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Author Topic: Dominion: Venus, a fan expansion by Carline  (Read 47769 times)

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Carline

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Re: Dominion: Venus, a fan expansion by Carline
« Reply #325 on: February 06, 2021, 02:24:47 am »
0

The discarding option of Resistance makes it too easy to keep it on your mat and use it again IMO. I don't think it needs that. Being a cantrip, it's easy to get it back on your mat anyway.

I'd go further. Cantrip Reserve Moats are an old idea and they do pretty much shut down Attack play entirely. In multiplayer they might be viable.
But the two extras this has over a pure cantrip Reserve Moat push it over the top.

I'll also expand on what the others were saying about Resistance: One big problem with Reserve-Moats is how much worse they are in multiplayer. It doesn't matter if you can Reserve-Moat when the player to your left Militias if one of your other opponents also has a Militia.

If you're playing a 4P game, and all of your opponents have Militias, then blocking their Attacks is actually worse than just accepting the Attack, because you either have the same handsize at the end but don't have your Resistance on your mat anymore, or have just 2 cards in hand instead of 3.

Resistance - this one has a bit too much going on for my liking. I don't see why it has the thing where you can put it back on the mat instantly, I think that should just be scrapped. I am not in love with the double dividing line, but I can kind of see why it has extra buys. It might be a solution to just put the buy as an extra on-play effect and get rid of the when-gain.

You all are right. Thank you! Create a calling defense is not easy. There are at least three challenges:

- Make it scale well with any number of players;

- Make it good to block attacks but not invencible;

- Make it useful when kingdom doesn't have Attacks.

I created this mat version to try to fullfill these conditions.

     
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Carline

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Re: Dominion: Venus, a fan expansion by Carline
« Reply #326 on: February 06, 2021, 03:18:27 am »
+1


New cards:

               
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Re: Dominion: Venus, a fan expansion by Carline
« Reply #327 on: February 06, 2021, 03:53:00 am »
+1

You all are right. Thank you! Create a calling defense is not easy. There are at least three challenges:

- Make it scale well with any number of players;

- Make it good to block attacks but not invencible;

- Make it useful when kingdom doesn't have Attacks.

I created this mat version to try to fullfill these conditions.

     
I don't think this a step in the right direction. For one, I very much doubt that this version will be useful without attacks. More generally, it's hard to even understand what's going on; you have sacrificed simplicity for some perceived versatility.

I don't think the scaling with player count was ever all that much of an issue. It might be weaker with more player, but then again, lots of cards are. By just being able to block a single attack, I don't think it would shut them down completely, so that was never an issue to begin with. And it's fine if a card isn't useful in every situation; Guardian is certainly less useful without attacks than the previous version of Resistance.
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Carline

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Re: Dominion: Venus, a fan expansion by Carline
« Reply #328 on: February 06, 2021, 05:33:46 am »
+1

Swamp:
Though this isn't necessary, I would change this to an on-gain ability. Donald X. is moving away from on-buy and moving towards on-gain. Also, I wouldn't make it a victory card since it gives negative points. I wouldn't call it a curse either, so I dunno what to call it.



This in only on buy for you don't gain a Province if you gain it other ways, like forging a Silver and a Potion, remodeling a $5, etc. Maybe these two cases I cited as example are not so broken, but I didn't want to wondering about the many possible situations it would be broken with bonus on gaining.

Maybe I'm wrong, but I think it can be a Victory. I didn't see anything in the rules which say that Victories can't give negative VPs. Overgrown Estate is a Victory and gives 0 VPs. In a similar way, some Landmarks give negative VPs.
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Carline

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Re: Dominion: Venus, a fan expansion by Carline
« Reply #329 on: February 06, 2021, 06:49:13 am »
+3


New card:

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Re: Dominion: Venus, a fan expansion by Carline
« Reply #330 on: February 06, 2021, 01:48:45 pm »
+1

Privilege is too good. The condition is really not that hard to achieve, all you need is draw or discard Attacks which the majority of Kingdoms do have. The only neat thing about it is that it is a bad opener (unless there is Urchin).
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mutated

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Re: Dominion: Venus, a fan expansion by Carline
« Reply #331 on: February 09, 2021, 04:49:58 pm »
+1




I love the simplicity of this. What if your Laboratory also trashed a card, kind of like Junk Dealer (another 5-cost), but you could pass it to the next player strategically if you were going to end the game or had only Provinces in hand.

