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Author Topic: herw's cards  (Read 3360 times)

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segura

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Re: Market Town
« Reply #25 on: January 16, 2019, 08:23:30 am »
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See "Secret History" of Bandit Camp. Gaining Treasures is not so good, even if you gain into your hand.
i have read it, but you can draw potions too (to your hand!). So i hink this is a good idea.
If you have Market Town, you already have a Potion. The instances where you'd want a second are very limited.
If you have only one potion and your deck is growing you need more potions. Remember that Donald recommend three Alchemy-cards in Dominion with Alchemy. So it's sometimes more useful to gain a potion. And there are still some more treasures up to 4.
And there are several cards to change potion into gold. I think, Donald secrets keep sometimes something secret ;)
Pretty sweet with Capitalism or Feodum, otherwise fairly pointless.
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herw

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Re: herw's cards
« Reply #26 on: January 29, 2019, 07:17:11 am »
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Basic Cards for Alchemy:



an old idea and a long time discussed in German Dominion Forum

It is a risc to create a new basic card especially with potion in cost. The principality needs only a silver and a potion to buy, a duchy more. But you have to have a potion on hand, which means you have to buy one and you don't get it often if you only buy one. So i decided to give more victory points.
But Bewitched Town ...



...helps a lot.

A county with same victory points is like a province and a counter part so it is logic to give the same 6 victory points. If you lag with provinces especially at the end of the game, you have the chance to get 6 victory points without decreasing the province pile.
It is a good decision to have 3 treasure difference to principals as usual (dutch vs province).

So it is a good idea to add these basic cards to an Alchemy game without removing duchies and provinces.
I think you should choose a few Alchemy kingdom cards too.
« Last Edit: January 29, 2019, 07:40:33 am by herw »
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LittleFish

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Re: herw's cards
« Reply #27 on: January 29, 2019, 07:57:16 am »
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Basic Cards for Alchemy:



an old idea and a long time discussed in German Dominion Forum

It is a risc to create a new basic card especially with potion in cost. The principality needs only a silver and a potion to buy, a duchy more. But you have to have a potion on hand, which means you have to buy one and you don't get it often if you only buy one. So i decided to give more victory points.
But Bewitched Town ...



...helps a lot.

A county with same victory points is like a province and a counter part so it is logic to give the same 6 victory points. If you lag with provinces especially at the end of the game, you have the chance to get 6 victory points without decreasing the province pile.
It is a good decision to have 3 treasure difference to principals as usual (dutch vs province).

So it is a good idea to add these basic cards to an Alchemy game without removing duchies and provinces.
I think you should choose a few Alchemy kingdom cards too.
There should be treasures that cost also. Names could be "Lead" or "Quicksilver" It would make sense because Colony goes with Platinum, Province to Gold, Duchy to Silver, Estate to Gold.
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herw

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Re: herw's cards
« Reply #28 on: January 29, 2019, 10:12:29 am »
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[...]
There should be treasures that cost also. Names could be "Lead" or "Quicksilver" It would make sense because Colony goes with Platinum, Province to Gold, Duchy to Silver, Estate to Gold.

yes ;)

or

I don't know whether it is compliant to rules, because trashing and gaining are actions.
Trashing (and changing) is one of the main theme of Alchemy i think.
But it is very difficult to create a balanced treasure and i wouldn't buy more than one money changer? Have to think about it.

I am not satisfied with this because money changer is no basic treasure card. I think Potion fulfils this.
So money changer is more an action card but there have to be better variable features but not with so much text.
« Last Edit: January 29, 2019, 11:38:02 pm by herw »
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herw

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Re: herw's cards
« Reply #29 on: January 30, 2019, 02:00:15 am »
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Antimony

« Last Edit: January 30, 2019, 02:44:15 am by herw »
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Shard of Honor

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Re: herw's cards
« Reply #30 on: January 30, 2019, 04:52:06 am »
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Antimony

I feel like there should be a limit to it's scaling.
Alchemy simply has too much Potion costing chainable cards. Imagine deck full of Apothecary, Scrying Pool, University, Alchemist and Familiar.

Maybe different named card in play with in its cost?
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herw

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Re: herw's cards
« Reply #31 on: January 30, 2019, 05:58:20 am »
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Antimony

I feel like there should be a limit to it's scaling.
Alchemy simply has too much Potion costing chainable cards. Imagine deck full of Apothecary, Scrying Pool, University, Alchemist and Familiar.

Maybe different named card in play with in its cost?


yes, but in case Antimony is the only card with potion in its cost? So then there has to be a little bonus f.i. +1 buy? Then it is a woodcutter as treasure played.
« Last Edit: January 30, 2019, 06:29:38 am by herw »
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Shard of Honor

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Re: herw's cards
« Reply #32 on: January 30, 2019, 07:18:06 am »
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Antimony

I feel like there should be a limit to it's scaling.
Alchemy simply has too much Potion costing chainable cards. Imagine deck full of Apothecary, Scrying Pool, University, Alchemist and Familiar.

