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The Alchemist

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Dominion: Industrial Revolution [UPDATED]
« on: October 01, 2017, 07:33:44 am »
+1

Hello! If you're like me and have always wondered what dominion would look like with a little technological advancement, this is the expansion for you! It's a large expansion that's a mix of prosperity and dark ages: 15 strong, expensive cards that puts prosperity to shame, and 15 cheap, simple, mostly trashing cards that shine in certain situations. I'm looking for help with balancing the cards and getting general feedback before I go off and print them out.

The themes for this set include new spins on the vanilla bonuses (including combinations missing from the game) and filling up the 1 and 7 coin gaps, something Don X. actually supports. This set is great for making powerful engines (it is the industrial revolution after all), and for truly massive decks. It is strongly recommended to play with colonies and plats.

With no further ado, here are the expensive cards:


Cathedral:
Continuing the theme of chapel and bishop, this card trashes and rewards your tithe in the form of coin and victory tokens. Who doesn't love tokens? Adding cantrip to watered-down bishop warrants +$2 (see bridge -> highway).
[Edit]: Changed so that you only get the VP if you trash a card. Much harder to make golden decks now. Less likely to have the game go on forever.


Town Hall:
Lots of decisions need to be made with this duration card. Gives 9 options with a mix of useful and potentially harmful. Usually nets out to a market with a discarded card so I put this at $6. $7 May be reasonable.
[Edit]: No longer forces you to choose what you didn't pick on your next turn. Now each turn is independent and tracking should be much easier.


Hospital:
One step above doctor, but one step below donate in terms of quickly getting rid of unwanted cards. Useless if drawn in your first hand, but incredibly strong in your last. $6 may be too cheap.
[Edit]: Added coppers to the list.


Observatory:
Take a look at what's coming up and set up the perfect next turn. The reverse of hospital, useless if drawn in your last and easily the strongest deck inspector in the game if drawn in your first. $7 seems balanced but I'm not sure.


Steel Foundry:
A smithy on steroids, this terminal draw is a great way to use up actions. A hunting grounds with +$1 but no trash bonus. Might need to be at $8.


Infantry:
Infiltrate your opponents hands with this attack card. A +3 card attack like torturer or rabble, where you can place unwanted cards from your hand into an opponent's. Can attack repeatedly but keeps opponent's decks at 5.
[Edit]: Changed cost to $7. Thinking about forcing the cards given to be identical to reduce the targeted nature.


Artillery:
This second attack card lets you load, aim, and fire a card out of your enemy's hand. The only discard attack that lets the attacker choose the card to discard is pillage, and such a powerful ability forces it to be a one-off. To make this balanced without having to trash itself, you must pay a vanilla bonus. You cannot give up action if you're at zero. If you choose buy and have no more +buys, you cant buy a card this turn, etc. Has the problem of targeted attack but then again so does pillage.
[Edit]: Changed to not allow gaining of victory cards. I had intended this, but just forgot to put it in.


Police Station:
Need some defense against those harsh attacks? Need to protect you stuff from criminals? Hire a police station! This reaction card discourages attack cards. Forcing a trash of the attack/reflecting the attack is considered bad design, so this gives the choice to the attacker to take a gold hit and keep their attack (The police catch the criminals and either jail them or release them on bail). Also works as an expand on any attack cards you may have. Clears attacks from both sides!
[Edit]: Changed so the reaction effect is not strictly harmful. Also a moat reaction is an option available to them. The opponents are less likely to be disincentivised to buy attack cards.


Stock Exchange:
An action-treasure like crown. This lets you trade virtual gold for any vanilla bonus you need during your action phase, and trade in any unused actions/cards for gold in your buy phase. The buy phase ability is strictly superior to both diadem and vault, thus the $9 cost. May need to be higher. For your action phase ability, you need gold from action cards in order to trade in for a vanilla bonus, no using treasures or coin tokens. The card comes with $2, so you can make a cantrip or village, but then you can't use the buy phase ability. Really strong when combined with gold from markets or peddlers.
[Edit] Reduced cost to $7 based off suggestions.


