Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - anordinaryman

Filter to certain boards:

Pages: 1 ... 10 11 [12]
Dominion General Discussion / Re: Cards with the Best Flavour
« on: May 14, 2019, 11:01:14 pm »
I really enjoy that animals breed like crazy: Rats, Magpie.
Bats might seem like an an exception, but they aren't animals -- they're actually Vampires in disguise!

Goat is an exception, but it does really fit with goats eating everything.

Trusty Steed, Faithful Hound, Familiar, seems like exceptions outnumber the rule.
Yes, but those three are all in the "animal companion" category, and we tend to be pretty good at controlling the breeding of animal companions. Magpies and Rats, however, are wild animals and will breed as and when they see fit.

Well, I had first written a response saying ipofanes, you're right! But now I have to agree with Jack Rudd. Good points all around.

What about something like Rabbits? They are wild but can be domesticated. I mean I guess the whole phrase "breading like rabbits" means they would have to duplicate themselves.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 14, 2019, 10:45:57 pm »
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.

Not including the final upgrade for each traveller line, I'd say most of the cards are balanced at their "cost." if they were in the supply:
Page -- this would never be bought without it being a traveller. So, this is not priced right.
Treasure Hunter -- looks like costing about 3 works, potentially 2 would work. You might need to slap a +buy on this one to make it work as a 3. The price is close to being right.
Warrior -- This is balanced at 4, but being a traveller makes people tend to upgrade past it, and the final card offers a solution to the incessant trashing. So, if it were in the supply, there might have to be some mechanisms here to prevent the ease of playing a bunch, especially early (other action-trashers are all 5s for this reason). But I'd say it's definitely more than a 3 and less than a 5. The price is at least pretty close to being right.
Hero -- this is a pretty classic 5+. It's similar to Explorer, almost strictly better, but not quite. Think of it like forager/trade route. It would be priced at a 5 in the supply and I wouldn't complain. maybe a 6 because of the added gain any treasure flexibility. But looks good as is. Hm, on second thought I think a 6 would best. Still, pretty close to the right price.

Peasant -- This is totally priced right, it's a weaker herbalist, but still stronger than a 1. If Herbalist didn't exist, I'd be happy with this as a 2 and buy it without it being a traveller.
Soldier -- Similar to Gladiator, it's a +2 with a possible +3 (in this case, more) if a condition is met. It's about the right cost. 4 might work, but it's definitely a 3 or 4. I'd say 3 is actually the right cost for this if it were in the supply by itself.
Fugitive -- compare to ware house, forum, Inn. 4 again seems about right.
Disciple -- this I am less sure about. I think to be in the supply it would need an anti-self-gaining clause (which is covered right now by it not being in the supply). It could potentially cost 6. 5 might work.

So, almost all of the power levels of current travelers correspond very well to their cost. The notable exceptions being the end of the line, which I don't think would be easily balanced in the supply at any cost (Champion even more so) at all.


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?
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).
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!!

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 14, 2019, 10:10:51 pm »
$6 Action-Attack-Traveller

Each other player trashes an Action card from their hand (or reveals they can't).
If they did, they gain a Ruins to their hand.
Choose one of the trashed cards. +1 Coffers per it costs.
When this is trashed, trash the card that caused it.
When you discard this from play, you may exchange it for a General.

You need to have the looter type: ruins only come out if there is a Looter. You might actually have to put Looter on the in-the-supply traveller, or you might put it here. Types matter since your cards care about the number of types.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 14, 2019, 12:05:52 pm »
Fur Trader is pretty cool, it turns your travelers into great halls, which you know is fine. Whatís interesting is you really want TWO fur traders, which is an interesting difference from the existing traveler lines. But then youíve upgraded two travelers into no longer being travelers. Iím not sure whether this antisynergy makes it too weak, but it certainly makes it interesting. Wait just realized the gold gives +buy, youíll want that anyway regardless even if you donít load up on travelers for vp. Cool idea!

Manor is also interesting, I wonder about its strength. In the line itself I have a way to fully upgrade multiple travelers, (theres trashing, cycling, and a village)  I donít know if I would ever buy a province . 1vp is a small price to pay for a self-islanding province and it letís me green early. Once I get 3 in play, I could just buy estates. I wouldnít ever need to build economy. Iíd love to see simulations but I imagine buying cottages every turn, trashing holding onto abbeys for a bit, while getting an early city hall for cycling and village, then continuing to drain the pile and upgrade fully, seems like a great single-pile strategy. Granted, it seems like a *fun* monolithic strategy, and thereís a lot of tactics on when to upgrade and how to not be over-terminal (a vanilla village actually makes this strategy less interesting and easier).

