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Chase Adolphson

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Dominion:Cities
« on: March 04, 2018, 11:52:38 pm »
+1

Dominion:Cities


1. Mansion
Action
10

4 vp tokens

2. Robber
Action attack
11

Gain the top card of each other players deck and put it in your hand

3. Rainbow
Reaction attack
9

When another player plays an attack card, you may reveal this from your hand to be unaffected by it and that they have to do the attack

4. Cursed store
Action curse
6

2 cards
2 actions
1 buy
----------------------
-1 vp

5. Cursed coin
Treasure curse
5

4 coins
----------------------
-2 vp

6. Dangerous forest
Victory curse
6

1 vp per 5 cards in your deck
-1 vp per copper you have
-1 vp per estate you have

7. Golden town
Treasure victory
12

3 coins
----------------------
4 vp

8. Army
Action attack reaction
15

4 coins
Each other player discards down to 2
----------------------
When another player plays a reaction card you may reveal this from your hand to discard a victory card and gain a card costing up to 4 coins more

9. Golden sorcerer
Treasure attack
14

3 coins
Each other player gains 2 curses

10. Kings crown
Action treasure victory
12

If its your action phase 2 cards 2 actions.
If its your buy phase 3 coins
----------------------
3 vp

11. Sword
Treasure attack duration gathering
9

2 coins
Each other player reveals the top two cards of their deck trashes one of them that you choose and discards the other one. If that card is 3 coins or less, take the vp tokens from the sword supply pile. Otherwise add 1 vp token to the sword supply pile.
At the start of your next turn, 1 card.

12. Worker
Reaction reserve
16

When you gain a card, you may reveal this from your hand to gain a copy of that card and put this on your tavern mat.
----------------------
At any time during your turn you may call this to gain a card costing up to 6.

13. Mayor
Reaction
8

When you draw this, you may reveal it for 2 cards and 1 vp token.

14. Field
Victory
8

4vp
----------------------
When you gain this 1 buy and 3 coins

15. Royal coin
Treasure
15

7 coins
Choose one: 1 buy or 1 vp token

16. Royal market
Action duration
22

3 actions
3 buys
3 vp tokens
At the start of your next turn 3 cards and 3 coins

17. Wizard
Action attack gathering
10

Choose one: look through each other players discard pile and gain a card from it costing up to 8, and add one vp token to the wizard supply pile, or take the vp tokens from the wizard supply pile

18. Performer
Action duration gathering
25

Reveal the top five cards of your deck and for each card revealed, if its
An action card, now and at the start of your next turn, 1 card and 1 action
A treasure card, 3 coins and add one vp token to the performer supply pile
A victory card, 2 cards and take the vp tokens from the performer supply pile
Do them in the order they were revealed
Put them back on top in the same order

19. General
Treasure reaction
16

2 coins
----------------------
When you finish playing your second action card this turn, or when you draw this from a general, you may reveal this from your hand for 3 cards and to gain a card costing up to 8

20. Constructor
Treasure duration reserve
18

2 coins
----------------------
At the start of your next turn, 1 card and put this on your tavern mat
----------------------
At any time, you may call this to trash a card from your hand, and gain a card costing up to five more than it

21. Ocean
Reaction curse
14

When another player plays an attack card, you may reveal this from your hand to be unaffected by it, 1 card and gain a card costing up to 11
----------------------
-1vp

22. Gold rush
Treasure gathering
8

3 coins
If you have ten or more treasure cards in play, take the victory tokens from the gold rush supply pile. Otherwise, add one victory token to the gold rush supply pile.

23. Spell book
Action attack reserve gathering
12

1 action
1 coin
Choose one: each other player gains a curse per spell book you have in play and add one victory token to the spell book supply pile or take the victory tokens from the spell book supply pile
Either way put this on your tavern mat
----------------------
At any time during your turn you may call this for 2 cards

24. Country
Action victory gathering
28

Choose one: 2 cards 2 actions 2 buys 2 coins and add one victory token to the country supply pile or take the victory tokens from the country supply pile
----------------
15vp

25. Villain
Treasure attack reserve
26

4 coins
Each other player gains a curse and discards a card
Put this on your tavern mat
----------------------
At any time during your turn you may call this to choose one: gain a gold and 1 vp token or gain a province and 1 card











« Last Edit: March 18, 2018, 09:15:58 pm by Chase Adolphson »
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Chase Adolphson

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Re: Dominion:Cities
« Reply #1 on: March 05, 2018, 12:49:41 am »
0

I think robber and rainbow would be really interesting together
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Chase Adolphson

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Re: Dominion:Cities
« Reply #2 on: March 05, 2018, 12:51:19 am »
0

I think crown (from empires), golden sorcerer, and rainbow would be really fun together
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Jack Rudd

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Re: Dominion:Cities
« Reply #3 on: March 05, 2018, 08:56:55 am »
+8

I think you probably need to read rinkworks's guide to creating fan cards.
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Re: Dominion:Cities
« Reply #4 on: March 05, 2018, 09:00:15 am »
+1

have you playtested any of these?
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Wins: M87, M85, M92, M99, M107, RMM37, RMM39, RMM44, RMM45, BM24, M86, M94, M95, M100, ZM24
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GendoIkari

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Re: Dominion:Cities
« Reply #5 on: March 05, 2018, 11:40:31 am »
+12

General notes first... there's a lot of formatting / wording issues that make the cards hard to read. Like for Mansion, I can only guess that "4 vp tokens" actually means "+4 ". Or, if you don't want to bother with the icons; then at least say "+4vp". Without the "+"; it's super confusing. Take a look at Monument to see the formatting. Also, check out my Chrome/Firefox extension to make it easy to include card icons.

