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The73rdvirgin

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Dominion: Realms
« on: July 21, 2017, 01:44:32 am »
+3

Hi all,

This is an expansion I am working on developing that I am looking for help on. I have never built my own expansion (or cards for that matter) so I don't know all the ins and outs for how to do this here are links to the cards I have come up with and I would like insight into what people think.

Dominion: Realms

The theme of this expansion is this concept of a realms hand that cards would let you access in various ways. I have not yet nailed down exactly what the realms hand will begin with, but right now I think it will initially consist of 1 copper, 1 Estate, and 2 Silvers.

The cards are as follows: (Scroll down for text version)
1. https://ibb.co/krRS75
2. https://ibb.co/kRxpLQ
3. https://ibb.co/iBkFuk
4. https://ibb.co/ehTULQ
5. https://ibb.co/nru3fQ
6. https://ibb.co/hrkn75
7. https://ibb.co/mjXZn5
8. https://ibb.co/iT3kuk
9. https://ibb.co/ig3JEk
10. https://ibb.co/eF2BZk
11. https://ibb.co/fnfLS5
12. https://ibb.co/nDBYfQ
13. https://ibb.co/gUHH75
14. https://ibb.co/hkGc75
15. https://ibb.co/dogzLQ
16. https://ibb.co/hxvgZk
17. https://ibb.co/evpm0Q
18. https://ibb.co/hkLFuk
19. https://ibb.co/bFA4n5
20. https://ibb.co/fZRc75
21. https://ibb.co/kMTqS5
22. https://ibb.co/nNzKLQ

The next few cards are more theoretical. They have yet to be play tested as they are stand ins for cards that I have since decided sucked, were op, or did not work:

23. https://ibb.co/jCsOfQ
24. https://ibb.co/gFLn75
25. https://ibb.co/fOwG0Q
26. https://ibb.co/kzwS75
27. https://ibb.co/bK20S5

28. This is overly an over complicated, crazy card that I came up with. There would be 10 Timers and 1 The Jack in the Box Card. There is no order they must be bought in. Note buying The Jack in the Box does not run out a supply pile https://ibb.co/iqO1Zk https://ibb.co/bts60Q

1.
Army
5
Action- Attack
+2$. Each other player discards down to three cards in both their hand and their realms hand.


2.
Blacksmith
6
Action
Discard 1 card per action you have. +5 cards. 


3.
Carrier Pigeon
2
Action-Reaction
+2 cards from your realms Hand. Draw a card to your realms hand.
-
When another player plays an attack, you may set this aside to this to swap your hand for your realms hand. At the start of your turn return this to your hand.
-
When you gain a card during someone else's turn you may reveal this to gain it to your reserve hand.


4.
Costume Party
3
Action
+2 Cards to your realms hand.
Each player passes a card from his or her hand to the discard of the player to the left at once. Then each player passes a card from his or her realms hand to the player to the left's hand at once.


5.
Dining Hall
5
Action
Dining Hall: +3 cards +1 action. Put 2 cards from your hand into your realms hand. Discard 2 cards from the realms hand.


6.
Divine Light
4
Action
+1 Card. +1 Action. Set this on your Tavern Mat. At the start of your turn you may call this to discard your hand, your realms hand, or both. If you discard a hand, +5 cards to that hand.


7.
Foreign Market
5
Action
+ 1 Card. +1 Action. +1 Coin. Discard any number of cards. +1 Buy per card Discarded.


8.
Fork in the Road
2
Action
+1 Action. While this is in play when you would draw a card to your hand or realms hand you may first state which hand you will draw that card to, then draw it to that hand. Reveal the top card of your deck. +1 Card.


9.
Godly Thunderbolt
2*
Action
You may trash this and your hand if you did  +5 cards +1 Action
-
This card may not be bought with copper in play.


10.
Imbalance
5
Action-Reaction-Attack
As action: +Action Swap your hand for your realms hand
-
Whenever this card passes from your hand to your realms hand each other player gains a curse.
-
If you discard this from play during your cleanup phase you may put it into your realms hand.


11.
Lost purse
4
Treasure
1$. While this is in play you may play treasures from your realms hand. When you discard this from play, reveal cards from your deck until you reveal a treasure either put that treasure into your realms hand or discard it. Discard the other cards.


12.
Madman's Shanty
5
Action
Reveal your hand. If there are no
action cards: +2 cards, +2 action
treasure cards: +3 cards, +1 action
victory cards:  + $1


13.
Museum Collection
6
Reaction-Victory
Worth 1 VP per 3 cards in your realms hand at the end of the game.
-
When you would swap your hand for your realms hand, or when another player plays an attack, you may reveal this to set this and up to 2 cards in your realms hand aside. After the swap or attack has been resolved return those cards to your realms hand.


