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Messages - BubbleBoy

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76
I think I would open remake/hamlet rather than remake silver, with the intention of remaking estates into tunnels.
This. Everyone seems to be advocating HT/Tunnel, but I think Hamlet/Tunnel would work much better, since it draws a card, is not terminal, and allows you to discard UP TO 2 cards. I would probably also get an Ironworks next time I had $4.

77
Variants and Fan Cards / Re: Artwork
« on: May 01, 2012, 09:44:29 am »
By the way, I found deviantart.com to be quite helpful in finding the art I needed, so thanks for that advice.

78
Variants and Fan Cards / Re: Dominion: Finance (Untested)
« on: April 29, 2012, 08:22:14 am »
Here's a wording I just thought of, adjusted from AJD's: "You may not buy this if you have fewer than 5 Coppers in play. When you buy this, discard 5 of your Coppers from play." Alternately, "When you gain this, discard 5 Coppers from play. If you do not, return this to the Supply." The only problem with this that I might like to adjust for is price changes in Cathedral by cards like Highway, but maybe it's better to keep it like this anyway. What do you think?
I think that if it needs those restrictions for balance, you're better off making it a Prize or giving it a Potion cost.
Neither of those things would make sense with the concept, the first would restrict me to only one copy of this card, and I HATE Potions. Besides, why didn't they just make Grand Market cost $7 or $8? Because it's not as fun or interesting.

Here's an expanded idea: "When you gain this, discard 5 of your Coppers from play. If you do not, return this to the Supply and gain up to 3 Coppers."

79
Variants and Fan Cards / Re: Dominion: Finance (Untested)
« on: April 28, 2012, 03:26:43 pm »
Both of those wordings would be similar to my intentions. However, I don't want the card to be purchasable using $ from actions (way too easy to make a super engine that way), and I don't want people to be able to buy multiple copies just by having 5 Coppers out.

Here's a wording I just thought of, adjusted from AJD's: "You may not buy this if you have fewer than 5 Coppers in play. When you buy this, discard 5 of your Coppers from play." Alternately, "When you gain this, discard 5 Coppers from play. If you do not, return this to the Supply." The only problem with this that I might like to adjust for is price changes in Cathedral by cards like Highway, but maybe it's better to keep it like this anyway. What do you think?

80
Solo Challenges / Re: My first solo challenge: The Forges
« on: April 27, 2012, 11:05:53 am »
I would definitely try Hamlet/Talisman/Peddler/Forge for this, maybe with a Chapel, maybe with a Quarry.

81
Shaman - Action - $2
+1 card, +1 action
While this card is in play during cleanup for this turn, you may trash 1 card instead of discarding it from play

I like this idea, but I think it's underpriced. Trashing a Copper after using it is a huge step up from trashing it from hand, especially as a "may" ability. If there were a card that said, "+1 Card, +1 Action, +$1, trash a Copper from your hand," I would easily pay $4 for it.

82
Variants and Fan Cards / Re: Dominion: Finance (Untested)
« on: April 27, 2012, 07:04:58 am »
Nice cards! I like all ecxept Bounty. Its over priced. Why would you pay $6 for a gimped Harvest with 1 VP?

Because it's a Treasure instead of an Action.
That and the cards don't have to be differently named. I mean, discard 3 Pearl Divers and you have a card that is better than Gold.

83
Variants and Fan Cards / Dominion: Finance (Untested)
« on: April 26, 2012, 11:36:39 pm »
The primary theme of this fan expansion is the use of a healthy mix of Action and Treasure cards. All comments are welcome! I hope to turn all of these into images and many of them into actual cards someday soon.

Alms
$1
When you play this, trash 3 of your Treasure cards from play. If you do, +1 VP.
($5 Treasure)

(The effect and coin bonus of the trashed Treasures should remain, if I understand the rules correctly.)

Aristocrat
+2 Buys
Treasure cards cost $1 less this turn (but not less than $0).
-----
1 VP
($4 Action – Victory)

(Sort of like Bridge...but then again not really at all.)

