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Messages - Neirai the Forgiven

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301
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: July 17, 2017, 10:50:36 pm »
Come to think of it, worded as it is, it actually would let you put other players duration cards onto your mat. :P Probably not a good idea to keep it that way but hey...  ;D

302
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: July 17, 2017, 10:30:20 am »
Quote
Anthropologist - Action
+1 card
+1 action
Choose one: Choose a card in play and put it on your Research mat; or, play a card from your Research mat.

Puzzle: How many +1 Cards +1Actions can I get out of King's Courting this?  ;)

+3 and +3; however to determine the full effect of this, I need to know what you've also played, what you already have on your Research mat, and also determine the ruling of whether or not you can target a card that is in play but has not fully resolved, i.e. whether you can put the King's Court that you are playing the triple-Anthropologist with onto the Research mat in order to get literally infinite plays.

303
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: July 14, 2017, 06:31:04 pm »
Aquila, I actually really love that idea. I'd probably tweak it a bit like so:

Quote
Anthropologist - Action
+1 card
+1 action
Choose one: Choose a card in play and put it on your Research mat; or, play a card from your Research mat.

This would have the added benefit of letting you break some of the "at the end of play, do the following" kind of elements by moving the card out of play before Cleanup.
Additionally, this has fun fringe benefits when played with cards like the Villa.

304
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: July 13, 2017, 05:51:16 pm »
Here are two options I'm toying with (totally untested so far):

Quote
Anthropologist: Action, $3.
Choose and play up to three differently named non-Anthropologist Action cards from your hand.

Quote
Anthropologist: Action, $3.
+1 Action
Reveal the top three cards of the Culture deck. Put one into play, and put the other two back on top of the Culture deck.
At the end of Clean-up, shuffle the Culture deck.
-
Setup: Create a Culture deck of randomizer cards containing each of the Action cards in the game, as well as one Curse card. These cards may only exist in the Culture deck and in play; if they leave play for any reason, they must be shuffled into the Culture deck.

Which one is better? How can I refine these to make them better?

305
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: July 11, 2017, 05:41:55 pm »
I'm thinking of spinning it as some sort of version of the Black Market, but which works off of copies of the cards from your kingdom instead of cards from outside the kingdom.

306
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: July 11, 2017, 10:20:03 am »
I would suggest 'treat this as a card on your research mat' instead, but I notice you can actually get a selection of cards of the same price, if you have two Anthropologists in a turn, the first takes a card off the research mat to play it so the second can get a card the same cost as the one just played. Unless you keep the ramp-up idea set so you only have one card per price tier, I guess you're adding a lot more words to qualify all cards correctly, something like 'when it would be discarded at Clean-up, return it to the research mat.'

You've confirmed my suspicion that this card is a lot more headache than the payoff is worth. I'm considering options for revision. Will post when I have the ideas.

307
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: July 10, 2017, 01:55:31 pm »
I don't understand Anthropologist unless you mean "costing up to $3 more"
Otherwise this would only offer the option to choose among a 3, 4 and 5 (and sometimes a 6 or 7) and not the option to choose among several 4s or 5s.
I like the idea of a Band of Misfits like build-up card but this might be a card that switches quickly from very bad too very good (the only reasonable prices are 3 and 4).

More on the irrelevant side, if this were implemented digitally you would have to prevent taking Anthropologists via Anthropologist lest you get infinite loops.

It literally only offers the option to choose among, 3, 4, and 5 and sometimes a 6 or 7 or 8-if-one-exists and only offers the option of choosing multiples if you have bridge-types in play. So you have a good idea of what it offers.
The biggest issue is that the ramp-up play is awkward. I'd love a better method of choosing the cards that it allows you to play, but I do want to preserve the 'bridges make this nuts' factor.
That said, I'm not sure that bridges make this nuts at all. It gives it more flexibility.

308
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: July 10, 2017, 09:28:34 am »
I'm necromanticizing this thread from two reasons: one, the production side of this set is starting! I've received the first set of sketches from my artist; when the paintings are done, I'll post a few samples. It's happening!

I'm also fighting with the following two cards:

Shipwreck was intended to speed the game up and provide a low-cost Buy option. However Buys on low-cost cards can be OP. Here's three variants, I'd love to hear your views.
Quote
Shipwreck
2-cost Action: +1 Buy. Each player gains a Silver and puts it into their hand.

