Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Freddy10

Filter to certain boards:

Pages: [1] 2 3 4
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: February 15, 2023, 11:41:28 am »
Another alternative is forcing to reduce the font size by adding some empty lines above and below the description, so the $3 fits on the same line.

Variants and Fan Cards / Full art Cards
« on: November 06, 2022, 10:34:51 pm »
I always liked the full art of base victories and treasures, and wandered how some other card would look in that format.
Thanks to the recent availability of AI tools to work with images, I was able to expand the art from some cards to fit the full art template used in the dominion card generator.
After that, I played with gimp trying to make the card text readable. What do you think? Would you like some cards like these?

Or maybe it would be nice for non-supply piles:

Variants and Fan Cards / Re: Dominion: Horror
« on: August 11, 2022, 10:12:06 pm »
Inquisitor comboes with the discard reaction cards (tunnel, trail, weaver and village green). Maybe it should trash itself if it fails to find the named card.

Dominion General Discussion / Re: How thematic are card names?
« on: May 08, 2022, 08:26:48 pm »
Seaside! At this point, the theme of the expansion can be taken into account a bit as well. Sea Hag becomes a bit more thematic if you just accept that "from the sea" means "affects the next turn".
Caravan is a ***** to me: Send them this turn to bring you things on the next turns. I think also that they seems to go one after the other at the beginning of the turn (if there is no other duration), like the camels on the art.

Variants and Fan Cards / Re: Fan Mechanics Week #35: Getting Sneaky
« on: April 29, 2022, 12:12:54 am »
Infiltrator - $3
Action - Sneak
+1 Action
+1 Card
Sneak: Put all other ninjas you have in play into your hand

I didn't see this post before you edited it, but I assume you changed the name. The Sneak effect still says Ninjas instead of Infiltrators.
Thanks, I changed it.

Variants and Fan Cards / Re: Fan Mechanics Week #35: Getting Sneaky
« on: April 28, 2022, 10:40:27 pm »
Infiltrator - $3
Action - Sneak
+1 Action
+1 Card
Sneak: Put all other infiltrators you have in play into your hand


Stupa • $4 • Victory
Worth 3% per Gate you have.

When you buy this, trash a Gate from its pile, or gain a Gate from the trash.

Setup: Add an extra Kingdom card pile costing $5 to the Supply. Cards from that pile are Gates.

Maybe I'm missing something, but 3vp per gate isn't too much? with one gate is better than duchy and with two better than province. It does something similar to duke, but it is way better, isn't it?

Variants and Fan Cards / Re: Dominion Card Image Generator
« on: March 17, 2022, 08:01:30 am »

Does anybody have a clue how to fix the position of the coin text?
I use Firefox and the font is set to Minion Pro.
The font for the coins should be minion std black. That should have the right alignment

Dominion General Discussion / Re: Allies is online
« on: March 10, 2022, 08:28:18 pm »
Rotating the Castles sounds like fun. And I can imagine someone rotating the Ruins, searching desperately for a +Buy.

Is Clash now the first card type that nothing actually refers to or depends on?

Gathering? Reaction?

Dominion General Discussion / Re: Allies Preview 3: Choose One
« on: March 03, 2022, 05:19:45 pm »
If you go online, you will find out that Elder's text ONLY applies to choose one's and choose two's. Feel free to complain about the wording, it is what it is (I myself would probably give up on keeping the text at max font).

This is also implied through Donald X.'s preview text; if Elder applied to literally all abilities, then what does this sentence mean?
If I made a card like Elder as a regular pile, game after game there'd be no choose-one on the same board.

So Elder doesn't affect Barge, Jester, Border Guard, or even Duchess. It's only for cards like Pawn, Count, Amulet (for one turn), and Town Crier.

Two additional rulings that you can discover from online:
-If you Elder a Scrap and trash a Curse, you get no bonuses.
-If you Elder a Catacombs (and choose both options), you put the 3 cards you're looking at into your hand, then you discard those exact 3 cards and draw 3 new cards. (Catacombs is the only thing moving those 3 cards, so stop-moving doesn't apply here.) Yes it's weird, and would require an extreme edge case to be useful in gameplay.
While Elder+Catacombs can be simplified to the second option, if you follow the instructions, you put the cards into your hand, but when you discard them, nobody else can know if the discarded cards where the same or not (only you saw them). I think that probably nobody will "cheat" here, but it feels that some lost tracking rule should apply

What is the difference between "play the factory" and "gain four cards costing up to $4"?

Weekly Design Contest / Re: Weekly Design Contest #133: A Time to Feast
« on: November 02, 2021, 12:27:24 pm »
Mill Town: Action, $5
+1 Card
+2 Actions
You may play one or more Treasures from your hand to gain a card, costing up to $1 per Treasure played.

This is a bit ambiguous if you use it to play Counterfeit-Copper; can you now gain a card costing up to $3 or up to $1?