Similarly with the costs, it takes a bit of work to even figure out what the card cost is, because you didn't include a "$".

Anyway, on to specific cards. I'm going to sound harsh, but it's all meant to be constructive.

Dominion:Cities


1. Mansion
Action -

+4


This will lead to never-ending games, where the best strategy is to simply play as many of these per turn as you can. The official cards that give you VP tokens also make you work towards ending the game by giving you money or buys.

Quote
2. Robber
Action attack
11

Gain the top card of each other players deck and put it in your hand


This looks extremely unfun, weak, and swingy. is a huge cost for a card, and you have no way of controlling if you end up stealing an Estate, a Province, or anything in between. It will make the game be basically just pure luck.

Quote
3. Rainbow
Reaction attack
9

When another player plays an attack card, you may reveal this from your hand to be unaffected by it and that they have to do the attack


The wording in this is quite confusing, I can only guess what you mean. "They have to do the attack"?? I'm going guess that what you are going for is that if the attack were a Witch, then the player who played it gains a Curse. There's no good way to word this really. First off, there's no such thing as "the attack" part of an attack card. The +2 cards on Witch is just as much part of the action as the curse-giving part. So you can't separate them in any meaningful way so that your opponent would gain a Curse while you don't also draw 2 cards. The closest you could come is making it so that you play the card they played, thus you draw 2 cards and they gain a Curse.

But even then, this card costs and does literally nothing, you may as well by buying a Curse. Plenty of Kingdoms have no attacks in them, and even if it does have an attack, why would I pay to give myself a dead card just for the hope that I have it in my hand when an opponent plays an attack? If the effect is strong enough the warrant buying this card, then the opponent simply won't buy attacks. Donald specifically talked about why an "attack reflection" concept doesn't work. Finally, having "attack" on the type line won't do anything; you never play this card so an opponent couldn't block it with Moat or anything.

Quote
4. Cursed store
Action curse
6

2 cards
2 actions
1 buy
----------------------
-1 vp

Giving this the "Curse" type is meaningless and confusing. If I play a Witch, can you gain one of these instead of an actual Curse? There's a very good reason that only 1 card in the game has the type "Curse". Unless you intended it to be able to be gained by things that say "Gain a Curse", then why give it the "Curse" type?

The -1 penalty will be meaningless most of the time. If the effect is good enough, it will more than make up for that VP. Especially if there's any trashing, so that you can get rid of it at the very end. I think the effects of this card do make it too good for a or probably even a .

Quote
5. Cursed coin
Treasure curse
5

4 coins
----------------------
-2 vp

Same problems as mentioned previously... both the Curse type and penalty don't do what you want. Take a look at the new "Cursed Gold" in Nocturne. It gives you a Curse every time you play it. But it's also different because it's not a card you can buy; but something that starts in your deck.

Quote
6. Dangerous forest
Victory curse
6

1 vp per 5 cards in your deck
-1 vp per copper you have
-1 vp per estate you have

Curse type again. Other than that, probably a very strong card, but a good concept I think. It will play differently than Gardens because you need to avoid Copper and Estate. One problem is that if there's no trashing, this card can't be bought at all, the -10 VP will make it never worth it. If there is trashing, then the penalty usually won't matter, but it will make you avoid buying Coppers and Estates to pad your deck near the end. I think it's too good in a typical game; it's really easy for this to be worth a Province or more without trying hard for that.

Quote
7. Golden town
Treasure victory
12

3 coins
----------------------
4 vp

$12 is a LOT of coin. If you happen to hit it early, this is probably a strong buy. But otherwise, you'd probably just rather have a Province.

Quote
8. Army
Action attack reaction
15

4 coins
Each other player discards down to 2
----------------------
When another player plays a reaction card you may reveal this from your hand to discard a victory card and gain a card costing up to 4 coins more

Again, $15 is a ridiculous cost. That's just not a number you expect to hit enough to make it worth designing cards for. Dominion's biggest cost (not including Debt) is , and that's on an Event that just acts like a Province+ (Or Colony+). Even so, I think this is a pretty weak card. It's like a Militia with an extra . The reaction is really weird... when another player plays a reaction card? Why care about if the card they played was a reaction type? Did you mean for it to apply when they react with a reaction card instead?

Also, "gain a card costing up to 4 coins or more" makes no sense... which is it; do they gain a card costing up to $4? Or can they gain a card costing "or more"? Finally, as worded, you could still gain the card without having a Victory card in your hand, because the gaining isn't dependent upon discarding a Victory card. Which also means that you can reveal this 20 times to gain 20 cards.

Quote
9. Golden sorcerer
Treasure attack
14

3 coins
Each other player gains 2 curses


Also worthless at . By the time you would ever afford this, Curses will either be gone; or players will have decks strong enough that they don't even matter all that much. I'd just buy a Province instead almost every time.

Quote
10. Kings crown
Action treasure victory
12

If its your action phase 2 cards 2 actions.
If its your buy phase 3 coins
----------------------
3 vp


Not terrible as a whole. But probably very weak for $12. Maybe this could cost and be 2 instead?