Oil Refinery:
All your action cards too complicated with all their "mechanics" and "words" and what not? Well refine them into plain ol' vanilla cards instead! Turn your 10 native villages into regular, normal, not-a-novel-of-a-description villages! Or peddler variants, or even labs (easily the strongest option)! This card is unique in giving a choice that doesn't need to be unique. Choose +3 cards, or $3, or +1 action and +2 buys if that's your thing. This is probably the most likely to be broken. It was too weak to have effect on only one card, and having the choices be different is restrictive when you pick 3 out of 4. I may just have to go with the latter though if it's too strong.
[Edit]: Reduced cost to $8 as per suggested.


Factory:
The next advancement on Laboratory, this "power card of epic proportions that probably shouldn't exist at any cost" should be balanced at $9. I find it hard to believe that this card is not possible to be balanced, especially with things like kings court smithy and city quarter.
[Edit]: Changed from $7 to $9.


Supermarket:
The next logical step up from grand market. The +$1 combined with +1 buy warrants an increase of $4 from grand market, but the drawback of no silvers brings the total down to $9.
[Edit] Changed +1 Card to +1 Buy.


Public School:
Let your cards edumacate themselves and lern to be gooder. Give your baker a degree and turn them into a lab assistant! Or have your lowly herbalist follow their dreams and become a market or something. The natural extension to teacher. Exact same effect but without needed 5 reshuffles. Turning one of the two strongest cards in the came (along with champion) into a card you can buy right away rightly deserves the high cost of $10, maybe even more?
[Edit] Reduced cost to $9 based off suggestion. I felt that teacher was such a good card it was a shame no other cards besides events had the ability. I really like this card, even if only to increase the likelihood of getting to use +1 bonus tokens in a game.


Metropolis:
And lastly the pièce de résistance: metropolis. From lowly hamlet, to village, to city, then metropolis. Its vanilla bonuses are exactly that of a fully leveled up city, but with a duchy added in because why not? A metropolitan area is practically a duchy. The vanilla bonuses alone are worth $8, so it is probably undervalued at $10, but it didnt make sense to make it more than a colony at $12 or $13, but I'd like to hear your opinions.
[Edit] Changed from 3 VP to 1 VP as 10 was too cheap for 3.


Theatre:
Hate it when you have the perfect kingdom for an engine but there are no sticking +buys! Or when its a kingdom of 10 great cards but not a single non-terminal to be found. Or maybe you just really hate the sight of estates and hate that there aren't more trashing cards in the game? Well this is card for you. Alone it's worthless, a cantrip costing $2. But the worse the kingdom is, the better it gets. The actors play the part of whatever is you're missing to get your strategy off the ground. No handsize increasers? This cards is a basic lab costing $5. No villages? this card becomes a vanilla village at $3. It can be a worker's village at $4, and a junk dealer without the $1 at $4. Only when your kingdom is missing literally everything is this card an insanely strong $9 card.

Cheap cards:


Salesman:
The buy equivalent of Hireling. Used the price difference of Seaway -> Pathfinder to price this at $3.


Worker:
When using pawn, usually the best bet is +1 card +$1. This card gives that for half the price, and is good in decks with excess actions. Just a reminder that this and the other $1 cards in this set are pretty weak on their own. But with the extra buys from other cards, these cheap cards help you to make really big decks of mostly actions. Great for gardens, scrying pool, or champion games. I know a lot of these cards are "boring vanilla cards", but I actually like vanilla cards and think there should be more in the game.


Market Stall:
Some extra buys to help ease off the burden of buying these cheap cards. This should technically be priced at $2 but more than one buy is rarely useful, except in this set.


Furnace:
Pretty self explanatory. Burn a card in the furnace to give you more cards to keep your engine going. This might be better of costing $2.


Landfill:
Put something in the dump, get something out. Really simple card to turn your curses into coppers or estates into lighthouses.


Plot of Land:
Yes, I wanted there to be a card that was just a cantrip. There are many instances where this could be useful. But if you change your mind you chapel 4 of these and deplete the Lab pile. I really don't like the picture on this one but it was the best I could find. Funnily enough, finding a good picture of nothing is harder than it sounds. If you have a better one in mind please send it my way.


