Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: 1 2 3 4 [All]

Author Topic: Dominion: Antiquity (WIP! Please help!)  (Read 3436 times)

0 Members and 1 Guest are viewing this topic.

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Dominion: Antiquity (WIP! Please help!)
« on: February 23, 2017, 02:20:52 pm »
+3

OP updated Sept 19, 2017
Hey, everyone. For the last two months year I've been working hard on a fanbrew expansion, Antiquity!
I've come here to get balance feedback on the cards.

Just as a background, I'm a successful modder (co-founder of the critically acclaimed Colonialist Legacies series of Civilization V mods) and aspiring game designer. As a challenge for myself, I decided to build a custom homebrew set, playtest it, buy art for it (from Jan Boruta, and artist that is huge in the Civ V mod scene,) and print it off.

The theme of the set is archaeology. Both 'old things' (artifacts, ancient ruins, old rites) as well as the modern people (archaeologists, collectors, etc) involved in archaeology.
Mechanically, the set focus is "Discarding" with an emphasis on Reactions as well as gains, Victory tokens, and upgraders.
There's a bit of randomized flavor, but basically I tried to create interesting cards that feel 'official' but also can have interesting interactions with official cards.

At this point, the cards are mostly close to finished... I've been playtesting constantly all year. But some are still in flux -- Pharaohs and Mendicants in particular.

Enough of that, on to the cards!

Quote
Petroglyph (4)
Action - Reaction
+1 Action
Discard any number of cards, then draw until you have 5 cards in hand.
-
When you discard this card any time during an Action phase, you can reveal it and set it aside.
If you do, discard it at the start of your next turn and draw a Card

Quote
Agora (5)
Action - Reaction
+2 Actions
+$2

-
When you discard this card other than during your Clean-up phase, you can reveal it to gain a Silver to your hand.

Quote
Monolith (5)
Action - Reaction - Attack
+2 Cards
You may trash two differently named cards from your hand. If you do, +1 VP per $3 of their combined cost.
-
When you discard this card on another player's turn, you can reveal it. If you do, each other player gains a Curse.

Quote
Aquifer (5)   
Action - Reaction
+1 Card
+$1

You can play an Aquifer from your hand.
-
When you discard this card during your Action phase, you can reveal it to gain an Aquifer.

Quote
Tomb Raider (3)
Action - Attack
+1 Action
Each other player discards an Attack card (or reveals a hand with no Attack cards.)
You may gain a copy of a Treasure revealed this way.

Quote
Artifact (4)
Treasure
$1
Immediately after you buy a Treasure card, you may discard this from play. If you do, play that card and get +1 Buy.

Quote
Idol (4)
Treasure
$3
While this is in play, when you buy a card, put it on your Idol mat.
If it is a Curse, take another turn after this one, with all of the cards from your Idol mat as your hand.

Quote
Digsite (6)
Victory - Action
Reveal the top card of your deck and discard it.
If the revealed card is not a Victory card, trash this. If the revealed card costs...
$2 or less, +4VP.
$3 to $5, +5VP.
$6 or more, +6VP.

Quote
Moundbuilder Village (3)
Action
+2 Actions
When you discard this during your next Clean-Up, set aside a card from your discard pile with the highest $ cost.
Put that card in your hand at the start of your next turn.

Quote
Encroach (6)
Action
+2 Cards.
+1 Action.

You may discard a Treasure card from your hand to gain a Victory card costing up to 2 more than it onto your deck.

Quote
Stoneworks (4)
Action
+1 Buy.
Trash a card from your hand to gain a Silver and put it on your deck.
If you trashed a Victory card, get a VP token per $ it cost more than $2.
-
After you gain this, +1VP whenever you gain a card until the end of this turn.

Quote
Graveyard (1)
Action
+2 Actions
-
When you trash this, gain a card from the trash.

Quote
Inspector (3)
Action - Attack
+2 Cards
Reveal and discard 2 cards from your hand.
Each other player with 4 or more cards in hand discards a card that is a copy of one of the discarded cards (or reveals a hand with no copies.)

Quote
Archaeologist (7)
Action
Reveal the top 6 cards of your deck.
Put 3 of them into your hand.
You may put all the remaining cards onto your deck or discard them.

Quote
Mission House (4)
Action
+2 Cards
If you have less than 6 VP tokens, you may discard a Victory card. If you do, take a VP token.
If you have 6 or more VP tokens, +2 Actions.

Quote
Mendicant (4)
Action
+1VP token
Gain a Copper to your hand.
The next time you buy a Victory card this turn, put a Copper in play onto a Kingdom Supply pile.
(Players can't gain cards from that pile until they buy the Copper card.)

Quote
Profiteer (4)
Action - Reaction
+1 Buy
+$1

Trash a non-Victory card from the Supply. Cards with the same name cost $1 less this turn.
-
When you would gain a card during an Action phase, you may discard this to gain a card costing up to $1 more instead.

Quote
Prospector (3)
Action
+1 Card
+1 Action

You may discard a Victory card to gain a Treasure costing up to $1 more than it.

Quote
Pyramid (5)
Action
+$5
Trash 2 cards from your hand.
Gain 2 Curses.

Quote
Riches (4)
Treasure
$4
At the end of your buy phase, if this is in play, trash all the other treasures you have in play.


Quote
Sarcophagus (6)
Action
Choose an Action card in the Supply costing up to $4.
Play that card twice, then trash it.
-
When you buy this each other player gains a Curse.

Quote
Shipwreck (2)
Action
+1 Buy
+$1

When you discard this during your next Clean-Up, put a card from your discard pile that costs $0 on the bottom of your deck.

Quote
Collector (4)
Action
Reveal and trash the top card of your deck to gain a card that shares a type with it that costs up to $3 more.

Quote
Pharaoh (8)
Action
Trash your hand. For each Treasure trashed this way, gain a Gold. For each Curse trashed this way, each other player gains a Curse.
Note: This started as a joke. Then my artist wanted me to put it in anyhow because he wanted to draw crazy art for it. So it's in.

Quote
Tomb Guardian (3)
Action - Attack
+ $2
You may gain a Curse card. If you did, +1 Action, + $1.
If the Curse pile is empty, each other player puts cards from their hand onto their deck until they have 3 cards in hand.
Note: I am open to suggestions for changing the attack portion of this card to something different.

Quote
Ziggurat (4)
Action
Choose one:
Trash up to two cards from your hand or discard pile; or,
Play a card from your discard pile.

Quote
Boulder Trap (3)
Trap   
-1 VP
When you discard this card on another player's turn, that player gains this.
-
When you trash this, each other player gains a Curse.
Note: The trap is a new card type with the rules:
Setup: Shuffle a Boulder into each Kingdom Supply pile.
If you reveal this from the top of a Kingdom Supply pile, gain it.
If I'm ever foolish enough to make another Dominion fanspansion (Invention?,) it will also have traps.


At this point, I'm putting the finishing touches on the cards (and trying to nail down the Mendicant) and writing the rulebook. Soon, I'll need to assemble the 'suggested sets' list.
« Last Edit: September 19, 2017, 11:50:55 pm by Neirai the Forgiven »
Logged

trivialknot

  • Duke
  • *****
  • Offline Offline
  • Posts: 366
  • Respect: +464
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #1 on: February 23, 2017, 03:55:38 pm »
+3

It would help if you could also post the card text in the thread.

Ancient Waterways - A small nitpick, the reaction text should be below the on-play text.  This looks like an interesting and balanced card.

Archaeologist - This is usually bad for your deck.  It needs sufficiently high action density to trigger at all, and playing it actively decreases your action density.  I think you'd frequently have to trash actions that you want to keep.  What if you tried removing the trashing part?  Oh--I just realized this is a splitter too.

Artifact/Bauble - When you put a treasure into play, does that mean you're playing it?  If I have multiple artifacts, can I play the same treasure multiple times?  There are some interesting things you can do with this, particularly when Artifact is the only +Buy.  But I think most of the time it's a treasure that gives you the power to Delve.  $4 might be about right, although I'd test it at $2 and $3 as well.

Cursed Idol - A $5-cost gold isn't super strong to begin with, and 2 curses seems like a steep penalty.  I'd try it with 1 curse first.  It's interesting that you might buy one of these to punish an opponent, but you might just be punishing yourself.  Again, the reaction text should go below the on-play text.

Digsite - Say that I play a Digsite and reveal a gold, while you play a Digsite and reveal a copper, I have a whole 4 VP lead over you.  This feels very unfair.

Mission House - I think this should be priced at $4 or cheaper.  It's usually worse than Smithy or Gear.  Discarding 2 silver for a Duchy, well, that's almost enough to just buy the Duchy.  Topdecking action cards may occasionally be useful to guarantee a good turn next turn, but Gear accomplishes the same thing better.
« Last Edit: February 23, 2017, 04:01:52 pm by trivialknot »
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #2 on: February 23, 2017, 05:07:05 pm »
0

Thank you! This is just the kind of feedback that I'm looking for.

**Update: Now that I'm not at work I can give a bit more pushback.

For the Artifact/Bauble: (Name not quite decided) -- putting the treasure into play means I'm playing it, yes. Although this being your buy phase, I could just as well put it into your hand and make it less confusing.
Although I hadn't thought of people discarding multiple of these to play the same treasure multiple times. Putting it into your hand would remove that option. Which I think is okay, if not less fun.

For the Cursed Idol: Originally the Cursed Idol just allowed other people to reveal it to give you curses. The problem is that then it is a great card in a two-player game, since you're likely to only get 1 curse if any, but in a 4 or god forbid 6 player game you could gain 5 or more curses from one play!
Hense, I balanced it around 3 player games. But perhaps capping the curse at 1 would be better? I'll have to test both ways.

I'm thinking for Digsite perhaps I should make it give points on a range instead... 2 or less is 1 VP, 3-5 is 3 VP, 6+ is 4 VP.

I'm still thinking about them all.
« Last Edit: February 23, 2017, 11:03:33 pm by Neirai the Forgiven »
Logged

LibraryAdventurer

  • Jester
  • *****
  • Offline Offline
  • Posts: 986
  • Shuffle iT Username: LibraryAdventurer
  • Respect: +680
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #3 on: February 23, 2017, 11:47:08 pm »
+2

I don't have much to add to what trivialknot said. Just wanted to say I like Ancient Waterways and Bauble.

If you make Bauble put the treasure in your hand, it wouldn't be any help because according to the rules, you can't play more treasures after you start buying things. You can only play treasures at the beginning of the buy phase. My suggestion on the wording would be:
"While this is in play, when you buy a Treasure, you may discard this card. If you do, +1 Buy and play that treasure if it isn't already in play."  This would keep two baubles from playing treasures twice.

Also, I thought it was neat that you chose the same flavor theme (Antiquity / Archaeology) as my fan expansion, Resurgence. You can look at it with the link in my sig. My expansion has several cards that use ruins.

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #4 on: February 24, 2017, 09:53:20 am »
0

Also, I thought it was neat that you chose the same flavor theme (Antiquity / Archaeology) as my fan expansion, Resurgence. You can look at it with the link in my sig. My expansion has several cards that use ruins.

Sweet. I also have an Ancient Temple (I think it'll be in the card list I reveal today)... maybe I should change the names to 'Buried' from Ancient? The idea is that these are cards you unearth.

My 'Ancient whatever' cards are all a cycle that use Tunnel-style reactions.
« Last Edit: February 24, 2017, 09:55:01 am by Neirai the Forgiven »
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #5 on: February 24, 2017, 10:09:40 am »
+1

Dump #2!

Quote
Shipwreck (4)
Action   

Discard a card.
If you did:
+$2
Put this on top of your deck.
The inspiration for this card (name has flopped around a bit, from Sunken Vessel to Sunken Ship to Shipwreck) is a vessel packed with treasure sitting on the seabed. You can visit it again and again for wealth, but it takes a bit of work to do it.

Quote
Spelunker (4)
Action

+$2
Discard the top card of your deck. If it is an:
Action or Treasure, trash it and gain a card of the same type costing up to 3 Money more.
Victory card, gain a Gold.
It's a sort-of Mine with little control over what it works on, plus you don't get to put the new card into your hand.

Quote
Stoneworks (5)
Action   

+2 Cards.
+1 Buy.
Reveal your hand.
If you revealed more than one card with the same name,
Cards with the same name as those cards cost $2 less (But not less than $0)
This started as a Quarry mixed with an Ironworks... now it's just a weird Quarry.

Quote
Tomb Guardian (4)
Action - Attack

+$2
You may gain a Curse card immediately. If you do, +1 Action, +$1.
Each other player with 4 or more cards in hand puts 2 cards from their hand on top of their deck.
Are you willing to make a deal with the devil for the tomb's treasure? Originally, this made the target put a treasure on top of the target's deck. I might make it do that again.

Quote
Ziggurat (4)
Action

Trash two differently named cards from your discard pile.
If you do, play a card from your discard pile.
This one has changed quite a bit over time. The idea is to capture the Mayan-esque concept of sacrifices happening when the sun aligns with the building. Therefore, I'm not worried about this being a dud card when you have no discard pile. I'm worried about it being a dud card all the time. ;)

Quote
Ancient Temple (4)
Action - Reaction - Attack   

+2 Cards
Choose one: Trash up to two cards from your hand; or,
+1 VP token.
---
When you discard this card any time other than during Clean-up, you can reveal it. If you do, each other player gains a Curse.
It's sort of got some Temple flavor. It might be overcost? or undercost? It's hard to cost things when they have reactions and choices, since you can only use it for one of three things.
« Last Edit: February 24, 2017, 10:12:37 am by Neirai the Forgiven »
Logged

Roadrunner7671

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1840
  • Shuffle iT Username: Roadrunner7672
  • Forum Mafia Record: 16-32-2
  • Respect: +1282
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #6 on: February 24, 2017, 10:11:36 am »
+2

(also let me know if there's any better uses of the forums that I could do. I'm a noob.)
You should check out the forum games!
Logged
Oh God someone delete this before Roadrunner sees it.

ThetaSigma12

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1244
  • Respect: +969
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #7 on: February 24, 2017, 10:37:12 am »
+1

Quote
Shipwreck (4)
Action   

Discard a card.
If you did:
+$2
Put this on top of your deck.
I'd take the money out of the conditional, or maybe the discarding altogether. The concept is cool but a terminal silver costs roughly 2 and this is maybe worse.
Quote
Spelunker (4)
Action

+$2
Discard the top card of your deck. If it is an:
Action or Treasure, trash it and gain a card of the same type costing up to 3 Money more.
Victory card, gain a Gold.
Maybe just a Psudeo Swindler, trash the top card of your deck gain a card with the same type up to 3 more.
Quote
Stoneworks (5)
Action   

+2 Cards.
+1 Buy.
Reveal your hand.
If you revealed more than one card with the same name,
Cards with the same name as those cards cost $2 less (But not less than $0)
Maybe just "You may reveal 2 cards with the same name from your hand, copies lf that card cost 2 less." I like it.
Quote
Tomb Guardian (4)
Action - Attack

+$2
You may gain a Curse card immediately. If you do, +1 Action, +$1.
Each other player with 4 or more cards in hand puts 2 cards from their hand on top of their deck.
It's a broken millitia even withought the Curse bit, which I don't like.
Quote
Ziggurat (4)
Action

Trash two differently named cards from your discard pile.
If you do, play a card from your discard pile.
I like it, but would be in favor of some discarding thing to make it less dead.
Quote
Ancient Temple (4)
Action - Reaction - Attack   

+2 Cards
Choose one: Trash up to two cards from your hand; or,
+1 VP token.
---
When you discard this card any time other than during Clean-up, you can reveal it. If you do, each other player gains a Curse.
It's really good. I'd start by removing the reaction and costing it 6.


