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4526
Rules Questions / Re: Feast, Throne Room and Band of Misfits - why?
« on: February 21, 2013, 06:10:04 am »
Thanks a lot, Donald :)
As a player i appreciate that, even though you thought all the rules through so well, you'd still explain them. I guess i can't even grasp how much work Dominion was to do from scratch. Thanks.

4527
Variants and Fan Cards / Re: Reversing cards
« on: February 21, 2013, 05:29:02 am »
Crazy Chapel
Trash this. Play up to four Action cards from your hand.

4528
These cards are crazy. I like it :)
Looking at the fact that Silver becomes Harem by being settled, it totally makes sense. Also an Estate becomes Duchy. It only works for cheap cards (Duchy +2VP is not Province), and i think that's why it's good you chose 2-3 as possible cost. I really have to try this out :)

About the cost reduction i'm not so sure. It seems more difficult, but making the card an Reaction is probably not that bad of a way to achieve it (much better then a "Gain a Copper" clause or something like that).

4529
Variants and Fan Cards / Re: Dominion : Magic
« on: February 21, 2013, 05:19:24 am »
Quote
Unicorn
$4 - Action-Duration
+1 action
Now and at the beginning of each turn this is in play: +$1.
---
While this is in play, when you buy a card, reveal your hand and your entire discard pile.  If a copy of the bought card is revealed, discard this.

It is simpler to word it as an Action-Duration.

It is swingy.  If you draw it at the end of a reshuffle, when everything is in the discard, that's not cool.  If you draw it right at the start, before anything has been discarded, this might help you out for 2-3 turns.

In general, it seems quite weak.  VP token games aside, you WILL be buying multiples of things.  Engine components, high value treasures, VP cards.  You will be buying duplicates of things early, middle and late game.  That reduces Unicorn to a mere Copper.

Best case scenarios -- Golden Deck where nothing is ever in the discard pile (could be Bishop driven, or maybe NV-Apothecary).  Maybe Fairgrounds strategies while you're buying up all the unique cards, though it gets bad when you actually start buying Fairgrounds.  Possibly big engines where you draw and play everything so that nothing is in discard or your hand... but then you still need a way keep yourself from accumulating duplicate VP cards, for example.

Eh, it might be fine.  It just seems super, super, super niche.  Maybe those good scenarios are enough for it.
So let me just try this again, okay? I feel i cannot use your solution, though. "Now and at the beginning of each turn this is in play: +$1." seems redundant to me - Durations stay in play until the last turn they have an effect. If they have none, they get discarded rigth away. So if having an effect next turn is bound to staying out till next turn, how do i know what i am supposed to do? Here's another try, still a Treasure (I'm just trying this again):

Unicorn
1$
At the beginning of your next turn: If this is still in play, play it again.
-------------------
While this is in play, if you buy a card other than Unicorn that is allready in play, discard this card.
If you buy a victory card, discard or trash this card.
4$ Treasure - Duration

This should stop it from being that swingy and also make it stronger. Thanks for pointing those things out. Also it's less trouble as you don't have to look through and reveal your discard.

I also made up my mind to replace Swamp, and well, a totally different type of card arose. I'm not very happy with it's action right now, so if somebody has an idea about it, let me know.

Swamp (or Haunted Village, or whatever name will fit with the new action)
+ 1 Action
Discard any number of cards from your hand
+ 1 Action per card discarded
-------------------------
In games using this, if you would gain another card costing 0$, you may gain this card, instead.
$0 Action

If you feel it makes cursers weaker - yeah, that's what it's for. I want the action to be very bad, but good enough to have some use in certain cases. I don't really want to do the 20.0000th Village though... If i don't find a good replacing action, this probably will have to go, but maybe somebody has an idea...?

