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Author Topic: Kru5h's card ideas  (Read 13772 times)

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AdrianHealey

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Re: Kru5h's card ideas
« Reply #250 on: January 04, 2017, 09:20:02 am »
+1

Told you so.
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kru5h

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Re: Kru5h's card ideas
« Reply #251 on: September 15, 2017, 04:43:42 am »
+1

Quote
Cobbler Action,
Gain a card costing up to .
If it costs less than...
, +1 Action
, +1 Card
, +
(Do all that apply.)

I wanted a card that does several things:

You can gain a card costing up to $4.
You can gain a Silver. If you do, you get your Action back.
You can gain an Estate. If you do, you get your Card and Action back.
You can gain a Copper. If you do, you get your Card and Action back an immediate +$1.

This basically rewards you for gaining cheaper cards.

Quote
Angry Mob Action - Attack - Duration,
+1 Action
Each other player discards down to 4 cards in hand.

At the start of your next turn, choose one:
+; or discard a card to put this into your hand.

Quote
Fast Track Event,
If this is your first or second turn, gain a Duchy.

You can start the game with a Duchy (or two), but your deck will be considerably behind and a bit clogged.
« Last Edit: September 15, 2017, 03:24:59 pm by kru5h »
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ThetaSigma12

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Re: Kru5h's card ideas
« Reply #252 on: September 15, 2017, 08:20:36 am »
+2

I like Fast Track, but does it need the cost? You have in your starting hand so no matter what you open you can always pay it off. would probably be too harsh, couldn't you just make it ?
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kru5h

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Re: Kru5h's card ideas
« Reply #253 on: September 15, 2017, 03:38:21 pm »
0

I should also change Dagger.

Quote
Dagger Action,
+1 Action
You may trash a card from your hand.
Shuffle this into your deck.
--
When you trash this, gain a card costing up to .
« Last Edit: September 16, 2017, 01:13:33 am by kru5h »
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josh56

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Re: Kru5h's card ideas
« Reply #254 on: September 15, 2017, 04:45:20 pm »
0

Quote
Cobbler Action,
Gain a card costing up to .
If it costs less than...
, +1 Action
, +1 Card
, +
(Do all that apply.)

I wanted a card that does several things:

You can gain a card costing up to $4.
You can gain a Silver. If you do, you get your Action back.
You can gain an Estate. If you do, you get your Card and Action back.
You can gain a Copper. If you do, you get your Card and Action back an immediate +$1.

This basically rewards you for gaining cheaper cards.
A cantrip Estate gainer can be useful in Silk Road or Garden games but I think that option will be mostly used if decent 2s are in the Kingdom.
A Peddler that gains a Copper is also only useful in Garden games or late in the game when self-junking doesn't matter anymore.

I think it is overall narrower and thus worse than Ironworks so I'd reprice it at 3.
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kru5h

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Re: Kru5h's card ideas
« Reply #255 on: September 16, 2017, 01:10:45 am »
+1

Quote
Cobbler Action,
Gain a card costing up to .
If it costs less than...
, +1 Action
, +1 Card
, +
(Do all that apply.)

I wanted a card that does several things:

You can gain a card costing up to $4.
You can gain a Silver. If you do, you get your Action back.
You can gain an Estate. If you do, you get your Card and Action back.
You can gain a Copper. If you do, you get your Card and Action back an immediate +$1.

This basically rewards you for gaining cheaper cards.
A cantrip Estate gainer can be useful in Silk Road or Garden games but I think that option will be mostly used if decent 2s are in the Kingdom.
A Peddler that gains a Copper is also only useful in Garden games or late in the game when self-junking doesn't matter anymore.

I think it is overall narrower and thus worse than Ironworks so I'd reprice it at 3.

3 cost would make it strictly better than Workshop.

If it needs to be slightly stronger, I could do this:

Quote
Cobbler Action,
Gain a card costing up to .
If it costs or less, +1 Card and +1 Action.
If it costs or less, +1 Buy and +.

Then it can be played 3 ways:

Gain a card up to 4.
+1 Card, +1 Action, gain a card up to 3.
or +1 Card, +1 Action, +1 Buy, and +$1, (Market) but as a penalty you gain a Copper.

Asper

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Re: Kru5h's card ideas
« Reply #256 on: September 16, 2017, 01:24:43 am »
+1

Quote
Cobbler Action,
Gain a card costing up to .
If it costs less than...
, +1 Action
, +1 Card
, +
(Do all that apply.)

