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Messages - Udzu

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51
If anyone's interested, here's DXV's rationale for getting rid of the "when you buy" triggers (and the related changes to Overpay).

52
There can only be one winner, and that is

Commander, by Udzu
Runners up: Herder by faust and Sepulcher by Gubump

Wow! That was unexpected!

I'm afraid real life means I won't have time to judge this time, sorry.

53
Variants and Fan Cards / Re: Revised versions of published cards
« on: October 12, 2022, 06:58:32 am »
Nice thread! As someone who isn't planning to print out the replacements, here are the minimal changes that I'm applying to my 1E cards (which I can just about keep in my head):

Adventurer: digs 3 Treasures
Chancellor: +1 Buy
Duchess: only affects you
Feast: +$2
Scout: also a Victory type worth 1VP
Secret Chamber: +1 Action
Thief: trashing is optional

Still not sure what to do with Spy or Pearl Diver (suggestions welcome).

54
The idea about Event cost reduction is interesting, and I was about to make a cheaper version that only made $1 but gave Event cost reduction, kind of like a Quarry for Events.  After all, if there are any problematic combos, you would have to go through the Event deck before you get to it again… except if the problematic Event is part of the actual Kingdom.  So Delve can immediately empty the Silvers.  Gamble + Tunnel can empty and play all the Golds.  Traveling Fair can give infinite Buys, so then a second event can be bought infinite times (Salt the Earth can make infinite VP; Tax can put infinite Debt on every Supply pile).

How about making the Events in the Story deck cheaper by a fixed amount?

How about "you may buy one of the revealed events for $X less than its normal price (but not less than $0)"?

If you do want a discount that applies more widely you could always preface the reveal section with something like "the next time you buy an Event this turn, it costs $X less (but not less than $0)", but the result might be a bit wordy.

55
I love Band of Misfits because it plays differently with each kingdom. Here's a variant that can also play $5 cards (at a cost) and which adds an extra incentive to playing cheap cards. Its downside is that $4 cards cards are now more expensive to play too. I'll have to playtest to see whether that's enough.



56
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: September 29, 2022, 04:33:23 am »
Lovely cards! A few questions:
  • Gambling Hall: When are the tokens removed? Also how does this handle throne rooming? (The way I read it, you could put some tokens the first time, then add some more the second time, then presumably remove them all the first time you resolve?)
  • Apparition: do these go at the bottom of all Supply piles (incuding Provinces) or just Kingdom piles?
  • Shaman: what happens if it's a draw? Both? Neither? What if there's nothing in the trash (so again a draw, but with 0)?
  • Bannerman: Do players all get the same Banner cards or can they be different? Also, any reason not to make Bannerman a Command type and leave the Banner cards on the mat when played? (as it is, a Duration Banner card would currently be discarded into the discard pile as normal the following turn I think)
  • Astronomer: I assume there are 10 of these?
  • Metropolis: What happens if you've not previously played any +Action cards? Do you get $0? So "Metropolis-Smithy-Metropolis" would give $0 for the first Metropolis and $2 for the second?
Also Sunken City should probably say "discard an Action card". And Refuge currently allows infinite loops: 2 Refuges each selecting "Night" phase on alternating turns.

As I said, lovely cards. Looking forward to playing with some of them!

57
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 27, 2022, 11:49:50 am »
Quote
Icy Venture
$5 - Treasure - Duration
+$2
Reveal cards from your deck until you reveal an Action or Treasure. Discard the other revealed cards. If you revealed a Treasure, play it. Otherwise, set it aside and play it at the start of your next turn.
-
When you reveal this, set it aside, and keep revealing cards as if you hadn't revealed it, then discard this when the current card is resolved.
A Venture that can't hit copies of itself. (not sure about the best wording).
FWIW, this is what this would look like on an actual card (not the right triple-color scheme):


Which satisfies the "fine print" of the contest, but I think it would be good to look into ways in which you can reduce the amount of text needed.
oh. uh...
I guess that's the problem with not mocking up cards is I never realize how wordy they turn out to be.
If I think of a better version (or something else), I'll update it. If not, well, I probably won't win.
(Also, I keep thinking up concepts that seem simple in my head but take a lot of words to write out.)

You could shrink the text slightly by simplifying the action and reaction:


58
A sort of limited remodel that briefly gets a chance to shine.


59
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 27, 2022, 04:55:27 am »
Treasure Island: it's an Island that's a Treasure! Can be played either as a Spoils, or as a spike-thinner. Needs playtesting to check it's balanced.





60
I've decided to call them randscapes (=randomizer landscapes)  :)

61
Variants and Fan Cards / Re: Fan errata on pre-existing cards
« on: September 18, 2022, 03:45:22 pm »
BM, Masquerade and Turtle all look good to me!

Treasure Map: making it fully optional does mean you can now safely eg Piazza it. One alternative would be “Trash this. You may trash a TM from your hand.”

Messenger: allowing it to be Workshopped might help rushes?

62
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 18, 2022, 11:51:09 am »
I hate Adventurer with an irrational passion. Not sure if this fixes it for me though.




I have a replacement for Adventurer as well:



I mean it costs $6 but it’s as much a replacement for Feast as it is for Adventurer.

63
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 13, 2022, 02:26:07 am »
I hate Adventurer with an irrational passion. Not sure if this fixes it though.


I don’t think that suffices. The trashing is fairly weak and digging for two Treasures is arguable a $2.

You’re probably right. I forget quite how spectacularly mispriced Adventurer was (though disagree about it being a $2). I might let you choose play or trash separately for each card to speed up the trashing a bit. Also it provides virtual coin, which is sometimes useful. Still not a great card, but at least it’s not as terrible as the original.

