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Messages - Asper

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3926
Variants and Fan Cards / Re: Really bad card ideas
« on: August 25, 2013, 10:09:51 pm »
Bats--$3
Action/Looter/Dark Knight (why not)

+1 Card
+1 Action
Gain a Spoils from the Spoils pile, a Copper, and a Ruins.
----
When you trash this, gain 2 Bats.

FTFY

3927
Variants and Fan Cards / Re: Opera House
« on: August 25, 2013, 09:55:32 pm »
Only because it's better than Smithy in the early game doesn't mean it's generally better. After not too long, the card will run out of fuel, and then it will be a mere +2 cards, which is pretty awful (because neither you nor your opponents will want to trash something).

Then perhaps a better comparison would be Masquerade, one of the strongest cards in the game.  Ignoring the passing--which 90% of the time isn't that important, and is actually a hindrance in the late game--this is better than Masquerade by one card's worth of draw, and worse than it by giving the opponent the chance to trash.

But wait!  In its current iteration, that's no choice at all, because if you trash, the person who bought the card has effectively gotten +3 cards, trash a card, +$2--with the penalty that you let them trash a card and draw to replace it.

Masquerade can get rid of at least one and at best 2 bad cards in your deck. This can only trash Treasures, as sylas said. Also you trash before drawing, so at worst this will cost you 1$ and draw a dead card. Of course it is pretty strong at the start, i never said it wasn't. The thing is that it will pretty soon be bad. I can't say i have never been wrong before, so my suggestion would be to just playtest it a few times and see how long it takes for Opera House to run out of fuel and what can be done to nerf it if it turns out too good.

3928
Variants and Fan Cards / Re: Asper's Cards
« on: August 25, 2013, 02:15:49 pm »
Hmm... 4$ or 5$, that's tough. I'll playtest it at 5$, it seems still too good at 4$.

Maybe, but note you might rather gain a lot of $4 cards than $3 card. But I suppose it... (wait for it...) depends on the board.

True, true. But at 4$ it's still a nonterminal cantrip Silver gainer with VP, at the least. The more i think about it, the more i feel it's even stronger than my original version... I'll playtest it at 5$ and, depending on the result, maybe at 4$ and/or 6$.

Edit: Ugh, just playtested it on a random kingdom... And that Kingdom mas Duchess, Develop, Shanty Town, Masquerade, Bishop, Monument, Mining Village, Hospital, Mountebank and Border Village, with Colony. That was soooooooo helpful in estimating the power level of 5$-Hospital...  :-\
(Hospital/Bishop lost to Border Village/Mountebank, but not by much... Probably also didn't help i played terribly. I guess it's too strong, too.)

3929
Moneylender: I'd like to speak with the King.
Guard: He's very busy right now, but we shall ask him if he is willing to see you right now.
*a few minutes later, in the Library*
King: Why have you interrupted my research of the land and my studies on economic theory?
Guard: My Liege, a moneylender has asked to see you.
King: Bah, send him away.

Seriously, what in the world is going on with Library thematically? Does the King go there in his spare time or something? And why does it let you skip actions? Is it a central hub for all your staff?

I once considered making a Smithy that can't draw Actions dead - then i noticed that's what Library is if you play it from a normal 5 card hand... So my question would be: What the heck do a Smithy, a Library and some Catacombs have in common???

I think this is what Donald meant when he said that in the early days he didn't think much about card names.

You search a Library for books, so the card "searches your deck for things other than actions. Why does it really have to make 100% sense thematically. Counterfeit gives money that doesn't exist. That's pretty close to fake money, so meh, it's good enough.

I'm pretty sure you misread Catacombs, which is also a Smithy variant, as Counterfeit...

Edit: Typo

3930
Variants and Fan Cards / Re: Giant Card Compendium?
« on: August 25, 2013, 01:23:54 pm »
By the way - you are not planning to include the cards from the "Very bad card ideas" thread, are you? I mean, they'd probably belong in their own section - and the "very bad card ideas" thread is that section. Not that there aren't some nice ideas in there.

