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Messages - Snorka

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1
Dominion General Discussion / Has there been power creep?
« on: October 02, 2024, 07:07:11 pm »
Many card games have power creep, i.e. cards in every expansion being stronger than in the previous expansion. This largely wouldn't make sense for Dominion, but some still wonder if new expansions are stronger than old ones.
I haven't seen anyone do this before, but it's possible. In any case, including Rising Sun in the data is new. I used the data from Dominion Card Glicko, taking the average Glicko rating of Kingdom cards from each expansion. I figure expansions with 2nd editions feel like recent ones enough to put them in order of most recent release. I've included a plot with the sets in order of original release as well to satisfy curiosity.

2nd Edition release order:

Initial release order:

So it looks like expansions have gotten better over time. I suspect the reason is that dud cards nobody wants are much rarer in new expansions. The strongest expansions are Menagerie, Renaissance, Guilds & Cornucopia, and Rising Sun, in that order. That's a bit tentative since the last two haven't been out for very long, but it's what's in the current data. The weakest are Alchemy, Nocturne, and Dark Ages.

If anyone is wondering, the removed 1st Edition cards have an average Glicko rating of -1.66, much lower than even Alchemy. Promo cards have an average rating of 0.37.

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Variants and Fan Cards / Re: Dominion: Wii Sports Resort
« on: October 02, 2024, 02:18:07 am »
    Thanks for helping catch these!
What is the timing of carrying out the Sport Trophy effects? It looks like it is in between turns. That might work out fine - I can't think of any specific problems with it but I believe Donald X tries to avoid anything happening between turns.
I intended to have them trigger between turns in order to prevent end of turn effect order shenanigans. An exception is probably fine here.
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If multiple Sports end at the same time, does someone get to choose the order of resolution, or is it the order they were played in? Or does it not matter? Eg If Basketball and Table Tennis end at the same time, can the Basketball winner's gained Gold give them +1 Point for Table Tennis?
Hm. I definitely don't want anyone to choose the order of resolution. The initial intent was for them all to start resolving simultaneously, so gaining Gold from Basketball wouldn't give a point for Table Tennis. But that probably doesn't actually work. I'll change it to the order they were played in.
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I feel like it might be tricky to keep track of which Sport ends when, especially if there are several in play. Might be worth putting them in front of the player to the right of the current player. Still not foolproof eg if some other player skips a turn due to Lich.
That's a good idea. I'll put that in.
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What happens to a Sport after carrying out its Trophy effects? Does it stay there doing nothing, or get turned face down, or go back to the bottom of the Sport deck? Is it any different for the Sports set aside by Hot Air Balloon?
It goes back to the bottom of the Sport deck. Hot Air Balloon probably needs a change to work around that.
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Can you ever have fewer than 0 points on a Sport (eg Golf or Cycling)?
No. 0 is the minimum(I'll update Golf and Cycling to clarify that).
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I haven't thought much about the individual cards, but one thing that looks like it might be a problem is Maka Wuhu + Ruins.
I'm not super worried about that. Ruins didn't kill Siren or Ways in development, and Donate exists anyway. Oh wait, but is the concern a game where you buy Ruins every turn and trash your entire deck? That might be a problem. Could try "reveal an Action from a hand of at least 3 cards" or something.

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I like the things that many of these cards care about - number of types, number of cards in play (though for Golf would it be better to be cards in play at start of Clean-up, rather than end of turn?), and some good uses of the Island mat.
Thanks! That was absolutely an oversight on Golf; I will update that and everything else on Saturday after initial playtesting.

3
I play paper Dominion fairly regularly. Usually I play 2-player with hand-selected kingdoms. We always use 10 kingdom cards and 0-2 landscapes, and we usually test out some of my custom cards. Almost every game is an engine of some variety. We usually start by picking a couple of cards with some unique interaction, then adding in any missing engine pieces(i.e. village, draw, thinning, +buy) that don’t invalidate the central conceit of the kingdom. Then any remaining space is filled with fun cards. Mainstays of the fun card slot are Chariot Race, Ironworks, Remodel, Throne Room, Castles, and attacks of all varieties.
As for retiring cards, I can’t say we’ve fully retired anything. Kings Court and Bridge and Chapel are sometimes cards. Weaksauce cards like Pirate Ship or Counting House or Chancellor usually only show up in games specifically built around making them good.