14.
Negotiate
5
Action
+2$ You may swap your hand for your realms hand. After your buy phase but before cleanup you may play treasures from your reserve hand to buy a copy of a card you bought during your buy phase. At the start of cleanup return the treasures played from the realms hand back to your realms hand.


15.
Network
3
Action
+2 cards to your realms hand. Put 2 cards from your realms hand into your hand.


16.
The Path Less Traveled
3
Action
+1 Action. +1 card to your realms hand. You may swap 1 card in your hand for 1 card in your realms hand.  You may play an action card from your realms hand.


17.
Photographer
2
Action-Duration
+1 Action. Swap your hand for your realms hand. At the start of your next turn you may swap your hand for your realms hand.


18.
Portal
4
Action
+1 Action. Swap any number of cards in your hand for an equal number in your realms hand. Then you may swap your hand for your realms hand.


19.
Repurpose
5
Action
Trash a card from your realms hand gain a card costing up to 2 more than it to your realms hand.


20.
Royal Census
4
Action
Reveal an action card from your hand or realms hand. Play set aside any number of copies of that action card. Play that action card once per number of set aside copies. During your clean up phase discard the set aside cards.   


21.
Signature
5
Treasure
1$. While this is in play when you buy a card you may gain it into your realms hand.


22.
Smelter
5
Action
Swap your hand for your realms hand. +4 cards to your realms hand.


23.
Storm
3
Action-Attack- Duration
You may take up to 2 cards from your realms hand. Each other player swaps their hand for their realms hand. From now until the start of your next turn no one may swaps cards between hand for their realms hand.


24.
Supply Line
4
Action-Treasure
+1 Action. Swap your hand for your realms hand.
-
While this is in play,  worth 1$ per time you swapped your hand for your realms hand this turn.


25.
Teleport
5
Action
+1 Card. +1 Action. Set aside any number of cards from your realms hand. +1 card to your realms hand per card you set aside. Then put the set aside cards onto your deck in any order. You may swap your hand for your realms hand.


26.
Wine cellar
2
Action   
+1 Action. Discard your hand. +1 card per card in your hand before this action was played. You may swap your hand for your realms hand.


The concept Cards (more rough and untested):
27.
Hunter's Hideout
5
Action
+1 Card
+1 Action
+ $1
When you trash this gain it from the trash.
-
When you gain this put it in your realms hand.


And the granddaddy of them all:
Timer/ The Jack in the Box
This pile begins with 10 timers and 1 The Jack in the Box
Cards may be bought in any order.

Timer
5*
Action
+1 Card
+1 Action
You may put a Timer from your hand into your realms hand.
-
If this card is in your realms hand at the start of your turn you may put it into your hand.
-
If The Jack in the Box is in play, this costs $3 and you may gain this to your realms hand.


The Jack in the Box
When you gain this set the Jack in the box and a Curse in front of you. When The Jack in the Box is in front of you at the start of your turn you may discard a Timer or a Curse, add a Curse to The Jack in the Box, and pass it to the left. If you do not, gain the Curses in The Jack in the Box and return it to the supply.
-
If you buy this you may not buy a Timer this turn.


So far I have been play testing P2 by using 4 from Dominion: Realms and 6 from other expansions (although I do not own Dark Ages or Guilds, and while I have ordered Seaside I do not have it yet.). In these games one player tries to build and engine using only the 6 other cards and the other tries to use most of the 4 Realms cards.

My biggest issues so far are when you get action cards stuck in the realms hand and cannot get them out. And figuring out what the starting realms hand should be.

I also need artwork for a few cards and if anyone finds images that they think would work/ are better than what I currently have. Please let me know.

Lastly I would like to thank everyone who actually took the time to look over my cards and leave comments or even make it to the end of my post. Thanks.
« Last Edit: July 29, 2017, 12:07:32 am by The73rdvirgin »
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Awaclus

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Re: Dominion: Nation States
« Reply #1 on: July 21, 2017, 03:51:12 am »
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The images don't work. You need to copy and paste the URL to the actual image file (i.e. something like https://image.ibb.co/gcpfS5/Army.png).
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The73rdvirgin

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Re: Dominion: Nation States
« Reply #2 on: July 21, 2017, 10:56:12 am »
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Also note that Museum collection should read: Afterwards, return these cards to your reserve hand.
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GendoIkari

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Re: Dominion: Nation States
« Reply #3 on: July 21, 2017, 11:00:42 am »
+1

Please copy the text into your post.... having to click each link individually makes it a lot less likely that people will read your cards and give feedback.

