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Messages - spineflu

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1326
if you use Captain on an Island, is it instantly gaining the Island from the Supply? or does "leave it there" supercede that and you just dump a card from your hand on your island mat?

1327
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: August 01, 2019, 03:40:39 pm »
Orrery, a terminal trasher that provides some deck control, would be weak at $3, let alone $3P.
Prophet is a potential source of non-terminal VPs that seems too easily exploitable in an engine.
Lead is an on-buy Treasure Trove that is far too weak. You end up with a Potion, x Coppers and x Golds in your deck.
The set collection thing about the Seals is a cool idea but I cannot imagine a situation in which I'd buy 2 Potions just for the sake of some lousy overpaying for VP. You are sometimes getting a second Potion with Alchemist or in the case of a Vineyard rush but Seals provide on average less VPs than Vineyards, i.e. they seem lees centralizing which make you less willing to get a second Potion (independent of the overpay thingy).

Your meta-problem seems to be that you seriously underestimate the opportunity cost of getting/having Potions. You have to buy a Potion and you have to deal with the disadvantage of an extra dead card in your deck.

I think all of these will be addressed in day 3. except Orrery being overpriced. that should probably cost $2^ and be a cantrip. and Prophet being too easily exploitable. I don't know if I'm actually worried about that tho.

1328
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: August 01, 2019, 09:43:48 am »
part two of four

We've got a mixed pile, Grimoire / Manuscript
As you build your occult library, each grows more powerful. Also a good way to pivot from potion-treasure to $ treasure
Remember, this is a mixed pile, so here's a refresher on Mixed piles from Backcountry:
Quote
Mixed Piles are like split piles but their order doesn't matter. You can only buy or gain the top card of the pile. Mixed piles with two different cards have five each; mixed piles with three different cards have four each. While this goes against the conventional ten card pile, it does go with the original design choice of twelve cards per kingdom pile.


a potion cost trasher/vp token-er/sifter (updated)


A wishing well that turns handsize attacks to a comparatively painless fizzle


A potion overpay masterpiece that turns into gold. Thematically appropriate.

And then our first unique pile: Seals
As with the Knights pile, this is shuffled and all but the top card are placed face-down. When one is bought or gained, the next is flipped face-up.
Each has a symbol on its title banner that tells which symbol it has.
When you play with only two players, remove four Seals at random.













1329
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: July 30, 2019, 02:00:42 pm »
Time for set two:
Heresy

Dominion Heresy is probably the most "normal" expansion of the three I've made.

It's intended as a sequel to Alchemy and Dark Ages, mechanically.
It uses VP tokens and potions, as well as coin tokens (more on that in the third Heresy post).

When playing with cards from Heresy, include Potions in the Supply even if there are no Potion-cost cards.

Mechanical themes include:
• VP tokens
• a new take on Potions
• Unique + Mixed piles
• Overpaying
• Trashing











Revised the wording on this after the notes I received from the WDC thread (contest #36?) - less ambiguous to what Curses are when you play multiple Heretics - they're just Silvers.





This provides the cost adjustment on the turn you play it and the next turn, because that's kind of subtle.

1330
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 30, 2019, 09:34:13 am »

Fete
Types: Action
Cost: $4
Choose one: +1 Card; or +1 Action. Choose two (the choices can be the same): +1 Action; or +1 Buy; or +$1.
I think the Peddler option makes this too much of a no-brainer, let alone its other very decent choices. Maybe give it a buy restriction ($3 Grand Market?), weird cost (<6>?), or an additional benefit to buff it up to $5 (when you gain this, gain a differently named card costing exactly $5?).

I think the most elegant solution to prevent against the no-brainer peddler is move the money option to the first choice.

I'm revising my entry.


Fete
Action
$4
Choose one: +1 Card; +1 Action; or +$1.
Choose two (the choices may be the same): +1 Action; or +1 Buy.
-
revision 2

1331
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 26, 2019, 11:46:20 am »
EDIT: here's the prompt if you're looking for it (from p116):
Thanks for the win faust!

