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DBnator

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Dominion: Strive & Reward
« on: October 30, 2016, 05:05:42 pm »
+4

This is my first try at making a fan-expansion and I'm not that experienced with Dominion yet, so any kind of feedback is appreciated a lot. :)
My goal was to focus on gaining/discarding/trashing Treasure cards and creating interesting interactions and tactics.

Edit: I replaced the first cards I posted with updated ones already.

2 cost cards:


3 cost cards:


4 cost cards:


5 cost cards:


6 cost cards:



PS: I haven't played with most of the official cards yet but read through all of them at least twice.
But it could still be that I overlooked some broken combintions with my cards that you may find very obvious.

Also I'm not a native speaker so I'm not 100% familiar with the english Dominion wording and don't know all these fancy medieval themed words.
If you find some wording or card names odd or have a better suggestion, please let me know. :)
« Last Edit: November 10, 2016, 06:11:57 pm by DBnator »
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kru5h

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Re: Dominion: Strive & Reward
« Reply #1 on: October 30, 2016, 05:31:36 pm »
+1

Your "Old Gem" is mostly and +1 Buy for .

Charm is already a real card that's and +1 Buy, but costs only . (And it has a second option.)
« Last Edit: October 30, 2016, 05:32:40 pm by kru5h »
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Re: Dominion: Strive & Reward
« Reply #2 on: October 30, 2016, 05:42:54 pm »
0

I do love the most of the cards! Nice interactions and everything.

Some comments:

1) Treasurer is too good for five. I'd put it on 6 at least. You discard copper and receive double lab/+2 which is great.
2) Some little typos like "This is in play" on collector.
3) I'd give Peasant Village a cost of 3 cause it's like a little better Settlers.
4) Ambush is meh. You try to make a cantrip with not so powerful attack. I'd add the cantrip part to it by default and tried to make it Lost City.
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Re: Dominion: Strive & Reward
« Reply #3 on: October 30, 2016, 05:54:54 pm »
+6

Nasty tactic of the day: Possess your opponent, play a cost-reducer, and Prince his Stolen Goods.
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AdrianHealey

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Re: Dominion: Strive & Reward
« Reply #4 on: October 30, 2016, 06:18:40 pm »
+2

Gatekeeper; seems reasonable. Couldn't think of any glaring issues immediately.
Replica: same.
Wayfarer: needs to have the 'reaction' type. But otherwise: reasonable.
Antiquarian: also reasonable.
Offertory: a little nice, but reasonable.
Rainbow: great synergy. I generally don't like cards like that, but this sure works.
Reclamation is: trash a silver, +2 cards + $2, +1 buy. That seems far too powerful at $3.
Restorer: I think it works.
Ambush: I think I like it.
Craftsmen: I don't think it works, because gaining is not simultaneous. So you'll never gain a gold that way.
Cursed Gold: Cool card.
Furnace: not official dominion lingo, but I think it works.
Gold Diggers Village: I think it can cost $5, tbh.
Peasant village: I think it can cost $3.
Bribe: fun, works.
Cathedral: seems strong. Not sure.
Collector: seems fun. Slightly tricky though. I don't think I would put at $5. Maybe $4.
Foundry: yup works.
Greed: nobody is going to like greed.
Moneylaundering is hard. Trashing a gold (or even a platinum) and getting +5 (+8) in your hand in coppers? I don't think people are going to like this card too.
Stolen goods: Not official dominion language, but it works.
Could even be $4 with that downside, I think.
Treasurer: needs a 'reaction' status. And it's trictly better than stables, so this needs to be $6 at least.
Investor: Cool card.
Mountains: Works.
Gem to much like a real existing card.
 

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GendoIkari

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Re: Dominion: Strive & Reward
« Reply #5 on: October 30, 2016, 06:31:14 pm »
0

Nasty tactic of the day: Possess your opponent, play a cost-reducer, and Prince his Stolen Goods.

Even though it's a 4 card combo; it's probably enough that it should be changed to avoid it.
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DBnator

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Re: Dominion: Strive & Reward
« Reply #6 on: October 30, 2016, 06:34:05 pm »
0

Your "Old Gem" is mostly and +1 Buy for .

Charm is already a real card that's and +1 Buy, but costs only . (And it has a second option.)

I had Old Gem at 5 first, but I didn't want you to be able to recycle it into itself. Do you think it would be fun/balanced to be able to do that? Or is the issue rather that it is too similar to (and in Kingdoms without trashing strictly worse than) Charm?


I do love the most of the cards! Nice interactions and everything.

Some comments:

1) Treasurer is too good for five. I'd put it on 6 at least. You discard copper and receive double lab/+2 which is great.
2) Some little typos like "This is in play" on collector.
3) I'd give Peasant Village a cost of 3 cause it's like a little better Settlers.
4) Ambush is meh. You try to make a cantrip with not so powerful attack. I'd add the cantrip part to it by default and tried to make it Lost City.

Thanks for the kind words and feedback! :)

1): That's reasonable. However, it's not exactly like a double lab since you only end up with 1 more card. And do you think the +2 should be a +3 instead, since you will lose at least a Copper (equals -1)?

2): I will fix that.

3): I assumed it would be a little bit too good to open double Peasant Village, that's why I put it on 4. But I'll think about it.

4): That's the card I'm the least satisfied with. I wanted a discard attack at 4 and thought I might try to make it also Duration card.
So your suggestion is this?:

Ambush (4):
(Action - Attack - Duration)
+1 Card
+1 Action
Now and at the start of your turn:
Each other player with 4 or more cards in hand discards a card.


Nasty tactic of the day: Possess your opponent, play a cost-reducer, and Prince his Stolen Goods.

Wow that's cruel :o
Even if it's an edge case, I probably should change that to "During the turn you play this from your hand:".
« Last Edit: November 07, 2016, 05:19:28 pm by DBnator »
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LaLight

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Re: Dominion: Strive & Reward
« Reply #7 on: October 30, 2016, 06:40:05 pm »
0


1): That's reasonable. However, it's not exactly like a double lab since you only end up with 1 more card. And do you think the +2 should be a +3 instead, since you will lose at least a Copper (equals -1)?

Well, it's still better than lab (you end up with 1 more card + $ bonus). So I'd made it +$3 and 6-cost.

3): I assumed it would be a little bit too good to open double Peasant Village, that's why I put it on 4. But I'll think about it.
You can always open double Settlers. It's not too good :)

4): That's the card I'm the least satisfied with. I wanted a discard attack at 4 and thought I might try to make it also Duration card. (I think something like this doesn't exist yet, does it?)
So your suggestion is this?:

Ambush (4):
(Action - Attack - Duration)
+1 Card
+1 Action
Now and at the start of your turn:
Each other player with 4 or more cards in hand discards a card.

Yep, that's clearly better.

Though I'm not so experienced in Fan Cards and I may be wrong. Someone who's vet here, correct me if I am :)
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DBnator

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Re: Dominion: Strive & Reward
« Reply #8 on: October 30, 2016, 07:08:16 pm »
0

Wayfarer: needs to have the 'reaction' type. But otherwise: reasonable.
...
Treasurer: needs a 'reaction' status. And it's trictly better than stables, so this needs to be $6 at least.

Do these *need* to have a Reaction status in order to work, or does it just make them clearer?
For example Scheme isn't a reaction and still works during Clean-up, what makes Treasurer different?

Reclamation is: trash a silver, +2 cards + $2, +1 buy. That seems far too powerful at $3.

The trashed silver equals a -2 however, so you'd end up with +2 cards, +1 buy and a silver less in your deck, which can be either good or bad.

Craftsmen: I don't think it works, because gaining is not simultaneous. So you'll never gain a gold that way.

I didn't know that, but I think I can change the wording to make it work.

Furnace: not official dominion lingo, but I think it works.
...
Stolen goods: Not official dominion language, but it works.
Could even be $4 with that downside, I think.

Please tell me what parts need to be changed.

Gold Diggers Village: I think it can cost $5, tbh.

Are you sure? If you have no Treasure card it's worse than village, if you trash Copper it's a village that thins your deck by 1 card.
I really don't want to make it 5 because I intended it mainly to be used to get rid of Copper early while allowing you to play your terminal actions.

Cathedral: seems strong. Not sure.

How about I make the "put a card on top of your deck" part mandatory? Migth be too weak though if you have no Victory cards in hand...

Collector: seems fun. Slightly tricky though. I don't think I would put at $5. Maybe $4.

4 feels really cheap imo. Sure the Copper is a downside, but this expansion provides many ways of dealing with them and being able to use gained cards immediately should not be underrated.

Greed: nobody is going to like greed.
Moneylaundering is hard. Trashing a gold (or even a platinum) and getting +5 (+8) in your hand in coppers? I don't think people are going to like this card too.

Well attacks are not about being liked :P
You did misunderstand Moneylaundering. If you trash Gold/Platinum you would gain 3/5 Copper.
And keep in mind that the players choose the card to trash themselfs, so as long as they have a Copper in hand this card works just like a Cutpurse.

Gem to much like a real existing card.