All in all, you have some cool cards. A few things to consider.

You could maybe focus your set on some theme more, whether it's discarding or topdecking or whatever.
You could try interesting new effects, rather then just 3 old effects on a new card. Adding some alt VP, Events, Reserves, or a new token seems like a good way to start.
You could spend some time on names, and in general try to avoid just adding an Adjective to a pre-existing name (Tomb Guardian, Ancient Temple).


As I always, suggest look at my thread. You'll see a bunch of cards and get some idea of what works and what isn't new under the sun.
Logged
If you have a fan card you want to be created, just post about it here! I'd love to take a look at it.

Polk5440

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1639
  • Respect: +1635
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #8 on: February 24, 2017, 01:42:24 pm »
0

I also like Ancient Waterways, Artifact, and Archaeologist the best of the first set of 6. The other three I wouldn't really keep around -- Cursed Idol especially.

Re: Cursed Idol. Here's my thinking.

Cache is probably your closest comparison. That card gives you a one time penalty of two Coppers on gain. Then the card is just a Gold for the rest of the game. You can play it as many times as you like without slowdown (i.e. waiting for others to potentially reveal), which is a plus, or additional potential penalty. And Cache is still a very weak card. 

So, I'm not excited by Cursed Idol and wouldn't likely ever buy it, so that leaves the whole pile to you! Yay! That's a "yay for me!". Gold is a weak card. Often, taking a $5 kingdom card over Gold even when you have $6 is the right move. It has to be this way for the game to be varied and interesting. Kingdom cards have to compete with and beat out Gold. This calculus wouldn't change even if Cursed Idol was a straight up Gold priced at $5. Think about how events like Delve and Wedding change (or more usually, don't change!) the game.

So I would focus my energies on the wheat (Ancient Waterways, Artifact, and Archaeologist) and cut the chaff (Cursed Idol).

Edit: word.
Logged

trivialknot

  • Duke
  • *****
  • Offline Offline
  • Posts: 366
  • Respect: +464
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #9 on: February 24, 2017, 03:04:39 pm »
0

I think it's fine if Artifact stacks.  It's slightly confusing, but makes it a more interesting card.  There are kingdoms where the only way to double-province is to play 2 Artifacts and buy a silver every turn.

Shipwreck - While a card that mandatorily topdecks itself is interesting, that ability should really be on a better card.  A terminal silver is something you usually don't even want for free, much less a thing you want to draw every single turn.

Spelunker - This seems strong.  If it hits Copper or Silver, it's better than Mine (a weak card but still priced at $5).  Hitting an action seems like the weakest effect.

Stoneworks - Well that's interesting.  You should try to imagine how this would play in a deck-drawing engine.  It would take a bit of setup, but you could buy lots of components after their cost has been reduced to $0, and then after getting 2 provinces you can buy them out the next turn.  I suppose it's a bit imbalanced, in that it's very powerful in a small number of situations, but not so great otherwise.

Tomb Guardian - A ghost ship at $4 would really really slow down the game, you have no idea.  Is it intentional that this can reduce players to a 2-card hand?  You might be able to fix it by saying players only put one card on top of their deck.

Ziggurat - Note that your discard pile is empty about half of the time--depending on the kind of deck you have.  Can this play any card, or only Actions?

Ancient Temple - As ThetaSigma mentioned, this is really strong.  Even +2 Cards +1 VP is broken because you can build a deck that just plays many of them per turn and hardly anything else.  +2 Cards, optionally trash 2 cards is also broken (compare to Masquerade and Steward, which are already very strong)

I won't offer much in the way of general set advice, but there appear (so far) to be an excess of payoff cards.  Even the actions that draw you 2 cards appear to be more geared towards payoff than draw.  Splitters and draw cards are an important part of a complete set.
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #10 on: February 24, 2017, 06:28:17 pm »
+2

Just dropping a big thank you for the feedback so far. I've got an uphill battle ahead of me, I can tell.
Interestingly, I can tell that most of you are at a much higher level of play than I am, which is coloring what I think is balanced vs. what is actually mechanically balanced. It's great that I'm getting the opportunity to get high-level feedback.

Cards are changing as a result of this feedback, but where they land I'm not sure yet.

Edit: I should mention that discards, especially discarding the top card of your deck, is the overall theme.
« Last Edit: February 24, 2017, 06:29:19 pm by Neirai the Forgiven »
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #11 on: February 24, 2017, 06:35:40 pm »
0

Spelunker - This seems strong.  If it hits Copper or Silver, it's better than Mine (a weak card but still priced at $5).  Hitting an action seems like the weakest effect.
Hmm, good point. The money might need to be reduced to +$1.

Ziggurat - Note that your discard pile is empty about half of the time--depending on the kind of deck you have.  Can this play any card, or only Actions?
It can play any card. Bring on the Platinum!
Putting some discard on it might be worthwhile. I have a lot of +2 -2 Cards cards in the set already, though.

Would it be profitable to dump all of the cards? I'm concerned about overload since my previous attempts to get feedback were overwhelmed by the full 27 card list.
Logged

ThetaSigma12

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1244
  • Respect: +969
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #12 on: February 24, 2017, 08:29:16 pm »
+1

Just post em all in text form.
Logged
If you have a fan card you want to be created, just post about it here! I'd love to take a look at it.

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #13 on: February 24, 2017, 10:50:57 pm »
+1

Here are them all.... in their current state. You may notice that the Mission House and Digsite has changed, also that I still need to incorporate some text cleanups.

Quote
Ancient Library (3?)
Action - Reaction
+1 Action
You may discard any number of cards.
Draw until you have 5 cards in hand.
-
When you discard this card any time other than during Clean-up, you can reveal it. If you do, draw a card.

Quote
Ancient Markets (4)
Action - Reaction
+2 Actions.
+2 Money.
-
When you discard this card any time other than during Clean-up, you can reveal it to put a Copper from your discard pile into your hand.

Quote
Ancient Temple (4)
Action - Reaction - Attack
   
+2 Cards
Choose one: Trash up to two cards from your hand; or,
Gain +1 VP.
-
When you discard this card any time other than during Clean-up, you can reveal it. If you do, each other player gains a Curse.

Quote
Ancient Waterways (5)
Action - Reaction

+1 Card.
+1 Action.
+1 Money.
-
When you discard this card any time other than during Clean-up, you can reveal it to gain a copy of Ancient Waterways.

Quote
Archaeologist (4)
Action   

+1 Action.
Reveal the top 3 cards of your deck. Play an action card you revealed. If you do, trash it and gain a Treasure card costing up to 1 Money more than the trashed card, and put it into your hand.

Quote
Artifact (4)
Treasure

1 Money.
While this is in play, when you buy a treasure, you can discard this card.
If you do, +1 Buy and put that treasure into play.

Quote
Cursed Idol (5)
Treasure - Reaction

3 Money.
At the end of your turn, if any player revealed a Cursed Idol when you played this card, gain two Curses.
-
Whenever an other player plays a Cursed Idol, you can reveal this from your hand.

Quote
Digsite (5)
Victory - Action

Reveal the top card of your deck.
If it is a Victory Card, discard it. Otherwise, trash this card. If the revealed card costs...
$2 or less, +2VP.
$3 to $5, +3VP.
$6 or more, +4VP.

Quote
Earthmound Village (5)
Action

+1 Card.
+2 Actions.
Reveal your hand.
If you revealed no Copper:
+1 Buy
+1 Money

Quote
Encroach (6)
Action

+2 Cards.
+1 Action.
Reveal a card from your hand. Gain a victory card costing less than the revealed card and put it on top of your deck.

Quote
Excavate (4)
Action   

Reveal the top 5 cards of your deck.
Put a revealed Treasure into your hand and the other Treasures on top or bottom of your deck. Discard the rest.

Quote
Graveyard (1)
Action

+2 Actions
-
When you trash this, gain a card from the trash.
...yes, it IS a Necropolis.

Quote
Inspector (3)
Action - Attack

+2 Cards
Discard 2 cards.
For each card you discarded, each other player with 4 or more cards in hand reveals a card with the same name from their hand and discards it (or reveals a hand with no matching cards.)

Quote
Megalith (7)
Action

+3 Cards.
Discard any number of Curse or Victory cards from your hand.
+1 Money per card discarded.

Quote
Mission House (4)
Action

+2 Cards
You may discard a Victory card from your hand. If you do, +1 VP token.
If you have 6 or more VP tokens, +2 Actions.

Quote
Petroglyph (5)
Action

+1 Card.
+1 Action.
You may gain a card costing up to 3 Money + 1 Money per Victory cards you discard.

Quote
Profiteer (4)
Action - Reaction

+1 Money.
+1 Buy.
Trash a non-Victory card in the supply.
+1 Money for each empty supply pile.
-
If you would gain a card during your action phase, you can discard this from your hand. If you do, gain a card costing 2 Money more instead.

Quote
Prospector (2)
Action

+1 Card
+1 Action
Trash a treasure from your hand.
Gain a treasure costing more than it, chosen by the player to your left.

Quote
Pyramid (5)
Action

You may trash 2 cards from your hand.
+5 Money
Gain 2 Curses.

Quote
Riches (4)
Treasure

4 Money
When you buy a card using this, trash all the other treasures you used to buy that card.
It's based on a real historical event. I swear.

Quote
Sarcophagus (6)
Action - Attack
Choose an action card in the supply costing up to 4 Money.
Play that card three times, then trash it.
-
When you buy this, as an attack, each other player gains a Curse.

Quote
Shipwreck (4)(3?)
Action

Discard a card.
If you did:
+2 Money
Put this on top of your deck.
Might need recosting but probably needs redesigning, since it's pretty powerful on turns 3-8? and then falls off and you start hating it.

Quote
Spelunker (4)
Action

+1 Money
Discard the top card of your deck. If it is an:
Action or Treasure, trash it and gain a card of the same type costing up to 3 Money more.
Victory card, gain a Gold.
I'm definitely thinking of making this just "gain a card sharing a type costing up to 3 more" for every card type.

Quote
Stoneworks (5)
Action

+2 Cards.
+1 Buy.
Reveal your hand.
If you revealed more than one card with the same name,
Cards with the same name as those cards cost 2 Money less
(But not less than 0 Money.)

Quote
Tomb Guardian (4)
Action - Attack

+2 Money
You may gain a Curse card. If you did, +1 Action, +1 Money.
Each other player with 4 or more cards in hand puts 2 cards from their hand on top of their deck.

Quote
Ziggurat (4)
Action

Trash two differently named cards from your discard pile.
If you do, play a card from your discard pile.
      
Quote
Boulder Trap (3)
Trap   

-1 VP
Setup: Shuffle a copy of Boulder into each pile in the Supply.
If the Boulder is at the top of a pile, trash it.
-
If you reveal this from the top of a Supply pile, put it on top of your deck.

When you discard this card any time other than during Clean-up, put this on top of the current player's deck.
If a player trashes this, each other player gains a Curse.
What's a fan expack without a one-off custom card type?
I rather like playing with this, and might make more Traps if I ever make Dominion:Invention.

This is all of the cards! As per usual I'm changing these all of the time.
Logged

LibraryAdventurer

  • Jester
  • *****
  • Offline Offline
  • Posts: 986
  • Shuffle iT Username: LibraryAdventurer
  • Respect: +680
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #14 on: February 25, 2017, 01:56:58 am »
+1

Quote
Ancient Library (3?)
Action - Reaction
+1 Action
You may discard any number of cards.
Draw until you have 5 cards in hand.
-
When you discard this card any time other than during Clean-up, you can reveal it. If you do, draw a card.
I like it. Similar to Cellar except for the reaction.

Quote
Ancient Markets (4)
Action - Reaction
+2 Actions.
+2 Money.
-
When you discard this card any time other than during Clean-up, you can reveal it to put a Copper from your discard pile into your hand.
Seems okay, but I like CookieLord's Suburb better, and it's very similar.

Quote
Ancient Temple (4)
Action - Reaction - Attack
   
+2 Cards
Choose one: Trash up to two cards from your hand; or,
Gain +1 VP.
-
When you discard this card any time other than during Clean-up, you can reveal it. If you do, each other player gains a Curse.
I agree with what Theta and Trivialknot said about it.

Quote
Archaeologist (4)
Action   

+1 Action.
Reveal the top 3 cards of your deck. Play an action card you revealed. If you do, trash it and gain a Treasure card costing up to 1 Money more than the trashed card, and put it into your hand.
Why would we want to trash an action to get a treasure?* yuk. (agree with trivialknot)
(*try to resist answering this with all the edge cases.)

Quote
Artifact (4)
Treasure

1 Money.
While this is in play, when you buy a treasure, you can discard this card.
If you do, +1 Buy and put that treasure into play.
Seems fine, but needs rewording.

Quote
Cursed Idol (5)
Treasure - Reaction

3 Money.
At the end of your turn, if any player revealed a Cursed Idol when you played this card, gain two Curses.
-
Whenever an other player plays a Cursed Idol, you can reveal this from your hand.
(agree with Polk5440)

Quote
Digsite (5)
Victory - Action

Reveal the top card of your deck.
If it is a Victory Card, discard it. Otherwise, trash this card. If the revealed card costs...
$2 or less, +2VP.
$3 to $5, +3VP.
$6 or more, +4VP.
Strictly worse than Distant Lands which always gives 4VP when you play it.

Quote
Earthmound Village (5)
Action

+1 Card.
+2 Actions.
Reveal your hand.
If you revealed no Copper:
+1 Buy
+1 Money
I think I like it. BTW, there's a browser extension for these forums, which lets you easily post coins like this, +

Quote
Encroach (6)
Action

+2 Cards.
+1 Action.
Reveal a card from your hand. Gain a victory card costing less than the revealed card and put it on top of your deck.
With the mandatory gain and topdecking of cards that are usually junk until the end, this would probably be okay costing . ...well, I guess it isn't mandatory when you can reveal a copper and fail to gain a cheaper victory card, so maybe it's fine. It still might be a bit weak for (unless something like Mill is on the board).

Quote
Excavate (4)
Action   

Reveal the top 5 cards of your deck.
Put a revealed Treasure into your hand and the other Treasures on top or bottom of your deck. Discard the rest.
Why would we want our action cards discarded? Might be okay as a big money card I guess.
Could be good if it said "Put a revealed Treasure into your hand. Discard any number of non-treasure cards. Put the rest on the top or bottom of your deck."

Quote
Graveyard (1)
Action

+2 Actions
-
When you trash this, gain a card from the trash.
Interesting. I think I like it. When there's no other splitter, people might buy it because a necropolis can be better than no splitter at all. Also, it's good that a card with this reaction doesn't cost much, otherwise it could be OP with trash for benefit. <Gives Lurker the stinkeye>

Quote
Inspector (3)
Action - Attack

+2 Cards
Discard 2 cards.
For each card you discarded, each other player with 4 or more cards in hand reveals a card with the same name from their hand and discards it (or reveals a hand with no matching cards.)
I like the idea, but it would usually be very weak. OTOH, the rare potential to discard your good cards if you know you can redraw them the same turn, could make it too strong for .

Quote
Megalith (7)
Action

+3 Cards.
Discard any number of Curse or Victory cards from your hand.
+1 Money per card discarded.
Too similar to Vault.

Quote
Mission House (4)
Action

+2 Cards
You may discard a Victory card from your hand. If you do, +1 VP token.
If you have 6 or more VP tokens, +2 Actions.
So after a few plays, it's better than Lost City at cost? Not good as-is.