It seems clear to me that the answer in that situation is "up to $1" because Counterfeit played that Copper twice, Mill Town didn't play the Copper at all. And any rewording necessary to avoid all doubt also seems minor, such as adding "in this way" or "with Mill Town" at the end.

I would have interpreted it as “up to $3” in this scenario so it would be great if LFN could clarify.

It would be "up to $1" in that case. I'm not super keen on adding more words just to clarify it on the card, though it also matters for Crown, so maybe. So far I think this is a FAQ thing.
It also matters for Venture, and potentially Capitalism.
And for any treasure played before also (with another mill town, for example).

Weekly Design Contest / Re: Weekly Design Contest #133: A Time to Feast
« on: October 31, 2021, 03:45:41 pm »
Stonemason should be considered a Remodeler if Altar is imo.

Stonemason is borderline for me.  I figured I would allow it since it can increase your deck size unlike Altar (barring games with Fortress).
If you play altar and your hand is empty you still gain a $5-cost card, and you increase your deck size

Variants and Fan Cards / Re: My card generator (WIP)
« on: October 29, 2021, 12:04:49 pm »
Also, what puts me off using generator images for my own mock-ups is the Action card template isn't quite right:
I changed the template merging with another one, what do you think?

Do you have the option to add like, Additive as a mode?
I think additive mode is called lighter on canvas. To me, It looked too bright, I added two versions toned down

Variants and Fan Cards / Re: My card generator (WIP)
« on: October 28, 2021, 09:37:37 am »
I really like the "set colors" feature (but it's doing night cards like they're regular split types.)

I also really like that it's in hexcolors rather than multiplicative RGB, that makes it much more intuitive - load up the w3c hex color picker, copy-paste, ezpz.

Including different blend modes is interesting - I've mostly used those with Jerry's Java Image Editor / ImageEditor.jar, which for a while was the only photoshop-like that'd run on my then-potato of a computer, so it's interesting to see them in a browser. Do you have the option to add like, Additive as a mode?

I fixed the night template, but i still have to set the text to white

Two things I've noticed:

- The dividing line doesn't work, or I can't see how to do it. Putting a '-' on a line by itself creates a space in the text, but no dividing line appears.
- When there's one type colour, the text box is completely filled. On official cards, only the edge is coloured.

Also, what puts me off using generator images for my own mock-ups is the Action card template isn't quite right:

Hopefully you can see these templates I made from LFN's mock-ups. The bottom banner hasn't got the extra dark bit in the middle, and the bottom right corner has the fold. The picture frame has been trimmed of the black around its edge. The Action banner may not be 100% correct, since I just re-coloured it from the Reaction, but if you like them feel free to put them in the generator. Same for ShardofHonor and his generator, or anyone else doing their own mock-ups.
I can't see the images, I think they are on a private board, but I fixed the problem with the line

Variants and Fan Cards / My card generator (WIP)
« on: October 27, 2021, 04:19:55 pm »
When I saw Violet CLM generator I was amazed. I didn't know such things were able to make from the a page in the browser. While being amazing, it's also pretty hard to read and to make changes on it. So last week I started a new version using what I learnt reading the code. It still misses a lot of features, like travellers and heirlooms, and all the things that ShardOfHonor added after.
I changed the way that the card was painted, so it should allow to make changes "at real time" and also added new ways to colorize cards that someone may be interested while making fan cards.
There also an option to get images on lower resolutions that may be better to reduce the loading time of the images in the forum.

Here is the link

Any feedback is welcome

Variants and Fan Cards / Re: Dominion Card Image Generator
« on: October 25, 2021, 08:59:21 am »
Hi. I'm very grateful for the awesome image create tool provided!

Now, for the first time in a few months, I have resumed making cards that I was considering by using this generator.
However, the font of cost or the numbers displayed on the icon are thinner than when I used it before. It seems that the fonts on the cards are loaded correctly, but only the weight of those letters is different. Repeated reloading and tried various things, but it was not going well.


The previous font is more similar to the original, so I would like to create using the bolder font. Is there a solution?
I am also having this issue with incorrect coin font on my Windows machine, regardless of browser (Firefox, Chrome, Internet Explorer), where I was not previously.  I have the Minion Pro font that is used officially.
I believe my Android phone loads the coin font correctly (maybe it is simply cached), but it does not load "Times New Roman" for the body text.

The problem with the first one is that currently the generator is using Minion Pro instead of Minion Std Black. Regarding the Times New Roman problem, that font is also a proprietary font, so in android is using another Sans Serif font 

Weekly Design Contest / Re: Weekly Design Contest #132: All Hallow's Eve
« on: October 25, 2021, 01:23:14 am »

Play as many as you want, but make sure you have one for the night.

I think the overpay function should say:
When you buy this, you may overpay for it. This copy costs the amount you overpaid.
Otherwise, every copy of the card in the game changes (since they all have that language), like Wayfarer.
It's true that all have the "this costs [...]", but they aren't triggered since the "when" condition only applies to the one you are buying. (Like the when trash abilities of Fortress or Hunting Grounds)

An "online only" card (I think this also does not qualify, but just for fun):

Inspired by Sage, and strictly better unless cost reduction.