4
Dominion General Discussion / Re: Interview with Donald X.
« on: September 30, 2024, 01:38:10 am »
Would you ever consider doing a promo that breaks the fourth wall, or just doesn't match the setting at all? Something like Magic's un-set Gamers and Richard Garfield card, or a card named a modern day thing like uh Telephone or Airplane.

5
Variants and Fan Cards / Re: Dominion: Wii Sports Resort
« on: September 30, 2024, 01:29:39 am »
Thanks for taking a look! I hope the Sports turn out good after testing next weekend.
I see what you mean about Forest and Lava Monument. I think Lava Monument is more warping than Forest Monument. In my experience, cost reduction isn't too centralizing except in large quantities.(i.e. Canal isn't too bad). But the Lava Monument is too easy for one player to miss being able to get it entirely and then be stuck with no access to a Junk Dealer++. I kinda want to move Forest Monument's +Buy onto one of the other Menhirs, so maybe Lava Monument will get the +Buy instead of +Coffers.
As for Camel Rock, it looks like 17 cards(including the ones that do it via Ghost) and 8 landscapes(where they could stay set aside until end of game). There are eight Exile cards and six Exile landscapes. Add in this set's four Island cards plus Island and Native village and you get 30 cards and 14 landscapes. Some quick math says that Camel Rock does something in about 54.6% of games where it shows up. Maybe that isn't enough? It's certainly less than Tomb, which is relevant in at least 92% of games.
Red Iron Bridge does something in almost every game. For starters, there are 76 Attacks. Durations, Reactions, Athletes, Omens, Shadows, Fates, Dooms, Gatherings, rotating split piles, and hybrid Victory/Action/Treasures just add on top of that.
Good point about Mysterious Ruins. I'll have to look into redesigns.
I think the Whale Shark stalemate is rare enough not to worry about it. Wall and Whale Shark only show up together in 0.007% of games, let alone any of that other stuff.

6
Variants and Fan Cards / Dominion: Wii Sports Resort
« on: September 29, 2024, 05:56:11 pm »
Dominion: Wii Sports Resort
Life sure is stressful for an up-and-coming ruler. First you accidentally built a lighthouse twice as big as it should have been, then some idiot toppled your ancient monument, then, to top it all off, dogs ran off with all your tennis balls! It's time to get away from it all. What better place to relax than Wuhu Island? Here athletes of all kinds gather to play some casual sports and obsess over their rankings. It's been a while since you've played sports. If you remember correctly, archery is all about ignoring the target and impaling fruits hidden across the landscape. In table tennis, you try and hit your opponent in the face with the ball. Canoeing is too frustrating and boring to bother with. Well, what are you waiting for? Hop in your plane, and after a quick relaxing detour through an active volcano, your island getaway awaits!

Wii Sports Resort is a fan expansion to Dominion. So far, the cards are untested and are all thus subject to change or removal. It features the new Sport mechanic, as well as the return of the Island Mat, Victory Point tokens, and Coffers.

First up are the Sports and their Athlete card type. Sports are a deck of non-cards that you shuffle and include next to the Supply in games with an Athlete in them, much like Boons/Hexes and their associated Fate/Doom types. When a card says to "Play" a Sport, set it aside near the deck. It stays in play until each player has had at least one turn with that Sport in play. While in play, when any player does an effect that the Sport says grants +1 Point, they place a Coin token next to that Sport in their own personal pile. After each player has had a turn with a given Sport in play, count how many tokens are in each player's pile. The player with the most tokens wins the Sport and carries out the Sport's Trophy effect.
 - If there is a tie, no player gets the Trophy.
 - If you would access a card in the Sport deck, but the deck is empty, don't play any Sport.

These are the three Athletes that don't belong with other mechanics. There are two others lower down.
Sports:



Ducklings are non-Supply cards covered lower down.

The Island Mat returns from Seaside. Just like back then, cards on your Island mat are not part of your deck, but are counted during scoring.



Victory Point tokens are back. You can keep them on your Island mat if you like.


