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ThetaSigma12

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Re: Dominion: Revolution
« Reply #75 on: March 27, 2018, 09:41:56 am »
+3

(First of all, this has been bugging me for a while, it should be +1 Bonus, not +1 bonus. Capitalize the word.)

I like your take on LaLight's weather cards. What I would suggest though is having about half of them be "Clear Skies" or so that has no effect. Constant changing effects every turn will make the game far too unpredictable and probably too much to handle, whereas the occasional scattered effect would be nice. Also, maybe have it so you can see ahead so nothing comes upon you too fast. And probably try to keep the effects simple and not game-changing, like the Vanilla Boni ones could just have one bonus apiece, a free Lost City/Grand Market might be too much to give.
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Commodore Chuckles

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Re: Dominion: Revolution
« Reply #76 on: March 27, 2018, 01:34:19 pm »
0

As worded, Frost has pretty bad antisynergy with junkers, given that all cards are gained onto your deck.

Well, it says "this turn," which... maybe implies it only affects you if it's your turn? I'm not sure what "this turn" means, actually, because, if I understand the rules correctly, each Weather remains in affect for n turns, where n is the number of players, right?
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Aquila

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Re: Dominion: Revolution
« Reply #77 on: March 27, 2018, 04:58:46 pm »
+2

Good catches here.

As worded, Frost has pretty bad antisynergy with junkers, given that all cards are gained onto your deck.
True. So 'this turn, cards you gain are put onto your deck.'
Each card is written like an Action is, directed to the individual player. Otherwise it's a case of putting 'each player gets' on each card, which is a bit clumsy looking imo. So 'this turn' here follows Bridge.

(First of all, this has been bugging me for a while, it should be +1 Bonus, not +1 bonus. Capitalize the word.)
You're right... That makes the distinction between Action cards and actions less clear. I'll get to changing this as I update them. Seeing this is the case, what about 'action token' Vs 'Action token'?

I like your take on LaLight's weather cards. What I would suggest though is having about half of them be "Clear Skies" or so that has no effect. Constant changing effects every turn will make the game far too unpredictable and probably too much to handle, whereas the occasional scattered effect would be nice. Also, maybe have it so you can see ahead so nothing comes upon you too fast. And probably try to keep the effects simple and not game-changing, like the Vanilla Boni ones could just have one bonus apiece, a free Lost City/Grand Market might be too much to give.
I thought this seemed familiar as I came to it. Well, I can at least say these aren't direct rip-offs of LaLight's cards, I'd forgotten about them. Sorry nonetheless.
The Clear Skies idea: this was my thinking when I did both Cloudy and Windy, to dilute the bigger changes a bit. But going with what Gazbag said earlier about both together being uninteresting, one (Windy) could leave for a blank. I could also/instead add 2 more blanks to bring them up to a 12 card pile cycling through 10 turns, for rounder numbers.
You can see the Weather coming for the next turn; the top one is discarded, then it's 'active' for the round of turns, and the next one becomes visible as well. You get a turn to think about it. Current rules are the pile's face up, so that probably means players can look through the whole thing. Perhaps it should be face down and the top turned over when one is discarded.
Sunny may be too much, I suppose, but Dew (Market) seems okay. It's getting the balance between effects not breaking the fun of games and their making a definite impact every time.
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Awaclus

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Re: Dominion: Revolution
« Reply #78 on: March 28, 2018, 02:05:44 am »
0

As worded, Frost has pretty bad antisynergy with junkers, given that all cards are gained onto your deck.

Well, it says "this turn," which... maybe implies it only affects you if it's your turn? I'm not sure what "this turn" means, actually, because, if I understand the rules correctly, each Weather remains in affect for n turns, where n is the number of players, right?

This turn means this turn, and it doesn't imply anything. Each Weather gets "activated" again at the start of each player's turn.
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Aquila

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Re: Dominion: Revolution
« Reply #79 on: April 03, 2018, 04:32:45 pm »
+1

So here are the changed Weathers, and shortly the OP will be updated with them.