I'd recommend not calling using the term "reserve", since that is already a card type.
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faust

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Re: Dominion: Nation States
« Reply #4 on: July 21, 2017, 11:11:58 am »
+1

You should make sure that the cards still do something meaningful even if they're the only cards that interact with the reserve hand. I am not sure that is always the case.
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The73rdvirgin

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Re: Dominion: Nation States
« Reply #5 on: July 21, 2017, 12:05:17 pm »
0

Thanks for your comment Faust. I realized the same thing when I was designing the cards. I am pretty sure with the exceptions of Mosque, Museum Collection, and Hunter's Hideout all cards theoretically could stand alone. Some like supply line, storm or royal census may be weak though.
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Aquila

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Re: Dominion: Realms
« Reply #6 on: July 21, 2017, 03:12:21 pm »
0

The potential in this set looks good, I like the idea of having 2 hands to use.

A good start for improvement would be to clarify the best rules for the reserve hand passively, what a player could do with it besides the Actions that affect it. It would feel right to me that at the start of your turn, before playing your first Action, you could choose to swap hands then (the word 'exchange' is already used to describe changing a Traveller for its next stage, may or may not be misleading). I look at Army, for instance, and think this should be the case. In the theoretical game with only it from Realms and 9 other cards, it would only be Militia for $5.
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Chappy7

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Re: Dominion: Realms
« Reply #7 on: July 21, 2017, 03:47:07 pm »
0

Madman's Shanty would be crazy if you can get it to be the last card in your hand.  Too crazy.  +5 cards, +3 actions, +$1 That almost makes me want two torturers to be played against me! Maybe it needs to say that you are limited to one of the rewards.

I think this set could be really fun though.  I think imbalance sounds like a lot of fun if it ends up working.  I also really like fork in the road!
« Last Edit: July 21, 2017, 03:48:37 pm by Chappy7 »
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Violet CLM

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Re: Dominion: Realms
« Reply #8 on: July 21, 2017, 06:41:31 pm »
0

"Fork in the Road" and "Lost Purse" (maybe others too, didn't check too carefully) are weird in that playing more than one in a turn has no benefit for you. At least Royal Seal gives you some money.

"Fork in the Road" perhaps combines a little too well with Library, Watchtower, or any other draw-to-X cards. It should also specify when you make the decision which hand to draw the card into--before or after seeing the card?
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Q

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Re: Dominion: Realms
« Reply #9 on: July 22, 2017, 04:20:31 am »
0

The mechanism is interesting but it requires you that you play with several cards from this set, otherwise some cards will do nothing.

Blacksmith is a simple and good card.
Foreign Market is probably a bit weaker than Market and crazy in the presence of Peddler.
Godly Thunderbolt is, at least in the absence of other trashers, too much of an opening auto-buy.
I don't understand Network. Do you exchange 2 cards between hand and reserve hand or also first draw 2 cards?
Royal Census doesn't clarify what "set down" means. If you mean discard this is pretty weak compared to Throne Room.
Madman's Shanty's effects should be switched. In BM you want the double Lab whereas in an engine you want the Lost City.
But even then it is still fairly weak as it is hard to trigger. Probably only good as a defense against handsize attacks and here it compares unfavourably to Menagerie (which is admittedly a strong card).

Madman's Shanty would be crazy if you can get it to be the last card in your hand.  Too crazy.  +5 cards, +3 actions, +$1 That almost makes me want two torturers to be played against me!
All it would do then is to refill your hand up to 5 plus the equivalent of two Villages and a Peddler. A great defense against two Torturers but that's about it.
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The73rdvirgin

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Re: Dominion: Realms
« Reply #10 on: July 22, 2017, 08:19:06 am »
0

Thank you for all the comments.

Regarding Madman's Shanty, I sort of wanted to make it so that the card doesn't lend itself to the cards present (Lost City in presence of Treasures and double library in presence of actions).

Regarding Foreign Market, I agree it would be pretty weak in most circumstances, and a must have in the presence of a peddler game. I wanted it to me the kind of thing where you could discard victory cards for extra buys in a garden or silk road game.

Regarding Godly Thunderbolt, it certainly would be a turn one auto-buy in many games. I just liked the idea of a better chapel that doesn't give you the option of which cards in your hand you trash.

Regarding Royal Census, for all intents and purposes set down means put into play. The only reason I don't say play any number of copies of a card from your hand is that if it is a Smithy type card then you could not use it to draw additional Smithies. It is possible that this type of card would be pretty weak but it seems nice in that it can be used to remove action cards that get stuck in your reserve hand. As a stand alone card it is unlikely that it would be any more than a throne room. With other Realms cards it can end up as a Throne Room or even a King's Court or better.