So I have no idea what number challenge this is, but it's a basic one: Create a Village.

The only rule is that the card must itself provide some source of extra actions. So Throne Room variants and Lost Arts wouldn't count, but Barracks would. Also cards that give Villagers wouldn’t count unless the card also gave some source of extra actions. I will comment on submissions that don't count (I'm bad at remembering to +1 things).

I'll be on vacation at this time next week, so the deadline will likely be in slightly longer than 1 week (I get back Saturday).

Submissions will be judged on originality, creativity, balance, and fun.






Priced at $4 so everyone can open with it if they want to / so no one is priced out of it before their first reshuffle. In pretty much every configuration it's worse than Market or Festival also which makes the $4 price point seem right.
It is pretty much strictly better than Poacher though.
tbh i think poacher's overpriced given the penalty. still, good point. worth changing the card, do you think?

It's not just that it's strictly better than Poacher, it's strictly better than Peddler at also. It's Village any time you need a Village, Market Square if you need that, one of the few cards in the game that allows you to get +2 buys, also just a Silver if you need that... I'm pretty sure it's at least powerful enough to need to be .

Alright so I had this at $5 originally but I figured if you open 5/2 but your opponent doesn't, it's going to give the 5/2 player an unfair advantage, right? $4 is probably underpriced but gets rid of the 5/2 player problem

$5 is also overpriced for a couple of the configurations:
• +1 Card +2 Actions
• +1 Card +$2
• +1 Action +$2


What would yall think about bumping it up to $6 and having the first choice be "choose two, the choices can be the same"?
That way you can have it be a money lab if you need that for some reason, or a market/festival, but it's out of reach of the 5/2 player, or also you can do weird shit like have it be +4 actions and you just stock up on terminals, for some reason. Then its mostly up against gold but has some solid modularity to play well in whatever deck.

edit: sorry for bumping this whole deal to a new page.

1332
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 26, 2019, 10:16:45 am »
Priced at $4 so everyone can open with it if they want to / so no one is priced out of it before their first reshuffle. In pretty much every configuration it's worse than Market or Festival also which makes the $4 price point seem right.
It is pretty much strictly better than Poacher though.
tbh i think poacher's overpriced given the penalty. still, good point. worth changing the card, do you think?

1333
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 26, 2019, 10:07:22 am »


Priced at $4 so everyone can open with it if they want to / so no one is priced out of it before their first reshuffle. In pretty much every configuration it's worse than Market or Festival also which makes the $4 price point seem right.

Edit: revised version:

1334
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: July 23, 2019, 03:15:40 pm »
Portcullis doesn't need to be a Reaction, does it? It works exactly as it needs to just being an Action-Reserve.

(Reserve cards are all basically a "subtype" of reaction cards)

not sure - i figured since reaction cards are activateable on other ppls turns, it was better practise to put it on; the existing Reserve cards are instants for your own turn, but reactions can be instants on other peoples' turns as well. I don't think it's a real deal breaker/game changer either way except with cards that care about other cards' types.

Likewise I'm not sure Witch of the Woods needs to be a Duration but given that it *is* passively doing a thing while on the tavern mat, I included it.


1335
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: July 23, 2019, 02:26:48 pm »
Here's the entirety of Backcountry in one actually quasiorganized post:
Causes (10 cards total, one each)

Valuable Contraband

Vice Raid

Includes Prohibition event
A Time To Sow

A Time To Break Down

A Time To Build Up

A Time To Cast Away

A Time To Lose

A Time To Reap

A Time For War

A Time For Peace


Causes are card-like things that are shuffled, then one is shuffled into each of the Kingdom piles prior to the start of the game (in the event of split piles (introduced in Dominion: Empires), you may either randomly slot in the cause or just not include a Cause in that pile; it's your game and you should play it the way you like.) Causes affect all players. When a cause is revealed on a Kingdom pile, it is set aside; at the end of the turn the Cause was revealed, it is resolved - do what the card says on it. After resolving the Cause, it is placed back in the game box, removing it from the game.