Quote
11. Terrorist
Treasure attack duration gathering
9

2 coins
Each other player reveals the top two cards of their deck trashes one of them that you choose. If that card is 3 coins or less, take the vp tokens from the terrorist supply pile. Otherwise add 1 vp token to the terrorist supply pile.
At the start of your next turn, 1 card.

As far as I know, there's nothing wrong with combining those 4 types. But the attack sounds like something that makes the game quite un-fun. Check out all the other trashing attacks in the game; they all have some sort of limit on the power, whether it's gaining a replacement card, or providing its own defense (Knights), or limiting what costs of cards can be trashed.

Quote
12. Worker
Reaction reserve
10

When you buy a card, you may reveal this from your hand to gain a copy of that card and put this on your tavern mat.
----------------------
At any time during your turn you may call this to gain a card costing up to 5.

This is a really strong effect, but also a really high cost. Note that "at any time during your turn" is bad; why not simply "at the end of your turn" or "at the start of your turn"? "Any time" leads to weird things like "Can I call it after drawing 1 card for Laboratory but before drawing the second card?" In general, you would always want to call this as soon as you put it on your tavern mat anyway. I don't think you are going to hit often enough to make this a worthwhile card.

Quote
13. Builder
Reaction
8

When you draw this, you may reveal it for 2 cards and 1 vp token.

First off, nothing stops you from revealing it an unlimited number of times for unlimited points. Second, what exactly is gained by making it a reaction? If the intent was that you can reveal it only once each time you draw it, then isn't that just the same thing that making it a regular action would do? You can play it once each time you draw it. So just make it an action (with +1 action). And at that point, you see that it's basically a Laboratory with a +1 also. Which has the issue of possibly making the best strategy to never end the game.

Quote
14. Field
Victory
8

4vp
----------------------
When you gain this 1 buy and 3 coins

If you have 5 [cardHighway[/card]s in play, then you can just buy this entire pile at once. Other than that, not sure when I would ever buy this. If it's too early in the game for me to want a Province, I don't want this card either. If it's not too early to want a Province, I'll take a Province instead. Why would I want this and a card instead of a Province?

Quote
15. Royal coin
Treasure
15

7 coins
Choose one: 1 buy or 1 vp token

If you happen to hit $15 before the game is almost over, then this is basically going to give the game to the first person who gets there, I think. But quite often you won't hit that.

Quote
16. Royal market
Action duration
22

3 actions
3 buys
3 vp tokens
At the start of your next turn 3 cards and 3 coins


No, no, no. $15 was already a ridiculous cost. Making a card that costs $22 is just silly. It's no longer Dominion at that point; you're playing a different game completely.

Quote
17. Wizard
Action attack gathering
10

Choose one: look through each other players discard pile and gain a card from it costing up to 8, and add one vp token to the wizard supply pile, or take the vp tokens from the wizard supply pile

Same issues as with your other trashing attacks. The solution here is to never buy Provinces, only Wizards.

Quote
18. Performer
Action duration gathering
25

Reveal the top five cards of your deck and for each card revealed, if its
An action card, now and at the start of your next turn, 1 card and 1 action
A treasure card, 3 coins and add one vp token to the performer supply pile
A victory card, 2 cards and take the vp tokens from the performer supply pile
Do them in the order they were revealed

I don't need to even read that giant paragraph of text; I'll take 3 Provinces instead of whatever this card does.

Quote
19. General
Treasure reaction
16

2 coins
----------------------
When you play your second action card this turn, you may reveal this from your hand for 3 cards and to gain a card costing up to 8

20. Constructor
Treasure duration reserve
18

2 coins
----------------------
At the start of your next turn, 1 card and put this on your tavern mat
----------------------
At any time, you may call this to trash a card from your hand, and gain a card costing up to five more than it

21. Ocean
Reaction curse
14

When another player plays an attack card, you may reveal this from your hand to be unaffected by it, 1 card and gain a card costing up to 11
----------------------
-1vp

22. Gold rush
Treasure gathering
8

3 coins
If you have ten or more treasure cards in play, take the victory tokens from the gold rush supply pile. Otherwise, add one victory token to the gold rush supply pile.

23. Spell book
Action attack reserve gathering
12

1 action
1 coin
Choose one: each other player gains a curse per spell book you have in play and add one victory token to the spell book supply pile or take the victory tokens from the spell book supply pile
Either way put this on your tavern mat
----------------------
At any time during your turn you may call this for 2 cards

24. Country
Action victory gathering
28

15vp
-----------------
Choose one: 2 cards 2 actions 2 buys 2 coins and add one victory token to the country supply pile or take the victory tokens from the country supply pile

25. Villain
Treasure attack reserve
26

4 coins
Each other player gains a curse and discards a card
Put this on your tavern mat
----------------------
At any time during your turn you may call this to choose one: gain a gold and 1 vp token or gain a province and 1 card

All of these....  the cost!! What games of Dominion have you been playing? There's a very good reason that the vast majority of Dominion cards cost between and . There are a very rare few options that go up to , or more with the Debt mechanic. And one single option in the whole game that's , which, as mentioned, is just something you can get instead of a Province. These costs are all ridiculous; the game is going to be over, or mostly over, before you ever buy any of these cards.

