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 - spineflu

Filter to certain boards:

Pages: 1 ... 40 41 [42] 43 44 ... 55
1026
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 18, 2020, 04:29:21 pm »

DXV tested a Duration TR for Seaside and it was bad.

That was like, a decade ago and also Seaside was part of the first "big batch" of five expansions. Maybe the concept has grown up now that Feast/Thief/Saboteur/Scout are retired; is it really that far off from Captain?
I fail to see in what way the 5 cards you mentioned are related to a now-and-later Throne Room. Captain is an emulator, what does this have to do with TR?
As a stupid example, if you use Captain to play two Pearl Divers it is like a delayed Lost City (now a cantrip, +1 Card +1 Action on the next turn). If you use a now and later Throne Room on Pearl Diver it is -1 Card on this turn and +1 Card +1 Action on the next turn. That's the same net effects as Ghost Town, with the big difference that you need two cards for it to work and that the handgaining of Ghost Town is absent.

I know that this comparison is not perfect or complete, I intentionally picked the weakest card to illustrate that Captain is pretty decent even when there are weak Action cards in the Kingdom whereas you cannot say the same about the now-and-later TR.

Re; my examples - I mean the now-and-later throne was probably tested against some cards that weren't worth testing against - garbage in, garbage out.

A throne room in general requires a collision; the next turn effect really just boosts the efficacy of attacks that require consistent application - by your metric, Ghost ship is a Superlab on the next turn, even if everyone else has a Moat - Discard and topdeck attacks in general will be more effective with this - I think this is a great enabler for Pirate Ship, up there with Prince.

You could make your exact same case that Band of Misfits is better than Throne Room because it doesn't require collision, but at the end of the day, they're both useful in different contexts. When I brought up Captain, I was comparing this cards now-and-later-ness to an existing now-and-later card and they can be of varying degrees of utility - there's oceans in that $2 price gap between $4 and $6.

This still at least hits something when it misses the collision, which is more than can be said about other thrones.



Quote
Vista • $5 • Action - Victory - Duration
Set a Victory card aside under this, face up.
(This stays in play)
If the card set aside in this way cost $5 or more, cards cost <1> more during your turn.
-
This is worth VP equal to the set-aside card.

This is a riff on an old card from the Throne Room contest, spiralstaircase's Eyre, with the difference being this always works (and sometimes hurts you after the fact) instead of having to try to time it.
Needs to be optional for when it gets played with no Victory cards in your hand.
I could fix this but it's fine if it does a blue dog miss - there's no required player accountability with it beyond what's stated, like the original Moneylender or Throne.

I was playing around with a similar idea, but the problem is that its power budget gets completely eaten up by setting aside Provinces and then it ends up feeling so similar to a less interesting Island anyway.  The really meaningful difference here is that it makes cards more expensive, but that only occurs so close to the end of the game (other than the fact that it drags out the game's ending more because adding another whole ~36VP to the game is pretty silly) and doing virtually anything else with it seems like such a waste of a one-shot $5 card.

What about if it, rather than going from hand for its target card, was like Rebuild, where it seeked (sook?) out the next Victory card in your deck and set it aside? It'd still be terminal. Maybe get rid of the penalty with that since it's going to be more randomized. Feel like that'd be less centralizing than Rebuild. Could be maybe a little swingy in slogs (player A sets aside an Overgrown Estate, player B sets aside a Colony - bad news bears for A) but it wouldn't slow the game down nearly as hard as trying to line up a collision which causes a price increase.

Revising it to
Quote
Vista • $5 • Action - Duration - Victory
Reveal cards from your deck until you reveal a Victory card. Set the revealed Victory card aside, face up, under this. If this sets aside a Province or Colony, all other players get +1 Card.
(This stays in play).
-
This is worth % equal to its set-aside card(s).

1027
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 17, 2020, 06:40:12 pm »

DXV tested a Duration TR for Seaside and it was bad.

That was like, a decade ago and also Seaside was part of the first "big batch" of five expansions. Maybe the concept has grown up now that Feast/Thief/Saboteur/Scout are retired; is it really that far off from Captain?