Bonuses capitalised, Frost is now Dry and wording corrected, Fog is Foggy and any card can be diverted, Dew is Showery, and there are 2 added blanks called Mild.

I have other ideas for changes, here are the first two:
Old New
Quote
Advancing Village - Action Reaction, $3 cost.
+3 Cards
Discard a card.
-
When this enters your hand, you may discard it to take an Action token.
It's already been considered, but here it is again, fixed up. The new idea feels more like an Action, can react with terminal draw somewhat safely, the top and bottom combine quite nicely, and it doesn't seem imbalanced. But perhaps it's too useful too often.

And if there's Weather, surely a card called Barometer has to do something with it:
Old New
Quote
Barometer - Action Duration Forecast, $4 cost.
+1 Action
Name a type. Reveal the top 5 cards of your deck. Put the cards with the named type back in any order and discard the rest.
You may leave this in play and discard it at the start of your next turn, to be unaffected by Weather.
I'm not exactly confident here; you'd first think a barometer would let you see the Weather in advance, but with already being able to see next turn's, will it help much to see the turn after next's? So I thought a Lighthouse might work, choose to opt out of next Weather, but you have this weird optional Duration-ish thing that finishes before your turn, really just for tracking. Sure, a start of next turn bonus would help tidy it up, but I don't want to detract from the sort effect, I think that's nice. And there's this Forecast type just to indicate that the game definitely includes the Weather.
So, can this go somewhere, or should the name Barometer go?
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Asper

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Re: Dominion: Revolution
« Reply #80 on: April 07, 2018, 08:36:07 pm »
0

Fun fact: Weather cards that change conditions of play every turn for all players also are an expansion to my favourite non-Dominion board game, Lifeboat.
I think the conditions there were Stormy, Rough Seas, Foggy, Dead Calm, Rain, Muggy, Hot, Windy and, for reasons that I'm not entirely sure of, Sunday. Clear Sky did nothing but shuffle the discards back into the pile.

Also, I'm not entirely sure whether this is coincidence, but my Edicts both have a similar color scheme and look as your weather cardss, being blue sideways cards that define rule changes. Most basically do things like your weather cards, but as Edicts don't change mid-game, I also made a few of them just alter the setup. Check them out if you like. ;)

Aquila

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Re: Dominion: Revolution
« Reply #81 on: April 15, 2018, 04:36:43 pm »
0

Fun fact: Weather cards that change conditions of play every turn for all players also are an expansion to my favourite non-Dominion board game, Lifeboat.
I think the conditions there were Stormy, Rough Seas, Foggy, Dead Calm, Rain, Muggy, Hot, Windy and, for reasons that I'm not entirely sure of, Sunday. Clear Sky did nothing but shuffle the discards back into the pile.
This is nice. So Clear Sky makes things a bit more random than the Weather here and sometimes there will be a weather that never shows up? I don't know the game Lifeboat, but I imagine in Dominion you'd prefer to have an idea what's coming and strategize, than have it fully random. Changing may be unpleasant for this reason.

Also, I'm not entirely sure whether this is coincidence, but my Edicts both have a similar color scheme and look as your weather cardss, being blue sideways cards that define rule changes. Most basically do things like your weather cards, but as Edicts don't change mid-game, I also made a few of them just alter the setup. Check them out if you like. ;)
I did bear your Edicts in mind and tried to make them different. I just thought sky blue was the colour for Weather cards. But yes, Edicts make more definite impacts on kingdoms than Landmarks, which only imply them with VP, and you achieve different things to them too. It's a nice way to make the various strategies available in Dominion more and less relevant, and they should improve the game :)

I went ahead and put all my current updates on the OP at once. The changes:

Advancing Village - that new version I thought of is broken, it can go on infinitely with draw to X. The old version stays.


Blueprints - theme change to Furnace. Remodel basically is blueprints. For the most part, all the Exhausted cards now involve an industrial building.


