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Messages - Kudasai

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176
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 16, 2019, 06:45:47 pm »
Very interesting cards and Traveller combos.

Morsel - I do enjoy the decision a player has to make about when to start this line and give their opponents a free Coffers token. That Coffers will mean different things at different stages of the game; early game probably seeing the most benefit. Of course (get it... course!?) those Coffers may be more beneficial to the player that has extra Buys to use them with.

Morsel/Meal Combo- Cool combo potential with Morsel. I wonder if it's too strong though. One Morsel/Meal combination makes $9 Coin and 4 Buys (including your starting Buy). For 2 Morsels/Meal it's $14 Coin and 6 Buys. With Coffers laying around it wouldn't be that hard to hit 1 Province and 2 Provinces respectively. I think this will end games a lot faster than people can get a Toast thing going.

Dessert - I can tell you from experience that +3 Coffers is very strong, even on a terminal Action. Enough so that it almost on its own justifies the all powerful, fourth, Traveller line spot. Adding the ability to gain a $5 cost makes it bonkers strong. The top decking from play is also a very good ability on it's own.

Toast - I like the trashing effect. If it's there to punish players, I don't think the game will ever last long enough to get to that point.

Again, this is a very interesting line. I just think a closer look needs to be taken on a few of these cards. Thanks for sharing!
Thanks for the kind feedback! I've reworked those cards a bit, mostly to make them less powerful. So, here's the set with the changed ones in:



And these are the changed texts:
Quote
Meal
$4* Treasure-Traveller
--
+1 Buy
When you play this,
+$1 per Buy you have.
(Including the +1 Buy from this)
-
When you discard this from play, you may exchange it for a Dessert, or two Morsels.
I just reduced the +$2 per Buy to +$1. Just +$1 for a $4-cost card seemed bad to me at first but I'd say it's balanced alongside Miser etc? One play of this and a Morsel will still get you $5 though so it's still pretty strong.

Quote
Dessert
$5* Treasure-Traveller
--
Choose one: +2 Coffers and put a card costing up to $5 you have in play on top of your deck; or gain a card costing up to $5 and exchange this for a cheaper Traveller, putting it into your discard pile.
-
When you discard this from play, you may exchange it for a Toast.
Though it's a lot wordier now, it's more similar to Feast (And therefore, I hope, balanced at $5) in that it 'trashes' itself back a stage or two. I might be too enamoured by the card-from-play-topdecking though so I nerfed it and kept it as a choice. 3 Coffers is an awful lot now I think of it, so that's been reduced. I had to clumsily say 'put it into your discard' instead of 'discarding it' because otherwise if you exchanged it for a Meal you could exchange it straight back into a Dessert again.

At first glance these seem like some nice adjustments. Of course (there I go again!) Travellers are always going to be hard to get just right.

Meal - I guess there are no hard rules for Travellers, but the two official lines seems to have their middle-$4's slightly stronger than an actual $4 cost. Fugitive is about a $4.5 (too strong at $4 and too weak at $5). I can't say the same for Warrior, but I'm sure it's power level is similar. Anyways, Meal is a Treasure and gives +$2 and +1 Buy no matter what and can add +$1 to each other +1 Buy without using the buy. This still seems strong on its own, but considering the Aperitif self-Copper junking and junking from other players, lining this all up could be a nightmare. Perhaps this is where Toast comes in a shines!

I really like that now 2 Morsels and 1 Meal equals $8 Coin and +6 Buys. This seems to equate really well to 3 Fool's Golds which equals $9.

Dessert - Certainly has a lot of text, but it all seems straightforward. You can get rid of "putting it into your discard pile" as exchanged cards automatically go into your discard.

177
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 16, 2019, 06:24:37 pm »
Thanks for all the analysis. I was intially comparing this to Junk Dealer, but you all brought up many other good cards to consider for comparision. I wonder if Amulet should be thrown into the mix. I agree with Gazbag that this would be more interesting as a forced trasher. I haven't played any games with this yet, but this seems like a good place to start.

Also, I forgot to include that the Reaction can only occur during your Clean-up phase, so the window to gain an Ox is much smaller. This is mainly to counteract bottom decking your $5 cost trasher. Beyond that the added value is probably limited and this should be fine at $5. If it proves too weak, maybe I'll make it a conditional trasher.

Here's Ox with the correct wording:


178
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 16, 2019, 04:02:00 am »
Does anything know roughly what a Silver that may trash should cost? A Silver that is a forced trash? I'd imagine the latter would be somewhere around $4.5, but I'm less sure about the former. Is it worth $5? Should something like the following cost more than $5?