Sewer:
The worst sifting card in the game, but hey it only costs $2. This is the Lab -> Smithy equivalent of warehouse.
[Edit]: This card was +2 cards, discard a card at $1, but I agree that was way too weak.


Bank Note:
This is just an action version of silver. It is cheaper because it can be terminally drawn unlike silver, plus delve already showed that getting a silver at $2 isn't game breaking. This is useful in scrying pool games, games with treasure attacks, or any other game where you just dont want your deck cluttered with treasures. It especially combos well with my Stock Exchange (coincidence? nope.)


Statue:
A weaker version of monument. While it can lead to endless games, some hard trashing is needed to pull this off, and even then a max of 5 of these can be played. Compare to the Bishop/Fortress golden deck where you can get 12 VP per turn.


Coal:
Modified version of Encampment from the Strife fan expansion: http://www.nosro.net/games/dominion/strife/list.php#encampment
As there's now a real card named encampment, and to fit in with the theme of this expansion, I changed the name and picture. The idea is the same, burn up this card for a temporary bonus.


Slums:
The next step up from Necropolis. I want this a card because it just works for thematic reasons, and because it kinda works with 3 workers. Thats a gold and +3 cards right there, albeit for 4 cards.


General Store:
Want to buy 3 workers? Or how about a market stall and two coppers? This card will help you hoard up on cheap cards for whatever strategy calls it (looking at you gardens).
[Edit]: I changed the wording to "up to 3 cards", so you aren't forced to buy $0 cards if you get a $3 one.


Reforge:
Gain 1 coin token for copper, 5 for plat, etc. Weaker version of moneylender on all treasures, except its coin tokens so that's nice. Potentially game changing if you trash up all your treasures and end with a megaturn.



The following are versions of cards from Auto-Destruct Sequence (http://forum.dominionstrategy.com/index.php?topic=3984). I really like his cards and they fit so well in my set I just had to include them.


Boom Town:
I really like this card, but it was too weak on its own. I think setting the price at 2 fixes it nicely. Also changed the wording to be more clear.


Demolish:
I just modified the formatting and image of this one.

These following ones I didn't modify, they were already perfect. I am just reposting them here because I intend to print them along with my own.


« Last Edit: October 05, 2017, 03:51:33 am by The Alchemist »
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ThetaSigma12

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Re: Dominion: Industrial Revolution
« Reply #1 on: October 01, 2017, 08:17:44 am »
+1

Hi! Welcome to the forums! I see you've found the card image generator, but I would also suggest reading the card creation guide.

Cathedral: This leads to stalemate games where nobody wants to end the game, just play cathedrals for infinite tokens.

Infantry: This is probably overpowered at , with smithy, attack, and trashing.

Town Hall: Probably works, but wayyy too much AP. Also tracking issues, playing several of these in a turn would be a real headache.

Hospital: This is definitely overpriced. It can't trash Coppers, so it will only trash 3 cards most game, and they need to be in the discard pile, and then it becomes dead. This could probably cost or less.

Observatory: I prefer 461.weavile's Battle Strategy, which does roughly the same effect as a event, but limits it to 4 cards. That might be too powerful at the cost, but it isn't as swingy with shuffles and powerful with choosing 4 cards.

Factory: Nope, nope, nope. Donald has tried this at many different prices, , 10, and it was too powerful for all of them. It's not worth trying again.

Steel Foundry: Terminal cards and is generally really good, so this could probably cost more. In the end, I don't think it's fun.

Artillery: Your description is weird, I think you meant to give it +1 Action. This attack is probably annoying and swingy.

Police Station: Does nothing without attacks. Also "Reactions that hurt the attackers" is a really bad idea, you can read it in the aforementioned fan card guide.

Supermarket: Wow, um.  I don't know. You do seem overly confident on the price, math in dominion isn't that simple. I don't like this card on the concept though.

Oil Refinery: This is an interesting card. I don't know about the cost, but it one of my favourites in this set.