Canal - it's strong enough to go to $6 cost. It's rather easy to make a Province-Duchy deck with it.


Purist - down to +3 Actions, 4 was too many and now the Action and Treasure parts look more comparable.


Components - a general cleanup of the group. This is no longer a Traveller and specifies gaining a Prototype from its pile.
Prototype came to confusion when it was Throned before. Now it works cleanly by being a Machine itself (and not a Traveller) and saying 'exchange this for a Machine'; you can either get a final upgrade, or another Prototype to essentially make self-discard.
Patent no longer has +Buy as an option, but the +Cards, +Actions and +$ are doubled to 2 each. This makes it more consistently the power card it should be.

Two new ones:

Quote
Foreign Art - Treasure, $5 cost.
$4
+1 Buy
When you play this, take Diverted and put this on it.
Local Art's out, of course, as the Wanderers are. But the name can come back if I can think of something good for it. This works fine, you delay your big buys with it, or if you go for Victories it's like a Treasure Wine Merchant.


Quote
Innovator - Action, $5 cost.
Choose one: discard any number of cards, + $1 per card discarded; or draw up to 6 cards in hand.
You may take Exhausted. If you do, get the other choice.
The name's something of a placeholder, he isn't an industrial building. As yet untested, but it has that instinctive feel that it will work. Unlike the last Innovator, this one is quite easy to track.
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Asper

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Re: Dominion: Revolution
« Reply #82 on: April 18, 2018, 04:37:25 pm »
0

Fun fact: Weather cards that change conditions of play every turn for all players also are an expansion to my favourite non-Dominion board game, Lifeboat.
I think the conditions there were Stormy, Rough Seas, Foggy, Dead Calm, Rain, Muggy, Hot, Windy and, for reasons that I'm not entirely sure of, Sunday. Clear Sky did nothing but shuffle the discards back into the pile.
This is nice. So Clear Sky makes things a bit more random than the Weather here and sometimes there will be a weather that never shows up? I don't know the game Lifeboat, but I imagine in Dominion you'd prefer to have an idea what's coming and strategize, than have it fully random. Changing may be unpleasant for this reason.

Sorry, meant to reply to this earlier. Clear Skies also has the effect that there are more rounds without weather effects, without having to print more than one blank. But yes, there absolutely can be games where one weather never comes up. It's not as much of an issue in Lifeboat, because the game is heavily communication based and randomness can be cancelled out by convincing others to backstab somebody, but I certainly see that people might dislike the fact that a card they wait for fails to appear in Dominion (or another appears too often). It wasn't so much of a suggestion, more like an interesting anecdote, or so I thought.

Gazbag

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Re: Dominion: Revolution
« Reply #83 on: April 24, 2018, 09:19:09 am »
+2

Seems like good fan cards aren't getting much attention at the moment, I'll try and do my bit to fix that I guess...

Advancing Village: That new one did look busted, I agree with going back to the other one.

Furnace: This cards seems like Remake level strong to me, even ignoring the exhaust to play it immediately mechanic. Personally I don't think cards that can trash 2 or more cards at once and give economy at the same time should cost less than $5. It's not like broken trashers are particularly uncommon among the official cards though so maybe it isn't a problem. I do think that the exhaust to play immediately mechanic isn't the best fit for a $4 cards though, just because if you get it on turn 1 the exhaust doesn't do anything because you aren't playing any actions turn 2 regardless. 

Canal: I like this, $6 seems like a good cost for it. It's still probably broken half the time because cost reduction, but at least you can't accidentally buy out the Provs in one turn like with Bridge/Troll. This is thronable, I assume the wording is annoying as an in-play effect or something?

Purist: Good change, 4 actions seemed bonkers on this.

Components: Seems hard to trigger considering it adds 2 Silvers to your deck, I guess that balances being able to open with 2? Are Spinning Mule and Steam Engine in the OP the other machines? Steam Engine might have tracking problems? Maybe not? Patent and Steam Engine both seem much stronger than Spinning Mule to me, I guess that's fine.