Sorry for the onslaught of questions.

179
Weekly Design Contest / Re: Mythical Creatures
« on: May 16, 2019, 03:28:23 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!

180
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 15, 2019, 02:52:31 am »
Thanks for the feedback. Again, I can only answer to what I intend the cards to do and not what they actually will do. That can't be determined without playing many games with these.


As far as feedback, I think actually using some of those cost analysis (especially for the beginning of the line) could help. Some of them seem oddly priced. I get that it's a 4 so people can't, under normal circumstances, double up on the traveller line T1 T2. But why don't you want that to happen? Could you redesign it such that it would be fine to double up T1 T2?

Mainly I don't want players to be able to gain two of these before the first shuffle because some of these cards can scale into very, very powerful cards. Making Commoner $4 will slow it down hopefully enough to where a player not playing with this line might be able to compete.

Personally, I am weary of things that say "other players can't do this." Getting rid of choices/strategies makes the game less fun. Matriarch preventing the stealing of artifacts rules out one of the whole fun mechanics of artifacts, stealing it back and forth!
I don't like that getting to Matriarch a few turns before someone could irrevocably change the tide of the game (they get a few artifacts and they are lost forever).

Matriarch does eliminate the taking of Artifacts, but I don't think players will generally go straight for Matriarch, thus ensuring the majority of the game will see Artifacts playing as normal. Here's my thinking on it. Exchanging Martyr for Matriarch signals to all other players to try and take your Artifacts before you can get your Matriarch into play. Without good engine support and maybe a few Captives to ensure you actually have the Artifacts when you play Matriarch, your opponents will have a fairly big window to take your Artifacts and then Matriarch literally just takes an Action and does nothing. If you get an Artifact further into the game it will be yours forever, but that is a very inefficient way of going about it.

Even if a player manages to lock down an Artifact or two, Worshiper can still allow you to get the benefits of other player's Artifacts. One Worshiper won't match actually having the Artifact (on account of it being a stop card), but 2 or more is a different matter. If you can manage the hindered draw and draw your Worshipers every turn, than 2 Worshipers is twice as good as having the actual Artifact. So good I'm betting Worshiper needs a nerf. Something like knocking the coin production down from $2 to $1.

I do think that the four artifacts you included are quite interesting! To be honest, Reliquary seems really under whelming. Trade a card for a copper? This only helps with estates and curses... so it's unlikely to be helpful but it hits every turn. Seems more like a self-hex. Or perhaps that's the point, do you want to have that to power up your matriarch? Ah, I see now. That's pretty cool!!

Reliquary is most often going to be the worst of the 4 Artifacts early game, but late game if a player is going all the way for Matriarch it should become the best.

181
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 14, 2019, 09:19:42 pm »
Wow, beaten to posting a Treasure-Traveller idea! At least mine're the only Treasure-Travellers that are also food!



I hope you find the line quite flavourful ;)

Quote
Morsel
$2 Treasure-Traveller
--
$1
+2 Buys
-
When you gain this, each player (including you) gets +1 Coffers. When you discard this from play, you may exchange it for an Aperitif.
That's a heck of a discouragement from buying this! Hope it turns out to be worth it...

Quote
Aperitif
$3* Treasure-Attack-Traveller
--
When you play this, you may trash this, to gain a Gold to your hand. Otherwise, +$2 and each player (including you) gains a Copper.
-
When you discard this from play, you may exchange it for a Meal.
I'm a sucker for mixing up types so here's a Treasure-Attack with some self-junking.

Quote
Meal
$4* Treasure-Traveller
--
+1 Buy
When you play this,
+$2 per Buy you have.
(Including the +1 Buy from this)
-
When you discard this from play, you may exchange it for a Dessert, or two Morsels.
A Buy-Diadem. Plus, you can loop around in this traveller line! And... aha, that's what the +2 Buys on the Morsels are for!

Quote
Dessert
$5* Treasure-Traveller
--
+3 Coffers
Gain a card costing up to $5. Put a card you have in play on top of your deck.
-
When you discard this from play, you may exchange it for a Toast.
I had to have an actual Feast-like effect in one of these cards, obviously. The topdecking might force you to slow down some of your Travelling?