Someone informed me already that Charm exists, I forgot about it.
Do you think the on-trash effect is interesting?
If so, I'd try to change the rest to make it more unique, otherwise I'll try to think of something entirely new.
« Last Edit: October 30, 2016, 07:32:59 pm by DBnator »
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DBnator

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Re: Dominion: Strive & Reward
« Reply #9 on: October 30, 2016, 07:20:53 pm »
0

Well, it's still better than lab (you end up with 1 more card + $ bonus). So I'd made it +$3 and 6-cost.

You end up with either 1 more card or +$, not both (it's choose one).
I'll definitely put it at 6 though.

You can always open double Settlers. It's not too good :)

However if 2 Settlers collide turn 3 they are wasted, if 2 Peasant Villages collide turn 2 you have +2 and still 5 cards in hand.
But maybe I just misjudged the choice between +Cards and +Actions as too good. At 3 the card would probably be fine :)

Regarding Ambush I'll wait a bit too see what others think and then decide about it's fate ;D
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majiponi

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Re: Dominion: Strive & Reward
« Reply #10 on: October 30, 2016, 08:06:44 pm »
0

Investor doesn't work.
When does it leave play?
In buy-phase, you cannot gain Treasures without buying (except Treasure Trove, Ill-Gotten Gains, Hoard, Horn of Plenty, or so). So +1 Card when you gain a Treasure has no meaning without +1 Buy. And with it, it is still weak.
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DBnator

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Re: Dominion: Strive & Reward
« Reply #11 on: October 30, 2016, 09:43:14 pm »
0

Investor doesn't work.
When does it leave play?

It leaves play when you buy a Victory card. Or during the Clean-up of that turn, to be precise.

In buy-phase, you cannot gain Treasures without buying (except Treasure Trove, Ill-Gotten Gains, Hoard, Horn of Plenty, or so). So +1 Card when you gain a Treasure has no meaning without +1 Buy. And with it, it is still weak.

That part of the card is useful when:
  • You have extra Buys from Action cards already
  • You just bought a Bribe
  • You draw a Treasure card that provides +Buy like Charm or my Old Gem card (which most likely gets chaged though)

But the main purpose for it is to be used during your Action phase anyway, however I just realised that the card is actually pretty bad if there are no gainers in the kingdom.
It will work really really well with Offertory or Furnace and still decent with Replica, Reclamation or Collector though.
And there are many real cards that let you gain (Treasure) cards, for example Mine, Upgrade, University, Mint, Remake would all work.

I liked Investor a lot but I only thought of it in the context of this particular expansion and not of its usefulness in a "regular" game which might not provide the possibility to gain Treasures in your Action phase. Thanks for making me aware of it, I'll try to think of a less Kingdom-dependant variant :)
« Last Edit: October 30, 2016, 09:44:49 pm by DBnator »
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ThetaSigma12

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Re: Dominion: Strive & Reward
« Reply #12 on: October 31, 2016, 07:26:37 am »
0

So others have covered balancing, so I'll cover ascetics which is more my line of expertise.
(Disclaimer: IMO)
Art:
I love the art you used for Gatekeeper, Antiquarian, Offerortory, Reclamation, Restorer, Furnace, God Digger's Village, Peassant Village, Bribe, Collector, Foundry, and Mountains.
I dislike the art for Wayfarer, Ambush, Cursed Gold, Cathedral, and Investor.

Names:
Rainbow is kinda weird as a name.
Cursed Gold is a little to often used.
Gold Digger's Village could proably be shorter, Miner's Village, or Gold Miner's Village.
Same thing with Money Laundering, Launderer might be shorter.
Old Gem might be better as Rare Gem
Asper has cards called Investor and Craftsmen, but I don't know if you care. Anyways, if I printed either of those I'd proabably rename them just in case they both come up in a game.
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Re: Dominion: Strive & Reward
« Reply #13 on: October 31, 2016, 07:28:09 am »
0

For the cards that care about what a treasure produces, couldn't you play it then trash it from play? That way you know what it produced.
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Accatitippi

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Re: Dominion: Strive & Reward
« Reply #14 on: October 31, 2016, 10:36:15 am »
+1

I like the premise of the vast majority of them, but some of them look like they're trying to do too many things at once. Testing them might make you decide that some part of each card might not be worth the complexity it adds. Or maybe you'll like them the way they are and that's fine too, there are no flagrantly overcomplex cards here.
Some of them are a bit too mathy for my taste, but here too there are no huge offenders, just a matter of taste.

Some scattered criticism:
Replica seems very weak. Unless I have exactly , I'll usually want a Silver in its place, and that's a problem for a 2-cost because it has to be competitive against - and -costers: you don't often get exactly spare.
If it gained to your hand I'd like it much more.

Wayfarer's under-the-line concept is pretty nice, but I'd find the Buy-Action exchange hard to track.

In standard Dominion lingo, Antiquarian should make you "look through your discard pile".

Why not have Offertory gain Gold/Platinum(/Bank/Harem)? Discarding a Gold/P/B/H is quite a big disadvantage. Otherwise I'd most often prefer Mint to this, and Mint is just an ok card to start with. :)

Rainbow seems fun and balanced, but be aware that in a 4-player game one or two players might be completely exluded from the joy of rainbows. This might be fine or not depending on how often you play 4p and how much you care for this sort of things. (I personally don't, usually)

I personally don't like stolen goods because it restricts one's choices. I think that Treasury does that general idea just fine, while I'm afraid that Stolen Good's limitations will make it very unlikely to be bought, just like Contraband.

Peasant Village is one of my favorites, partly because it's so simple. It's very similar to Encampment, though. Comparing it with Squire, Moat and Encampment I think that a price of or would be more appropriate.

Cursed Gold is another card where I like the under-the-line effect but I'm not really a fan of the top. Maybe skip the whole Curse thing and just say "When you play this, discard a card"?

Cathedral seems like an amazing BM-terminal draw card, on par or even better than Gear, and definitely better than Embassy. I suggest you carefully scrutinize it. You can redraw green better than Catacombs and Journeyman can do and you are resilient to terminal collision like in Gear and Courtyard.

Does mountains need the "originally"? What's wrong with cost reducers? :)
Anyway, this card concept (count copies of this card) pops up quite often in fan cards, but I'm yet to see one that I find really appealing. They can be crazy swingy, and are not different enough from vanilla victory cards: you want to win their split, and that's all. It's a much better Duchy (from the second Mountain on), but that's all.
The balance on yours is better than most, I think. A 3-5 split gives 10 points of advantage, which is a big split but not in a bad way. (a 3-5 on Provinces is 12 points, and often insurmountable).
I think that a pile like this needs something extra to make it interesting, like Fairground's condition or the Castles' uniqueness. But nothing really wrong with it either. :)

I really like Foundry. Foundry-BM also seems a bit powerful, but the mandatory trash should keep it in check.

Greed seems like a really unfun card, and you won't find somebody with a better good-will towards trashing attacks than me here. :) It pulls the game towards BM, trashing fun cards and replacing them with boring cards. Being a bad terminal also hurts its fun level.

Money laundering seems better, and I love the idea of shattering other players' Treasures into pieces. My only issue with this is the wordiness, and the fact that it might just work as an overpriced Cutpurse a bit too often (not trashing Coppers is pretty common). Maybe having it work on expensive treasures only would work?
Something like a reverse mine, for example: Each other player trashes a Treasure costing more than from their hand (or reveals a hand with no such card), then gains a Copper and a Treasure costing at most less than the trashed one, putting the latter into their hand.
But again, these suggestions are based on my personal preference, your version of ML hasn't got any rule or balance problems.

Anyway, thanks for sharing, I hope you'll stick to your cards (and make new ones), go on testing them and report any results!
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Re: Dominion: Strive & Reward
« Reply #15 on: October 31, 2016, 12:07:52 pm »
0

The wording on Replica is a bit ambiguous (I'm assuming you gain the other treasure card, not a Replica).

Cursed Gold seems too good - surely you'll pretty much always be able to make sure you can discard a card. I like the general idea though.

Cathedral looks too strong as well.

Greed just looks annoying.

(Sorry for leaning on the negative here. I do think a lot of them are good! It's just my first instinct is to look for flaws.)
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DBnator

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Re: Dominion: Strive & Reward
« Reply #16 on: October 31, 2016, 04:02:02 pm »
+1

So others have covered balancing, so I'll cover ascetics which is more my line of expertise.

I'm glad someone is willing to give feedback on that matter too :)

I dislike the art for Wayfarer, Ambush, Cursed Gold, Cathedral, and Investor.

For some cards I had a really hard time finding even a halfway decent picture.
I wouldn't have choosen the art for Cursed Gold or Investor if I had acceptable alternatives.
Wayfarer, Cathedral and Ambush turned out okay for my taste but it's true, they could be a lot better.
In case you or anyone else happens to know better card art for these, don't hesitate to tell me ;D

Rainbow is kinda weird as a name.

Yeah I know it's not very Dominion themed.
The story behind it is that the whole expansion started out with a "Treasure hunt" theme and I liked it as a "Gold at the end of the Rainbow" metaphor.
I'm open for suggestions here, but I also like it as it is.

Cursed Gold is a little to often used.

I agree the name is pretty generic even though I cannot recall reading it anywere else already.
Maybe I'll take the name from Stolen Goods instead since I think about abandoning it's concept.

Gold Digger's Village could proably be shorter, Miner's Village, or Gold Miner's Village.

Miner's Village is too similar to Mining Village imo, Gold Miner's Village sounds better.