The Menhirs operate similarly to each other, but don't have much synergy, so they're a split pile more like Knights than anything from Empires or Allies

Coffers are back, too. You can keep them on your Island mat too.

Here is the promised Duckling from earlier, and two cards that gain them.



Some of the cards don't fit with any of the expansion's mechanics and themes. Here they are.


Since Wuhu Island has so many iconic points of interest, Landmarks are back too! That's why the set has VP tokens but only two piles & a Sport that use them. Plus here's one card that interacts with Landmarks.




And thanks for reading! I put a lot of thought into these cards but haven't tested them yet, so feel free to criticise them as much as you like. Anything y'all catch is something I don't have to test out of the set. Let me know if you want a printable file; I'm planning on putting one out after these are tested but I can do it earlier on request.
Thanks to 461.Weaville for inspiring me to put this set out.

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I have changed my entry:

The old version was too similar to Tireless and well I like Town better than Crew anyway.

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RETRACTED: THIS IS NO LONGER MY ENTRY


9
Other examples are Way of the Mouse and, to a lesser extent, Young Witch.

10
Dominion General Discussion / Re: Best Uninteresting Moments in Dominion
« on: September 26, 2024, 02:24:01 am »
“5 Buys, Coppers, and Rice” made me think of 5 Guys Burgers and Fries. Mmmm… now I’m hungry.

11

A very simple Prophecy, but it should shake things up, especially in games without +buy or terminal space.

12
Variants and Fan Cards / Re: Really bad card ideas
« on: September 23, 2024, 03:01:58 pm »
Compost
$3 Event
+1 Buy
Return all cards in the Trash to their piles.

13
Variants and Fan Cards / Re: Fan Cards Mechanics Week 101: Seasons
« on: September 20, 2024, 10:09:26 pm »

Well it could cost $4. But I figured $3 was more fun.

14
What does "than any other player" refer to? More tokens on this Treasure Cruise than on any other single player's Treasure Cruises? Or should I somehow be able to distinguish the tokens which I put on my Treasure Cruise as opposed to the tokens which each other player put on my Treasure Cruise? Or something else?

Each player has a separate pile of tokens on each Treasure Cruise, like how Sinister Plot works.

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Most of the cards you discard will be during Clean-up. But not all of them!

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I have a few notes on this: You should only be allowed to set aside cards that don't have an effect any more. To that effect it should either be non-Duration cards or (Action?) cards you would discard from play this turn. Secondly, You should specify that it needs to be a copy of a set-aside card that the other player plays. The way it is worded right now, the effect never happens. Thirdly, you could clean up the wording a little, taking inspiration from Monkey: "Set aside up to 2 [...] cards [...]. Until your next turn, when the player to your right plays a copy of one of the set-aside cards, add a token here. At the start of your next turn, remove them for +$1 each and discard the set-aside cards." Lastly, I question whether the generic tokens on the card are necessary when paying out Coffers straight away would accomplish the same thing.
Thank you for the feedback. I've edited the card to work technically, but it's pushing the limits of wordiness here and honestly not that good. So if I come up with a better idea before the contest is over I'll retract Investor Cruise.

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What happens to the set aside cards when this card leaves play?
Good point. I'm updating!

18
This looks incredibly weak. Negative draw (it is basically -3 Cards) for payload is rarely worth it. Even if you set aside Copper and Silver or whatever and they play some copies, it seems weaker than Secret Cave.
The cards(almost always Action cards) are set aside from play, not from your hand. It's not negative draw.

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RETRACTED
SEE MY MOST RECENT POST FOR MY NEW SUBMISSION



20
Variants and Fan Cards / Re: Fan Expansion - Shantae
« on: September 13, 2024, 03:57:03 pm »
Quote from: 461.weaville
Honestly, what I want to change most is to dump the Boons effects from the Genies. I probably should be more creative and just come up with an effect for each of them instead of trying to make the Boons thing work. That should eliminate the obvious complaint about having part of the effect on a separate piece of paper.