When building the Causes deck (prior to shuffling/adding one to each supply pile), you may include a number of blank white cards if you'd like each pile to potentially not have a cause in it - when the blank card is revealed, simply return it to the box.



Events

Prohibition

Prohibited (state)

(distributed via the Prohibition Event,
similar to adventures tokens / embargo tokens,
ten copies)

Stampede

Includes "Cow" - see Cattle section
Abbey

Witchhunt

Fallow


Cattle
Cow

16 for 2-4 players
20 for five players
24 for six players

Rustle

Milkmaid

Meat Market

Cattleman /
Slaughterhouse
(5 each, Mixed Pile)
Cattleman

Slaughterhouse

Kingdom Cards that care about Wanted

Wanted (state)

(six copies)
Outlaw Village

Sheriff

Ruffian

Autem Diver

Deputy/
Constable
(5 each, Mixed Pile)
Deputy

Constable

Magistrate/
Marquis
(5 each, Mixed Pile)
Magistrate

Marquis


Other kingdom cards

Piper/
Singer/
Fiddler
(Mixed Pile, 4 each)
Piper

Singer

Fiddler

Portcullis

Puppet Theater

Witch of the Woods

Abbot

Iron Mine

Humble Village

Ramshackle Bridge

Pauper

Bowler

Farrier

Effigy

Manor

Crops




1336
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: July 23, 2019, 01:46:51 pm »
Crops is strictly better than Estate and thus has to cost at least .
Crops is strictly better than Estate and thus has to cost at least .

Indeed. Yet at $3 it would be strictly worse than Tunnel. So it has to provide 1/3VPs or something else to differentiate it enough from Estate and Tunnel.


I mean, entertain this train of thought for a minute - its strictly better than Estates, so it simply inflates the value of Estate-equivalents of games that it's in. A run on it slows your deck down just as much as Estates, but if you can't split the pile on it (or gain the upper hand), you have to pivot and buy duchies/provinces, yeah? It changes up the relative value of Estates but that's about it. Maybe that's fine that it's the same price?

1337
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: July 23, 2019, 09:52:16 am »
Prohibited is actually closer to an Adventures-style token, i just didnt want to have the rules for it buried in the rulebook, nor have it be player-specific. While there havent been non-player-anchored states, there's no reason to reinvent the wheel here - let states be attached to whatever and provide additional rules for what they're attached to.

Having something anchored to a pile rather than players feels different enough to me that it shouldn't be called a "State". I guess I can't force you to do anything though.

I'll refer you to the first three words of the title. Don't take me too seriously, I may be wrong.
I did finally remember to fix stampede tho

Backcountry part 3: the real professor and mary-anne of it - the rest

Final two Causes



A Cattle card I missed the first time through


More reserve cards










And some normal action cards

















1338
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 23, 2019, 09:07:44 am »
Quote from: Kudasai
F - I read this you repeat the naming part for each correct guess. If this is the case, the loop continues before anything gets discarded, which would allow infinite correct guesses beyond the first correct guess.

Either way this needs some word changes. If the whole card repeats then you'd attempt the gain a card costing $1 after each loop.

Specifically and unfortunately I think this needs to be a big run-on sentence:

"Name a type (Action, Attack, etc.), then reveal the top card of your deck and if it has the named type, discard it and do this again."

Discarding it at that point would let you do the loop indefinitely because you'd reshuffle when you hit deck's end.

Maybe like:
Trash a card from your hand.
Name a card type (Action, Treasure, etc) and reveal the top card of your deck. If the revealed card is the named type, set the revealed card aside and do this again (you can do this any number of times, provided you keep guessing correctly with card types). If the revealed card is not the named type, or you cannot reveal a card from your deck, discard all cards revealed and/or set aside by this card.
Gain a card costing up to $1 per correct guess more than the card you trashed.