Regarding Fork in the Road, the player would not be allowed to look at the cards first (I think it would be too powerful if you could). I was considering making it so that if you play two or more in a single turn you may first look at the cards before deciding which hand to put them in. It is pretty good when coupled with a Library type card. While Library doesn't actually reference a reserve hand (obviously) I think this card would mean draw until you have 7 cards in a single hand.

Regarding Lost Purse, Lost purse is sort of an interesting card in that using it will deplete your reserve hand of treasures which can prove problematic later (unlike Negotiate these treasures would not return to your reserve hand after your turn). The original version of the card gave 1 treasure and allow you to only play 1 treasure from your reserve hand and allowed you to return it to your reserve hand afterwards, but this just seemed like a really powerful Venture.
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Country Bumpkin

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Re: Dominion: Realms
« Reply #11 on: July 23, 2017, 09:48:14 pm »
0

This concept of a reserve hand seems pretty good. It would be cool if it could provide another way of setting up your next turn, so that it is less reliant on the luck of your starting five. The Jack in the box card reminds me of the dynamite card in Bang! It seems like the only cards that really couldn't stand alone are Mosque, Museum Collection, Storm, and Hunter's Hideout, and if those  came up alone you could just redraw those cards.
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Violet CLM

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Re: Dominion: Realms
« Reply #12 on: July 23, 2017, 10:14:21 pm »
0

While Library doesn't actually reference a reserve hand (obviously) I think this card would mean draw until you have 7 cards in a single hand.
So if you have two cards in your real hand but ten cards in your reserve hand, you've wasted an action? Trying to rewrite the effects of existing cards is a dangerous business and you'll need to be careful how you write your rules.
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The73rdvirgin

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Re: Dominion: Realms
« Reply #13 on: July 24, 2017, 08:54:41 am »
0

That is a really good point that I hadn't thought of. Thanks for the input Violet. I am going to take some time this week trying to nail down exact rules for how the reserve hand works (and maybe come up for a new name for it), as well as how it interacts with existing cards. I have just been really tied up with work rn. As I said in my original post this fan expansion is by no means finalized, and I am open to any and all comments and concerns. I would really like more input. If you don't like this idea please say so; I won't be offended. If you do like this expansion I'd like to see that too. Any and all feedback welcomed.

 ps. I am also thinking that I am scrapping the Madman's Shanty card, as I think it may prove difficult to balance, and the card itself is not imperative to the expansion as a whole.
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faust

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Re: Dominion: Realms
« Reply #14 on: July 25, 2017, 05:51:09 am »
0

I'll do short comments on al cards.

I like the concept of a reserve hand. It is not entirely new as a concept - Native Village kind of did that - but having multiple cards interact with the same set aside cards is interesting. I agree you should probably pick a different name.

1.
Army
5
Action- Attack
+2$. Each other player discards down to three cards in both their hand and reserve hand.*
This is probably fine. One complaint is that in absence of other reserve hand interactions, it's just an expensive Militia (and I guess if you're starting with 4 cards in your reserve hand, it even gives a free Silver on the first play). That's a bit boring; you could probably go for a effect that is a bit stronger on a $5 (may you have the player gain junk to their reserve hand?). Conceptually, it may be a bit problematic have a card that discourages using the reserve hand cards, because that is the main focus of the expansion.

2.
Blacksmith
6
Action
+5 cards. Discard 1 card per action you have.
Could be a bit nasty on BM. Generally, you should be able to play this with 1 action left, so most of the time it's +5 cards, discard 1, which compares a bit too well to Hunting Grounds I think. I like the idea, but it may be hard to balance.

3.
Carrier Pigeon
2
Action-Reaction
+2 cards. Discard a card from your reserve hand.
When another player plays an attack, you may first reveal this to exchange your hand for your reserve hand
This is just really bad without attacks. You start with mostly junk in your reserve hand, so you don't want to discard it all. With attacks... I'm just not sure how good it is? You could save a good hand if you'd have to discard, but then your good cards are hidden away and you depend on the other player to give them back to you. Overall, I think this is pretty weak, but there could be boards where you want it.

4.
Dining Hall
5
Action
Dining Hall: +3 cards +1 action. Put 2 cards from  your hand into your reserve. Discard 2 cards from the reserve.
It's a fancier Forum; draw 3, discard two, but you can store the junk away a bit longer. Seems fairly balanced, but not too exciting.