Solid. I think that would work wonders for the genies' playability.
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I might even straight up remove the Journey token part from the first Shantae, so that would free up all the space on the card to just put the interesting artifact I want on it or one other choice. Yeah, the Shantaes need to be distilled a lot more, as you pointed out.
Sounds good. I love to see it.
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If you don't mind, I want to address some of your thoughts, Snorka, and maybe to push back on a couple things you said just to see how far they go. (Some of the stuff is obviously right.)
I reread what I wrote and want to apologize for sounding a bit mean. That was not intended but well what did I expect from being blunt, direct, and critical. Sorry!
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First, is the checking for face up Journey token instead of face down just because of the particular effects and maybe they should be read in the other order or something else I haven't considered?
That's just a minor templating thing. The three official cards using the Journey token check for it being face up. Only Giant checks for face down but well it checks for both.
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I like the idea of swapping Refreshed Zombie into a Night. Something good to think about while I continue circling these.
The way to get rid of Lazy is truly itself lazy; it's just the first thing I thought of, truly. I like the main thing, but I wanted some way to make it not last forever. Something else begging to be changed, for sure.
These cards can be tricky to work out! I like the Lazy effect. You could try something like, when you discard 3(4?) or more cards from your hand during Clean-up, return this? Then you have some choice as to whether to play your Coppers or return Lazy. And probably Rottytops should have a "You may" effect that you won't always want to do. Like making the trashing optional.
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You mentioned the power level of the Bonker Tortoise. I think they all want to be slightly balanced against each other anyway, since Shantae and the Guardian Genie will be political. Like Hover Bat is virtually nothing right now. That one and the Bubble Mermaid are the two that return themselves, so that's something I was thinking when I had the first Shantae card only able to grab those ones.
Well, maybe they don't want to be balanced against each other to make the politics more intense! I don't know. Do you play mostly multiplayer or 2-player?
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I also don't see a benefit to preventing the player from putting a on top; if they want to keep the Bubble Mermaid, I say just don't put it on top.
Honestly, I think it's fine to never make the player return Bubble Mermaid. Since it comes from the first Shantae card, it will often be easy enough for other players to take it from you.
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Also, gotta retool Harpy and Wrench to see if the Exile attack can stop being good for the opponents. I like the idea and don't want to get rid of it, but I definitely don't want to be Exiling Coppers for everybody else, lol.
Cardinal is one of my favorite Attacks. You could make Harpy and Wrench work like that?
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For Dark Labyrinth, what about dropping it to 5 types? I think I had that on there and had a thought that it was too low, but I'm inclined to trust your judgment first and might want to test it out that way.
5 types is better. Or just a total retooling? Definitely test it with 5.
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I didn't even consider that +Villager and gain a Tinkerbat are somewhat redundant. I could probably simplify Pirate Master that way, or use that as an excuse to try that other idea on him.
Hey that's what getting others' eyes on your cards is for.
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I also hadn't considered just putting the effect of Deluded and Envious on the Attack itself. I'm just now thinking that it's a State because it's from a Hex and not an Attack card. Could be a good tool when fixing up some things. I also forgot why I did anything apart from the Bubble Mermaid on Giga Mermaid.

Yup, coming from a Hex is the reason Deluded/Envious is a State instead of being a duration. Something thematic could go on top of Giga Mermaid... well you're the Shantae expert, not me!
I didn't notice that you have a not-insignificant chance of getting Cackle Spider and it doing nothing.
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I don't like the idea of Twitch & Vinegar being an Attack. What happens if somebody reveals Moat? Do you not check how many cards they have in hand or are you just always getting the better effect or what? I think it shouldn't be an Attack because the effect is optional, however strategically relevant it may be.
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Hmm. Well if it was an Attack I guess Moating it wouldn't do anything. Fair point. It still feels attack-y but shouldn't have the type.
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I have some other thoughts for fixing some of the downsides you mentioned. Thanks for joining me on this journey of ideas!
Again, thanks for posting! You inspired me to put together something new...