Same thing with Money Laundering, Launderer might be shorter.

Will do.

Old Gem might be better as Rare Gem

Sounds way nicer, thanks! :)

Asper has cards called Investor and Craftsmen, but I don't know if you care. Anyways, if I printed either of those I'd proabably rename them just in case they both come up in a game.

I might be just super cheap and call them "Investment" and "Crafting" instead.

For the cards that care about what a treasure produces, couldn't you play it then trash it from play? That way you know what it produced.

This might lead to some weird behavior if you are forced to play cards like Venture, Counterfeit or Crown.

---

The wording on Replica is a bit ambiguous (I'm assuming you gain the other treasure card, not a Replica).

I'll adapt the wording to make it more clear.

Cursed Gold seems too good - surely you'll pretty much always be able to make sure you can discard a card. I like the general idea though.

Are you sure it's too strong? I actually thought about a slight buff by getting rid of the "gain a curse" part.
Because whenever you play a Copper with it, it becomes a Silver at 4 that makes you discard a card.
But yes, you can't deny it's pretty good if early thrashing of Copper is possible.

Cathedral looks too strong as well.

Heard that a few times now. I will nerf it a bit.
Do you think a limit on the number Victory cards that can be discarded would be suitable or rather making the "put a card on top of your deck" part mandatory?

Greed just looks annoying.

Also that's something I got told multiple times now. I guess that's a clear sign to scrap this idea and think of a different kind of attack.

(Sorry for leaning on the negative here. I do think a lot of them are good! It's just my first instinct is to look for flaws.)

Don't worry, in the long term this will help me way more than if people did it the other way around.
Your feedback is definitely appreciated :)
« Last Edit: October 31, 2016, 04:11:51 pm by DBnator »
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popsofctown

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Re: Dominion: Strive & Reward
« Reply #17 on: October 31, 2016, 04:03:43 pm »
+1

Gatekeeper:  This seems like a really good, well designed card, and is better than Secret Chamber. 
Replica: Pretty weak and risky.  Gaining the new treasure to hand would be a start.  An ability that let you put it on the Tavern mat to watch for treasure gains hand after hand and never whiff seems possible.
If you're new to Dominion, Gold might be purchased somewhat more frequently in your games compared with expert play.  5$ cards are often better and they're also only worse by a slim margin lots of the time.  So buying a 5$ action with a 6$ hand would be an easy way to devastate a player that bought Replica.
Wayfarer:  It's a nice idea, but +action cards that don't give +1 card are generally fighting uphill from the getgo because it can be so challenging to get 2 terminals into the same hand reliably.  Since these require eachother to be drawn together before they even become empty Universities, they are taxing a requirement that was already an issue.
Maybe the idea here is to use Market and Woodcutters, but they don't compose that much of the cardpool.
It's still a neat card though.  Why don't you just give it +card and price it at 4$?  It wouldn't be an Ironmonger at all.
Antiquarian:  Wow, what a cool card.  Very thematic.  Very printable as is.
Offertory: The comparison to Ironworks here is troubling.  One of Ironworks's options is +1$, gain a silver.  This +1 Card, +1 Action, -2$, gain a silver.  That's net 0 vanilla bonuses instead of net 1.  And Ironworks is free to do other things, whereas this can't do anything else (in kingdoms without an extra treasure, 95+% of them).  Of course it's not always bad for a 3$ card to be worse than a 4$ card.  But they should be pretty close, and this is a gulf.  Workshop doesn't even make this card look great. 
Rainbow: Very cute and probably fine.  The Vorthos in me is mad though, a Rainbow is about diversity.
Reclamation: I suspect this doesn't do what you want it to.  When a card tells you to do something to N objects, and you have M objects, 0<M<N, you do that thing to those M options to do as much as you can.  We see this with 1 card hands getting Torturured in Dominion and see it in other cases in other games.  So when you are instructed to pick 3 treasures from the trash, it's pretty likely there are only 1 or 2, and you'll still pick them.  You'd need a wording like "pick a set of 3 treasures from the trash" or need to throw the word "exactly" into there.  An alternative choice that game designers often use when the "do as much as you can" rule isn't working in a way that serves their design is to just clearly arrange the effects so that it does.  Here you would have players return treasures to the supply before gaining, which would make the requirement that 3 treasures are in the bin you seemed to intend a requirement for the card's second mode to be useful rather than a requirement for it to be legal.
Restorer: Probably fine.
Ambush: Seems fun.  This is probably ok at two or three cost.  Since Durations miss the reshuffle twice as often, making it easier to buy multiples could add some fun factor in keeping village strategies cohesive in the odd game where this is the premiere village.
Craftsmen: The top part seems too powerful for the bottom to do very much at all.  Some games the bottom isn't doing very much at all, but this seems to blank junkers pretty hard.
I'm not sure the rules truly support grouping several gains together and applying a replacement effect across them.  When you buy a cache, can you reveal this and specify that the 2 copper gains are being replaced but the imminent cache gain is not?  Of course, for some players they'll happily use house rules and understandings just for their playgroup and not care about it, but your cards have been pretty clean thus far ruleswise.
Cursed Gold: I'm gonna jump on the bandwagon of saying this card is just plain cool.
Furnace: This thing is really neat.  It is a nonterminal Mine you've costed at 4$ though.  Mine would be totally fine at 4$, people have agreed on that in the past.  Nonterminal Mine.  With other upsides? Concern.
Changing the cost messes with the crazy cool top and bottom half interaction.  So does weakening the effect.  So does removing +1 Action.  I think you should just add a penalty to it to balance it.  Embassy clause, giving opponents VP, -1$ to the effect.  But man this card is going places.
You could tack the drawback onto the below the line effect to be penalty when you buy it vs. the alternative of upside when you gain it some other way, so it feels like you haven't added that much noise.
Gold Digger's Village:  I love it.  Stables is one of my favorite cards, this brings that experience to a village.  This looks safe at 3$, it's not strictly better than Village, and the primary risk of a 3$ card vs. a 4$ card is usually people acquiring too many, and these antistack, thirsting for the same resource.  You should be fine.  It's definitely not as lethal as Fishing Village's 3$ status.
Bribe: This is a great design, one of those cards that changes the landscape of cards in which it appears rather than being a new card in the kingdom per se. 
Cathedral: This is cool.  Comparison to Embassy might raise light fears it's too strong.
Collector: This is cool.  Cleverly balanced.
Foundry: I like this. I think it might could stand a +1$.  Compare to Trading Post.
Greed: I don't have much to say on this one.
Money Laundering: The only other terminal silver 5$ attack that can whiff entirely this often is Rogue and Rogue feels pretty bad for it.  Was the attacker supposed to choose, here?  As written the defender chooses and that's lots of whiffing.  Maybe put the second gained copper into hand, not the first.  So it's a 5$ Cutpurse with upside.
Stolen Goods: I love this card.  It's so clever.  Because those limitations are absolutely the things you need to do eventually, and this card will so nastily trap so many newbies, it's just glorious.
It can be a 4$ card, I think.  It's strictly worse than Soothsayer, mostly.  If you play a Soothsayer, you gain the most expensive nonvictory card, maybe also get something else, and attack the enemy player.  The drawback of this turning into a Curse in endgame is a big deal.  It seems a lot more fascinating at 4$ and less dependent on gainers in the kingdom.
Treasurer: I said Stables was one of my favorite cards, so how do you think I'm gonna feel about a strictly better stables with this many upsides over it? :(
Investor:  Needs work.  Making this card good is a lot of hoops you're jumping through.
Mountains:  The below the line text seems unrelated and unmotivated, but I guess that's not so bad.  This is kind of on the strong side, if you split the pile these are 4 point fairgrounds, which people have to put in a little work to get and are usually willing to do the work to get, whereas this doesn't require any work.  It doesn't really ruin a game to have a dominating VP option that's not Province, though, Nobles and Colony don't ruin games either.
You might want to increase the impact of the second ability by 1, if you Trade Route a Silver instead of an Estate because you want to make use of Mountain's special mechanic, you don't actually get closer to buying a Mountain.  That doesn't feel great. 
Old Gem:  This card is pretty cool.  It won't be super rare for it to be the only nonterminal +buy on the board, and then its unique mechanic will be affecting the game.


All in all I really liked the vast majority of these cards, and OP, whose screenname I don't remember, is probably one of my favorite fan card designers now.  I'm surprised he hasn't played with all the cards yet.  But I hope he does, at least after ShuffleIT hits.
« Last Edit: October 31, 2016, 06:17:27 pm by popsofctown »
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popsofctown

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Re: Dominion: Strive & Reward
« Reply #18 on: October 31, 2016, 04:07:34 pm »
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Nasty tactic of the day: Possess your opponent, play a cost-reducer, and Prince his Stolen Goods.

