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Messages - Halvard

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1
Variants and Fan Cards / Re: Unlimited action
« on: September 04, 2016, 11:18:33 am »
We have a crd that gives +10 actions that costs$4. Only limited testing atm.

I will consider to try it out.  I am part of a group that plays live and sometimes try out new cards.

2
Variants and Fan Cards / Re: Unlimited action
« on: September 04, 2016, 10:33:21 am »
I think it should cost $6* but maybe have a bunch of cards you have to go through before you get to it or something.

What is the * in $6 for?

I was surprised by $6.  I would think you still need it in your hand together with +2 or more Cards to get it going and for $6 Gold is available.  There are cards giving +3 Actions, like Crossroads, costing $2, with additional benefit.

3
Variants and Fan Cards / Re: Unlimited action
« on: September 04, 2016, 10:24:11 am »
True about Diadem.  Good point.  Assume the wording is different then, like

+1 Action for each Action card you play while this is in play.

or something similar.

4
Variants and Fan Cards / Unlimited action
« on: September 04, 2016, 08:44:09 am »
Assume a card that says something like:

+ Unlimited Actions

What would such a card cost?  It is seldom you need so many actions and with nothing else on offer perhaps it should cost 3?  Maybe this has been asked before, but I did not find it.

5
Variants and Fan Cards / Re: Capitalism: Let's Really Do Debt.
« on: May 16, 2016, 01:46:26 pm »
How would a debt card look like, text wise?

Would this work?

Debt
+5 coins
At the start of your turn, -1 coin
ACTION - DURATION
Cost: 2

It would be really bad early in the game, but stronger and stronger towards the end.

6
Variants and Fan Cards / Re: Two Embargo-esque Events
« on: November 22, 2015, 12:26:47 pm »
I like Levy.  I mostly play with 4-6 players and in such a game it could become a really strong card. 

Crop Rotation is to me a novel idea.  It could be interesting as it might ruin some players´plans.  You start piling up on Fool´s Gold and someone removes the pile ...

7
Dominion League / Re: S7 Kingdom Design Challenge
« on: November 16, 2015, 06:51:58 am »
Have the winners been announced?  If so, where?  I want to play the best suggested sets  :)

8
Variants and Fan Cards / Re: Asper's Cards
« on: January 23, 2015, 09:26:45 am »

Quote
Politician Action, $3
+$3
For each other player, choose one of the following he may do (choices must be different):
Draw a card; Trash a card from his hand; Gain a Silver; Put his deck in his discard; Gain +1VP

Comment one:
When you say "choose one" I would think that "choices must be different" is unnecessary?

Comment two:
The choices you have for what your opponents can do will sometimes be awful for him (and I assume that you want them to be good for him).  Let us say he has built up a strong deck with the use of Chapel or another trashing mechanism, you risk that he has only strong cards in his deck.  And is putting his deck in his discard always a good thing?  I think I would choose "Put his deck in his discard" most of the time.

Comment three:
I really liked the idea of this card.  What if your opponents could choose themselves?  I think that could be cool.  It might set the cost down to $2?

9
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: January 23, 2015, 03:36:52 am »
Donjon (Action-Duration) $5
+4 Cards
Set aside one card from your hand. Discard it when you shuffle the next time (don't shuffle it in).

Do you get +4 Cards forever?  Sounds excessively strong.
And what is the point with discarding the set aside card from your hand?  Is there an idea that I am missing?

Just curious :)

"Duration" does not imply "do this at the start of a future turn" but "this does something in a future turn, so leave this out until it is done". Only when you play Donjon you get the +4 cards. You also set aside a card that will miss the next shuffle together with Donjon - this can be useful if it is a Victory card or something else that is annoying to draw. What you do in the future is just discarding that annoying card after you've shuffled. So Donjon itself will be discarded in the Cleanup phase of the turn when you shuffle the next time.
If you click on the link, this is the Duration version of my "queue pile" concept which lets you make cards miss the shuffle on purpose.

Yes, you are correct of course.  I read it as "At the start of each of your turns, +4 Cards" as I have been creating my own fan cards with similar ideas.  And putting a useless card side is a good thing, I guess I just expected something even better :)  Thanks for the explanation! 