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Variants and Fan Cards / Re: Fan Expansion - Shantae
« on: September 13, 2024, 03:27:31 pm »
Holly Lingerbean: Split pile cards have to be a little pushed but this is too strong. Compare with Silver- its almost strictly better. There are also presumably some weird interactions with putting cards on other cards' piles but I'm not sure what those are.
Golem Elephant: Solid. Seems strong for an Artifact but not overwhelmingly so.
Wilbur: Pretty good, if a bit unfocused.
Squid Baron: I like it! It's cool to have that when-trash effect on a $2. Probably doesn't need the +Buy though?
Techno Baron: Seems super strong for a $3. Even the potential for triple-Peddler is wild, not to mention being able to take Bubble Mermaid.
Ammo Baron: On its own, it seems pretty weak on comparison with Militia. How many Night cards do we expect to be playing on a turn? Also, I don't know if exchanging actually supports exchanging for two cards.
Armor Baron: Feels like this does too many things. I have a hard time evaluating it but that makes it feel strong.
Parachute Crab: Seems pretty powerful. It essentially forces you to engage with Armor Baron or be screwed, which could be really frustrating coming from a rotating split pile(since you might not even have a chance to get an armor baron).
Hypno Baron: Too many effects again! It also feels totally busted. If you have squid baron in your deck, this guy is a Lab + 2 coffers + 1 villager + 1 buy + two weak attacks + rotate the Boss Barons!!! Holy moly! That's too much!
Tuki: I like the design! It is too strong at $2, though. $2 cantrips have to be super weak and weak this is not. This could reasonably cost $5 as compared with Swap.
Guardian Genie: Again, too many effects and way too powerful. Multi-trashing is strong, Lighthouse-type effects are strong, taking Genie Artifacts is strong, etc. Also there are so many genie artifacts. Maybe you could even have these type of cards take a random Genie Artifact no other player has? Also also Coffers don't really want to be on a Duration effect.
Ghost Dog: I quite like it! No complaints.
Ghost Genie: I love the design. It is too strong, though. Extra benefits should probably only come from the gained card, and even then maybe the remodel should be limited to up to $1 more.
Blueprints: Mindbendy. I like it. Probably doesn't need a debt cost? The +$2 version is better than the gain silver version.
Uncle Mimic: Again probably doesn't need to cost debt. Solid though.
Heart & Warp Squids: Feels complex and strong, although not that strong. Still too many effects.
Squidsmith: I like it! This is a cool card with some fun gameplay to it.
Mayor Scuttlebutt: It feels like most of the time you are going to reveal both an action and treasure with this? Well it's probably fine balance-wise. I would drop Goat.
Scuttle Town: It's strong but I don't think it's busted. Like compare with Worker's village. Anyway, I think this card is really only a thing if it's the only village or if there's something like Ironworks or Squidsmith that cares about the typing. Well it won't even show up in a fair number of games so idk.
Water Lilly Siren: Yeah this is a cool Event. Great for getting rid of like an early trasher or something similar. Nice!
Coral Siren: Well in some games this is crazy. But not in all of them! I like it.
Tubeworm Siren: With the way Buys often show up I think this one isn't super fun. In some games it's useless and in others(I'm thinking of Panic especially but even things like Market Square) it's the best way to get VP and the game never ends. No thanks.
Angler Fish Siren: Super strong in Wharf games. This wants to turbocharge a "play your whole deck" engine and I don't think adding that kind of payoff to something that is already its own payoff is fun.
Octo Siren: Why non-duration? Unless it's for balance reasons, I'd cut that limitation-- the tracking issues are still there with non-durations Anyway this is a cool event.
Lobster Siren: Eh. This expansion really does not need a random Ally and I don't think this one is cool enough to warrant her inclusion. This certainly doesn't really drive me to want to buy Liasons. And it's super similar to Order of Astrologers.
Empress Siren: What why is this $0. Compare to all manner of Events. Gain an Attack, Exile a card you have in play is just gonna clean out Coppers and get free attacks. The bottom half has some interest to it but is gonna be really hard/not worth it to actually pull off. Needs a big rework.
King Golem: Super weak and situational. You won't always be trashing Treasures and you won't always have Actions in the discard. Even when you do have them, how badly do you want to stack them? Never gets bought.
Cyclops Plant: This feels like a lot of work for little payoff. This should at least have +1 Buy on it and even then it could probably be +2 VP.
Dagron: Probably not worth buying again? Like by the first time you hit $6, how many turns where you play an Attack are left? This compares unfavorably to Gold.
Steel Maggot: Very gambly which is fun. I think the leap from $2 to $6 is probably too much so I'd bring one of those $1 closer to the other.
Phew! Finished em all! Neat! Maybe I should get TTS so I can playtest fan cards... hmm.

