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Messages - Kudasai

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251
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 28, 2018, 06:38:05 pm »
Is there a way to reword Puppets so you only get the bonus once, not once per Puppets? Would that help?
Edit:
Also for Anvil, what about adding +1 Coffers to the top and giving you +1 Coffers for having a tool in play, and make it cost $5.

I'm sure there is some kind of "if this is the first time" wording that would work. I'm assuming you're talking once per turn. This would be my suggestion. I'm not sure if it's balanced, but it will only proc once per turn.

+1 Card
If you have more Puppets in play then each other player for the first time this turn, +2 Coffers.
Now and at the start of your next turn, +1 Buy.

252
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 28, 2018, 02:31:29 pm »
Pub - Of this would be so much fun if you could top-deck multiple times per turn! If people can't keep track of their hands that's their problem! :P

253
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 28, 2018, 02:23:51 pm »
Puppets - First and foremost let us address this terribly creepy image you've chosen. I mean it's Halloween soon, but come on! :P So I still like the concept of competing with other players to have the most of one card, but I think Puppets is going to run into a few issues:

(1) This condition is way too easy to satisfy. Since you still get +2 Coffers off a tie with other players, everyone is almost guaranteed (minus terrible shuffle luck) to have +4 Coffers (+2 Coffers from the on-play and +2 Coffers from the next turn) by their 2nd reshuffle. Now that it is a terminal, Duration Action, in Kingdoms without Village support you may only ever be able to get one of these out at once, two if you're lucky or you have a thin enough deck. In any of these cases, it will be quite hard to have more Puppets in play then your opponent and thus Puppets will always be a super-powered Merchant Ship. 

(2) Since having the most Puppets is the only condition for +2 Coffers, players will be at a huge disadvantage if they lose the split or are unfortunate enough to player 3 in a three player game. I'm not sure how, but I think this needs to count other conditions, like type, number of types, cost, etc. Of course now this has to become "Each other player may reveal more <condition> cards from their hand then you have in play. If any player doesn't,..." Or something like that.

To fix this you could make it so you have to have more than your opponent to get the bonus, but then you may never get it. Or you could make this a non-terminal Action so they can be stacked.

Whatever you decide, I'd just caution against any explosively good bonuses for pulling this off. It sure seems fun, but I think it could make for swingy games. A good card with a small reward is less flashy, but I think it will lead to more fun and fairer games. Just my opinion though.

Thanks for sharing these cards! There are so many now!

254
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: October 28, 2018, 03:40:26 am »
This is a very cool idea with some minor issues:

I think this could get away with only discarding one card. The current version becomes only strong once you are above 30 cards (unless you are in a dire need of an extra Buy). If you are between 20 and 29 it is: +1 Action +2 Cards discard 2 cards aka a mini-Warehouse aka the first-turn effect of Dungeon (I'd go so far and claim that Dungeon would be stronger if it were a cantrip on the first turn) and thus pretty weak.
On the other hand, if it discarded only one card it would be stronger than Fugitive at a price of $4 in decks with 20 or more cards
So one meta design question that arises is, do you want this to only be good in Gardens/junking/no-trashing games or a generally decent sifter?

Also, the card only works if you are allowed you to count the cards in your discard pile so you should consider whether you want some explicit rule change on the card or think that this is implied anyway and prefer less text on the card (like PS the card could say: Count your deck and discard pile. +1 Card per ...)
Due to the counting it is also slow to resolve which isn't per se bad but something you have to keep in mind in case the folks you play with dislike longer games.

Yes, counting does indeed need to be included. Thanks for the catch!

Yes again, I'd want this to be overpriced and underpowered below 30 total cards given how strong it can become at 30+ cards. At this point you are getting a $5 cost card for $4. At 40+ it even becomes a Laboratory with built in sifting.

I have it discarding 2 cards so a player will have a harder time pile driving the Craftsman. If a player got their hands on 10 of these, every 10 total cards would increase their total draw power by 10 cards!

So I certainly want this to reward players who decide to run with bigger decks, but I still think this can be useful in engines. 30 cards is definitely on the cusp of what an engine can handle, especially given a decent amount of these cards will need to be Treasures lest you create a 3-pile opportunity for your opponent. I'd hope making this determination is board dependent and changes from game to game.