My only concern is that it feels too powerful for a 5-cost card, which is a shame given its simplicity. This is an amazing card to pick up in a 5/2 opening, and is still really good through the end of the game. One comparison here is Cathedral, which is a very strong project where the benefits of strong trashing usually outweigh the drawbacks. Cathedral is cheaper, of course, but you can also avoid playing Nomad or can pass it to your opponent late in a turn if you want, where Cathedral is mandatory at the start of your turn.

I wonder if a version that costs more, or had some additional restriction that made it more likely to move to the next player, would be more balanced. Not sure! This screams "test it in some random kingdoms" to me. Nothing inherently wrong with a strong 5-cost card.
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GendoIkari

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Re: Dominion: Venus, a fan expansion by Carline
« Reply #332 on: February 09, 2021, 05:39:12 pm »
+1

Privilege is too good. The condition is really not that hard to achieve, all you need is draw or discard Attacks which the majority of Kingdoms do have. The only neat thing about it is that it is a bad opener (unless there is Urchin).

I'm not sure; you don't just need draw; you need to be able to draw up to 7 cards, while having an action left, while also potentially starting your hand with an extra dead card that makes it harder to get that necessary draw. Playing a Laboratory and then a Nomad isn't good enough... you need 2 Labs and a Nomad, or a Village, then Smithy, then Nomad, etc. It might be too swingy; given that the difference between drawing into Nomad vs starting your hand with Nomad is pretty big. But I don't think it sounds very easy to activate; just like Treasures, adding it to your deck will hurt your engine.
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Re: Dominion: Venus, a fan expansion by Carline
« Reply #333 on: February 09, 2021, 05:52:54 pm »
+1

Who is Nomad? Why would you need 7 cards instead of just 6?
Terminal payload does require terminal space and quite often a Gold could be better. And of course stop cards should always be added carefully. But that is a general notion and not every board has Peddlers for payload.

An Animal Fair with a trivial pseudo condition to trigger it is simply too good for $4.
« Last Edit: February 09, 2021, 05:54:00 pm by segura »
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Re: Dominion: Venus, a fan expansion by Carline
« Reply #334 on: February 09, 2021, 05:56:25 pm »
+1

Who is Nomad? Why would you need 7 cards instead of just 6?
Terminal payload does require terminal space and quite often a Gold could be better. And of course stop cards should always be added carefully. But that is a general notion and not every board has Peddlers for payload.

An Animal Fair with a trivial pseudo condition to trigger it is simply too good for $4.

If you have 6 cards in hand, then when you play Privilege, you'll have 5 cards in hand, which is the same number of cards as your opponents, not more. I do agree that it's too good for , though. However, I also think it's too weak for .
« Last Edit: February 09, 2021, 05:58:57 pm by Gubump »
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segura

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Re: Dominion: Venus, a fan expansion by Carline
« Reply #335 on: February 09, 2021, 06:19:12 pm »
+1

Who is Nomad? Why would you need 7 cards instead of just 6?
Terminal payload does require terminal space and quite often a Gold could be better. And of course stop cards should always be added carefully. But that is a general notion and not every board has Peddlers for payload.

An Animal Fair with a trivial pseudo condition to trigger it is simply too good for $4.

If you have 6 cards in hand, then when you play Privilege, you'll have 5 cards in hand, which is the same number of cards as your opponents, not more.
True that, my mistake. I still think that it is a bit too straightforward as engine payload.
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GendoIkari

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Re: Dominion: Venus, a fan expansion by Carline
« Reply #336 on: February 10, 2021, 01:07:44 am »
+1

Who is Nomad? Why would you need 7 cards instead of just 6?
Terminal payload does require terminal space and quite often a Gold could be better. And of course stop cards should always be added carefully. But that is a general notion and not every board has Peddlers for payload.

