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Messages - Carline

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51
Variants and Fan Cards / Re: Dominion: Middle Ages (my fan expansion)
« on: February 01, 2021, 02:09:25 am »
Think I probably should just come up with something more creative for Vegetable Patch than a Lost City clone.

I went here with it:



Maybe it could be misread as cumulative. I mean, for example, if you have 4 differently named Luxury cards in play, you have 3.

52

This is far too harsh.
Basically Snow is to the -1 Card token what Horse is to +1 Card.
Relic is non-terminal but the token does not stack. So I would think twice about creating a non-terminal Snow junker and never even consider doing a cantrip snow junker.

Snow Queen is a double anti-Lab for the opponents, plus potentially a delayed multi-Lab for the active player. That is crazy!

You're right, thank you! I understimated the power of giving Snows. I though at first glance that giving a Snow was a kind of delayed Urchin attack, but Urchin is not stackable, which makes a big difference.

There was also a issue of exploding on multiplayer games, so I'm updating it to:



- Changed cantrip part to Upgrade effect, so you can benefit from the Snows you eventually receive from opponents, even remodeling them to Snow Queens.

- Changed triggered effect to a kind of trade-off: you may choose to transform opponent Snow in a cantrip to get Council Room effect.

Previous version still would be a bit messy in multiplayer games with many Snow Queens played. So, I changed the triggered effect to make it discard Snow Queen. Now, when another player plays a Snow, you choose if you want an extra card or give Snows next turn.

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.

53

This is far too harsh.
Basically Snow is to the -1 Card token what Horse is to +1 Card.
Relic is non-terminal but the token does not stack. So I would think twice about creating a non-terminal Snow junker and never even consider doing a cantrip snow junker.

Snow Queen is a double anti-Lab for the opponents, plus potentially a delayed multi-Lab for the active player. That is crazy!

You're right, thank you! I understimated the power of giving Snows. I though at first glance that giving a Snow was a kind of delayed Urchin attack, but Urchin is not stackable, which makes a big difference.

There was also a issue of exploding on multiplayer games, so I'm updating it to:



- Changed cantrip part to Upgrade effect, so you can benefit from the Snows you eventually receive from opponents, even remodeling them to Snow Queens.

- Changed triggered effect to a kind of trade-off: you may choose to transform opponent Snow in a cantrip to get Council Room effect.

Previous version still would be a bit messy in multiplayer games with many Snow Queens played. So, I changed the triggered effect to make it discard Snow Queen. Now, when another player plays a Snow, you choose if you want an extra card or give Snows next turn.

UPDATE:



Feedbacks are always welcome!

54
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 31, 2021, 06:21:49 am »

New cards:

                                   

55
Variants and Fan Cards / Re: Dominion: Middle Ages (my fan expansion)
« on: January 30, 2021, 07:57:30 pm »
Congratulations for making you set.

Vegetable Patch puts Luxury pile in Kingdom but is better without them. If you simply ignore Luxury cards, you have a Lost City at $4, which is broken.

The card itself is better without them, but is your game better without them?

I think so.

- Luxury cards: Cost $5. At first play they are stop cards or don't draw. Each one gives a vanilla bonus at start of your turns:

  - A free Copper every turn, not so good.
  - Fair effect, which with Fair costs $4 and is imediately activated.
  - Barracks effect, which with Barracks costs $6 once and is imediately activated.
  - Hireling effect, which costs $6, but Hireling is stackable.

- Vegetable Path, ignoring Luxury cards: Cost $4. Gives two vanilla bonus at each play (card and action). It's Lab + Village. It's stackable. It's not difficult to play every copy you have in all your turns if you have some of them.

This would be different only if Luxury cards are the only source of +Buy on Kingdom, but even in this situation I think I problaby won't go for them.

Lost City is a $5 Card with a penalty on gain, because it's too strong to be only a $5.

56

This is far too harsh.
Basically Snow is to the -1 Card token what Horse is to +1 Card.
Relic is non-terminal but the token does not stack. So I would think twice about creating a non-terminal Snow junker and never even consider doing a cantrip snow junker.

Snow Queen is a double anti-Lab for the opponents, plus potentially a delayed multi-Lab for the active player. That is crazy!

You're right, thank you! I understimated the power of giving Snows. I though at first glance that giving a Snow was a kind of delayed Urchin attack, but Urchin is not stackable, which makes a big difference.

There was also a issue of exploding on multiplayer games, so I'm updating it to:



- Changed cantrip part to Upgrade effect, so you can benefit from the Snows you eventually receive from opponents, even remodeling them to Snow Queens.

- Changed triggered effect to a kind of trade-off: you may choose to transform opponent Snow in a cantrip to get Council Room effect. 


57
Variants and Fan Cards / Re: Dominion: Middle Ages (my fan expansion)
« on: January 30, 2021, 06:03:02 pm »
Congratulations for making you set.