Bank Note
$0
You may reveal a Treasure card from your hand. Play it twice.
($4 Treasure)

(Not sure if $4 is too low a cost, but $5 seems too high. This definitely changes in attractiveness with Platinum out. I was thinking of putting a limit of "costing $6 or less" for that reason.)

Barter
Gain a Silver into your hand.
($4 Action)

(A new twist on the common $4-cost, $2-giving action cards.)

Bounty
$?
When you play this, reveal and discard the top 4 cards of your deck. +$1 for every Action card revealed.
-----
1 VP
($6 Treasure – Victory)

(Better in an action-heavy deck, but is itself a Treasure, requiring you to find a good balance...or use Cartographers and such.)

Cathedral
+1 Action
-----
While this is in play, each time you play an Action card, +1 Card.

You may only buy this with Coppers.
($5 Action)

(Cathedrals were built on the backs of the poor. I don't think this wording really works, but I hope it is understood what is meant.)

Cultivate
+1 Card
Reveal your hand. +1 Action per Action card in your hand.
($4 Action)

(Gives you as many actions as you need. Worse than a Village in some cases, but worth it if you can get more than 2 Actions out of it.)

Discovery
+1 Action
+1 Buy
Reveal the top 5 cards of the Black Market deck. You may trash this. If you do, add one of the corresponding Kingdom piles to the supply. Cards from that pile cost $2 less until the end of your turn (but not less than $0). Put the revealed cards on the bottom of the Black Market deck in any order.
Setup: Make a Black Market deck out of one copy of each Kingdom card not in the supply.
($5 Action)

(I have sort of play-tested this, and it is a lot of fun. Another use for the Black Market deck in-game, which adds lots of variety to the game.)

Feudal Village
+2 Actions
Each player with less than 7 cards in hand draws 2 cards, reveals his hand, and discards up to 1 Reaction or Attack card of your choice from his hand (except Feudal Village).
($5 Action – Attack)

(This is the first idea for a Village Attack card that I have ever seen. It's meant to be combined with other Attack cards, to sort of prepare for the hurt, or to do just the opposite if desired.)

Hideaway
$1
-----
While this is in play, when you gain a card, you may set both this and the gained card aside until the end of the game.
($5 Treasure)

(Like Island, but with obvious differences. Island is one of my favorite cards, and I think I'd like this even more.)

Investigator
+1 Card
+1 Action
Each player reveals the top 3 cards of his deck. He puts one back (except a Treasure card) and discards the rest.
($2 Action)

(Not sure if this should be an Attack. It's meant to hurt Action-less players and help others.)

Investment
+$1 at the start of each of your turns.
-----
When you gain this, you may trash a Gold from your hand. If you do, play this. Otherwise, trash this.
($3 Action – Duration)

(I haven't played with this particular version of this card, but testing of an older version proved this concept to be very strategic and interesting.)

Judge
+1 Card
+$1
Choose one: +1 Card; or +1 Action.
-----
When a player plays a card containing the phrase “choose one,” you may set this aside from your hand. If you do, cast a vote for one of the available options. Unless there is a tie, the player of the card may only choose the option on that card with the most votes. Return this to your hand at the end of the player’s turn.
($3 Action – Reaction)

(This is just a fun idea, and I don't think it would be very practical in most games, but maybe something could be worked out.)

King
Worth 1 VP for every 3+X Treasure cards in your deck (round down), where X is equal to the number of Kings in your deck.
($6 Victory)

(I know similar ideas have been made before, but none quite like this that I know of.)

Knight
+1 Action
-----
While this is in play, when you gain a Curse card or trash a Treasure card, you may place a card from your hand here. At any time (or at the end of the game), trash this and all cards here, and gain a non-Kingdom Victory card into your hand with a VP value up to the number of cards trashed.
($5 Action – Duration)

(Designed to be the winner of Tournaments, as well as a soft counter to Cursing attacks. Not sure if this is too powerful.)