4530
Rules Questions / Re: Feast, Throne Room and Band of Misfits - why?
« on: February 21, 2013, 04:53:59 am »
I read on the Strategy Wiki that if you play a Band of Misfits with Throne Room and use it as a Feast, you have to use it as a Feast both times. But why? Throne Room only makes me play BoM as two Villages because BoM IS Village the second time i play it - otherwise it would just be the card i chose from my hand, as TR tells me.  BoM gets trashed while resolving Feast the first time, so it's not Feast anymore, but Band of Misfits. Conclusion: When i am told to play "it" the second time, i play the card i chose, which now is NOT Feast anymore, but the card it originally was.
Throne on a Band as a one-shot has a special ruling, unique to that situation, and that special ruling is why it works that way, in the technical sense. And the reason for that ruling was that the rulebook didn't address it, and I wanted it to work like people would think it would, and the other option (not doing anything the second time) was crazy counterintuitive.

And so the ruling is that Throne "locks in" on what it's playing, which again only matters for Band. If Band is Feast the first time then Throne is Feasting again the second time, it is not looking at Band to see what Band is now.

It makes sense that Procession can gain an Action costing 6$ after using it with BoM, but why does BoM return to itself when it's trashed the one time, and not the other? To make this even more clear, play Procession, choose BoM and use it as Feast. After you actually trash it, you still have to treat it as a Feast, but after resolving it the second time, you treat it as BoM again. To me, this makes no sense. Can somebody enlighten me?
Procession gaining a card is a *separate step*. At that point we have finished playing the card and want to look at it. When we look at it it costs whatever it costs now.
Thank you for the explanation, Donald. I guess what made me wonder about it in the first place was not Throne Room, but Procession. When i trash BoM played as a Woodcutter, i'm still trashing a Woodcutter, and so i'm trashing a card costing 3$, am i not? But well, as there already seems to have been a discussion about this, i'll just stick to what you say. Anyhow, we got a translation error in Procession where i live, so keeping the "Throne Room lock" in mind won't be that much of extra concern. :)

4531
Variants and Fan Cards / Re: Province Dancing
« on: February 20, 2013, 07:55:29 pm »
Disturbingly easy to pile itself out (see: Aristocrat, Aristocrat, Watchtower).  Which may be a feature, not a bug, but I still don't like that.

Hm, maybe so.  Easy fix is to have it gain something other than itself.

Or costing up to $5. (Making the original cost $9 works similarly.)
It still works with a cost reducer in play. There are several other solutions, though, like putting it back in the supply instead, forcing you to gain another card than it, or making it gain a card costing less.

4532
Rules Questions / Feast, Throne Room and Band of Misfits - why?
« on: February 20, 2013, 05:52:23 pm »
I read on the Strategy Wiki that if you play a Band of Misfits with Throne Room and use it as a Feast, you have to use it as a Feast both times. But why? Throne Room only makes me play BoM as two Villages because BoM IS Village the second time i play it - otherwise it would just be the card i chose from my hand, as TR tells me.  BoM gets trashed while resolving Feast the first time, so it's not Feast anymore, but Band of Misfits. Conclusion: When i am told to play "it" the second time, i play the card i chose, which now is NOT Feast anymore, but the card it originally was.

It makes sense that Procession can gain an Action costing 6$ after using it with BoM, but why does BoM return to itself when it's trashed the one time, and not the other? To make this even more clear, play Procession, choose BoM and use it as Feast. After you actually trash it, you still have to treat it as a Feast, but after resolving it the second time, you treat it as BoM again. To me, this makes no sense. Can somebody enlighten me?

4533
Variants and Fan Cards / Re: Dominion : Magic
« on: February 20, 2013, 04:17:41 pm »
Shaman -- What is the purpose of the first clause?  In most cases, there is no reason a player would want to put a Curse on top of his deck.  It's an unneessary choice to offer the players.  In general, it seems too weak to warrant a potion cost.
It doesn't have that clause since long, but i figured you might want to topdeck it if somebody plays Shaman every turn. Are you sure it's weak? After all, it's still a curser. Originally it started somehow like this, and i didn't playtest since the change:

Shaman
+ 1$
Each other player gains a curse. Each player (including you) may put a card from his hand back in the supply and gain a card costing exactly 0$.
If you gain a card this way, put it in your hand.
$0P Action - Attack

This way, the Copper you might gain also goes to your hand. It didn't have the choice for others, too.