5.
Divine Light
4
Action
+1 Card. +1 Action. Set this on your Tavern Mat. At the start of your turn you may call this to discard your hand, your reserve hand or both. If you discard a hand, +5 cards to that hand.
It should probably be "if you discarded at least 1 card that way, do X". This is also a fancier version of Guide. I think I would like it better if the on-play effect was more different from Guide. Discarding your reserve hand only does something the first time, so this ability is kind of a 1-shot unless there are other cards that put things to your reserve hand. But as a 1-shot, it's pretty good and unique, so I think it works out.

6.
Foreign Market
5
Action
+ 1 Card. +1 Action. +1 Coin. Discard any number of cards. +1 Buy per card Discarded.
The card seems okay. Mostly not too interesting probably. However you can easily empty the Curse pile with this/Watchtower, so there's at least one fun interaction.

7.
Fork in the Road
2
Action
+1 Action. When you would draw a card this turn you may draw it to your reserve hand. +1 Card.
I suggest adding a "While this is in play" clause instead of putting it directly there. You need to clarify if you have to decide where to draw it before or after you see the card. I assume before (the other option is way too strong). That makes the card just a super-weak Native Village that cannot get back its cards. Sometimes, you can control that you have a green card on top of your deck, but I don't see many other uses for this.

8.
Godly Thunderbolt
2
Action
You may trash this and your hand if you did  +5 cards +1 Action
This is amazingly strong and probably better than Chapel, but also swingier - if you open this/some terminal, colliding them is super bad, not colliding them is super awesome. I don't like it.

9.
Lost purse
3
Treasure
0$. While this is in play you may play treasures from your reserve hand.
I don't think this works without other reserve hand cards. May add a "when you discard this from play, gain a Silver to your reserve hand" or something?

10.
Mosque
2
Action
Trash up to 5 cards from your reserve hand
This is completely useless without other reserve hand interactions. Even with them, I don't think there are many cards (at least so far) that would make this a decent buy.

11.
Museum Collection
6
Reaction-Victory
Worth 1 VP per 3 cards in your reserve hand at the end of the game. Reaction when you would exchange your hand for your reserve hand, or when another player plays an attack, you may reveal this to set this and up to 2 cards in your reserve hand aside. After the exchange has been made return those cards to your reserve hand.
"When you would exchange your hand for your reserve hand" seems super narrow. There are only 1-2 cards that do that so far I think. Without that, even if you manage to buy and set aside 8 of these through attacks, you'll only have 12 cards in your reserve hand, so these are worth 4 VP. That doesn't seem very exciting. It needs to be stronger without other reserve hand interactions.

12.
Network
4
Action
+2 cards to your reserve hand. Put 2 cards from your reserve hand into your hand.
Comparable to Gear, but I think weaker. It's good in the opening to grab the 2 Silvers, but after that? It's just a +2 cards that lets you store away 2 junk cards. I see no reason why this shouldn't cost $3.

13.
The Path Less Traveled
3
Action
+1 Action. You may exchange 1 card in your hand for 1 card in your reserve hand card for your reserve hand. You may play an action card from your reserve hand.
I don't really get this. it's +2 actions, and then +1 card from your reserve hand usually? Without other reserve hand interaction, you will quickly deplete your reserve hand and then this is no use at all. It's too weak even for $2.

14.
Portal
4
Action
+1 Action. Exchange any number of cards in your hand for an equal number in your reserve hand. Then you may exchange your hand for your reserve hand.
This is the same; I don't see it doing much without other reserve hand interactions.

15.
Repurpose
5
Action
Trash a card from your reserve hand gain a card costing up to 2 more than it to your reserve hand.
I guess you could use this to make your Reserve hand all Provinces, but that seems not that amazing. The first 2 plays are essentially +6 VP though if you upgrade the Silvers into Duchies. So it cannot really cost less because it can provide a large amount of VP, but at the same time it's kind of weak after the first two plays. Not sure what to think of that.

16.
Royal Census
4
Action
Reveal an action card from your hand. Set down any number of copies of that action card from your hand or reserve hand. Play that action card once per number of times you set that action card down. 
It should probably be "set aside", and you need to clarify what happens with the set aside cards afterwards. It seems rather weak unless you can get to large handsizes, and if I understand your intention correctly, even then all it does is provide a number of +actions equal to the number of equal action cards in your hand. Seems weak.

17.
Signature
5
Treasure
1$. While this is in play when you buy a card you may gain it to the reserve hand.
This is on on-buy Island. I think this was discussed elsewhere? Setting aside your VP buys is just too strong.