Lost Fortune
$0
You have one less $ to spend this turn (but not less than $0). At the start of your next turn, +$3
($4 Treasure – Duration)

(I'm not sure what happens when Alms or Pub trashes a Lost Fortune just played, but if it needs a new rule, I would say that Lost Fortune does not give $ on the next turn.)

Magistrate
+2 Cards
You may discard a Treasure card from your hand. If you do, choose one: trash any number of cards from your hand; or each other player with more than 4 cards in hand discards a Treasure card from his hand (or reveals a hand with no Treasure), and you get +$ equal to the $ value (not the cost) of one of the discarded Treasures of your choice (including yours).
($5 Action – Attack)

(If a variable value treasure like Bank is chosen (? In the corners), no $ is received.)

Merchant
+5 Cards
The $ value (not the cost) of all Treasure cards is $1 less this turn (but not less than $0).
($3 Action)

(I'm not sure if this wording has the effect I intended it to have on variable value Treasure cards, but I hope those get reduced as well.)

Miser
Look through your discard pile. You may reveal a Treasure card, and put it into your hand.
-----
When another player plays an Attack card, you may set this and a Treasure card aside from your hand. At the start of your next turn, return this and the Treasure card to your hand. If you do, discard up to 5 of the top cards of your deck.
($4 Action – Reaction)

(Hang on to your cash! Don't let go!)

Politician
+$1
Each player (including you) returns up to 1 Curse card from his hand to the Supply, and then chooses one: he gains a Copper into his hand; or he gains a Curse card. +1 VP per player (including you) who did not gain a Curse card.
($5 Action – Attack)

(The Curse-returning part is meant to keep Politician from being an infinite VP gainer. It still might be very unbalanced, though.)

Pub
+1 Buy
Immediately play up to 2 Treasure cards. Trash one of them. You may return one of your VP tokens. If you do, +1 Action and draw up to 5 cards in hand.
-----
When a Treasure card costing $3 or more is trashed, you may discard this from your hand. If you do, +1 VP.
($5 Action – Reaction)

(This can be a one-card engine, but it will be extremely difficult to get your deck just right to land many points with it. Also, see the note on Alms.)

Rich Tax
+1 Action
+$1
At the start of your next turn, trash this.
-----
While this is in play, if another player plays 3 or more Treasure cards during his Buy phase, all cards cost $1 more until the end of his turn.
($3 Action – Duration)

(Obviously, designed to counter Treasure-heavy decks.)

Sewer
+1 Card
Choose one: gain a card costing up to $2; or move 2 Kingdom cards from the Supply to the Trash pile. You may play a Sewer.
($2 Action)

(Chains itself, depletes piles, and can get you Estates. You may be able to end the game quickly with Sewer, but most likely you will lose unless you happen to get some non-Estate Victory points. Otherwise, you can just use Sewer to deplete some Kingdom card you hate.)

Spendthrift
+1 Action
Gain a Debt. If you do, +$3, +1 Buy. Otherwise, trash this.
Setup: Add Debt to the Supply.
($3 Action)
||
Debt
-2 VP
The first time you buy this card in any turn, +$1, +1 Buy.
 (This is not a Kingdom card. Curses remain in the Supply.)
($0 Curse)

(Debt is a Curse card, but it is not a Curse, in case of any wording differences on cursing cards. Debt is in the game if and only if Spendthrift is in the game, and the # of Debts in a setup will be 8 for 2 players and 12 for 3 players and up, like Victory Kingdom cards.)

Surplus
$1
When you play this, each player with less than 6 cards in hand gains a Copper into his hand.
($3 Treasure – Attack)

(A Treasure - Attack card that may actually help more than it hurts in some cases.)

Town
+1 Action
Choose one: +1 Card; +1 Action; or +1 Buy.
-----
When you shuffle, you may put this anywhere in your deck.
($2 Action)

(This card will have a unique back, like Stash. This is meant to serve as whatever vital element your deck needs, wherever you need it, but nothing more.)