Ranger -- It's alright, not all that exciting.  The ordering choice isn't very meaningful most of the time.
True... I'll try to think of a little something that makes it more interesting. Maybe:

Ranger
+ 1 Action
Choose the order in which you do the following three:
+ 1 Card
Look at the top card of your deck
Discard or trash the top card of your deck.
2$ Action

Some other ideas: "Discard the top card of your deck or switch it with the bottom card", "...or switch it with the card under it", "You may discard or trash..." But i feel all that's not doing what i want, yet...

Artefact -- Fine.  Reminiscent of the popular fan card Hidden Village.
I didn't know a card like this existed, but i think that means it's a good idea ;)

Unicorn -- Wording is very confusing.  It can be made clearer.  Here is an attempt:

Quote
Unicorn
$4 - Action-Duration
+1 action
Now and at the beginning of each turn this is in play: +$1.
---
While this is in play, when you buy a card, reveal your hand and your entire discard pile.  If a copy of the bought card is revealed, discard this.

It is simpler to word it as an Action-Duration.

It is swingy.  If you draw it at the end of a reshuffle, when everything is in the discard, that's not cool.  If you draw it right at the start, before anything has been discarded, this might help you out for 2-3 turns.

In general, it seems quite weak.  VP token games aside, you WILL be buying multiples of things.  Engine components, high value treasures, VP cards.  You will be buying duplicates of things early, middle and late game.  That reduces Unicorn to a mere Copper.

Best case scenarios -- Golden Deck where nothing is ever in the discard pile (could be Bishop driven, or maybe NV-Apothecary).  Maybe Fairgrounds strategies while you're buying up all the unique cards, though it gets bad when you actually start buying Fairgrounds.  Possibly big engines where you draw and play everything so that nothing is in discard or your hand... but then you still need a way keep yourself from accumulating duplicate VP cards, for example.

Eh, it might be fine.  It just seems super, super, super niche.  Maybe those good scenarios are enough for it.
Hmm, i haven't playtested this one much, only once. But then, it was in play a long time, and not that bad. I have to admit i had two 6$ cards there, so it didn't cause me to not buy something i really wanted. I guess i could lower the cost and/or make it an action card, even though the fact it never needed actions was something nice. Thanks for the input :)


Incantation -- Why specify the three basic types?  I don't see a reason to do that.  Just have it say, "reveal cards from your deck until you reveal a card that shares a type with and costs more than the trashed card".  Works pretty much the same, except trashing a Curse will give you a Chancellor effect.  I don't see an issue with that.

I wonder how strong this would actually be.  Non-terminal trashing is nice, but $3P is expensive.  With increased cycling, you will run out of fodder quickly.  You do not often want to trash the actions you buy, I think.  This is tough to evaluate.
I didn't think of ruins when i made this, but it helps. About the type, i guess i wanted to avoid it being a Chancellor. Alchemy cards cause enormous turns full of revealing, counting, and so on often enough, so i guess that was the reason. I just didn't want to make turns explode just because someone trashes a curse.

Thank you for your feedback, i appreciate it.

4534
Variants and Fan Cards / Re: Dominion : Magic
« on: February 20, 2013, 03:17:28 pm »
Actually, you can look at the Silverman thread. It could work, if you try some rewording.
And, I don't think adding Swamp change the game more than, say, Shelters.
Thanks, i don't think the game changing is any problem, myself. Also i don't think the curse type is a problem, either (at least i'm not convinced, yet). But the comparison eHalcyon made between Swamp and IGG is quite fitting. I might redo Swamp some time later, but i have to make sure it is not obviously better than IGG. It HAS a different taste than it, but the difference between 0 and 5 is too big to excuse it.