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 13, 2019, 10:03:49 pm »
"When you trash this" (Underground Railroad) shouldn't make something a Reaction. Catacombs, Cultist, and Rats (just to name a few) have this wording, and none of them are Reactions. Also, for Settlement, do you mean "you may play this, and get +1" -instead of its effect, or -in addition to its effect?

Other than that, this line looks really cool to me.

Ah yes, good catch, thank you! This is a remnants from when all 5 were reactions, then I changed them slightly... I will make those edits, thank you!. Settlement is meant to gain VP in addition to its normal on play, which has some interesting edge case potentials (Settlement lets you discard a Border Crossing to gain an estate during your opponent's last turn) but since it's a lab it's mostly a similar effect as simply playing it on your turn. It was the most elegant way to track the +vp without "losing" the hand increase by 1 effect, and without allowing you to stack the same +vp multiple times before your next turn.

There were three other options:
1. Discard the card and lose the +card effect. However, then all the sudden +1vp is not all the time worth it for sacrificing your hand-size increaser. I want it to be an automatic choice, you don't want someone to say "wait I want to think about whether I want to react to this," You want the choice to be automatic to not slow down the game! If you make the effect stronger to make the choice automatic, then it's probably too strong. I did play around with +2VP at first but realized that was way too much.
2. Discard the card but still get the +2 cards. Well, this allows infinite loops. If your deck/discard is empty you can get an infinite VP with just one Settlement. If you make the Discard happen after the +2 cards, well, now you can get an infinite loop with Two Settlements in hand.
3. The other option was to get the +1vp and "set it aside and return it to the start of your hand," which solves the problem handedly, but I find the whole "setting aside" not a very elegant solution. Where do I set it aside? And I think the slight corner cases you get from playing it are interesting. So, that's why I have you play a card. It also allows it to act as a Village on your turn. The cards are mainly good at sifting and slightly increasing hand size. But they can also give extra gains in the right situations (revealing Crusades or Discarding Boarder Crossings) and act as a village (playing a Settlement on your turn as a reaction after playing a bribery).

Dominion General Discussion / Re: Cards with the Best Flavour
« on: May 13, 2019, 07:04:29 pm »
I really enjoy that animals breed like crazy: Rats, Magpie.
Bats might seem like an an exception, but they aren't animals -- they're actually Vampires in disguise!

Goat is an exception, but it does really fit with goats eating everything.

Bureaucrat slows everything down (makes you have to redraw your estate).

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 13, 2019, 06:56:23 pm »
In case this is easier to read, I can post them as raw text:

Cost: $2
Type: Action - Reaction - Traveller
+1 Action
Trash a card from your hand.
When something causes you to reveal this (using the word "reveal"), gain a Crusade.
When you discard this from play, you may exchange it for an Underground Railroad.

Underground Railroad
Cost: $3*
Type: Action - Traveller
+3 Cards +1 Action. Discard a card per card you have in play.
When you trash this, gain a card costing up to $6.
When you discard this from play, you may exchange it for a Bribery.
(This is not in the Supply.)

Cost: $4*
Type: Action - Traveller
+1 Card +1 Action
Each other player may discard a Copper. If they don't, they gain a Copper.
When you discard this from play, you may exchange it for a Border Crossing.
(This is not in the Supply.)

Border Crossing
Cost: $5*
Type: Action - Reaction - Traveller
+1 Action. Reveal 2 or 3 cards from your deck. Put one into your hand and the rest back in any order. If all the revealed cards are unique, +$1 +1 Buy.
When you discard this other than from cleanup, you may gain a cheaper card.
When you discard this from play, you may exchange it for a Settlement.
(This is not in the Supply.)

Cost: $6*
Type: Action - Reaction
+1 card +1 action. Discard the top card of your deck. Reveal a card from your discard pile and put it into your hand.
When any player plays an Attack card, you may play this from your hand. If you do, +1
(This is not in the Supply.)

Thank you to hhelibebcnofnena for some helpful clarification questions and a card type fix he let me know about.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 13, 2019, 06:54:32 pm »

Here is a set of travelers that have several synergies and are mostly reactions, each card enables you to use the reactions for some other card in the line. In this way I approached it more as a 5-way split pile, than a traveller. You probably want cards at all levels of the upgrade.