Still a mouthful but kinda moot since its not the card i'm entering.

1339
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 22, 2019, 04:22:55 pm »
Drawbridge
Night/Duration - $3
From your deck, set aside (face down) a card, plus an additional card for each unused Buy you have. At the start of your next turn, put the set aside cards in your hand.
-
This is gained to your hand instead of your discard pile
Heirloom: Pouch

i like the interplay between "leave buys on the table this turn for a bigger turn next turn" but if you run like...the Market pile with this in your deck, you could have every turn be a Tactician.

Plus, consider like, using multiples of them - you leave two buys on the table and get... 4? 6? 8?! cards on your next turn.

Also you may want to revise the wording on the "From your deck, set aside (face down) a card" lead-in to "... (face down) the top card,..." so it's less ambiguous as to whether you could go through and pull out all the Stashes from your deck.

1340
Variants and Fan Cards / Re: Really bad card ideas
« on: July 22, 2019, 10:34:02 am »
Timeshare
Action-Victory-Duration
Cost: $3

Set aside a card from your hand.  After your next shuffle, discard it.
--------
2 VP

Actually i kinda love this as a "lesser island" or maybe you bought an endgame card too early

1341
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 22, 2019, 09:14:25 am »
So I made a coupla things and wanna chat pros + cons for each

Gambler
Revision A - ezmode slots
...
Revision C - hard mode slots


imgur ate revision b but it's fine, it wasn't that different than this one
  • Usually just a terminal silver with some pretty mediocre cycling
  • With Lucky coin, gravitates towards being a high $ card
  • probably underpriced when there's any thinning to tamp down the noise in the deck
Revision D - blackjack woodcutter

  • con: math. and setting up a deck to get to $7 (altho this being $4 + free silvers from LC being $3 helps)
  • pro: better cycling even on misses
  • pro: always at least a woodcutter and/or chancellor
  • probably the quickest of the lot to play
Revision F - roulette upgrade

What happened to revision E? it looked too much like "revision C" at everything but max resolution.

  • pro: probably most useful - remodel those Curses directly into Provinces!
  • con: turns will take forever
  • con: clumsy wording - help? maybe add coin tokens to the card and then it's sort of Butcheresque?
  • pro: Lucky Coin gives you trashing fodder so you don't have to start from $0 with a Copper every time
  • con: only limit to guesses is number of cards in deck - probably shouldn't allow for a Curse -> Colony upgrade

My entry is revision D but talk through these with me, change my mind.

A - I think this is way too wonky to be viable. With Lucky Coin this will mostly hit Treasures giving a meager +1 Buy and +$1 and that's if it procs at all.

C - The ability to play this until your deck runs out is really interesting, but could lead to swingy games. Could function as a way to set aside Victory cards, but then Gamblers become dead cards since you don't want to play them and put your green back into your deck. Would be quite hard to do, but powerful enough that it could be worth trying. Also, I don't think you need to specify that set aside cards are not in play.

@ C : I mean, you can't do the set-aside trick - the Gambler either plays itself again (moving every revealed card to a temporary "we've done this one already" pile) or discards everything in the "we've done this one already" pile. I don't think there's any cards that can interrupt this loop. You absolutely could abuse the lucky coin's silver / buy excessive coppers / thin everything else out so it always hits a bunch on treasure but yeah, too swingy really.

D - Another interesting one. Really makes use of Lucky Coin's Silver gaining and the price of $4. Another one that could be swingy. The gambling aspect of drawing one or two cards seems fun.

F - This needs some text to address what happens to the revealed a card. Currently you reveal it and put it back, setting you up to perfectly name it the next time. If you can name it correctly the first time you can name it correctly 1,000,000 times if you wished! Even with that fixed, not having a cap on this could make it swingy. (Sorry I keep using that critique!)
@F: There's text - the last line - that says to discard all cards revealed by this card. Again, I don't think you can interrupt the loop on this card. Could probably move that up to the end of ¶2 with an "Otherwise" clause, make that less confusing.
 

