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Messages - Carline

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26

My recommended wording:
Quote
You may play an Action or Treasure from your hand. If it's from a Supply pile, gain a Horse, a Spoils, and a Cart. Otherwise, play it again and then return it to its pile.

I think this wording maybe would be a bit confusing, because of the different temporal instances of the two words "from". The first "from" means where the card imediatelly came from (the hand) and the second where it came from the first time it was gained (the supply). Sounds a bit weird, "play from your hand"... "if it's from supply...".

Edit: another question: what would you do if the card originally came from Black Market deck? Could we call it "pile"?

Edit 2: Anyway, these are just retoric questions, since fika monster  already changed their entry.

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Is it intended for you to gain a Cart anyway? So, why put it conditionally?

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Variants and Fan Cards / Re: Destroy my really bad fan card
« on: March 11, 2022, 12:35:41 pm »

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Variants and Fan Cards / Re: Destroy my really bad fan card
« on: March 11, 2022, 02:40:52 am »

31

Due to the release of Allies expansion, I have to change the name of all these cards of my fan cards set. Any suggestions?



I think this probably happens with many fan cards creators when an official expansion is released. Did it happen to you?

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A while back, I made a mini-expansion with the theme of drinking (even though I rarely drink personally), so I'll use one of my favorites of those.

Quote
Bartender
$4 - Action
+2 Cards.
You may put an Action card from your hand on your tavern mat. If you do (and it isn't already a Reserve card), at the start of your turn, you may call that card to play it.
I think of it as a Lab variant with the +action delayed.

FAQ: You may call the card you put on the mat more than one turn after playing the Bartender (it doesn't have to be the next turn), which means it can also be used as a pseudo-trasher for Ruins or other Actions you don't want anymore.

A doubt about rules: can you call a non-reserve card?

33
Hi friends, I'm back after a long time.

Alcohol invokes Tavern cards, so let's go:



Cheers!

UPDATE: Edited to change "it" to "that card" to avoid ambiguity.





34
Weekly Design Contest / Re: Weekly Design Contest #104: Raise the Ceiling
« on: February 11, 2021, 08:14:04 pm »


35
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: February 06, 2021, 06:49:13 am »

New card:


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Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: February 06, 2021, 05:33:46 am »
Swamp:
Though this isn't necessary, I would change this to an on-gain ability. Donald X. is moving away from on-buy and moving towards on-gain. Also, I wouldn't make it a victory card since it gives negative points. I wouldn't call it a curse either, so I dunno what to call it.



This in only on buy for you don't gain a Province if you gain it other ways, like forging a Silver and a Potion, remodeling a $5, etc. Maybe these two cases I cited as example are not so broken, but I didn't want to wondering about the many possible situations it would be broken with bonus on gaining.

Maybe I'm wrong, but I think it can be a Victory. I didn't see anything in the rules which say that Victories can't give negative VPs. Overgrown Estate is a Victory and gives 0 VPs. In a similar way, some Landmarks give negative VPs.

37
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: February 06, 2021, 03:18:27 am »

New cards:

               

38
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: February 06, 2021, 02:24:47 am »
The discarding option of Resistance makes it too easy to keep it on your mat and use it again IMO. I don't think it needs that. Being a cantrip, it's easy to get it back on your mat anyway.

I'd go further. Cantrip Reserve Moats are an old idea and they do pretty much shut down Attack play entirely. In multiplayer they might be viable.
But the two extras this has over a pure cantrip Reserve Moat push it over the top.

I'll also expand on what the others were saying about Resistance: One big problem with Reserve-Moats is how much worse they are in multiplayer. It doesn't matter if you can Reserve-Moat when the player to your left Militias if one of your other opponents also has a Militia.

If you're playing a 4P game, and all of your opponents have Militias, then blocking their Attacks is actually worse than just accepting the Attack, because you either have the same handsize at the end but don't have your Resistance on your mat anymore, or have just 2 cards in hand instead of 3.

Resistance - this one has a bit too much going on for my liking. I don't see why it has the thing where you can put it back on the mat instantly, I think that should just be scrapped. I am not in love with the double dividing line, but I can kind of see why it has extra buys. It might be a solution to just put the buy as an extra on-play effect and get rid of the when-gain.

You all are right. Thank you! Create a calling defense is not easy. There are at least three challenges:

- Make it scale well with any number of players;

- Make it good to block attacks but not invencible;

- Make it useful when kingdom doesn't have Attacks.

I created this mat version to try to fullfill these conditions.

     

39
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: February 05, 2021, 09:45:57 am »
Tiara - I don't understand this card. It gains Silvers but you also have to trash Silvers to keep it around? Seems like you want this when you want Silvers, but then you don't want to trash them again. It feels like you should decide whether this is a complete 1-shot or a more regular Silver gainer. Also not sure it needs the "you may"; if you don't want Silvers, why did you get this in the first place?

Thank you again!



Tiara is a Silver manager. You may gain one Silver at each play if you want. You may gain two Silvers at a play trashing Tiara. Or you may trash a Silver at each play without gaining one, if you want to get rid of Silvers. When you trashed all the Silvers you want to trash, you may autotrash Tiara.
I am still confused about why you need that much Silver managing. In a normal game you get like, 2-3 Silvers? Sure there might come a point where I don't want them in my deck anymore, but it's not like I'll buy Tiara, which mind you comes with another of those things I don't really want, just to very slowly get rid of them.