Quote
Toast
$6* Treasure-Duration
--
For the rest of the game, when you play a Traveller, +1 Buy, +$2 and +1VP. During each clean-up phase, if you played one or more Travellers this turn, trash a card instead of discarding it.
(This stays in play. This is not in the Supply.)
I might have gone a bit far in the trashing 'downside' for this, but I'd imagine that by the seventh shuffle you'd have given yourself enough junk that this could be helpful for streamlining your deck (plus, the Buy this card gives you could be useful for buying extra Coppers to trash)

Very interesting cards and Traveller combos.

Morsel - I do enjoy the decision a player has to make about when to start this line and give their opponents a free Coffers token. That Coffers will mean different things at different stages of the game; early game probably seeing the most benefit. Of course (get it... course!?) those Coffers may be more beneficial to the player that has extra Buys to use them with.

Morsel/Meal Combo- Cool combo potential with Morsel. I wonder if it's too strong though. One Morsel/Meal combination makes $9 Coin and 4 Buys (including your starting Buy). For 2 Morsels/Meal it's $14 Coin and 6 Buys. With Coffers laying around it wouldn't be that hard to hit 1 Province and 2 Provinces respectively. I think this will end games a lot faster than people can get a Toast thing going.

Dessert - I can tell you from experience that +3 Coffers is very strong, even on a terminal Action. Enough so that it almost on its own justifies the all powerful, fourth, Traveller line spot. Adding the ability to gain a $5 cost makes it bonkers strong. The top decking from play is also a very good ability on it's own.

Toast - I like the trashing effect. If it's there to punish players, I don't think the game will ever last long enough to get to that point.

Again, this is a very interesting line. I just think a closer look needs to be taken on a few of these cards. Thanks for sharing!

182
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 14, 2019, 04:23:16 pm »
CHALLENGE #29 TRAVELLER LINE SUBMISSION:

Here is my go at a from scratch Traveller Line. I'm sure there are some balancing issues and the line might not play 100% as intended, but I think it's mostly in the right place. Any feedback is always appreciated, but please keep in mind that the power level of a Traveller card generally does not correspond to its cost. That is definitely the case with this line. Lastly, the 3rd card in the line (Captive) requires 4 new Artifacts so I'll start with those. Don't worry, they are simple!

Artifacts: (1 of each)
   

   

Cards: (Commoner-10 cards; Worshipper-5 cards; Captive-5 cards; Martyr-5 cards; Matriarch-5 cards)
               

Thanks for looking!


Quote
Artifacts:
Trade Ship: At the end of your turn, +1 Coffers.

Crane: At the end of your turn, +1 Villager.

Sigil: At the end of your turn, +1 VP.

Reliquary: At the start of your turn, trash a card from your hand and gain a Copper to your hand.

Cards:
Commoner: +1 Card, +1 Action, Discard up to 2 cards from the top of your deck | When you discard this from play, you may exchange it for a Worshiper.

Worshiper: +1 Action, +$2, Receive special terms (+1 Card, +1VP, etc) from each Artifact a player has | When you discard this from play, you may exchange it for a Captive.

Captive: +3 cards, +1 Buy | When you discard this from play, you may exchange it for a Martyr. If you do, take the Trade Ship, the Crane, the Sigil, or the Reliquary.

Martyr: You may return this to its pile to draw until you have all cards from your deck and discard pile in hand. Either way, do this twice: Trash a card from your hand and gain a card costing up to $2 more than it to your hand | When you discard this from play, you may exchange it for a Matriarch.

Matriarch: For the rest of the game, players can't take Artifacts you have and your Treasures make $1 more per Artifact you have.


183
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 11, 2019, 11:56:19 pm »
Thank you very much, belugawhale!

Challenge #29: Make a Traveler Line
Judging will be based on creativity, balance, theme, and interactions between the Traveler stages.

I've been waiting for someone with the guts to make a Traveller challenge. Better put away the whole day for judging! ;P

Any restrictions? Amount of cards in the line etcetera?

184
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 07, 2019, 07:37:26 pm »
Yikes! Morning cards are a really good idea. Can't comment on any potential balance issues, but these all feel like a good addition to the Dominion universe.

Great type name to counter the Night type as well.

185
Variants and Fan Cards / Re: Asper's Cards
« on: May 05, 2019, 04:00:23 pm »
You asked for some Feat suggestions in the "Weekly Design Contest", but posting a response here seems more appropriate. Anyways, I have a few random Feat suggestions:

-"Played same number of Action and Treasure cards in a turn."
-"Made $11 or more $." (Or some other high $ value.)
-"Started 4 turns between discard pile shuffles." (Or some number of turns that makes sense. Potentially hard to track.)
-"Gained a Curse." or "Gained a Curse during your turn." (The latter not effecting Curse Attacks.)