Wealth
+1 Action
Reveal cards from your deck until you reveal a Treasure card and an Action card. The player to your left selects one revealed Treasure and one revealed Action (except Wealth). Take those cards into your hand and discard the other revealed cards.
($6 Action)

(Best if you have a pretty even spread of Action and Treasure cards, and not too many Wealth cards.)

84
Variants and Fan Cards / Re: Bribing for Prizes
« on: April 26, 2012, 11:22:30 am »
Necromancer is a good name for the card in question. A good name for a prize, though? Compared to the canon Prizes and BubbleBoy's other four, probably not. I know it's a minor quibble, but it still bothers me enough to post and complain about.
I feel you here. I thought and thought and simply could not come up with a prize-worthy name that would work with this ability. Maybe "Necromancer's Staff," or just "Magic Staff," or "Charm," or "Blessing," or something like that?

85
Variants and Fan Cards / Re: Bribing for Prizes
« on: April 25, 2012, 07:46:19 am »
It (usually) doesn't draw, it doesn't change any scores, all people have to trash is Silvers if they want (which no one likes that much anyway and which are easy to get), and it doesn't reduce anyone's hand size unless they had a crappy hand anyway (which can actually be helpful).

86
Variants and Fan Cards / Re: Bribing for Prizes
« on: April 24, 2012, 11:25:43 pm »
How about this wording for Banquet:

Banquet
+2 Actions
Each other player trashes an Action or Treasure card costing $3 or more from his hand and draws a card (or reveals and discards a hand with no Action or Treasure cards costing $3 or more). You may gain one of the trashed cards into your hand. Each player draws up to 4 cards in hand.
(This is not in the Supply.)
($0* Action – Attack – Prize)

And this wording for Guard:

Guard
Trash up to 3 cards from your hand. +2 Cards per Victory card trashed. +$2 per Treasure card trashed.
-----
When a player trashes his Treasure card, you may reveal this from your hand. If you do, that player gains the trashed card.
(This is not in the Supply.)
($0* Action – Reaction – Prize)

And this wording for Bribe:

Bribe
+2 Cards
Discard 2 cards. Trash up to 2 Treasure cards from your hand. If the total cost of the trashed cards is $6 or more, gain a Prize (from the Prize pile).
($5 Action)

EDIT: Also, to anyone who thinks having 10 prizes is too much, you might like a rule that I fiddled with in testing: all prizes are available, but once 5 have been gained, the rest are cut off.

87
Variants and Fan Cards / Re: Bribing for Prizes
« on: April 24, 2012, 07:39:14 pm »
Why does Banquet make a player with no $3+ cards in his hand gain a Curse? That only increases the chance that the player won't have a $3+ card in his hand next time you play it! I'd just make a player who does not have any $3+ cards in his hand discard his hand and draw to 4 cards (to prevent most any benefit [yeah, Tunnel]).
Excellent idea, but I'm not sure if there is room for that on the card. I'll try fiddling with that a bit.

Quote
Guard's reaction is worded poorly. Try "When another player trashes a Treasure you may reveal this from your hand. If you do, that player gains the trashed card."
Regardless, this is a bit aggressive towards an individual player. And unless you really get a pounce on this card (perhaps with Bribe), its Action and Reaction effects are largely useless because you won't have any Treasures to trash and other players won't be trashing any treasures.
That wording is probably better. I am not sure how this card would interact with Thief though. As to the iffiness of the reaction ability, I am aware, but that is why I thought it would be a fun thing to have one a one-of-a-kind, hard-to-get Prize card. Also, while you might be able to help one player and hurt others with this card, there won't be much that that person can do back to you in return, so you're just an idiot for attempting to make another player king.