Quote
Petroglyph (5)
Action

+1 Card.
+1 Action.
You may gain a card costing up to 3 Money + 1 Money per Victory cards you discard.
It needs to say that you can discard victory cards. Then it becomes too similar to Artificer IMO.

Quote
Profiteer (4)
Action - Reaction

+1 Money.
+1 Buy.
Trash a non-Victory card in the supply.
+1 Money for each empty supply pile.
-
If you would gain a card during your action phase, you can discard this from your hand. If you do, gain a card costing 2 Money more instead.
Looks good. I'd have to test it before I can tell how strong it would be.

Quote
Prospector (2)
Action

+1 Card
+1 Action
Trash a treasure from your hand.
Gain a treasure costing more than it, chosen by the player to your left.
On a board without kingdom treasures, this is just a cantrip Mine (too strong for ). On a board with something like Masterpiece or Loan, it gets a lot worse. I don't think this idea works well.

Quote
Pyramid (5)
Action

You may trash 2 cards from your hand.
+5 Money
Gain 2 Curses.
I guess this is comparable to Death Cart? At least it provides a way to trash the curses. Might be okay. Then again, it becomes very strong once the curses run out. Maybe make the trashing mandatory?

Quote
Riches (4)
Treasure

4 Money
When you buy a card using this, trash all the other treasures you used to buy that card.
Gets too strong in games with virtual money (+ on action cards). Also, what happens if you buy a card with two Riches in play?

Quote
Sarcophagus (6)
Action - Attack
Choose an action card in the supply costing up to 4 Money.
Play that card three times, then trash it.
-
When you buy this, as an attack, each other player gains a Curse.
I think I like it. Not sure it needs the on-buy part. The wording "as an attack" works for me, but other people here won't like it...

Quote
Shipwreck (4)(3?)
Action

Discard a card.
If you did:
+2 Money
Put this on top of your deck.
This is never powerful as it is now. I think the idea might work better if it said "Set this aside and put it in your hand at the beginning of your next turn." instead of "Put this on top of your deck."

Quote
Spelunker (4)
Action

+1 Money
Discard the top card of your deck. If it is an:
Action or Treasure, trash it and gain a card of the same type costing up to 3 Money more.
Victory card, gain a Gold.
Seems good.

Quote
Stoneworks (5)
Action

+2 Cards.
+1 Buy.
Reveal your hand.
If you revealed more than one card with the same name,
Cards with the same name as those cards cost 2 Money less (But not less than 0 Money).
This should exclude victory cards. Then it seems like it'd be good.

Quote
Tomb Guardian (4)
Action - Attack

+2 Money
You may gain a Curse card. If you did, +1 Action, +1 Money.
Each other player with 4 or more cards in hand puts 2 cards from their hand on top of their deck.
I think I'd like it better if it was something like this:
Quote
Tomb Guardian v2
Action - Attack 

+
You may gain a Curse card. If you did, +1 Action, + and each other player with 4 or more cards in hand puts 2 cards from their hand on top of their deck.
Otherwise, it's just a cheaper version of one of the most annoying attacks in the game.

Quote
Ziggurat (4)
Action

Trash two differently named cards from your discard pile.
If you do, play a card from your discard pile.
Maybe add "If your discard pile has less than 3 cards, discard 3 cards from your deck" at the top? Otherwise, it would do nothing half the time.

Quote
Boulder Trap (3)
Trap   

-1 VP
Setup: Shuffle a copy of Boulder into each pile in the Supply.
If the Boulder is at the top of a pile, trash it.
-
If you reveal this from the top of a Supply pile, put it on top of your deck.

When you discard this card any time other than during Clean-up, put this on top of the current player's deck.
If a player trashes this, each other player gains a Curse.
This needs rewording, but it could be fun. Has an interesting interaction with discard attacks, but it would really suck with sifters like Warehouse.
« Last Edit: February 25, 2017, 02:04:00 am by LibraryAdventurer »
Logged

ThetaSigma12

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1244
  • Respect: +969
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #15 on: February 25, 2017, 08:49:17 am »
+1

Fixed all the wording for you:
Quote
Ancient Library (3?)
Action - Reaction
+1 Action
Discard any number of cards, then draw until you have 5 cards in hand.
-
When you discard this card other than during your Clean-up phase, you may reveal it, for +1 Card.

Quote
Ancient Markets (4)
Action - Reaction
+2 Actions
+$2
-
When you discard this card other than during your Clean-up phase, you may reveal it, to look through your discard pile and put a Copper from it in your hand.

Quote
Ancient Temple (4)
Action - Reaction
   
+2 Cards
Choose one: Trash up to 2 cards from your hand; or +1 VP.
-
When you discard this card other than during your Clean-up phase, you may reveal it. If you do, each other player gains a Curse.

Quote
Ancient Waterways (5)
Action - Reaction

+1 Card
+1 Action
+$1
-
When you discard this card other than during your Clean-up phase, you may reveal it, to gain a copy of this.

Quote
Archaeologist (4)
Action   

+1 Action
Reveal the top 3 cards of your deck. Play a revealed Action card. If you do, trash it and gain a Treasure to your hand costing up to $1 more than that Action.

Quote
Artifact (4)
Treasure

Worth $1.
-
While this is in play, when you buy a Treasure, you may discard this, to play that Treasure and +1 Buy.

Quote
Cursed Idol (5)
Treasure - Reaction

Worth $3
-
When another player plays a Cursed Idol, you may reveal this from your hand. If you did, they gain 2 Curses.

Quote
Digsite (5)
Action

Reveal the top card of your deck.
If it's a Victory card, discard it. Otherwise, trash this card. If the revealed card costs...
$2 or less, +2VP.
$3 to $5, +3VP.
$6 or more, +4VP.

Quote
Earthmound Village (5)
Action

+1 Card.
+2 Actions.
Reveal your hand. If you revealed no Copper, +1 Buy and +$1.

Quote
Encroach (6)
Action

+2 Cards.
+1 Action.
Reveal a card from your hand. Gain a Victory card costing less than it onto your deck.

Quote
Excavate (4)
Action   

Reveal the top 5 cards of your deck. Put a revealed Treasure into your hand and the other Treasures on top or bottom of your deck. Discard the rest.

Quote
Graveyard (1)
Action

+2 Actions
-
When you trash this, gain a card from the trash.

Quote
Inspector (3)
Action - Attack

+2 Cards
Reveal then discard 2 cards.
Per card discarded, each other player with 4 or more cards in hand dicards a copy of it. (or reveals a hand with no copies.)

Quote
Megalith (7)
Action

+3 Cards.
Discard any number of Curse or Victory cards for +$1 each.

Quote
Mission House (4)
Action

+2 Cards
You may discard a Victory card from your hand. If you do, +1 VP.
If you have 6 or more VP tokens, +2 Actions.

Quote
Petroglyph (5)
Action

+1 Card.
+1 Action.
Discard any number of Victory cards, and gain a card costing up to $3, +$1 per card discarded.

Quote
Profiteer (4)
Action - Reaction

+$1
+1 Buy
Trash a non-Victory card from the Supply. +$1 per empty Supply pile.
-
When you would gain a card during your Action phase, you may discard this, to gain a card costing up to $2 more instead.

Quote
Prospector (2)
Action

+1 Card
+1 Action
Trash a Treasure from your hand. The player to your left chooses a Treasure in the Supply costing more then it. Gain a copy of that Treasure.

Quote
Pyramid (5)
Action

+$5
You may trash 2 cards from your hand.
Gain 2 Curses.

Quote
Riches (4)
Treasure

Worth $4
-
When you buy a card using this, trash all the other Treasures you used to buy that card.

Quote
Sarcophagus (6)
Action - Attack

Choose an Action card in the Supply costing up to $4.
Play that card three times, then trash it.
-
When you buy this each other player gains a Curse.

Quote
Shipwreck (4)(3?)
Action

Discard a card for +$2.
Put this onto of your deck.

Quote
Spelunker (4)
Action

+$1
Discard the top card of your deck. If it's an...
Action or Treasure card, trash it and gain a card costimg up to $3 more that shares a type.
Victory card, gain a Gold.

Quote
Stoneworks (5)
Action

+2 Cards
+1 Buy
Reveal any number of cards with the same name from your hand. Copies of those cards cost $2 less this turn, but not less than $0.

Quote
Tomb Guardian (4)
Action - Attack

+$2
You may gain a Curse, for +1 Action and +$1.
Each other player with 4 or more cards in hand puts 2 cards from their hand onto their deck.

Quote
Ziggurat (4)
Action

Look through your discard pile. Trash 2 differently named cards from it.
If you do, play a card from your discard pile.
      
Quote
Boulder Trap (3)
Trap   

-1 VP
-
Setup: Shuffle a copy of Boulder into each Supply pile
If the Boulder is at the top of a pile, trash it.
-
If you reveal this from the top of a Supply pile, put it on top of your deck.
-
When you discard this card other than during your Clean-up phase, put this onto the current player's deck.
-
When you trash this, each other player gains a Curse.
« Last Edit: February 25, 2017, 11:09:05 am by ThetaSigma12 »
Logged
If you have a fan card you want to be created, just post about it here! I'd love to take a look at it.

Asper

  • Cartographer
  • *****
  • Offline Offline
  • Posts: 3850
  • Respect: +4063
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #16 on: February 25, 2017, 10:04:18 am »
+2

Overall, I feel that the theme of discarding cards (which I've seen a few times now) is okay, but not so overly interesting that it really carries half a set. I mean, each card on its own might still be alright, but if the same mechanic is repeated over and over, it makes the individual seem less interesting in the end. Chancellor for example used to be unique - now that there are Scavanger and Messenger, it's just the worst of three and was justly killed ( :'( *sob*). This is not to discourage doing cards with a specific mechanic in general, just to say that I feel some mechanics are more fit to spread over a lot of cards than others...

That said, I'll try to give some helpful feedback on the individual cards:

Quote
Ancient Library (3?)
Action - Reaction
+1 Action
You may discard any number of cards.
Draw until you have 5 cards in hand.
-
When you discard this card any time other than during Clean-up, you can reveal it. If you do, draw a card.
This technically can lead to an infinite loop where you draw and discard it, but as revealing a Reaction is technically always possible unlimited times per trigger (e.g. putting back and drawing the same two cards with Secret Chamber) it's not actually a problem. The cost seems fine, as while it has a Reaction in addition to always drawing at least one card, it can't be used on large hands as well as Cellar. It's also of course a defense against discard attacks.


Quote
Ancient Markets (4)
Action - Reaction
+2 Actions.
+2 Money.
-
When you discard this card any time other than during Clean-up, you can reveal it to put a Copper from your discard pile into your hand.
Is there a reason this one excludes cleanup? It's not like taking that Copper would do you any good there. But I guess it's more consistent. Considering it has a Reaction and only lacks the buy of Festival, I'm pretty sure it can't cost 4$. After all, it's also more or less a Silver+, which is something that on these forums is often assumed to be unfitting at that price point (although there's no real evidence for why it shouldn't, so whatever - let's go with the Festival reasoning, though).
On another note, I'm not sure where the Reaction even has its uses. It doesn't defend against a Militia, or does it? Technically, I'm not even sure what happens if I have 4 cards in hand and discard this (or Ancient Library, for that matter). Did I discard down to 3 already and can keep the additional card? In that case, it's a pity these don't stack. And even with discard for benefit, which do I use this with? For Oasis I'd rather discard a Copper, which leaves me at the same money and an extra Action to spare. I'd even consider discarding Silver rather than this if I need that Action. So is all it does protect better stuff from your hand if you NEED to discard, but not to a certain limit? That seems really specific.

Quote
Ancient Temple (4)
Action - Reaction - Attack   
+2 Cards
Choose one: Trash up to two cards from your hand; or,
Gain +1 VP.
-
When you discard this card any time other than during Clean-up, you can reveal it. If you do, each other player gains a Curse.
This one doesn't need the Reaction in my opinion. Not only is the reaction not looking like all that much fun (e.g. if you just Cellar the same one three times a turn through your miniature deck), but it also already seems quite a bit better than Monument given its flexibility (it also can look down on Masquerade, btw).

Quote
Ancient Waterways (5)
Action - Reaction
+1 Card.
+1 Action.
+1 Money.
-
When you discard this card any time other than during Clean-up, you can reveal it to gain a copy of Ancient Waterways.
This seems balanced just fine. I still have a little complaint, though, as this card makes it rather clear where these designs differ from the official on-discard Reaction, Tunnel. You see, cantrips are often considered "invisible" cards, that is, they replace themselves on play. So one could argue you can never have too many cantrips. However, that's not true. As soon as discarding appears, cantrips suffer a loss in their strength. Sure a Pearl Diver doesn't harm my deck - but when a Militia is played, do I rather discard a Silver, or keep the Pearl Diver, hoping to guess whether the card I'll draw for it will be worth it? Tunnel doesn't have this issue -it's a Victory card, and Victory cards have less of a problem with discard attacks already. It also strengthens my deck further when it reacts. With Ancient Waterways, I can't help but worry that it really loses the comparison here. It actually hurts me to discard the card (or have to choose another one to discard instead), and even if I discard it, it doesn't actually solve the problem but arguably makes it worse. Of course this is theoretical, but I hope my point comes across.

Quote
Archaeologist (4)
Action
+1 Action.
Reveal the top 3 cards of your deck. Play an action card you revealed. If you do, trash it and gain a Treasure card costing up to 1 Money more than the trashed card, and put it into your hand.
I admit I find it hard to imagine which strategy or playing style this is designed for. It trashes Actions and adds treasures to my deck, so it helps me build a money deck? But it plays my actions and does nothing if I don't have Actions on top of my deck, so I wants an Action-dense deck? Somehow I feel what this card needs to work and what this card creates are two adverse things, and to tell the truth, I'm not sure the one-shot-super-Herold--Explorer-thing is good enough to make me want to trash my Labs for Gold. At the very least, I find it strange that it wants me to first go for a strategy to enable changing over to another. Sorry.

Quote
Artifact (4)
Treasure
1 Money.
While this is in play, when you buy a treasure, you can discard this card.
If you do, +1 Buy and put that treasure into play.
Technically, you'd have to play that other Treasure. While there never was a precedent for a Treasure being played mid-buy phase, I suppose this works. It doesn't look imbalanced to me, either. Maybe the wording could be overhauled a bit, but I fail to come up with a better one.

Quote
Cursed Idol (5)
Treasure - Reaction
3 Money.
At the end of your turn, if any player revealed a Cursed Idol when you played this card, gain two Curses.
-
Whenever an other player plays a Cursed Idol, you can reveal this from your hand.
Wording suggestion: (3$) When you play this, each other player may reveal a Cursed Idol from their hand. If anybody does, gain 2 Curses.
I also agree with the others that 2 Curses seems like an awful lot. What I personally don't like about this is the dilemma it puts a player in. If one of my opponents went for Cursed Idols, I an either have him keep those cheaper Golds without downsides, or get one of them myself, which now suddenly has a huge downside. In other words, I can watch an opponent have the advantage, or give myself a disadvantage to destroy his. So my personal suggestion would be to make the bane another card than Cursed Idol itself, preferably somethign available in every game (e.g. Silver, Province etc), and make the penalty less harsh. Something like:
Werewolf, Action, 5$: +4$. Each other player may reveal a Silver, and if anybody does, gain a Copper.


Quote
Digsite (5)
Victory - Action
Reveal the top card of your deck.
If it is a Victory Card, discard it. Otherwise, trash this card. If the revealed card costs...
$2 or less, +2VP.
$3 to $5, +3VP.
$6 or more, +4VP.
It's cool you took care this can't be spammed for unlimited VP, but the Distand Lands remark somebody made is valid.

