 Feats and then only bother to pick up the Fame card when it's already really strong, but maybe I'm underestimating how much you have to go out of your way to get those Feats. It would seem more natural to me to have the Fame board be inverted so there's only the "Gained a Fame" feat on the bottom row, but I'm sure you've thought much more about this than I have and there's a good reason behind it being the way that it is.

Pawn Shop seems like it might be broken to me? Once you get to 5 feats it lets you discard 3 cards to gain a Province and it seems to enable the Duchy and Gold gaining feats pretty well itself. Actually it also kind of enables the $2 feat too because you should be able to discard some things and be left with $2 without missing out on too much. I guess I just think that a card that can gain Provinces without having to combo with any other cards is not a good idea.
I have played a game with Headhunter, Adventure Seeker (german version: +1 buy) and Hall of Fame and it was brisk and very interesting. You have to buy Head Hunter early.
look

83
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 21, 2019, 10:24:07 am »


The non-mandatory trashing is the little extra, similar to Junk Dealer or Upgrade having a little extra relative to a mere cantrip trasher.
The main idea of the Attack is that you might want to junk the opponents if you have more trashing power.
To kickstart this Curses game I put the topdecking attack in there; not sure if it is too strong though.
The extra Buy is there to make everything run smoother with Potions but it could be too much.
Why do you need potion in costs?

84
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 21, 2019, 10:20:46 am »

My attempt at a dual type Curse-ish card. You can buy it and then trash it later, but the Curse-gaining makes it more of a pain to do so. Overall, you'll have to decide if the extra +Action is worth it. The type is "Dark" instead of Curse to avoid any confusion.
Hm - i don't like too many new types.I am in discussion about using purple banners too in German forum. I am using it for a traveller-serie with negative victory points. Donald's rule for purple banner only for curses (named curse) is not very useful.
Nevertheless you don't need a new type. It is no curse (-type) so no other curser will affect this card.

I almost replied with the same thing, but I'm unsure about the idea of a regular action being worth VP at the end, whether positive or negative. The VP type and the Curse type both let you know to count the VP on the cards at the end of the game. The rules simply say "Count up your " at game end; so they don't say that you are counting only Victory and Curse cards. But the color at least is helpful for knowing to count it at the end.
thank you; that's my opinion too :)

85
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 21, 2019, 04:12:20 am »


My attempt at a dual type Curse-ish card. You can buy it and then trash it later, but the Curse-gaining makes it more of a pain to do so. Overall, you'll have to decide if the extra +Action is worth it. The type is "Dark" instead of Curse to avoid any confusion.
Hm - i don't like too many new types.I am in discussion about using purple banners too in German forum. I am using it for a traveller-serie with negative victory points. Donald's rule for purple banner only for curses (named curse) is not very useful.
Nevertheless you don't need a new type. It is no curse (-type) so no other curser will affect this card.

86
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 12, 2019, 02:46:04 am »
Secret Estate
cost $1 - Victory - Shelter
When you trash this, set this aside.
---
1VP
Is this supposed to remain set aside forever? In that case, "When you trash this, +1 VP" seems more reasonable. If not, it needs to say when it is returned.
Yes, +1VP is simpler, but not everyone has Prosperity or Empires. I thought letting it standalone is better.
??? you don't need Prosperity or Empires. As Donald said, you can use any marker, perhaps Euro-Cent? ;)

87
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 06, 2019, 04:20:05 am »
Where are people getting the art for their cards?
well - i like a special style of dominion pictures, more fantasy like (f.i. laboratory, alchemist, herbalist, market square, death cart f.i.).
When i find an interesting picture at fan cards, i use google to find more.

I give you an actual example:

I take underground market from chappy7:



I make a screenshot of the picture



and insert it into google images search:



and here they are:



enough similar pictures.

So i collect interesting pictures for future cards and save them (with source/website).

88
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 04, 2019, 03:38:03 pm »
Ok, this took some work. The idea is, that you can collect gems, but each player has a different mat for that. You can only fill one column or one row each time, you buy this event and if you have leftover gems, they go to the next player.





The number of available gems is limited by 6 emeralds, 8 diamonds and 11 rubies per player. Dual-type cards like Harem or Mill add two gems, of course.
:)

89
Variants and Fan Cards / Re: Traveller Mythical Creatures
« on: March 02, 2019, 08:08:14 am »



90
Variants and Fan Cards / Re: herw's cards
« on: March 01, 2019, 07:51:45 am »
Did Melusine just change? didn't it used to be  a cantrip?
If it would be a cantrip too and you play Dryads, exchange at once to Melusine, you would get overall +2 Cards +2 Actions +2 Coffers (!). So Melusine gives you only +2 Coffers but in combination with Dryads it is powerful enough: +1 Card +1 Action +2 Coffers.
But look to other combinations of Dryads + Traveller.

91
Variants and Fan Cards / Re: herw's cards
« on: March 01, 2019, 07:37:07 am »
Franfeluche neefs more support, but Puck, Wood Gnome and Mountain Troll are all terminal. I also don't know if you really want to exchange Melusine to Dryads.
Please look at the mechanism of Dryads (sorry for the chaos of quick translation). The idea is to combine Dryads with a tricky exchange:
f.i. when you play Dryads and exchange to Wood Gnome you get overall +1 Card +1 Action +2 (+1) Cards. Or when you play Dryads and exchange to Melusine you get a card with +1 Card +1 Action +2 Coffers and you can exchange at the end of your turn again to Dryads and so on.