As a whole, take a close look at the official cards and notice certain things about them. See how trashing attacks are generally done. See how cards are generally cost. And and Jack said, check out rinkwork's guide (even though some of it is pretty outdated; most of it is still quite true).
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Gazbag

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Re: Dominion:Cities
« Reply #6 on: March 05, 2018, 12:15:30 pm »
+7

Quote
14. Field
Victory
8

4vp
----------------------
When you gain this 1 buy and 3 coins

If you have 5 Highways in play, then you can just buy this entire pile at once. Other than that, not sure when I would ever buy this. If it's too early in the game for me to want a Province, I don't want this card either. If it's not too early to want a Province, I'll take a Province instead. Why would I want this and a card instead of a Province?

Most of your analysis of these is really good, but I actually think this one touches upon a potentially neat idea for a card. It's kinda like Villa where if you have a lot of money it essentially costs $3 because it gives you $1 back when you play it. I always felt like maybe something more could be done with that kind of thing but never really thought about it myself. An expensive victory seems like a decent place to try it.

I think the numbers on this are actually quite good too, it has a net coin cost of $5 but it's much harder to get than $5 so it giving more vp than Duchy makes sense but 5vp is too close to Province so 4vp seems like the correct number. Anyway yeah, you aren't really supposed to buy this when you have $8, you're supposed to get this+Province when you have $13 or this+Duchy on $10 or whatever. Or just in generic endgame situations you'd buy this over Province sometimes. It's just classic engine alt-vp that lets you catch up on vp after building for longer - and it even works when there's no +buy.
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Re: Dominion:Cities
« Reply #7 on: March 05, 2018, 12:50:36 pm »
+5

A note in general on super-high costs: they have a tendency to be terribroken. Most of the time, they're going to put the card completely out of reach. But occasionally there will be some effect like that of Squire/Hero/Lurker that gives you a super-expensive, super-powerful card for free. So your cards with $20+ costs will only see play in games where they are completely dominant.
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Re: Dominion:Cities
« Reply #8 on: March 05, 2018, 01:34:09 pm »
+4

Another thing about all the $7+ cards in Dominion is that they generally aren't really very good on their own, you have to build around them somewhat, whereas a lot of these cards are just generically powerful effects with vp thrown on. Let's take a look:

Bank: Needs other treasures to be good and ideally a way to get many treasures into play (draw) otherwise it's going to be outclassed by Gold.

Expand+Forge: Trash for benefit (although Forge is also a  very good deck thinner once you have it) needs cards that are appealing to trash and upgrade.

King's Court: Just plays other cards a lot so it can play differently depending on the other actions.

Adventures Events: These all just improve other cards.

Fortune: Basically a super Bank.

Prince: Needs specific actions to do anything.

This means that even if the card is super powerful and almost always a must buy games will still play out differently depending on the rest of the cards in the kingdom.
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Chase Adolphson

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Re: Dominion:Cities
« Reply #9 on: March 05, 2018, 06:23:29 pm »
0

General notes first... there's a lot of formatting / wording issues that make the cards hard to read. Like for Mansion, I can only guess that "4 vp tokens" actually means "+4 ". Or, if you don't want to bother with the icons; then at least say "+4vp". Without the "+"; it's super confusing. Take a look at Monument to see the formatting. Also, check out my Chrome/Firefox extension to make it easy to include card icons.

Similarly with the costs, it takes a bit of work to even figure out what the card cost is, because you didn't include a "$".

Anyway, on to specific cards. I'm going to sound harsh, but it's all meant to be constructive.

Dominion:Cities


1. Mansion
Action -

+4


This will lead to never-ending games, where the best strategy is to simply play as many of these per turn as you can. The official cards that give you VP tokens also make you work towards ending the game by giving you money or buys.

Quote
2. Robber
Action attack
11

Gain the top card of each other players deck and put it in your hand


This looks extremely unfun, weak, and swingy. is a huge cost for a card, and you have no way of controlling if you end up stealing an Estate, a Province, or anything in between. It will make the game be basically just pure luck.

Quote
3. Rainbow
Reaction attack
9

When another player plays an attack card, you may reveal this from your hand to be unaffected by it and that they have to do the attack


The wording in this is quite confusing, I can only guess what you mean. "They have to do the attack"?? I'm going guess that what you are going for is that if the attack were a Witch, then the player who played it gains a Curse. There's no good way to word this really. First off, there's no such thing as "the attack" part of an attack card. The +2 cards on Witch is just as much part of the action as the curse-giving part. So you can't separate them in any meaningful way so that your opponent would gain a Curse while you don't also draw 2 cards. The closest you could come is making it so that you play the card they played, thus you draw 2 cards and they gain a Curse.

But even then, this card costs and does literally nothing, you may as well by buying a Curse. Plenty of Kingdoms have no attacks in them, and even if it does have an attack, why would I pay to give myself a dead card just for the hope that I have it in my hand when an opponent plays an attack? If the effect is strong enough the warrant buying this card, then the opponent simply won't buy attacks. Donald specifically talked about why an "attack reflection" concept doesn't work. Finally, having "attack" on the type line won't do anything; you never play this card so an opponent couldn't block it with Moat or anything.