Theatere: Maybe too much, I would drop the drawing part. Also, it can easily get annoying with definitions about what gives +2 Actions or +1 Buy. Pedantry: It's recursive, so it will trigger itself.

Stock Market: This is needlessly complicated.

Public School: Why do we need a Teacher supply pile?

Metropolis:
I don't think this card would work at any cost, at it's too good for sure.
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josh56

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Re: Dominion: Industrial Revolution
« Reply #2 on: October 01, 2017, 08:19:02 am »
0

Cathedral is something you should never ever do as you could build a golden deck with only Cathedrals. Note that Groundkeeper is tied to greening.

The notion that Factory is "quite balanced" (how much did you test it?) seems dubious to me. We know from the playtesting of Empire that this very card at a high Debt cost did not work (but that may have had to do with the Debt cost).
Police Station is a Reaction that attacks. Another big no-no.

Supermarket is a Grand Market plus Lab plus Peddler for a mere $9 and thus too cheap (or, as increasing the costs is not something you really want, too powerful). Lab plus Grand Market would probably already be too strong at 9 (just think about how often you'd but this over Platinum).

Metropolis: Village, Lab, Market and Duchy baked into one card in the hope that it will work? Unless there is heavy junking everybody will aim for Metropolises, they are brilliant engine pieces and decent green at the same time.
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Gubump

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Re: Dominion: Industrial Revolution
« Reply #3 on: October 01, 2017, 09:29:08 pm »
+2

Cathedral: As josh and thetasigma said, this is a major fan-card taboo, as it discourages ending the game.

Infantry: The problem is that the first attack option (give them a card from your hand) is basically a targeted attack, since you can't necessarily give everybody copies of that same card. Targeted attacks are also a big non-no for making fan-cards. You can read about why in the guide that thetasigma mentioned.

Town Hall: This is nearly impossible to track with one played in a given turn, let alone multiple. 3 of the 8 options are also drawbacks, and since you get all 8 eventually, I'd say this is actually worse than Market, although it's still definitely too strong to cost < $5.

Hospital: Hospital is definitely overpriced. It's dead if you draw it with no discard pile, and it doesn't let you trash Coppers. It shouldn't even cost $5+, let alone $6.

Observatory: Virtually lets you choose your next turn. It's pretty good. I'd price it slightly higher at $8 rather than $7, though.

Factory: Donald has playtested this same card with higher costs and it was still too strong. Not too mention that it is exactly twice the strength of a Lab, which is an already-powerful $5 cost card. And none of the official $7 cost cards are twice-as-powerful versions of $5 cost cards. I very much disagree with your "quite balanced at $7" statement.

Steel Factory: I think that $7 is a fine cost for it. I definitely wouldn't buy it over a Province.

Artillery: Your description says "if you chose to give up action, this becomes terminal." As written, however, this is already terminal, so I think you made a typo. Aside from that, it is way too swingy. If anybody reveals a Province, you can copy it, gaining 6 points essentially for free. It also has a targeted attack problem similar to, albeit less severe than, Infantry.

Police Station: This does nothing unless you happen to be playing a set that contains Attack cards. Requiring triggers that the card can't self-fulfill is another big no-no. It also attacks people who attack you, which is, you guessed it, another taboo. Buying these will discourage others from buying Attacks, which, in return, discourages buying Police Stations, so in a worst-case situation, nobody buys either card/card type. This problem is further exacerbated by its debt cost making it possible to buy on the very first turn no matter what.

Supermarket: The problem with the math you used to calculate its cost is that vanilla bonuses are non-linear in nature. That is, the difference between +$2 and +$3 is larger, in terms of strength, than the difference between +$1 and +$2, for example. Because of this, simply using math to calculate the optimal price of your card is more complicated than one would think. In reality, Supermarket is likely $9-cost power level even without the extra +1 card, even with the drawback.

Oil Refinery: I honestly think that this one is probably too weak for its cost. I couldn't see myself ever buying this over Platinum. I could see myself buying it at $8, though.