3931
Variants and Fan Cards / Re: Opera House
« on: August 25, 2013, 12:19:35 pm »
the idea of Opera House was, you get the stage and performers ready then spend a little for props and advertising. anyone interested can pay for a ticket to see your show and finally, you make the profit if they do.

+1 simply because i love thematic cards :)

3932
Variants and Fan Cards / Re: Asper's Cards
« on: August 25, 2013, 12:10:07 pm »
So, I misread Hospital and thought it said you gain a card costing up to $4.

But I wonder how that would actually work out, on a cantrip VP-token earner? The problem with non-terminal token earners, right, is that you can just keep playing them and nothing else and never end the game. But having cantrip VP with mandatory gain solves both those problems: you can't just trash your deck down to those and nothing else, because they re-bloat your deck for you (though okay, if you're lucky you can get a bunch of Sages or Pearl Divers or something), and it definitely forces the game toward an end on piles.

The idea was to give others the choice of bringing the game closer to it's end. Obviously doesn't work out the way i wanted to.

Maybe not. But I wonder what a cantrip VP token card where you gain a card when you play it would be like? Say, "gain a card costing less than this"—so you must either block the cantrip chain or run piles out or both in order to use it. Not sure if it's a $4 or a $5 or what, though.

Hmm... 4$ or 5$, that's tough. I'll playtest it at 5$, it seems still too good at 4$.

Hospital
5$, Action
+1 Card
+1 action
+1 VP
Gain a card costing less than this.

Will also redo the upper half of Swamp, probably. Still have to think about how to push Dragon a bit, +1 Buy seems good, but is too similar to Margrave. And removed Siren for now.

3933
Variants and Fan Cards / Re: Giant Card Compendium?
« on: August 25, 2013, 11:50:00 am »
I might be able to simply update whenever anyone responds. Is that quick enough? For starters I'd include the competition and all the ones up to 3(6?) months ago. Anyone have an opinion on how to organize them? Personally I'd do it by price, but there are reasons to do it by author.

Personally i think by author might be better, as authors have different approaches to cards, sometimes. Some invent new mechanisms, and i think it's a bit easier to keep track what card does what if those stay together. But i guess it's more work, so your choice. Cool that you'd do that :)

3934
Variants and Fan Cards / Re: Really bad card ideas
« on: August 25, 2013, 11:47:52 am »
public void javaVillage(){
this.deck.drawCard(1);
this.remainingActions += 2;
}

Yes, Java looks a lot like C++, but I tasted both and Java is much simpler... but unfortunately (?) C++ is more widely used.

Code: [Select]
public Class Java extends Card{
int cost=4;
CardType[]={CardType.ACTION, CardType.VICTORY}
int vPWort=2;

public void play(){
putOnJavaMat(this);
Card revealedCard=revalFromHand(1);
if(revealedCard!=null){
putOnJavaMat(revealedCard);
}
}

3935
Variants and Fan Cards / Re: Asper's Cards
« on: August 25, 2013, 12:53:38 am »
Oh yeah, sorry, i got what you wanted but my answer didn't have anything to do with it...  :-[
I'll consider that approach for another version :)
Sorry, i'm very tired...

3936
Mini-Set Design Contest / Re: Another one of these
« on: August 25, 2013, 12:38:34 am »
I'm sorry if this is a stupid question, but i never participated in a contest before... Is the plan to make completely new cards for the contest, or are you allowed to participate with cards you allready posted here? While i have no clue whether any of my cards has what it takes, most of them follow the thematic of a certain expansion, and there are several i'd love to send in the race.

3937
Variants and Fan Cards / Re: Asper's Cards
« on: August 24, 2013, 11:44:07 pm »
So, I misread Hospital and thought it said you gain a card costing up to $4.

But I wonder how that would actually work out, on a cantrip VP-token earner? The problem with non-terminal token earners, right, is that you can just keep playing them and nothing else and never end the game. But having cantrip VP with mandatory gain solves both those problems: you can't just trash your deck down to those and nothing else, because they re-bloat your deck for you (though okay, if you're lucky you can get a bunch of Sages or Pearl Divers or something), and it definitely forces the game toward an end on piles.