Overall, some very interesting ideas. I think version D utilizes Lucky Coin the best and has some cool gameplay mechanics. I just recommend toning down the successful proc reward.

you think so? I think $5 is kind of a reasonable payout - $3 definitely isn't worth it, $4 is a "maybe" to my lizard brain but $5 gets peoples attention and gets them thinking "how can I set this up?" without being "the only game in town".

(also what is proc?)

1342
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 19, 2019, 11:04:29 am »
So I made a coupla things and wanna chat pros + cons for each

Gambler
Revision A - ezmode slots

Pros:
  • pays out nearly every time - still a miss if you hit on like. durations that are mixed action-durations and night-durations
  • can do a lot of roles, although none reliably
  • gravitates towards +$1 +1 Buy due to Lucky Coin
  • probably a better buy elsewhere

Revision C - hard mode slots


imgur ate revision b but it's fine, it wasn't that different than this one
  • Usually just a terminal silver with some pretty mediocre cycling
  • With Lucky coin, gravitates towards being a high $ card
  • probably underpriced when there's any thinning to tamp down the noise in the deck
Revision D - blackjack woodcutter

  • con: math. and setting up a deck to get to $7 (altho this being $4 + free silvers from LC being $3 helps)
  • pro: better cycling even on misses
  • pro: always at least a woodcutter and/or chancellor
  • probably the quickest of the lot to play
Revision F - roulette upgrade

What happened to revision E? it looked too much like "revision C" at everything but max resolution.

  • pro: probably most useful - remodel those Curses directly into Provinces!
  • con: turns will take forever
  • con: clumsy wording - help? maybe add coin tokens to the card and then it's sort of Butcheresque?
  • pro: Lucky Coin gives you trashing fodder so you don't have to start from $0 with a Copper every time
  • con: only limit to guesses is number of cards in deck - probably shouldn't allow for a Curse -> Colony upgrade

My entry is revision D but talk through these with me, change my mind.

1343
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 16, 2019, 04:37:46 pm »
I wasn't gonna enter this week because I forgot about it but then i saw there was still like two days left in the contest so here I am, with my Potion remodel + Potion overpay junker.



card text:
Metamorphosis • $3+ • Action
Trash a card from your hand. Gain a card costing up to [Potion] more than the trashed card.
-
When you buy this, you may overpay for it. For each [Potion] you overpay, each other player gains a Copper.

This is useless without other potion cards. The top just says “trash a card and gain a card costing up to the same amount” while the bottom only junks if I’ve already junked myself with useless potions. I’m not sure how to fix it. Maybe make it cost potion and overpay with coins? The top part would still be pretty bad though.

how about don't play it without other potion cards? it's rare that there'd be only one in a "good" kingdom setup anyway.

Like... yall need a breather - not every card is good in a random kingdom. Let there be weirdness and edgecases. That's how you make a fun game. Yall wanted an unconventional junker. This is not a conventional junker. It's gonna have setups where it's underpowered / not worthwhile. Those aren't its interesting cases - its interesting cases are the ones where its a contender.

Having a card that is completely useless in some kingdoms is a design flaw.  It's the reason why Donald X cut a card that was "+$2, return this to your hand" - it was almost useless without villages (I forget its cost, but it was at least $3).  It's the reason why every card that gains or plays a card from the trash also has a way to put good cards into the trash (Graverobber, Rogue, Lurker, Necromancer).  It's also the reason why every Reaction card has an effect that might be useful even if there is no opportunity to use the reaction, such as Moat for +2 Cards without attacks and Tunnel for 2 VP with no way to discard it.

I strongly suggest changing this to have a positive effect even in games without other Potion-cost cards.  A different above-the-line effect that interacts with Potions would be one possibility, something like Apothecary or Alchemist.  That would prevent the Potion you bought from being a dead card.

