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Author Topic: Kru5h's card ideas  (Read 112453 times)

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kru5h

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Re: Kru5h's card ideas
« Reply #425 on: April 02, 2020, 05:52:55 am »
0

BTW, Bull could be shortened to "If it's your Action phase, +$1".  It's always additional, and there isn't an if/else block that would make it not stack.  It might be more clear with more words to someone who's not used to strict logic, but it's how stuff is generally worded and a rule sheet would exist.

I'm fine with how it is. I don't want to go back and redo it again.

Besides, there have been many cases of overexplaining things in Dominion. "After Drawing", "Immediately", "This stays in play."

kru5h

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Re: Kru5h's card ideas
« Reply #426 on: May 31, 2021, 08:42:14 pm »
+2

I've been away for a long time designing my own game. It's nearly done (a year or two left), so now my creativity is going back to Dominion.

A lot of my old cards need slight tweaks or re-costing. I'll get to that later.

For now, here're two cards that I'm working on that I want feedback on.

Quote
Unnamed 1, Action, Cost
+3 Cards
You may spend an unused Action, for +2 Cards.
Feels very slightly weak. +1 Buy would make it too much like Barge.

Quote
Unnamed 2, Action, Cost
+2 Cards
+3 Actions

-
When you Buy this, each other player may gain a card costing up to .
Not sure if I want it to say "Gain a cheaper card" because cost reducers make it weird.

Quote
Unnamed 3, Action, Cost
+1 Card
+1 Action

If the next card you play costs less than this, you may play it twice.

kru5h

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Re: Kru5h's card ideas
« Reply #427 on: June 02, 2021, 08:44:25 pm »
+2

Concierge


Witches' Village


Whenever you have 6 or more Jinx tokens, you return 6 of them and gain a Curse.

kru5h

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Re: Kru5h's card ideas
« Reply #428 on: June 05, 2021, 12:56:15 am »
+1

Concierge seemed too strong. This version seems strong still, but you can't Concierge a Concierge for triple play like you can a King's Court.

Concierge (v2)


Cloister (v5)

Should this cost 3 or 4?

Young Smithy (v1)
« Last Edit: June 05, 2021, 01:45:32 am by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #429 on: June 06, 2021, 01:03:17 am »
+1

A bit wordy, but worth it, I think.

Spike Pit (formerly Trap)


Whenever you have 6 or more Jinx tokens, you return 6 of them and gain a Curse.
« Last Edit: June 06, 2021, 01:06:59 am by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #430 on: June 08, 2021, 12:45:48 am »
+1

Concierge (v4)

« Last Edit: June 08, 2021, 09:10:29 pm by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #431 on: June 08, 2021, 09:00:29 pm »
+1

Some Events I've been working on. Hopefully more to come.

Risk


Mulligan


Land Grab


Dark Arts
« Last Edit: June 08, 2021, 09:16:49 pm by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #432 on: June 10, 2021, 12:35:35 am »
+1

Profit

Turn one Buy into one money. Also, Golds are better.
« Last Edit: June 12, 2021, 02:33:47 am by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #433 on: June 12, 2021, 02:17:18 am »
0


Greed

Really good with Capitalism.

Redistribution

If it's your very first turn, you get to rearrange your starting deck however you please. If it's not your first turn, this isn't strictly better or worse than Scouting Party.

kru5h

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Re: Kru5h's card ideas
« Reply #434 on: June 14, 2021, 09:41:58 pm »
0

Banker

kru5h

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Re: Kru5h's card ideas
« Reply #435 on: June 24, 2021, 09:04:38 pm »
0

fika monster, are you alright with me using your mechanic in my cards?



I attributed you on the card text at the bottom.

EDIT: Nvm. It probably makes attack cards too weak and things like Desperation too strong. It needs a nerf but there's no more room on the card.
« Last Edit: June 25, 2021, 12:10:27 am by kru5h »
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exfret

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Re: Kru5h's card ideas
« Reply #436 on: June 30, 2021, 01:12:18 am »
+1

fika monster, are you alright with me using your mechanic in my cards?



I attributed you on the card text at the bottom.

EDIT: Nvm. It probably makes attack cards too weak and things like Desperation too strong. It needs a nerf but there's no more room on the card.

EDIT: After thinking about it, I think "unused Action" might just be better actually, since it's less wordy and I see you have other cards like this. I'd still recommend not specifying "Action, not Action card" since you can't really "spend" Action cards anyways, so it should be clear.

I like this card, but the wording is really weird. Just say "if you have at least one Action, you may spend it for +2 Cards" without using the word "unused" or "Action, not Action card"... it should be clear what it means and I think this sort of wording just adds confusion.

I also don't understand the bottom line text. Is above line not enough?
« Last Edit: June 30, 2021, 01:15:40 am by exfret »
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exfret

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Re: Kru5h's card ideas
« Reply #437 on: June 30, 2021, 01:17:54 am »
+3

Also, in addition to the above post, I think jinx tokens are extremely weak. I mean, they're 1/6th of a curse, and while curses are strong that is a really low proportion. I think they should be every other or *maybe* every third. But even then I don't see the advantage to just giving the curse outright.
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kru5h

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Re: Kru5h's card ideas
« Reply #438 on: November 16, 2022, 09:04:06 pm »
0

New card idea that I need to workshop a bit:

Royal Parade, Action
You may play an Action card costing less than this from your hand twice.
You may play an Action card costing less than that card from your hand twice.
And so on...

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Re: Kru5h's card ideas
« Reply #439 on: November 22, 2022, 09:59:26 am »
0

Quote
Volcano Victory,
3
-
You can't gain or buy this if any Supply piles are empty.