2-cost Action: +1 Buy. When you buy this, trash an Action card from your hand. If you do, +1 Buy, +$1 for each $ it costs.

2-cost Action: +1 Buy. You may trash this. If you do, reveal your hand and gain +$1 for each Treasure revealed this way.

Anthropologist is a different, but fun, card. It's a bit odd for balance. It also has a lot of text, I think too much to be practical on a card.
Quote
Anthropologist
Choose one: +1 Card, +1 Action, and take an Action card from the supply costing $3 more than the number of cards on your Research mat and place it on your Research mat; or
Play a card from your Research mat. Return it to the Research mat when this leaves play.
-
Setup: Add an Action pile costing $3 and an Action pile costing $4 to the Supply.
I may actually cut it in favor of another card archtype.

309
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: March 27, 2017, 01:21:05 pm »
Guys, just thought I'd pop up to say a big thank you! I played my first ever set of 100% Antiquity cards this weekend (all prior tests have been mixtures of Donald X cards and Antiquity.) Somewhat to my surprise, the games were fun and flowed well, although the higher average cost of Antiquity cards meant that the games took longer than I'd like, so that's being revisited.

Thanks for all your ongoing support -- the set has gone from weak to fun in a very short time.

310
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: March 24, 2017, 06:10:10 pm »
If you keep Petroglyph as is, it becomes a Hireling.
Right. Therefore I need to change the reaction to make it more explicit.

Quote
+1 Action
Discard any number of cards, then draw until you have 5 cards in hand.
-
When you discard this card during an Action phase, you can reveal it and set it aside.
If you do, during your next Clean-up phase, discard it and draw a card.

311
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: March 24, 2017, 03:01:11 pm »
A few observations:

Quote
Petroglyph (4)   
Action - Reaction   
+1 Action
Discard any number of cards, then draw until you have 5 cards in hand.
-
When you discard this card any time other than during Clean-up, you can reveal it and set it aside.
If you do, discard it at the start of your next turn and draw a Card.
The way the wording on the reaction part reads, when you discard it from setting it aside, it can still be seen as discarding other than during cleanup and you could choose to set it aside again. This can be a nifty choice you can make, if you draw a good hand and don't need the extra card. You could even stock them up and draw several cards at once for a mega turn. It's a nice feature, I just wonder if it was intended.
Not intended, but I might just keep it....

Quote
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Obelisk (5)
Action - Reaction - Attack
+2 Cards
You may trash two differently named cards from your hand. If you do, +[VP per $2 one of them costs.
-
When you discard this card any time other than during Clean-up, you can reveal it. If you do, each other player gains a Curse.
Agree with the comments made on the reaction part. The top part alone looks strong compared to Bishop, with the card draw as well, but the trashing two different cards may be enough of a setback. Either way, you'll need to say '(round down)' for odd-number costs.
"1 VP per $2" already implies round down.
I've changed the reaction to "When you discard this on another player's turn...."

Quote
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Inspector (3)
Action - Attack
+2 Cards
Reveal then discard 2 cards.
Per card discarded, each other player with 4 or more cards in hand dicards a copy of it (or reveals a hand with no copies.)
I assume you reveal from your hand?
Yes.

Quote
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Collector (4)
Action
+$2
Reveal and trash the top card of your deck to gain a card that shares a type with it that costs up to $3 more.
Mine deals exclusively with Treasures and costs 5. Rebuild does Victories and is 5, and Expand is 7. I doubt the randomness and same-type restriction reduces the cost that much, especially as it doesn't interfere with your hand.
I'm thinking I'll drop the +$2 from it for now, and test it at that level. Otherwise I'll test it at $6.

Quote
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Ziggurat (4)
Action
You may discard cards from the top of your deck until there are 3 cards in your discard pile.
You may trash up to two cards from your discard pile.
If you trashed a card, you may play a card from your discard pile.
Can it play a Treasure? Could you bring an Estate or another pure Victory into play to Bonfire it?
Yes.

312
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: March 24, 2017, 09:59:30 am »
The problem, I think, is that the wording of the card suggests that you're somehow keeping track of where the coins came from that you're using to buy a card, which has never been necessary before. For example, if I have 2 Buys, and I play Riches, a Silver and a Copper, can I buy a Duchy and an Estate and claim that I only "used" the Riches and the Copper to buy the Duchy, so only the Copper gets trashed?

