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Messages - Wrclass

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1
Variants and Fan Cards / Re: Cards that use the bane card
« on: August 22, 2015, 12:08:10 pm »
Fields $5
Victory
Worth 1 VP for every crop card in your deck.
----------------
Setup: Add an extra kingdom card costing $4 or $5 to the supply. Cards from that pile are crop cards.

What do you think think of these?

This is pretty similar to werothegreat's Artist Guild, and even though this is weaker, it still has the same problem: if the crop card is a good card that both players want to spam (say, Minion or a $4 splitter), the player who wins the split is already at an advantage because his deck is better, and this card makes the advantage even bigger because now his Victory cards are worth more points as well.

Farmer's Market is probably fine, and an interesting idea, but I think it could be cheaper. The original Market wouldn't be crazy at $4, and this is so much weaker than that.

Thank you. I will test Farmer's Market at $3

2
Variants and Fan Cards / Re: Cards that use the bane card
« on: August 22, 2015, 11:49:28 am »
Cards with a similar concept:

Farmer's Market $4
Action
+1 Card
+1 Action
You may reveal a crop card from your hand. If you do, +1 Buy, +$1.
----------------
Setup: Add an extra kingdom card costing $4 or $5 to the supply. Cards from that pile are crop cards.

Fields $5
Victory
Worth 1 VP for every crop card in your deck.
----------------
Setup: Add an extra kingdom card costing $4 or $5 to the supply. Cards from that pile are crop cards.

What do you think think of these?

3
Variants and Fan Cards / Re: Fan Card: Artist Guild
« on: August 14, 2015, 09:48:16 pm »
Reminds me of a card I made long ago:

Fields $5
Victory
Worth 1 VP for each crop card in your deck.
-------------------
Setup: Add an extra kingdom card costing $4 or $5 to the supply. Cards from this pile are harvest cards.

How does this compare to Artist's Guild?

4
Variants and Fan Cards / Re: Cards that use the bane card
« on: August 12, 2015, 09:28:33 pm »
I disagree with the above poster that it needs rewording to avoid drawing your deck. Explorer doesn't give you unlimited Golds.

With regards to the card itself, I suspect that the reveal-bonus only needs to be an additional +1 Card. That would make it a Lab with a downside justifying its lower cost. I think it'll end up too powerful at +3 Cards +1 Action, since the 4-cost will let you spam them as cantrips until you find the bane card and turn the rest of them into super-labs. Still, test out the original to make sure. It's easier, relatively speaking, to recognise an over-powered card in testing, while underwhelming cards are easier to excuse ("Oh it was just a bad board for them, so I bought other stuff").

There was an interesting take by A Drowned Kernel on the "Bane Card" concept in the Cornucopia section of the Treasure Chest Design Contest. I ended up knocking together a template and printing it out for use.



Thanks for the suggestion. I'll work on playtesting it. I'll also playtest Theatre.

5
Variants and Fan Cards / Re: Cards that use the bane card
« on: August 12, 2015, 09:22:21 pm »
The likelihood that Young Witch is also on the board is very small and not a big deal.

That's true in full random games only, and only for people who own many sets.

I think using the bane card is nice, but the current wording is ambiguous. If i draw a random kingdom, and first get Witch trial and Young Witch later, i'd argue it's not clear you don't use two bane cards.

Would something like this work?

Setup: Add an extra card costing $2 or $3 to the supply. Cards from that pile are bane cards. If another bane card would be added to the supply, don't add it.

6
An entire set that focuses on cards that combo with bad cards from earlier sets.

7
Variants and Fan Cards / Cards that use the bane card
« on: August 12, 2015, 04:22:46 pm »
Witch Trial $4
Action
+1 Card
+1 Action
You may reveal a bane card from your hand. If you do, +2 Cards.
-----------------------------
Setup: If there isn't already a bane card, Add an extra card costing $2 or $3 to the supply. This is the bane card.

If Young Witch is present, both use the same bane card.

What do you think of cards like this?

8
Variants and Fan Cards / Re: Really bad card ideas
« on: June 16, 2014, 05:05:03 pm »
Pope $16 Action
+$4
+4 VP
Trash a card from your hand. +VP equal to twice its cost in coins. Each other player may trash a card from their hand.

9
Puzzles and Challenges / Re: who needs gokoins though?
« on: June 12, 2014, 10:50:23 pm »
Are you actually giving people gokoins?

10
Dominion Articles / Re: Squire
« on: June 01, 2014, 07:22:28 pm »
 But no... there's no beating Trader for Feodum support.
[/quote]

Masterpiece

11
Variants and Fan Cards / Re: Really bad card ideas
« on: May 24, 2014, 10:37:43 pm »
Embarrassy $5 Action
Discard 5 cards
+3 Cards
---------------------------
When you gain this each other player may look at you and say, "Newbie"
You may then look embarrassed.

12
Variants and Fan Cards / Re: Wrclass's Cards
« on: May 23, 2014, 10:52:54 pm »
New Cards

13
Game Reports / Fun Game
« on: May 22, 2014, 09:32:39 am »


Code: [Select]
Chapel, Fishing Village, Smugglers, Bureaucrat, Marauder, Militia, Horn of Plenty, Mystic, Hunting Grounds, Expand
http://dominionlogs.goko.com/20140515/log.52d46ea4e4b08c1e83cce295.1400194241677.txt


I built a Fishing Village/Hunting Grounds engine with ruined market for +Buy


14
Variants and Fan Cards / Re: Really bad card ideas
« on: May 16, 2014, 07:15:26 pm »
The Ultimate Epitome of Really Bad Card Ideas $1+ Action-Attack-Treasure-Reaction-Victory-Curse-Knight-Duration-Looter

Gain a copy of each card posted in the really bad card ideas thread.