18.
Smelter
5
Action
Exchange your hand for your reserve hand. +4 cards to your reserve hand.
So this works as a kind of Tactician. It seem pretty good, and after the first play the worst case is "discard your hand, +4 cards". Not too amazing compared to Minion, but it's more flexible, so I think it could be good.

19.
Storm
3
Action-Attack- Duration
Take 2 cards from your reserve hand.  From now until the start of your next turn no one may exchange cards between hand for their reserve hand.
This is again useless unless there are other resreve hand interaction, and even then it's kind of a self-counter.

20.
Supply Line
4
Action-Treasure
+1 Action. Exchange your hand for your reserve hand.
-
Worth 1$ per time you exchanged your hand for your reserve hand this turn.
I don't get it. It's super weak? The exchange will not necessarily be a benefit, and playing like 5 of these nets you $6 at best.

21.
Teleport
5
Action
+1 Card. +1 Action. Set aside up to 5 cards from your reserve hand. +1 card to your reserve hand per card you set aside. Then put the set aside cards onto your deck in any order. You may exchange your hand for your reserve hand.
I have a hard time grasping what this does. I mean every step is clear, but it's hard to assess how good the overall effect is. It basically allows me to nonterminally exchange hand hand for 4 new cards, either ones that are already there, or I can replace the ones I don't want at the expense of the junk going on top of my deck. I think I would need playtesting to figure out how good this is.

22.
Wine cellar
2
Action   
+1 Action. Discard your hand. Draw five Cards. You may exchange your hand for your reserve hand.
Even without the exchanging, that seems pretty good for $2. It doesn't quite have the self-synergy of Minion, but it's a super solid draw-to-X card. I would make a case to have this cost $3. Then it's probably quite interesting (but I don't think you'd really use the reserve hand exchange a lot).

23.
Negotiate
5
Action
+2$ You may exchange your hand for your reserve hand. When you buy a non-victory card you may play treasure from your reserve hand to buy a copy of it. At the start of cleanup return the treasures played from the reserve hand to your reserve hand.
I am not really sure what "to buy a copy of it" means. Do you get a +buy that you can only use on that card, or do you just gain a copy? Is "it" the non-victory of the treasure you played? This needs better wording as I don't understand what it does.

24.
Photographer
2
Action-Duration
+1 Action. Exchange your hand for your reserve hand. At the start of your next turn you may exchange your hand for your reserve hand.
It seems not too amazing, but it's probably possible to utilize it.





25.
Imbalance
5
Action-Reaction-Attack
As action: +Action Exchange your hand for your reserve hand
As reaction-Attack: Whenever this card passes from your hand to your reserve hand each other player gains a curse.
If you discard this from play during your cleanup phase you may put it into your reserve hand.
I'm not sure if this should be an Attack type; after all, the actual cursing does not happen as part of the on-play effect. It seems pretty weak; you need at least two of them before you can start cursing, and it doesn't do anything else for you really (the exchanging is not really a positive effect).

26.
Cavalry
4
Action-Attack
For each player (including yourself) select either their hand or their reserve hand. That player discards that hand and draws 3 cards to that hand.
This is a brutal attack and should cost at least $5. Seriously, it's better than the Legionary attack, and that one requires you to line up a Gold first. I would make the case that this card should not exist at all.

27.
Costume Party
3
Action
+2 Cards to your reserve hand.
Each player passes a card from his or her hand to the discard of the player to the left at once. Then each player passes a card from his or her reserve hand to the player to the left's hand at once.
I think this provides roughly as much benefit to all other players as it does to you. Without other reserve hand cards, you may very well end up removing good cards from your deck, so it will even hurt you more. I wouldn't ever buy it unless there is a specific combo.

28.
Hunter's Hideout
5
Action
+1 Card
+1 Action
+ $1
When you trash this gain it from the trash.
-
When you gain this put it in your reserve hand.
This literally does nothing and disappears without other reserve hand cards.

29.
Madman's Shanty
5
Action
Reveal your hand. If there is no
action cards: +2 cards, +2 action
treasure cards: +3 cards, +1 action
victory cards:  + $1
That seems hard to use effectively. The "no action" effect is just a Shanty Town (and it doesn't provide the +2 actions unconditionally, so it's even weaker). The treasure effect is good and it has a place in treasureless decks. But that is the only use and it's pretty narrow.

Timer/ The Jack in the Box
This pile begins with 10 timers and 1 The Jack in the Box
Cards may be bought in any order.

Timer
5*
Action
+1 Card
+1 Action
You may put a Timer from your hand into your reserve hand.
-
If this card is in your reserve hand at the start of your turn you may put it into your hand.
-
If The Jack in the Box is in play, this costs $3 and you may gain this to your reserve hand.