I can see the counting being annoying for some, but at least its price won't fluctuate wildly from turn to turn like Philosopher's Stone given that it counts all cards and not just the cards in your deck and discard pile. Wouldn't at all be hard or unreasonable to keep track of your total card count with a piece of paper.



[EDIT: 10/28/2018, 10:48AM PST] Changed the wording so it is hopefully more clear that you count all your cards everywhere. Deck, discard pile, set aside, on a mat, etc.

255
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 28, 2018, 03:06:30 am »
Tools/Anvil - A bit too tired at the moment to comment in detail, but my first thought is that Anvil really should give some sort of utility without having played a Tools card. If a player misses out on getting a Tools, there is no incentive (ignoring a few interactions with other Kingdom cards) to get an Anvil. It just ends up being a cantrip.

Certainly you want to reward players that made the effort to get Tools, but it should still give a little something to those who didn't. Avanto is quite bad and overpriced without Sauna, but it still gives +3 Cards if needed.


256
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: October 28, 2018, 02:56:21 am »
I've been thinking about cards that scale with a player's total card size. Sort of like Gardens, but for Action cards. It seems simple enough, but given the lack of any such official cards (ignoring Philosopher's Stone) maybe it just doesn't work. Does anyone know if this has been tried? Officially by Donald X. or by any fancard sets?

Here is my go at it. Used Gardens as a rough baseline for these values. At 30 total cards, this is just a bit better than Forum (cost $5 Coin).


257
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 27, 2018, 02:14:52 pm »
Looks like I messed up the title font on that last mat I gave you. Here is a corrected version.



Had to make a judgement call, but Plots sounds better than Plot. I guess the final determination can be made when the Villager(s) mat is revealed.


258
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 26, 2018, 03:26:17 am »
Here is the Plot mat with Debt and Potion cost accounted for:


And just in case you ever want a non-conditional Plot mat. It is as you said just a Scheme, but the cards that give the tokens can be as diverse and far from Scheme as you want. ;)

259
Variants and Fan Cards / Re: Heir new design help
« on: October 25, 2018, 08:48:50 pm »
Thanks everyone for the help. I think I'm just gonna tuck this card away, probably reuse both parts as separate cards.

I think the top decking from play card would be really fun. Sort of like a Scheme/Throne Room hybrid.

260
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 25, 2018, 08:46:41 pm »
Your plot token description can just be put onto a mat for simplicity. Here is a quick mockup. Should play the same.


WOW! Do you mind if I use this as-is? It's just perfect! Even the artwork fits!

Please do! I forgot to add Debt and Potion cost to it though. I can change that later. Also, have you considered removing the cost restriction altogether? Scheme doesn't have one and it is well balanced.

261
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 25, 2018, 07:00:33 pm »
Your plot token description can just be put onto a mat for simplicity. Here is a quick mockup. Should play the same.


262
Variants and Fan Cards / Re: Heir new design help
« on: October 25, 2018, 06:46:35 pm »
Glad to see the art being used by more than just me. It fits the theme of "Heir" quite well.

(1) As for the card, I'd recommend the following:
If you're striving for simplicity, this card seems to be doing two completely different things (top-decking and Coffers gaining) that have little or no impact on each other, so I'd turn this into two different cards. The top-decking an in play card effect is incredibly strong and interesting enough that I think this is all one card needs. The Coffers gaining is interesting, but a few, potential pitfalls should be addressed:
    (A) In no way do I think this can work if the maximum amount of Coffers you gained is tied into the number of players there are. Cards should be relatively stable and play the same no matter how many players. Pirate Ship is an exception, but even then increasing the number of players only increased your chances of hitting a Treasure; it does not gain you more Coin tokens. Imagine if it did though. I could get my Pirate Ship up to +$5 Coin (5 Treasures revealed) on the very first play, and probably +$10 (another 5 Treasures revealed) on the second play. Now I just play Pirate Ship for +$10 and empty the Provinces (or Colonies) in no time. It's so powerful it just makes the game not fun. So I highly recommend making this a fixed amount of Coffers. On a duration, cantrip, +1 Coffers or +2 Coffers is plenty.
    (B) I would try and make the condition on the cards that are being counted for +Coffers as broad as possible. Counting just Heirs would have been problematic because if one player wins the split, they have a huge advantage over the other player. In a 2-player game that would be unlikely given they both have a fair shot at 5 Heirs, but in a 3-player game it gets really tricky. If everyone rushes Heirs, one player may end up with 3 Heirs to everyone everyone elses 4 Heirs simply because of shuffle luck or player order. Of course it's a bit better to include other Duration cards, but I still think this is too small of a pool of cards. Durations are uncommon enough that it might just end up being the Heir pile that is counted. So something broader like: (1) Cards with 2 or more types, (2) a certain cost range, or (3) comparing cards you've played this turn to cards others have in play all might be a better fit.

