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Author Topic: A small set about Curses  (Read 1920 times)

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Emeric

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A small set about Curses
« on: May 20, 2013, 11:32:59 am »
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This set is based on curse and how to give an utility to curse.

Name : Super Curse
Cost : $0
Type : Curse
Worth -2VP

When one of my next card card is in the supply you have to add 10 "super curse" to the curse pile, and the new curses pile should be shuffled before each game. The only card that may be bought or gained or chosen from the new curses pile is the card on top. Players cannot look through the new curses pile, only at the top card;
I don't find nice name for my "super curse".

Name : Slough
Cost : $3
Type : victory
Worth 1 VP for each "super curse" in your deck

Name : Curse Upgrader
Cost : $4
Type : Action
During the buy phase each Curse is worth $1, each super curse is worth $3.

Name : Curse Cleaner
Cost : $4
Type : Action
+1 Action, Trash up to 3 "Curse type" cards, If you trash 1 you may gain a copper, if you trash 2 you may gain a silver, if you trash 3 you may gain a gold.

Name : Curse Prospector
Cost : $2
Type : Action
+2 actions, +1 card, look in the trash, if there is one or more "Curse type" card, take one.
When You gain it, take the first curse form the curse pile.
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achmed_sender

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Re: A small set about Curses
« Reply #1 on: May 20, 2013, 12:38:13 pm »
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I don't like the ideas so that much, to be honest.
Cursers are already strong cards and if there aren't strong trashers available, it's even more decisive whether you win the curse split or not if they destroy more of your points. Further, if they are randomly mixed to the curse pile, you can end of with 5 to 5 curses, but -10 to -5 points, which is ahuge gap.

That's about the idea in general, now let's look at the cards.

Slough is quite weak, even if you have 6 Super-Curses in your deck, you need 2 of them just to be at the start again. And again, it's a bit unfair if youre in a curse war and you get the super curses (great for Slough) and your opponent has the -1 Curses.

Curse Upgrader is weak, Silver is better if you haven't 3 Curses or more in hand and you have to connect the cards.

Curse Cleaner is very unbalanced, you even benefit the player if he manage to trash a lot of bad cards, if he has just 1 to trash, it's weak.

Curse Propector is a cheap, embargoed village in non-cursing game and a no-buy in cursing games (if theres trashing of course), so again, very weak.

And don't forget that all the cards are almost pointless in games without cursers...
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eHalcyon

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Re: A small set about Curses
« Reply #2 on: May 20, 2013, 01:35:15 pm »
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Curse cards are delicately balanced.  Mixing in Super Curses buffs up Cursers HUGELY.  Now there is twice as much junk to distribute, and some of it is twice as damaging to score.  That outrageously skews card power.

Slough is not useful unless there is a Super Curser on the board.  It just probably is not viable to intentionally go for a Slough strategy.  I suppose if you can get all 10 Super Curses then every Slough is 10VP for $3, but you start -20VP in the hole.  If you get all 8 Sloughs in a 2p game, then your final score from Sloughs and Super Curses would be 60VP for 7.5VP each... which is good, except it would only be viable on a select few boards.  It would be super niche.

Curse Upgrader has wording issues in that Dominion rules do not allow you to play Curses cards, so it doesn't matter how much money they would be worth.  But if you set it up to allow for it, this is still super weak.  Coppersmith is already a bad card, but at least those Coppers are somewhat useful even without Coppersmith.  This is only useful in a deck loaded with Curses (Which you don't want to inflict on yourself) and where you have an engine that can reliably draw a bunch of Curses with this Upgrader.

Curse Cleaner is much weaker than most trashers.

Curse Prospector is a cheap Village that comes with Curses.  I doubt that's ever worth it.  You would certainly prefer a different Village if it's available.  If this is the only Village, the Curses are a deal-breaker because they would interfere with the engine and you can't even get rid of them -- they'll just keep getting pulled back in from the trash.
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jbrecken

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Re: A small set about Curses
« Reply #3 on: May 20, 2013, 04:04:05 pm »
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I think it might be better to take 10 Curses out and replace them with 10 Super Curse rather than adding them to the Curse pile, so that you're only adding -10 VP overall instead of -20VP and the total number of curse cards in the game wouldn't change.  This would mean that a two-player game would have only Super Curse, so maybe we'd need a special rule for that case.
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Asper

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Re: A small set about Curses
« Reply #4 on: May 20, 2013, 04:33:20 pm »
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Curse Upgrader has wording issues in that Dominion rules do not allow you to play Curses cards, so it doesn't matter how much money they would be worth.  But if you set it up to allow for it, this is still super weak.  Coppersmith is already a bad card, but at least those Coppers are somewhat useful even without Coppersmith.  This is only useful in a deck loaded with Curses (Which you don't want to inflict on yourself) and where you have an engine that can reliably draw a bunch of Curses with this Upgrader.

At the start of your buy phase, reveal your hand. +$1 per curse revealed. Additional +$2 per super curse revealed.

Edit: If the card is not supposed to stack, use "discard" instead of "reveal".
« Last Edit: May 21, 2013, 07:16:32 am by Asper »
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RTT

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Re: A small set about Curses
« Reply #5 on: May 20, 2013, 04:34:08 pm »
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As a Name idea: cursed curse


But i donīt think these cards are either strong enough nor do they lead to fun games. their has to be a strong benefit of getting these super curse cards and i dont think its easy to balance. in the most kingdoms this cards will be just dead piles.
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yudantaiteki

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Re: A small set about Curses
« Reply #6 on: May 20, 2013, 04:38:13 pm »
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One thing you should also be careful about is that some Dominion cards give out "curses", others "curse cards".  This doesn't matter because Donald X has said he will never make another card of the type "curse".

Of course, this isn't a big deal since it's simple enough just to make the rule that "curse" or "curse card" both include super curses.

EDIT: This was basically already mentioned, but one of the biggest rules misconceptions that even some experienced players have is talking about the "value" of treasure or how much a treasure is "worth".  These concepts do not exist in Dominion.  You can play treasures during your Buy phase, and those treasures generate coins.  The 2 coins from playing a Silver are the same as the 2 coins from playing a Woodcutter.  You do not "spend" treasure cards directly to buy things.  That's why the previous posters were telling you that Curse Upgrader, as currently worded, has no effect.  Asper's rewording is what you want, though.
« Last Edit: May 20, 2013, 04:41:08 pm by yudantaiteki »
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