Honestly I prefer a different Donald X anecdote. It's fine - it's gonna be worthless in a bunch of kingdoms. It's also going to be an interesting card for both top and bottom in a bunch of kingdoms. Make your own version if you're unhappy with it.

1344
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 16, 2019, 03:46:39 pm »
I wasn't gonna enter this week because I forgot about it but then i saw there was still like two days left in the contest so here I am, with my Potion remodel + Potion overpay junker.



card text:
Metamorphosis • $3+ • Action
Trash a card from your hand. Gain a card costing up to [Potion] more than the trashed card.
-
When you buy this, you may overpay for it. For each [Potion] you overpay, each other player gains a Copper.

This is useless without other potion cards. The top just says “trash a card and gain a card costing up to the same amount” while the bottom only junks if I’ve already junked myself with useless potions. I’m not sure how to fix it. Maybe make it cost potion and overpay with coins? The top part would still be pretty bad though.

how about don't play it without other potion cards? it's rare that there'd be only one in a "good" kingdom setup anyway.

Like... yall need a breather - not every card is good in a random kingdom. Let there be weirdness and edgecases. That's how you make a fun game. Yall wanted an unconventional junker. This is not a conventional junker. It's gonna have setups where it's underpowered / not worthwhile. Those aren't its interesting cases - its interesting cases are the ones where its a contender.

1345
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 16, 2019, 03:21:45 pm »
I wasn't gonna enter this week because I forgot about it but then i saw there was still like two days left in the contest so here I am, with my Potion remodel + Potion overpay junker.



card text:
Metamorphosis • $3+ • Action
Trash a card from your hand. Gain a card costing up to [Potion] more than the trashed card.
-
When you buy this, you may overpay for it. For each [Potion] you overpay, each other player gains a Copper.

1346
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: July 16, 2019, 11:31:38 am »
Backcountry Day 2:
We've got some more causes! We've got some more mixed piles! We've got some more things that care whether you're "Wanted"!

Causes
This is the rest of the "Vanilla" causes:



(masquerade counts as vanilla, right?)

and keeping with the trash-from-supply theme:


"regular" Kingdom Cards that care about Wanted





Mixed pile Kingdom Cards
Constable/Deputy (5 each)



Marquis/Magistrate (5 each)



Piper/Singer/Fiddler (4 each)




1347
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: July 16, 2019, 09:25:13 am »
...

...
...
Yes, this is a fine way to expand the game. Those who like a more strategic Dominion can always stick to Donald's cards, can't they?
bingo - same as how when people don't like Potion-cost cards, they don't play with Alchemy. Like I said in the Causes rules, it's your game and you should play it how you want.

Quote from: Aquila
re: what you're buying with Prohibition, you're adding a token delivery mechanic to a pile (similar to a conceptual Adventure token for +1 Coffers) but it affects all players (a la Embargo). What the prohibition tokens do is resolve when the Vice Raid and Valuable Contraband Causes come up, as well as provide a future design space thematically based around bootlegging/smuggling.
So 5 x players tokens go on the event, ready for taking. Are there going to be other ways to get them besides the Prohibited State? If there aren't then the number of tokens won't match up to the number of cards in the Prohibited pile in 3+ player games.
And what I meant with buying was, you pay $4 to use the Event, what happens?
You pay $4 to use the event - it allows you to place the Prohibited state on a pile. While the number of Prohibition tokens won't match the number of cards in the pile, the more limited number does make it so I don't have to buy an additional copy of Seaside to test with - for two or three player, i can just pull out the embargo tokens (for 4-6 i'll have to grab some 8mm cubes from my gamedesign supplies box). Why five per player? There's no real prize or penalty presently to having specifically more than 5; I figured five was a manageable amount, and thematically, if you were a bootlegger and got busted with five barrels of whiskey or ten, I don't think it really mattered in terms of penalty. Playtesting will tell whether I hit or missed the mark on that.