Really like the Feat idea. Some quick questions:

-Are you still planning to have multiple/different Feat boards that can be used?
-Have you considered having more Feats on the Feat Board? Like 4 Feats on the bottom, 3 Feats for the middle, and 2 Feats for the top.
-Have you considered having Fame cards care about what Fame Tier you've reached? (A Fame Tier being the rows on the Feat Board.)

186
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 03, 2019, 01:54:21 pm »
One of my play groups is a bit new to Dominion and they seem to really enjoy Throne Room (and variants), but don't quite get the chaining them together aspect for big hands. So my thought was to make a TR variant that rewards payload versus engine play, but could work with both if needed. This is a rough version of where I'd like to go with it:



Thoughts?
-What would you make this cost?
-Is this potentially too strong on some Kingdoms; too weak on others?

Thanks for looking and for any feedback!

[Version_0.2] Swapped the instructions text order so the +$1 check happens before the throning. This should reel in random buy power spikes and make tracking much easier.

187
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 01, 2019, 01:53:11 am »


Do you have to get in last place to have "lost the last game this series," or is losing just not getting first?

Correct, losing is not getting first. So in a 3 player game, the players who got 2nd and 3rd place would get the reduced price on Escort the next game. If all players tied then nobody would get the reduced price the next game. If Escort is chosen to be in the first game of the series, then technically no players lost the last game as there was no last game and thus no reduced price for anyone.

I'm not quite happy with that last bit, but it would be tedious to add extra text just to address it. Thanks for the question!

I think that it would be clearer if it said "if you did not win the last game this series" instead (also, just grammatically, it should say "this costs 1 debt less" rather than "this cost 1 debt less").

Agreed. This will be slightly more clear and inline with how other Dominion cards are worded. Thanks for the feedback!

188
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 30, 2019, 09:52:26 pm »


Do you have to get in last place to have "lost the last game this series," or is losing just not getting first?

Correct, losing is not getting first. So in a 3 player game, the players who got 2nd and 3rd place would get the reduced price on Escort the next game. If all players tied then nobody would get the reduced price the next game. If Escort is chosen to be in the first game of the series, then technically no players lost the last game as there was no last game and thus no reduced price for anyone.

I'm not quite happy with that last bit, but it would be tedious to add extra text just to address it. Thanks for the question!

189
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 30, 2019, 08:38:08 pm »
Duration cards are orange because they need to be distinguished from other cards during the cleanup phase. I feel like "In games using this" clauses should be better distinguished in the same way. There is precedent for creating a new type for a function that already exists: Lost in the Woods behaves exactly like an artifact.

The Automatic Type
The stuff below the line happens if the card is in the supply. Now let's do some crazy stuff with it!

I had a similar idea, but I was focusing purely on negative effects to players while that Supply pile still had cards. Giving them a 'Monster' type seemed appropriate. Cool to see another player going for this. Good luck!

190
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 30, 2019, 08:33:15 pm »
Contest #28 - Design a new card type - Entry:

Series cards:
Cards with the Series type are to be used in a Dominion series. A series is multiple games of Dominion (usually 3-7 games) played in a row, where points are added after each game and the player with the most points at the end of the series is the winner.

2 Series cards are added per game in the series. (Example: A series with 3 games will have 6 Series cards added.) These cards are in their own Series card area and are independent of each game (i.e. these piles are not cleaned up at the end of a game). 2 Series cards are added from the Series card area to each game after the game setup. All Series cards are visible throughout the series, but only Series cards added to the game can be gained. Some Series cards care about how a player is performing in the series, so having the cards visible helps with a players overall series strategy.

This does not encompass the full rules for Dominion series play, but it is hopefully enough to understand the following cards. :)

Sample Cards:
   

Note: I totally took the name/artwork for Scribe from Asper! I'll likely rename it later.

191
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 27, 2019, 01:49:26 pm »
Thank you everyone for the comments! Investment has never been playtested so it's nice to get feedback on it.

I think this shouldn't be able to gain Investments because it makes it super easy to deplete the pile, even with 20 in the supply.

I threw in the self-gaining, pile-driving mechanic because (1) it fit well with the card's $1 cost theme and (2) it seemed like a good way to deny Investments to opponents who were mindlessly buying Investments. Neither are really great reasons for such a design choice and I'm sure a single playtest will confirm that this indeed does not work.