The Jack in the Box
When you gain this set the Jack in the box and a Curse in front of you. When The Jack in the Box is in front of you at the start of your turn you may discard a Timer or a Curse, add a Curse to The Jack in the Box, and pass it to the left. If you do not, gain the Curses in The Jack in the Box and return it to the supply.
-
If you buy this you may not buy a Timer this turn.
There have been numerous hot potato ideas. I think this one forces a bit of a degenerate game until everyone is sufficiently protected. It also introduces politics with multiple players.
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Aquila

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Re: Dominion: Realms
« Reply #15 on: July 25, 2017, 09:57:28 am »
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8.
Godly Thunderbolt
2
Action
You may trash this and your hand if you did  +5 cards +1 Action
This is amazingly strong and probably better than Chapel, but also swingier - if you open this/some terminal, colliding them is super bad, not colliding them is super awesome. I don't like it.
I get the appeal of putting a hand of junk together, sorting it out between the two hands, then to zap it all at once. It is just the opening that's the issue; could it perhaps need a Silver in play to buy? This would likely change the current starting reserve hand, but if it balances a card that holds potential it could be worth it.
Also, this I wouldn't imagine sits too nicely alongside Mosque. I doubt both would need to stay in the set, since having two hands gives greater control of the deck, so that there is less need for trashing overall. I would say keep this, tweak it, and remove Mosque.

20.
Supply Line
4
Action-Treasure
+1 Action. Exchange your hand for your reserve hand.
-
Worth 1$ per time you exchanged your hand for your reserve hand this turn.
I don't get it. It's super weak? The exchange will not necessarily be a benefit, and playing like 5 of these nets you $6 at best.
If I follow correctly, each supply line previously played would add + $1 for every further play, so that chaining them would get total 1, 3, 6, 10, etc. It could hold too much potential, but there is the catch of needing to have Supply Lines in both hands. So it really does need other Realms cards to work to get them lined up properly.
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faust

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Re: Dominion: Realms
« Reply #16 on: July 25, 2017, 10:23:27 am »
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20.
Supply Line
4
Action-Treasure
+1 Action. Exchange your hand for your reserve hand.
-
Worth 1$ per time you exchanged your hand for your reserve hand this turn.
I don't get it. It's super weak? The exchange will not necessarily be a benefit, and playing like 5 of these nets you $6 at best.
If I follow correctly, each supply line previously played would add + $1 for every further play, so that chaining them would get total 1, 3, 6, 10, etc. It could hold too much potential, but there is the catch of needing to have Supply Lines in both hands. So it really does need other Realms cards to work to get them lined up properly.
Hum, I assumed you only get the coin if you play it as a treasure. It definitely needs reformulating too.
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The73rdvirgin

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Re: Dominion: Realms
« Reply #17 on: July 25, 2017, 12:58:04 pm »
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Thank you for all the insight. Particularly you Faust.

I have updated almost every card.

Some notes on cards I did not change.
Blacksmith: I am still unsure how to balance this. I have considered changing it to read: draw 1 fewer card per number of actions you have. Or making it so that you discard 1 card per action you had before you played this card.

Museum Collection: This card is actually quite interesting since you can choose which cards to set aside. It is amazing for islanding away victory cards. If you have a suggestion of how it could be a more stand alone card; however, I am all ears.

Portal: I think this would be good for islanding 4 victory cards away.

Negotiate: I left the wording on this as is. Think of its phrasing in comparison to Vassal's: "Discard the top card of your deck. If it is an action card you may play it."
This works the same way, you may play any number of treasures from your reserve hand to buy a copy of it. In other words: you may use the treasures in your reserve hand to buy a copy of the card you just bought. It does not cost you an existing buy to do this, nor does it give you an additional buy if you don't.

Costume party: This is interesting if by itself because playing it reduces the number of cards in other people's reserve hands while increasing the number in yours. This implies that other people would start discarding silver the 3rd time this is played without playing a copy themselves.

Again thanks for all the insight.
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faust

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Re: Dominion: Realms
« Reply #18 on: July 26, 2017, 03:00:44 am »
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Thank you for all the insight. Particularly you Faust.

I have updated almost every card.
You should probably provide some sort of change log if oyu want further input since I'm not going to go through all cards again looking for updates.

Museum Collection: This card is actually quite interesting since you can choose which cards to set aside. It is amazing for islanding away victory cards. If you have a suggestion of how it could be a more stand alone card; however, I am all ears.
Maybe I just don't understand how it works? The way it reads to me is: Someone plays an attack. I reveal Museum Collection. I set aside two cards from my realms hand, and the Museum Collection I revealed. I put all set aside cards into my realms hand. The only card that ever changes hands is Museum Collection.

