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Author Topic: Mechanics inspired by passing  (Read 3199 times)

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trivialknot

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Mechanics inspired by passing
« on: December 04, 2015, 11:19:11 pm »
+1

1. I was thinking about the mechanic of passing cards.  For example, LastFootNote's Wanderer.

Quote
Wanderer: Action, $3
+4 Cards. The player to your right gains this card.

One of the problems with this is that it's political.  If you buy one, you most help the player on your right.  Ideally, you'd pass a Wanderer to all players, but then that's just a recipe to pile out Wanderers.  So the idea is you have a token to indicate who "really" has the wanderer.  For example, one implementation would be

Quote
Wanderer(2): Action, $3
If you have your Wandering token, then spend it, +4 Cards, and each other player takes their Wandering token.
Otherwise, +1 card, +1 action.

When you buy this, take your Wandering token.

This card is interesting, but not that much like the original, and it loses all the flavor.  So, um, maybe it wasn't a great idea.

2. Earlier, I had suggested another self-passing card, one where you get a bonus for buying it, but otherwise it's a dead card.

Quote
Tedious Tale: Action-Victory, $6
The player on your left gains this card.

When you buy this, +3 VP chips.

So let's try to do that with tokens:

Quote
Tedious Tale(2): Action-Victory, $6
If you have the Tale token, +1 action, +1 card.  Otherwise, take the Tale token.

3 VP

The idea here is that there is only one Tale token that can only be held by one player at a time. Taking the token represents "passing" the card.  But still, it's rather different from the original Tedious Tale, since you can't give your opponent dead cards that they didn't buy themselves.

At this point I'm thinking, forget passing!  This token idea opens up so much more design space.  You could have a card that does something different depending on whether it's contested or not.  For instance:

Quote
Smithing village: Action, $4
If you have the smithy token, +3 cards.  Otherwise, +1 card, +2 actions, and take the smithy token.
Smithing village is probably a terrible idea.  But you see how very simple effects could be combined into a complex card.

3. One more idea!  I wanted to design a card (White Elephant here) which is like Masquerade, but which incentivizes swapping more expensive cards.  I was unsatisfied with it, and it didn't seem to work no matter what I changed.  So I thought, why swap cards between neighbors?  Just swap cards with the last person to play the card.

Quote
White Elephant: Action, $5
+1 action
Reveal a card from your hand.  Have it switch places with the current Gift card.
If you received a card costing less than the one you revealed, then +$3, and you may trash a card from your hand.
------------------------------
Setup: Set aside a silver as the initial Gift card.  The Gift card is not in the supply.

I'm not sure that's balanced.  But you get the idea.

Can you think of any well-balanced cards using these mechanics?
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461.weavile

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Re: Mechanics inspired by passing
« Reply #1 on: December 05, 2015, 01:49:19 am »
0

I actually have some custom cards that I'm testing with similar mechanics. One with a pass-style effect and a set of 4 that use the same token.

I was thinking about making this one cost 3 instead, but I like that it doesn't cost the same as Silver.
http://i.imgur.com/eHAVoHL.jpg

These 4 all use the same Token, so they get more powerful if there is more than one of them in a Kingdom.
http://i.imgur.com/tTCpvhL.jpg
http://i.imgur.com/ulvB4UE.jpg
http://i.imgur.com/M1D8UZA.jpg
http://i.imgur.com/Bx2U0Dd.jpg
As a side note, they won't always be in the kingdom with Potions because the cost doesn't include a Potion, so I tried to make the effects take this into account.

I'm not sure I'm done modifying them, and I don't think the costs are correct yet for Trinket, Magical Hammer, or Magical Sword.
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Gubump

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Re: Mechanics inspired by passing
« Reply #2 on: December 05, 2015, 01:58:49 am »
0

I actually have some custom cards that I'm testing with similar mechanics. One with a pass-style effect and a set of 4 that use the same token.

I was thinking about making this one cost 3 instead, but I like that it doesn't cost the same as Silver.
http://i.imgur.com/eHAVoHL.jpg

These 4 all use the same Token, so they get more powerful if there is more than one of them in a Kingdom.
http://i.imgur.com/tTCpvhL.jpg
http://i.imgur.com/ulvB4UE.jpg
http://i.imgur.com/M1D8UZA.jpg
http://i.imgur.com/Bx2U0Dd.jpg
As a side note, they won't always be in the kingdom with Potions because the cost doesn't include a Potion, so I tried to make the effects take this into account.

I'm not sure I'm done modifying them, and I don't think the costs are correct yet for Trinket, Magical Hammer, or Magical Sword.