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Variants and Fan Cards / Re: Fan Expansion - Shantae
« on: September 13, 2024, 02:07:49 am »
Bolo: Overpowered. Compare to Lookout, one of the game's stronger trashers. A non-terminal non-mandatory multi-trasher from top of deck is already probably busted. The Journey token >advisor effect is just icing on the cake.
Sky & Wrench: Should care about whether the Journey token is face-up, not face-down. Just reverse the order of the effects.
War-bird Wrench: A bit weird to have an Attack that is on average probably good for your opponents.
Rottytops: Four different effects seems a bit much. It's a wordy card that's also difficult to understand and requires reading three other wordy cards, each with situational effects. I have a hard time judging power level or what I'm even trying to achieve by buying this card.
Jet Octo: I like it! Those two effects could potentially go on different artifacts, but that's not necessary at all.
Refreshed Zombie: I don't know about this one. The Duration effect is pretty cool, but -1 Action is awkward and Lazy... I will get to. Maybe you could make it a Night card and -2 Actions? Then you at least have a guaranteed(albeit difficult) way to make Zombie happen via playing 2 Rottytops at Night.
Lazy: This just doesn't feel like a very bad State to have. It just forces you to do Refreshed Zombie's treasure remodel every turn I guess? Additionally, the way to discard it seems unfun as it kinda just happens sometimes without much player agency.
Abner & Poe: This shouldn't have the Zombie type, that is reserved for the cards Necromancer puts in the trash. I like the effect, though!
Zombie Caravan: Considering this is a split pile, I think three separate effects is too many. Maybe cut the bottom effect and nerf the discount from the top one? This card could be fine honestly, but I'm unsure.
Plink: The whole decision card thing is not my favorite because of increased complexity and that reading the card doesn't explain what it does. Well anyway. Plink seems fairly strong for a 2-cost but not super busted or problematic.
Dash Newt: I like this artifact. Interacting with the bottom of the deck is a bit awkward but I see why it is the way it is next to Plink. Honestly, maybe you change it to discarding top of deck and cut Seer Dance effect B? Or try top of deck and leave Plink/Seer Dance the same just to see what happens?
Vera: Another very complex card. No I will not shut up about this. I would cut the whole Refreshed Zombie clause, it just feels a bit much(and I don't much like Refreshed Zombie ;)). The rest is chill and pretty cool. Many of the effects feel unrelated to each other but yknow. I like that you can use excess buys with Gastro Drill and Vera to churn through your deck.
Gastro Drill: Following the trend of cool artifacts. This one seems fairly strong, although that's less of a concern with Artifacts since they bounce back and forth.
Zapple: I'm a sucker for Duration effects so this is pretty chill. I don't think Spark Dance needs four different choices since you only ever get one at a time. I would cut effect D because it has serious tracking issues.
Bonker Tortoise: This is too good. Taking it is the only reasonable Spark Dance option. I would cut the trashing and +buy at least.
Harmony: She's fun. No complaints other than with Decisions in general.
Sea Frog: Cool and simple. I like it!
Shantae, the Half Genie: I talked about this already. Good lord. Taking two plays to exchange is too much.
Bubble Mermaid: Losing Artifacts kinda hurts. I might make this say "When you gain a card costing 4 or less, you may put it onto your deck".
Hover Bat: Other players gaining Victory cards usually happens later in the game which is exactly when you don't need to trash cards. Also, It's weird to get this off of Belly Dance since that usually happens early and it's so easy for other players to take Hover Bat before buying Victory. Not my jam.
Shantae, the Pirate: Pretty good. I like the Reaction.
Shantae, the Forgotten Hero: Long name. There are so many Genie Artifacts holy moly the analysis paralysis will be bad. I don't really like the condition because other players can just stop you from doing what you want with this card, which is worse than RNG in my opinion. Also, the next stage is an Attack so they extra won't want to play a Duration and help you.
Nega Shantae: This does too many things, which is extra egregious for a pile that makes you read so many cards. The exchange condition seems arbitrary and awkward.
Shantae, the Guardian: IMO perma-moat effects aren't very fun. The other effect is fun, but I doubt anyone ever sees it in actual play.
Tinkerbat: This is a good non-Supply card.
I wish you'd put the other Genie Artifacts with their paired cards and saved Shantae for the end. Well whatever. I'll get to them later,
Risky Boots: Wordy but solid. Again it should care about Journey token being face up rather than face down.
Dark Labyrinth: 6 different types is a really high bar. Most likely is Night, Victory, Action, Treasure... Attack and Duration? It's a lot. I don't like returning artifacts but it's whatever. Three artifact choices is a lot(I would drop Twinkle Harpy first) but whatever. The below-the-line text is fun.
Dribble Monkey: This is pretty cool but could probably be on two different Artifacts. Bottom half wants to come from a card that flips your Journey token, not one that can technically have Maze Mouse but is super difficult to have Dribble Monkey and Maze Mouse at the same time.
Maze Mouse: I like this one. +$2 is probably too much, though.
Twinkle Harpy: I hate it. It doesn't come from an Attack, and it's straight up not helpful to have. Exiling the top card of your opponent's deck is on average good for them.
Tinkerbrain: Lots of effects in one Project. Probably weak on tables without Night or Journey cards. With Journey cards it might be too much?
Pirate Master: This card is pretty fun. The below the line text is probably unnecessary and overcomplicating. Villagers and Tinkerbats probably don't want to be on the same card. This also somewhat scales with player count but isn't so bad about that. Those are all small gripes, though, and this has some fun decisions for whether to play Coppers or not.
Caclklebat: This card is fine except for how many Genie Artifacts there are.
Lonely Grave Island: The top half is probably too good for a $5 project. The bottom is fine but probably doesn't need to reanimate all the Tinkerbats.
Empress Spider: I like the wording on this one. On some tables, it's literally useless though. Probably shouldn't cost $1 'cause that just makes it a no-brainer buy sometimes.
Cackle Spider: This is a cooler way to gain Hover Bat. I only wish it was attached to an Attack instead of Empress Spider.
Giga Mermaid: Big fan of the art ;) She's a fine card but could probably be a duration instead of using Envious. I don't really see what the core idea is here but unfocused is better than nonfunctional. The bottom half is pretty unnecessary.
Twitch & Vinegar: Should probably be an Attack. The +$1 doesn't need to be there. This is a fun card though! I like the overpay, though that might make it too strong.
Seven Sirens of Paradise: Two Curses is brutal! It could be fine though. IDK about it referencing the Shantae cards, since they won't be there in basically any randomized games. The rest is pretty cool. Maybe this works out fine in playtesting?
Aaaaaand it's midnight. I will look at the rest later. Hey, throwing ideas against the wall is fun and so is criticising them. Thanks for posting such a high-effort expansion!