Anyhow, is Swamp the only card somebody sees problems with? I'll take it all the other ones are perfect, then ;)

4535
Variants and Fan Cards / Re: opinion request: two wacky cards
« on: February 20, 2013, 03:07:10 pm »
Actually there's an interesting difference between your Guard and soulnet's. That is, your version helps Trash for Benefit cards and remodel type cards quite a lot.
For example, you can guard estates, and then remodel your estates to provinces.
Oh, that's true, but i didn't actually intend it... I just reworded my card a bit and forgot to mention "during a buy phase". ^^

4536
Variants and Fan Cards / Re: Dominion : Magic
« on: February 20, 2013, 01:55:43 pm »
About "Can you gain a Swamp from Torturer?": You can gain any Knight from the Knight Pile, can't you? I don't see any trouble with a card having the Curse type, as long as it's not a strong card that only has a curse penality. If a card says "Gain a Treasure", you gain one. If it says "Gain a Curse", you gain one. If you play Mine on Silver and Harem as well as Gold are in the supply, you can choose. If somebody plays Witch and Swamp as well as Curse are in the supply, you can choose. What's the deal, rule-wise? I can imagine you don't want to have a power card with a Curse penalty, as playing a Witch would actually be giving presents to your opponents then, but Swamp is no such card. It weakens cursers a bit (talking of this newer version), but you also would not be clever to use Sea Hag if Masquerade is on the board. Cards interact. That's what the game is about.

The Knight thing is entirely different.  But no, you can't gain any Knight from the Knight pile -- you can only gain the one on top. ;)

One problem with adding new Curse type cards is that Curse is NOT just a type.  It is also the card name.  Cursers are not consistent -- some say "each other player gains a Curse" (e.g. Jester, Familiar) while others say "gains a Curse card" (e.g. Witch, Sea Hag).  You would have to make a ruling as to whether all these cases are the same (they all refer to Curse type so if Swamps are around, you can always choose to gain one instead of a Curse) or if they are different (the ones that refer to "Curse" mean the specific card named Curse, so you cannot gain Swamp instead).  You can argue that they are all the same, and it would certainly make it simpler, but there does appear to be a difference and this would be a source of confusion for players.

Your examples about gaining a Treasure are not the same because Treasure is strictly a card type.  IMO, introducing a new card of type "Curse" is very similar to introducing a new action card named Treasure, which I hope we can agree is not the best idea. :P

Finally, Cursers are already carefully balanced.  Introducing a new Curse-type card would throw off that balance in ways we cannot really predict.

You also pointed out that it is a directed attack, and you offered a solution.  But the solution doesn't work.  If you do it that way, Swamp is an on-buy Curser like Ill-Gotten Gains.  An on-buy Curser that only costs $0?  That will break games.
Yeah, i wrote something dumb about Knights, there ^^

Hmmm... You're right about the differences in the Curser wordings... I didn't know about that, i thought it was a translation thing - i'm german, so i play Dominion in german. Translaters also didn't get the difference between buy and gain, which is why Watchtower would work on buy here, too. I try to stick to the english rules, but i missed out the wording thing here...

Another try to use Knights as an example, though: "When a Knight is trashed" refers to a type, just as "Trash a Treasure CARD" on Mine does. I do see that Curse IS a Name and not only a type, though...

I'm still not so sure about your comparison with an Action named Treasure. It's not like i made a Victory Card called Curse. Let's assume i make a card bringing in "I'm a Curse and can be treated as one" as an extra rule. It's not like Dominion never came along and said: "By the way, did you know that THIS matters?" I'm thinking of the fact that you gain after buys or that you don't play all Treasures at the same time. Where's the problem? Donald will never make another Curse, so no conflicting rules. I especially don't see how balance is an issue. I made that on purpose. If we introduce a new card and nothing changes, where's the point? Sea Hag doesn't like opponent's Masquerade, now does it? Militia is bad on a Tunnel board. Cursers are a bit weaker on Swamp Boards - for a while...

I'm not saying you got it all wrong, you got some points. The fact that the attack is directed is one. I only tested it with 2 players, so probably that's why i didn't care. Your last point is what really got me. The comparison with IGG makes sense, i didn't notice that. It's directed, which i admit is something not very dominion-ish. But especially if there are only two players, it's much like a cheaper Ill-Gotten-Gains (the curse is not as useless, but you don't need to gain a Copper). I don't want it to cost more, though - that would really break the game in boards with cursers and trash-for-benefit. And making it ungainable for Cursers gives the card even more text and basically kills what i made it for.