Portal: I think this would be good for islanding 4 victory cards away.
I suppose that works.

Negotiate: I left the wording on this as is. Think of its phrasing in comparison to Vassal's: "Discard the top card of your deck. If it is an action card you may play it."
This works the same way, you may play any number of treasures from your reserve hand to buy a copy of it. In other words: you may use the treasures in your reserve hand to buy a copy of the card you just bought. It does not cost you an existing buy to do this, nor does it give you an additional buy if you don't.
It really doesn't work because it leaves so many things unclear. I think at the core is a fundamental misunderstanding of how buys work. You don't "use" treasures to buy things. You play a treasure, you resolve its on-play effect. Usually, but not necessarily, you will end up with more money. That money you can then use to buy things. But the money doesn't care where it came from, and there is no distinction between "money received from playing a card from your realms hand" and "money received from playing a card in a different manner". Your idea comes with all kinds of unclarities, let me just name a few examples:

- can I use leftover money I have to buy the second copy?
- if I play a Venture from my reserve hand, does the Treasure it plays add to the money I can use to buy the second copy?
- can I use coin tokens to buy my second copy?
- if my first buy is a Villa, what happens then?
- can I use Horn of Plenty from my realms hand? It doesn't actually help me buy anything. What about if I also have a Bank in my realms hand? Then playing HoP first does help me get more momey.
- can I play more treasures than I need from my realms hand? If not, what if I cannot hit the exact amount? What happens with the leftover money?
- if I play a Counterfeit from my realms hand, can I use it on cards in my realms hand? Does the money generated from that add to the total I have available?

This is an incomplete list that hopefully illustrates why your phrasing is insufficient.

Costume party: This is interesting if by itself because playing it reduces the number of cards in other people's reserve hands while increasing the number in yours. This implies that other people would start discarding silver the 3rd time this is played without playing a copy themselves.
Yes but it puts a random card from my deck into my reserve hand, and generally I want to average card of my deck to be better than Silver. Also it removes cards that I may have spent my buys on. And the benefit I get for all that risk is minimal.
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Country Bumpkin

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Re: Dominion: Realms
« Reply #19 on: July 31, 2017, 06:01:58 pm »
+1

I see there has been some changes made. I think the concept of a reserve hand might work a bit better if there was landmarks that forced people to interact with your reserve hand. It would be the kind of thing where if you see that your game will involve realms cards then you draw a realms event as well.
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Asper

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Re: Dominion: Realms
« Reply #20 on: August 01, 2017, 09:38:20 am »
+1

This set has a lot in common with an idea I saw on the German forums, except this one doesn't put theme first and is better made. However, it still has some cards that reference the hand without helping to use it, and the name choice is unlucky. Others said that already.
I would like to add another general critizism, which is the sheer number of cards. The reserve hand mechanism is a nice idea, but there's only so many things you can do with it: You can keep cards for later, pseudo-trash them, defend against attacks... At the end of the day, all of these have been done one way or another, and while I think using the mechanic for 3 to 5 cards would be refreshing, doing 20+ of them seems really repetitive. It also makes the individual card much less unique and interesting, in the same way that having the Spy attack on Scrying Pool made the card look worse (given that Spy doesn't exist anymore, that comparison kinda fails, but you get what I mean).

Personally, I would suggest to reduce the number of cards to roughly reflect the number of different uses for the concept you have. It makes the individual card shine much brighter - also less cards mean people will be more willing to read and react on them.
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Aquila

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Re: Dominion: Realms
« Reply #21 on: August 01, 2017, 11:42:00 am »
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20.
Royal Census
4
Action
Reveal an action card from your hand or realms hand. Play set aside any number of copies of that action card. Play that action card once per number of set aside copies. During your clean up phase discard the set aside cards.   
This wording is puzzling. I'm assuming you reveal one of your hands and set aside all the copies of the action you chose (not specifying where you set cards aside from I don't see why I couldn't take copies from the Supply, or even the trash). Like this you're doing exactly the same as playing all those copies, so the wording can be much cleaner. As for whether it's good I don't really know - showing your current hand makes it a kind of Village, but going from your realms hand is a bit different. Getting Royal Census to play copies of itself lets you play a bunch of things from both hands all in 1 action, but that involves a fair bit of preparation. It feels like it could have some kind of boost, though what's best I'll leave to you.

Having said that, since this plays actions from the realms hand, do you need both this and The Path Less Traveled?  There's little distinguishing the two cards in terms of purpose, only that Census has more power whilst TPLT gives more control. Couldn't say which to keep.
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