Theatre: IMO, this is one of the most interesting fan-cards I've ever seen. I definitely give this one the Gubump Seal of Approval. That last paragraph, however (the one about the cost calculations) should go under a dividing line a-la Peddler, since it happens with different timing than everything else. Other than that minor thing, absolutely fantastic job on this one. The art is perfect as well.

Stock Exchange: The two options for it (Action vs. Treasure) don't feel like there connected in any way, and feel like they belong on separate cards instead of just being needlessly smushed together on one card. The other problem is that it's way too weak at a whopping $9. The 2nd option is not strictly better than Vault because it doesn't involve drawing any cards, which is about 80% of where Vault's power comes from (look at Secret Chamber). Diadem, which it is actually strictly better than, is widely considered to be the weakest of the Prizes. If it weren't for the Diadem option, the Buy phase ability would be a $3 cost ability, IMO. Because of the Diadem option, however, I'd price the Buy phase ability at $5 if it were its own card. If the Action phase ability was on a Treasure card, then I'd price it at $7, since you'd have a chance to play your other treasures first. Since it's Action-phase only, however, it isn't too much stronger than a Pawn, so I'd price it at $4 if it were its own card. If you insist on the mish-mash, however, I would price this card at $7 overall. And $7 to $9 is a BIG difference.

Public School: Once again, I don't see myself buying this over Platinum. There's another problem: There isn't much reason to get more than one of them. Although I say the same thing about Chapel, which is still a God-tier card, so it's a minor issue.

Metropolis: Ooh, boy. As you said yourself, the vanilla bonuses alone are worth $8, which is something with which I couldn't agree more. However, it is definitely too strong for just $10. Compare it to Nobles. It's about the same strength as both options combined, and is worth more VP. I would price a 3 VP Nobles alone at $8. When you compare Metropolis to that, it becomes quite clear that only $10 is ridiculous. This is a $12 cost card, at the very least. Wouldn't buy it over Dominate, though, so the $12 or $13 you think didn't make sense is actually right on the mark.
« Last Edit: October 01, 2017, 09:30:33 pm by Gubump »
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The Alchemist

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Re: Dominion: Industrial Revolution
« Reply #4 on: October 02, 2017, 05:45:46 am »
+1

Thank you all for your feedback! I am remaking the cards to fit your guys' advice. (By the way, I'm make them in photoshop not with the online editor, that's just where I took the templates from). I'm new, what's the etiquette for changing a post? Should it just edit the op, put a reply, or start a new post? I'd like the updated cards to be in the op but that makes the first few comments confusing. Is starting a new topic for the samr thing considered spammy?
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Awaclus

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Re: Dominion: Industrial Revolution
« Reply #5 on: October 02, 2017, 06:06:31 am »
+1

Thank you all for your feedback! I am remaking the cards to fit your guys' advice. (By the way, I'm make them in photoshop not with the online editor, that's just where I took the templates from). I'm new, what's the etiquette for changing a post? Should it just edit the op, put a reply, or start a new post? I'd like the updated cards to be in the op but that makes the first few comments confusing. Is starting a new topic for the samr thing considered spammy?

Editing the OP is fine. If you want to make it less confusing, you can write "updated 2017-10-02" or something for the cards that you've updated so that people will realize that the first replies were talking about an older version. Starting a new topic is pretty spammy and just posting the new versions in a reply isn't great because random people who just browse for fan cards might only look at the OP.
« Last Edit: October 02, 2017, 06:08:14 am by Awaclus »
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Asper

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Re: Dominion: Industrial Revolution
« Reply #6 on: October 02, 2017, 08:45:17 am »
+1

Yeah, just edit the OP. In my experience, people either comment on the OP or the very last replies, so there's no damage doing it and many people will just read the OP. I agree to basically all my predecessors wrote, especially Police Station and Cathedral. I actually tried myself at making the "Reflection Reaction" thing work very recently, by it not being a Reaction but instead an attack that hurt more if the attacker had been hit by an attack before themselves. That wasn't fun. The concept just isn't.