Maybe different named card in play with in its cost?

yes, but in case Antimony is the only card with potion in its cost? So then there has to be a little bonus f.i. +1 buy? Then it is a woodcutter as treasure played.

I like that version more  ;)
Not sure though in strength comparison with Philosopher's Stone, especially in Alchemy heavy games...

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herw

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Re: herw's cards
« Reply #33 on: January 30, 2019, 07:26:22 am »
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Antimony

I feel like there should be a limit to it's scaling.
Alchemy simply has too much Potion costing chainable cards. Imagine deck full of Apothecary, Scrying Pool, University, Alchemist and Familiar.

Maybe different named card in play with in its cost?

yes, but in case Antimony is the only card with potion in its cost? So then there has to be a little bonus f.i. +1 buy? Then it is a woodcutter as treasure played.

I like that version more  ;)
Not sure though in strength comparison with Philosopher's Stone, especially in Alchemy heavy games...

We can discuss endless about it. I will print this version with my new basic victory cards and others. So i will see.
Thanks for your tipps.

BTW why aren't you active in German Dominion Forum (non native speaker?).
« Last Edit: January 30, 2019, 07:28:02 am by herw »
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Asper

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Re: herw's cards
« Reply #34 on: January 30, 2019, 07:28:33 am »
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It reminds me a lot of the version of Fool's Gold that Donald described in his secret history of Hinterlands. For the original version, I felt it was okay, if perhaps a bit boring. Making it count only differently named cards will make it basically useless in most games it's in.

Shard of Honor

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Re: herw's cards
« Reply #35 on: January 30, 2019, 08:07:38 am »
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BTW why aren't you active in German Dominion Forum (non native speaker?).
Decided one forum is enough for me to start and english is more universal. But sometimes, I'm also reading in the german forum.

Thanks for your tipps.
Glad I could help a little. But my remarks are just my personal opinion lacking real experience in designing cards.
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herw

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Re: herw's cards
« Reply #36 on: January 30, 2019, 11:58:59 am »
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BTW why aren't you active in German Dominion Forum (non native speaker?).
Decided one forum is enough for me to start and english is more universal. But sometimes, I'm also reading in the german forum.

Thanks for your tipps.
Glad I could help a little. But my remarks are just my personal opinion lacking real experience in designing cards.
i will try both versions.
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herw

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Tradeswoman
« Reply #37 on: February 02, 2019, 02:51:50 am »
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Tradeswoman helps Big Money strategy:

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herw

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Day Labourer
« Reply #38 on: February 02, 2019, 06:46:55 am »
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Day Labourer



very flexible
« Last Edit: February 02, 2019, 07:07:54 am by herw »
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herw

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Lucky Penny
« Reply #39 on: February 02, 2019, 09:28:42 am »
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For those, who missed luck sadly ;)



only one throw but there is the crown ...  :-*
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LittleFish

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Re: Day Labourer
« Reply #40 on: February 02, 2019, 09:31:47 am »
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Day Labourer



very flexible
There should be a specific number fo villagers to exchange for coffers.
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herw

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Re: Day Labourer
« Reply #41 on: February 02, 2019, 09:50:32 am »
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Day Labourer



very flexible
There should be a specific number fo villagers to exchange for coffers.
1 coffer per 1 villager:
If you have f.i. 3 villagers, your choice:
1 villager to 1 coffer, 2 villagers to 2 Coffers or 3 Villagers to 3 coffers.
This should be in my Dominion manual ;)
I don't like too much text. I think it is clear.
« Last Edit: February 02, 2019, 09:53:00 am by herw »
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herw

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Re: herw's cards
« Reply #42 on: February 02, 2019, 09:56:40 am »
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It reminds me a lot of the version of Fool's Gold that Donald described in his secret history of Hinterlands. For the original version, I felt it was okay, if perhaps a bit boring. Making it count only differently named cards will make it basically useless in most games it's in.

yes, i choosed the older version



perhaps i should  limit to +$2 or +$3?
« Last Edit: February 02, 2019, 10:02:16 am by herw »
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Asper

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Re: herw's cards
« Reply #43 on: February 02, 2019, 07:11:03 pm »
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Wording suggestions:

Antimony: "+ 1$ per card you have in play that has P in its cost."
Day Laborer: +1 Card and +3 Villagers should both be capitalized. "At the start of your Buy phase, you may call this, to spend any number of your Villagers for +1 Coffer each."
The word "Silver" on Tradeswoman should also be capitalized.

