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Messages - Neirai the Forgiven

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51
Clickbait title, putting one of my own cards in it, displays my ego...

Anyhow,

I've been working on a randomizer script for Dominion to support my Antiquities set (which officially launches tomorrow!!)

During this I noticed that I was running into a problem with Colonies + Platinums, and Shelters, which is: if you use the stock rules of Prosperity, the chances of the card ever showing up in the game become smaller and smaller the more sets you're rolling with. This is because the formula for including these cards goes something like (Number of Prosperity cards in your Kingdom / 10).

Back when you only owned Dominion, Intrigue, and Prosperity, well, Prosperity was one third of the set and so the inclusion was rather common. Nowadays, if you're like me and you own all of the sets (save Renaissance, Christmas don't be late) and you've created your own 27-card set, the chances are.... I'm not doing the math but the chances of getting Colonies and Platinums according to the written rules are actually significantly less than that of getting any one card in the set.

So, here's what I did.

1) I created an expanded list of "Prosperity-like" cards, which was a list of all Prosperity cards and all other cards that adhered to what Donald X said was the "themes" of Prosperity. Things like alt Treasures (but only ones that provided ways to get richer -- alt attacks for instance were out), VP tokens, non-attack interactions that were beneficial for all players, and cards that interacted with Treasures in a positive way. I did the same thing with Dark Ages, and with Antiquities.

2) That still wasn't good enough so I'm looking at three random Kingdom cards to determine if they are matches; i.e., if any of the three are "Prosperity-like" cards, then Colony and Platinum are in.

Seems to work quite well! I thought you might like to know the thoughts.

52
Variants and Fan Cards / Re: Obligatory Communism Project
« on: November 08, 2018, 10:09:52 am »
You're right about the Cows!

Now I'm curious as to whether VioletCLM's renderer supports heirloom text on sideways card-shaped objects.

It


does.



Of course, I'm not sure that "claimed" is actual Project lingo. "Built"?

53
Variants and Fan Cards / Re: Obligatory Communism Project
« on: November 07, 2018, 03:10:49 pm »
Now that you're making me read it again, I realize that it's totally broken as written because it targets all cards, including Treasures... most Treasures don't have "+ $" parts. So this would make all treasures be worth an additional +$1.

54
Variants and Fan Cards / Re: Obligatory Communism Project
« on: November 07, 2018, 02:55:27 pm »
I realize this is partly a joke

No, you're confused. It's entirely a joke.

:)

Although you probably could play with it, depending on the kingdom... It would pretty much only be used for its ability to make the Village Idiot "Strategy" actually pretty good; buy Labs and Villages and win the game. Obviously if you were going to play with Communism you would buy all of the Villages and ignore the Wine Merchants; that sounds clever like I spent time on the card but I literally spent more time googling Putin images than I did planning the card.

The cost is $5 because Capitalism is $5.

55
Variants and Fan Cards / Obligatory Communism Project
« on: November 07, 2018, 12:49:56 pm »


I'll just leave this here.

56
Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: November 06, 2018, 11:50:27 am »
Renaissance is here, and with it, Capitalism!

Capitalism doesn't have a HUGE effect on Antiquities, except .... Dig.

Every action with a +$ component is now an Action and a non-Copper Treasure, which is worth 3VP to Dig.

Wow.

It's not "broken" but it's very strong.

57
Variants and Fan Cards / Re: Reaction cards
« on: November 05, 2018, 12:57:28 pm »

58
Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: November 03, 2018, 10:09:17 pm »
Here's a link to the rulebook.

At some point I'll make a new thread that's, you know, more officially launched looking.
Very good and official looking. Can you still make changes, or is this completely final? I just think it might look better with a background, even if it's just a simple blue instead of the weird design official ones have.

I don't know that I have any control over the background, unfortunately.

59
Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: November 03, 2018, 12:09:09 am »
Here's a link to the rulebook.

At some point I'll make a new thread that's, you know, more officially launched looking.

60
Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: November 03, 2018, 12:06:39 am »
So are all the cards at the page linked to in the first post the final versions of the cards (now that all the card names for Dominion: Renaissance have been revealed)?

Yes, they are. Slightly awkward Stoneworks language and all.

61
Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: October 30, 2018, 11:16:11 pm »
I've placed an order for physicals!

I made a last-minute (a dangerous idea, I know) revision to Snake Charmer:

Quote
Snake Charmer - Action-Attack - $4
+1 Action
If you've trashed a card this turn, $4. Otherwise, +$1 and you may trash a card from your hand.
Each other player may trash a card from their hand. If they didn't trash an Action or Victory card, they gain a Curse to the bottom of their deck.

This eliminates the powerful splitter + Priest + Snake Charmer = $8 combo.

62
Nocturne's release here in Canada was so uhhh fluid? that I was calling every BGS in the city at least once a day in order to get a copy. I left work early in order to get it from the first store that had one.

This year my stakes are higher because I'm hoping to release my fan expansion in time to get a few physicals for some friends as Christmas presents.... so I need to know how many cards are broken asap!

Plus, I need to give Donald more money, because that's what I do :)

63
I'm starting to be a pain in the neck to my LBGS.

64
Variants and Fan Cards / Re: Snowline fan-based expansion.
« on: October 26, 2018, 11:39:44 pm »


This was designed by a friend. So if you don’t like and it needs to be changed cause it’s too powerful or something. Just please ignore it. It’s not my place to change it. I’m only allowed to fix grammar like errors.

"Discard an Estate and a Copper for +2 Cards, + $2. If you can't, gain a Copper." is more like Renaissance wording.
Oh yes, also: the Action text goes above the Victory text.

