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Author Topic: Dominion: Revolution  (Read 5297 times)

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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.
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