I wanted a card that does several things:

You can gain a card costing up to $4.
You can gain a Silver. If you do, you get your Action back.
You can gain an Estate. If you do, you get your Card and Action back.
You can gain a Copper. If you do, you get your Card and Action back an immediate +$1.

This basically rewards you for gaining cheaper cards.
A cantrip Estate gainer can be useful in Silk Road or Garden games but I think that option will be mostly used if decent 2s are in the Kingdom.
A Peddler that gains a Copper is also only useful in Garden games or late in the game when self-junking doesn't matter anymore.

I think it is overall narrower and thus worse than Ironworks so I'd reprice it at 3.

3 cost would make it strictly better than Workshop.

If it needs to be slightly stronger, I could do this:

Quote
Cobbler Action,
Gain a card costing up to .
If it costs or less, +1 Card and +1 Action.
If it costs or less, +1 Buy and +.

Then it can be played 3 ways:

Gain a card up to 4.
+1 Card, +1 Action, gain a card up to 3.
or +1 Card, +1 Action, +1 Buy, and +$1, (Market) but as a penalty you gain a Copper.

I like it. The fact that it costs 4$ itself means that the option to gain a 4$, just without any bonus, will always be available.

kru5h

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Re: Kru5h's card ideas
« Reply #257 on: September 16, 2017, 01:34:16 am »
0

The old Cipher was a bit strong.

Quote
Cipher Action,
+ 3 Cards
Choose a card from your hand. Either discard it,
or put it onto your deck.

If this is the first time you played this card this turn,
you may discard a Silver to play this card again.

Or maybe this card doesn't need to be so complicated.

Quote
Cipher Action,
+ 3 Cards
Choose a card from your hand. Either discard it,
or put it onto your deck.

Angry Mob still doesn't feel right. Maybe this is more of what I'm going for:

Quote
Angry Mob Action - Attack - Duration,
At the start of each of your turns for the rest of the game, you may discard a card.
When you do, each other player discards down to 4 cards in hand.
(This stays in play.)

New card idea: Mule. It's like a Hireling, but you have to pay each turn to keep it in play.

Quote
Mule Action - Duration,
At the start of each of your turns, if this is still in play, +1 Card.
(This stays in play in some cases.)
---
At the end of each Buy Phase, either pay , or discard this card from play.

You could have 4 of these in play and you get 4 extra cards each turn, but you're losing $4 from each buy phase.
« Last Edit: September 16, 2017, 05:10:59 am by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #258 on: September 22, 2017, 04:18:18 pm »
0

Quote
Collection Event,
Once per turn: You may gain a Copper. If you do, +2 Buys.
« Last Edit: September 22, 2017, 04:46:32 pm by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #259 on: September 24, 2017, 06:30:44 pm »
+1

I like Fast Track, but does it need the cost? You have in your starting hand so no matter what you open you can always pay it off. would probably be too harsh, couldn't you just make it ?

Quote
Fast Track Event,
If this is your first or second turn, +1 Buy and gain a Duchy.

This still lets you buy other cards. Might be too strong. If it is I can nerf it to Gain an Estate and +1.

kru5h

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Re: Kru5h's card ideas
« Reply #260 on: September 24, 2017, 06:39:18 pm »
0

Quote
Pyramid Landmark
When scoring, +1 per Coin Token you have, up to 5.
Setup: Each player starts the game with 5 Coin Tokens.
« Last Edit: September 24, 2017, 06:45:49 pm by kru5h »
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josh56

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Re: Kru5h's card ideas
« Reply #261 on: September 25, 2017, 05:23:37 am »
+1

Quote
Pyramid Landmark
When scoring, +1 per Coin Token you have, up to 5.
Setup: Each player starts the game with 5 Coin Tokens.
In the absence of cards that provide Coin tokens I am pretty sure that spending all Coin tokens is nearly always better than making VP tokens out of them at the end of the game.
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kru5h

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Re: Kru5h's card ideas
« Reply #262 on: September 25, 2017, 08:14:25 pm »
0

Quote
Pyramid Landmark
When scoring, +1 per Coin Token you have, up to 5.
Setup: Each player starts the game with 5 Coin Tokens.
In the absence of cards that provide Coin tokens I am pretty sure that spending all Coin tokens is nearly always better than making VP tokens out of them at the end of the game.

Probably right.