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Variants and Fan Cards / Re: Fan Expansion - Shantae
« on: September 13, 2024, 12:14:24 am »
So to fully understand Shantae, the Half Genie, I need to read 21 different cards(if you count Silver)? I get that this is a forum for the most invested players, but that's pushing it. Anyway, it seems like you'll never get to the later stages. It's not a guarantee to see the last stages of the official Travellers, and these all have conditions on them that will make them take even longer. I haven't looked at the rest of your cards yet, but that one seems like a bit much.

24
Game Reports / 25 differently named cards in deck
« on: September 12, 2024, 11:57:55 pm »
Just had a wild Divine Wind game. I had 25 differently named cards by the end: Copper, Estate, Snake Witch, Town Crier, Blacksmith, Silver, Flag Bearer, Harbor Village, Militia, Miller, Poet, Joust, Treasurer, Sack of Loot, Samurai, Amphora, Endless Chalice, Figurehead, Forge, Hammer, Prize Goat, Puzzle Box, Sextant, Staff, and Province. I only wish the Landmark was Museum instead of Labrynth...

25
I don't think I'd buy Insurance much as-is outside of the opening and when I'm junked. If it cost $2 and gave +buy there would absolutely be times when I'd want to bank a bit of money, like on $7 or on $5 and $6 when I just need another Village or whatever.

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