So I don't think it works when you want to get rid of Silver. It's only realistic use is mass Silver gaining a la Masterpiece. In which case, 95% of the time, I'll just use this as a one-shot for 3 Silvers. (the other 5% are games with Conquest) A Treasure that does nothing except net-gain one Silver isn't worth keeping around in pretty much any deck.

EDIT: Reacting to your edit! I guess my issue is that the only realistically usable option from the ones you listed is Gain 2 Silvers, trash Tiara.

I think it's fine to have one-shot cards that you may only buy once a game.

IMO, Tiara might be more useful if it gave you two Silvers when gained (it could cost $4 instead of $3), because then I could this being used more often to open games where you really want to hit $5 or $6 after the first shuffle.

Thank you both. I think I can do it making it be a Silver itself and costing $4.


40
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: February 05, 2021, 09:06:24 am »
Tiara - I don't understand this card. It gains Silvers but you also have to trash Silvers to keep it around? Seems like you want this when you want Silvers, but then you don't want to trash them again. It feels like you should decide whether this is a complete 1-shot or a more regular Silver gainer. Also not sure it needs the "you may"; if you don't want Silvers, why did you get this in the first place?



Thank you again!

Tiara is a Silver manager. You may gain one Silver at each play if you want. You may gain two Silvers at a play trashing Tiara. Or you may trash a Silver at each play without gaining one, if you want to get rid of Silvers. When you trashed all the Silvers you want to trash, you may autotrash Tiara.

Playing options with it:

- Gain 2 Silvers and trash Tiara.

- Gain 2 Silvers and trash a Silver you have in play. Final result, 1 Silver gained.

- Don't gain two Silvers and trash a Silver in play.

- Don't gain two Silvers and trash Tiara.

In any of this cases, you can play your Silvers before or after play Tiara, according with what you want it to do.

41
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: February 05, 2021, 07:03:13 am »

Enchantments are a Landscape with a rule valid for all game. I think about them as a way to implement an idea of a card Shael posted in Discord asking if it could be a Reaction.

Some possibilities:







42
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: February 05, 2021, 06:44:27 am »
Alright, I'll go through some more. The cards are all fairly high quality, which is it fun to come back to this!

Small Village - Solid design. I don't have any complaints.

Taverner - this is basically strictly better than a vanilla "+1 card, +1 action, +2 buys", which is arguably better than Market Square. I like the idea of +buys on demand, but I feel for the concept to work out it has to be a bit harder to actually get these to the Tavern mat, or to call them. Maybe you only get to call them when you buy a Treasure? Something like that would be good to nerf it and make it more interesting.

Wanderer - I don't understand the theming; what does a Wanderer have to do with Coppers? Anyways, this is decent if unexciting. I would maybe up the price to $3 just to not make it too good in 5/2 openings.

Flame Keeper - This is cool, but I think it needs to cost $4. It is just too powerful as a double opener. Makes it very easy to reach double $5 hands in the second shuffle, and cycles. Compare Mill and Conspirator, both of which are similar to this in different ways, and both also cost $4.

Gambler - This kind of feels like it should be an Attack, but then again it's hardly that. An issue is that if you play multiple Gambler, you may force one player and one player alone to reveal their entire hand in order to block you. It's also another card that really wants to cost $4, given how easy it is to activate in the early game. Finally, it's slow; there is a meaningful decision for the opponent every time you play this, and this slows the game down too much since it's also a cantrip. I would rather go the Tribute route and just have cards flipped from the top of your opponent's deck. This makes it a bit stronger though, so it should then really cost $4 (and might even be too good at that price point).

Thank you very much Faust!

I will see about all your suggestions. By now, two answers:

I put the +2 buys on gain in Resistance to it not be a dead card when Kingdom doesn't have an attack, so you may want it to buy it to use as Travelling Fair. As you and others pointed, this card can be improved in the other features, so I'm reviewing it.

When I think about Wanderer theme, I think about these wanderers who sometimes have a few money and spent it and when don't have money at all get a temporary job only to produce the necessary for going on wandering.

43
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: February 04, 2021, 12:47:09 pm »
The problem with Pandora's box is that often you can just gain a $5 card while junking your opponents with estates or Coppers. I would not have your opponents be forced to gain a card.

For Spellbound, for tracking issues, I would make it "trash a card you have in play that you would discard during Clean-Up this turn" to get rid of those problems.

The idea of Pandora's Box includes this additional $1 to junk when you buy a $5.

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Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: February 04, 2021, 08:44:39 am »
how big's the spell pile

I'm still trying to find the best amount. How many do you think are good?

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Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: February 04, 2021, 08:06:24 am »
Spell and cards that give it.

               

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Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: February 04, 2021, 08:03:53 am »
An Outpost variant and new Event

     

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Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: February 03, 2021, 04:30:20 am »
Some more:

               

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Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: February 02, 2021, 11:35:16 am »
Nem cards and new version of Lanterns.

                         

49

UPDATE:



Feedbacks are always welcome!
is the discard this effect meant to stop it from working on the next turn? because rn it doesn't

I was in doubt about this rule. I don't like so much a postponed effect without a marker. Discard is to make it draw only one card.
If you want it to not have its next turn effect if you discard it, you could have
You may trash a card from your hand to gain a card costing exactly more than it.
Each other player gains a Snow.
At the start of your next turn, if this is still in play, each other player gains a Snow.
EDIT: Added still thanks to Faust.

Thank you both!

Updated to suggested wording.

UPDATE:



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Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: February 01, 2021, 03:24:06 am »
New ones:

               

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