Even though it's a 4 card combo that requires participation from the victim; it's probably enough that it should be changed to avoid it.
Helping you out here.
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Re: Dominion: Strive & Reward
« Reply #19 on: October 31, 2016, 04:09:09 pm »
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So others have covered balancing, so I'll cover ascetics which is more my line of expertise.
I'm glad someone is willing to give feedback on that matter too :)
I dislike the art for Wayfarer, Ambush, Cursed Gold, Cathedral, and Investor.
For some cards I had a really hard time finding even a halfway decent picture.
I wouldn't have choosen the art for Cursed Gold or Investor if I had acceptable alternatives.
Wayfarer, Cathedral and Ambush turned out okay for my taste but it's true, they could be a lot better.
In case you or anyone else happens to know better card art for these, don't hesitate to tell me ;D
Rainbow is kinda weird as a name.
Yeah I know it's not very Dominion themed.
The story behind it is that the whole expansion started out with a "Treasure hunt" theme and I liked it as a "Gold at the end of the Rainbow" metaphor.
I'm open for suggestions here, but I also like it as it is.
Cursed Gold is a little to often used.
I agree the name is pretty generic even though I cannot recall reading it anywere else already.
Maybe I'll take the name from Stolen Goods instead since I think about abandoning it's concept.
Gold Digger's Village could proably be shorter, Miner's Village, or Gold Miner's Village.
Miner's Village is too similar to Mining Village imo, Gold Miner's Village sounds better.
Same thing with Money Laundering, Launderer might be shorter.
Will do.
Old Gem might be better as Rare Gem
Sounds way nicer, thanks! :)
Asper has cards called Investor and Craftsmen, but I don't know if you care. Anyways, if I printed either of those I'd proabably rename them just in case they both come up in a game.
I might be just super cheap and call them "Investment" and "Crafting" instead.
I'll post if I think I have art improvements. As for names, "Workers" could do for Craftsmen, and something like "Vein" might work for Rainbow.
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ThetaSigma12

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Re: Dominion: Strive & Reward
« Reply #20 on: October 31, 2016, 04:10:08 pm »
0

Nasty tactic of the day: Possess your opponent, play a cost-reducer, and Prince his Stolen Goods.

Even though it's a 5 card combo with Ambassador; it's probably enough that it should be changed to avoid it.
Helping you out here.
Or this.
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popsofctown

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Re: Dominion: Strive & Reward
« Reply #21 on: October 31, 2016, 04:10:57 pm »
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I misread Moneylaunderer so my assessment of that one was wrong, my bad.
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Re: Dominion: Strive & Reward
« Reply #22 on: October 31, 2016, 04:20:17 pm »
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Forced topdeck is an insufficient penalty for Cathedral.  There's lots of Courtyardiness to this card.

Maybe give the victory card sifting ability to all players, not just the user of the card.  Or some other drawback.
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Re: Dominion: Strive & Reward
« Reply #23 on: October 31, 2016, 04:41:14 pm »
+1

Fleshed out Art critscims:
Gatekeeper:
Great name and art. Keep as-is.

Replica:
Weird art. Looking for a replacement. On a side note:

I'd thought I'd just throw this out there.

Wayfarer:
Great name, bad art. Looking for a replacement.

Antiquarian:
Fine as-is, although I have no idea what an Antiquarian is.

Offertory:
The art is fine and the name is fine, but if you wanted more digital art I think I had something that would work.

Rainbow:
As I said, "Vein" might work. The theme is there but the name just sounds weird.

Reclamation:
Keep as-is.

Restorer:
Keep as-is.

Ambush:
I have a card with the same name. If you want to change it that would be fine, otherwise:
http://jackeavesart.deviantart.com/art/Ambush-431129972 was my spare image.

Craftsmen:
As I said, workers would be my preffered change.

Cursed Gold:
Stolen Goods is a great replacement name.

Furnace:
Good as-is.

Gold Digger's Village:
Somehow I completely forgot about Mining Village. Gold Miner's Village would be great.

Peasant Village:
Cool, and my favorite card from the set.

Bribe:
I have a card called that, but it might not stick around for long so I wouldn't worry about it. If you want a different image I could post one.

Cathedral:
http://fantasyartdesign.com/free-wallpapers/digital-art.php?i_i=232&u_i=66
or
http://yourvisualdesigner.deviantart.com/art/Matte-Painting-Cathedral-Ruins-181844093

Collector:
There's a card called that in the Mini-Set design contest (check it out). You can probably rename it something while keeping the art, but if you don't want to change it no problem.

Foundry:
Again, I have a card called that but your art is a huge improvement. I'll edit mine and you can keep yours.

Greed:
As you are gonna drop it (I would too), no comments here.

Money Laundering:
No comments, other than weird art.

Stolen Goods:
If you were to move this to Cursed Gold, I'd be fine with it. It's a little weird but it doesn't really need chaning.

Treasurer:
Again, not a huge fan of the art, looking for new art.

Investor:
I'll try to find some new art once you sort out what you want for the name.

Mountains:
It's fine art.

Old Gem:
Looking for some new art.
« Last Edit: October 31, 2016, 04:45:32 pm by ThetaSigma12 »
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Re: Dominion: Strive & Reward
« Reply #24 on: October 31, 2016, 05:17:32 pm »
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Some scattered criticism:
Replica seems very weak. Unless I have exactly , I'll usually want a Silver in its place, and that's a problem for a 2-cost because it has to be competitive against - and -costers: you don't often get exactly spare.
If it gained to your hand I'd like it much more.

In my head I always intended it to be used with Collector to put it into your hand, but actually that's a pretty specific setup.
I guess gaining it always to your hand is reasonable, considering that it is close to Silver in costs.

Wayfarer's under-the-line concept is pretty nice, but I'd find the Buy-Action exchange hard to track.

I can see that beeing an issue, hopefully playtesting will help me making a decision on that.
Small trivia: That's one of the last 2 card I made and I noticed that more +Actions and +Buys in the expansion would be helpful. And Wayfarer is the result ;D

Why not have Offertory gain Gold/Platinum(/Bank/Harem)? Discarding a Gold/P/B/H is quite a big disadvantage. Otherwise I'd most often prefer Mint to this, and Mint is just an ok card to start with. :)

I thought that would make the card too strong, especially if combined with Antiquarian.

Rainbow seems fun and balanced, but be aware that in a 4-player game one or two players might be completely exluded from the joy of rainbows. This might be fine or not depending on how often you play 4p and how much you care for this sort of things. (I personally don't, usually)

I actually thought about it and I care a little. I'd make it a 15 card pile in 3+ player games, but that's kinda weird too.
The first version of Rainbow actually made you trash them when gaining a 6 cost card but let you gain one from the trash when gaining no card.
My intention was to have them fluctuating between players to avoid that problem, however I found that to be to complicated and reworked it.

I personally don't like stolen goods because it restricts one's choices. I think that Treasury does that general idea just fine, while I'm afraid that Stolen Good's limitations will make it very unlikely to be bought, just like Contraband.

Yep, I'm most likely going to completely rework that one, now that I realised that it is very restrictive and encourages a boring playstyle.

Peasant Village is one of my favorites, partly because it's so simple. It's very similar to Encampment, though. Comparing it with Squire, Moat and Encampment I think that a price of or would be more appropriate.

I'll put it at 3.

Cursed Gold is another card where I like the under-the-line effect but I'm not really a fan of the top. Maybe skip the whole Curse thing and just say "When you play this, discard a card"?

I think the curse part could be removed but I do want to keep the trashing for two reasons:
1): If you have only Treasure cards in hand at the start of your Buy phase then you can simply play it last to avoid discarding.
2): You might even want to trash it to make Mountains cheaper.

Cathedral seems like an amazing BM-terminal draw card, on par or even better than Gear, and definitely better than Embassy. I suggest you carefully scrutinize it. You can redraw green better than Catacombs and Journeyman can do and you are resilient to terminal collision like in Gear and Courtyard.

I realised it's too strong by now and currently thinking about the best way to implement a nerf.

Does mountains need the "originally"? What's wrong with cost reducers? :)
Anyway, this card concept (count copies of this card) pops up quite often in fan cards, but I'm yet to see one that I find really appealing. They can be crazy swingy, and are not different enough from vanilla victory cards: you want to win their split, and that's all. It's a much better Duchy (from the second Mountain on), but that's all.
The balance on yours is better than most, I think. A 3-5 split gives 10 points of advantage, which is a big split but not in a bad way. (a 3-5 on Provinces is 12 points, and often insurmountable).
I think that a pile like this needs something extra to make it interesting, like Fairground's condition or the Castles' uniqueness. But nothing really wrong with it either. :)

I had a hard time coming up with a concept for alt-VP that supports the theme of the expansion at least a little bit without being too situational.
Glad it turned out okay at least :)

The "originally" is necessary I believe; imagine the following:
You somehow trash Silver, then play Highway. Does Mountain cost 4 or 6? When you trashed Silver it met the condition of costing 3 but currently it doesn't.
I simply wanted to avoid any confusion, even it means some awkard wording ;D

Greed seems like a really unfun card, and you won't find somebody with a better good-will towards trashing attacks than me here. :) It pulls the game towards BM, trashing fun cards and replacing them with boring cards. Being a bad terminal also hurts its fun level.

Duly noted. I got that feedback now multiple times. I'll rework it.

Money laundering seems better, and I love the idea of shattering other players' Treasures into pieces. My only issue with this is the wordiness, and the fact that it might just work as an overpriced Cutpurse a bit too often (not trashing Coppers is pretty common). Maybe having it work on expensive treasures only would work?
Something like a reverse mine, for example: Each other player trashes a Treasure costing more than from their hand (or reveals a hand with no such card), then gains a Copper and a Treasure costing at most less than the trashed one, putting the latter into their hand.
But again, these suggestions are based on my personal preference, your version of ML hasn't got any rule or balance problems.