1028
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 16, 2020, 12:36:48 pm »
Quote
Vista • $5 • Action - Victory - Duration
Set a Victory card aside under this, face up.
(This stays in play)
If the card set aside in this way cost $5 or more, cards cost <1> more during your turn.
-
This is worth VP equal to the set-aside card.
Make sure your Province has a view!

FAQ: If you throne/KC this, you do set aside two/three cards; this is worth VP equal to the sum VP of all set-aside cards, and if the total cost of cards set aside with this is above 5, cards cost 1 debt more (not one debt more for each set aside card). Also the Throne/KC  stays out with it (which isn't unique to this, it also happens when you Throne a Champion or whatev).

The throning behavior from FAQ doesn't meet the card text. Normally when there are many ways to do something, the player makes a choice. For example, if Province and Duchy are set aside, the player may choose Vista to cost 6VP or 3VP, and separately choose to pay or not to pay the fine.

BTW funny interaction with cost reducers - if you play enough Bridges, you don't need to pay the fine

this fixes it?:
Quote
Vista • $5 • Action - Victory - Duration
Set a Victory card aside under this, face up.
(This stays in play)
If the card(s) set aside in this way cost $5 total or more, cards cost <1> more during your turn.
-
This is worth VP equal to the set-aside card(s).

I think the Bridge/Highway thing is more feature than bug. and it's thematic. you've got a great view of the canal, and the Bridges, and the Bridge Troll.

1029
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 16, 2020, 10:13:34 am »
I'ma change my entry, Doppelganger is trying to do too much with not enough design space to do it. I reworked it because I love the art I found but c'est la vie.



Quote
Vista • $5 • Action - Victory
Set this aside. Reveal cards from your deck until you reveal a Victory card costing up to $8^. Set it aside with this, face up (discard the rest of the revealed cards). If this sets aside an...
...Estate, gain a Vista
...Province, all other players get +1 Card
-
Worth % equal to the set-aside card(s).
Make sure your Province has a view!

This is a riff on an old card from the Throne Room contest (#19), spiralstaircase's Eyre, with the difference being this always works (and sometimes hurts you after the fact) instead of having to try to time it.

FAQ: If you throne/KC this, you do set aside two/three cards; this is worth VP equal to the sum VP of all set-aside cards. Also the Throne/KC  stays out with it (which isn't unique to this, it also happens when you Throne a Champion or whatev).

This cost adjustment does break gainers but not remodelers (since your cards now cost an additional <x> too). As grep points out, you can get around the cost penalty by lowering card prices (Highway, Bridge, Canal, etc) before you buy things.
old revision stuff; doesn't matter anymore.

oh and uh I did the art for this one too. Spray paint on sheet metal, 2019


Revised to make this closer to Rebuild in application, but less centralizing - if your Vista has a Vista, well, buddy, that's a park, it's 0VP.

Revised again to give a bonus for the most common bad outcome (set aside an estate) and put a price cap on it. If you can work cost reduction magic to set aside a Colony with this, well, you earned it.

Revised again after LibraryAdventurer pointed out i don't need it to be a duration anymore

1030
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 16, 2020, 09:18:20 am »

Note that it specifies card, not just action, meaning it can be used on any playable card.
This is strictly better than Moneylender (as in, using it on a copper is the same as Moneylender, and this adds additional functionality) and should probably cost more as a result

1031
Dominion General Discussion / Re: Dominion: Menagerie
« on: January 15, 2020, 09:44:53 pm »
My guess, based on past sets, is that at least half the cards will be on-theme. Look at the other sets with strong themes: Seaside, Alchemy, Dark Ages, Guilds, Nocturne and the proportions of those that related to the theme.

(Good luck figuring out which cards match the theme of "hinterlands". (-8 )

As for making an animal kingdom, that's already just-about possible: Familiar, Trusty Steed, Rats, Magpie, Wolf Den, Faithful Hound, Goat, Bat, Locusts. You might need to stretch a point and include animal-related things like Wolf Den, Werewolf, Menagerie, Stables, Hunting Party, Hunting Grounds, Wild Hunt, Horse Traders, etc.