15
Goko Dominion Online / How do you get Goko Game Logs?
« on: May 15, 2014, 06:57:19 pm »
I'd like to post the logs of some the games I've played but I'm not sure how

16
I have won some games by ignoring strong trashing and going BM instead. Trashing is not important in a BM game.

Trashing is for engines. Chapel into BM is bad.

Great Points!

Here's a question about unwanted reshuffles.  When you have draw + attack e.g Witch, Margrave, Minion, and they are the backbone of your engine draw then is it usually the right play to have one miss the shuffle just to attack your opponent?

It must be different when talking about stackable attacks like Torturer when you'd rather play multiples.  But I am often faced with a situation where I want to keep attacking my opponent but then my next shuffle can't draw as well.

Thoughts?

Yeah, anything that curses is probably a good idea to play it now. Torturer you can wait on if it'll help more for draw in your next shuffle.

Cursors are ignorable in a game with really strong trashing (mainly chapel) and engines.

17
Variants and Fan Cards / Re: Wrclass's Cards
« on: May 12, 2014, 04:12:52 pm »
In general, Dominion cards don't put qualifiers on what you can name. "Name a card," just means, "Say one or more words." So, "Name 2 cards costing up to $5" doesn't really make sense. The proper Dominion term is "choose". "Choose 2 cards costing up to $5" might be acceptable.

Really, though, why even have the qualifier "costing up to $5"? In most games it'll just make you prefer Gold to $5 Kingdom cards, and that doesn't sound very interesting. So my suggested rewording:

Quote
Name up to 2 cards. Each other player discards a card a copy of a named card (or reveals a hand without them), then draws up to five cards in hand.


Fixed

18
Variants and Fan Cards / Re: Targeted Discard Attack
« on: May 12, 2014, 02:48:47 pm »
I would replace the attack part with:

"Name two cards with cost five or less. All other players discard a card with that name, or reveal a hand with no matching cards. All other players draw up to five cards"

The "draw up to" is to limit the potential nastiness with militia of your version. The naming makes it less powerful against engines since you have to guess what they have in their hand, and it can't target gold anymore. You can still stack it (which I guess was what you were trying to do), but it won't hurt as much. Might want to increase the bonus though.

The problem with straight "look at your hand and you discard what I want" is how easily you can pin your opponent if you get your engine rolling, I agree that drawing only one card after the discard wouldn't be enough to balance the card... but obviously I can't be sure without actually playtesting the card.


I added that version to Wrclass's Cards

19
Variants and Fan Cards / Re: Wrclass's Cards
« on: May 12, 2014, 02:47:24 pm »
Added Confisticate

20
Variants and Fan Cards / Wrclass's Cards
« on: May 11, 2014, 10:16:00 pm »
Some fan cards:

Zookeepers $5 Action
+1 Action
Reveal your hand. Reveal cards from the top of your deck until you reveal a card that is a copy of a card in your hand or already revealed. Put all the revealed cards in your hand.

A Hunting Party variant. The Zookeepers look for animals to put in your

Confisticate $5 Action-Attack
+$2
Name 2 cards. Each other player discards a copy of one of the named cards (or reveals a hand without them), then draws up to five cards.

Fields $5 Victory
Worth 1 VP for each harvest card in your deck
----------------------
Setup: Add an extra card costing $4 or $5 to the supply. This is the harvest card.

Wreckers $5 Action-Attack
+$2
Each other player discards the top card of their deck and gains a ruins, putting it on top of their deck
------------------------------
When you buy this, you may overpay for it. If you do, each other player gains a ruins for every $1 you overpaid.

Galleon $5 Action
+1 Action
If there are any cards set aside on your Shipping Galleon mat, put all of them in your
hand. Otherwise, set aside any number of cards from your hand.

21
I'm startled no one in this thread has mentioned: Masquerade, Scheme, nor Ambassador.

Those are all runners up for me.

But my answer is: Silver.

Province

22
Variants and Fan Cards / Targeted Discard Attack
« on: May 08, 2014, 12:05:58 pm »
Card Name $5 Action - Attack
+$2
Each other player draws a card, then reveals his hand and discards a card that you choose

It can be weakened by making the players draw the card after you choose which one you want them to discard.

Any feedback on the card, as well as names for the card, is welcome!

23
Variants and Fan Cards / Re: Really bad card ideas
« on: May 08, 2014, 12:02:45 pm »
Nothing $0 Treasure - Victory
Worth $1 for each Scout you have
Worth 1 VP for each scout you have
Considering that it is a treasure-victory card, two Scouts would turn "Nothing" into a Harem! And scout isn't that bad with Harems, you know.
Of course, why it's called "Nothing" is because Scout doesn't always appear in the same kingdom as Nothing.

It's called Nothing because Nothing combos with Scout

24
Variants and Fan Cards / Re: Really bad card ideas
« on: May 08, 2014, 09:57:22 am »
Nothing $0 Treasure - Victory
Worth $1 for each Scout you have
Worth 1 VP for each scout you have

25
Variants and Fan Cards / Re: Scissors Grinder (Action)
« on: May 06, 2014, 09:25:32 am »
Obviously overpowered when compared with Paper Grinder.

I think Rock Grinder being on the board would go a long way toward correcting this. It's not that likely that all three will be in a full-random game, though.

Or:

Paper Village $4 Action
+1 Card
+2 Actions
Each other player reveal a Scissors Village from their hand. If no one did, +$1

Rock Village $4 Action
+1 Card
+2 Actions
Each other player may reveal a Paper Village from their hand. If no one did, +2 Cards, discard 2 Cards


Scissors Village $4 Action
+1 Card
+2 Actions
Each other player may reveal a Rock Village from their hand. If no one did, gain a spoils from the spoils pile.


Their all in the same pile, like knights.

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