Foreign Art: Wow seems really strong, in an engine this diverting itself is basically a bonus because you want to draw it at the end of the turn. Diverting other things does make this less good in earlier parts of the game but I'm not sure it matters all that much considering how good this is as endgame payload? Less good in money, there the diverting actually matters. Insane engine payload though, should probably just be +$3 to be honest.

Innovator: So individually these two effects are Watchtower and Secret Chamber. Two weak effects, is being able to exhaust for both really enough to make this worth $5? I know there's some self synergy there but I think this is really weak and could probably cost $3?
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Aquila

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Re: Dominion: Revolution
« Reply #84 on: April 26, 2018, 04:47:14 am »
0

Fun fact: Weather cards that change conditions of play every turn for all players also are an expansion to my favourite non-Dominion board game, Lifeboat.
I think the conditions there were Stormy, Rough Seas, Foggy, Dead Calm, Rain, Muggy, Hot, Windy and, for reasons that I'm not entirely sure of, Sunday. Clear Sky did nothing but shuffle the discards back into the pile.
This is nice. So Clear Sky makes things a bit more random than the Weather here and sometimes there will be a weather that never shows up? I don't know the game Lifeboat, but I imagine in Dominion you'd prefer to have an idea what's coming and strategize, than have it fully random. Changing may be unpleasant for this reason.

Sorry, meant to reply to this earlier. Clear Skies also has the effect that there are more rounds without weather effects, without having to print more than one blank. But yes, there absolutely can be games where one weather never comes up. It's not as much of an issue in Lifeboat, because the game is heavily communication based and randomness can be cancelled out by convincing others to backstab somebody, but I certainly see that people might dislike the fact that a card they wait for fails to appear in Dominion (or another appears too often). It wasn't so much of a suggestion, more like an interesting anecdote, or so I thought.
I found it an interesting anecdote, though I admit that didn't come over very clearly. I thought it would be good to draw the comparisons for general game design theory, and I appreciate seeing here how the Weather affects Lifeboat, how the same idea differs to add fun to a different kind of game.

Furnace: This cards seems like Remake level strong to me, even ignoring the exhaust to play it immediately mechanic. Personally I don't think cards that can trash 2 or more cards at once and give economy at the same time should cost less than $5. It's not like broken trashers are particularly uncommon among the official cards though so maybe it isn't a problem. I do think that the exhaust to play immediately mechanic isn't the best fit for a $4 cards though, just because if you get it on turn 1 the exhaust doesn't do anything because you aren't playing any actions turn 2 regardless. 
I get what you say about economy. I guess the $ are there to justify the +Buy from an earlier version; for some reason a multi trasher with +Buy appeals, and that's the basis for this card. Now I've got this exhaust-to-play on it, that justifies the +Buy and the $ could go.
And about turn 1, it still seems OK despite Exhausted doing nothing, as you typically only trash an Estate, and this hinders its trashing ability later.

Canal: I like this, $6 seems like a good cost for it. It's still probably broken half the time because cost reduction, but at least you can't accidentally buy out the Provs in one turn like with Bridge/Troll. This is thronable, I assume the wording is annoying as an in-play effect or something?
Wording should be fine as a while-in-play, I just haven't come to the conclusion of needing it yet. If it needed to go to $6, then likely it could need a further nerf and this would be it. +1 Buy + $4 is already hefty, but Throning it to 2 Buys + $12 is rather generous.

Components: Seems hard to trigger considering it adds 2 Silvers to your deck, I guess that balances being able to open with 2? Are Spinning Mule and Steam Engine in the OP the other machines? Steam Engine might have tracking problems? Maybe not? Patent and Steam Engine both seem much stronger than Spinning Mule to me, I guess that's fine.
All correct. From the feel as I've tested them, it wouldn't surprise me if the whole group was proven flawed because Components are too swingy and luck dependant. Or if they're only reliably enabled with sifters, or the Weather. Some games have seen a Spinning Mule played on turn 7 get a runaway victory (keep the Coppers, and you can draw them, the Components Silvers, the $1 on this and whatever you do with Prototype to get at least $13), other times something like a turn 17 Prototype.
Steam Engine should track OK, you can put the Action tokens on the card instead of beside them, and leave them on there for Durations.