Werewolf isn't any less animal related than Bat.


wait do you think a werewolf isn't a person?

1032
Rules Questions / Re: Cards that move a card twice
« on: January 14, 2020, 09:09:47 pm »
you aren't looking for stuff that moves things while it's in play, just X+move, right? So not Monastery or Bonfire?

1033
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 14, 2020, 08:46:45 pm »

 or when people make fan cards that do almost nothing unless there's an attack available, etc.

Feeling maybe a little seen here.

I'm revising my entry this week


Now it doesn't have to be a dead card unless you let it. (edit: this is withdrawn)





Quote
Doppelganger • $4@3 • Action - Attack
Play an Attack from your hand twice. If it cost:
$5 or more: Each player with four or more cards in hand discards a card
$3 or less: Each player gains a copper to the top of their deck.
Otherwise: +$1, Each other player takes their -$1 Token

This might be under/overpowered, depending on the kingdom. I've got a couple other ideas I'm working on also but I like the weird niche this is working on.

Also would the otherwise clause here still happen if you failed to play an action? I tried to word it so it would.

That is how it reads to me.  If it didn't have that clause, I don't think it would be an Attack card, per se.
moot point since this is edited out, but an attack doesn't have to "attack" to be an attack - check out Minion.



Tired of people beating you to the City split or snatching all the Nobles? Take the Back road.


Feel free to help with the wording.
A concern with this would be, you've got a six player game, you have a round of turns where everyone plays one or more Back Roads - how do you track it?
You may want to consider introducing a "back road" adventures style token of some kind and give each player ... idk, three of them? two? two seems flexible/pragmatic, one simplifies it a bunch - and then have these place/move Back Road tokens - that way no one can lock out more than N piles at once, and while a whole board Action standstill is possible, it's way less likely.

Also can my Back Road block your Back Road? you can fix that with the token-based design - Make it only placeable on a pile that doesn't have a Back Road token on it.

Something like
Quote
Place your Back Road token on an Action supply pile that does not have a Back Road token on it. (Players may not buy cards from a pile that has another player's Back Road token on it). Until the end of your next turn, whenever you buy a card from a Supply Pile that has your Back Road token on it, gain a copy of it. When you discard this, remove one of your Back Road tokens.

1034
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 14, 2020, 03:26:34 pm »
A second entry for Double Double.  Sorry so huge.



Sorry so huge.

1: just use the width=# in the img tag, where # is the number of pixels you wanna use (quote this post if you wanna see how i did it)
2: one entry per contest; you can change what your entry is, but you gotta pick one.

1035
Variants and Fan Cards / Re: Really bad card ideas
« on: January 14, 2020, 01:56:35 pm »

is this a subtweet about my weekly design contest entry?

1036
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 14, 2020, 01:15:53 pm »
edit: this is withdrawn, new entry downthread



Quote
Doppelganger • $4+ • Action - Attack
Play an Attack from your hand twice. For each token on your Doppelganger mat, choose one (the choices must be different): Each other player ...
... with 4 or more cards in hand discards a card.
... gains a Copper.
... takes their -$1 Token;
... receives the next Hex, then remove a token from your Doppelganger mat.
-
When you buy this, you may overpay. If you do, add a token to your Doppelganger mat.

This might be under/overpowered, depending on the kingdom. Doppelganger mat is a generic token-holding mat, like the Pirate Ship mat. Any amount of overpay (coin or potion) is sufficient to add a token, one per purchase - you don't get more tokens if you overpay by $5 instead of $1.

1037
Variants and Fan Cards / Re: WDC Outtakes and B-Sides
« on: January 14, 2020, 09:45:24 am »
Contest 57: Fee For Service
Quote

Quote
Toolmaker • $4 • Action
+1 Action
You may play a Treasure card from your hand.
Draw until you have five cards in hand.
If you have two or more treasures in play, you may buy a card from the Tools pile.