CHALLENGE #27 - I'D BUY THAT FOR $1 SUBMISSION:



NOTE: This is a 20 card Action Supply Pile.

I think this shouldn't be able to gain Investments because it makes it super easy to deplete the pile, even with 20 in the supply.
In addition to the above, I think it should say "exactly" instead of "up to." It would be more interesting strategy-wise.

Agreed. I think this is could be a great solution to some of the cards current problems. To get the most out of Investments you'd need to be able to reliably draw your deck. This forces players to balance building their engine with actually getting Investments. The other Kingdom cards will greatly change how to go about that. A concern with exact gaining is it could make Investments to unwieldy outside of engine play and not even be worth the $1 cost and Buy. Should be fine though.

Thanks again for the feedback. I've updated the original post (v0.2), but here is the update as well:


192
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 23, 2019, 01:14:12 pm »
CHALLENGE #27 - I'D BUY THAT FOR $1 SUBMISSION:



NOTE: This is a 20 card Action Supply Pile.

[UPDATE_v0.2] Can no longer gain Investment cards (credit: Gazbag); gained card must cost exactly the amount of Investments trashed (credit: mail-mi).

193
Okay. Do you want any kind of tracking on the package (if tracking is not included with Flat Rate Boxes)? Not sure what that will cost.

194
I have two sets of the old Treasure/Victory/Curse cards that I could send your way. They equal out to about 450 cards. The card backs are in varying conditions. The Estates and Coppers being pretty faded and the rest in pretty good shape as they were used much, much less.

I don't mail stuff much, but I'd guess everything would fit into a $7.90 Flat rate box from the USPS. I think that'd be the cheapest option for shipping. You could then PayPal me the money.

Let me know what you think! Happy playtesting!

195
So you essentially just need any cards so long as the backs match up with all the other Dominion cards?

196
Variants and Fan Cards / Re: [Release] Dominion: Antiquities!
« on: December 07, 2018, 05:48:15 pm »
Cards have arrived! They're a bit more saturated than the real ones, so that's going to be a bit of a turn-off for some, but as fan cards go, they're very good. Pictures will be coming!

It will make up for how undersaturated some of the Renaissance cards are. :)

Can't wait to see some pictures!

197
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 07, 2018, 04:26:17 pm »

Can I post more than one idea?

Dude, were you there for Violet CLM’s “other board game” challenge, I posted like 5.

You have to pick one of them to be your official submission. Submitting more than one isn't fair because it increases the odds you'll win.

I agree to this, "See what sticks" shouldn't be an acceptable approach. But I have no problem with people sharing fun ideas they had inside the contest's context (say that fast three times), as long as it's clear they aren't submitting more than one idea.

I will take you up on this offer! I wanted to create a Victory card that interacts with Villager tokens, but there are quite a few of those already. I think the Coffers/Villager Victory card idea can work, but I believe it has to be tied to some physical card that takes up room in your deck. Otherwise, the Victory card can become worth quite a bit for really no ill effect. Also, I think conditional token gaining could work in a way.

Anyways, here is what I came up with. The values are likely off. Any feedback from anyone is always appreciated!

[THIS IS NOT A SUBMISSION]


198
Variants and Fan Cards / Re: Dreidel Card Idea
« on: December 06, 2018, 05:26:28 pm »
Interesting concept. Always nice to create something by bringing in outside factors.

My first question is how long does it take to spin a dreidel and get a result? Even at 5 seconds this would significantly slow the game down as you have to spin for each card played. This of course may not matter to some, but if it does matter to you and people you wanna play this with, I'd suggest only spinning 1 dreidel per turn. The effects can then scale with how many dreidel cards you have in play to make grabbing them in bulk worthwhile.

199
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 05, 2018, 06:59:16 pm »


Expanded Instructions:
-Players can look at the cards on their Frontier mat at any time.
-All players reveal their Frontier mats at the end of the game to determine what they are worth before taking those cards for scoring.

200
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 01, 2018, 01:58:03 pm »
24 hours left before judgment.

   
I'm going to need to ask what you're doing with number of copies for each card Kudasai. I can't safely assume like with the other entries.

That's probably an important thing to know. :) In keeping with how Victory card amounts change with how many players a game has, these are the following split amounts:

2-Players: 4 Timberlands on top / 4 Treants on bottom
3-6 Players: 6 Timberlands on top / 6 Treants on bottom

I'll update my Original Post as well with this information!

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