Quote
4. Cursed store
Action curse
6

2 cards
2 actions
1 buy
----------------------
-1 vp

Giving this the "Curse" type is meaningless and confusing. If I play a Witch, can you gain one of these instead of an actual Curse? There's a very good reason that only 1 card in the game has the type "Curse". Unless you intended it to be able to be gained by things that say "Gain a Curse", then why give it the "Curse" type?

The -1 penalty will be meaningless most of the time. If the effect is good enough, it will more than make up for that VP. Especially if there's any trashing, so that you can get rid of it at the very end. I think the effects of this card do make it too good for a or probably even a .

Quote
5. Cursed coin
Treasure curse
5

4 coins
----------------------
-2 vp

Same problems as mentioned previously... both the Curse type and penalty don't do what you want. Take a look at the new "Cursed Gold" in Nocturne. It gives you a Curse every time you play it. But it's also different because it's not a card you can buy; but something that starts in your deck.

Quote
6. Dangerous forest
Victory curse
6

1 vp per 5 cards in your deck
-1 vp per copper you have
-1 vp per estate you have

Curse type again. Other than that, probably a very strong card, but a good concept I think. It will play differently than Gardens because you need to avoid Copper and Estate. One problem is that if there's no trashing, this card can't be bought at all, the -10 VP will make it never worth it. If there is trashing, then the penalty usually won't matter, but it will make you avoid buying Coppers and Estates to pad your deck near the end. I think it's too good in a typical game; it's really easy for this to be worth a Province or more without trying hard for that.

Quote
7. Golden town
Treasure victory
12

3 coins
----------------------
4 vp

$12 is a LOT of coin. If you happen to hit it early, this is probably a strong buy. But otherwise, you'd probably just rather have a Province.

Quote
8. Army
Action attack reaction
15

4 coins
Each other player discards down to 2
----------------------
When another player plays a reaction card you may reveal this from your hand to discard a victory card and gain a card costing up to 4 coins more

Again, $15 is a ridiculous cost. That's just not a number you expect to hit enough to make it worth designing cards for. Dominion's biggest cost (not including Debt) is , and that's on an Event that just acts like a Province+ (Or Colony+). Even so, I think this is a pretty weak card. It's like a Militia with an extra . The reaction is really weird... when another player plays a reaction card? Why care about if the card they played was a reaction type? Did you mean for it to apply when they react with a reaction card instead?

Also, "gain a card costing up to 4 coins or more" makes no sense... which is it; do they gain a card costing up to $4? Or can they gain a card costing "or more"? Finally, as worded, you could still gain the card without having a Victory card in your hand, because the gaining isn't dependent upon discarding a Victory card. Which also means that you can reveal this 20 times to gain 20 cards.

Quote
9. Golden sorcerer
Treasure attack
14

3 coins
Each other player gains 2 curses


Also worthless at . By the time you would ever afford this, Curses will either be gone; or players will have decks strong enough that they don't even matter all that much. I'd just buy a Province instead almost every time.

Quote
10. Kings crown
Action treasure victory
12

If its your action phase 2 cards 2 actions.
If its your buy phase 3 coins
----------------------
3 vp


Not terrible as a whole. But probably very weak for $12. Maybe this could cost and be 2 instead?

Quote
11. Terrorist
Treasure attack duration gathering
9

2 coins
Each other player reveals the top two cards of their deck trashes one of them that you choose. If that card is 3 coins or less, take the vp tokens from the terrorist supply pile. Otherwise add 1 vp token to the terrorist supply pile.
At the start of your next turn, 1 card.

As far as I know, there's nothing wrong with combining those 4 types. But the attack sounds like something that makes the game quite un-fun. Check out all the other trashing attacks in the game; they all have some sort of limit on the power, whether it's gaining a replacement card, or providing its own defense (Knights), or limiting what costs of cards can be trashed.

Quote
12. Worker
Reaction reserve
10

When you buy a card, you may reveal this from your hand to gain a copy of that card and put this on your tavern mat.
----------------------
At any time during your turn you may call this to gain a card costing up to 5.

This is a really strong effect, but also a really high cost. Note that "at any time during your turn" is bad; why not simply "at the end of your turn" or "at the start of your turn"? "Any time" leads to weird things like "Can I call it after drawing 1 card for Laboratory but before drawing the second card?" In general, you would always want to call this as soon as you put it on your tavern mat anyway. I don't think you are going to hit often enough to make this a worthwhile card.

Quote
13. Builder
Reaction
8

When you draw this, you may reveal it for 2 cards and 1 vp token.

First off, nothing stops you from revealing it an unlimited number of times for unlimited points. Second, what exactly is gained by making it a reaction? If the intent was that you can reveal it only once each time you draw it, then isn't that just the same thing that making it a regular action would do? You can play it once each time you draw it. So just make it an action (with +1 action). And at that point, you see that it's basically a Laboratory with a +1 also. Which has the issue of possibly making the best strategy to never end the game.

Quote
14. Field
Victory
8

4vp
----------------------
When you gain this 1 buy and 3 coins

If you have 5 [cardHighway[/card]s in play, then you can just buy this entire pile at once. Other than that, not sure when I would ever buy this. If it's too early in the game for me to want a Province, I don't want this card either. If it's not too early to want a Province, I'll take a Province instead. Why would I want this and a card instead of a Province?

Quote
15. Royal coin
Treasure
15

7 coins
Choose one: 1 buy or 1 vp token

If you happen to hit $15 before the game is almost over, then this is basically going to give the game to the first person who gets there, I think. But quite often you won't hit that.