So this was my first idea. ten copies of Toolmaker, one copy of each tool. Then I realized not only is the Toolmaker card kind of OP (it's priced at $4 to avoid people opening double toolmaker except when Baker/Cursed Gold/Borrow allows for it, but could probably be fine at $5), but also the Tool pile might be kind of an aggressive race (and a rich-get-richer situation, and wildly unbalanced because who has time to test twelve unique cards in a week?). Forgive me for not typing up the entirety of the Tool pile as plaintext, there's a lot of them.

Quote
Quote
Apiculturist • $1+ • Action
+1 Action
+1 Coffers
-
When you buy this, you may overpay. For each $2 you overpay (rounded down), each other player gains a Bees to the top of their deck.
Quote
Bees • $1 • Treasure
$1
Return this to the Bees pile.
(This card is not in the supply)

I had previously experimented with the vanishing-copper-to-topdeck attack with Krampus during contest 55; while the idea of swarming other people with Bees was attractive, I couldn't see this sticking around after the novelty of using a $11 buy wore off.

1038
Dominion General Discussion / Re: Playing Mat?
« on: January 12, 2020, 06:19:52 pm »
Missing Trash

and likely horses/exile - i'd hold off on this til march

1039
General Discussion / Re: TV shows
« on: January 12, 2020, 11:22:36 am »
Anyone watching "Undone"? So far it's like all the depressing surrealist parts of Bojack Horseman but it's really good and the animation is beautiful.

1040
Dominion General Discussion / Re: Interview with Donald X.
« on: January 11, 2020, 12:58:47 pm »
Do you ever regret some of your earlier names for cards because a newer card that you came up with fits that name better? I'm thinking specifically with University being an apropos name for a card with the debt mechanic.

1041
Variants and Fan Cards / Re: Up to Date Guide to Fan Card Creation
« on: January 11, 2020, 12:15:29 am »
that took a while to get all the formatting and i still dont think i'm done but here we are
i also checked with werothegreat that this'd be ok to include provided it stayed on one page, in the community section.
now it should be easier to peruse for folks who aren't 100% on the canon dominion cards.

1042
Dominion FAQ / Re: Action-Victories
« on: January 11, 2020, 12:05:03 am »
you'll find better response with this sort of thing in the variants & fan cards subforum.

1043
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 10, 2020, 03:24:26 pm »
@scolapasta - do you play the same card from the prison mat ($)X times, or do you play ($)X cards from the prison mat in any order? honestly either sounds really cool

The intention was X cards in any order. Maybe needs slight rewording?

"[...]; or you may play a Treasure from your hand, then pay all of your $ (including the $1 from this) and for each $1 you paid, play a card from your Prison mat."
?

1044
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 10, 2020, 02:26:09 pm »
@scolapasta - do you play the same card from the prison mat ($)X times, or do you play ($)X cards from the prison mat in any order? honestly either sounds really cool

1045
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 10, 2020, 10:35:57 am »
Flea Market (Action, $5)

+$2
Play any number of Treasures from your hand. You may buy a non-Victory card from the Supply. If you do, you may overpay for it. Gain an extra copy of the bought card for each $1 you overpaid.

Perhaps you can get a bargain. Three Golds for $8? Maybe you want lots of terminal draw. This card can get you what you need quickly.

Kinda drooling over the idea of taking the half the copper pile by using the other half of the copper pile in a Counting House game.

1046
There's a crucial distinction to be made when defining the term "speed up". You're talking about total time of playing a game IRL. Typically on these forums the definition is more along the lines of number of turns per game.

For example, Hunting Party will typically speed up games online because it's a good non-terminal drawer. But to actually play with the physical card would really slow down  your game. You have to keep looking through your deck, showing your hand, and reshuffling extra times. Online these things happen very quickly, but they're a pain IRL.

Additionally look out for any cards that present varying complex options. Playing a Village is easy, but Count can take a long time to think about.

+1 to this and also, more subtlely, cards that require a player make a decision on the card - "Choose one" cards are the easy culprit, which is why I disagree with Governor as a suggestion to speed things up, but also Reaction cards will do this (with the only kind-of exception of Moat). Player A says, "I play Mountebank", then player B has to say "Oh wait no I have this Reaction card so I do this instead" and it turns into a real mess if Player A already threw the Curse and Copper at them from Mountebank.