About Lucky Penny, it's the strictly better Silver for 4$ that Donald tried to avoid for so long, and also I feel it could reveal and discard cards from your deck instead of rolling a die. So I'd probably change it to be something like:

Quote
Councellor, Action, 4$
+2$
Reveal and discard the top 5 cards of your deck. If there are no duplicates, +2$.

herw

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Re: lucky penny
« Reply #44 on: February 03, 2019, 01:17:01 am »
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[...]
About Lucky Penny, it's the strictly better Silver for 4$ that Donald tried to avoid for so long, and also I feel it could reveal and discard cards from your deck instead of rolling a die. So I'd probably change it to be something like:

Quote
Councellor, Action, 4$
+2$
Reveal and discard the top 5 cards of your deck. If there are no duplicates, +2$.
rolling a dice:  so the probability is 1/6 per lucky penny you play to get +$3. It is only luck. And yes revealing and discarding is in the sense of a DOMINION-routine. The probability of revealing, discarding and getting no duplicates (Councillor) changes and increases to the end game (interesting). But 5 cards and no duplicates? The probabiilty is low in the endgame too. Rolling a dice has constant probability.
BTW Lucky Penny is more a joke ;) when playing with my grandson. Perhaps i am using a „normal” serious version of Councillor and the other for lucky days :) . I like the golden penny at the picture.

Thanks for wording suggestions, will change the text. When translating from German to English i am using always British English ;)
There are several job titles: Councillor, Councilor, Counsellor, Counselor
« Last Edit: February 03, 2019, 06:41:20 am by herw »
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Asper

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Re: herw's cards
« Reply #45 on: February 03, 2019, 05:50:37 am »
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Honestly, I'm pretty sure that in an engine, the chance is higher than 1/6. At least speaking from my testing experience with Sawmill (my thread). I guess it makes a big difference that Sawmill gains cards, though. Anyhow I have managed to get 6 with that card, too.
Edit: Also it should be noted that the discarding speeds up your deck cycling, meaning you will see your new cards sooner (or miss them, I guess). But generally speaking, that's good for you.

herw

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Re: lucky penny
« Reply #46 on: February 03, 2019, 06:40:49 am »
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Honestly, I'm pretty sure that in an engine, the chance is higher than 1/6. [...]
I mean the chance, that you play lucky penny and throw the cube. This is a chance of 1/6 to get $5 instead of $2.
I think you meant the chance when revealing 5 different cards in an engine? Hm i don't have much experiences with engines. F.i. a simple engine have mostly three different action cards (+ cards, +2 actions, +$), mostly not much treasure. If there are some different cantrips, ok seems to be a good chance.
I think i will test both versions and will report.

Indeed are revealing and discarding a nice additional feature although you get only $2. Yes, the more i think about it the more i like it.
I think i call it Lucky Thaler (german: Glücksthaler). I like the old (german) spelling Thaler.
« Last Edit: February 03, 2019, 07:32:46 am by herw »
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Shard of Honor

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Re: Day Labourer
« Reply #47 on: February 03, 2019, 12:01:44 pm »
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Day Labourer


Exchanging Villagers to Coffers is a cool idea, that I haven't seen before!

But wouldn't you always call this and exchange at least one villager to keep the card in your deck for the next shuffle?
I don't see the point of leaving it on your tavern mat.
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GendoIkari

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Re: Day Labourer
« Reply #48 on: February 03, 2019, 12:25:13 pm »
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Day Labourer



very flexible
There should be a specific number fo villagers to exchange for coffers.
1 coffer per 1 villager:
If you have f.i. 3 villagers, your choice:
1 villager to 1 coffer, 2 villagers to 2 Coffers or 3 Villagers to 3 coffers.
This should be in my Dominion manual ;)
I don't like too much text. I think it is clear.

I had assumed it was 1 for 1, but I couldn't tell from the wording if you could choose to exchange any number of them, or if you had to turn all of your villagers into coffers.

I think Asper's wording is clearer/better.

It's a neat card, though it could lead to some analysis paralysis. I'm not sure it's strong enough for . A common use case would be to treat it like +1 Card, +1 Action, +2 Coffers; except you don't get the Coffers until after this buy phase. If you could call it at the start of your buy phase, instead of at the end, then it would be stronger, but probably not too strong for .
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Re: Day Labourer
« Reply #49 on: February 03, 2019, 12:34:35 pm »
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I think Asper's wording is clearer/better.
Me too.

It's a neat card, though it could lead to some analysis paralysis. I'm not sure it's strong enough for . A common use case would be to treat it like +1 Card, +1 Action, +2 Coffers; except you don't get the Coffers until after this buy phase. If you could call it at the start of your buy phase, instead of at the end, then it would be stronger, but probably not too strong for .

But it does say at the start of your buy phase?

Depending on your current hand, it can also act as a village. But it might still be okay at .
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