I agree that a more manageable wording would be something like "When you buy a card with this in play, trash all non-Riches Treasures you have in play", but does that line up with the intended design?
One noteworthy difference to me seems to be that two Riches with the original wording seem capable of trashing each other. That's easily remedied, though.

The main reason for that odd wording was to ensure that buying multiple cards wouldn't kill your Treasures immediately; that said it's probably better to just say "If this is in play, when you clean this up, trash all other Treasures you have in play." (of course in better language)

Edit: "At the end of your buy phase, if you bought a card while this was in play, trash all the other treasures you have in play."?

313
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: March 23, 2017, 03:55:36 pm »
The names "Obelisk" and "Mission" are already used by published Dominion cards.

Eek, good catch! I recently renamed them and forgot to search the wiki/card lists for the names despite doing so previous. Thanks so much for this!
Update: Obelisk renamed to "Monolith". Mission renamed to "Mission House" (because it's supposed to be a Missionary Outpost of sorts)

314
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: March 23, 2017, 03:21:43 pm »
How about Pawn?
Quote
Shipwreck
cost $2 - Action - Duration
Choose one: +1 Card; +1 Action; +1 Buy; +$1.
At the start of your next turn, do the others.

When you buy this, reveal the top 3 cards of your deck, discard any revealed treasures, and the put rest back.

I specifically wanted to avoid Duration cards in this deck ("Then why did you make a naval-themed card?") but that "choose a thing, then do the others later" is an interesting mechanic.
I'm tempted to make a variant where it chooses all on trash, or maybe if gained during your action phase.

315
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: March 22, 2017, 12:35:15 pm »
It's come to my attention that the set lacks $2 and $3 cost cards, so I'm trying a varient of the Shipwreck as a $2 card. The question is whether it's viable at all now:

Quote
Shipwreck (2)
Action
+1 Cards
+$1
+1 Buy
When you buy this, reveal the top 5 cards of your deck, discard any revealed Treasures, and put the rest back.

316
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: March 13, 2017, 10:46:26 am »
Quote
Shipwreck (5)
Action
+2 Cards
+$2
+1 Buy
When you buy this, reveal the top 5 cards of your deck, discard any revealed Treasures, and put the rest back.
Variant Shipwreck.

317
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: March 10, 2017, 03:40:26 pm »
Once again, thanks so much for the feedback. I realize it's all complaints  :o but how else will the set get stronger?

Quote
Aquifer (5)
Action - Reaction
+1 Card
+$1
You may play an Aquifer from your hand.
-
When you discard this card any time other than during Clean-up, you can reveal it to gain an Aquifer.
Why limit the +action on this?  I think your first version (Ancient Waterways) was fine, but I probably wouldn't buy this version. too weak.
I kept having games where I rapidly picked up most of the Aquifers, and while I felt that was okay, chaining them into other cards (with +draws) felt somewhat too powerful. That was my thinking, anyhow. Alternatively, I could make it work more like a Crossroads, where the +Actions is limited to the first time you play one per turn.

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Earthmound Village (5)
Action
+1 Card
+2 Actions
Reveal your hand. If you revealed no Copper, +1 Card, +1 Buy and +$1.
I'm debating removing the second +1 Card.
I suggest you do remove the 2nd +card. This is (often) much easier to activate than city.
You aren't the only person to say this, as it was a common comment by my playtesters. I will remove the 2nd +card.

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Encroach (6)
Action
+2 Cards.
+1 Action.
Reveal a card from your hand. Gain a Victory card costing less than it onto your deck.
I still don't see the appeal of this card. I guess it could combo with Groundskeeper/Duke along with some gold, but usually I wouldn't want it.
I'm thinking of reworking it a bit to make it a bit more attractive; replace the reveal with a discard a treasure, gain a Victory card costing up to 2 more, put it on your deck.

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Inspector (3)
Action - Attack
+2 Cards
Reveal then discard 2 cards.
Per card discarded, each other player with 4 or more cards in hand discards a copy of it (or reveals a hand with no copies.)
This attack could sometimes be really mean/swingy/political, especially if you can reveal your opponents' hands before playing this (or play two).
I'm thinking I'll nerf this down to only cause a discard of one matching card. Although a player still has to do to himself the same thing that he's doing to his enemies.