I really like your version of the card, mainly because it sounds way less swingy, which is my main worry with my version.
Thanks a lot for that suggestion! :)

Anyway, thanks for sharing, I hope you'll stick to your cards (and make new ones), go on testing them and report any results!

Your feedback was very detailed and helpful, I really apreciate it! And also thanks for the kind words :)
My problem is just that I can't play nearly as much Dominion as I want/need too (lack of time and people to play with) :(
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Re: Dominion: Strive & Reward
« Reply #25 on: October 31, 2016, 05:19:24 pm »
0

Do you have Tabletop Simulator?
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Re: Dominion: Strive & Reward
« Reply #26 on: November 01, 2016, 06:29:39 pm »
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Wayfarer:  It's a nice idea, but +action cards that don't give +1 card are generally fighting uphill from the getgo because it can be so challenging to get 2 terminals into the same hand reliably.  Since these require eachother to be drawn together before they even become empty Universities, they are taxing a requirement that was already an issue.
Maybe the idea here is to use Market and Woodcutters, but they don't compose that much of the cardpool.
It's still a neat card though.  Why don't you just give it +card and price it at 4$?  It wouldn't be an Ironmonger at all.

A big strength of this card is that you can even play it when drawing into it with a terminal action.
The above-the-line part could indeed use some improvement, but I'm not sure yet what exactly works best.

Offertory: The comparison to Ironworks here is troubling.  One of Ironworks's options is +1$, gain a silver.  This +1 Card, +1 Action, -2$, gain a silver.  That's net 0 vanilla bonuses instead of net 1.  And Ironworks is free to do other things, whereas this can't do anything else (in kingdoms without an extra treasure, 95+% of them).  Of course it's not always bad for a 3$ card to be worse than a 4$ card.  But they should be pretty close, and this is a gulf.  Workshop doesn't even make this card look great.

What do think about this rework?:

Offertory (3):
Action
+1 Card
+1 Action
Discard a Treasure card or an Action card. Gain a Treasure card costing at most the same.

Reclamation: I suspect this doesn't do what you want it to.  When a card tells you to do something to N objects, and you have M objects, 0<M<N, you do that thing to those M options to do as much as you can.  We see this with 1 card hands getting Torturured in Dominion and see it in other cases in other games.  So when you are instructed to pick 3 treasures from the trash, it's pretty likely there are only 1 or 2, and you'll still pick them.  You'd need a wording like "pick a set of 3 treasures from the trash" or need to throw the word "exactly" into there.  An alternative choice that game designers often use when the "do as much as you can" rule isn't working in a way that serves their design is to just clearly arrange the effects so that it does.  Here you would have players return treasures to the supply before gaining, which would make the requirement that 3 treasures are in the bin you seemed to intend a requirement for the card's second mode to be useful rather than a requirement for it to be legal.

Thanks for making me aware of that! Changing the wording to "pick exactly 3" seems to be the easiest fix to make it work as I wanted.

Ambush: Seems fun.  This is probably ok at two or three cost.  Since Durations miss the reshuffle twice as often, making it easier to buy multiples could add some fun factor in keeping village strategies cohesive in the odd game where this is the premiere village.

Other people seem to find it either lame or unnecessarily complicated. A simpler version like this was suggested:

Ambush (4):
(Action - Attack - Duration)
+1 Card
+1 Action
Now and at the start of your turn:
Each other player with 4 or more cards in hand discards a card.

I'd find it interesing to hear what you think about this :)

Craftsmen: The top part seems too powerful for the bottom to do very much at all.  Some games the bottom isn't doing very much at all, but this seems to blank junkers pretty hard.
I'm not sure the rules truly support grouping several gains together and applying a replacement effect across them.  When you buy a cache, can you reveal this and specify that the 2 copper gains are being replaced but the imminent cache gain is not?  Of course, for some players they'll happily use house rules and understandings just for their playgroup and not care about it, but your cards have been pretty clean thus far ruleswise.

Someone informed me already that gaining is not simultaneously which I didn't know, so I will need to rewor(k/d) it.
I'll try to keep a balance between top and bottom part and to not make it a too strong choice against junkers.

Cursed Gold: I'm gonna jump on the bandwagon of saying this card is just plain cool.

Also here I got some mixed feedback.
Would you still think it's cool if I removed the "gain a curse" clause?

Furnace: This thing is really neat.  It is a nonterminal Mine you've costed at 4$ though.  Mine would be totally fine at 4$, people have agreed on that in the past.  Nonterminal Mine.  With other upsides? Concern.
Changing the cost messes with the crazy cool top and bottom half interaction.  So does weakening the effect.  So does removing +1 Action.  I think you should just add a penalty to it to balance it.  Embassy clause, giving opponents VP, -1$ to the effect.  But man this card is going places.
You could tack the drawback onto the below the line effect to be penalty when you buy it vs. the alternative of upside when you gain it some other way, so it feels like you haven't added that much noise.

The one big difference to Mine is that while you can upgrade Copper into Silver, you can't upgrade Silver into Gold.
A on-buy disadvantage might be cool but the card is already very text heavy, so that might be an issue.
I think I'd like to playtest it first before making any changes to it, but adding a -1$ seems like an easy way to weaken it a bit if considered too strong.

Gold Digger's Village:  I love it.  Stables is one of my favorite cards, this brings that experience to a village.  This looks safe at 3$, it's not strictly better than Village, and the primary risk of a 3$ card vs. a 4$ card is usually people acquiring too many, and these antistack, thirsting for the same resource.  You should be fine.  It's definitely not as lethal as Fishing Village's 3$ status.

You are very right about the anti-synergy with itself.
I might either put it at 3 or leave it at 4 and change the first +1$ into +2$ since the trashing of a Treasure card inherently gives you at least -1$.

Cathedral: This is cool.  Comparison to Embassy might raise light fears it's too strong.

A nerf is in the works. Not sure yet how exactly I'm going to implement it though.

Stolen Goods: I love this card.  It's so clever.  Because those limitations are absolutely the things you need to do eventually, and this card will so nastily trap so many newbies, it's just glorious.
It can be a 4$ card, I think.  It's strictly worse than Soothsayer, mostly.  If you play a Soothsayer, you gain the most expensive nonvictory card, maybe also get something else, and attack the enemy player.  The drawback of this turning into a Curse in endgame is a big deal.  It seems a lot more fascinating at 4$ and less dependent on gainers in the kingdom.

I actually thought about scraping this concept because it will probably lead to a boring playstyle where you buy a few of these, rush Gold/Platiniums, then just go BM and eventually trash the Stolen Goods if possible somehow.
Either that or it will be ignored by experienced players because it will, as you said, be a dead card really quick.

Treasurer: I said Stables was one of my favorite cards, so how do you think I'm gonna feel about a strictly better stables with this many upsides over it? :(

I didn't think about Stables when designing it, sorry  :-\
It will most likely be put at 6 and tweaked to be set apart more from Stables.
Maybe I'll also move the under-the-line effect to another card; I'm not sure yet.

Mountains:  The below the line text seems unrelated and unmotivated, but I guess that's not so bad.  This is kind of on the strong side, if you split the pile these are 4 point fairgrounds, which people have to put in a little work to get and are usually willing to do the work to get, whereas this doesn't require any work.  It doesn't really ruin a game to have a dominating VP option that's not Province, though, Nobles and Colony don't ruin games either.
You might want to increase the impact of the second ability by 1, if you Trade Route a Silver instead of an Estate because you want to make use of Mountain's special mechanic, you don't actually get closer to buying a Mountain.  That doesn't feel great.

It was difficult for me to come up with a decent alt-VP concept that fits into the expansions theme.
I get your Silver vs. Estate trashing argument and that's an issue I didn't think about.
How about I changed that part to: "If you gained a Treasure card this turn, this costs 2 less" ?
Now that effect can be used if there are gainers or +Buys in the kingdom, compared to trashers being required and the problem mentioned before is solved too.

Old Gem:  This card is pretty cool.  It won't be super rare for it to be the only nonterminal +buy on the board, and then its unique mechanic will be affecting the game.

Others said it is too similar to Charm, that's why I'll rework it. I kinda like having a Treasure card with +Buy but I don't know yet how to make it really interesting to play with.

All in all I really liked the vast majority of these cards, and OP, whose screenname I don't remember, is probably one of my favorite fan card designers now.  I'm surprised he hasn't played with all the cards yet.  But I hope he does, at least after ShuffleIT hits.

Thank you very much for that compliment! It makes me feel really proud and motivates me to keep working on card designs :)
However, you can't possibly remember my screenname because this was my very first time posting here ;D
May I ask what ShuffleIT is?
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DBnator

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Re: Dominion: Strive & Reward
« Reply #27 on: November 01, 2016, 06:31:22 pm »
+1

Do you have Tabletop Simulator?

No, but I could get it.
I already heard that it is a great way to quickly test fan-made cards, but I'm not entirely sure how it works.
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tristan

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Re: Dominion: Strive & Reward
« Reply #28 on: November 02, 2016, 02:51:43 am »
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Cathedral would be fun in a game with Patrol.
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Re: Dominion: Strive & Reward
« Reply #29 on: November 02, 2016, 01:52:30 pm »
+1

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DBnator

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Re: Dominion: Strive & Reward
« Reply #30 on: November 03, 2016, 03:52:52 pm »
+1

Replica:
Weird art. Looking for a replacement. On a side note:


I'd thought I'd just throw this out there.