The idea was to give others the choice of bringing the game closer to it's end. Obviously doesn't work out the way i wanted to.

3938
Variants and Fan Cards / Re: Asper's Cards
« on: August 24, 2013, 11:40:32 pm »
Dragon: You don't get to choose the card he discards, just how many. So if a player has a good hand, he will have to discard it, but if he has been hit by several Dragons and now has a terrible hand, he may still discard his worst card and draw a new one (you won't let him discard all those terrible cards). I assume the wording had you think you could choose the card to discard, so i'll make it a bit clearer. (Actually i wasn't sure whether the wording was clear enough and it shows it was not).
That is a good explanation of how the card plays out (I didn't quite think through it upon first reading), although I'm still a little confused by the comment.  I guess I don't know what the one card choice was added to (if I've seen the original card it's been a while), so maybe that is the source of the confusion?

I was just thinking that the original must have read "+3 cards; Each other player discards his hand. He then draws the same number of cards he discarded." in which case the new version is strictly better.  But maybe that's not what the original card said.

Anyway, I think the wording was clear as it was.  It's a very interesting card, though it may be too weak for $5.

Well, the former version was this:
+3 Cards
Each other player reveals his hand. You decide whether he has to discard it and draw 5 new cards.

The problem here was that you could keep playing Dragons until everybody had a terrible hand. The decision between two alternatives was a nerf. I'll add it to the comment for others. And yeah, it might be a bit weak because of it.

3939
Variants and Fan Cards / Re: Opera House
« on: August 24, 2013, 09:16:13 pm »
okay, how about this version? i've made it less complex and cheaper because of the new +$2 limit and it is less useful later on in the game when players may not always get Copper in hand.


Opera House, $3, Action
+2 Cards

Each player (including you) may trash a Treasure from his hand. If he does, he draws a card.
If more than one Treasure is trashed this way, +$2.

In the early game, this is better than Smithy.  This can't be priced at $3, or even at $4.

if not $3, i suppose $4 is okay. but wouldn't $5 (or more) be too expensive?
any suggestions?

Only because it's better than Smithy in the early game doesn't mean it's generally better. After not too long, the card will run out of fuel, and then it will be a mere +2 cards, which is pretty awful (because neither you nor your opponents will want to trash something). Those who do not buy the card get that Copper trashing for free, and neither have to spend a buy on the card, nor an action on playing it, nor will they have a reaction-less Moat in their deck once Copper runs out. I think it's absolutely fair if the rest looks good, considering that.

I think the last bonus should be changed a bit, though:

Opera House, $3, Action
+2 Cards
Each player (including you) may trash a Treasure from his hand. If he does, he draws a card.
If another player trashes a card this way, +$1

Easier to get, but lower. Or still at 3$ without the interaction part:

Opera House, $3, Action
+2 Cards
You may trash a Treasure from your hand. If you do: + 1 Card

Or for 4$ with a slightly better reward:

Opera House, $4, Action
+2 Cards
Each player (including you) may trash a Treasure from his hand. If he does, he draws a card.
If another player trashes a card this way, +$2

3940
Variants and Fan Cards / Re: Asper's Cards
« on: August 24, 2013, 08:45:57 pm »
So would Swamp look better this way, maybe?

Swamp
0$, Action
+2 Actions
Discard a card. If this is the first time you play a Swamp this turn: +2 Buys
----
In games using this, when you would gain a card and this is in the supply, you may gain this, instead

3941
Variants and Fan Cards / Re: Asper's Cards
« on: August 24, 2013, 08:29:35 pm »
Thank you for your feedback too, scotty :)

Hospital: Yeah, i'm not really happy with it right now, and that both of you share this view shows it needs work. I'll try to think of something else, but i still like the idea of a cantrip VP card.