Quote from: Aquila
The mixed piles will be expanded upon in my second set, "Heresy"; for now they're largely cards that are variations on a theme, synergize in a way that doesn't necessitate one happening first a la split piles, and/or a collection of lower cost cards that would maybe be boring to have all three as separate kingdom cards but put them all together in one pile and you get interesting interactions. Having a nonconsistent supply pile can create interesting randomness in the (un)availability of the card you want.
This could well work, and with your intent on the player interaction side it looks like a good mechanic to explore. It might just be Slaughterhouse/Cattleman I don't really like - terminal Actions are the ones players want to get right in their decks, and these two behave quite differently. So, I could see a mixed pile of very similar and/or non-terminal cards working better.
This is also the reason for trash-from-supply being a thing in this - you can sift the supply piles.

Quote from: Aquila
Cow - how many of these are there? The premise looks good, storing these up to spike certain effects.
16 for 2-4 player, 20 for five player, 24 for six. For the time being I'm not going to be testing with 5+6 players.


1348
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: July 15, 2019, 09:20:26 pm »
A general disclaimanifesto: a pervasive subtheme in many of my designs (both in dominion and in other/original board game designs) is hubris cards/abilities - higher risk cards or strategies that generally don't pay off. While this is boring to a competitive scene (there's usually a more optimal/dependable path), it enables the "big fish" stories that more casual game scenes thrive off of. This is the same design space that MtG's "Un-" sets live in; it sees cards like Coppersmith, Tribute, or snagging three coppers per turn for a Thief-Garden combo as worthwhile paths to examine, not missteps. I'd encourage looking at your own designs from this perspective. Ask whether a thing is fun when it pays off rarely - is the payoff story worth the times it doesnt work? Is the randomness fun for a new player? Since most gamers play a game only a handful of times, I'd say light constant randomness (shuffling) and heavy intermittent randomness (rare payoff strategies) are both crucial to a design to encourge a positive memory of a game, despite ths latter discouraging data-driven replayability.

1349
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: July 15, 2019, 08:44:29 pm »
Here's a brief Backcountry overview:

Main themes: States are a wide open design space with lots of potential, look forward to seeing what else you've done. With using the tavern mat just mind interactions with the Reserve cards and Miser. With cost adjustment, go overboard and it'll be really hard for players to keep track of the changes all the time; with the other Supply alterations in this set there's a huge amount going on.

Subthemes: Mixed piles add randomness, suggesting that you want Backcountry to be a relaxed, low-skill set less about strategy and more about player interaction. Supply trashing understandably goes with this, but too much and the game can be over on 3 piles before players get satisfying decks together.
Causes I first thought would be further randomness with shuffling them in (with split piles you could always say put them in the middle), but then I remembered players can look through the piles at any time to see where they are. So it's public knowledge when they come up and what will happen - that can make for some neat strategizing! You could certainly do interesting things with Causes!

Prohibited: this looks like it wants to be another unique mechanic like the Causes and mixed piles. I don't really get the $4 cost Event; what are you buying? The rules could be kept in the 'rulebook' and the tokens in the box. To introduce the Prohibited State into a game you could use a unique type on the things that need the tokens, like Looter to Ruins. So one random pile each game powers these up - the replayability it adds is nice, the competition to win the split of the pile another thing if it's worth it.

Out of time to look at the specific cards and the cow mechanic, but the combination of Causes and Prohibited could make for a neat set. Mixed piles...I don't think will really work. That kind of randomness doesn't really suit Dominion.

player interaction (especially non-attack player interaction) is definitely a highlight goal for me with these (esp. in the third set, "Syndicates", but that's future knowledge). The supply pile trashing is a minor theme, nothing overboard.

re: what you're buying with Prohibition, you're adding a token delivery mechanic to a pile (similar to a conceptual Adventure token for +1 Coffers) but it affects all players (a la Embargo). What the prohibition tokens do is resolve when the Vice Raid and Valuable Contraband Causes come up, as well as provide a future design space thematically based around bootlegging/smuggling.