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Archaeologist (7)
Action
+3 Cards.
As you draw these cards, you may set aside up to 3 Cards and draw replacements for them, discarding them afterwards.
I think this would be fine costing $5. The "up to 3" is enough of a limitation. Anyway, it seems too similar to Catacombs. I guess the draw part is strictly better than Catacombs, but not by much and Catacombs has the on-trash benefit, so I still think it'd be okay at $5.
The idea is a library that draws cards when you are full up on cards, with a (limited) ability to choose the cards.
Mind you it might make more sense (and be more cost-appropriate) if it simply draws 6 cards and lets you pick 3 of them.

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Anthropologist (5)
Action
Play each of the cards set aside by Anthropologist in any order, then end your Action phase.
-
When you buy this, set aside an Action card from the supply other than Anthropologist that costs exactly $3 more than the number of cards you have set aside with Anthropologist.
-
Setup: Add an Action pile costing $3 and an Action pile costing $4 to the Supply.
This is really confusing. What do you set aside when you buy one without having any cards already set aside?
You set aside an Action card costing $3. But if it's super confusing, it might need to be written better. It's also currently under a lot of testing. The idea is to make a card that lets you play a chain of terminals without having them in your deck. Also I've found that it's hard to cost (go figure.)

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Sarcophagus (6)
Action - Attack
Choose an Action card in the Supply costing up to $4.
Play that card three times, then trash it.
-
When you buy this each other player gains a Curse.
Does this need the on-buy attack?
It's literally just flavor. It's the coffin of a pharoah.

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Shipwreck (5)
Action
+2 Cards
+$2
+1 Buy
When you buy this, trash any Treasure cards you have in play.
Does the cost (and the additional cost) balance the inherent power of this card?
No. The on-buy effect is helpful, not a drawback at all (see Mint). This might be okay costing $6.
Thanks. I want some sort of extra cost that simulates a shipwreck occuring, but not sure what.

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Tomb Guardian (4)   Action - Attack   
+$2
You may gain a Curse card. If you did, +1 Action, +$1.
If the Curse pile is empty, each other player with 4 or more cards in hand puts 2 cards from their hand onto their deck.
Would be better with Ghost Ship's wording "...until he has 3 cards in hand." Otherwise, players with 4 cards in hand end up with 2.
Will do.

318
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: March 08, 2017, 11:54:47 pm »
The greatest thing about submitting this set into the gauntlet of theorycrafter review is how much better it plays now!

Here (at long last) is an update.
Apologies in advance for any de-volution in card text accuracy.
As I am approaching my deadline, the cards are unlikely to change *much* from now on but please continue to critique them. They are much stronger now than they were before.

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Petroglyph (4)   
Action - Reaction   
+1 Action
Discard any number of cards, then draw until you have 5 cards in hand.
-
When you discard this card any time other than during Clean-up, you can reveal it and set it aside.
If you do, discard it at the start of your next turn and draw a Card.

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Agora (5)
Action - Reaction
+2 Actions
+$2
-
When you discard this card other than during your Clean-up phase, you may reveal it to gain a Silver and put it in your hand.

Quote
Obelisk (5)
Action - Reaction - Attack
+2 Cards
You may trash two differently named cards from your hand. If you do, +[VP per $2 one of them costs.
-
When you discard this card any time other than during Clean-up, you can reveal it. If you do, each other player gains a Curse.

Quote
Aquifer (5)
Action - Reaction
+1 Card
+$1
You may play an Aquifer from your hand.
-
When you discard this card any time other than during Clean-up, you can reveal it to gain an Aquifer.

Quote
Tomb Raider (4)
Action
+1 Action
Each opponent discards an attack card (or reveals a hand containing no attacks.)
You may gain a copy of a Treasure revealed this way.
Yes, this card will have a depiction of Lara Croft (as a medieval dominion character) on it.

Quote
Artifact (4)
Treasure
$1
While this is in play, when you buy a Treasure, you may discard this to play that Treasure and +1 Buy.

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Idol (4)
Treasure
$3
While this is in play, when you buy a card, put it on your Idol mat.
If it a Curse, start a new turn with all of the cards from your Idol mat as your hand.
Wording advice on this would be appreciated.

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Digsite (6)
Victory
Reveal the top card of your deck.
If it's a Victory card, discard it. Otherwise, trash this card. If the revealed card costs...
$2 or less, +4%.
$3 to $5, +5%.
$6 or more, +6%.