Even with these changes, a cheap, cantrip, with little side effects might lead to games where everyone rushes them, or no one touches them. Only playtesting can answer that though.

Hopefully this has all come across as more supportive then critical. It's an interesting idea, but cards like these can be very tricky to get right. I wish you luck and if you need any clarification on what I've said, I'll try and explain more clearly at another time when I'm not rushed. :)


263
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 25, 2018, 06:17:07 pm »
Added Asylum and Insane. Really don't like the art I have for Insane, any help would be appreciated.

For Insane:

Artist Credit: John Stanko

264
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 25, 2018, 01:54:42 pm »
This might be a good time to clarify that the tokens themselves have no effect on what happens when used. It's where (what mat) the tokens come from that matters. The mats should tell you when and what to do when a token is removed. See the Coffers mat as an example.

I think a lot of the confusion is that the official tokens used look like Coin tokens, but they can really be used for anything, not just +$1. In fact, you can use any thing you want for tokens: Pennies, rusty nails, even VP tokens! That last one might be interesting!

265
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: October 24, 2018, 04:02:47 am »
Is Heiress new or has it been there for a while? It's nice that it doesn't leave any room for confusion like Heir does, but obviously doing the same thing for Heir wouldn't make it work. Also, I just saw Slumlord now, and man do I like that card!

Thanks and sorry for the delayed response! I do enjoy Slumlord and think the card ordering mechanic has a lot of design space in it. Cards can care about all sorts of things after it and before it. Maybe it even cares about the previous 2 cards!? I was quite happy to see you exploring some of the potential here. Big fan, but I'll keep my comments on your cards to your forum!

So Heiress has been on here, but as Heir. When I recently added a second card that cares about total $, I decided to do a switch on the names. I may even add a third and call it something along the lines of someone who is trying to steal the inheritance. This will likely be a card that cares about players getting an exact total $. Not sure yet how this will work though. :)

266
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 24, 2018, 03:52:59 am »
Marketeers are Buy tokens, i.e. you can use them during your Buy phase for +1 Buy.



Man, there are some tough guys in the streets, they can easily handle enemy Pirates and Bandits.

Beyond stuff like this happening beyond your turn, worst case is getting the Marketeer at the end of the turn, best case is something like sifting through the card several times per turn. Perhaps this is too weak and could get away with +2 Marketeers.

Interesting! You can open $4/$4 with this on the board if you don't mind the somewhat-dead Slum Market getting in the way. At least you'll have all the +Buys you'll need for those epic 3-pile endings.

Hard to gauge the strength of all these new mechanics, but Slum Market seems fine at +1 Marketeer. This encourages players to get it earlier to amass more +Buys. Giving +2 Marketeers I think would make this aspect trivial.

267
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 24, 2018, 03:46:47 am »


       


These mockups were rushed a bit, so names and artwork may change on some of these.
Great stuff! Now the obvious use is setting aside Victory cards which makes engine player slightly weaker and Alt-VP stronger. Kinda nice to win with a lot of Duchies instead of an exploding engine for a change.
Looters become relatively weaker although it is hard to get enough Stores to withstand a CUltist onslaught.
Pioneer looks like the best defense against Cursers and Storehouse is a non-interactive version of a card like Forager, i.e. you have to get rid of good stuff to build it up.

Yeah, I'm nervous this alters too much of the game mechanics. I'm not sure if I like that Stores can block attacks. Might change it to cards gained on a player's turn. It could be fine if I end up bumping some of the card costs. Wasting expensive Stores on Ruins and Curses might not be worth it at some card costs. Would appreciate any insights or thoughts you have on Attacks with these.