Dragon: You don't get to choose the card he discards, just how many. So if a player has a good hand, he will have to discard it, but if he has been hit by several Dragons and now has a terrible hand, he may still discard his worst card and draw a new one (you won't let him discard all those terrible cards). I assume the wording had you think you could choose the card to discard, so i'll make it a bit clearer. (Actually i wasn't sure whether the wording was clear enough and it shows it was not).

Siren: Wording changed and Vanilla placeholder added instead of +3$. I don't know what i was thinking there.

3942
Variants and Fan Cards / Re: Really bad card ideas
« on: August 24, 2013, 07:19:20 pm »
Cpp Village
Cards++
Actions++

Obviously the C stands for Cantrip.

3943
General Discussion / Re: rrenaud is getting married!
« on: August 24, 2013, 04:02:36 pm »
We are all wishing well for your new life together. Best of luck!

This is the kind of comedy i love. I don't usually +1 several posts for one brilliant idea, but this masterpiece deserves it.

Also i congratulate rrenaud on his... good match :)

3944
Variants and Fan Cards / Re: Asper's Cards
« on: August 24, 2013, 01:47:13 pm »
Wow, thank you for your feedback. I'm glad you like most of them.

Contraption: Will do :)

Cryptograph: The choice is so cards like Thief and Pirate Ship can still trash it.

Hospital: I understand why you wouldn't like it printed - it takes pretty long to resolve it, especially when you have several cards to choose from. I'll playtest and reconsider it.

Parliament: Oops, is of course supposed to be "action card". I figured a 5$ card usually will be played directly, unless you go for Conspirators or handsize matters. I'm really glad you like it :)

Swamp: I put it together that way because both parts are pretty irrelevant on some boards. I'll playtest and rethink this, too. Maybe it's really better to split it for simplicity.

Grand Vizier: Thank you, though i stole the top part from Oasis... I'd really like to give a choice which victory card to gain, so that it interacts with Harem, Nobles and such... Hm...

Hedge Maze: There are not many situations where you'd want it on your deck (Outpost), so probably you're right and it's better without that part or even better directly putting the Curse in hand.

Unicorn: Hmm... Yeah, why not. Not a Trusty Steed bonus, but pretty nice. Thanks for the idea :)

3945
Variants and Fan Cards / Asper's Cards
« on: August 24, 2013, 12:25:40 pm »
I created these over the course of several years with the main goal to bring original but relatively easy to understand concepts to life. The cards can be split up into several groups:
  • Dominion Legacy: Cards and Events using existing game mechanics, but in new ways. This is the biggest bulk. (Cog icon)
  • Fame cards: A minor mechanic about cards that get better if the player fulfilled certain "Feats" tracked on a board (Also cog icon).
  • Spellcasters: Cards that allow you to "cast" Spells that you previously bought. (Wand icon)
  • Seasons (created by Co0kieL0rd and me): Cards that change over the course of the game. (Hourglass icon)
  • Team Dominion: Cards created for a Dominion variant that has players team up against each other. (Shaking hands icon)
  • Edicts: Sideways cards that introduce straight-up rules changes. These predate Projects, by the way.


Format:
Card Name
Cost
Types
Text
-
Under-the-line texts



Legacy
These are cards that use existing mechanics. No real new rules.




















(predates Allies)















(predates Nocturne, was called Necromancer, and now I'm bored of changing its name)
(my Necromancer also came with Zombies starting in the trash, howaboutthat, I renamed those, too)
(you have three guesses how this card was called before Nocturne)


















Events
These are just some new Events.

Blessing
0
Event
Once per turn: +1 Buy; Trash a card from your hand.


Tithe
0
Event
Once per turn: You may trash an Action card from your hand, for +1 Buy, +$2


Synthesis
P
Event
Once per turn: +1 Buy; Name a card. When you discard copies of that card from play this turn, you may put them onto your deck.


Plundering
2
Event
Gain a Spoils from the Spoils pile.


Exodus
3
Event
If at least one Supply pile is empty, gain a non-Victory card costing up to $5.


Parting
3
Event
Flip your Journey Token over. If it is face-up, gain a card costing up to $5.