 The two Current traveller lines have a way for you to play all of them non-terminally if you get to the last traveller which is powerful game-changing payload. These travelers start off non-terminal, but the last step isn't so game-changing. The point of this traveller line is they assist other cards engines, rather than being one all in itself. Thatís why the cards are not named after people, but the periphery locations and events that the same person is going through. Thatís also why 3/5 are reactions with another "reacting" to trashing, reactions being an effect due to outside forces rather than the card's "action" itself. So, thatís another level of theme.

On one level of theme is the story is someone (or people) escaping religious persecution. So the crusades happen, they escape via sympathetic parties ďunderground rail roadĒ* , bribe who they must, cross the boarder, and finally make a new settlement where they are safe from persecution. In an ideal world, the art could depict the same family going through these events.

Every card has a name that points to similar cards with similar effects, this is the final level of theme.
Crusade -> religious motif for trashing
Underground Rail Road -> could literally be a tunnel (the reaction), and it conjures up cellar/warehouse/etc sifters.
Bribery -> mountebank.
Border Crossing has 2 or 3 option like Boarder Guard, with a reaction like Border Village. In the picture, ideally thereíd be a market just across the border, the market effect you sometimes get.
Settlement is a superior settlers.

One goal was to make it less of a no-brainer to upgrade each time. In boards where Crusade is the only trasher, you may never upgrade them! Or Perhaps you stop at Underground rail road, so you can Crusade them for a one-shot lurker. Be careful, once all the Underground Rail Roads are destroyed, thereís no more upgrading past that. I wonít go into the other thoughts but safe to say these cards have a lot of synergies with themselves.

I'm pretty happy with this set, I am less thrilled with how lengthy the text on the cards is. A good half of each card goes to explaining the traveller exchanges, I think these cards would be a lot simpler if Dominion had a shorthand like " ⇨ Underground Railroad." I don't think the cards are terribly complicated, although, I admit they look to be so on first glance.

*I am taking historical liberties. The term refers to the system of people who helped African Americans escape slavery-- there was never an actual rail road. it was a metaphor so Iím back-applying that metaphor to crusade times. There have often been helpers in times of genocide, and that's what this refers to.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 12, 2019, 10:51:01 am »
I personally would prefer mockups without art instead of just text. Seeing the whole card makes it easier to visualize how it plays.

Thank you, making mockups was very helpful for me! It turns out that some of my cards had far too much text when I started to put them in card format.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 11, 2019, 11:58:43 pm »
Hi! I have a few questions! The submissions are handled in-thread, right? I simply make a post with my submission?

For the particular "story" my traveller line tells, it would be nearly impossible to find art that lines up (you know, with the same person in each of these scenarios). Would it be worth it to mock up cards with image art potentially missing? Would I be penalized if I simply submitted each card as raw formatted text?

Thank you for the Challenge, the constrains inspired me!

Variants and Fan Cards / Re: Dominion: Dynasties
« on: May 09, 2019, 09:32:54 pm »
Commodore, I'm of an entirely different opinion.

I've been a lurker on this forum for years, and I finally created an account just so I could praise how brilliant Thane is. It's amazing in its simplicity and subtle complexity. Sure, it's a weaker 5, but not all 5s get to be Wharf.

It's weak in the sense that throne rooms are best in big engines, and in big engines, you tend to not often have cards in your discard pile. So its strength comes out in slogs or decks where you don't draw your deck, in which case your throne-room'd card might not make that big of a difference. But the best designed-cards doesn't mean the most-powerful cards. There's many situations where you'd pay 5 for a throne room anyway, and well, here is your thane. Honestly this is all very interesting to me, and I think it's a great card!

Thane also lets you play mid-turn gains without drawing your whole deck or putting it on top of your deck, which is a way cool. Iron-working a non terminal action, and then than'ing that action back to get a village could be handy. Plus, thane combos with hermit. It allows you discard cards that you want hermit to trash! And Hermit gives you mid turn gains you could play with thane! If only you had a village -- oh yes, madman helps there (of course if that's the only village, these kind of tricks may not be worth it).

Minion away a good non terminal because there was only one minion in hand in a minion deck? No worries, you can thane it back! Why not discard a tunnel or loyal hound on your turn? Play important actions your opponent rabbled or scrying-pool'd away for you? Yes. This card is great. One of my favorite fan cards I've seen.

Thane is a great card in that it leads to more interesting and fun games. Part of me used to wish chapel never existed so we would have to have more interesting non-vanilla trashing cards to take its place (like what happened with Poacher before it existed). Thane makes me wish throne room wasn't around so we'd have more cool cards like this. Excellent work.

Pages: 1 ... 10 11 [12]

Page created in 0.179 seconds with 18 queries.