Vegetable Patch puts Luxury pile in Kingdom but is better without them. If you simply ignore Luxury cards, you have a Lost City at $4, which is broken.

58
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 30, 2021, 12:29:01 am »
Spellbook's bottom-most section (the self-cost increasing) should say "during your turns." See Peddler, Destrier, and Fisherman. Janus' bottom section would be better worded as "during your turns, if your Journey token is face down, this costs less."

Wording aside, there's a big issue with cost increasing effects like Spellbook: What happens if I play 4 Bridges and have one Spellbook in play? Do the 4 Bridges try to lower its cost to -, instead reducing its cost to , and then Spellbook raises its cost to ? Or does Spellbook raise its cost to first and then the Bridges reduce its price to ?

About cost reducer issue, as we talk on Discord, maybe there's no problem, we only have to add positive and negative modifiers in any order and round to zero if result is negative.

Something_Smart there: "That's FAQ material. It seems intuitive that you would do all cost calculation before rounding up to 0, which means the order doesn't matter".

Added, "during your turns" to both cards. Changed Spellbook image, I think this one has more movement.

Thank you!

     

59
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 30, 2021, 12:17:15 am »
Samurai is likely too good. It is Lab plus Peddler and having an (integrated) Peddler seems better than the one-shot Villager for the opponents.

Yes, changed to Villager or Coffers, their choice. I hope now it's enough drawback.

     

I like Rebel but the Attack looks too powerful, unless you intend that the card should more or less totally shut down engine play.

Previous version was compulsory Chameleon only to first Action. I'll go back to it.



Thank you!

60


Updated to:



Updated to:



UPDATED TO:




61
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 29, 2021, 03:09:49 am »
New additions:

          
          

Edited: Added Spellbook.

62
Weekly Design Contest / Re: Weekly Design Contest #102: Unspent
« on: January 26, 2021, 02:34:16 am »

63
Variants and Fan Cards / Re: On Elegance
« on: January 18, 2021, 09:28:53 pm »
I think every elegant card could be described in a few words, but is not exactly this factor which makes them elegant. Elegance to me has to do with simple, clear and easy to understand instructions which bring a lot of emergent complexity, a few elements combined in a wise way to provide very rich and diverse fun experiences.

The very opposite would be something like Rube Goldberg devices, a lot of features which do almost nothing.


(Edited to fix misstype).

64


UPDATED TO:



- When at the start of your turn your token and the token of the player to your right match: If you do nothing, Janus is a Smithy. If you flip the token, Janus is a Village. If you play one as a Village, the second you play could be both, Village+Smithy. The next would be only a Village or only a Smithy again.

- When at the start of your turn tokens don't match: If you do nothing, its a Ruined Library, but there's no reason to do nothing, as you may flip the token over for it be a Village+Smithy. The next you play would be only a Village or only a Smithy.

The combined effect of each two Janus played when the first of them is not played as Smithy, is 2 Villages + Smithy or Village + 2 Smithies. If first is played as Smithy, there's no way to activate both effects in the next playing, so combined effect would be 2 Smithies or Village + Smithy.

The best situation at the start of the turn is when tokens don't match, so you can change the satus of your token at the end of your turn to make tokens match and leave to your opponent the worst situation for them. On the other hand, if you have reasons to believe the player to your right won't play Janus on their turn, it's better for you to make tokens unmatch.

Feedbacks are always welcome!

alion8me showed me at Discord that in fact the combined playing of two Janus was two Lost Cities, which would be too strong. Their comments also made me see that would be more interesting if you don't change token status at end of turn and be a part of playing decision how you would leave the tokens to opponent. So, I updated it again.

UPDATED VERSION:



With this version:

- If tokens match: If you do nothing, it's Smithy. If you turn token over it's Village. If you play the first as Village, the second one would be a Lost City and the third only a Village or Smithy.

- If tokens don't match: If you do nothing, it's a Moat, but there's no reason to do nothing, as you may turn the token over to it be a Lost City. Next one played would be only Village or Smithy.

If you want to leave tokens matching to your opponent for their first playing not be Lost City, your last play of it in your turn has to be Lost City or Smithy. If you think the player to your right won't play a Janus, is better for you leave tokens unmatched, playing last one as Village only.

As its condition isn't if it's up or down but the opponent token status, I think it would be interesting how it interacts with cards that cares about up/down face of Journey token.

Feedbacks are always welcome!


(Edited for better wording).

65



Does the wording make it clear that the part after the "Then,.." applies anyway and not only when you turn the token over?

Yes, it does.


UPDATE TO MY ENTRY:



Updated to invert effects. I put Village on turn over and Smithy when tokens status match.

This way:

- When at the start of your turn your token and the token of the player to your right match: If you do nothing, Janus is a Smithy. If you flip the token, Janus is a Village. If you play one as a Village, the second you play could be both, Village+Smithy. The next would be only a Village or only a Smithy again.