An Animal Fair with a trivial pseudo condition to trigger it is simply too good for $4.

I meant Privilege instead of Nomad.
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Re: Dominion: Venus, a fan expansion by Carline
« Reply #337 on: February 10, 2021, 11:05:26 am »
+1

Privilege seems quite good in games where you are able to start your turn with at least 7 cards in hand (e.g. games with Way of the Squirrel (assuming no handsize attacks), Den of Sin, Enchantress, Haunted Woods, Wharf, etc).  If it weren't for that, I would agree with GendoIkari that having too many of them in your deck would hurt you.
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Re: Dominion: Venus, a fan expansion by Carline
« Reply #338 on: February 11, 2021, 04:18:08 am »
+1

I'm back! I will insert cards that were added since my last round of comments.

Blind Bet - this says "random card", but that needs to be further specified I feel like. What if they previously revealed their hand or you played a Blind Bet before, are they then allowed/required to shuffle their hand? Other than that - this probably needs Command type and restrict to non-Command cards for playing in order to prevent infinite loops. I also feel like getting Woodcutter as the fallback option is a bit too strong; maybe cut the +1 Buy, otherwise frequently enough you'll play this as just a Woodcutter and ignore all the fancy stuff.

Clown - like a cheap Jester, but with opponents choosing? It not a bad concept, but the unconditional discard from hand can lead to nasty pins in Victory-heavy games (Shepherd?). The worst thing is that when I get an all-Victory hand, not only is it dead but I might also be forced to eventually discard a Province, which is just awful. It also has a bit of a political edge to it. I don't think I would enjoy playing this version, especially in multiplayer.

Faithful Knight - I feel like this had a previous, simpler version that I quite liked. [Side note: it might be a good idea to keep a changelog of your cards available somewhere - I noticed that you changed some things snce the last time I checked this out, and it's hard to follow discussion if this happens unannounced.] Ah i see it now, it exchanged for other tokens. You removed that option saying that you'd always immediately spend these tokens; I disagree. Especially if there are other sources of VP, you might just have a single Faithful Knight and want to hoard up. The current version of this is quite weak in comparison. The "more than 10" condition is awkward and unnecessary; it's a terminal VP gainer like Monument, and Monument doesn't cause any "neverending game" issues in practice.

Fairy - I like it. It might cause piles to run too fast, to the point where using this to Duchy-rush is viable; that would need to be checked in playtesting.

Four Seasons - Theme is never super strong in Dominion I suppose, but it still irritates me that you can "own" a Season. It's unclear to me how many Seasons there are; that seems very important. This is a specialised gainer that you will keep around, so in order to make it viable there need to be a decent amount of Seasons. It also allows for weird strategies where you "block off" one Season in order to prevent your opponent's exchanges; their viability also depends on this. The seasons themselves could be a bit more thematically match I feel like: fall should be the $ generator (because Harvest), and then +actions also feel more appropriate in Summer. Winter for buys and Spring for cards is reasonable.
Overall, this is probably a decent set, but it will be tough to find the balance in numbers that makes them neither overpowered nor too niche.

Ghost Pirate - I assume that the choice is the opponent's. I am saddened that this does not fall in line with preexisting flavor - Pirates/Thieves to steal treasure and Ghostly things to topdeck stuff. I think power-level wise, this is fine, and the attack takes a bit of setup to really hit hard, so that is also nice.

Gladiatrix - I have a lot to say about flavor these days. I don't think it's great to use female versions of existing cards, it's confusing and kind of rubs me the wrong way. In general I don't feel that card names should be gendered. I like the gambling aspect of this; in a way it is like a super-Tournament that is easier to blcok. And of course in the opening is's basically Priest. It#s pretty strong, but it can be awful if your opponent blocks you in the late game.