This looks way more interesting to play with than my version. Did you make it?
Now I feel like just adding "gain to hand" to Replica would be too boring.

Offertory:
The art is fine and the name is fine, but if you wanted more digital art I think I had something that would work.

I'm pretty fine with the art I have.

Rainbow:
As I said, "Vein" might work. The theme is there but the name just sounds weird.

I haven't heard this word before, but I'll trust you that it is a fitting replacement ;D

Ambush:
I have a card with the same name. If you want to change it that would be fine, otherwise:
http://jackeavesart.deviantart.com/art/Ambush-431129972 was my spare image.

The image looks definitely good but if you already have a card named like that, I'll try to find a different name.

Craftsmen:
As I said, workers would be my preffered change.

Really good alternative name, thanks! :)

Bribe:
I have a card called that, but it might not stick around for long so I wouldn't worry about it. If you want a different image I could post one.

I like the art I found, but I'm open to suggestions if you want to post one.

Cathedral:
http://fantasyartdesign.com/free-wallpapers/digital-art.php?i_i=232&u_i=66
or
http://yourvisualdesigner.deviantart.com/art/Matte-Painting-Cathedral-Ruins-181844093

The second one doesn't fit that well in my opinion but the first one is quite an improvement to my art.
Thanks for sharing! :)

Collector:
There's a card called that in the Mini-Set design contest (check it out). You can probably rename it something while keeping the art, but if you don't want to change it no problem.

I'll try to find a similar name if I can.

http://avisnocturna.deviantart.com/art/The-journey-begins-379685069

How's this for wayfarer?

Great!

I hope that I'll have time to finish and post the first update within the next few days.
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Re: Dominion: Strive & Reward
« Reply #31 on: November 03, 2016, 03:58:27 pm »
0

Thanks for looking at all my suggestions!

Currency is a card made my Auto-Destruct-Sequence. It's very simmilar, and I think I'd usually play with this one over Replica as it seems to add more to the game.

Regarding Ambush, I'd suggest Intruder:
http://jorgematar.deviantart.com/art/Secret-Passage-260878279
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Re: Dominion: Strive & Reward
« Reply #32 on: November 03, 2016, 04:49:44 pm »
0

Offertory: that rework seems fine.  It's probably safe at 2$.
Ambush: The attack was my favorite part of the card, so I like the rework fine.
Mountains: That clause let's you buy a copper, then buy a cheap mountain using plus buy.  Which is actually really really cool.  You could leave the other condition on there if you wanted, "if you gained or trashed a treasure card this turn, this cost 2 less".  Doesn't stack.
Cursed Gold: I'm on my phone and can't look to see what the card does without deleting this post, haha.  Probably.
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DBnator

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Re: Dominion: Strive & Reward
« Reply #33 on: November 03, 2016, 06:02:18 pm »
+1

Thanks for looking at all my suggestions!

Currency is a card made my Auto-Destruct-Sequence. It's very simmilar, and I think I'd usually play with this one over Replica as it seems to add more to the game.

Regarding Ambush, I'd suggest Intruder:
http://jorgematar.deviantart.com/art/Secret-Passage-260878279

I like the name, but the art doesn't fit very well imo because the asian theme is too different from the other artworks.
I'm also going to look a bit for a suitable image.

---

Offertory: that rework seems fine.  It's probably safe at 2$.
Ambush: The attack was my favorite part of the card, so I like the rework fine.
Mountains: That clause let's you buy a copper, then buy a cheap mountain using plus buy.  Which is actually really really cool.  You could leave the other condition on there if you wanted, "if you gained or trashed a treasure card this turn, this cost 2 less".  Doesn't stack.
Cursed Gold: I'm on my phone and can't look to see what the card does without deleting this post, haha.  Probably.
ShuffleIT: the new company in charge of online dominion as of January first, offering a cheap monthly subscription

I'm glad you approve the changes :)
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Re: Dominion: Strive & Reward
« Reply #34 on: November 07, 2016, 06:58:02 am »
0

GateKeeper: Text can be confusing to people. seems balanced.
Replica:I sort of dislike this card, since it has high power swings. For example in kingdoms where no one buys many treasures this card is just a 2 cost copper, however in a kingdom where everybody is buying golds this card will be bought heavily. You want to at least get a treasure worth 4 off of this for this to be worth buying.
Wayfarer: Missing reaction type. seems balanced.
Antiquarian: I am not a fan of cards that lets you hand pick certain cards from your discard pile or deck and places them in your hand, since I cannot think of anything that does that in the base game. However since it's only the treasure sub-type and it requires some setup this seems reasonable.
Offertory: Seems too bad with just stock treasures, discarding a silver to gain one just seems too slow.
Rainbow: I actually kinda like this card. The sad part about these fool's gold type card is that if more than one player goes after them the pile is pretty much guaranteed to be piled out.
Reclamation: Seems too powerful for a 3 cost.
Restorer: Too powerful with it's current reaction effect since later in the game you can use it with remodel/forge/etc to net a province.   
Ambush: "If no treasure card was discarded" this effect will rarely work in games with no trashing. To me it feels like a card with a weaker attack than militia however with a cute way to net actions. Seem awkward.
Craftsmen: Very few cards let you gain multiple at once. With just the normal action a lot I think making this a 3 cost might work since 2 cards with the same cost that you want to trash will be hard to get once you get rid of a few coppers.
Cursed Gold: I don't like this card. It's just a silver that costs 4 with a downside if you have this with a copper. At it's net value goes to 1 if you have 2 coppers with this assuming you discard 1 copper.
Furnace: (or 2 if it isn't fixed) should be moved to be next to the blank coin for less confusion. Also this card only really seems usable if there there is a worth wild 3 costed card in the kingdom or if capital is in the kingdom. I don't really like this small range of uses.
Gold Digger's Village: I would change it's effect to this. "+2 actions You may trash a treasure card from your hand, if you do: +1 coin. Additionally, if it costs 3 coins or more +1 card." if you want to keep to as a 4 cost. However nice idea I like it.
Peasant Village: I would remove the +1 coin and make it cost 2. However like gold digger's village I like the idea.
Bribe: It's cute but maybe too cute. The only good use I see for this card besides silver is to combo with upgrade cards.
Cathedral: Not sure what to think of this card, it seems strong being able to cycle victory cards late game and being able to put dead actions back on top of your deck is cute. Idk
Collector: I think the bottom effect is way too strong. You can discard a left over victory card to play a treasure you just bought, or with actions that net you cards it's super strong to cycle out dead cards for them.
Foundry: Seems weak. +2 cards with a force trash with a weak trash effect seems bad.
Greed: Try to stay away from card ideas with too mean of effects. This card can destroy deck engines.
Money Laundering: Way to mean of an attack. This card can force gold or even fortune trashes and give a numerous amount of copper, way to mean and no trasher can keep up with it if it trashes more than coppers.
Stolen Goods: It works but it just seems weaker than contraband. It also seems to good for for the 4 cost slot.
Treasurer: Awful card design, it's just a power-creep to Stables.
Investor: Why the or more? very few cards can net you more than one treasure at the same time. Also the bottom text is unneeded.
Mountains: Ehh I don't like this card, since it forces you to buy just mountains if you want to buy it at all. you need at least 4 mountains for it to be better than duchy and if you have 8 they are all provinces.
Old Gem: Worst than charm even as a 5 cost. This could maybe work as a 4 cost treasure if you remove the bottom text.

My favorites are, Rainbow, Cathedral, and the ideas behind gold digger's village and peasant village
« Last Edit: November 09, 2016, 11:04:10 pm by loneXolf »
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ThetaSigma12

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Re: Dominion: Strive & Reward
« Reply #35 on: November 07, 2016, 08:04:46 pm »
0

I'm not sure how Craftsmen/Workers works. When do you gain more than 1 card at once?
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loneXolf

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Re: Dominion: Strive & Reward
« Reply #36 on: November 08, 2016, 04:53:51 am »
0

I'm not sure how Craftsmen/Workers works. When do you gain more than 1 card at once?

I think he messed up the text for those, however a few cards/events let you gain two cards at once, such Treasure Hunter for example.
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Re: Dominion: Strive & Reward
« Reply #37 on: November 08, 2016, 07:05:58 am »
0

I'm not sure how Craftsmen/Workers works. When do you gain more than 1 card at once?

I think he messed up the text for those, however a few cards/events let you gain two cards at once, such Treasure Hunter for example.
Yeah but I'm pretty sure by the rules of the game all the silvers from Treasure Hunter are still seperate events.
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Re: Dominion: Strive & Reward
« Reply #38 on: November 08, 2016, 10:45:09 am »
+1

I'm not sure how Craftsmen/Workers works. When do you gain more than 1 card at once?

I think he messed up the text for those, however a few cards/events let you gain two cards at once, such Treasure Hunter for example.
Yeah but I'm pretty sure by the rules of the game all the silvers from Treasure Hunter are still seperate events.

You are correct. Craftsmen/Workers' reaction doesn't work.
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Re: Dominion: Strive & Reward
« Reply #39 on: November 08, 2016, 10:24:40 pm »
0

I'm not sure how Craftsmen/Workers works. When do you gain more than 1 card at once?