Thanks for the comments!

268
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 24, 2018, 03:36:48 am »

(Edited to fix a mistake on card)

BOOTLEG TOKENS - Whenever another player gains a card costing up to $4, you may spend a bootleg token to gain a copy of that card. You can only use one bootleg token for each card gained.

The flavor here is that you're paying the bootlegger to steal things for you. The more you pay him, they more he will steal for you.

Its obviously inspired by Smuggler (a personal favorite of mine), except its actually more of a remodeler that you have to wait for and don't have a lot of control over.

Cool token idea! I've always secretly wished for more Smugglers concepts. I know you just made a change so you can only trash Coppers, Silvers, and Golds, but I think I have some wording that would allow you to trash any Treasure. It goes something like this:

"You may trash a Treasure from your hand. +1 Bootleg per $1 it would make if played now."

I'm taking some liberties with the phrasing of this, but it should adhere to what the Dominion rules has to say about playing Treasure cards.

269
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 24, 2018, 03:18:14 am »
<stores>
This is easily my favorite for this week's contest.

I appreciate the vote of confidence. I like others on here was having a hard time figuring out what to do with tokens outside of the vanilla bonus offerings. I'm happy with this Island-esque style token, but it is such a powerful effect that I fear it will make greening too easy. I guess I can always bump the prices on these to make that less of an issue. I can easily see Pioneer costing $6.

270
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 23, 2018, 07:00:57 pm »


       

[EDITS]
-Pioneer(v0.2): Cost change from $5 to $6.
-Lumber Camp(v0.2): Gives +1 Stores instead of +2 Stores when gained during your first 2 turns (credit: Asper).
-Pioneer(v0.3): Cost change from $6 to $7; Can now trash two cards instead of one.

271
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: October 21, 2018, 07:11:17 pm »
I really like your wording, but the way I have it currently should in fact work since it is referencing any changes the last card played did to your total coin and not what your current total coin is.

Example play 1: You have $3. You play a Copper. It increased your total to $4 or more, so you draw a card.
Example play 2: You have $5. You play a Copper. It did not increase your total to $4 or more, because you already had $4 or more even before playing it, so you do not draw a card.

Example play 2 does not work the way you want it to, as worded, since you cannot change your total $ to something it already is.

I see your point. Thanks for the heads up and your patience! I'll have to make changes later as I'm currently away from my computer.

272
Variants and Fan Cards / Re: Holunder's cards
« on: October 21, 2018, 04:45:37 am »
Also, you have a bunch of cards that give a coin token or an action token. I assume that action tokens=Villagers? You could update your cards with coffers and villagers. And Spectre says resolves the next Hex, instead ofrReceives the next hex.
Yeah, some folks, especially Aquila, played around with Action tokens before they became official. This is why I am not that excited by Renaissance, Coin tokens and Action tokens is something I am already familiar with. I also did some Lost in the Woods style States here which are equivalent to Artifacts.


Here are some nasty sideways cards that slow down play:



Renaissance has an on-shuffle trigger so this is a natural idea that punishes engine play.





Kinda like Tax but you get Ruins instead of Debt and if you cannot or do not want to get rid of them because your Scrying Pools love them so much or because they belong into a Museum you even get some points, set collection style.

Oh these are nasty indeed! It's nice to have stuff like this around for those who really like a good slog.

Barbarism - Good to see something that hurts engine play more than big money yet doesn't exactly reduce the game to just playing big money itself.

Archaeologist - This is a very cool concept and you've gotten all the nuances of this card onto one very small mockup. I do fear being forced to take the Ruins along with the associated Kingdom card might be too harsh. Have you considered making it a choice? Like, "When a player gains a card with a Ruins on top of it, they may gain it."? This would allow players to build their decks a bit before taking the leap into Ruins fest. Otherwise, I think this becomes a slog too fast.

Also, is the Ruins pile also included in games using Archaeologist? Might be nice to give players who might have fallen behind on certain Ruins to have a chance to catch backup.

You reference both Kingdom Piles and Supply piles, when it should be one or the other. Currently you put Ruins on all Supply piles (Treasures and Victory cards included), but you only take Ruins from Kingdom Card Piles.

Very interesting cards though. Have you gotten any games in with them?