You want to buy these quickly before they are locked out from the game, but buying too many too quickly will slow down your deck.

czzzz

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Re: Kru5h's card ideas
« Reply #440 on: November 22, 2022, 11:52:46 pm »
0

...jinx tokens are extremely weak. I mean, they're 1/6th of a curse, and while curses are strong that is a really low proportion.
I had a similar impression. What if, when you reach the trigger threshold, you gained two Coppers and a Curse? Then maybe it would be more of a threat? This way, even when the Curse pile runs out, it would still hurt.
...I think they should be every other or *maybe* every third. But even then I don't see the advantage to just giving the curse outright.
I like every third, personally. I think it would be fun to have a minigame of balancing cards that Jinx yourself (but are cheaper or stronger than penalty-free cards) with cards that manage your Jinx (but again, might be weaker, more expensive, or have another tradeoff).
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kru5h

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Re: Kru5h's card ideas
« Reply #441 on: November 27, 2022, 03:55:47 pm »
+1

...jinx tokens are extremely weak. I mean, they're 1/6th of a curse, and while curses are strong that is a really low proportion.
I had a similar impression. What if, when you reach the trigger threshold, you gained two Coppers and a Curse? Then maybe it would be more of a threat? This way, even when the Curse pile runs out, it would still hurt.
...I think they should be every other or *maybe* every third. But even then I don't see the advantage to just giving the curse outright.
I like every third, personally. I think it would be fun to have a minigame of balancing cards that Jinx yourself (but are cheaper or stronger than penalty-free cards) with cards that manage your Jinx (but again, might be weaker, more expensive, or have another tradeoff).

It stays at 6 Jinx tokens per Curse because it's all relative.

If you want a Curse every other time you play a card, simply give out 3 Jinx tokens per card played.

If you want a Curse every 3rd time you play a card, simply give out 2 Jinx tokens per card played.

That's the whole point of the tokens. They can be customized in strength.

segura

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Re: Kru5h's card ideas
« Reply #442 on: November 27, 2022, 07:28:27 pm »
+1

Quote
Volcano Victory,
3
-
You can't gain or buy this if any Supply piles are empty.

You want to buy these quickly before they are locked out from the game, but buying too many too quickly will slow down your deck.
This looks like a boring vanilla version of Gardens.
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kru5h

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Re: Kru5h's card ideas
« Reply #443 on: November 27, 2022, 07:46:13 pm »
0

Quote
Volcano Victory,
3
-
You can't gain or buy this if any Supply piles are empty.

You want to buy these quickly before they are locked out from the game, but buying too many too quickly will slow down your deck.
This looks like a boring vanilla version of Gardens.

Point taken.

Here's a new one I've been working on:

Quote
Maid, Action
Reveal the top card of your deck.
If it's a Curse, trash it. Otherwise, put it into your hand.
If it's an...
Action card, +1 Action
Treasure card, +1 Buy
Victory card, +1 Card

Quote
Probably Been Done Before Action,
+
You may play an Action card from your hand twice.

Quote
Painter Action,
Gain a card costing up to .
If it's an Action or Treasure card that doesn't cost , you may play it.

*Edit: Added 2 cards.
« Last Edit: November 27, 2022, 10:51:21 pm by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #444 on: December 09, 2022, 10:37:35 pm »
0


Quote
Probably Been Done Before Action,
+
You may play an Action card from your hand twice.

I playtested the above card and it was quite fun despite how simple it was! If it hasn't been done before, I'll add it to my list of cards.

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Re: Kru5h's card ideas
« Reply #445 on: December 10, 2022, 06:59:54 am »
0

It is just Elder without the restriction.
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kru5h

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Re: Kru5h's card ideas
« Reply #446 on: December 11, 2022, 08:45:50 pm »
+1

Changed 2 of my old cards:

Scientist(New, stronger version)


Scientist (Formerly: Inventor)[Previous Version, a bit weak]


Young Smithy(New version, less likely to be a dud)


Young Smithy(Previous Version)



Also removed some old cards and clarified the wording on Cooper.

Let me know if you think Scientist is too strong now.

Edit: I forgot that I also changed Grand Workshop. Previously, it gained 2 copies of the exact same card, but that emptied piles too quickly. This is the new version.

Grand Workshop (Formerly: Kiln)
« Last Edit: December 12, 2022, 08:36:24 pm by kru5h »
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segura

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Re: Kru5h's card ideas
« Reply #447 on: December 12, 2022, 05:17:15 pm »
0

I don’t get Scientist. It is so automatic, you will just get it when possible. There is no trade-off or subtlety or ambiguity involved, the card is simply always good.
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kru5h

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Re: Kru5h's card ideas
« Reply #448 on: December 12, 2022, 08:39:18 pm »
0

It's supposed to be like Grand Market, but the opposite. Grand market is hard to get your first few turns, but becomes easier once you have one. This is supposed to be easy to get at first, but become very difficult to obtain, since you'll have Scientists in play all of the time and you can't buy new ones. The "decision" comes from whether you want to pass on playing a copy of the card so that you can buy another one. Though, I understand that that's not the greatest or toughest decision.

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Re: Kru5h's card ideas
« Reply #449 on: December 13, 2022, 02:43:46 pm »
+1

Ignoring edge cases, you always want to play a DoublePeddler. Sure, perhaps you already hit $6 and don’t want a Province yet so you don’t play Scientist to get another one but gee, that is really borderline.
Other DoublePeddlers like Grand Market, Conspirator and Vassal are interesting because they need serious investment to work whereas Scientist does not. You just get one when you can.
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