Quote
Earthmound Village (5)
Action
+1 Card.
+2 Actions.
Reveal your hand.
If you revealed no Copper:
+1 Buy
+1 Money
Seems a bit weak compared to Bazaar.

Quote
Encroach (6)
Action
+2 Cards.
+1 Action.
Reveal a card from your hand. Gain a victory card costing less than the revealed card and put it on top of your deck.
I'm afraid that even while this costs 6$ itself, you'll usually have to reveal cards costing at most 5$, having to gain Estates. Not good. Then again, you could just as well reveal Copper to avoid the penalty altogether, which still makes for an expensive Lab. I can't quite tell whether it's intended that way and whether that is intended to be a nerf or advantage. If it's an advantage, why isn't it optional?


Gotta leave, will say stuff about the others another time. I'd like to add that while I complained, that's what I always do (including about my own stuff) and that it was high-level complaining for the most part here ;)

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #17 on: February 25, 2017, 06:38:25 pm »
0

Last night I played a game with a few of the worst offenders in the set. Here's a few thoughts:

-- I want to cap the 'take a VP token' part of Mission House at 6 VP. Before 6, it gains VP. After 6, it is +2 Actions.
-- I'm experimenting with Prospector discarding a Victory Card instead of trashing a treasure. But at that point it probably should not allow you to discard a Province to gain a 9+ cost treasure, since that would only work if Platinum was in play, but it's a pretty HUGE swing of money at that. Still, in a typical game it gives nothing for Provinces. If I go this route, it's easy enough to say 'discard a Victory card and gain a treasure costing up to $1 more' since that's what will happen in 90% of cases.
-- Ziggurat needs a tune-up for sure. The idea of discarding 3 cards from the deck if you have no discard pile is a good one. I'm also considering disconnecting the "Play a card from your discard pile" from the "trash 2 differently named cards from your discard pile" clause so that you don't have to do the trashing before playing, but I don't know off-hand how much that should cost.
-- Excavate really needs a tune-up although I think the LibraryAdventurer's suggestion of allowing you to discard whatever you want (except treasures) and then top-deck the rest is a good start.

-- Archaeologist. hrrrrm.
Arch started out its life as part of the Boulder Rules. Originally, the Boulder was just a curse with an additional stupid rule "if you reveal this as part of an attack, the player making the attack must trash an action from play" -- ruther stupid. But then I thought of making an action card that was a bit like Indiana Jones - another person gets killed by the trap (trash an action) so Indie can make off with the Treasure. As a benefit, you get to play the action AND the treasure for their full power. But when I think about this, you're 1) not controlling which action you trash and 2) you're having to play (and buy) a card to facilitate this, when buying and playing the treasure (and the action) is just as good if not better. So this needs a rework.
I'm playing around with the idea of the Archaeologist causing your opponents to reveal their hands, then each discards an action (attack? discards an attack or trashes a trap?) and you choose one Treasure card revealed this way and gain a copy and put it into play.
Actually you could probably justify this card without the discarding of the action, just gaining a copy of a revealed treasure into play.

One final thought: the reason the "Ancient" cycle of cards uses the Tunnel trigger is because at one point, their trigger was 'when this is revealed from your deck, discard it to....' that got confusing, and seemed quite specific a lot of the time, so I just stole the Tunnel trigger. A better trigger that still maintained the "a player hits you with a deck/hand attack but this card triggers" might be a good idea. That said, I don't want it just to be a 'when a player attacks you, do..." trigger.


Once again, thank you so much. My goal for the next two weeks is to nail down a card list (even if the rules still need balancing) so that I can send it off to my artist. This process is definitely helping. All of your time is very appreciated!
Logged

Jack Rudd

  • Jester
  • *****
  • Offline Offline
  • Posts: 958
  • Shuffle iT Username: Jack Rudd
  • Respect: +832
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #18 on: February 25, 2017, 06:38:57 pm »
0

Artifact really, really needs to be playtested in a game with Gardens. I think it may be overpowered there.

ETA: OK, maybe not as overpowered as I originally thought, but still strong.
« Last Edit: February 25, 2017, 06:40:30 pm by Jack Rudd »
Logged
Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

LibraryAdventurer

  • Jester
  • *****
  • Offline Offline
  • Posts: 986
  • Shuffle iT Username: LibraryAdventurer
  • Respect: +680
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #19 on: February 25, 2017, 09:24:49 pm »
0

Artifact really, really needs to be playtested in a game with Gardens. I think it may be overpowered there.

ETA: OK, maybe not as overpowered as I originally thought, but still strong.
Probably not too overpowered when compared with Treasure Trove + Gardens.

...When I looked at Artifact again to see how it would work with Gardens, this is what I thought of:
LA plays Artifact.
LA buys Venture, discards Artifact with its reaction, plays Venture to redraw Artifact, plays the same Artifact again...

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #20 on: February 25, 2017, 10:23:51 pm »
0

Perhaps because I own every dominion set (and none of the promos  :'( ) and I tend to play them as straight random kingdoms, I'm not too worried about one card being OP when mixed with another one card... unless it's *insanely* OP or one of those cards is one of the base VPs/Treasures found in every game ever.

Specifically with the Venture/Artifact combo, you'd still have to pay for the Ventures, losing $5 each time. Although that would potentially just be a turn where you buy a lot of Ventures, which in my mind is almost never a bad thing.

To reply to LA's question about Riches, buying a card with two copies of Riches (likely a Province) will cause them to destroy each other. My playtests with Riches show that it's less powerful than a Horde or a Venture but more powerful than Royal Seals.
« Last Edit: February 26, 2017, 12:48:37 am by Neirai the Forgiven »
Logged

ThetaSigma12

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1244
  • Respect: +969
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #21 on: February 26, 2017, 07:51:46 am »
0

Once again, thank you so much. My goal for the next two weeks is to nail down a card list (even if the rules still need balancing) so that I can send it off to my artist. This process is definitely helping. All of your time is very appreciated!
Well, maybe you should settle on card names first. A few comments (repeated some for completeness):

I don't like Ancient tacked on everything, even with the theme. Since it's not all in one pile like Castles, Ruins, and Knights, and Tunnel has the same reaction and no "Ancient Tunnel" it seems better to just give them normal names.

Since you're requesting art you might want to keep in mind that more official cards could be released and take that name. So I'd try to pick names that have a quick synonym you could swap for, like Artifact to Trinket or so.
Logged
If you have a fan card you want to be created, just post about it here! I'd love to take a look at it.

Asper

  • Cartographer
  • *****
  • Offline Offline
  • Posts: 3850
  • Respect: +4063
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #22 on: February 26, 2017, 09:17:31 am »
0

When we are talking about theme already, is "archeology" really that Dominion-y? I know many good themes are taken, but I can think of at least 2 major ones that are still available.

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #23 on: February 27, 2017, 10:05:45 am »
+1

When we are talking about theme already, is "archeology" really that Dominion-y? I know many good themes are taken, but I can think of at least 2 major ones that are still available.

I selected Archaeology because I liked it ;) also because I started this project largely in a vacuum, and because Antiquity and Invention, my two expack ideas, were both selected after reading the back of the Empires box and thinking about a humorous 'next step' after you conquered the world: if you've expanded your kingdom in every (lateral) direction, the only remaining directions are down (Antiquity) and up (Invention.)

It's silly, but that's why.

Couple of notes:
1) I'm looking into good naming options to replace the Ancient ____ names.
2) I'm thinking that an interesting overhaul for Tomb Guardian, Cursed Idol, and Pyramid is to make them better when the Curses pile is empty. Pyramid already does this, since it makes you gain Curses unless there are none.
3) I'm giving digsite some special attention because it's quite useless at the moment. I'd like to keep some of the randomish flavor of "what of note will we dig up here? Maybe nothing, maybe something incredible." At the moment I'm testing it at a cheaper ($3) cost but then it might be ridiculously good.
Logged

Polk5440

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1639
  • Respect: +1635
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #24 on: February 27, 2017, 10:08:55 am »
+1

When we are talking about theme already, is "archeology" really that Dominion-y? I know many good themes are taken, but I can think of at least 2 major ones that are still available.

Don't leave us hanging! What are they?
Logged

Asper

  • Cartographer
  • *****
  • Offline Offline
  • Posts: 3850
  • Respect: +4063
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #25 on: February 27, 2017, 11:14:36 am »
+2

When we are talking about theme already, is "archeology" really that Dominion-y? I know many good themes are taken, but I can think of at least 2 major ones that are still available.

Don't leave us hanging! What are they?

Art, including theatre, would be one. It could be called "Dominion - Encore". Think of Actors, Bards, Frescos, Statues, Patrons, Doubles, Stagewriters...

The other would be modernization. You know, "Dominion - Modern Times". It would cover the end of the middle Ages just like Empires covers... something preceding the middle ages. Although admittedly, this idea suffers from the presence of Prosperity (covers the new & improved aspect) and Alchemy (covers the "science" aspect). So okay, the second one maybe isn't that great after all...  :-[
But art, that looks promising.

ThetaSigma12

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1244
  • Respect: +969
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #26 on: February 27, 2017, 11:22:58 am »
+2

When we are talking about theme already, is "archeology" really that Dominion-y? I know many good themes are taken, but I can think of at least 2 major ones that are still available.

Don't leave us hanging! What are they?

Art, including theatre, would be one. It could be called "Dominion - Encore". Think of Actors, Bards, Frescos, Statues, Patrons, Doubles, Stagewriters...

The other would be modernization. You know, "Dominion - Modern Times". It would cover the end of the middle Ages just like Empires covers... something preceding the middle ages. Although admittedly, this idea suffers from the presence of Prosperity (covers the new & improved aspect) and Alchemy (covers the "science" aspect). So okay, the second one maybe isn't that great after all...  :-[
But art, that looks promising.
Or, since I know how much you love the Roman theme of Empires Asper, Dominion: Odessy! Featuring the best of Greek culture and it's sequel, Dominion: Pyramids, going back to 3000 B.C, and wrap it all up with Dinosaurminion.
Logged
If you have a fan card you want to be created, just post about it here! I'd love to take a look at it.

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #27 on: February 27, 2017, 11:42:32 am »
0

When we are talking about theme already, is "archeology" really that Dominion-y? I know many good themes are taken, but I can think of at least 2 major ones that are still available.

Don't leave us hanging! What are they?

Art, including theatre, would be one. It could be called "Dominion - Encore". Think of Actors, Bards, Frescos, Statues, Patrons, Doubles, Stagewriters...

The other would be modernization. You know, "Dominion - Modern Times". It would cover the end of the middle Ages just like Empires covers... something preceding the middle ages. Although admittedly, this idea suffers from the presence of Prosperity (covers the new & improved aspect) and Alchemy (covers the "science" aspect). So okay, the second one maybe isn't that great after all...  :-[
But art, that looks promising.

My ideas for "Invention" are basically a pack containing the mechanics of debt, coin tokens, and potions, mixed with a new collaborative-ish mechanic that I'm still working on (the idea at the moment is a central pool of 'shared' cards of some sort) and would be themed around the industrial revolution, but with an alchemist twist. But frankly I haven't given it much thought.

An idea card:

Quote
Whirling Dynamo:
+3 Actions
When you Clean this up, put it in the Collaboration zone.
When you take this out of the Collaboration zone, take a Coin token for each Whirling Dynamo in the zone.
(Whenever you shuffle your deck, take a card out of the zone and put it into your hand.)

Another one:
Quote
Steam Knight:
+$1
You can pay any number of Coin tokens. Each opponent reveals that number of cards and trashes one costing between $3 and $6 that you choose.
If you paid any Coin tokens, +2 Cards

...It's bad so far, but I wanted to do something very different.
Logged

ThetaSigma12

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1244
  • Respect: +969
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #28 on: February 27, 2017, 12:10:34 pm »
0

Steam Knight seems cool, but I'd swap the +2 Cards for take a coin token. The Collaboration zone seems cool, but I don't like the mechanic. Maybe if the cards would just let you take cards out?
Logged
If you have a fan card you want to be created, just post about it here! I'd love to take a look at it.

Asper

  • Cartographer
  • *****
  • Offline Offline
  • Posts: 3850
  • Respect: +4063
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #29 on: February 27, 2017, 01:27:25 pm »
+1

When we are talking about theme already, is "archeology" really that Dominion-y? I know many good themes are taken, but I can think of at least 2 major ones that are still available.

Don't leave us hanging! What are they?

Art, including theatre, would be one. It could be called "Dominion - Encore". Think of Actors, Bards, Frescos, Statues, Patrons, Doubles, Stagewriters...

The other would be modernization. You know, "Dominion - Modern Times". It would cover the end of the middle Ages just like Empires covers... something preceding the middle ages. Although admittedly, this idea suffers from the presence of Prosperity (covers the new & improved aspect) and Alchemy (covers the "science" aspect). So okay, the second one maybe isn't that great after all...  :-[
But art, that looks promising.
Or, since I know how much you love the Roman theme of Empires Asper, Dominion: Odessy! Featuring the best of Greek culture and it's sequel, Dominion: Pyramids, going back to 3000 B.C, and wrap it all up with Dinosaurminion.

Dinosaurminion sounds hilarious. Make it a time-travel set and also include steampunks & robots.
Mechanic: Cards that do something in  previous turns :P

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #30 on: February 27, 2017, 03:37:13 pm »
0

Mind you, you could have Actions that trigger before you buy them.

"You may play this card from the supply. If you do, you must buy it during that turn's Buy phase. If you do not, you gain X -1VP tokens."
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #31 on: February 27, 2017, 04:32:32 pm »
+1

Since you're requesting art you might want to keep in mind that more official cards could be released and take that name. So I'd try to pick names that have a quick synonym you could swap for, like Artifact to Trinket or so.

Back on topic, the art I'm requesting is just the inset. I'll be using the card generator site to wrap the inset art. So if I have to change a name, I'll be fine.

That said, I'm trying out the names "Atheneum", "Agora", "Pantheon", and "Puquio" for the ancient cards, but they don't make a lot of sense unless you know that they are :S
Logged

ThetaSigma12

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1244
  • Respect: +969
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #32 on: February 27, 2017, 04:36:32 pm »
0

Since you're requesting art you might want to keep in mind that more official cards could be released and take that name. So I'd try to pick names that have a quick synonym you could swap for, like Artifact to Trinket or so.

Back on topic, the art I'm requesting is just the inset. I'll be using the card generator site to wrap the inset art. So if I have to change a name, I'll be fine.
? I don't understand.
Logged
If you have a fan card you want to be created, just post about it here! I'd love to take a look at it.

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #33 on: February 27, 2017, 04:40:36 pm »
0

Since you're requesting art you might want to keep in mind that more official cards could be released and take that name. So I'd try to pick names that have a quick synonym you could swap for, like Artifact to Trinket or so.

Back on topic, the art I'm requesting is just the inset. I'll be using the card generator site to wrap the inset art. So if I have to change a name, I'll be fine.
? I don't understand.
I'm getting art for the card picture, but the card itself will be generated.

Of course now that I think more on what you said I realize that you mean "pick art that can be used if you have to change the name of the card." In other words, perhaps "Puquio" is a bad name because if for some bizarre reason there becomes an official Puquio, that picture won't work for anything else.

(a Puquio is a Nazca waterhole.)
« Last Edit: February 27, 2017, 05:02:39 pm by Neirai the Forgiven »
Logged

McGarnacle

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1006
  • Shuffle iT Username: McGarnacle
  • So, ya like doughnuts, eh?
  • Respect: +484
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #34 on: February 27, 2017, 06:48:05 pm »
0

When we are talking about theme already, is "archeology" really that Dominion-y? I know many good themes are taken, but I can think of at least 2 major ones that are still available.