Quote
16. Royal market
Action duration
22

3 actions
3 buys
3 vp tokens
At the start of your next turn 3 cards and 3 coins


No, no, no. $15 was already a ridiculous cost. Making a card that costs $22 is just silly. It's no longer Dominion at that point; you're playing a different game completely.

Quote
17. Wizard
Action attack gathering
10

Choose one: look through each other players discard pile and gain a card from it costing up to 8, and add one vp token to the wizard supply pile, or take the vp tokens from the wizard supply pile

Same issues as with your other trashing attacks. The solution here is to never buy Provinces, only Wizards.

Quote
18. Performer
Action duration gathering
25

Reveal the top five cards of your deck and for each card revealed, if its
An action card, now and at the start of your next turn, 1 card and 1 action
A treasure card, 3 coins and add one vp token to the performer supply pile
A victory card, 2 cards and take the vp tokens from the performer supply pile
Do them in the order they were revealed

I don't need to even read that giant paragraph of text; I'll take 3 Provinces instead of whatever this card does.

Quote
19. General
Treasure reaction
16

2 coins
----------------------
When you play your second action card this turn, you may reveal this from your hand for 3 cards and to gain a card costing up to 8

20. Constructor
Treasure duration reserve
18

2 coins
----------------------
At the start of your next turn, 1 card and put this on your tavern mat
----------------------
At any time, you may call this to trash a card from your hand, and gain a card costing up to five more than it

21. Ocean
Reaction curse
14

When another player plays an attack card, you may reveal this from your hand to be unaffected by it, 1 card and gain a card costing up to 11
----------------------
-1vp

22. Gold rush
Treasure gathering
8

3 coins
If you have ten or more treasure cards in play, take the victory tokens from the gold rush supply pile. Otherwise, add one victory token to the gold rush supply pile.

23. Spell book
Action attack reserve gathering
12

1 action
1 coin
Choose one: each other player gains a curse per spell book you have in play and add one victory token to the spell book supply pile or take the victory tokens from the spell book supply pile
Either way put this on your tavern mat
----------------------
At any time during your turn you may call this for 2 cards

24. Country
Action victory gathering
28

15vp
-----------------
Choose one: 2 cards 2 actions 2 buys 2 coins and add one victory token to the country supply pile or take the victory tokens from the country supply pile

25. Villain
Treasure attack reserve
26

4 coins
Each other player gains a curse and discards a card
Put this on your tavern mat
----------------------
At any time during your turn you may call this to choose one: gain a gold and 1 vp token or gain a province and 1 card

All of these....  the cost!! What games of Dominion have you been playing? There's a very good reason that the vast majority of Dominion cards cost between and . There are a very rare few options that go up to , or more with the Debt mechanic. And one single option in the whole game that's , which, as mentioned, is just something you can get instead of a Province. These costs are all ridiculous; the game is going to be over, or mostly over, before you ever buy any of these cards.

As a whole, take a close look at the official cards and notice certain things about them. See how trashing attacks are generally done. See how cards are generally cost. And and Jack said, check out rinkwork's guide (even though some of it is pretty outdated; most of it is still quite true).

With witch you gain the card named curse
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Jack Rudd

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Re: Dominion:Cities
« Reply #10 on: March 05, 2018, 09:13:22 pm »
+2

With witch you gain the card named curse
OK, so that brings us back to the question "what is the point of adding Curse to {insert card you've given the Curse type to}'s types?". The Curse type is never referenced anywhere in the rules or on any card. The only effect this has is to make these cards slightly better with Courtier, which isn't an interesting enough interaction to make up for the confusion.

(If you really want a type that indicates those cards are worth negative VP, that's fine, but create a new type to indicate that.)
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Re: Dominion:Cities
« Reply #11 on: March 05, 2018, 09:19:29 pm »
+9

Gendo, I salute you for still having the patience to critique these batches of fan cards. Well done!
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Re: Dominion:Cities
« Reply #12 on: March 05, 2018, 11:44:54 pm »
0

With witch you gain the card named curse
OK, so that brings us back to the question "what is the point of adding Curse to {insert card you've given the Curse type to}'s types?". The Curse type is never referenced anywhere in the rules or on any card. The only effect this has is to make these cards slightly better with Courtier, which isn't an interesting enough interaction to make up for the confusion.

(If you really want a type that indicates those cards are worth negative VP, that's fine, but create a new type to indicate that.)

In the rule book it says that the type curse means it is worth negative points
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Re: Dominion:Cities
« Reply #13 on: March 05, 2018, 11:45:38 pm »
0

Gendo, I salute you for still having the patience to critique these batches of fan cards. Well done!

Finally someone likes my expansion
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ConMan

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Re: Dominion:Cities
« Reply #14 on: March 06, 2018, 12:48:36 am »
+3

In the rule book it says that the type curse means it is worth negative points
Well, no, the rule book says that "These are bad cards worth -1". It also says that Curse cards are base cards that are always included in the supply. If you want your cards to behave differently, you need to explain how (like how the rules for Dark Ages explain about replacing starting Estates with Shelters), and how they interact with cards that already reference Curses since you've now created a distinction that leads to rule questions and you didn't initially explain how to resolve them.

Gendo, I salute you for still having the patience to critique these batches of fan cards. Well done!