Buerocracy
5
Event
Move your Bureaucracy Token to another Supply pile. (When you gain a card from a pile with your Bureaucracy Token on it, put it onto your deck).
Setup: Each player puts their Bureaucracy Token on the Province pile.


Improve
5
Event
Trash a card from your hand. Gain a card costing up to $3 more than it.


Sale
6
Event
+1 Coffers; Gain a card costing up to $5.


Contest
6
Event
Gain a card of your choice from the Contest pile.
-
Setup: Make a Contestdeck out of 10 different unused Kingdom cards costing $5.



Edicts
Edicts are straight-up rules changes. They can never be bought or added to anyone's deck, and are basically a broader variant of Landmarks.

Expansion
Edict
At the start of your turn, you may take your -$1 Token, to get +1 Action.


Appeasement
Edict
When another player plays an Attack card, you may discard an Estate from your hand, to be unaffected by it.


Diplomacy
Edict
At the start of your turn, you may discard 2 cards, for +1 Card.


Isolation
Edict
When you gain a card, you may exile it and gain a Copper.


Gigantism
Edict
Setup: Use 3 additional Kingdom card piles.


Trade Agreement
Edict
When you shuffle your deck during the game, you may gain a Silver and shuffle it in.


Imperialism
Edict
Setup: If it isn't already there, add the Platinum pile to the Supply.


Inflation
Edict
Cards can never cost less than $2.


Monarchy
Edict
Once per turn, when you play an Action card, you may set it aside here to play it again. Trash it at the start of your cleanup phase.


Reformation
Edict
Setup: Add a Province to the Supply per player.


Simplicity
Edict
Setup: Each player gets +5 Villagers


Tyranny
Edict
When you gain a Treasure card, take your -$1 Token.


Supervision
Edict
Setup: Before drawing starting cards, all players may look through their deck and put its cards in any order.


Banishment
Edict
When you buy a Victory card, trash a cheaper Victory card from the Supply.


Urbanisation
Edict
Setup: Each player replaces one of their starting Estates (or a Shelter of their choice) with a Copper.



Spellcasters & Spells
When a card with the Spellcaster type is in the supply, 3 Spells are chosen at random and put next to the Supply. Spells are effects similar to Events, which never go into your deck, but which you can buy in your buy phase. Each player gets 5 Spell Tokens in their color. When you buy a Spell, you put one of your tokens on the Spell you bought. That Spell is now "prepared". The only way to actually perform what a Spell does is when a Spellcaster card tells you to „cast a Spell“. By casting a Spell, you do what it says, then remove your token from the Spell. Naturally, you can have up to five Spells prepared.


Trickster
2
Action – Spellcaster
+2 Actions; You may cast a Spell.


Magician
3
Action – Spellcaster
+1 Buy; You may cast a Spell.
-
While this is in play, Spells cost $1 less, but not less than $0.


Shaman
3
Action – Spellcaster
+2 Cards; You may cast a Spell. If you do: +1 Card.


Stone Circle
3
Victory – Spellcaster
Worth 2 VP.
-
When you gain this, you may cast a Spell.


Shaman
3
Action – Spellcaster
+2 Cards; You may cast a Spell. If you do: +1 Card.


Ivory Tower
4
Action – Spellcaster
+1 Card, +1 Action; Discard up to 2 cards. Cast a Spell per card discarded.


Grimoire
4
Treasure – Spellcaster
+$1, +1 Buy; When you play this, you may cast a Spell. You may discard a card, for +$1.


Sorcerer
5
Action – Spellcaster
+3 Cards, +1 Buy; You may cast a Spell.


Warlock
5
Action – Spellcaster
+2 Cards, +1 Action, +1 Buy; You may cast a Spell.
-
When you gain this, gain a Curse.


Wizard
5
Action – Spellcaster
+1 Card, +1 Action, +$1; You may cast a Spell.


Esprit
1
Spell
+3 Buys


Purity
2
Spell
Trash any number of cards from your hand.


Wisdom
2
Spell
+2 Cards


Dexterity
4
Spell
Gain a card costing up to $5.