Don't leave us hanging! What are they?

Art, including theatre, would be one. It could be called "Dominion - Encore". Think of Actors, Bards, Frescos, Statues, Patrons, Doubles, Stagewriters...

The other would be modernization. You know, "Dominion - Modern Times". It would cover the end of the middle Ages just like Empires covers... something preceding the middle ages. Although admittedly, this idea suffers from the presence of Prosperity (covers the new & improved aspect) and Alchemy (covers the "science" aspect). So okay, the second one maybe isn't that great after all...  :-[
But art, that looks promising.

I've thought about a modern Dominion like you mentioned. My idea was Dominion: Industry. Maybe an Alchemy + Guilds sequel? Cool stuff.
Logged
This is exactly the kind of deep analysis I come to f.ds for. 

Forum Mafia Record
Town 1/2 50%
Scum 0/0 0%

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #35 on: February 28, 2017, 09:41:04 am »
+3

Actually, you can kill two birds with one stone by making a "Renaissance" set (since that's what logically follows after 'generic medieval' and Dark Ages Dominion) that has all your arts (and some science) mechanics as well as being more modern than standard Dominion.

Card ideas would include a Painter, Musician, Actor, and Sculptor cycle as well as a 'Master' card which plays another Action card but increases its powers, and a 'Polymath' card which gains power based on all the other abilities in play.
Logged

Asper

  • Cartographer
  • *****
  • Offline Offline
  • Posts: 3850
  • Respect: +4063
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #36 on: February 28, 2017, 09:52:54 am »
+1

Actually, you can kill two birds with one stone by making a "Renaissance" set (since that's what logically follows after 'generic medieval' and Dark Ages Dominion) that has all your arts (and some science) mechanics as well as being more modern than standard Dominion.

But killing two birds with one stone means you have less birds left afterwards.

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #37 on: February 28, 2017, 10:00:54 am »
0

Actually, you can kill two birds with one stone by making a "Renaissance" set (since that's what logically follows after 'generic medieval' and Dark Ages Dominion) that has all your arts (and some science) mechanics as well as being more modern than standard Dominion.

But killing two birds with one stone means you have less birds left afterwards.

This is truth.
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #38 on: March 08, 2017, 11:54:47 pm »
+2

The greatest thing about submitting this set into the gauntlet of theorycrafter review is how much better it plays now!

Here (at long last) is an update.
Apologies in advance for any de-volution in card text accuracy.
As I am approaching my deadline, the cards are unlikely to change *much* from now on but please continue to critique them. They are much stronger now than they were before.

Quote
Petroglyph (4)   
Action - Reaction   
+1 Action
Discard any number of cards, then draw until you have 5 cards in hand.
-
When you discard this card any time other than during Clean-up, you can reveal it and set it aside.
If you do, discard it at the start of your next turn and draw a Card.

Quote
Agora (5)
Action - Reaction
+2 Actions
+$2
-
When you discard this card other than during your Clean-up phase, you may reveal it to gain a Silver and put it in your hand.

Quote
Obelisk (5)
Action - Reaction - Attack
+2 Cards
You may trash two differently named cards from your hand. If you do, +[VP per $2 one of them costs.
-
When you discard this card any time other than during Clean-up, you can reveal it. If you do, each other player gains a Curse.

Quote
Aquifer (5)
Action - Reaction
+1 Card
+$1
You may play an Aquifer from your hand.
-
When you discard this card any time other than during Clean-up, you can reveal it to gain an Aquifer.

Quote
Tomb Raider (4)
Action
+1 Action
Each opponent discards an attack card (or reveals a hand containing no attacks.)
You may gain a copy of a Treasure revealed this way.
Yes, this card will have a depiction of Lara Croft (as a medieval dominion character) on it.

Quote
Artifact (4)
Treasure
$1
While this is in play, when you buy a Treasure, you may discard this to play that Treasure and +1 Buy.

Quote
Idol (4)
Treasure
$3
While this is in play, when you buy a card, put it on your Idol mat.
If it a Curse, start a new turn with all of the cards from your Idol mat as your hand.
Wording advice on this would be appreciated.

Quote
Digsite (6)
Victory
Reveal the top card of your deck.
If it's a Victory card, discard it. Otherwise, trash this card. If the revealed card costs...
$2 or less, +4%.
$3 to $5, +5%.
$6 or more, +6%.

Quote
Earthmound Village (5)
Action
+1 Card
+2 Actions
Reveal your hand. If you revealed no Copper, +1 Card, +1 Buy and +$1.
I'm debating removing the second +1 Card.

Quote
Encroach (6)
Action
+2 Cards.
+1 Action.
Reveal a card from your hand. Gain a Victory card costing less than it onto your deck.

Quote
Excavate (4)
Action
+1 Buy
Reveal the top 5 cards of your deck.
Put a revealed Treasure into your hand.
You may discard any non-Treasure cards. Put the rest on top of your deck in any order.

Quote
Graveyard (1)
Action
+2 Actions
-
When you trash this, gain a card from the trash.

Quote
Inspector (3)
Action - Attack
+2 Cards
Reveal then discard 2 cards.
Per card discarded, each other player with 4 or more cards in hand dicards a copy of it (or reveals a hand with no copies.)

Quote
Archaeologist (7)
Action
+3 Cards.
As you draw these cards, you may set aside up to 3 Cards and draw replacements for them, discarding them afterwards.

Quote
Mission (4)
Action
+2 Cards
If you have less than 6 VP tokens, you may discard a Victory card. If you do, take a VP token.
If you have 6 or more VP tokens, +2 Actions.

Quote
Anthropologist (5)
Action
Play each of the cards set aside by Anthropologist in any order, then end your Action phase.
-
When you buy this, set aside an Action card from the supply other than Anthropologist that costs exactly $3 more than the number of cards you have set aside with Anthropologist.
-
Setup: Add an Action pile costing $3 and an Action pile costing $4 to the Supply.
This is a recent addition... it's still being tested for balance/suitability.

Quote
Profiteer (4)
Action - Reaction
+$1
+1 Buy
Trash a non-Victory card from the Supply. +$1 per empty Supply pile.
-
When you would gain a card during your Action phase, you may discard this to gain a card costing up to $2 more instead.

Quote
Prospector (3)
Action
+1 Card
+1 Action
You may discard a Victory card to gain a Treasure costing up to $1 more than it.

Quote
Pyramid (5)   Action   " +$5
Trash 2 cards from your hand.
Gain 2 Curses.

Quote
Riches (4)
Treasure
$4
When you buy a card using this, trash all the other treasures you used to buy that card.

Quote
Sarcophagus (6)
Action - Attack
Choose an Action card in the Supply costing up to $4.
Play that card three times, then trash it.
-
When you buy this each other player gains a Curse.

Quote
Shipwreck (5)
Action
+2 Cards
+$2
+1 Buy
When you buy this, trash any Treasure cards you have in play.
Does the cost (and the additional cost) balance the inherent power of this card?

Quote
Collector (4)
Action
+$2
Reveal and trash the top card of your deck to gain a card that shares a type with it that costs up to $3 more.

Quote
Stoneworks (5)
Action
+2 Cards
+1 Buy
You may reveal two cards with the same name from your hand.
If the revealed cards are Victory cards, trash this.
Cards with the same name as those cards cost $2 less this turn, but not less than $0.

Quote
Tomb Guardian (4)   Action - Attack   
+$2
You may gain a Curse card. If you did, +1 Action, +$1.
If the Curse pile is empty, each other player with 4 or more cards in hand puts 2 cards from their hand onto their deck.

Quote
Ziggurat (4)
Action
You may discard cards from the top of your deck until there are 3 cards in your discard pile.
You may trash up to two cards from your discard pile.
If you trashed a card, you may play a card from your discard pile.
      
Quote
Boulder Trap (3)
Trap
-1 VP
Setup: Shuffle a Boulder into each Supply pile.
If the Boulder is at the top of a pile, trash it.
-
If you reveal this from the top of a Supply pile, put it onto your deck.
-
When you discard this card on another player's turn, put this onto that player's deck.
-
When you trash this, each other player gains a Curse.
Logged

LibraryAdventurer

  • Jester
  • *****
  • Offline Offline
  • Posts: 986
  • Shuffle iT Username: LibraryAdventurer
  • Respect: +680
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #39 on: March 10, 2017, 02:43:52 am »
+2

I'm only commenting here on the ones that I think need improvement. Which means all the others look good to me.

Quote
Obelisk (5)
Action - Reaction - Attack
+2 Cards
You may trash two differently named cards from your hand. If you do, +[VP per $2 one of them costs.
-
When you discard this card any time other than during Clean-up, you can reveal it. If you do, each other player gains a Curse.
This could often make discard attacks not worth buying. It would stink to have this on a board with Margrave as the only decent draw or +buy, but I guess it wouldn't be any worse than other cursers.

Quote
Aquifer (5)
Action - Reaction
+1 Card
+$1
You may play an Aquifer from your hand.
-
When you discard this card any time other than during Clean-up, you can reveal it to gain an Aquifer.
Why limit the +action on this?  I think your first version (Ancient Waterways) was fine, but I probably wouldn't buy this version. too weak.

Quote
Earthmound Village (5)
Action
+1 Card
+2 Actions
Reveal your hand. If you revealed no Copper, +1 Card, +1 Buy and +$1.
I'm debating removing the second +1 Card.
I suggest you do remove the 2nd +card. This is (often) much easier to activate than city.

Quote
Encroach (6)
Action
+2 Cards.
+1 Action.
Reveal a card from your hand. Gain a Victory card costing less than it onto your deck.
I still don't see the appeal of this card. I guess it could combo with Groundskeeper/Duke along with some gold, but usually I wouldn't want it.

Quote
Inspector (3)
Action - Attack
+2 Cards
Reveal then discard 2 cards.
Per card discarded, each other player with 4 or more cards in hand dicards a copy of it (or reveals a hand with no copies.)
This attack could sometimes be really mean/swingy/political, especially if you can reveal your opponents' hands before playing this (or play two).

Quote
Archaeologist (7)
Action
+3 Cards.
As you draw these cards, you may set aside up to 3 Cards and draw replacements for them, discarding them afterwards.
I think this would be fine costing $5. The "up to 3" is enough of a limitation. Anyway, it seems too similar to Catacombs. I guess the draw part is strictly better than Catacombs, but not by much and Catacombs has the on-trash benefit, so I still think it'd be okay at $5.

Quote
Mission (4)
Action
+2 Cards
If you have less than 6 VP tokens, you may discard a Victory card. If you do, take a VP token.
If you have 6 or more VP tokens, +2 Actions.
I like this one, but could still be overpowered when combined with other ways of getting VP tokens.

Quote
Anthropologist (5)
Action
Play each of the cards set aside by Anthropologist in any order, then end your Action phase.
-
When you buy this, set aside an Action card from the supply other than Anthropologist that costs exactly $3 more than the number of cards you have set aside with Anthropologist.
-
Setup: Add an Action pile costing $3 and an Action pile costing $4 to the Supply.
This is really confusing. What do you set aside when you buy one without having any cards already set aside?

Quote
Riches (4)
Treasure
$4
When you buy a card using this, trash all the other treasures you used to buy that card.
Still don't know what happens when you buy something with more than one Riches in play. I would think the two Riches each cause the other to be trashed? (Forgot your earlier post when I wrote this.)
Also, still overpowered with vitual coin.

Quote
Sarcophagus (6)
Action - Attack
Choose an Action card in the Supply costing up to $4.
Play that card three times, then trash it.
-
When you buy this each other player gains a Curse.
Does this need the on-buy attack?

Quote
Shipwreck (5)
Action
+2 Cards
+$2
+1 Buy
When you buy this, trash any Treasure cards you have in play.
Does the cost (and the additional cost) balance the inherent power of this card?
No. The on-buy effect is helpful, not a drawback at all (see Mint). This might be okay costing $6.

Quote
Tomb Guardian (4)   Action - Attack   
+$2
You may gain a Curse card. If you did, +1 Action, +$1.
If the Curse pile is empty, each other player with 4 or more cards in hand puts 2 cards from their hand onto their deck.
Would be better with Ghost Ship's wording "...until he has 3 cards in hand." Otherwise, players with 4 cards in hand end up with 2.
« Last Edit: March 10, 2017, 02:50:01 am by LibraryAdventurer »
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #40 on: March 10, 2017, 03:40:26 pm »
+1

Once again, thanks so much for the feedback. I realize it's all complaints  :o but how else will the set get stronger?

Quote
Aquifer (5)
Action - Reaction
+1 Card
+$1
You may play an Aquifer from your hand.
-
When you discard this card any time other than during Clean-up, you can reveal it to gain an Aquifer.
Why limit the +action on this?  I think your first version (Ancient Waterways) was fine, but I probably wouldn't buy this version. too weak.
I kept having games where I rapidly picked up most of the Aquifers, and while I felt that was okay, chaining them into other cards (with +draws) felt somewhat too powerful. That was my thinking, anyhow. Alternatively, I could make it work more like a Crossroads, where the +Actions is limited to the first time you play one per turn.

Quote
Earthmound Village (5)
Action
+1 Card
+2 Actions
Reveal your hand. If you revealed no Copper, +1 Card, +1 Buy and +$1.
I'm debating removing the second +1 Card.
I suggest you do remove the 2nd +card. This is (often) much easier to activate than city.
You aren't the only person to say this, as it was a common comment by my playtesters. I will remove the 2nd +card.

Quote
Encroach (6)
Action
+2 Cards.
+1 Action.
Reveal a card from your hand. Gain a Victory card costing less than it onto your deck.
I still don't see the appeal of this card. I guess it could combo with Groundskeeper/Duke along with some gold, but usually I wouldn't want it.
I'm thinking of reworking it a bit to make it a bit more attractive; replace the reveal with a discard a treasure, gain a Victory card costing up to 2 more, put it on your deck.

Quote
Inspector (3)
Action - Attack
+2 Cards
Reveal then discard 2 cards.
Per card discarded, each other player with 4 or more cards in hand discards a copy of it (or reveals a hand with no copies.)
This attack could sometimes be really mean/swingy/political, especially if you can reveal your opponents' hands before playing this (or play two).
I'm thinking I'll nerf this down to only cause a discard of one matching card. Although a player still has to do to himself the same thing that he's doing to his enemies.

Quote
Archaeologist (7)
Action
+3 Cards.
As you draw these cards, you may set aside up to 3 Cards and draw replacements for them, discarding them afterwards.
I think this would be fine costing $5. The "up to 3" is enough of a limitation. Anyway, it seems too similar to Catacombs. I guess the draw part is strictly better than Catacombs, but not by much and Catacombs has the on-trash benefit, so I still think it'd be okay at $5.
The idea is a library that draws cards when you are full up on cards, with a (limited) ability to choose the cards.
Mind you it might make more sense (and be more cost-appropriate) if it simply draws 6 cards and lets you pick 3 of them.

Quote
Anthropologist (5)
Action
Play each of the cards set aside by Anthropologist in any order, then end your Action phase.
-
When you buy this, set aside an Action card from the supply other than Anthropologist that costs exactly $3 more than the number of cards you have set aside with Anthropologist.
-
Setup: Add an Action pile costing $3 and an Action pile costing $4 to the Supply.
This is really confusing. What do you set aside when you buy one without having any cards already set aside?
You set aside an Action card costing $3. But if it's super confusing, it might need to be written better. It's also currently under a lot of testing. The idea is to make a card that lets you play a chain of terminals without having them in your deck. Also I've found that it's hard to cost (go figure.)