The mixed piles will be expanded upon in my second set, "Heresy"; for now they're largely cards that are variations on a theme, synergize in a way that doesn't necessitate one happening first a la split piles, and/or a collection of lower cost cards that would maybe be boring to have all three as separate kingdom cards but put them all together in one pile and you get interesting interactions. Having a nonconsistent supply pile can create interesting randomness in the (un)availability of the card you want.

Prohibited should not be a State. It's more similar to the Bane card.

Giving Stampede the "Attack" type does nothing as everything that reacts to Attack cards says "when another player plays an Attack card" and Stampede cannot be played. Note that Raid is not an Attack.

Prohibited is actually closer to an Adventures-style token, i just didnt want to have the rules for it buried in the rulebook, nor have it be player-specific. While there havent been non-player-anchored states, there's no reason to reinvent the wheel here - let states be attached to whatever and provide additional rules for what they're attached to.

Good catch on Stampede tho. I'll change that tomorrow when i'm back at my work pc.

1350
Variants and Fan Cards / spineflu, an idiot, designs fanspansions
« on: July 15, 2019, 12:24:43 pm »
So i've been working on designing cards and then i accidentally a full expansion of cards, and then i accidentally a full five expansions of cards, and then i browsed the variants/fan cards formula and realized a whole bunch wouldn't work / would be bad / would not be "fun" and trimmed it down to three-ish and then realized a couple people had better ideas for cards than me or cards that fit with the whole set scheme (cited/credited as I get to them) and swapped them in.

Slowly working on making paper copies of all these.


backcountrywhy even have the marquee text option if you don't use it, right?

Backcountry is my sort-of sequel to Adventures. Its main mechanical themes are:
  • cost adjustment
  • states
  • cares about what else is on the tavern mat
Its mechanical subthemes are
  • co-op random "events" (Causes, so called because "event" was already taken)
  • Tavern Mats (sort of by default)
  • Mixed piles
  • Trashing from the supply

Its flavor themes are pastoral cattle farming, being in a literal tavern, a sort of barney fife-esque small town law and order, and just a hint of The Wicker Man.


New mechanics for Backcountry:
Causes are card-like things that are shuffled, then one is shuffled into each of the Kingdom piles prior to the start of the game (in the event of split piles (introduced in Dominion: Empires), you may either randomly slot in the cause or just not include a Cause in that pile; it's your game and you should play it the way you like.) Causes affect all players. When a cause is revealed on a Kingdom pile, it is set aside; at the end of the turn the Cause was revealed, it is resolved - do what the card says on it. After resolving the Cause, it is placed back in the game box, removing it from the game.
When building the Causes deck (prior to shuffling/adding one to each supply pile), you may include a number of blank white cards if you'd like each pile to potentially not have a cause in it - when the blank card is revealed, simply return it to the box.

Mixed Piles are like split piles but their order doesn't matter. You can only buy or gain the top card of the pile. Mixed piles with two different cards have five each; mixed piles with three different cards have four each. While this goes against the conventional ten card pile, it does go with the original design choice of twelve cards per kingdom pile.


Here's some of the cards + cardlike things (i'll post more slowly over time)
Events

Just because something is illegal doesn't mean you can't do it.


An attack-like event specifically for later-game.


An attackesque event that allows you to accidentally swamp hag yourself.


Use your tavern mat as an island



States

a state that marks piles and gives players prohibition counters (really an excuse to re-use embargo counters). The prohibition counters, in turn, interact with some Causes.


a state that makes money cheaper and doing things hard.

Supply cards

A lynchpin card used by other Cattle cards.

some other cattle cards:






^ mixed pile with v


Causes

For use with the Prohibition event, but works without it


For use with the Prohibition event, doesn't work without it.


More of a generic Cause


More to come in this set!

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