ThetaSigma12

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Re: Dominion: Industrial Revolution
« Reply #7 on: October 02, 2017, 05:33:59 pm »
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Well, here's my thoughts on the cheap cards. All in all most of them are bland combinations for that really don't seem like they need to exist. We already have a lot of vanilla cards, and man, do we need more? Most of these could probably cost and be fine. The cost is just kinda gimmicky. Here are a few card specific problems:

Worker:
Terminal +1 Card is a bad idea. There's a quote from Donald X. about it somewhere. But other than Ruined Library which is meant to suck, it hasn't appeared anywhere for good reason.

Boom Town: I believe this is the 3rd rendition of the card, taken from Auto-Destruct-Sequence who took it from the Prosperity design contest. You linked to the thread so you can read all the complaints with the idea and I don't think your version fixes anything.

Banknote: This is Action-Silver which should probably cost , and then is too bland. We have silver, we don't need vanilla action-silver.

Reforge: Treasures don't have value until played, so it should read: "You may play a Treasure from your hand to pay all the it produced and trash it. If you did, take a Coin token per paid." It's wordy, maybe it can be improved upon by someone else?

General Store: I think this should gain 3 differently named cards. With cantrips like Merchant that you want to load up on this can be a powerhouse. With that restriction it seems interesting, if not a tad weak.

Plot of Land: In games with no trashing this does nothing other than a cantrip. I see no reason for this card to exist as-is, but if you remade it similar to Kru5h's Dagger where it has a trashing benefit instead of the Cantrip, maybe?

Slums: No need to step on Crossroad's toes with this card. With Bustling Village and Port, I would cut this.

Statue: Has the same problem of Cathedral, stalemate games.


The rest are just boring vanilla cards that should cost or more instead of . I would try to keep the general boni, but rework it to make it more unique. All that being said, Coal and Salesman seem like nice cards.
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Fragasnap

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Re: Dominion: Industrial Revolution
« Reply #8 on: October 03, 2017, 07:14:15 pm »
+1

Quote
Infantry
Types: Action, Attack
Cost: $6
+3 Cards. Each other player discards a card. You may put into their hands a card from yours, or a Copper, your choice.
Copper junking is not generally a very good idea because of how the Copper pile doesn't scale very well based upon the number of players.
Further, this card scales pretty poorly based upon the number of players since you may be able to trash up to 3 cards or as few as 1 card. An effect like Ambassador (return cards to the Supply to give out copies) would be preferred.

Quote
Town Hall
Types: Action, Duration
Cost: $6
Choose four: +1 Card; or +1 Action; or +1 Buy; or +$1; or discard the top card of your deck; or put a card from your hand on top of your deck; or trash a card from your hand; or gain a Copper, putting it into your hand. At the start of your next turn, do the other four.
Emphasis on the huge tracking issues. If you want an effect like this, I would recommend a simple choice between Action effects or a singular Duration effect so that a Town Hall that stays in play won't have to be tracked since it can only be there for one reason.

Quote
Hospital
Types: Action
Cost: $6
Look through your discard pile and trash any number of Curses, Ruins, Shelters, or Victory cards from it.
While I agree it is overpriced, I think most players underestimate how good searching trashing like this is in slower games. I think it would be fine if it trashed any 2 cards from the discard pile, though would test it at $5 first since $6+ trashers generally have a hard time.

Quote
Observatory
Types: Action
Cost: $7
Look through your deck, set aside up to 5 cards from it, shuffle your deck, and then put the set aside cards on top of your deck in any order.
I don't think this is overpowered as it has the issue of needing cards to be in the deck versus your discard pile. Getting to setup your engine from whatever is left in your deck (or setup a Province next turn) is probably fairly weak since it implies that your deck didn't go off this turn. The problem I have is that this is an Action card that requires you to shuffle your deck which slows the game down, even if it costs $7.
Making it an expensive Event would be preferred because then it is difficult to use since you have to constantly set $ and +Buys aside for it.