Foreign Art: Wow seems really strong, in an engine this diverting itself is basically a bonus because you want to draw it at the end of the turn. Diverting other things does make this less good in earlier parts of the game but I'm not sure it matters all that much considering how good this is as endgame payload? Less good in money, there the diverting actually matters. Insane engine payload though, should probably just be +$3 to be honest.
This is sensible. I twigged how the engine makes Diverted almost a non-issue, but not how diverting Treasure would actually be a benefit. My thinking with $4 over $3 is that it wouldn't really have much to set it apart from Gold except its +Buy, and it could go to $6 if it needed to, but that's not the best reasoning to go with.
If this were an Action, might there be something more to it?

Innovator: So individually these two effects are Watchtower and Secret Chamber. Two weak effects, is being able to exhaust for both really enough to make this worth $5? I know there's some self synergy there but I think this is really weak and could probably cost $3?
Yeah, an untested idea, full discard then draw just seemed strong at first.

Thanks for the feedback and the compliment.
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Kudasai

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Re: Dominion: Revolution
« Reply #85 on: June 09, 2018, 01:53:10 pm »
+1

[[[MACHINE SERIES]]]
Components - Cool concept. On a competitive level I'm not a big fan of cards that have to line themselves up (Urchin, Treasure Map) due to how swingy they can be, but they are fun. The top decking Silver could make for some interesting openings and with calculated play you can setup your Prototype cards nicely. I just wonder if the Silver gaining could be optional. Without sifting cards, the extra Silvers just hurt your chances of your Components hitting.

Prototype - This is a nice jumping off point that empowers both Action based strategies (Steam Engine/Patent) and Treasure based strategies (Spinning Mule). I like the option to keep a Prototype to get more plays out of it in order to better hone future Machine cards.

Spinning Mule - Seems pretty strong, but only with pure Treasure decks. Once you have just 1 Spinning Mule you can probably draw your deck every time it's in play. So the on play is pretty one dimensional, but there is a lot of subtly in how you get to that point. Do you trash down (if able) so your Components hit more frequently, but at the cost of Treasure drawing power later? Seems like a sound and fun decision making process. I would also add that this card is pretty worthless without a +Buys on the board, so maybe this needs a +Buy? It does after all take a while to get it and it would distinguish it even more from Patent, which is great, but also does not have a +Buy. Then again, if Spinning Mule is the only source of +Buys, it would probably be the only Machine a player would buy. Maybe both need a +Buy? In terms of formatting, there should be a line separating the above Coin and the lower text.

Steam Engine - I really enjoy the other cards in this "Traveler-like" line. They seem to fit in well with when you get them and their purpose seems clear. Unfortunately I cannot say the same for Steam Engine. The wording is a bit awkward and it doesn't seem to fit in with what the other cards are and are not doing. Components is a nice little colliding game; Prototype builds up either Spinning Mule or Patent nicely (nice thematic choice by the way!); Spinning Mule is good with Money; and Patent is good with Engines. Steam Engine gives Action tokens, so the Prototype phase seems less important and it's just kind of a hard to interpret Throne Room. I think it could be good on it's own, but I just wonder if it needs to be a part of this Machine series.

Patent - Really cool idea! Being the 1st player to get Patent will certainly be beneficial, but the additional choices are broad enough that even coming in 2nd or 3rd shouldn't be too much of a heart-ache. Seeing how getting this first is highly dependent on your Components colliding, I again think the Silver gaining should be optional. There are a few wording issues here though. As it's currently worded, the Patent card only becomes the card on your Patent mat in name only; it doesn't actually play it. I made a mockup of how it could be worded. I also cleaned up the bottom portion to be more in-line with official card wording. It plays exactly the same though!