Finally someone likes my expansion
That's ... not what he said. At all.

Also, please go back and read rinkwork's guide.
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Re: Dominion:Cities
« Reply #15 on: March 06, 2018, 01:06:22 am »
0

In the rule book it says that the type curse means it is worth negative points
Well, no, the rule book says that "These are bad cards worth -1". It also says that Curse cards are base cards that are always included in the supply. If you want your cards to behave differently, you need to explain how (like how the rules for Dark Ages explain about replacing starting Estates with Shelters), and how they interact with cards that already reference Curses since you've now created a distinction that leads to rule questions and you didn't initially explain how to resolve them.

Gendo, I salute you for still having the patience to critique these batches of fan cards. Well done!

Finally someone likes my expansion
That's ... not what he said. At all.

Also, please go back and read rinkwork's guide.

Maybe that's not what he said but it wasn't crap like everybody else has been giving me
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Skumpy

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Re: Dominion:Cities
« Reply #16 on: March 06, 2018, 01:33:30 am »
+3

In the rule book it says that the type curse means it is worth negative points
Well, no, the rule book says that "These are bad cards worth -1". It also says that Curse cards are base cards that are always included in the supply. If you want your cards to behave differently, you need to explain how (like how the rules for Dark Ages explain about replacing starting Estates with Shelters), and how they interact with cards that already reference Curses since you've now created a distinction that leads to rule questions and you didn't initially explain how to resolve them.

Gendo, I salute you for still having the patience to critique these batches of fan cards. Well done!

Finally someone likes my expansion
That's ... not what he said. At all.

Also, please go back and read rinkwork's guide.

Maybe that's not what he said but it wasn't crap like everybody else has been giving me

When people post here, the unspoken rule is that all criticism and feedback is allowed and encouraged. Many have shown off their cards here, and the responses always range from "This needs work" to "Good start, but this needs work". So while your cards could definitely use improvement, you're not alone - nobody ever gets an immediate "Awesome! Good to go!" no matter how good the cards are. Those who are too lazy and/or don't want to be criticized very rarely post here (Like me  :D) Read here for more info.

You should be grateful that Gendo took the time to read and give you advice on all of your cards - lots of people wouldn't bother. Read it, consider it, and try to incorporate some of the suggestions.

Also by the way: don't name a card "Terrorist". I hope I don't need to give too many reasons.
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Re: Dominion:Cities
« Reply #17 on: March 06, 2018, 02:03:08 am »
+9

From the survey in the OP and your reaction on GendoIkari's (spot-on) critizism I get the impression that you didn't really consider the possibility that people wouldn't like your cards. I don't know how much work went into creating them, but I'm afraid that if the kind of feedback you are hoping for here is "Awesome cards, I like X best!" you are going to be very disappointed. People here are going to take time to consider your ideas and give feedback as to how things can be improved, and they are very good at that. If you listen to them and don't shy away from incrementally improving your cards over an extended period of time, your cards will improve significantly. If you don't care for that, there's not much fun to be had for anyone. One does not simply make up a great card in their head. I've been creating fan cards for what feels like forever and taking in the fellow forumites' feedback, and I can count the times when I got something right the first try on one hand. One hand of someone working at a sawmill, actually.

So yeah, please ponder what you honestly want: Praise or good cards. After that you should be able to decide whether this is the right place for you.

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Re: Dominion:Cities
« Reply #18 on: March 06, 2018, 06:06:07 am »
+5

Most things have been said by more experienced fancards-designer than me (I' just a lousy lurker) but I also would like to encourage you to think about the flavour of your set. Most names are a little bit off compared to official Dominion. Cities is sounding of of actions, not victory cards. A victory heavy set should have card names focusing on lands and other form of property, not really the names you have chosen right now. Flavour is not extremely important, but is the nice touch that makes an expansion to feel just amazing.

I know that you got a lot of tough feedback, now, but hey - actually I have a quite similar expansion to yours somewhere in my old computer. This kind of cards was the things I wanted when I was fairly new to Dominion, but when I looked for somewhere to talk about it I found f.ds and realized "whoa, Dominion is a quite a different game than I first thought" - sure, it feels a bit dull that "extreme power" isn't allowed to exist in Dominion but in other hand you get a more subtle game that still can explode in insane power from time to time (and it's fairly easy to design kingdoms that allow you to do cray cray things). In my opinion thats better because it allows you to play with people who comes to Dominion for other reason than to buy shear power cards. It's still reasonable to try to create a new power set, but my advice is to try to increase the subtleness to your cards. Experiment with Debt for instance, which is the new way to allow super-cards to exist, or try to a invent a new form of obstacle to gain your cards other than the formal price.

I've noticed from other posts from you that you are fairly new to Dominion or at least have the new player mindset approaching the game and it's all fair and good - i quite miss those days a lot, but on the other hand you are missing out on some of the most intriguing aspect of the game. I still haven't found out why procession are so loved by the experts, because almost every time I try to use it I fail miserably, but I know I will found the key some day and the route to get there is extremely fun.