10
After a local discussion of your suggestions, I think we will try to play test it with this next time:

1.
Name: Unnamed
Type: ACTION - DURATION
Cost: $7
Card text:
At the start of each of your turns: -$1, then choose one: +1 Action; +1 Card; +1 Buy; +1$

2.
Name: Unnamed
Type: ACTION - DURATION
Cost: $5
Card text:
At the start of each of your turns: -$1, then choose one: +1 Action; +1 Buy; +1$

Then I will see what plays out best.

By the way, the reason I set the card as unnamed was because I originally made personalised cards with pictures of the players in our local group.  So there would be a card called Halvard with a picture of me.  Great fun :)

11
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: January 22, 2015, 09:48:13 am »
Donjon (Action-Duration) $5
+4 Cards
Set aside one card from your hand. Discard it when you shuffle the next time (don't shuffle it in).

Do you get +4 Cards forever?  Sounds excessively strong.
And what is the point with discarding the set aside card from your hand?  Is there an idea that I am missing?

Just curious :)

12
If you Throne Room (or KC) a card like this, I assume the Throne Room stays out with the card (and that you will not get the Throne Room on your hand again)?

13
you obviously want to play this with procession

Ah, then you get to trash it?  Clever, did not think of that :)

But trashing it does not remove the future penalty, which is set up when you play the card (just like the future bonuses of other duration cards are).

The penalty only makes sense if you allow the coin supply to be negative at times, which no existing card does. It begs rule questions like "Am I allowed to buy Copper if I have $-1?".

My intention when creating the card was that you are not allowed to buy a Copper (or even a Curse) as they both cost $0 and you do not have that much if you have -$1.  That would have to be a calculated risk you take when you play the card.

14
How would you word it so that you understand that you get -$1 every turn?

At the start of each of your turns: -$1, then choose one: +1 Action; +1 Card; +1 Buy; +1 Coin

I agree, it sounds more correct.  Would that then imply that you do not get this effect the round you actually play the card from your hand?

15
I have no idea if this is balanced, but man it would make for some hard decisions. Which is good unless it causes too much analysis paralysis. I mean, normally you'd want to only play it near the end, when the ongoing effect won't hurt you as much. So buy one later and use it to get that 5th Province. But on the other hand, it could be great to buy turn 1 on the right board, so that you can quickly get a couple power cards right away.

A note about wording, applies to your other card too... No need to say "the first time you play this". Duration cards are not played every turn. They are payed once, and then just affect future turns. Unless it says "At the start of each of your turns" before an effect, that effect would just be a normal one time when you play the card effect.

Ok, so:

+5 Coins
+1 Buy.
At the start of each of your turns, -1 Coin.

would suffice as a card text?

16
you obviously want to play this with procession

Ah, then you get to trash it?  Clever, did not think of that :)

17
The wording doesn't  do what you want... There's no reason from the wording to think that you would get -$1 every turn; it looks like it's only the turn that you play it.

Anyway, it looks incredibly strong. Probably a $7, if it can work. The -$1 isn't enough of a penalty to allow you to start with a 6 card hand every turn, and that's if you could only choose +1 card. On top of that you have the amazing flexibility of taking an action whenever you drew 2 terminals, or just taking a buy if you have a great engine that has no buys otherwise.

I will try to play test it at $7 on our next game night.  It is indeed very strong. 

How would you word it so that you understand that you get -$1 every turn?

18
In general, when we want to talk about coins on this site, we just use $.

Woodcutter
+1 buy
+$2

Thanks, will do :)

19
If you have -1 Coin in your buy phase you could not even buy a Copper.

20
Name: Unnamed
Type: ACTION - DURATION
Cost: 2
Card text:
The first time you play this:
+5 Coins
+1 Buy.
At the start of each of your turns, -1 Coin.

You only get the benefit of +5 Coins and +1 Buy once.  All the other rounds you pay back on your loan.

It is kind of a fun choice to make.  After all, you get +5 Coins for the price of just 2, only you thereafter have one less coin every round. 

Buying it early might get you some strong cards, but you have to pay for it afterwards.  Buying it later and playing it towards the end of the game perhaps made it too good though, although you have to time it well.

What do you think?

21
Name: Unnamed
Type: ACTION - DURATION
Cost: 5
Card text:
-1 Coin
At the start of each of your turns, choose one: +1 Action; +1 Card; +1 Buy; +1 Coin

(by Coin here I mean the equivalent money value of a Copper, but I don't know how to type in the coin symbol around the 1 (or -1))

This card, once it is played it stays out.  Then, before playing any cards from your hand, you are first deducted 1 Coin before choosing one of the four options.