Quote
Steel Foundry
Types: Action
Cost: $7
+4 Cards, +$1.
While I don't think that this is overpowered, it is not a very "$7" effect. All the $7 cards that currently exist read very "wow."
King's Court says you play another actions thrice: Wowie. Forge says you can trash any number of cards on top of another effect: Woo. Bank gives you a nearly limitless amount of $: Amazing.
Steel Foundry draws a couple more cards than Smithy. Ho hum.
King's Court I think already covers the super-Smithy thing (because King's Court plays best with other cards that draw cards), but if you really wanted something more explicitly based on draw, I'd look to something like a big Courtyard or Embassy before a slightly larger Smithy.

Quote
Artillery
Types: Action, Attack
Cost: $7
+1 Action. Each other player reveals their hand. You may pay 1 Action, pay 1 Buy, pay $1, or discard a card. If you do, each other player with at least 5 cards in hand discards a card of your choice. Gain a copy of a discarded card.
I think Pillage covers the concept of "Look into a player's hand and slap out the most important card" in the most fun way possible by being difficult to repeat and practically self-clogging (even if Spoils are decent cards).
Ignoring that, playing this to gain a Province is stupidly good, though I'm not sure if that is intentional or not.

Suggested wording:
Quote
Oil Refinery
Types: Action
Cost: $8
Do this three times: Choose one: +1 Card; or +1 Action; or +1 Buy; or +$1.
Then you may reveal an Action from your hand. If you do, each copy you play this turn gives you the same three choices instead of following its instructions.

Quote
Theatre
Types: Action
Cost: $2*
+1 Card, +1 Action. If there are no other Supply piles that... give +2 Cards: +1 Card; give +2 Actions: +1 Action; give +1 Buy: +1 Buy; trash your own cards: You may trash a card from your hand.
This costs $3/$1/$1/$2 more for each case above respectively.
I don't like Theatre in a real-world context because it is so complicated to resolve--especially for non-experts.
You and I could say: It's Village this game. And remember what that means, but others won't have it so easy.

Quote
Stock Exchange
Types: Action, Treasure
Cost: $9
If it's your Action phase: +$2 and then spend any amount of $. For each $ spent, choose one: +1 Card; or +1 Action; or +1 Buy.
If it's your buy phase, choose one: +$1 per unused Action you have; or discard any number of cards and +$1 per card discarded.
The Action phase effect is a slightly better Pawn. The Treasure effects are a worse Diadem and a slightly better Secret Chamber (the latter so bad it was cut from the game).
I would probably only buy this if it cost $2. Mini-Diadem or awful Splitter are the only vaguely useful parts of it without other elements working really hard to enable it.

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Public School
Types: Action
Cost: $10
You may move your +1 Card, +1 Action, +1 Buy, or +$1 token to an Action Supply pile you have no tokens on.
I echo the sentiment that Teacher doesn't need to be a Kingdom card. Teacher is further more interesting for being a card that sits in wait on your Tavern mat and can be called at a moment's notice for clutch late-game plays.

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Worker
Types: Action
Cost: $1
+1 Card, +$1.
Worker is a Peddler with a draw-back, the draw-back being that it isn't really a Peddler because it's terminal. If you want this to work, I think it needs to be paired with an optional top-deck so when it draws something dead you can put it back instead (or just use it for money-smoothing). $1-cost is weird for the sake of being weird, but at a cost of $2 it will look pretty awful in comparison to Pawn and Courtyard.

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Coal
Types: Action
Cost: $2
+1 Card, +1 Action. You may trash this. If you do, choose one: +1 Card; or +1 Action; or +1 Buy; or +$1.
This one sounds fine to me. It needs a different name than Coal because it sounds like a Treasure. You could try Colliery (being a Coal-mine), but that might draw images of Mine instead.

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Boom Town
Types: Action
Cost: $2
+2 Actions.
If Boom Town is in play...2 or more times: +1 Card; 3 or more times: +1 Buy; 4 or more times: +$1; 5 or more times: +1VP
This has the same issue as Cathedral: +VP needs a good way to encourage ending the game.