Tournament & Black Market are likewise bad for this IRL - Tournament has a double whammy of "Ben, stop looking at your phone, do you have a province?" and "oh wow I can pick any prize? let me stop and read all of them", whereas Black Market is mostly selling analysis paralysis.

1047
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 08, 2020, 06:46:47 pm »
This is an oldish idea I put in the Really Bad Card Ideas thread, and I got feedback and now, here is the finished version. I hope it fits the theme.

Guild Admiral
$2+
Action-Duration-Command
+1 Buy
+1 Coffers
-------
When you buy this, you may overpay for it. If you do, set this aside, and at the start of your next turn, play an Action card from the Supply costing the amount you overpaid, leaving it there.

BTW, just got Guilds+Cornucopia for Christmas! Yaaaaaaaaay!
I don't think this needs to be a Duration - it's not in play when you buy it. Compare with Horse Traders.

1048
Dominion General Discussion / Re: Dominion: Menagerie
« on: January 08, 2020, 01:35:36 pm »

1049
Variants and Fan Cards / Re: Up to Date Guide to Fan Card Creation
« on: January 08, 2020, 10:12:39 am »
OK, I'm done with tidying it all up, and I added a bit on "choose one" in Research.

I typed up a merged version of this and rinkwork's guide on my wiki user page and added a couple things that weren't addressed that I've run into with my forays into design. Really, really great work though Aquila. Knocked out the park.

Feel free to copyedit/edit/critique; i'll merge it maybe... idk, wednesday? later this week.
link

revisions I added:
  • removed things that specifically only mattered to first edition
  • Cost comparison and "Otherwise" vs handling each case
  • broke out the printing subsection of rinkwork's guide to be Copy Editing, Layout, and Printing subsections - they're all different things with different considerations
  • sorted the common pitfalls section into groups - reactions, attacks, gameshaping, and specialized cards; the latter two have significant overlap and their arrangement may require refactoring

things I'd still like to add/tweak:
  • ways of doing vanishing cards
  • the printer herw used when he got correctly sized dominion cards printed back on like, page 4 of WDC thread
  • how do i make level 6 headers not smaller than normal text
Thanks for the credit. This merging of the guides must have been some undertaking itself! It might well be useful for someone, just...I don't imagine people would turn to the Dominion Strategy wiki for fan card stuff? I might link this in the introduction though.
I'm also sure there are loads of specific design lessons that could go in yet; my intention was to slowly add them to Research, or if people wanted to reply with them I'd link it or copy it. Expanding on card wording might be another thing.

I mean, I read the wiki for a good ... idk six to eight months-ish before even lurking the forum. The forum is more intimidating, whereas the wiki, you can kind of work on things at your own pace without anyone stopping you. The difference between a book and a class, I suppose.

1050
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 07, 2020, 04:59:31 pm »
Draft • $3@0+ • Action
+1 Card
+1 Action
Choose one: +1 Buy or Return @1
-
When you buy this, you may take up to @12. Gain a card to the top of your deck costing $1 per @2 you take from this.

Well that throws all my opening theory out the window. You can potentially buy an Attack on turn 1 and play it on turn 2 before the first shuffle. I can see this card shaking a lot of games up.

Do players have the option to not overpay? At $3, it's a good deal for a cantrip +Buy/+virtual money. If I just want that, do I still need to pay @0 and gain a card that costs $0? And if so, what happens if I pay @2 instead?

players do have the option to not overpay ("When you buy this you may take up to ...")  - i tried to keep it similar to Market Square when played, hence why it's a $3 and its virtual coin only works against Debt. I'll try to rephrase to make it clear the debt overpay doesn't copper-junk you if you don't but normal overpay can't be $0 so please consider that precedent for the time being;

If you take debt that translates to a cost not on the board, you can do that, but you'll fail to find a proper target and just get whack debt for no benefit. play stupid games, win stupid prizes.

Pages: 1 ... 40 41 [42] 43 44 ... 55

Page created in 0.068 seconds with 18 queries.