Buying a Trinket doesn't help you any more than it does your opponents, and in fact, it's worse for whoever bought it because they had to spend a buy and $2 to get it, whereas everybody else gets it for free.
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If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

AJD

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Re: Mechanics inspired by passing
« Reply #3 on: December 05, 2015, 02:05:16 am »
0

1. I was thinking about the mechanic of passing cards.  For example, LastFootNote's Wanderer.

Quote
Wanderer: Action, $3
+4 Cards. The player to your right gains this card.

One of the problems with this is that it's political.  If you buy one, you most help the player on your right.

I don't see how this is any more political than something like Smugglers or Possession. You don't get to choose to screw over or help a particular player; you just make the cost-benefit analysis over whether passing the card to your right-hand neighbor specifically is worth it.
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461.weavile

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Re: Mechanics inspired by passing
« Reply #4 on: December 05, 2015, 03:17:24 am »
0

Buying a Trinket doesn't help you any more than it does your opponents, and in fact, it's worse for whoever bought it because they had to spend a buy and $2 to get it, whereas everybody else gets it for free.

You may be taking this into account already, but when you buy it, you get a second copy like Port. I think giving a Silver to the other players is a fair penalty to getting 2 Silvers, with or without the other strange effect.
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Gubump

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Re: Mechanics inspired by passing
« Reply #5 on: December 05, 2015, 09:22:48 am »
0

Buying a Trinket doesn't help you any more than it does your opponents, and in fact, it's worse for whoever bought it because they had to spend a buy and $2 to get it, whereas everybody else gets it for free.

You may be taking this into account already, but when you buy it, you get a second copy like Port. I think giving a Silver to the other players is a fair penalty to getting 2 Silvers, with or without the other strange effect.

Oops, for some reason, I thought that the on-buy effect replaced gaining it, so you would only get one. *Facepalms.* In that case, ignore what I said, I actually like it.
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Gubump

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Re: Mechanics inspired by passing
« Reply #6 on: December 05, 2015, 09:34:13 am »
0

I actually have some custom cards that I'm testing with similar mechanics. One with a pass-style effect and a set of 4 that use the same token.

I was thinking about making this one cost 3 instead, but I like that it doesn't cost the same as Silver.
http://i.imgur.com/eHAVoHL.jpg

These 4 all use the same Token, so they get more powerful if there is more than one of them in a Kingdom.
http://i.imgur.com/tTCpvhL.jpg
http://i.imgur.com/ulvB4UE.jpg
http://i.imgur.com/M1D8UZA.jpg
http://i.imgur.com/Bx2U0Dd.jpg
As a side note, they won't always be in the kingdom with Potions because the cost doesn't include a Potion, so I tried to make the effects take this into account.

I'm not sure I'm done modifying them, and I don't think the costs are correct yet for Trinket, Magical Hammer, or Magical Sword.

I just realized one problem with Magical Arrow. If you've played even a single Hireling or Champion this game, your Magical Arrows are completely useless for the rest of the game, since Hirelings and Champions both stay in play forever. I would reword it to "If you haven't played any cards this turn other than Magical Arrows, +2 Cards."
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If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

Gubump

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Re: Mechanics inspired by passing
« Reply #7 on: December 05, 2015, 07:10:30 pm »
0

I actually have some custom cards that I'm testing with similar mechanics. One with a pass-style effect and a set of 4 that use the same token.

I was thinking about making this one cost 3 instead, but I like that it doesn't cost the same as Silver.
http://i.imgur.com/eHAVoHL.jpg

These 4 all use the same Token, so they get more powerful if there is more than one of them in a Kingdom.
http://i.imgur.com/tTCpvhL.jpg
http://i.imgur.com/ulvB4UE.jpg
http://i.imgur.com/M1D8UZA.jpg
http://i.imgur.com/Bx2U0Dd.jpg
As a side note, they won't always be in the kingdom with Potions because the cost doesn't include a Potion, so I tried to make the effects take this into account.

I'm not sure I'm done modifying them, and I don't think the costs are correct yet for Trinket, Magical Hammer, or Magical Sword.

For the Magical Hammer, do you get the Magic token bonus at the start of your next turn or on the turn you play Magical Hammer?
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If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

461.weavile

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Re: Mechanics inspired by passing
« Reply #8 on: January 06, 2016, 11:58:19 pm »
0

For the Magical Hammer, do you get the Magic token bonus at the start of your next turn or on the turn you play Magical Hammer?
Trashing now; +Actions now; +coins next turn.

I tried to separate them by making it a separate sentence, but it would've been just as confusing if I put the Duration part after the Magic token part
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