I think he messed up the text for those, however a few cards/events let you gain two cards at once, such Treasure Hunter for example.
Yeah but I'm pretty sure by the rules of the game all the silvers from Treasure Hunter are still seperate events.

I could not find this in the rules. However I don't think it matters, since a card that only works with a low amount of other cards should not exist.
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Re: Dominion: Strive & Reward
« Reply #40 on: November 09, 2016, 07:54:22 am »
0

I'm not sure how Craftsmen/Workers works. When do you gain more than 1 card at once?

I think he messed up the text for those, however a few cards/events let you gain two cards at once, such Treasure Hunter for example.
Yeah but I'm pretty sure by the rules of the game all the silvers from Treasure Hunter are still seperate events.

I could not find this in the rules. However I don't think it matters, since a card that only works with a low amount of other cards should not exist.
Well, I'm pretty sure it's obvious. If you gain 3 Coppers at the "Same time" and reveal trader, are they all Silver? What if you want a copper for Keep? They are all different events because you can react to each of them indepenantly.
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DBnator

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Re: Dominion: Strive & Reward
« Reply #41 on: November 09, 2016, 08:35:19 pm »
+2

I finally had time to finish and post the first fixes/reworks/adjustments to my cards based on your feedback.
These are the cards which I have changed more on than just little details such as name, cost or typos.
I'll put in a short comment for each card, explaining what I changed and maybe also why.


2 cost cards:


Offertory: Costs reduced to 2, removed cost limitation for the discarded/gained card and allowed discarding Action cards too.
Wayfarer: Changed upper part from complicated Buy-Action exchange to Treasure gaining, depending on if it is the first time played this turn.

4 cost cards:


Gold Miner's  Village: Made name slightly shorter, lowered cost limit for trashed card and changed the last +$ from 1 to 2. The reason for this buff is that in order to get the second effect you have to trash at least a Silver which can only be done a limited number of times and inherently gives -2$.
Intruders: New art and name; effect was completely reworked. I'm still not too happy with the card but I wanted to hear your oppinions on it  ;D
Rare Gem: Improved name and almost complete rework to make it less similar to Charm. I really like how it turned out now, but it feels like it could be used for a broken combo...
Replica: Complete rework. Imo the old name and art don't fit the new effect as well anymore; looking for new ones and open for suggestions.
Stolen Goods: Took name/art from another card and removed the curse gain when no card is discarded.
Workers: New name and adjusted the lower part so it can actually be used. However, the way it works has also been slightly changed.

5 cost cards:


Cathedral: New art and nerfed, while trying to keep the core mechanic. Let me know if it seems more balanced now :)
Investor: I tried to make this more useful in general while keeping the base concept I was aiming for.
Launderer: Shorter name and small rework. Core idea stayed the same, but it should be both more reliable and less swingy now. (Big thanks to Accatitippi for the suggestion!)

6 cost cards:


Greed: New art and complete rework. I think this one fits well into the overall expansion and isn't as frustrating to other player as the first version.
Mountains: Adjusted the lower part so it can be used in more Kingdoms.
Treasurer: Complete rework; highly experimental. I had a really hard time judging the power of this card. I'm not sure if it will be strong or weak, and if it is balanced it might not even be an interesting option to play; I don't know. So that's another card where I'm really looking forward to your feedback.


I haven't updated the first post yet and I won't do it today anymore because it is past 2:30am for me already and I really need to sleep now.
I'll catch up on that tomorrow  8)

And big thanks again to ThetaSigma12 for helping me finding better artworks and more fitting names! :)
« Last Edit: November 10, 2016, 05:44:07 pm by DBnator »
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loneXolf

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Re: Dominion: Strive & Reward
« Reply #42 on: November 09, 2016, 11:51:25 pm »
0

I will comment on a few of these updated cards.
Gold Miner's Village: Gold Miner's Village seems a bit better than spice merchant. Gold Miner's Village can into a bazaar or lost city +3 coins(If you trash a silver+) while still being able to be +2 actions if you cannot trash. While spice merchant turns into a woodcutter or laboratory (and sometimes you trash a silver for this effect anyway).(I know spice merchant's effect can be better early on in the game, however the overall strength of gold miner's village seems a bit better than spice merchant.)

Rare Gem: Seems quite strong if you buy two cards and can get out of hand if you buy +3 cards. For example you can turn this card into a gold by buying a copper and you can do that two times before it gets worst than cache (5 cost card) and that's only one use of this card.

Treasurer: Not sure how good this card is, it seems like it just turns golds into much better overlords, while being able to be good with silvers in some kingdoms, and being a copper trasher. Also weird that you can use gold to get more treasurers.
« Last Edit: November 10, 2016, 05:59:17 am by loneXolf »
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navical

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Re: Dominion: Strive & Reward
« Reply #43 on: November 10, 2016, 05:44:09 am »
0

Rare Gem is basically cost reduction that doesn't apply to the first Buy of the turn, but which can reduce costs past $0.
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Re: Dominion: Strive & Reward
« Reply #44 on: November 10, 2016, 08:51:54 am »
0

Offertory: Looking good.
Wayfarer: Looking good.
Gold Miner's Village: Did it need the buff? I agree with the or more for the bonus, but still a little unsure.
Intruders: Wayyyy too mean. It's either a Ghost ship or a super Leigonary. The Duration effect is nice, and the chosing attack is cool
Maybe if it was a little more flexible for them or something?
Rare Gem: Looking Good.
Replica: Maybe it should go onto your deck instead? You'll usually want to gain an Action but you can't play it barring Villa.
Stolen Goods: I don't understand the bottom. Does it simply give you + if you have a Copper in play, or when you play one?
Workers: Looks good.
Cathedral: I read it as:
Quote
+3 Cards
You may discard 2 cards.
If you discarded a Victory card, +2 Cards and each other player may discard a Victory card, to draw a card.
It's cool.
Investor: I don't really like the art, but the effect is nice.
Launderer: Looking good, other than the art.
Greed: I don't think the "but not less than " is needed. If their is no card to gain they just don't gain one.
Mountains: I don't like cards that coun't themselves.
Treasurer: Don't like the art.


All in all great changes! Looking forward to some new updates  ;D!
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popsofctown

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Re: Dominion: Strive & Reward
« Reply #45 on: November 10, 2016, 03:14:05 pm »
0

Yeah but Spice Merchant is hot garbage.  Lots of cards near the water get balancing point are going to be a lot better than Spice Merchant. 
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Re: Dominion: Strive & Reward
« Reply #46 on: November 10, 2016, 09:53:39 pm »
0


Treasurer: Complete rework; highly experimental. I had a really hard time judging the power of this card. I'm not sure if it will be strong or weak, and if it is balanced it might not even be an interesting option to play; I don't know. So that's another card where I'm really looking forward to your feedback.

I think Treasurer is an interesting card which I'm going to playtest, but I agree with a previous commenter that the art could be improved.

I found a few illustrations of medieval-looking Treasurers/Moneychangers/Bankers handling coins, which I think helps. All are by the same artist, with the last three being variations on the same theme:

The Moneychangers by Marinus van Reymerswaele

The Moneychanger and His Wife by Marinus van Reymerswaele

The Banker and His Wife by Marinus van Reymerswaele


The Banker and His Wife
by Marinus van Reymerswaele

« Last Edit: November 10, 2016, 10:00:40 pm by Thanar »
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DBnator

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Re: Dominion: Strive & Reward
« Reply #47 on: November 14, 2016, 03:44:39 pm »
+1

Reclamation: Seems too powerful for a 3 cost.

Keep in mind that you won't really get a +$ benefit because you lose a Treasure card from your hand.
Actually I'm rather afraid that it will be too weak. Like many other cards here it needs some playtesting.

Restorer: Too powerful with it's current reaction effect since later in the game you can use it with remodel/forge/etc to net a province.   

But in order to do that you need to get Gold+Remodel+Restorer in your hand consistently, which is a 3 card combo.
And Gold+Gold+Silver is also a 3 card combo that can give you a province each turn, so I don't see a big issue with that.

Cursed Gold: I don't like this card. It's just a silver that costs 4 with a downside if you have this with a copper. At it's net value goes to 1 if you have 2 coppers with this assuming you discard 1 copper.

It's a very cheap Gold if you discard a Victory card or an Action card you couldn't play this turn and use it together with Treasures other than Copper.
However I removed the Curse-gaining if you didn't discard a card to make it less punishing.

Collector: I think the bottom effect is way too strong. You can discard a left over victory card to play a treasure you just bought, or with actions that net you cards it's super strong to cycle out dead cards for them.

You can't play Treasures anymore after buying a card.
And cycling out dead cards is the whole point of this card ;)
Playtesting might prove me wrong, but I think the setup needed to make really good use of this card justifies it's potential power.

Foundry: Seems weak. +2 cards with a force trash with a weak trash effect seems bad.

I made the trash for benefit optional.

Mountains: Ehh I don't like this card, since it forces you to buy just mountains if you want to buy it at all. you need at least 4 mountains for it to be better than duchy and if you have 8 they are all provinces.

Seems like a lot of people don't like this concept. I'll think of something different.