Does this qualify?

It's a lost city while you have tokens, otherwise it's a necropolis.

I hope this qualifies:

Quote from: Strongroom
Discard any number of cards for +1 Coffers each.
When you buy this, you may overpay for it with Coffers.  For each Coffers you overpaid, +1 Card at the start of your next turn.

Rules clarification: Strongroom breaks the rule about having to spend your Coffers at the start of your Buy phase.  So for example if you have Merchant Guild(s) in play and bought cards before buying Strongroom, any Coffers gained from the previous buys can be used to overpay for Strongroom.  However, you cannot spend Coffers for anything other than overpaying (so for instance, if you only have $3 left, you cannot spend a Coffer to be able to afford Strongroom).

The idea here is to be able to convert Coffers into draw using the overpay ability.  The card itself is a terminal Silver that can be useful for hitting certain price points early in the game, since you are likely to collide it with your starting Estates.  Strongroom is a stop card, so you probably don't want to buy it too often or else you could clog up your engine.  Stocking up on Coffers to get the most use out of the overpay ability might be wise (or just spend those Coffers on buying good draw cards).  There are good synergies with other cards that give you +Coffers, and especially with Swashbuckler.
This doesn't really need overpay wording, and would be shorter if it just said "when you buy this, return any number of Coffers for +1 card each at the start of your next turn". It also has tracking issues, as there's nothing to remind you of the card draw, so it should either draw at the end of the turn you bought it, or gain Horses.

Finally, the on-play ability is too strong, being able to gain 4 Coffers per play. Imagine a Strongroom-only play:
T1/T2: Open Strongroom/Silve.
T3/T4: Buy another Strongroom, use Strongroom to gain 4 Coffers.
T5-T7: Use both Strongrooms to now have 12 Coffers.
From here on out, discard 4 if you have Strongroom in hand, otherwise buy Province. You should have 4 Provinces by turn 12-13.

You're right about this not needing the overpay mechanic.  As for the other points you've raised, do you think this would sufficiently address them?

I did a simulation with the following strategy:
- buy province if you can (use coffers)
- buy stronghold if you can (don't use coffers)
- buy silver if you can (don't use coffers)
On half of the games, You get 4 provinces by turn 13, and by 15 on 90%
At $5, the average is 15 turns

This looks too good relative to Province.
Let us assume an average of 4 Provinces per player. This is the same as buying Topiary Gardens 4 times while overpaying 5 each time such that there are 60 tokens on the mat. Now the Topiary Gardens are worth as many VPs as Provinces with the additional feature that you can buy further 6VP cards for $3.

It's true that buying 4 of these at $8 makes them worth the number of VP as a Province (and creates the opportunity to buy another at $3), but I disagree that this makes them better. When you buy a Province you have a guaranteed 6VP (absent it getting Swindled into a Peddler or Prince; Topiary Garden is much more vulnerable to Swindler). With this, the first 3 TGs you buy at $8 are not guaranteed to end up being worth 6VP, which makes buying one instead of a Province a potentially risky prospect. And because in 2 or 3 player games there are 4 TGs per player (and fewer games with more players), there is a non-negligible chance that you will not get the chance to buy a 5th one (or even a 4th).

Also, think about how this would happen practically. Imagine we are playing a 2 player game and you and I each have bought 3 Provinces at $8. If I hit $7, what am I going to do? Buy a Gold? A Duchy? I have an extremely strong incentive to buy a 4th TG at $7. Now, if you buy a 4th for $8, I've got a pretty big problem, but I would have had that anyway unless I was going to hit $8 on the following turn. If you don't hit $8 the turn after I buy the penultimate TG, you nevertheless have an extremely strong incentive to buy one at whatever you can spend, because if I buy that 5th one at $4, I now have 5 TGs worth 6 VP each. Thus, I think actually getting 4 TGs at $8 is going to be extremely rare.
I totally disagree. Absent trashing attacks, your card is strictly better than Province.

So it will be very centralizing in nearly all Kingdoms, i.e. players will build up their engines more than in an ordinary Kingdom and then try to massively overpay for Topiary Gardens (a player overpaying less than $5 for them is not a strategic equilibrium as the other players can simply go for Provinces then)-
There is no reason to go initially for the inferior and less flexible Provinces.

This does not lead to good play. It is called alt-VP for a reason, it should be a real choice and not a virtually always mandatory strategic path.

You will also need a lot of tokens, won't be better to adjust the numbers to gain less tokens when overpaying?

Variants and Fan Cards / Re: Dominion Card Image Generator
« on: October 04, 2021, 06:59:15 pm »
add a space between the number and the symbol
well, we say that a picture worth thousand words right ?

so, indeed it's better and thank for the tips but it's obviously still a bug...
It's fixed now  :)

Pages: [1] 2 3 4

Page created in 0.055 seconds with 18 queries.