[[[ACTION TOKENS]]]
Have you considered changing "Take an Action token" to something like "+1 Power"? Kind of how "Take a Coin token" was changed to "+1 Coffers". It could go a long way in terms of clearing the wording up. In your cards there's a lot going on with "Actions", "Action cards" and "Action Tokens". Personally my brain stops registering the difference if I see "Action" too much.

Also, has there every been a version where Action tokens could only be cashed in at the start of your Action phase? Would make for some hard, but interesting gameplay.
« Last Edit: June 15, 2018, 04:01:40 pm by Kudasai »
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Aquila

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Re: Dominion: Revolution
« Reply #86 on: June 12, 2018, 06:52:24 pm »
0

This feedback is inspirational, Kudasai. I'll get right back to it, but first a few things from before:

Foreign Art - maybe as it is but giving $3 would be an interesting card as either late game or engine payload? The original intent was very strong payload with self divert as a setback so it plays well every other shuffle through the deck. So here's another go:

Quote
Dairy Farm - Action, $5 cost.
+2 Cards
+1 Buy
+ $2

At Clean-up, instead of discarding this, take Diverted and put this on it.
Now it draws cards and is a very strong bonus. But if you do end up drawing the whole deck, getting Your Dairy Farms at the end of the draw will see some of them not much more than Woodcutters, so they play less effectively. Instant self Divert can lead to multiple plays of the same card with enough cycling, so it needs this funny wording to avoid that.

Diversion - It wasn't used very often, since handing out Diverted as an Attack can be rather mild for the cost of a terminal Action. But, I twigged that it was a one-off Attack, and so:

Lose one Treasure, put another in. This set wants a few Treasures in it, and hopefully this one's interesting.
Diverted doesn't look so good a name now so much as Delayed.


Back to Kudasai:
Power - why not indeed? Cards would be simpler to read, and just by thinking of Power tokens on a mat, there's a feeling straight away that a card or two could care for the amount of Power you have (like Gazbag's Barbarian/Warlord in Ice Age with Coffers, but it feels more fitting to me to do it with Action tokens, you can sacrifice playing Actions now for doing bigger things later). And that would give some reason for both Power and Villages in the same game.

Components' Silver gain being optional makes interesting choices with Mule whilst retaining its individual function. With your other suggestions I'm seeing how opening with 2 of them won't be so broken as with 2 Treasure Maps, which was my worry.

Actually using Prototype's self-discard as something you want to do rather than just because you can do self-discard safely makes so much sense. Honestly, that's all my thinking was here.

Your wording for Patent is definitely better, but I think it needs to 'be the card until it leaves play' like Overlord? It's going to be wordy, and I see no way round it. Short of putting the bottom instructions on the Patent mat itself or something.

You question Steam Engine's place in the series; I put it there for the contrast with Mule at first, then Patent joined in because some games would be a pretty sad race for the standout best Patent, and Steam Engine could be a fine consolation prize for the losers. Patent is a lot more flexible now than what it used to be though.
But, I put together your thoughts on Prototype and the idea of Power count and came up with this:

Quote
Steam Engine - Reveal a number of cards from the top of your deck equal to your Power. Discard the non-Actions, then play the Actions in any order.
Prototype would give +2 Power, which could either go to playing better Patents or be stored up for this. Is this an improvement?

Spinning Mule did have a Buy on it but it was dominating when you could get it early. So, taking the Buy off this and Patent I was toying with this new idea:

Quote
Replica - Action Duration Machine, 0* cost.
When you play your first Replica this turn, if you have 3 or more Power, gain a Machine from its pile.
At the start of each of your turns for the rest of the game: +1 Buy and + $1.
(This stays in play. This is not in the Supply.)
If you want Buys, wait a bit longer. I put the $ with it to make it feel more worthwhile, and last minute made it count Power to be a bit harder to continue.
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Kudasai

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Re: Dominion: Revolution
« Reply #87 on: June 12, 2018, 09:52:33 pm »
0

Back to Kudasai:
Power - why not indeed? Cards would be simpler to read, and just by thinking of Power tokens on a mat, there's a feeling straight away that a card or two could care for the amount of Power you have (like Gazbag's Barbarian/Warlord in Ice Age with Coffers, but it feels more fitting to me to do it with Action tokens, you can sacrifice playing Actions now for doing bigger things later). And that would give some reason for both Power and Villages in the same game.