92
Variants and Fan Cards / Re: herw's cards
« on: March 01, 2019, 06:28:03 am »
Wait, herw, wasn't Dryads' exchange clause on play when you revealed it in the German forum? I think it read:

+1 Card
+2 Actions
Exchange this for a Traveller costing less, putting it in your hand.

Needless to say, this is terribly weak in comparison.
arggh, yes forgot to translate and lost it. I have to change Melusine too.
Sorry for the chaos.  :-[


have changed in last post too.

93
Variants and Fan Cards / Traveller: Mythical Creatures
« on: March 01, 2019, 03:22:30 am »
Mythical Creatures, a Traveller's line

first an overview. There is a new mecahnism. The last Card (Dryads) is a Traveller too. When playing it you have to exchange it atonce to another Traveller with lower costs, which means you jump back. You get the other Traveller to your hand. So you can play it in your actual turn too. The trick is to choose the right Traveller depending on actual situation. If there is another Traveler's line you can change to it too.
Another new thing is that you can choose from the lowest Traveller (Puck) to Wood Gnome or Mountain Troll.

You find a very long discussion here. First it was planed as an Alchemist's line (Puck: Gain a potion) but then i had the idea with mechanism of the Dryads. So here are the Mythical Creatures.



So here is the line:


94
Variants and Fan Cards / Re: counter magic
« on: February 20, 2019, 12:04:14 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:



Drawing two cards is a big problem, because you could draw your entire deck, if you have enough Counter Magic cards and maybe even hit a reshuffle to play the same Reaction cards again. You should give the + cards at the start of the next turn.

They would basically be Laboratories then. It's not my main issue, though. My main issue is that with a sufficiently thin deck, you can gain infinite Villagers with this. As a matter of fact, this would be the case even if the card only drew one card.
ah, yes - i see the problem with +x cards +x villagers in reaction part. Would it help, to say (reaction part)
When another player plays an Attack you may set this aside for +2 cards and +1 villager. Discard this at the end of the turn.
So you can only react with Counter Magic once per turn?

95
Variants and Fan Cards / Re: Forrest Village
« on: February 19, 2019, 11:50:08 pm »


I will see, which ideas Donald will have, when he tries to create a second version of Alchemy; if he will ever do. In the meantime i am experimenting with  my suggestions.

96
Variants and Fan Cards / Re: Forrest Village
« on: February 19, 2019, 04:15:54 pm »
but i think this is too strong too. Maybe only +2 Actions +1 Card +
I don't think so. The only reason to do + is clarity / less wordiness.
my favourite version has an extra buy so, + is not the same.
Quote
Even if you get a deck with extra Buys and can thus use the price reduction of Forest Village to purchase some new villages for $2 (instead of the "normal" price of $3) the opportunity cost (buy Potion, have one extra stop card in your deck, can only buy one village per shuffle) to get there is pretty huge.
I seriously doubt that Forest Village will be better than any $4 village (even Mining Village) in any Kingdom (if Workshop variants are around it is a no-brainer).
You imply only one card with potion in cost. I think it is not fair because if you choose cards with potion-costs you should coose three (see Donald's comment to Alchemy).
I think Alchemy is a small unfinished set and i try to expand. So i am not thinking about only one card. If you would play Prosperity only with Colony and no Platin it would be not useful.
I think there should be more openness to Potion.

(sorry for wrong English - i am a non native speaker).

97
Variants and Fan Cards / Re: herw's cards
« on: February 19, 2019, 04:07:52 pm »
Suggestion:

All cards cost Potion less this turn, but not less than no Potion.
many thanks for correct and simple wording :) - you have to remember, that i created victory cards with potion in cost.
So: All non victory-cards cost Potion less this turn, but not less than no Potion.

98
Variants and Fan Cards / Re: Forrest Village
« on: February 19, 2019, 10:59:33 am »
For those who don't like potion costs ;)



Another way of wording this that might be better is to give + as a resource when you play it. I've seen that idea done on other fan cards.
that was me ;) (Bewitched Town)
The trick is, that you can buy more than one potion-costs-card without potion in your hand :) this turn.
Quote
One big problem with it is that it might be the only Potion-costing card in the game; in which case it needs to be good enough by itself.
yes and therefore it costs only 2 treasures + potion. So you can buy itself for only 2 treasures and you get +1 action + 1 Buy extra.
If you want more i can change to +2 actions +1 card +1 Buy for 3 treasures and potion. So you would get a cheap vilage +1 Buy when buying with Forrest Village. Maybe this would be too strong.

There is an alternative:



but i think this is too strong too. Maybe only +2 Actions +1 Card +

99
Variants and Fan Cards / Forrest Village
« on: February 19, 2019, 10:41:47 am »
For those who don't like potion costs ;)


100
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 17, 2019, 12:54:10 am »
looking at several fan cards there should be the contest #25: create a card with 15 text lines minimum  ;)

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