Quote
Sarcophagus (6)
Action - Attack
Choose an Action card in the Supply costing up to $4.
Play that card three times, then trash it.
-
When you buy this each other player gains a Curse.
Does this need the on-buy attack?
It's literally just flavor. It's the coffin of a pharoah.

Quote
Shipwreck (5)
Action
+2 Cards
+$2
+1 Buy
When you buy this, trash any Treasure cards you have in play.
Does the cost (and the additional cost) balance the inherent power of this card?
No. The on-buy effect is helpful, not a drawback at all (see Mint). This might be okay costing $6.
Thanks. I want some sort of extra cost that simulates a shipwreck occuring, but not sure what.

Quote
Tomb Guardian (4)   Action - Attack   
+$2
You may gain a Curse card. If you did, +1 Action, +$1.
If the Curse pile is empty, each other player with 4 or more cards in hand puts 2 cards from their hand onto their deck.
Would be better with Ghost Ship's wording "...until he has 3 cards in hand." Otherwise, players with 4 cards in hand end up with 2.
Will do.
« Last Edit: March 10, 2017, 05:56:12 pm by Neirai the Forgiven »
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #41 on: March 13, 2017, 10:46:26 am »
0

Quote
Shipwreck (5)
Action
+2 Cards
+$2
+1 Buy
When you buy this, reveal the top 5 cards of your deck, discard any revealed Treasures, and put the rest back.
Variant Shipwreck.
« Last Edit: March 13, 2017, 11:11:54 am by Neirai the Forgiven »
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #42 on: March 22, 2017, 12:35:15 pm »
0

It's come to my attention that the set lacks $2 and $3 cost cards, so I'm trying a varient of the Shipwreck as a $2 card. The question is whether it's viable at all now:

Quote
Shipwreck (2)
Action
+1 Cards
+$1
+1 Buy
When you buy this, reveal the top 5 cards of your deck, discard any revealed Treasures, and put the rest back.
Logged

Asper

  • Cartographer
  • *****
  • Offline Offline
  • Posts: 3850
  • Respect: +4063
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #43 on: March 22, 2017, 07:32:23 pm »
0

It's come to my attention that the set lacks $2 and $3 cost cards, so I'm trying a varient of the Shipwreck as a $2 card. The question is whether it's viable at all now:

Quote
Shipwreck (2)
Action
+1 Cards
+$1
+1 Buy
When you buy this, reveal the top 5 cards of your deck, discard any revealed Treasures, and put the rest back.

Doesn't look worthwile. You'll find that no official kingdom card gives you terminal +1 Card, simply because it makes you draw stuff dead without being good enough as the draw in an engine. Generally I discourage trying to shoehorn an idea to fit a certain price point. Never worked too well for me, at least.

majiponi

  • Explorer
  • *****
  • Offline Offline
  • Posts: 327
  • Respect: +247
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #44 on: March 23, 2017, 11:53:24 am »
0

It's come to my attention that the set lacks $2 and $3 cost cards, so I'm trying a varient of the Shipwreck as a $2 card. The question is whether it's viable at all now:

Quote
Shipwreck (2)
Action
+1 Cards
+$1
+1 Buy
When you buy this, reveal the top 5 cards of your deck, discard any revealed Treasures, and put the rest back.

Doesn't look worthwile. You'll find that no official kingdom card gives you terminal +1 Card, simply because it makes you draw stuff dead without being good enough as the draw in an engine. Generally I discourage trying to shoehorn an idea to fit a certain price point. Never worked too well for me, at least.
How about Pawn?
Quote
Shipwreck
cost $2 - Action - Duration
Choose one: +1 Card; +1 Action; +1 Buy; +$1.
At the start of your next turn, do the others.

When you buy this, reveal the top 3 cards of your deck, discard any revealed treasures, and the put rest back.
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #45 on: March 23, 2017, 03:21:43 pm »
0

How about Pawn?
Quote
Shipwreck
cost $2 - Action - Duration
Choose one: +1 Card; +1 Action; +1 Buy; +$1.
At the start of your next turn, do the others.

When you buy this, reveal the top 3 cards of your deck, discard any revealed treasures, and the put rest back.

I specifically wanted to avoid Duration cards in this deck ("Then why did you make a naval-themed card?") but that "choose a thing, then do the others later" is an interesting mechanic.
I'm tempted to make a variant where it chooses all on trash, or maybe if gained during your action phase.
« Last Edit: March 23, 2017, 03:57:22 pm by Neirai the Forgiven »
Logged

Asper

  • Cartographer
  • *****
  • Offline Offline
  • Posts: 3850
  • Respect: +4063
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #46 on: March 23, 2017, 03:37:44 pm »
0

It's come to my attention that the set lacks $2 and $3 cost cards, so I'm trying a varient of the Shipwreck as a $2 card. The question is whether it's viable at all now:

Quote
Shipwreck (2)
Action
+1 Cards
+$1
+1 Buy
When you buy this, reveal the top 5 cards of your deck, discard any revealed Treasures, and put the rest back.

Doesn't look worthwile. You'll find that no official kingdom card gives you terminal +1 Card, simply because it makes you draw stuff dead without being good enough as the draw in an engine. Generally I discourage trying to shoehorn an idea to fit a certain price point. Never worked too well for me, at least.
How about Pawn?

Pawn obviously won't be a terminal +1 Card if you don't want it to be that. That's as if I said "There's no non-tfb card that makes you trash an Action card from your hand." and you say "What about Chapel? I totes can trash King's Court with Chapel.". Yes, you can, but it's not the card that makes you do it, it's you who choses to play it to your disadvantage. And when it happens to be a good idea (e.g. because Tomb's there), you can still do that. That's not the same as being forced to play that way.

LastFootnote

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 6542
  • Shuffle iT Username: LastFootnote
  • Respect: +8494
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #47 on: March 23, 2017, 03:49:22 pm »
+2

The names "Obelisk" and "Mission" are already used by published Dominion cards.
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #48 on: March 23, 2017, 03:55:36 pm »
+1

The names "Obelisk" and "Mission" are already used by published Dominion cards.

Eek, good catch! I recently renamed them and forgot to search the wiki/card lists for the names despite doing so previous. Thanks so much for this!
Update: Obelisk renamed to "Monolith". Mission renamed to "Mission House" (because it's supposed to be a Missionary Outpost of sorts)
« Last Edit: March 23, 2017, 06:58:51 pm by Neirai the Forgiven »
Logged

Aquila

  • Scout
  • ****
  • Offline Offline
  • Posts: 41
  • Respect: +19
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #49 on: March 23, 2017, 08:06:19 pm »
0

A few observations:

Quote
Petroglyph (4)   
Action - Reaction   
+1 Action
Discard any number of cards, then draw until you have 5 cards in hand.
-
When you discard this card any time other than during Clean-up, you can reveal it and set it aside.
If you do, discard it at the start of your next turn and draw a Card.
The way the wording on the reaction part reads, when you discard it from setting it aside, it can still be seen as discarding other than during cleanup and you could choose to set it aside again. This can be a nifty choice you can make, if you draw a good hand and don't need the extra card. You could even stock them up and draw several cards at once for a mega turn. It's a nice feature, I just wonder if it was intended.

Quote
Obelisk (5)
Action - Reaction - Attack
+2 Cards
You may trash two differently named cards from your hand. If you do, +[VP per $2 one of them costs.
-
When you discard this card any time other than during Clean-up, you can reveal it. If you do, each other player gains a Curse.
Agree with the comments made on the reaction part. The top part alone looks strong compared to Bishop, with the card draw as well, but the trashing two different cards may be enough of a setback. Either way, you'll need to say '(round down)' for odd-number costs.

Quote
Tomb Raider (4)
Action
+1 Action
Each opponent discards an attack card (or reveals a hand containing no attacks.)
You may gain a copy of a Treasure revealed this way.
Maybe have them reveal their hand regardless? In games with no attacks this seems to just be Ruined Village. I guess this needs the Attack type anyway, to help here, so like this:
Quote
Tomb Raider (4)
Action Attack
+1 Action
Each opponent reveals his hand and discards an Attack card.
You may gain a copy of a Treasure revealed this way.
Edited: (But then if this is the only Attack in a game, will it ever be bought?) It can become a lesser Hero in gaining any treasure, which is fine, it just runs the risk of clashing with the opponent's Tomb Raider.

Quote
Idol (4)
Treasure
$3
While this is in play, when you buy a card, put it on your Idol mat.
If it a Curse, start a new turn with all of the cards from your Idol mat as your hand.
Wording advice on this would be appreciated.
An interesting card. Just to make it more like Outpost's ​wording:
Quote
While this is in play, when you buy a card, put it on your Idol mat.
If it is a Curse, take another turn after this one, with all of the cards from your Idol mat as your hand.
And I don't suppose it needs to let you only take one extra turn. I don't think you can take infinite turns with it as you're forced to buy another Idol and Curse, and no one action can give enough buys and $. Well, with Ferry and Seaway it might be possible...but it only ends the game on 3 piles with you on numerous Curses, so all good.

Quote
Inspector (3)
Action - Attack
+2 Cards
Reveal then discard 2 cards.
Per card discarded, each other player with 4 or more cards in hand dicards a copy of it (or reveals a hand with no copies.)
I assume you reveal from your hand?

Quote
Riches (4)
Treasure
$4
When you buy a card using this, trash all the other treasures you used to buy that card.
I like the potential in this one. So you only buy one, and this ultimately becomes the only Treasure in the deck, and so it sets up engines. I think it needs virtual coin to work rather than make it OP, as other Treasures are almost worthless as one-shots (buy a gold for 6, it pays back only half of that). I have two questions with this: is 4 the right price for it? You can easily get a 5-8 cost card by turn 4, and trash some coppers at the same time. Which leads to, how do you declare what Treasures you use to pay for cards? Suppose I have a hand of Riches and 3 Coppers and want to buy a 4 cost card. Can I declare paying the three Coppers on it, perhaps by playing them first, or would the Riches always be the whole cost?

Quote
Collector (4)
Action
+$2
Reveal and trash the top card of your deck to gain a card that shares a type with it that costs up to $3 more.
Mine deals exclusively with Treasures and costs 5. Rebuild does Victories and is 5, and Expand is 7. I doubt the randomness and same-type restriction reduces the cost that much, especially as it doesn't interfere with your hand.

Quote
Ziggurat (4)
Action
You may discard cards from the top of your deck until there are 3 cards in your discard pile.
You may trash up to two cards from your discard pile.
If you trashed a card, you may play a card from your discard pile.
Can it play a Treasure? Could you bring an Estate or another pure Victory into play to Bonfire it?
« Last Edit: March 24, 2017, 05:04:21 am by Aquila »
Logged

LibraryAdventurer

  • Jester
  • *****
  • Offline Offline
  • Posts: 986
  • Shuffle iT Username: LibraryAdventurer
  • Respect: +680
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #50 on: March 23, 2017, 08:18:55 pm »
0

Quote
Riches (4)
Treasure
$4
When you buy a card using this, trash all the other treasures you used to buy that card.
I like the potential in this one. So you only buy one, and this ultimately becomes the only Treasure in the deck, and so it sets up engines. I think it needs virtual coin to work rather than make it OP, as other Treasures are almost worthless as one-shots (buy a gold for 6, it pays back only half of that). I have two questions with this: is 4 the right price for it? You can easily get a 5-8 cost card by turn 4, and trash some coppers at the same time. Which leads to, how do you declare what Treasures you use to pay for cards? Suppose I have a hand of Riches and 3 Coppers and want to buy a 4 cost card. Can I declare paying the three Coppers on it, perhaps by playing them first, or would the Riches always be the whole cost?
What do you mean 'declare'?
If you want to trash the coppers, then play them with the riches. If not, you can buy the cost card with only the Riches.
That said, the wording on this card needs to be improved. It should say "trash all the other treasures you have in play."

ConMan

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1178
  • Respect: +1291
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #51 on: March 24, 2017, 02:26:16 am »
0

The problem, I think, is that the wording of the card suggests that you're somehow keeping track of where the coins came from that you're using to buy a card, which has never been necessary before. For example, if I have 2 Buys, and I play Riches, a Silver and a Copper, can I buy a Duchy and an Estate and claim that I only "used" the Riches and the Copper to buy the Duchy, so only the Copper gets trashed?

I agree that a more manageable wording would be something like "When you buy a card with this in play, trash all non-Riches Treasures you have in play", but does that line up with the intended design?
Logged

Asper

  • Cartographer
  • *****
  • Offline Offline
  • Posts: 3850
  • Respect: +4063
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #52 on: March 24, 2017, 09:42:57 am »
0

The problem, I think, is that the wording of the card suggests that you're somehow keeping track of where the coins came from that you're using to buy a card, which has never been necessary before. For example, if I have 2 Buys, and I play Riches, a Silver and a Copper, can I buy a Duchy and an Estate and claim that I only "used" the Riches and the Copper to buy the Duchy, so only the Copper gets trashed?

I agree that a more manageable wording would be something like "When you buy a card with this in play, trash all non-Riches Treasures you have in play", but does that line up with the intended design?
One noteworthy difference to me seems to be that two Riches with the original wording seem capable of trashing each other. That's easily remedied, though.

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #53 on: March 24, 2017, 09:59:30 am »
0

The problem, I think, is that the wording of the card suggests that you're somehow keeping track of where the coins came from that you're using to buy a card, which has never been necessary before. For example, if I have 2 Buys, and I play Riches, a Silver and a Copper, can I buy a Duchy and an Estate and claim that I only "used" the Riches and the Copper to buy the Duchy, so only the Copper gets trashed?

I agree that a more manageable wording would be something like "When you buy a card with this in play, trash all non-Riches Treasures you have in play", but does that line up with the intended design?
One noteworthy difference to me seems to be that two Riches with the original wording seem capable of trashing each other. That's easily remedied, though.

The main reason for that odd wording was to ensure that buying multiple cards wouldn't kill your Treasures immediately; that said it's probably better to just say "If this is in play, when you clean this up, trash all other Treasures you have in play." (of course in better language)

Edit: "At the end of your buy phase, if you bought a card while this was in play, trash all the other treasures you have in play."?
« Last Edit: March 24, 2017, 10:02:57 am by Neirai the Forgiven »
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #54 on: March 24, 2017, 03:01:11 pm »
0

A few observations:

Quote
Petroglyph (4)   
Action - Reaction   
+1 Action
Discard any number of cards, then draw until you have 5 cards in hand.
-
When you discard this card any time other than during Clean-up, you can reveal it and set it aside.
If you do, discard it at the start of your next turn and draw a Card.
The way the wording on the reaction part reads, when you discard it from setting it aside, it can still be seen as discarding other than during cleanup and you could choose to set it aside again. This can be a nifty choice you can make, if you draw a good hand and don't need the extra card. You could even stock them up and draw several cards at once for a mega turn. It's a nice feature, I just wonder if it was intended.
Not intended, but I might just keep it....

Quote
Quote
Obelisk (5)
Action - Reaction - Attack
+2 Cards
You may trash two differently named cards from your hand. If you do, +[VP per $2 one of them costs.
-
When you discard this card any time other than during Clean-up, you can reveal it. If you do, each other player gains a Curse.
Agree with the comments made on the reaction part. The top part alone looks strong compared to Bishop, with the card draw as well, but the trashing two different cards may be enough of a setback. Either way, you'll need to say '(round down)' for odd-number costs.
"1 VP per $2" already implies round down.
I've changed the reaction to "When you discard this on another player's turn...."