I guess what I'm trying to say is that on this forum you find players that have the expert mindset or others like me who are trying to learn it and they will look at Dominion completely different than you. It's good to remember when you are writing here.
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Re: Dominion:Cities
« Reply #19 on: March 06, 2018, 11:11:49 am »
+3

In the rule book it says that the type curse means it is worth negative points
Well, no, the rule book says that "These are bad cards worth -1". It also says that Curse cards are base cards that are always included in the supply. If you want your cards to behave differently, you need to explain how (like how the rules for Dark Ages explain about replacing starting Estates with Shelters), and how they interact with cards that already reference Curses since you've now created a distinction that leads to rule questions and you didn't initially explain how to resolve them.

Gendo, I salute you for still having the patience to critique these batches of fan cards. Well done!

Finally someone likes my expansion
That's ... not what he said. At all.

Also, please go back and read rinkwork's guide.

Maybe that's not what he said but it wasn't crap like everybody else has been giving me

Hay! I said I thought Field was pretty good!
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Re: Dominion:Cities
« Reply #20 on: March 06, 2018, 06:26:53 pm »
0

Most things have been said by more experienced fancards-designer than me (I' just a lousy lurker) but I also would like to encourage you to think about the flavour of your set. Most names are a little bit off compared to official Dominion. Cities is sounding of of actions, not victory cards. A victory heavy set should have card names focusing on lands and other form of property, not really the names you have chosen right now. Flavour is not extremely important, but is the nice touch that makes an expansion to feel just amazing.

I know that you got a lot of tough feedback, now, but hey - actually I have a quite similar expansion to yours somewhere in my old computer. This kind of cards was the things I wanted when I was fairly new to Dominion, but when I looked for somewhere to talk about it I found f.ds and realized "whoa, Dominion is a quite a different game than I first thought" - sure, it feels a bit dull that "extreme power" isn't allowed to exist in Dominion but in other hand you get a more subtle game that still can explode in insane power from time to time (and it's fairly easy to design kingdoms that allow you to do cray cray things). In my opinion thats better because it allows you to play with people who comes to Dominion for other reason than to buy shear power cards. It's still reasonable to try to create a new power set, but my advice is to try to increase the subtleness to your cards. Experiment with Debt for instance, which is the new way to allow super-cards to exist, or try to a invent a new form of obstacle to gain your cards other than the formal price.

I've noticed from other posts from you that you are fairly new to Dominion or at least have the new player mindset approaching the game and it's all fair and good - i quite miss those days a lot, but on the other hand you are missing out on some of the most intriguing aspect of the game. I still haven't found out why procession are so loved by the experts, because almost every time I try to use it I fail miserably, but I know I will found the key some day and the route to get there is extremely fun.

I guess what I'm trying to say is that on this forum you find players that have the expert mindset or others like me who are trying to learn it and they will look at Dominion completely different than you. It's good to remember when you are writing here.

I'm actually not that new to dominion. Sure I've only been playing it for a year but I play it almost 24/7. Please post that expansion kind of like mine that you were talking about. I really want to see it. Procession is actually really powerful. Think about it as throne room and upgrade combined. Also why there is no debt is because no debt makes it harder to gain and they should be really hard to gain because they are so powerful.
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Re: Dominion:Cities
« Reply #21 on: March 06, 2018, 06:40:16 pm »
0

The only part I haven't done yet is the art. Please give me your suggestions.
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Re: Dominion:Cities
« Reply #22 on: March 06, 2018, 06:59:18 pm »
+1

Kings Crown is a lot like crown, just bigger.  But I think it is a pretty fun idea for a card.  It can still be useful in your action phase even without other actions. 

But for sure, read the fan card guide.  It's nice.

As far as the high cost cards go, once you finally reach the cost (26???) The other player most likely has lots of points.  You might get to play the card once before the game is done.  That isn't very much fun.  It's fun to play your cards over and over. Even with fortune it often comes too late to be very helpful. 
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Re: Dominion:Cities
« Reply #23 on: March 07, 2018, 12:40:59 am »
0

Kings Crown is a lot like crown, just bigger.  But I think it is a pretty fun idea for a card.  It can still be useful in your action phase even without other actions. 

But for sure, read the fan card guide.  It's nice.

As far as the high cost cards go, once you finally reach the cost (26???) The other player most likely has lots of points.  You might get to play the card once before the game is done.  That isn't very much fun.  It's fun to play your cards over and over. Even with fortune it often comes too late to be very helpful. 


What I had in mind was people would buy the 25 costing cards before they start buying colonies. Kings crown is actually one of my favorites too, but army has always been my favorite one.
« Last Edit: March 07, 2018, 12:42:09 am by Chase Adolphson »
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GendoIkari

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Re: Dominion:Cities
« Reply #24 on: March 07, 2018, 09:38:38 am »
+2

Kings Crown is a lot like crown, just bigger.  But I think it is a pretty fun idea for a card.  It can still be useful in your action phase even without other actions. 

But for sure, read the fan card guide.  It's nice.

As far as the high cost cards go, once you finally reach the cost (26???) The other player most likely has lots of points.  You might get to play the card once before the game is done.  That isn't very much fun.  It's fun to play your cards over and over. Even with fortune it often comes too late to be very helpful. 


What I had in mind was people would buy the 25 costing cards before they start buying colonies. Kings crown is actually one of my favorites too, but army has always been my favorite one.

You could buy a $25 costing card before buying Victory points, but you will lose the game. The player who ignores any card costing that much or even half that much will have already won the game before you can buy it.

Also keep in mind that in some Kingdoms, it will be literally impossible to ever get more than $15 in your hand at one time.
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