---

Rare Gem is basically cost reduction that doesn't apply to the first Buy of the turn, but which can reduce costs past $0.

Interesting. I haven't thought of it that way yet. Do you think that's a bad thing?

---

Gold Miner's Village: Did it need the buff? I agree with the or more for the bonus, but still a little unsure.

I think so, because you can't trash Silver for it very often (unless you're in a Masterpiece+Trader game ;D) so it needs to be rewarding.

Intruders: Wayyyy too mean. It's either a Ghost ship or a super Leigonary. The Duration effect is nice, and the chosing attack is cool
Maybe if it was a little more flexible for them or something?

I might be wrong, but I think allowing the other player to choose between the 2 makes it quite a lot weaker.
A strong use of Ghostship is that you can stall another player who has a hand full of Victory cards/Curses, but with Intruders he could just discard them which wouldn't affect his next turn. And on the other hand he could benefit from chosing to put cards on his deck if he has a Terminal collision or "too much" Treasure cards in hand.

However from a thematical point of view I too would prefer a different kind of attack.
Something like forcing the other player to discard/trash and then gaining a copy of one of these cards, which would fit the intruding&stealing theme imo.

Replica: Maybe it should go onto your deck instead? You'll usually want to gain an Action but you can't play it barring Villa.

Unless you have +Actions :P
But yes, that would probably make more sense.

Stolen Goods: I don't understand the bottom. Does it simply give you + if you have a Copper in play, or when you play one?

It's meant to be a shorter version of "If you play this while having Copper in play or play a Copper while this is in play: -1$ for this turn."

Cathedral: I read it as:
Quote
+3 Cards
You may discard 2 cards.
If you discarded a Victory card, +2 Cards and each other player may discard a Victory card, to draw a card.
It's cool.

Not quite; if you want to discard, one of them has to be a Victory card.
Is it clearer if I change the "If you did: +2 cards" into "If you did both: +2 cards"?

Investor: I don't really like the art, but the effect is nice.
Launderer: Looking good, other than the art.
Treasurer: Don't like the art.

I'm not happy with any of these arts either, but it's the best I could find so far :/

Greed: I don't think the "but not less than " is needed. If their is no card to gain they just don't gain one.

Okay, I'll remove that part.

---

I think Treasurer is an interesting card which I'm going to playtest, but I agree with a previous commenter that the art could be improved.

Cool, I'm really looking forward to hearing your results! :D

I found a few illustrations of medieval-looking Treasurers/Moneychangers/Bankers handling coins, which I think helps. All are by the same artist, with the last three being variations on the same theme:

Thanks for these suggestions! I have used the first art for Investor already, but one of the bottom three should work :)
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Re: Dominion: Strive & Reward
« Reply #48 on: November 14, 2016, 03:52:09 pm »
0

Intruders still seems really mean. Even if you have 2 junk you still have to discard 3, and I think anything that can lower you to 2 cards in hand for can't really exist.

If you played Replica in your Action phase, but normally you'd play it as a treasure and then the Action you gained would give you nothing.

I see what you mean for Stolen Goods and Cathedral.
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Re: Dominion: Strive & Reward
« Reply #49 on: November 15, 2016, 03:06:27 am »
0

Quote
Restorer: Too powerful with it's current reaction effect since later in the game you can use it with remodel/forge/etc to net a province.   

But in order to do that you need to get Gold+Remodel+Restorer in your hand consistently, which is a 3 card combo.
And Gold+Gold+Silver is also a 3 card combo that can give you a province each turn, so I don't see a big issue with that.

My point was that you only need Any +6 costing card (Including province)+Remodel +Restorer for a remodel combo to work. However the better combo is Rebuild+Restorer while you have a province and no more than one other different victory card.

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Re: Dominion: Strive & Reward
« Reply #50 on: November 27, 2016, 03:29:48 pm »
0

I made some small changes to the following cards based on your feedback:

Cathedral: Little text change to avoid confusion.
Greed: Removed "but not less than 0" part.
Restorer: Reaction effect only works when trashing a non-Victory card.
Replica: Gains on top of your deck instead of your hand.

The images on the front page aren't updated yet, but I'll do that soon.

Furthermore I have reworked the cards that seemed to have the most problems design-wise.
But I'd like to hear your opinions on them first before making the changes final.

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Accatitippi

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Re: Dominion: Strive & Reward
« Reply #51 on: November 28, 2016, 09:12:45 am »
+1

hi there!
Stolen goods' drawbacks are essentially inconsequential. You can play it last and either discard a Victory or a dead Action or nothing on an empty hand. Since you've already played all your treasures you get no drawbacks from under-the-line either.
As a random suggestion, you could get rid of the top text and substitute the 3 coins with: if you have no treasures in play other than Stolen Goods, +3. Then keep the under the line part as is.
That way you are forced to play it first.
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ThetaSigma12

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Re: Dominion: Strive & Reward
« Reply #52 on: November 28, 2016, 09:21:12 am »
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I like accatitippi's suggestion for stolen goods.

I'm confused by Mountains: Did you mean different types or names?

Intruders: I like the attack, let me try to simplify it:
Quote
Each other player chooses one: They reveal the top 2 cards of their deck and trashes one costing to , discarding the rest; or discards a non-Victory card. You may gain a copy of a discarded or trashed card, setting it aside, and putting it into your hand at the start of your next turn for +.
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DBnator

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Re: Dominion: Strive & Reward
« Reply #53 on: November 29, 2016, 04:05:38 pm »
0

hi there!
Stolen goods' drawbacks are essentially inconsequential. You can play it last and either discard a Victory or a dead Action or nothing on an empty hand. Since you've already played all your treasures you get no drawbacks from under-the-line either.
As a random suggestion, you could get rid of the top text and substitute the 3 coins with: if you have no treasures in play other than Stolen Goods, +3. Then keep the under the line part as is.
That way you are forced to play it first.

The idea was that you have to choose between 2 different downsides depending on if you play it first or last.
I agree that there's still room to improve the concept, but your suggestion, as I understand it, is almost strictly worse than silver.

What do you think about this version?:

Quote
Stolen Goods (4)
Worth: 3$
If you have any Treasure card other than this in play: -1$
-------
Each time you play a Treasure card while this is in play, choose one:
-1 Buy; or discard one card.

---

I'm confused by Mountains: Did you mean different types or names?

Yes, what I mean is "+2VP for each differently named card you trashed".

Intruders: I like the attack, let me try to simplify it:
Quote
Each other player chooses one: They reveal the top 2 cards of their deck and trashes one costing to , discarding the rest; or discards a non-Victory card. You may gain a copy of a discarded or trashed card, setting it aside, and putting it into your hand at the start of your next turn for +.

Thanks for the suggestion! :)
However some parts still sound a bit strange to me. How about this?:

Quote
Each other player chooses one: He discards a non-Victory card; or he reveals the top 2 cards of his deck, trashing one costing 3$ to 6$ and discards the rest.
You may gain a copy of a card that was discarded or trashed, setting it aside. At the start of your next turn, +1$ and put that card into your hand.
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loneXolf

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Re: Dominion: Strive & Reward
« Reply #54 on: November 29, 2016, 06:43:45 pm »
0

I made some small changes to the following cards based on your feedback:

Cathedral: Little text change to avoid confusion.
Greed: Removed "but not less than 0" part.
Restorer: Reaction effect only works when trashing a non-Victory card.
Replica: Gains on top of your deck instead of your hand.

The images on the front page aren't updated yet, but I'll do that soon.

Furthermore I have reworked the cards that seemed to have the most problems design-wise.
But I'd like to hear your opinions on them first before making the changes final.



You can just play stolen goods last to ignore it's bottom effect.
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ConMan

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Re: Dominion: Strive & Reward
« Reply #55 on: November 29, 2016, 07:14:51 pm »
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You can just play stolen goods last to ignore it's bottom effect.
Sure, as long as you can then avoid its on-play effect (so either don't play any Copper, have a card to discard, or don't mind that you're trashing it, in which case the below-the-line part doesn't activate anyway). Also, what if you want to play two?
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Accatitippi

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Re: Dominion: Strive & Reward
« Reply #56 on: November 30, 2016, 04:34:30 am »
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You can just play stolen goods last to ignore it's bottom effect.
Sure, as long as you can then avoid its on-play effect (so either don't play any Copper, have a card to discard, or don't mind that you're trashing it, in which case the below-the-line part doesn't activate anyway). Also, what if you want to play two?
Its on-play effect will hardly ever hurt you. Discarding useless cards at the end of your turn is going to happen anyway, and you can always choose to discard a card even if you have no cards in hand. Getting two of these is a bit more problematic, but the first one is essentially a Gold.
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Chris is me

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Re: Dominion: Strive & Reward
« Reply #57 on: December 26, 2016, 04:38:43 pm »
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We've played this one 3 or 4 times and its pretty strong, maybe too strong. I would play it even if it didn't have the optional trash ability, but since the optional trash ability is what makes the card unique I wouldn't change that about it.

Nice ideas for cards!

I think the wording for this card could be a bit smoother and closer to the Dominion style:

+$1
Choose one: +2 Cards; +2 Actions; or +2 Cards, +2 Actions, and trash this.

Alternately:

+$1
You may trash this, for +2 Cards and +2 Actions.

If you don't, choose one: +2 Cards, or +2 Actions.
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