Harm
3
Spell
Gain a Silver. Each other player gains a Curse.


Wealth
4
Spell
+$3


Glory
7
Spell
Gain a Province.



Seasons
Season cards were created as a project together with the user C0okyL0rd. They change as the game progresses. When one or more Season cards are in the Supply, use the Season mat. The Season Mat has 20 spaces on it that go in a circle, and shows the 4 Seasons. A token is used to track the current time of year, starting the game on space 1, the first of Spring. After each full round (that is, after the last player in turn order took their turn) the token is moved forward one space. After each 5 turns a new Season begins. Summer starts with turn 6, Fall with turn 11, and Winter with 16. After turn 20 it is Spring again, and so on. Season cards check the current Season and do different things depending on it.






(should probably be renamed to Pupil now...)










3946
Not played, but as i am at the time programming a Dominion Randomizer (awesome thing ;)), i had dreams about card types in all their possible combinations, like Curse/Duration/Reaction and so on... I originally only wanted to program graphics for the most frequent ones, but then i thought "What if somebody wants to actually make that combination?" (The creator allows adding fan cards to the mix). And so i ended up creating a graphical interface for everything, even things like Curse/Victory/Duration, that don't make sense at all... At the night i dreamt about cards in all colors, types shifting from one to another, making place, erasing action types (because if duration or Reaction is a type, action stops being visible color-wise), cards in seven colors that look like rainbows... It was like a drug trip (or so i guess).

It was more of a computer science dream, but pretty dominion related.

3947
Variants and Fan Cards / Re: Giant Card Compendium?
« on: August 24, 2013, 10:26:52 am »
As somebody who'd love adding other fan's cards to my collection, this would be awesome. You could consider it a snapshot of this forum's creations as they are at that time.

I need to open a thread for my own cards fast to make it in there ;)

3948
Puzzles and Challenges / Re: Counting House, Sage, and Upgrade?
« on: August 23, 2013, 10:13:23 pm »
Thanks to the card arts thread i was able to finally decipher Crossroads, and the two signs point to Essen and Rio Rancho (whatever that is...). Stash, by the way, shows the laurel branches of the "Spiel des Jahres" award to which it is dedicated. I don't know if you should count that - probably not. Just noticed it and thought it was a nice touch with this being the (if there's one) appropriate thread to mention it.

3949
Dominion General Discussion / Re: Card artwork
« on: August 23, 2013, 08:56:37 pm »

Just noticed the flags at the left look like the usual dominion symbol in green instead of blue. Good to distract from the ugly spectators below them :P

I assumed it was a commentary on Greek fascism.  I associate Cyrillic most strongly with Russian, which in turn has a stronger historical association with communism.
I guess i'll not explain it in detail - at the end it'll just make me feel i've put way too little effort in it...  :-X
Well if you want to continue putting a little effort into it, here's some quick & dirty real cyrillic letters, using Unicode, not fonts:

Phonetic approximation: Нобьди лейкс Скаут
Character-based transliteration: Нободу ликес Скоут

I don't know. I feel it's like ragingduckd implied, the sentence is easier to recognize in "greek".

Also as i said it was never intended to be aimed at a certain original, it was more of a collage of impressions. I allready figured that maybe i should have made the sun white and the "D" pure black to strengthen the german element... I like that kind of what's-from-where puzzle, but there's no accounting for taste, i guess...
Anyhow, nothing's perfect, so i guess i'll just leave it be and be content with it. Thanks for the translation, though :)

3950
Variants and Fan Cards / Re: Opera House
« on: August 23, 2013, 07:29:29 pm »
So as long as i have a bad card in hand, this is basically +3 Cards, +1$, trash a card, isn't it? Without the advantage for other players, i'd say it's too strong any minute. The fact that they can trash AND draw is a big drawback, so i guess that's okay, and the +1$ is probably(?) okay.

Power level aside, i think it might be a bit much happening because of the card. I like the general idea to give others a benefit and be rewarded for them using it, though. A bit less complex so this characteristic stands out more, that's what i'd go for.

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