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Earthmound Village (5)
Action
+1 Card
+2 Actions
Reveal your hand. If you revealed no Copper, +1 Card, +1 Buy and +$1.
I'm debating removing the second +1 Card.

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Encroach (6)
Action
+2 Cards.
+1 Action.
Reveal a card from your hand. Gain a Victory card costing less than it onto your deck.

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Excavate (4)
Action
+1 Buy
Reveal the top 5 cards of your deck.
Put a revealed Treasure into your hand.
You may discard any non-Treasure cards. Put the rest on top of your deck in any order.

Quote
Graveyard (1)
Action
+2 Actions
-
When you trash this, gain a card from the trash.

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Inspector (3)
Action - Attack
+2 Cards
Reveal then discard 2 cards.
Per card discarded, each other player with 4 or more cards in hand dicards a copy of it (or reveals a hand with no copies.)

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Archaeologist (7)
Action
+3 Cards.
As you draw these cards, you may set aside up to 3 Cards and draw replacements for them, discarding them afterwards.

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Mission (4)
Action
+2 Cards
If you have less than 6 VP tokens, you may discard a Victory card. If you do, take a VP token.
If you have 6 or more VP tokens, +2 Actions.

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Anthropologist (5)
Action
Play each of the cards set aside by Anthropologist in any order, then end your Action phase.
-
When you buy this, set aside an Action card from the supply other than Anthropologist that costs exactly $3 more than the number of cards you have set aside with Anthropologist.
-
Setup: Add an Action pile costing $3 and an Action pile costing $4 to the Supply.
This is a recent addition... it's still being tested for balance/suitability.

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Profiteer (4)
Action - Reaction
+$1
+1 Buy
Trash a non-Victory card from the Supply. +$1 per empty Supply pile.
-
When you would gain a card during your Action phase, you may discard this to gain a card costing up to $2 more instead.

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Prospector (3)
Action
+1 Card
+1 Action
You may discard a Victory card to gain a Treasure costing up to $1 more than it.

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Pyramid (5)   Action   " +$5
Trash 2 cards from your hand.
Gain 2 Curses.

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Riches (4)
Treasure
$4
When you buy a card using this, trash all the other treasures you used to buy that card.

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Sarcophagus (6)
Action - Attack
Choose an Action card in the Supply costing up to $4.
Play that card three times, then trash it.
-
When you buy this each other player gains a Curse.

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Shipwreck (5)
Action
+2 Cards
+$2
+1 Buy
When you buy this, trash any Treasure cards you have in play.
Does the cost (and the additional cost) balance the inherent power of this card?

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Collector (4)
Action
+$2
Reveal and trash the top card of your deck to gain a card that shares a type with it that costs up to $3 more.

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Stoneworks (5)
Action
+2 Cards
+1 Buy
You may reveal two cards with the same name from your hand.
If the revealed cards are Victory cards, trash this.
Cards with the same name as those cards cost $2 less this turn, but not less than $0.

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Tomb Guardian (4)   Action - Attack   
+$2
You may gain a Curse card. If you did, +1 Action, +$1.
If the Curse pile is empty, each other player with 4 or more cards in hand puts 2 cards from their hand onto their deck.

Quote
Ziggurat (4)
Action
You may discard cards from the top of your deck until there are 3 cards in your discard pile.
You may trash up to two cards from your discard pile.
If you trashed a card, you may play a card from your discard pile.
      
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Boulder Trap (3)
Trap
-1 VP
Setup: Shuffle a Boulder into each Supply pile.
If the Boulder is at the top of a pile, trash it.
-
If you reveal this from the top of a Supply pile, put it onto your deck.
-
When you discard this card on another player's turn, put this onto that player's deck.
-
When you trash this, each other player gains a Curse.

319
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: February 28, 2017, 10:00:54 am »
Actually, you can kill two birds with one stone by making a "Renaissance" set (since that's what logically follows after 'generic medieval' and Dark Ages Dominion) that has all your arts (and some science) mechanics as well as being more modern than standard Dominion.

But killing two birds with one stone means you have less birds left afterwards.

This is truth.

320
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: February 28, 2017, 09:41:04 am »
Actually, you can kill two birds with one stone by making a "Renaissance" set (since that's what logically follows after 'generic medieval' and Dark Ages Dominion) that has all your arts (and some science) mechanics as well as being more modern than standard Dominion.