Gravedigger - This card does a bit too much for me. It's hard to wrap your head around. i think it can get rid of the Copper trashing benefit, that is not its main focus and it's pretty slow when used that way anyways. That should also allow you to put normal-sized text on it. I am not sure how well the trash-gaining works, it seems like you need to trash ever more expensive cards in order to reclaim what you trashed before, that's not viable. I feel like most of the time, the trash-gaining won't be relevant and this will basically be a Salvager variant. Which is fine, but then you maybe don't need that part either.

Guildmaster - I thought this was a cool concept when I saw it first in the design contest. It's good that this will always be terminal, because Young Saboteur spamming could get pretty annoying. All the options feel mostly balanced.

Heiress - again, it feels like this could simply be called "Heir". I don't understand the on-play effect; this does not seem to give any +Actions to begin with? I am not sure that "being played by another Action" is a well defined concept anyways; it I play Black Market for a Scepter that plays Heiress, was Heiress then "played by another Action"? I think this is certainly way too good at running piles, it can just empty its own pile and then probably one more on a single play. Maybe the on-play was meant to limit that?
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Gubump

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Re: Dominion: Venus, a fan expansion by Carline
« Reply #339 on: February 11, 2021, 12:27:18 pm »
+1



You changed the name, but forgot to change the text. It still refers to Spellbooks being in play instead of the new name.



This should just be a Command and be limited to non-Command cards. There's no reason to make it more confusing than it has to be, or to make it un-Thronable. Also, it should say "gain a copy of it" and if you insist on keeping it a non-Command, "when this is played by another Action."



Why did you choose to word this confusingly instead of just applying cost reduction? Since it doesn't apply until after you've bought cards, as far as I can tell, the only difference is that this wording is needlessly confusing. And you used to have it worded simply by applying cost reduction, so it looks to me like you just changed it to make it more confusing for no reason.
« Last Edit: February 11, 2021, 12:47:10 pm by Gubump »
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Re: Dominion: Venus, a fan expansion by Carline
« Reply #340 on: February 14, 2021, 12:29:54 pm »
+1

Hidden Pond - I think this one is really cool. They can potentially be worth a lot of points, but it takes effort. It's hard to decide whether to get these early to remove some junk, or later for scoring. Overall it's a card that seems like it will be challenging and rewarding to use correctly.

Immolator - Trash 2 is always going to be strong. It might well eclipse Remake in terms of power level, it would probably be the best $4 cost if released. If you wanted to tone it down, consider giving $ for each card that was not trashed; then it can be a trasher early and a source of some economy down the line.

Jewelry - this seems a bit overpowered to me compared to other Workshop variants. It could even gain a $5 on the second shuffle with a lucky draw - and it is nonterminal, so you can couple it with draw. It might not quite be good enough at $5, but I feel like it's too good for $4. Also, I don#t think the self-trashing thing is needed, I would cut that for simplicity.

Money Trick - it feels a bit too easy to activate, at least on most boards. Then it's basically super-Market. The concept it neat, but I'd try to find another trigger. Also the +1 card can probably just be an on-play ability in general.

Night Ranger - i may be missing something, but it seems to me like this is way too good? Playing to of them is like playing 2 Labs, only better - and they cost $4. Plus you can gain it to your hand. I think this needs to be significantly nerfed, "return to you Action phase" is such a good effect by itself already.
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Carline

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Re: Dominion: Venus, a fan expansion by Carline
« Reply #341 on: March 09, 2022, 10:01:43 pm »
+1


Due to the release of Allies expansion, I have to change the name of all these cards of my fan cards set. Any suggestions?



I think this probably happens with many fan cards creators when an official expansion is released. Did it happen to you?
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Re: Dominion: Venus, a fan expansion by Carline
« Reply #342 on: March 09, 2022, 10:05:24 pm »
+2

Oh yes. Plenty.
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Re: Dominion: Venus, a fan expansion by Carline
« Reply #343 on: March 09, 2022, 11:44:12 pm »
+2


Due to the release of Allies expansion, I have to change the name of all these cards of my fan cards set. Any suggestions?



I think this probably happens with many fan cards creators when an official expansion is released. Did it happen to you?