Quote
Quote
Inspector (3)
Action - Attack
+2 Cards
Reveal then discard 2 cards.
Per card discarded, each other player with 4 or more cards in hand dicards a copy of it (or reveals a hand with no copies.)
I assume you reveal from your hand?
Yes.

Quote
Quote
Collector (4)
Action
+$2
Reveal and trash the top card of your deck to gain a card that shares a type with it that costs up to $3 more.
Mine deals exclusively with Treasures and costs 5. Rebuild does Victories and is 5, and Expand is 7. I doubt the randomness and same-type restriction reduces the cost that much, especially as it doesn't interfere with your hand.
I'm thinking I'll drop the +$2 from it for now, and test it at that level. Otherwise I'll test it at $6.

Quote
Quote
Ziggurat (4)
Action
You may discard cards from the top of your deck until there are 3 cards in your discard pile.
You may trash up to two cards from your discard pile.
If you trashed a card, you may play a card from your discard pile.
Can it play a Treasure? Could you bring an Estate or another pure Victory into play to Bonfire it?
Yes.
Logged

Asper

  • Cartographer
  • *****
  • Offline Offline
  • Posts: 3850
  • Respect: +4063
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #55 on: March 24, 2017, 05:42:57 pm »
0

If you keep Petroglyph as is, it becomes a Hireling.

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #56 on: March 24, 2017, 06:10:10 pm »
0

If you keep Petroglyph as is, it becomes a Hireling.
Right. Therefore I need to change the reaction to make it more explicit.

Quote
+1 Action
Discard any number of cards, then draw until you have 5 cards in hand.
-
When you discard this card during an Action phase, you can reveal it and set it aside.
If you do, during your next Clean-up phase, discard it and draw a card.
Logged

majiponi

  • Explorer
  • *****
  • Offline Offline
  • Posts: 327
  • Respect: +247
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #57 on: March 25, 2017, 04:58:00 am »
0

If you keep Petroglyph as is, it becomes a Hireling.
Right. Therefore I need to change the reaction to make it more explicit.

Quote
+1 Action
Discard any number of cards, then draw until you have 5 cards in hand.
-
When you discard this card during an Action phase, you can reveal it and set it aside.
If you do, during your next Clean-up phase, discard it and draw a card.
How about saying "when discarded from hand other than during Clean-up"?
Logged

Asper

  • Cartographer
  • *****
  • Offline Offline
  • Posts: 3850
  • Respect: +4063
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #58 on: March 25, 2017, 06:25:08 am »
0

If you keep Petroglyph as is, it becomes a Hireling.
Right. Therefore I need to change the reaction to make it more explicit.

Quote
+1 Action
Discard any number of cards, then draw until you have 5 cards in hand.
-
When you discard this card during an Action phase, you can reveal it and set it aside.
If you do, during your next Clean-up phase, discard it and draw a card.
How about saying "when discarded from hand other than during Clean-up"?
Then it can't be triggered by e.g. Cartographer. Not sure that's a bad thing, though.

Aquila

  • Scout
  • ****
  • Offline Offline
  • Posts: 41
  • Respect: +19
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #59 on: March 25, 2017, 08:30:55 am »
0

Quote
+1 Action
Discard any number of cards, then draw until you have 5 cards in hand.
-
When you discard this card during an Action phase, you can reveal it and set it aside.
If you do, during your next Clean-up phase, discard it and draw a card.
Firstly I'm guessing you want Petroglyph to increase the handsize of a later turn's hand, as you could easily say 'when you discard this other than during Clean-up, you may reveal it for +1 card' so it replaces itself this turn.
If you do, it seems a bit strange to 'draw a card' during Clean-up, because you draw 5 for your next hand anyway. I would find better sense with
Quote
...Clean-up, you may set it aside. If you do, discard it during your next Clean-up to draw an extra card for your​ next turn's hand.
Or if you want to do what it did before without it becoming Hireling, maybe:
Quote
When you would discard this other than during Clean-up, you may reveal and set it aside instead. If you do, discard it at the start of your next turn for +1 card.

So you buy several Petroglyphs​ as they both cycle and can make themselves delayed Labs if they clash. 4 is a good price for this, or maybe 3 could work?
« Last Edit: March 27, 2017, 04:57:54 pm by Aquila »
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #60 on: March 27, 2017, 01:21:05 pm »
0

Guys, just thought I'd pop up to say a big thank you! I played my first ever set of 100% Antiquity cards this weekend (all prior tests have been mixtures of Donald X cards and Antiquity.) Somewhat to my surprise, the games were fun and flowed well, although the higher average cost of Antiquity cards meant that the games took longer than I'd like, so that's being revisited.

Thanks for all your ongoing support -- the set has gone from weak to fun in a very short time.
Logged

Asper

  • Cartographer
  • *****
  • Offline Offline
  • Posts: 3850
  • Respect: +4063
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #61 on: March 27, 2017, 02:40:05 pm »
+1

Quote
When you would discard this other than during Clean-up, you may reveal and set it aside instead. If you do, discard it at the start of your next turn for +1 card.

I was so sure I already replied to this... Ah well. This wording doesn't change the fact the card ultimately will attempt to be discarded and get set aside again each turn. It's still a Hireling.

Aquila

  • Scout
  • ****
  • Offline Offline
  • Posts: 41
  • Respect: +19
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #62 on: March 27, 2017, 05:07:13 pm »
+1

Yes, you're right. Anyhow, it would still behave more like a duration or reserve than a Tunnel reaction, so Neirai's way is cleaner.
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #63 on: July 10, 2017, 09:28:34 am »
0

I'm necromanticizing this thread from two reasons: one, the production side of this set is starting! I've received the first set of sketches from my artist; when the paintings are done, I'll post a few samples. It's happening!

I'm also fighting with the following two cards:

Shipwreck was intended to speed the game up and provide a low-cost Buy option. However Buys on low-cost cards can be OP. Here's three variants, I'd love to hear your views.
Quote
Shipwreck
2-cost Action: +1 Buy. Each player gains a Silver and puts it into their hand.

2-cost Action: +1 Buy. When you buy this, trash an Action card from your hand. If you do, +1 Buy, +$1 for each $ it costs.

2-cost Action: +1 Buy. You may trash this. If you do, reveal your hand and gain +$1 for each Treasure revealed this way.

Anthropologist is a different, but fun, card. It's a bit odd for balance. It also has a lot of text, I think too much to be practical on a card.
Quote
Anthropologist
Choose one: +1 Card, +1 Action, and take an Action card from the supply costing $3 more than the number of cards on your Research mat and place it on your Research mat; or
Play a card from your Research mat. Return it to the Research mat when this leaves play.
-
Setup: Add an Action pile costing $3 and an Action pile costing $4 to the Supply.
I may actually cut it in favor of another card archtype.
Logged

Q

  • Salvager
  • ****
  • Offline Offline
  • Posts: 61
  • Respect: +8
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #64 on: July 10, 2017, 01:08:44 pm »
0

About Shipwreck, the first version is not that interesting. You'd rather have a Woodcutter than gift Silvers, even with hand-size attacks. So this is probably only bought when you desperately need something with an extra Buy
Action trashing is fairly narrow.
About the last version, the one-shot Bank is pretty good and potentially too good for 2. Then again you have to use the extra Buy and 2 to "refill".

I don't understand Anthropologist unless you mean "costing up to $3 more"
Otherwise this would only offer the option to choose among a 3, 4 and 5 (and sometimes a 6 or 7) and not the option to choose among several 4s or 5s.
I like the idea of a Band of Misfits like build-up card but this might be a card that switches quickly from very bad too very good (the only reasonable prices are 3 and 4).

More on the irrelevant side, if this were implemented digitally you would have to prevent taking Anthropologists via Anthropologist lest you get infinite loops.
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #65 on: July 10, 2017, 01:55:31 pm »
0

I don't understand Anthropologist unless you mean "costing up to $3 more"
Otherwise this would only offer the option to choose among a 3, 4 and 5 (and sometimes a 6 or 7) and not the option to choose among several 4s or 5s.
I like the idea of a Band of Misfits like build-up card but this might be a card that switches quickly from very bad too very good (the only reasonable prices are 3 and 4).

More on the irrelevant side, if this were implemented digitally you would have to prevent taking Anthropologists via Anthropologist lest you get infinite loops.

It literally only offers the option to choose among, 3, 4, and 5 and sometimes a 6 or 7 or 8-if-one-exists and only offers the option of choosing multiples if you have bridge-types in play. So you have a good idea of what it offers.
The biggest issue is that the ramp-up play is awkward. I'd love a better method of choosing the cards that it allows you to play, but I do want to preserve the 'bridges make this nuts' factor.
That said, I'm not sure that bridges make this nuts at all. It gives it more flexibility.
Logged

Q

  • Salvager
  • ****
  • Offline Offline
  • Posts: 61
  • Respect: +8
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #66 on: July 10, 2017, 04:15:13 pm »
0

My hunch is that this is too good for 3 and too weak for 4 (unless there is a 5 of which you want more than two copies) as the build-up would take too long.
Logged

Aquila

  • Scout
  • ****
  • Offline Offline
  • Posts: 41
  • Respect: +19
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #67 on: July 10, 2017, 04:40:50 pm »
0

A few things about playing and then returning cards to the research mat:
How do you intend it to work with durations and reserves? After your turn, and Anthropologist leaves play to go into the discard pile, a duration cannot really leave play; Hireling becomes pointless, and where will cards with a Haven, Gear or Archive go? Reserves themselves leave play, would they move from the tavern to the research mat?

I would suggest 'treat this as a card on your research mat' instead, but I notice you can actually get a selection of cards of the same price, if you have two Anthropologists in a turn, the first takes a card off the research mat to play it so the second can get a card the same cost as the one just played. Unless you keep the ramp-up idea set so you only have one card per price tier, I guess you're adding a lot more words to qualify all cards correctly, something like 'when it would be discarded at Clean-up, return it to the research mat.'
Logged

werothegreat

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 7727
  • Shuffle iT Username: werothegreat
  • Prepare to be boarded!
  • Respect: +8594
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #68 on: July 10, 2017, 05:07:54 pm »
0

A couple tips:
-post Imgur links to pictures, not links to a card generator
-On Ancient Waterways, the "when you" text should be below the line
Logged
Contrary to popular belief, I do not run the wiki all on my own.  There are plenty of other people who are actively editing.  Go bother them!

Check out this fantasy epic adventure novel I wrote, the Broken Globe!  http://www.amazon.com/Broken-Globe-Tyr-Chronicles-Book-ebook/dp/B00LR1SZAS/

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #69 on: July 11, 2017, 10:20:03 am »
0

I would suggest 'treat this as a card on your research mat' instead, but I notice you can actually get a selection of cards of the same price, if you have two Anthropologists in a turn, the first takes a card off the research mat to play it so the second can get a card the same cost as the one just played. Unless you keep the ramp-up idea set so you only have one card per price tier, I guess you're adding a lot more words to qualify all cards correctly, something like 'when it would be discarded at Clean-up, return it to the research mat.'

You've confirmed my suspicion that this card is a lot more headache than the payoff is worth. I'm considering options for revision. Will post when I have the ideas.
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #70 on: July 11, 2017, 05:41:55 pm »
0

I'm thinking of spinning it as some sort of version of the Black Market, but which works off of copies of the cards from your kingdom instead of cards from outside the kingdom.
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #71 on: July 13, 2017, 05:51:16 pm »
0

Here are two options I'm toying with (totally untested so far):

Quote
Anthropologist: Action, $3.
Choose and play up to three differently named non-Anthropologist Action cards from your hand.

Quote
Anthropologist: Action, $3.
+1 Action
Reveal the top three cards of the Culture deck. Put one into play, and put the other two back on top of the Culture deck.
At the end of Clean-up, shuffle the Culture deck.
-
Setup: Create a Culture deck of randomizer cards containing each of the Action cards in the game, as well as one Curse card. These cards may only exist in the Culture deck and in play; if they leave play for any reason, they must be shuffled into the Culture deck.

Which one is better? How can I refine these to make them better?
Logged

Aquila

  • Scout
  • ****
  • Offline Offline
  • Posts: 41
  • Respect: +19
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #72 on: July 14, 2017, 05:21:00 am »
0

Anthropologist: Action, $3.
Choose and play up to three differently named non-Anthropologist Action cards from your hand.
This isn't an interesting card. It's basically a simple Village with +1-3 actions, and those actions can't even be saved for later in the turn.

Anthropologist: Action, $3.
+1 Action
Reveal the top three cards of the Culture deck. Put one into play, and put the other two back on top of the Culture deck.
At the end of Clean-up, shuffle the Culture deck.
-
Setup: Create a Culture deck of randomizer cards containing each of the Action cards in the game, as well as one Curse card. These cards may only exist in the Culture deck and in play; if they leave play for any reason, they must be shuffled into the Culture deck.
I would call this the more interesting card, but all in all I don't think this would ever be a strategic buy, rather one all about chance. You could reveal Curse Anthropologist and something like Scout, or you could reveal Council Room and get to play it non-terminal, a card that would be worth way more than $3. And if every other Action in the kingdom was strong, then rushing this would be automatic.

Finding a different but interesting card that plays other Actions in the kingdom I've found to be hard. But the thought of anthropology looking into the past made me think of this idea, replaying actions you played in the past:
Quote
Anthropologist, $4? cost
+1 card
+1 action
Choose one: at the start of Clean-up, you may choose an Action card that would be discarded and put it on your Research mat; or play a card from your Research mat.
Just replaying them later would be weak, so you add +1 card +1 action to them. Don't know if this would be balanced, but hope this helps.
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #73 on: July 14, 2017, 06:31:04 pm »
0

Aquila, I actually really love that idea. I'd probably tweak it a bit like so:

Quote
Anthropologist - Action
+1 card
+1 action
Choose one: Choose a card in play and put it on your Research mat; or, play a card from your Research mat.

This would have the added benefit of letting you break some of the "at the end of play, do the following" kind of elements by moving the card out of play before Cleanup.
Additionally, this has fun fringe benefits when played with cards like the Villa.
« Last Edit: July 14, 2017, 06:39:30 pm by Neirai the Forgiven »
Logged

Asper

  • Cartographer
  • *****
  • Offline Offline
  • Posts: 3850
  • Respect: +4063
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #74 on: July 15, 2017, 09:51:42 am »
+1

Quote
Anthropologist - Action
+1 card
+1 action
Choose one: Choose a card in play and put it on your Research mat; or, play a card from your Research mat.

Puzzle: How many +1 Cards +1Actions can I get out of King's Courting this?  ;)

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #75 on: July 17, 2017, 10:30:20 am »
0

Quote
Anthropologist - Action
+1 card
+1 action
Choose one: Choose a card in play and put it on your Research mat; or, play a card from your Research mat.

Puzzle: How many +1 Cards +1Actions can I get out of King's Courting this?  ;)

+3 and +3; however to determine the full effect of this, I need to know what you've also played, what you already have on your Research mat, and also determine the ruling of whether or not you can target a card that is in play but has not fully resolved, i.e. whether you can put the King's Court that you are playing the triple-Anthropologist with onto the Research mat in order to get literally infinite plays.
Logged

Jack Rudd

  • Jester
  • *****
  • Offline Offline
  • Posts: 958
  • Shuffle iT Username: Jack Rudd
  • Respect: +832
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #76 on: July 17, 2017, 09:08:02 pm »
0

There are a few cards Anthropologist has interesting interactions with. Hireling is another one.
Logged
Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #77 on: July 17, 2017, 10:50:36 pm »
0

Come to think of it, worded as it is, it actually would let you put other players duration cards onto your mat. :P Probably not a good idea to keep it that way but hey...  ;D
Logged

Asper

  • Cartographer
  • *****
  • Offline Offline
  • Posts: 3850
  • Respect: +4063
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #78 on: July 18, 2017, 05:03:30 pm »
0

Quote
Anthropologist - Action
+1 card
+1 action
Choose one: Choose a card in play and put it on your Research mat; or, play a card from your Research mat.