Card ideas would include a Painter, Musician, Actor, and Sculptor cycle as well as a 'Master' card which plays another Action card but increases its powers, and a 'Polymath' card which gains power based on all the other abilities in play.

321
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: February 27, 2017, 04:40:36 pm »
Since you're requesting art you might want to keep in mind that more official cards could be released and take that name. So I'd try to pick names that have a quick synonym you could swap for, like Artifact to Trinket or so.

Back on topic, the art I'm requesting is just the inset. I'll be using the card generator site to wrap the inset art. So if I have to change a name, I'll be fine.
? I don't understand.
I'm getting art for the card picture, but the card itself will be generated.

Of course now that I think more on what you said I realize that you mean "pick art that can be used if you have to change the name of the card." In other words, perhaps "Puquio" is a bad name because if for some bizarre reason there becomes an official Puquio, that picture won't work for anything else.

(a Puquio is a Nazca waterhole.)

322
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: February 27, 2017, 04:32:32 pm »
Since you're requesting art you might want to keep in mind that more official cards could be released and take that name. So I'd try to pick names that have a quick synonym you could swap for, like Artifact to Trinket or so.

Back on topic, the art I'm requesting is just the inset. I'll be using the card generator site to wrap the inset art. So if I have to change a name, I'll be fine.

That said, I'm trying out the names "Atheneum", "Agora", "Pantheon", and "Puquio" for the ancient cards, but they don't make a lot of sense unless you know that they are :S

323
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: February 27, 2017, 03:37:13 pm »
Mind you, you could have Actions that trigger before you buy them.

"You may play this card from the supply. If you do, you must buy it during that turn's Buy phase. If you do not, you gain X -1VP tokens."

324
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: February 27, 2017, 11:42:32 am »
When we are talking about theme already, is "archeology" really that Dominion-y? I know many good themes are taken, but I can think of at least 2 major ones that are still available.

Don't leave us hanging! What are they?

Art, including theatre, would be one. It could be called "Dominion - Encore". Think of Actors, Bards, Frescos, Statues, Patrons, Doubles, Stagewriters...

The other would be modernization. You know, "Dominion - Modern Times". It would cover the end of the middle Ages just like Empires covers... something preceding the middle ages. Although admittedly, this idea suffers from the presence of Prosperity (covers the new & improved aspect) and Alchemy (covers the "science" aspect). So okay, the second one maybe isn't that great after all...  :-[
But art, that looks promising.

My ideas for "Invention" are basically a pack containing the mechanics of debt, coin tokens, and potions, mixed with a new collaborative-ish mechanic that I'm still working on (the idea at the moment is a central pool of 'shared' cards of some sort) and would be themed around the industrial revolution, but with an alchemist twist. But frankly I haven't given it much thought.

An idea card:

Quote
Whirling Dynamo:
+3 Actions
When you Clean this up, put it in the Collaboration zone.
When you take this out of the Collaboration zone, take a Coin token for each Whirling Dynamo in the zone.
(Whenever you shuffle your deck, take a card out of the zone and put it into your hand.)

Another one:
Quote
Steam Knight:
+$1
You can pay any number of Coin tokens. Each opponent reveals that number of cards and trashes one costing between $3 and $6 that you choose.
If you paid any Coin tokens, +2 Cards

...It's bad so far, but I wanted to do something very different.

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Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: February 27, 2017, 10:05:45 am »
When we are talking about theme already, is "archeology" really that Dominion-y? I know many good themes are taken, but I can think of at least 2 major ones that are still available.

I selected Archaeology because I liked it ;) also because I started this project largely in a vacuum, and because Antiquity and Invention, my two expack ideas, were both selected after reading the back of the Empires box and thinking about a humorous 'next step' after you conquered the world: if you've expanded your kingdom in every (lateral) direction, the only remaining directions are down (Antiquity) and up (Invention.)

It's silly, but that's why.

Couple of notes:
1) I'm looking into good naming options to replace the Ancient ____ names.
2) I'm thinking that an interesting overhaul for Tomb Guardian, Cursed Idol, and Pyramid is to make them better when the Curses pile is empty. Pyramid already does this, since it makes you gain Curses unless there are none.
3) I'm giving digsite some special attention because it's quite useless at the moment. I'd like to keep some of the randomish flavor of "what of note will we dig up here? Maybe nothing, maybe something incredible." At the moment I'm testing it at a cheaper ($3) cost but then it might be ridiculously good.

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