2VP per token seems like they would never be spent, though. Maybe this is just a bad landmark. If I were willing to salvage it, I would probably make it 2VP per token, but only 3 tokens to start with.

josh56

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Re: Kru5h's card ideas
« Reply #263 on: September 25, 2017, 08:57:52 pm »
0

Giving up the VP equivalence of a Province is of course a harsher price to pay for a 5/5 opening (the first version made crazy openings like Prince and a 4 possible!) and might create an actual trade-off. But if other cards that provide Coin tokens are present the strategy is simple: spend all Coin tokens during the opening to get 5/5 (or e.g. 7/3 if Forge is present), later buy a Coin token gaining card, spend some of them but have 3 Coin tokens when the game ends.
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Asper

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Re: Kru5h's card ideas
« Reply #264 on: September 26, 2017, 05:59:55 am »
0

Quote
Pyramid Landmark
When scoring, +1 per Coin Token you have, up to 5.
Setup: Each player starts the game with 5 Coin Tokens.
In the absence of cards that provide Coin tokens I am pretty sure that spending all Coin tokens is nearly always better than making VP tokens out of them at the end of the game.

Probably right.

2VP per token seems like they would never be spent, though. Maybe this is just a bad landmark. If I were willing to salvage it, I would probably make it 2VP per token, but only 3 tokens to start with.

I like the general idea of the card, but it has the problem that a card like Baker is a VP token cantrip which does nothing to end the game. On the other hand, it gives coin tokens, which help to buy cards. The question is just, at which point are the VP you could buy from a Victory card as good as the coin tokens you spend for it? If you spend 3 coin tokens to go from 5$ to a Province, you basically only made 3 VP and could have bought a Duchy instead, while staying more flexible. This problem is far less present with 2 coin tokens per VP. If you have 5$ and spend three coin tokens, you still made one or even two VP more than if you bought the Duchy. I think that's okay. Also, I think it should be at least 4 coin tokens everybody gets at the start. Otherwise, it will not matter all that often. Or you could have players receive free coin tokens when buying something expensive, like a Province. Just a few thoughts.

josh56

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Re: Kru5h's card ideas
« Reply #265 on: September 26, 2017, 06:56:40 am »
+2

Quote
Pyramid Landmark
When scoring, +1 per Coin Token you have, up to 5.
Setup: Each player starts the game with 5 Coin Tokens.
In the absence of cards that provide Coin tokens I am pretty sure that spending all Coin tokens is nearly always better than making VP tokens out of them at the end of the game.

Probably right.

2VP per token seems like they would never be spent, though. Maybe this is just a bad landmark. If I were willing to salvage it, I would probably make it 2VP per token, but only 3 tokens to start with.

I like the general idea of the card, but it has the problem that a card like Baker is a VP token cantrip which does nothing to end the game.
Due to the cap at 5 this is not a problem.
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kru5h

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Re: Kru5h's card ideas
« Reply #266 on: September 27, 2017, 04:15:04 am »
+1

Quote
The Gift Edict
Once per turn on their turn, a player may exchange 2 for a Coin Token.
Setup: Each player starts the game with 6.

This makes it so that players can only spend one per turn so that they can't do ridiculous openings.
« Last Edit: September 27, 2017, 04:22:43 am by kru5h »
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josh56

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Re: Kru5h's card ideas
« Reply #267 on: September 27, 2017, 05:11:42 pm »
+1

Quote
The Gift Edict
Once per turn on their turn, a player may exchange 2 for a Coin Token.
Setup: Each player starts the game with 6.

This makes it so that players can only spend one per turn so that they can't do ridiculous openings.
This seems like the best implementation of the idea. The 2:1 ratio makes it a tricky decision and the wacky opening possibilities are eliminated. You could still get a Prince and a Nomad Camp though if Baker is also in the Kingdom (and if you draw the topdecked Nomad Camp together with 4 Coppers). ;)
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Re: Kru5h's card ideas
« Reply #268 on: September 27, 2017, 06:38:04 pm »
+3

Quote
The Gift Edict
Once per turn on their turn, a player may exchange 2 for a Coin Token.
Setup: Each player starts the game with 6.

This makes it so that players can only spend one per turn so that they can't do ridiculous openings.
Couldn't this be an Event:

Gift
Once per turn: Spend 2 for + and +1 Buy.
-----------
Setup: Each player starts the game with 6.

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Jack Rudd

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Re: Kru5h's card ideas
« Reply #269 on: September 28, 2017, 09:06:59 am »
+1

Quote
The Gift Edict
Once per turn on their turn, a player may exchange 2 for a Coin Token.
Setup: Each player starts the game with 6.