Puzzle: How many +1 Cards +1Actions can I get out of King's Courting this?  ;)

+3 and +3; however to determine the full effect of this, I need to know what you've also played, what you already have on your Research mat, and also determine the ruling of whether or not you can target a card that is in play but has not fully resolved, i.e. whether you can put the King's Court that you are playing the triple-Anthropologist with onto the Research mat in order to get literally infinite plays.

+3 for both is an option, but not the maximum. I can also put Anthropologist itself on the mat (as yes, nothing in the current wording keeps me from doing that) and when I play it the second time, put the King's Court there, then on the third time choose Antropologist itself to play it once more, playing King's Court again, which leaves me with +4 Cards, +4 Actions and the option to King's Court one of the drawn cards.
It's not infinite either, as King's Court only targets cards in your hand.

All this is to say: The wording has issues.

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #79 on: July 18, 2017, 05:20:32 pm »
0

Agreed! Here is an updated version:

Quote
Anthropologist - Reaction - Action $3
Play a card from your Research Mat
-
On your turn, when you play an Action card, you may discard this card from your hand. If you do, put an Action card from play onto your Research Mat.

I think this suppresses most of the weird behaviors, since for example a King's Court would simply put three cards from your Research Mat into play.
« Last Edit: July 18, 2017, 05:28:33 pm by Neirai the Forgiven »
Logged

Aquila

  • Scout
  • ****
  • Offline Offline
  • Posts: 41
  • Respect: +19
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #80 on: July 20, 2017, 05:42:30 am »
0

Agreed! Here is an updated version:

Quote
Anthropologist - Reaction - Action $3
Play a card from your Research Mat
-
On your turn, when you play an Action card, you may discard this card from your hand. If you do, put an Action card from play onto your Research Mat.

I think this suppresses most of the weird behaviors, since for example a King's Court would simply put three cards from your Research Mat into play.

Well this is more in keeping with your set mechanics. As it is, I find it a little unclear how this is supposed to work. Suppose I only have one Action and one of these in hand. I play the Action then react with this. Do I resolve the Action before I move it to the mat? If I do, I would expect something like the wording from Royal Carriage and Coin of the Realm: 'directly after resolving an action, you may discard this...'

Assuming this is how it works, it is in essence Throne Room split into two cards. There would need to be 2 of these in hand during a turn to actually Throne something, and so because that means there's an extra card to buy and line up, this seems rather weak. You can of course replay an Action on a later turn, but by the time that later turn comes you likely have reshuffled your deck, so that it doesn't actually Throne the Action at all; you've only played it once each run-through of the deck.

So I feel this would be too weak to go with like this. I don't think there would be any technical problem adding some kind of bonus to the replays on this version; it wouldn't have to be +1 card +1 action, but that seems about right for balance.
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #81 on: July 20, 2017, 12:10:53 pm »
0

I previously had it at +1 Card +1 Action and it was clearly too strong (at that point, it actually turns into something like a Village that spends its own first Action to play itself, and has the ability to marshal around other cards, all for $3.)

I'm actually currently testing it with +1 Action.
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #82 on: July 24, 2017, 12:41:05 pm »
0

Updated card, please give me feedbacks:

Quote
Stoneworks - $4 - Action
+1 Buy. Trash a card from your hand to gain a Silver to your hand. Also, if it was a Victory card, for each $3 it cost, gain 2VP and a Gold.
-
After you gain this, +1 VP whenever you gain a card until the end of your turn.
Logged

Asper

  • Cartographer
  • *****
  • Offline Offline
  • Posts: 3850
  • Respect: +4063
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #83 on: July 24, 2017, 10:09:08 pm »
0

Updated card, please give me feedbacks:

Quote
Stoneworks - $4 - Action
+1 Buy. Trash a card from your hand to gain a Silver to your hand. Also, if it was a Victory card, for each $3 it cost, gain 2VP and a Gold.
-
After you gain this, +1 VP whenever you gain a card until the end of your turn.

I think that

Quote
+1 Buy
Trash a card from your hand to gain a Silver to your hand.

can already compete with Trading Post, a 5$ (which trashes more cards, but also depends on trashing two and adds no buy).
Also, I think that translating 3$ to 2 VP and a Gold is really, really good payoff and probably makes a Duchy tfb strategy feasible on certain boards.
The last part is just icing on the cake. If I gain one of these during my Action phase, it can go nuts, especially with its own Silver/Gold gaining and +Buy.

Long story short, it's overpowered.

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #84 on: July 25, 2017, 04:57:41 pm »
0

Asper, you're right. I'm going to have to find ways to tone the power down, probably to about 1/2 the level :S

It is imperative that the card be worth $4 so that it can combo up nicely with Ironworks et al.... but right now I think the power level might be $7-$10...
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #85 on: July 25, 2017, 08:11:06 pm »
0

So here's some thinking:

1) Trader. Trader costs $4, and gives many Silvers on trash. That said, it won't give Silvers for Coppers + Curses, and you could (successfully) argue that getting Silvers all the time is a bad thing... nobody will trash a Province for 8 silvers unless they are playing Feodum, and even then. The difference in cost somewhat hinges on the difference between gain many (probably too many) Silvers to your deck vs. gaining one to your hand (Trading Post.)

2) Goons. Goons rightfully costs $6, and gives a lot of things. You could argue that removing the attack portion of Goons and nerfing its money down to $1 would make a card that is similar to goons but costs $3 or $4. So...

Quote
Nerfed Stoneworks -- Action -- $4
+1 Buy, +$1. When you buy a card when this is in play, gain +1VP.

I still think that this would be more cool as an on-gain effect, which is less powerful than an on-play, but if I also make it trigger on gains, then it is pretty damn powerful.

If I only make it trigger on buys, then it is weaker, but that would open up more design space... decisions.

I can trade the +$1 for a 'gain a silver' if I trash first, but only if I gain it to the discard pile, else we're in the $6-7 cost territory again.

Quote
Nerfedish Stoneworks -- Action -- $4
+1 Buy. Trash a card from your hand to gain a Silver.
-
After you gain this card, get +1VP for each card you buy until the end of your turn.

This is closer to what I want, but still has two challenges: 1) you can turn Coppers and Curses into Silver. This is like the Trader, but with no reaction. It also doesn't do something when you trash Victory cards, which is pretty much something I was hoping to do to give it later-game longevity. So what about the following:

Quote
Longlasting Balanced? Stoneworks -- Action -- $4
+1 Buy. Trash a card from your hand to gain a Treasure costing less than it.
-
After you gain this card, get +1VP for each card you buy until the end of your turn.

Now, this turns Coppers and Curses into nothing, but turns Estates into Coppers. Alternatively, in the late-game, this can turn the Actions you no longer want into Silvers or even Golds.
The negative side is that I've basically lost all reason for you to trash a Duchy or Province. For this reason, I am proposing:

Quote
Proposed possibly moderately OP Stoneworks -- Action --$4
+1 Buy. Trash a card from your hand to gain a Treasure costing less than it. If you trashed a Victory card, get +1VP for each card you buy until the end of your turn.
-
After you gain this card, get +1VP for each card you buy until the end of your turn.

I trust that I will test this, love it, and then realize it's too much text to put on one card.

What is your feedback, especially on cost? Which version feels most like $4?
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #86 on: August 07, 2017, 10:11:35 pm »
0

This is what I went with:

Quote
Stoneworks -- Action -- $4
+1 Buy.
Trash a card from your hand to gain a Silver and put it on your deck.
If you trashed a Victory card, get % per $ it cost more than $2.
-
After you gain this, % whenever you gain a card until the end of this turn.

Let me know if this is a bad idea.
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #87 on: September 06, 2017, 04:14:14 pm »
+1

An update: I'm currently working on the ruleset, and on a Python-based randomizer app that supports all of the new cards plus all of the official sets, plus supports proxying cards if you don't have a printout.

I'm hoping to make the randomizer app intuitive enough to modify so that you all can use it for your own customs.
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #88 on: September 18, 2017, 12:30:27 pm »
0

Update: Here's a card with the customized art!

Logged

ThetaSigma12

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1244
  • Respect: +969
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #89 on: September 18, 2017, 02:25:14 pm »
0

Do you think you update the OP with all the cards and their current versions? I'd like to look over them but I'm not sure what's current.
Logged
If you have a fan card you want to be created, just post about it here! I'd love to take a look at it.

Asper

  • Cartographer
  • *****
  • Offline Offline
  • Posts: 3850
  • Respect: +4063
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #90 on: September 18, 2017, 07:00:47 pm »
0

I think the current wording of Artifact gives you infinite coins if you buy Venture with an empty deck:

Buy Venture.
Discard Artifact.
Play Venture.
Dig for and play Artifact.
Set up on-buy effect.
You're still in the middle of the execution of an on-buy effect, so it's still "When you buy".
Discard Artifact again.
Play Venture (which is in play) again.
Dig for and play Artifact again.
You're still still in the middle of resolving an on-buy effect, so on-buy hasn't ended.
And so on.

If you don't think that's right, consider the fact that you can play a Caravan Guard you drew with another Caravan Guard. It's not all that different. Lose-track also does not apply on playing things, as Throne Room/one-shots tells us.

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #91 on: September 19, 2017, 10:32:18 am »
0

ThetaSigma12, I'll update the post here soon(tm).

Asper, good catch. I'll have to look into how to handle that.
Edit: I *think* that "Immediately after" instead of "When" will mitigate some of this.
« Last Edit: September 19, 2017, 10:38:56 am by Neirai the Forgiven »
Logged

navical

  • Young Witch
  • ****
  • Offline Offline
  • Posts: 129
  • Respect: +139
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #92 on: September 19, 2017, 11:26:57 am »
0

How about

Artifact
Treasure $4
$1
The first time you buy a Treasure card this turn, you may play that card and get +1 Buy.
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #93 on: September 19, 2017, 11:52:57 pm »
0

I updated the OP.

navical, I could make that change, but I'd like to continue to support things like multiple Artifacts allowing multiple plays and buys. Although in that case I could just use the phrase "the next time you buy..."
Logged

Aquila

  • Scout
  • ****
  • Offline Offline
  • Posts: 41
  • Respect: +19
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #94 on: September 20, 2017, 03:53:05 am »
+1

A lot of the cards look fresh and ready to go now, Antiquity is coming along well. A few more observations:
Monolith (5)
Action - Reaction - Attack
+2 Cards
You may trash two differently named cards from your hand. If you do, +1 VP per $3 of their combined cost.
-
When you discard this card on another player's turn, you can reveal it. If you do, each other player gains a Curse.
Most of the time the reaction will trigger on an opponent's attack, and it isn't good to attack attacks as people will always be afraid to play them, Donald's thoughts not mine.

Quote
Artifact (4)
Treasure
$1
Immediately after you buy a Treasure card, you may discard this from play. If you do, play that card and get +1 Buy.
'the next time you buy a treasure' should work.

Quote
Mendicant (4)
Action
+1VP token
Gain a Copper to your hand.
The next time you buy a Victory card this turn, put a Copper in play onto a Kingdom Supply pile.
(Players can't gain cards from that pile until they buy the Copper card.)
Edited: multiple plays of this could see several coppers go onto supply piles at once. In games without +buys players will simply have to get these to reveal piles they need, if you don't put a Copper on them before they do, that is. The VP token makes this card even more automatic in such a game. Change the payload for one thing, maybe to + $1, and somehow make the Coppers moving to other piles much less frequent so they aren't game breaking. (In my experience, making a good variant of a cards-on-other-supply-piles kingdom Action card is almost impossible).

Quote
Shipwreck (2)
Action
+1 Buy
+$1

When you discard this during your next Clean-Up, put a card from your discard pile that costs $0 on the bottom of your deck.
I don't see why this couldn't bottom-deck any Treasure, seeing how Herbalist works. I get the flavour, sunken treasure rises up the deck, synergy with Pearl Diver.
Edit: Maybe you're anticipating this working with Heirlooms? (Bridges stop working at Clean-up, except for those with trolls under them and Ferry, most of the time only Copper and Curse could be bottom-decked, which is rather weak).

Quote
Boulder Trap (3)
Trap   
-1 VP
When you discard this card on another player's turn, that player gains this.
-
When you trash this, each other player gains a Curse.
Players are allowed to look through the Supply piles to count how many cards are left, or to read each Castle. They wouldn't have the surprise factor of traps.
« Last Edit: September 20, 2017, 05:58:57 pm by Aquila »
Logged

Neirai the Forgiven

  • Baron
  • ****
  • Offline Offline
  • Posts: 50
  • Respect: +23
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #95 on: September 20, 2017, 10:15:18 pm »
0

Aquila, thanks for your reply and kind words!
First off, this forum thread has been the crucible in which Antiquity was refined. I owe a lot to the community here, for teaching me to make a set that wasn't actually good or fun into something enjoyable. I may seem stubborn and I don't always work your feedback into a card, but I definitely take it all in, and I am full of thanksgiving.

Monolith - I actually feel like this is one of the weakest remaining cards, and it's the on-discard ability that seems to be the culprit. Perhaps I should swap out the reaction for something more unique and 2001 a space odyssey.

Mendicant - This card has been a pain, it's also very very new in its current form. It originally gained Silvers and sealed decks with those, but that had the adverse affect of accelerating the early game economy while getting you VPs. On the other hand, Aquila, the Coppers can only go on Kingdom piles (non-basic piles) so they won't stack on top of Provinces. Also, the idea is that putting a Copper on top of, say, a Mendicant pile turns that from a Mendicant (Kingdom) pile to a temporary Copper (basic) pile, so you can't have more than one on top of a pile at a time. I need to make that more clear.

That said, I'm thinking of making the payload something like "Gain an Estate." And I reaaaaallly need to playtest it more.

Shipwreck - The reason why I am bottom-decking only garbage is to give a drawback to prevent this card from being OP. But now I see Herbalist is a thing and isn't OP... Perhaps I should buff this up to +$2 and a Buy. Or perhaps I should make it a version of Herbalist that bottom-decks instead of top-decks but can choose any Treasure card from your discard pile.

Also, good point about Heirlooms. Maybe I should wait a bit and try to ensure that this works really good with Heirlooms.

Boulder Trap - Good point on the rules of being able to look through piles. I'm going to disagree, though -- my playtesters love playing with the Boulder Trap. They like the gotcha moments. It sounds like I need to make sure that I specify in Trap rules that in games with Traps, you can no longer look through piles. I should also clarify that currently you do not put traps in basic piles, and you don't put traps in any piles where order matters -- i.e., Castles or Split piles. I used to put the Trap directly in the middle of those piles, but that just made people not want to buy the card they knew was there.

Anyhow, thanks for your response -- I really value each one. Watch this spot for Mendicant 9.0 and Monolith 3.0 :)
Logged

Asper

  • Cartographer
  • *****
  • Offline Offline
  • Posts: 3850
  • Respect: +4063
    • View Profile
Re: Dominion: Antiquity (WIP! Please help!)
« Reply #96 on: Today at 07:01:12 am »
+1

When I have two Artifacts in play and buy an Artifact, do I get to play it twice? If I buy another Artifact after that, do I get to play that twice, too? The current wording prohibits this, but neither a "first" nor "next" time wording would.
Pages: 1 2 3 4 [All]
 

Page created in 0.258 seconds with 21 queries.