- When at the start of your turn tokens don't match: If you do nothing, its a Ruined Library, but there's no reason to do nothing, as you may flip the token over for it be a Village+Smithy. The next you play would be only a Village or only a Smithy.

The combined effect of each two Janus played when the first of them is not played as Smithy, is 2 Villages + Smithy or Village + 2 Smithies. If first is played as Smithy, there's no way to activate both effects in the next playing, so combined effect would be 2 Smithies or Village + Smithy.

The best situation at the start of the turn is when tokens don't match, so you can change the satus of your token at the end of your turn to make tokens match and leave to your opponent the worst situation for them. On the other hand, if you have reasons to believe the player to your right won't play Janus on their turn, it's better for you to make tokens unmatch.

Feedbacks are always welcome!

66



Does the wording make it clear that the part after the "Then,.." applies anyway and not only when you turn the token over?

67



Could I let the instructions "Journey tokens start game face-up" to the rules or I should write it on the card? I don't want to write, if it would not be imperative.

68


UPDATED TO:



UPDATED AGAIN TO:



- If tokens match: If you do nothing, it's Smithy. If you turn token over it's Village. If you play the first as Village, the second one would be a Lost City and the third only a Village or Smithy.

- If tokens don't match: If you do nothing, it's a Moat, but there's no reason to do nothing, as you may turn the token over to it be a Lost City. Next one played would be only Village or Smithy.

If you want to leave tokens matching to your opponent for their first playing not be Lost City, your last play of it in your turn has to be Lost City or Smithy. If you think the player to your right won't play a Janus, is better for you leave tokens unmatched, playing last one as Village only.

As its condition isn't if it's up or down but the opponent token status, I think it would be interesting how it interacts with cards that cares about up/down face of Journey token.

Feedbacks are always welcome!

69
Quote
Cabal
$4 Action
You may turn your Journey token over (it starts face up). Then, if it's face up, +1 Card, +1 Action, and +$2.
-
While this is in play, if your Journey token is face up, when you buy a card, gain a Copper, and you may not buy Victory cards.

A conspirator variant. You don't want to play just one in a turn. The more, the better.

(As the first playing is terminal and doesn't draw, the average result of two Cabals is $1 per playing, half than a non-activated Conspirator.)

Edit: Nevermind, I misread it, as it would have a "if you did" clause, but not, you may leave it up if you want and take the bonus. It is as I said only if you want to avoid the Copper penalty and play a second Cabal as terminal only to turn the token over.

70
Weekly Design Contest / Re: Weekly Design Contest Thread #101
« on: January 14, 2021, 06:04:09 am »
I've always disliked the idea of cards that reward the journey token for being down. The fact that it only matters for a few interactions can't be a reason to do it. (It's dumb but it'll only occasionally matter so it's fine?) It doesn't fit with the concept; the idea of the journey token is that you have to get a weaker thing first to get a stronger thing later.

I think the concept weaker thing/strong thing as original needs the compulsory flip over to works properly. As the rules of the contest are optional flip, players need a good reason to want to flip the token over to both faces.

71
Weekly Design Contest / Re: Weekly Design Contest Thread #101
« on: January 12, 2021, 09:26:46 pm »
Now that this topic moved to subboard, maybe would be good to move Hall of Fame for this same subboard.

http://forum.dominionstrategy.com/index.php?topic=19239.0

72
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 11, 2021, 07:39:26 pm »


73
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 10, 2021, 04:35:19 pm »
The problem is not the power level of the compensation but that the effect is far too good to be counterweights by anything. Just imagine Heiress in a Kingdom with Mountebank. Alice plays Heiress as Double Mountebank, Bob gains 2 Curses, 2 Coppers and a Mountebank.


Would this version work?



It should say costing less than this, so that you cannot play a Mountebank twice if you played Highway before Heiress.  I don’t think giving your opponents a copy of the card adequately compensates for the fact that this is still way better than Band of Misfits at the same cost.  For example, you could play a card like Moneylender twice and if your opponents already have one in their deck it is actually to your benefit if they gain another copy.


What if gain is optional?


74
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 10, 2021, 03:54:50 pm »
The problem is not the power level of the compensation but that the effect is far too good to be counterweights by anything. Just imagine Heiress in a Kingdom with Mountebank. Alice plays Heiress as Double Mountebank, Bob gains 2 Curses, 2 Coppers and a Mountebank.


Would this version work?


75
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 10, 2021, 02:54:19 pm »
Heiress is too good. Double BoM/Overlord without any cost restriction is extremely powerful and not compensated by the Exiling. A TR that first drew a card would be very strong at $5 and this TR draws a virtual card that is whatever you wish it to be.


It would be more well balanced if they gain the card instead of Exile?

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