Okay, a review, too: Powerwise, the victory part is probably good. $5 normally gets you 3VP, so only getting 2VP normally, 4VP if you have 6-8 Estates in your deck, probably okay. 6VP if you have 9 Estates is pretty powerful, but then your opponents are letting you buy up a lot of Estates in a game where Snowman is a Kingdom, what were they thinking?

The value added by the Action is maybe harder to tell, however, +1 Buy gain a Copper is baaaaaaaaad, +1 Buy +2 Card +$2 is pretty good (around $5 itself) but not consistent. I think it's probably okay, maybe it should be $6.

65
Variants and Fan Cards / Re: New fan based alchemy cards.
« on: October 26, 2018, 11:33:38 pm »
Hmm, I'm somewhat intrigued by the idea of a Remodeler that takes an extra turn to remodel.

66
Variants and Fan Cards / Re: Random card idea: Monopolize
« on: October 25, 2018, 04:31:12 pm »
Quote
Gain a card costing up to $5. Set it aside face up on this.

At the start of your next turn, discard the site-aside card. If another player played a copy of the card you set aside while this was in play, +2.

I don't know if I like it... the thing is, it feels like an attack, because your opponents have to choose between not playing that card, or getting negative VP when they do. It almost works like Enchantress; changing the effects of the first time they play a particular card.

You're right on both counts; your version is better, and yes, this is basically an attack. It should really be an attack so that players can block it, although that might make the wording need to be different.

67
Variants and Fan Cards / Re: Reaction cards
« on: October 25, 2018, 03:56:49 pm »
I've tried to do this a few (>7) times in Antiquities, always to redesign it into something else because it's just too edge-casey. Don't let that stop you, though.

My issue is that it then because either 1) a reaction to attack cards but only a few of them, if it only triggers when someone else tells you to reveal a card.
2) a reaction that triggers on your own turn, which is sort of a "choose one" thing.

The real issue, though, is that if you make it "explicitly when you reveal a card" then it doesn't trigger on "Look at" which is a problem, because now you either have to say "trigger on reveal or look at" but then the player has to reveal it to trigger it? Messy.

68
Variants and Fan Cards / Re: Random card idea: Monopolize
« on: October 25, 2018, 03:42:16 pm »
So, rightfully:

Quote
Monopolize - Action-Duration - $6
Gain a card costing up to $5. Set it aside face up on this.
Discard this at the start of your next turn, and if another player played a copy of the card you set aside while this was in play, +2 VP.

69
Variants and Fan Cards / Re: Random card idea: Monopolize
« on: October 25, 2018, 03:40:14 pm »
Is the card supposed to remain set aside until Kingdom come, making this basically only useful with Duchies that don't clog your deck, or is it meant to be discarded at the start/end of the next turn?

It should be discarded at the end of the next turn's Clean-up, as it's stopped doing anything then.

70
Variants and Fan Cards / Re: Random card idea: Monopolize
« on: October 25, 2018, 03:39:42 pm »
You could just put them all into the same thread, as the beginnings of another expansion  :P :).

Oh God no.
If I'm going to put this much work into another expansion I hope it's an expansion for something original that I can sell for profit... :)

71
Variants and Fan Cards / Re: Random card idea: Monopolize
« on: October 25, 2018, 03:30:36 pm »
Did you notice though that this thread is Random card idea: Monopolize and your Serfdom thread is Serfdom: Random card idea  :)?

Yes; I did it this time because I might have a few more of them; when I did Serfdom I thought it would be the only one.

72
Variants and Fan Cards / Re: Heir new design help
« on: October 25, 2018, 12:18:53 pm »
You could stabilize the result by saying "Otherwise, at the start of your next turn, +2 Coffers if any player has less Durations in play that you do."
..Changing the number of Coffers to fit what you feel is a good balance at your cost.

Another comment, are you aware/planning that the card will be discarded on the same turn it is played if it's the first Heir you play? It will have no further effects if it doesn't invoke its Otherwise clause, and therefore gets cleaned up right away. I think this is fine (even beneficial to the design!) But wanted to point it out.

73
Variants and Fan Cards / Random card idea: Monopolize
« on: October 25, 2018, 10:28:16 am »
While waiting for Renaissance so I can finalize and release Antiquities, getting random ideas for cards that don't fit in the set.

Here's Monopolize:
Quote
Monopolize - Action-Duration - $6
Gain a card costing up to $5. Set it aside face up on this.
At the start of your next turn, if another player played a copy of the card you set aside, +2 VP.

Costing is probably way off. Idea is probably solid-ish.
Originally gave you +1 VP for each play of the gained card, but this way it doesn't change balance with player counts.

74
Variants and Fan Cards / Re: Serfdom: Random card idea
« on: October 25, 2018, 10:22:59 am »
Quote
Serfdom - Action-Victory - $4
+1 Action
You may have each opponent gain the victory card with the highest cost.
____________________________________
Worth 2 VP if the last gain this game was yours.
Otherwise, Worth 3 VP

I like it; it might need to have a better payoff (worth 4 VP otherwise?) in order to compensate for you giving everyone else 6 (or more) points.

75
Variants and Fan Cards / Re: Heir new design help
« on: October 25, 2018, 09:56:23 am »
I'm going to poke my head in and try not to sound too harsh or something, but, you want to shy away from any design that has a variable cost based on the number of players.

For instance, in 1v1 Heir only can get +1 Coffers. But in a 6-player game, it could give you 5!
Cantrip 5 Coffers is, really good at $4. Cantrip 1 Coffer, less so.

The idea is a good, original one, but I'd like to see it play consistently (or have a counterbalance to keep it at the roughly the same powerlevel) with different numbers of players.

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