64
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 12, 2022, 03:42:01 pm »
I hate Adventurer with an irrational passion. Not sure if this fixes it for me though.



Update: tweaked slightly from this.

65
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 12, 2022, 03:22:59 pm »
Voodoo Doll, replacing Possession
Probably ought to not be able to play durations, since you'll need to track their effects after having removed them from play

If Voodoo Doll is made a Command type then it's fine to let it play durations, as it itself will stay out (like Band of Misfits and Overlord).

66
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 12, 2022, 01:12:24 pm »
Voodoo Doll, replacing Possession


I think you can simplify this a bit by making it a Command type: "Play a non-Command Action card from their hand, leaving it there. If you didn’t, …".

This also has the advantage of preventing it from playing another Voodoo Doll, which is probably for the best!

67
Variants and Fan Cards / Re: Supply pile manipulation - is it workable?
« on: September 12, 2022, 08:46:44 am »
Burn and Swidden are far too weak.
Dam needs to be restricted to Kingdom cards lest Silver and Gold is buried under a bunch of junk.

Swidden could perhaps be strengthened by allowing it to return Estates? And Burn made a terminal silver +$2 instead?

The Burn reaction might also be clearer as: "If this is the first Burn you gained this turn, you may put up to 2 cards from another Action supply pile in the trash.". (Saying "put in the trash" rather than "trash" should avoid on-trash reactions.)

68
Variants and Fan Cards / Re: Dominion: New World
« on: September 11, 2022, 10:26:18 am »
Thanks for reuploading the rulebook and card images!

Note that the Seaside and Prosperity recommended sets include removed 1E cards (Sea Hag, Goons and Trade Route). Also it's Farmers' Market not Farmer's Market :)

69
Variants and Fan Cards / Re: Dominion: Monet
« on: September 09, 2022, 04:41:15 am »
I've added 10 Gambits to the expansion. These are effects that you can trigger up to once per turn during your Action phase — either before, after or in between playing Action cards. They don't cost an action to trigger and are generally quite weak. I've played with most of the cards shown and they seem to work ok, but feedback welcome.

70
Variants and Fan Cards / Re: Dominion: Monet
« on: September 09, 2022, 04:35:55 am »
As for a potential fix, maybe something like:  "At the start of your turn, look at the top card of your deck.  You may Exile it.  If you don't, put it back and Exile a card from the Supply costing up to $4."  This does remove the ability to let you un-Exile cards whose supply piles are empty (most notably Stockpile), and maybe that was part of the point of the card, but this change makes Ekklesia more consistently decent.

Thanks for the great feedback. I think you're right that it's too swingy. However, it turns out that "Exile or put back" is way too strong (even without being able add some free Estates). Unlike Cathedral, Ekklesia doesn't impact your current turn, and once you start greening it has more cards to work with. In the end, I settled on "Exile or discard" and upped the cost to $3+3 Debt to slow you down slightly (but still allow an opening turn buy nearly always).

71
Variants and Fan Cards / Re: Gambits (a new landscape type)
« on: September 07, 2022, 05:11:40 am »
"Exchange" is a keyword in Dominion, so Switch should be worded as something like: "Look at the top card of your deck. Put it into your hand and put a card from your hand onto your deck."

Good point. I'll fix it (though your phrasing allows you to return the card you just picked up, which I don't want as it would make choosing this automatic).

72
Variants and Fan Cards / Gambits (a new landscape type)
« on: September 05, 2022, 07:03:43 am »
While putting together my Monet landscape expansion, I began looking at unofficial landscape types that, like WELPs, aren’t tied down to specific cards and can be selected with a randomiser. So far I’ve found Edicts, Acts, Paths, Wonders, Tasks and Dreams. Here’s a new type which I'd appreciate feedback on.

GAMBITS

Gambits are effects that you can trigger up to once per turn during your Action phase — either before, after or in between playing Action cards. They are therefore very similar to Acts, except triggering doesn't use up an action resource (and so doesn’t disincentivise buying Action cards). The effects are intended to be weak and not something you’d always choose. They also try to avoid disrupting the opening, and ideally should complement strategies more than they hinder them.

Here’s a blitz of initial card ideas, some of which are bound to be broken. Thoughts?


73
Variants and Fan Cards / Re: Dominion: Heroes
« on: September 01, 2022, 06:36:13 am »
Quick question regarding Magic Coin: how many Coppers is it supposed to affect the following turn? Just one (i.e. "the first time you play a Copper"), all of them (i.e. "whenever you play a Copper"), or one per time you played Magic Coin the previous turn (not sure how to phrase that clearly)?

74
Variants and Fan Cards / Re: Dominion: Subterfuge
« on: August 26, 2022, 06:51:38 am »
This looks like a great expansion! Out of interest, how many Chickens, Eggs and Foods are there supposed to be? 10 like a normal Supply pile?

75
Variants and Fan Cards / Re: Dominion: Monet
« on: August 24, 2022, 03:48:37 pm »
Little money is often the only path in the above mentioned junking intensive Kingdoms. I mean, gee, the very game is designed such that you can always buy Copper for a reason! It virtually never occurs but if it does, you would have Copper as an out.

I mean you can still always buy Copper. Just don't play any from your hand first! (Or play a Ruined Market and buy two!)

Quote
Suppose there is no Kingdom card that provides virtual Coins. You might never ever reach $5 in some Kingdoms due to the Copper/Silver restriction (no way to build an engine either).

Did you perhaps misread? You can play as many cards as you want. You just can't buy a card that you've played. So it's fine to play 2 Silvers and 2 Coppers and buy a Gold, or 3 Coppers to buy a Silver. You just can't use Silver to buy more Silver or Gold to buy more Gold.

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