273
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: October 21, 2018, 02:54:27 am »
I think you forgot the "or" in "4$ or more". Going with Royal Carriage, it should probably say "finish playing" instead of "resolve". Also, the timing is unclear. For instance, if I play Artificer, do I draw the card before discarding?

My suggestion would be: "While this is in play, when your total coins increases to 4$ or more while playing a card, after you finish playing it, +1 Card"

"Resolve" is used briefly in the Dominion 2nd edition manual so I thought it would be okay to use that instead of "Directly after you finish playing". In my mind they meant the same thing, but now the term seems more ambiguous than before. Being shorter I much prefer it, but since the precedent is to use the latter and I'm not questioning what "resolve" actual means I'll change it. Going to be hard to fir that onto my Commander cards. :(

So with this phrasing hopefully it addresses your question about Artificer. You only get +1 card after you play Artificer and you have $4 or more total coin.



I actually first thought of Storyteller and then realized Poor House did the same. So, when I play Poor House and get to 6$, I draw only once, not twice, right? What happens when I play cards that iteratively give +1$? Vault and Storeroom for instance give "+1$ per card discarded". What about Diadem? Is it once per card?

The intention was for this to draw after each card is played that puts your total coin at $4 or more. As worded though, it would draw each time your total is increased above that amount, so cards like Vault would be quite good. Big oversight! This newest version should address this.



So now hopefully the draw card check is pretty simple and robust.

(1) Play a card.
(2) Did my total coin change?
(3) If yes and my new total is $4 or more, +1 Card.

Applying this to your questions:

-Poor House will only get +1 Card if upon it's resolution (1) you have above $4 coin and (2) it increased your total $. So you could have $4 prior to playing Poor House, but if it nets you $0 or less, you will not get +1 Card.
-Cards that incrementally increase your total $ only get +1 Card if after you resolve them your total coin is at $4 or more.

Other things worth noting:
-This interacts with all cards - Action, Treasure, and Night cards.
-Treasure cards drawn during your Buy phase can then be played to draw more cards, which can then possibly be played to draw more cards.

Thanks for catching yet another big oversight on my part!

The wording on the card doesn't work as you intend. You intend that if you play a Market when you already have at least $4, you'll draw an extra card because of the Market's +$1. The problem is, when you get additional $ after you have $4 or more, you aren't increasing your total to $4 or more because it already is $4 or more, so as worded, Heir can only trigger once per copy, which is clearly not what you intend.

Here's my recommended wording, which should function exactly how you intend:

While this is in play, after you resolve a card, if it gave $ and you have at least $4, +1 Card.

I really like your wording, but the way I have it currently should in fact work since it is referencing any changes the last card played did to your total coin and not what your current total coin is.

274
Variants and Fan Cards / Re: Anticipating Renaissance
« on: October 20, 2018, 03:58:23 pm »
Perhaps a card that can gain both Coffers and Villagers, but has you manage each resource effectively for a draw bonus?



Not sure what good values for a card like this would be.

275
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: October 20, 2018, 03:26:38 pm »
I actually first thought of Storyteller and then realized Poor House did the same. So, when I play Poor House and get to 6$, I draw only once, not twice, right? What happens when I play cards that iteratively give +1$? Vault and Storeroom for instance give "+1$ per card discarded". What about Diadem? Is it once per card?

The intention was for this to draw after each card is played that puts your total coin at $4 or more. As worded though, it would draw each time your total is increased above that amount, so cards like Vault would be quite good. Big oversight! This newest version should address this.



So now hopefully the draw card check is pretty simple and robust.

(1) Play a card.
(2) Did my total coin change?
(3) If yes and my new total is $4 or more, +1 Card.

Applying this to your questions:

-Poor House will only get +1 Card if upon it's resolution (1) you have above $4 coin and (2) it increased your total $. So you could have $4 prior to playing Poor House, but if it nets you $0 or less, you will not get +1 Card.
-Cards that incrementally increase your total $ only get +1 Card if after you resolve them your total coin is at $4 or more.

Other things worth noting:
-This interacts with all cards - Action, Treasure, and Night cards.
-Treasure cards drawn during your Buy phase can then be played to draw more cards, which can then possibly be played to draw more cards.

Thanks for catching yet another big oversight on my part!

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