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Banknote
Types: Action
Cost: $2
+1 Action, +$2
A card that gives +1 or more Actions and +$ is effectively a Treasure. Of course you can draw it dead, but that is easy to build around. That means Banknote is practically a Silver. It is generally accepted that the consideration of Silver is a fun part of Dominion that should generally not be supplanted by having cards that are Silver at $4 or less.
Plus Banknote sounds like it should be a Treasure.

Suggestion:
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Reforge
Types: Action
Cost: $3
Play and then trash a Treasure from your hand. Then pay all of your $ and take a Coin token per $1 you paid.

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General Story
Types: Action
Cost: $2
Gain 3 cards all together costing exactly $3.
The wording is a little confusing. Do you mean "Gain 3 cards with a total cost of exactly $3"? I assume so. It is astoundingly weak. Without $1 cards (and those are uncommon, even accounting for the couple you have), it will always be a $3 card and two Coppers.

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Salesman
Types: Action, Duration
Cost: $3
At the start of each of your turns for the rest of the game: +1 Buy.
I think this one will be fine.

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Plot of Land
Types: Action
Cost: $1
+1 Card, +1 Action
When you trash this, gain a card costing up to $5.
Not very interesting.

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Furnace
Types: Action
Cost: $1
Trash a card from your hand. If you do: +2 Cards.
Should probably cost $2. The draw doesn't need to be conditional.

Suggestion:
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Landfill
Types: Action
Cost: $1
You may trash a card from your hand. If you do, gain a card costing less than it. You may trash this.

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Market Stall
Types: Action
Cost: $1
+1 Action, +2 Buys.
Should probably cost $2.

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Sewer
Types: Action
Cost: $1
+2 Cards. Discard a card.
Super weak. I don't like it.

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Slums
Types: Action
Cost: $2
+3 Actions
Having played with a card very much like this before, it is frustrating. I think it needs something else going on to make the +3 Actions less the focal point of the card since it is so feast-or-famine.

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Statue
Types: Action
Cost: $2
+1 Action, +1VP
Same issue as Cathedral. There isn't much of a reason to do anything other than gain +3VP to +4VP per turn by piling the Statues as fast as possible.
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Asper

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Re: Dominion: Industrial Revolution
« Reply #9 on: October 04, 2017, 11:11:44 am »
0

I think Banknote can cost 2$, because you can draw it dead. Draw-to-X and cards that interact with Action cards aside, this makes it worse than Silver. However, I share the concern that it's too bland. However, it seems fine to put this as the Action part of a more expensive Reaction, for example.

GendoIkari

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Re: Dominion: Industrial Revolution [UPDATED]
« Reply #10 on: October 06, 2017, 05:29:00 pm »
+1

Aside from the possible stalemate issue with Cathedral, is just seems crazy powerful. Looking at Junk Dealer, which is a pretty powerful ... this gives a coin token instead of , AND gives a ... all for a cost increase from to . Also, the trashing is optional, not mandatory, so it's safer than Junk Dealer.

However, it's worth noting that a stalemate isn't that simple, due to the fact that you only get the if you trash a card. So you can't just build a deck with a bunch of these; soon you'll be down to just 1 card... and 1 VP per turn isn't great. But when combined with something like King's Court, you could build something better.
« Last Edit: October 06, 2017, 05:31:16 pm by GendoIkari »
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GendoIkari

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Re: Dominion: Industrial Revolution [UPDATED]
« Reply #11 on: October 06, 2017, 05:42:12 pm »
+1

Reserve's wording doesn't work with Dominion rules.

You don't spend treasure cards in buys. When you play a treasure card, it produces (usually), and then you can spend that . Cards don't get spent. I'm not actually sure of your intention, but if I'm guessing right, then what you want here is a reserve card, similar to Coin Of The Realm (and the name should be changed because Reserve is a card type).

[Card name] - Treasure-Reserve :


When you play this, put it on your Tavern mat.
------------------------------------------------------------------------------
At the start of your buy phase, or immediately after you finish playing a treasure card, you may call this, for +.


Allowing you to call it at the start of your buy phase OR after playing a treasure allows it to be called immediately after playing it, or during a future buy phase even if you don't have other treasures in hand.
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