This makes it so that players can only spend one per turn so that they can't do ridiculous openings.
This seems like the best implementation of the idea. The 2:1 ratio makes it a tricky decision and the wacky opening possibilities are eliminated. You could still get a Prince and a Nomad Camp though if Baker is also in the Kingdom (and if you draw the topdecked Nomad Camp together with 4 Coppers). ;)
Prince isn't necessarily all that as an opener, though, especially not in non-Shelters games. I'd be more worried about being able to open with Forge or Expand.
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kru5h

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Re: Kru5h's card ideas
« Reply #270 on: October 02, 2017, 04:21:17 am »
0

Quote
Demagogue Action - Attack,
+1 Card
+1 Action

You may put a card from your hand onto your deck.
If you do, each other player with 4 or more cards in hand does.
You may discard a card.
If you do, each other player with 4 or more cards in hand does.

Edit: This is quite wordy.

Anyway. This is a weak attack, so it's cheap. Sometimes you don't even want to discard or put a card on your deck, so it's just a cantrip.

Edit 2: Remove the part about gaining a Copper.
Edit 3: Reduced price from $3 to $2.
« Last Edit: October 04, 2017, 03:07:08 am by kru5h »
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Asper

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Re: Kru5h's card ideas
« Reply #271 on: October 04, 2017, 05:52:56 pm »
+1

One word of caution: You don't usually want cantrips that do nothing for you on boards with discard attacks, as keeping the cantrip in hand always carries the risk that you will draw something worse than you discarded. I don't think it's as bad with topdecking, but it's still bad enough and Demagogue seems so weak that I can't imagine ever using it. Either the board allows for its attack to be so good that the downside on play is worth it, and then it still harms itself more than decks without it. Or there are ways like Library or Lookout to soften its downside on play, but then its attack is not worth it. You never get out with more than you sacrifice here.

kru5h

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Re: Kru5h's card ideas
« Reply #272 on: October 04, 2017, 08:37:13 pm »
0

One word of caution: You don't usually want cantrips that do nothing for you on boards with discard attacks, as keeping the cantrip in hand always carries the risk that you will draw something worse than you discarded. I don't think it's as bad with topdecking, but it's still bad enough and Demagogue seems so weak that I can't imagine ever using it. Either the board allows for its attack to be so good that the downside on play is worth it, and then it still harms itself more than decks without it. Or there are ways like Library or Lookout to soften its downside on play, but then its attack is not worth it. You never get out with more than you sacrifice here.

I could combine it with Cipher?

Quote
Cipher Action - Attack, ?
+3 Cards
Choose one: Put a card from your hand onto your deck, or discard a card.
Whichever you do, each other player with 4 or more cards in hand does.

It seems alright, but there's something about the card I just don't like.


I could make it a Silver variant.

Quote
Demagogue Treasure - Attack,

You may put a card from your hand onto your deck.
If you do, each other player with 4 or more cards in hand does.
You may discard a card.
If you do, each other player with 4 or more cards in hand does.

I think I like that a bit better, but meh.

Maybe this just isn't a good card to make.

Here's something I came up with that has little to do with the above card. It's like a lab, but sits on your Tavern Mat until you discard.

Quote
Cooper Action - Reserve,
+2 Cards
+1 Action

Put this on your Tavern Mat.
--
At the start of your turn, you may call this to discard a card.

Then there's this:

Quote
Angry Mob Action - Attack - Duration,

Now and at the start of your next turn:
Each other player discards down to 3 cards in hand, then draws a card.

Wait. I forgot that delayed attacks cause tracking issues when a Moat is revealed.

Quote
Demagogue Action - Attack,
Choose one: +1 Card and +1 Action; or +2 Cards.
You may put a card from your hand onto your deck.
If you do, each other player with 4 or more cards in hand does.
You may discard a card.
If you do, each other player with 4 or more cards in hand does.

Or I could make it an attack Village:

Quote
Warriors' Village Action - Attack,
+1 Card
+2 Actions
You may put a card from your hand onto your deck.
If you do, each other player with 4 or more cards in hand does.
You may discard a card.
If you do, each other player with 4 or more cards in hand does.
« Last Edit: October 05, 2017, 12:32:42 am by kru5h »
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josh56

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Re: Kru5h's card ideas
« Reply #273 on: October 07, 2017, 01:38:21 am »
0

Quote
Cooper Action - Reserve,
+2 Cards
+1 Action

Put this on your Tavern Mat.
--
At the start of your turn, you may call this to discard a card.
This is probably only a bit worse than Fugitive and seems like a good 4 to me.
I'd like to point out that Asper's Hunter is a less vanilla-ish and more interesting implementation of a Reserve non-terminal draw that can be called at a cost.
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