Components' Silver gain being optional makes interesting choices with Mule whilst retaining its individual function. With your other suggestions I'm seeing how opening with 2 of them won't be so broken as with 2 Treasure Maps, which was my worry.

Actually using Prototype's self-discard as something you want to do rather than just because you can do self-discard safely makes so much sense. Honestly, that's all my thinking was here.

Your wording for Patent is definitely better, but I think it needs to 'be the card until it leaves play' like Overlord? It's going to be wordy, and I see no way round it. Short of putting the bottom instructions on the Patent mat itself or something.

You question Steam Engine's place in the series; I put it there for the contrast with Mule at first, then Patent joined in because some games would be a pretty sad race for the standout best Patent, and Steam Engine could be a fine consolation prize for the losers. Patent is a lot more flexible now than what it used to be though.
But, I put together your thoughts on Prototype and the idea of Power count and came up with this:

Quote
Steam Engine - Reveal a number of cards from the top of your deck equal to your Power. Discard the non-Actions, then play the Actions in any order.
Prototype would give +2 Power, which could either go to playing better Patents or be stored up for this. Is this an improvement?

Spinning Mule did have a Buy on it but it was dominating when you could get it early. So, taking the Buy off this and Patent I was toying with this new idea:

Quote
Replica - Action Duration Machine, 0* cost.
When you play your first Replica this turn, if you have 3 or more Power, gain a Machine from its pile.
At the start of each of your turns for the rest of the game: +1 Buy and + $1.
(This stays in play. This is not in the Supply.)
If you want Buys, wait a bit longer. I put the $ with it to make it feel more worthwhile, and last minute made it count Power to be a bit harder to continue.

Power - Well I am certainly glad you like the idea, and boy did you take it and make it something way more exciting then a simple wording choice! I really, really like the idea of cards caring about how much Power you have. This is a complex mechanic that probably would take careful planning, but I think it can be done. I think the first big question would be if the cards that care about Power have to use the Power to get the bonus, or if it just simply checks for it.

Patent - I don't actually think this needs "This is that card until it leaves play." In my opinion (and it is often wrong) all this does is rename the Patent when it's in play to whatever is on your patent mat. It does nothing to execute the patent mat card's instructions. Overlord renaming itself only matters for gainer cards like Disciple and Changeling, which care about name. Gaining a bunch of Overlords this way would be quite powerful, but with Patent it is a non-issue because it is not in the Supply and cannot be gained.

Steam Engine - Now this is an exciting card! I read it once and immediately had a good sense of what to do with it. Works a lot better with Prototype now as well. To me this now has a clear place in the Machine series. Spinning Mule is great Treasure draw, Patent makes one card very powerful, and now Steam Engine is great Action draw. Again, using Power to do cool stuff will likely need a lot of balancing, but it's such a cool idea.

Replica - I'll have to spend some more time thinking about this one to give worthwhile analysis, but I think you made the right call by making a Machine that gives +Buys and is not one of the already very powerful cards. This also makes your Prototyping stage more relevant. I also like how it's not trying to compete with Spinning Mule, Steam Engine and Patent; it's just there if a player needs +Buys.

I am a bit confused on the wording. Is it saying if this is your first Replica played this turn you can check your Power and gain a Machine? If so, you can use something like the Crossroads wording. I don't think there really needs to be a condition though seeing that these are permanent Duration cards. The chances of playing multiple Replica's is unlikely. Removing this text streamlines it quite a bit. Here is a quick mockup:



Really exciting stuff! Can't wait to see how it all comes together!
« Last Edit: June 13, 2018, 12:17:14 am by Kudasai »
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