Quote
Guild Crest should likely refer to a Guild Crest token, as opposed to a Coin token. Otherwise, it seems okay. It's just about useless in most 2 player games, and quite maybe too strong in 4+ player games, but that's alright.
Well, there is no such thing as a Guild Crest token, which is the main reason I didn't use that in the ability. Although using Trade Route as precedence, it seems fine to me. Also, yes, it is stronger with more players, but 1) It is a minimally recyclable Duration card, and 2) it is intentionally worded to count your own purchases, which can often make up the bulk of the benefit (especially if you have Necromancer and some buys).

Quote
Putting all the Curses back and making Curses good for you with Necromancer could be pretty fun, but you might want to make some other sort of catch for it. If you "restart the Curse war," it's not as big a deal for you since you could actually want the Curses, but it could mess everyone else up. If you grab it towards the end (as its on-gain would indicate), it ultimately reads: You can decrease opponents' scores but they can only increase yours. You probably want the player with Necromancer to stop gaining Curses during other players' turns somehow.
I think of it like this, people generally hate Curses, and they hate Estates a little bit less, at least until the end of the game. Cards that give you Curses might be a little less annoying, but you're still getting Estates, which (at least during the phase of the game where you are probably gaining Prize cards) you still hate and would probably like to trash if you could. So Necromancer is pretty much entirely a future investment, which will almost always be gained at the expense of a significantly more useful Prize card, such as Jewel, which could be getting you points AND cash right now. However, gained later, it can have a significant impact on the game by restarting the Curse war, which could actually help you point-wise, but will significantly clog your deck (as will Necromancer), reducing your purchasing power. In testing, this has proved to be a very fun and strategic card, and in fact its gainer seldom wins. It might change a bit if I change the Curse part of Bribe, but I'll have to see.

Quote
Have you considered only including 5 random Prizes? It would make Tournament and Bribe much more dynamic, I think.
One element of Tournament which I wanted to dampen was the race element. In certain games, certain Prizes are noticeably more powerful, and so the first person to be blessed with a Province not only gets to thwart the other players' Tournament attempts, but also gets significantly higher quality Prizes. Yuck. One reason I like having more Prizes is so that pretty much everyone gets a chance to get a good one if they want. Also, as I said before, the usefulness of each prize varies from game to game, so that element makes Tournament and Bribe more dynamic. (Guard: What trashers are out? Necromancer: What Cursers or extra buys are being used? Guild Crest: How many players are there, and are they all buying the same things? Etc...)

88
Variants and Fan Cards / Re: Bribing for Prizes
« on: April 24, 2012, 08:07:23 am »
I really like all of the prizes. I'm not as big of a fan of Bribe giving you a curse when you get a prize. Is that penalty really necessary? Sure, it works well with Necromancer, but I don't see the other cards being powerful enough to warrant trashing either a Gold or two Silvers AND gaining a curse. You are reducing your buying power by $4 this turn by trashing the treasures, that seems like a big enough penalty, especially since Bribe costs $5 to begin with.
If anything has proven to need change through testing, it is this. That part of the ability is from an old version of the card which definitely needed it, but since things have been changed, it probably should be taken out. I'll look into it.

Oh, and most of the art comes from deviantart.com ... used without permission ... so, yeah ...

89
Variants and Fan Cards / Bribing for Prizes
« on: April 23, 2012, 07:06:06 pm »
I like the idea of Prize cards, but I absolutely hate the race element of Tournament. I also feel like so much more could be done with Prizes, so I made some more of those, as well as Bribe. I have played a good number of games with these cards, and games seem to have worked perfectly fine with all 10 Prizes available. Anyway, here are the cards (sorry about the size):











And finally...



Unlike Tournament, this card actually costs you something to get a prize. Meanwhile, it can have some use while you're working towards getting the money you need (but is probably not worth $5 just for that).

90
Variants and Fan Cards / Artwork
« on: April 08, 2012, 08:21:08 am »
First of all, hey, I'm new here.

Alright, pleasantries aside, I'm currently in the process of making a fan expansion, and I am finding Google to be a painfully ineffective tool for finding good artwork to use for the images. I'm wondering if other people have had this problem. Where do most people get their art?

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