We have not play tested this card very much.  It is a very strong card and probably under priced.  Maybe it could still be worth it at 6 or even 7.  An alternative is to have it at -2 Coins and with no choice of + Coins.

It does extremely well together with any kind of engine you'd like to build.  To be able to choose +1 Action or +1 Buy just makes wonders.

What do you guys think?  The idea of minus Coins is quite simple.  Probably someone have thought of it before, but I find it an intriguing choice to have to make.

22
Variants and Fan Cards / Re: Dominion fan card II: Guillotine (revised)
« on: January 15, 2015, 02:39:52 pm »
We did indeed try to play it with the permanent effect.  In the first game we played Treasure Map was one of the cards in the game.  One of the players hurried to buy three Treasure Maps and had two of them in his hand when I played the Guillotine card and put it on Gold.  He said he had never been so disappointed when playing Dominion.  It totally destroyed his game as he would have to buy a Guillotine and then get to play and then again get two Treasure Maps before he could get his 4 Golds.

So we decided that to keep it there forever was definitely very destructive and against the spirit of the game (even though it can be said that he played incorrectly and should have bought a Guillotine card himself).  However, at that point we did not play with +2 Actions, so it might still work by making it more desirable to buy Guillotine.  But, our conclusion was that it was just too harmful for the game if kept forever (or until the next card). 

It would be interesting to hear your thoughts after play testing it!

23
Variants and Fan Cards / Re: Dominion fan card I: Clairvoyant
« on: January 15, 2015, 12:47:43 pm »
Does it have to gain the card? I don't think you want people to activate Border Village's ability or do Watchtower stuff with the gained card when they play this.

I agree that some other word(s) could be used, but I don't know which.  What we felt during testing was that it was important that when the card temporary disappeared from the supply pile, that the pile was empty for game ending purposes.  I guess it does not have to be gained to have that effect.

Some kind of reaction card saying "When you gain a card you can play this and gain a Silver instead" would have a strange effect on Clairvoyant.  Where would you put the Silver?  Would it go back?  So, I think you are onto some tricky wording issue with regards to gain.  On the other side, it is readily understood by most players and not everyone have played as many games as you guys :)

24
Variants and Fan Cards / Re: Dominion fan card I: Clairvoyant
« on: January 15, 2015, 11:01:20 am »
Quote
One extra use for it: You are trying to win the Minion (or some other) split. There is only one left, but you can't afford it. Claivoyant it, just to keep it out of reach until its your next turn!

Very nice!  We found during testing that when there is only one card left in a supply pile, it is often a good idea to Clairvoyant it.  It means there are many active cards and you are more likely to get a copy of it played.  So, in a multi player game where two players fight for one pile to use Clairvoyant with it have seemed strong.  This is something I like because too often a fight for just one pile happens and there are no other useful strategies.

25
Variants and Fan Cards / Dominion fan card II: Guillotine (revised)
« on: January 15, 2015, 10:53:58 am »
This is a revised version of this card: http://boardgamegeek.com/image/695311/dominion made by someone else.

We tried it in our group and the original version immediately became very unpopular because it stopped original game play and was very destructive as well as awful to buy as you get no benefit yourself.  Anyway, it was interesting enough for us to try other versions/modifications.  We ended up with this one:

Name: Guillotine
Type: ACTION - DURATION
Cost: 2
Card text:
+2 Actions
You may move the Guillotine token onto any supply pile that you choose.  As long as the Guillotine token is on a pile, no player can buy or gain a card from that pile.
Ability 3: At the start of your next turn, discard this card.  If there are no other Guillotine cards in play, move the Guillotine token off any supply pile.

This is a one round total embargo of one supply pile.  Since there is only one Guillotine token, no more than one supply pile can be closed off at a time.  The effect has generally been:
 - Guillotine cards becomes popular particularly if there are no other +2 Action cards in the supply or when you often end up with just 2 coins (in Curse heavy decks, for example).
 - Most used for putting on Province or Gold depending on what you buy yourself (if you have 7 coins you would put it on a Province).
 - Also used for temporary stopping certain obvious strategies where someone depends on gaining or buying a certain card combination.

Any feedback?  Is it too destructive?

The wording "move the Guillotine token off any supply pile" I don't like very much, but can't come up with a better one.

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