Emissary => Delegate
Guildmaster => Trainer or Instructor
Stronghold => Bastion
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Re: Dominion: Venus, a fan expansion by Carline
« Reply #344 on: March 10, 2022, 09:49:22 am »
+1


Due to the release of Allies expansion, I have to change the name of all these cards of my fan cards set. Any suggestions?



I think this probably happens with many fan cards creators when an official expansion is released. Did it happen to you?

Voyage => Trek, Roam, Trundle
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Sag73

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Re: Dominion: Venus, a fan expansion by Carline
« Reply #345 on: June 20, 2022, 01:55:00 pm »
0

No entiendo la carta Valquiria.

¿Que caballo hay que coger? ¿Donde está esa carta?
Supongo que deb ser una carta que no está en las versiones en español.
« Last Edit: June 20, 2022, 02:00:56 pm by Sag73 »
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Re: Dominion: Venus, a fan expansion by Carline
« Reply #346 on: June 20, 2022, 03:55:49 pm »
0

No entiendo la carta Valquiria.

¿Que caballo hay que coger? ¿Donde está esa carta?
Supongo que deb ser una carta que no está en las versiones en español.
Caballos son unas cartas en el decimotercero expansión de Dominion, Menagerie (no sé el nombre en español). Este es un enlace a la carta: http://wiki.dominionstrategy.com/index.php/Horse. Lo siento si mi español no es perfecto, lo estoy aprendiendo.
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Re: Dominion: Venus, a fan expansion by Carline
« Reply #347 on: June 21, 2022, 04:04:41 pm »
0

No entiendo la carta Valquiria.

¿Que caballo hay que coger? ¿Donde está esa carta?
Supongo que deb ser una carta que no está en las versiones en español.
Caballos son unas cartas en el decimotercero expansión de Dominion, Menagerie (no sé el nombre en español). Este es un enlace a la carta: http://wiki.dominionstrategy.com/index.php/Horse. Lo siento si mi español no es perfecto, lo estoy aprendiendo.

Gracias. Se te entiende perfectamente. Efectivamente esa expansión no ha salido en español. Ya son varias que por desgracia no están traducidas.

Muchas gracias por la respuesta.
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BryGuy

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Re: Dominion: Venus, a fan expansion by Carline
« Reply #348 on: September 20, 2022, 11:53:47 am »
0

Wow, just wow. these cards are amazing for the most part.

I'm making a set with primarily interactive cards and i really like Bootleg, Privilege, Janus, Councillor, Shenanigans, Spell, Bewitch, Wichcraft, and Spellbound.

You should consider changing the names of:
 Tiara, since it is already used, maybe "Silver Queen"?
 Nomad, since it is too close to Nomads.
 Voyage, since it is already used, maybe "Maiden Voyage"?
 Lanterns, since there is a artifact, maybe "Lantern Light"?

The art is simply amazing. Is there a reason it is not credited on the cards? I also see you don't credit yourself for your amazing work or worry about versioning. When i plan to print i will definitely add "Carline" as creator.

I like Hand of Gold, but i may switch the rewards and rename as "Balancing Hand".

Janus might be better stated "You may flip your Journey token. If you do, +2 Actions, otherwise +1 Card. If your and right player's Journey token is the same status, +2 Cards. | During your turn, if your Journey token is down, this costs 1 less."

Lanterns might be better stated "Shuffle any quantity of discard pile cars into your deck. Review the top deck card and either discard of replace. +3 Cards."

Here are what i have copied for potential future use.
Bootleg
Privilege
Janus
Councillor
Shenanigans
Fruits
Fruit Mix
Tiara
Small Village
Voyage
Dangerous Ground
Fertility
Lanterns
Samurai
Archeologist
Magic Archive
Night Ranger
Tale Teller
Hand of Gold
Blessing
Blessed Gems
Horse Lady
Morning
Swamp
Guild Master & 4 Novices
Spell
Bewitch
Wichcraft
Spellbound
Four Seasons
Spring
Summer
Fall
Winter
Coin of Honor
Divination
Acreage
Barony
Bishopric
Country
Domain
Grange
Yards

« Last Edit: October 15, 2022, 09:55:28 am by BryGuy »
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