So thanks, i guess i see Swamp doesn't work. But i admit i'm sad to let it go :(

4537
Variants and Fan Cards / Re: opinion request: two wacky cards
« on: February 20, 2013, 01:04:08 pm »
Why not use 6 sets of Guard Tokens? It's not hard to do. (This is also probably what ahyangyi had in mind, too).

Guard
+ 1$
When this card is in play, at the Beginning of your clean-up, take one of your Guard Tokens and put it on top of any supply piles. Cards cost 4$ more for every Guard Token on that pile.
At the beginning of your next turn: Remove one of your Guard Tokens from the supply.
4$ Action - Duration

(Based on my own card, "Troll")

4538
Variants and Fan Cards / Re: Dominion : Magic
« on: February 20, 2013, 12:24:55 pm »
I think the reason there's no other Curse card is two-fold.

Firstly it introduces weird rules questions, can you gain a Swamp from Witch or from Torturer?
Secondly, if the first answer is yes, it deepens the Curse pile by 10 and this has serious repercussions for games using Cursers and cards like IGG.

Do you really want to play a Sea Hag game with 20 Curses?
I re-thought this. Maybe you're right. I never had the feeling Swamp made Cursers stronger, i rather thought of it weakening them. But well, if there's no way to trash Curses... So how about this:

Swamp
Trash a Curse from your hand.
+ 1 Card
+ 1 Action
Discard a Card from your hand.
----------------------
- 1 VP
----------------------
When you buy this, if you have no Attack Card in play, choose the player to gain this.
$0 Curse - Action

I'll do a bit of playtesting to see which works better :)

About "Can you gain a Swamp from Torturer?": You can gain any Knight from the Knight Pile, can't you? I don't see any trouble with a card having the Curse type, as long as it's not a strong card that only has a curse penality. If a card says "Gain a Treasure", you gain one. If it says "Gain a Curse", you gain one. If you play Mine on Silver and Harem as well as Gold are in the supply, you can choose. If somebody plays Witch and Swamp as well as Curse are in the supply, you can choose. What's the deal, rule-wise? I can imagine you don't want to have a power card with a Curse penalty, as playing a Witch would actually be giving presents to your opponents then, but Swamp is no such card. It weakens cursers a bit (talking of this newer version), but you also would not be clever to use Sea Hag if Masquerade is on the board. Cards interact. That's what the game is about.

4539
Variants and Fan Cards / Re: Dominion : Magic
« on: February 20, 2013, 10:10:24 am »
I think the reason there's no other Curse card is two-fold.

Firstly it introduces weird rules questions, can you gain a Swamp from Witch or from Torturer?
Secondly, if the first answer is yes, it deepens the Curse pile by 10 and this has serious repercussions for games using Cursers and cards like IGG.

Do you really want to play a Sea Hag game with 20 Curses?
My idea was, that, yes, you can.

The thing is, if you use Swamp, the 10 first curses gained don't hurt that much. So actually Sea Hag is worse than usual for some time. Also, if you have a hand full of curses, and can't afford anything good, you can buy a Swamp to attack back. Third, Swamps make it easier to reach your trashers to get rid of normal curses. So yeah, it's worse once the first 10 run out, but until then, Sea Hag is not half as annoying as usual - the game might even be over allready. The more players, the less extra Curses per player. The less, the more time to end the game before Curses start to be actually annoying.

4540
Variants and Fan Cards / Dominion : Magic
« on: February 20, 2013, 09:58:14 am »
As i kept the last few days nagging about your cards, i thought i should give you a chance to strike back ;)

So here are some cards from my first fan expansion, Magic. I designed it as some kind of expansion-expansion, featuring mechanics from Seaside, Intrigue, and the two small sets Cornucopia and Alchemy (Hinterlands just happened to smuggle itself in). The sets main idea are cards that somehow help defend against attacks and cards that change the balance of existing cards as a sub theme (you'll see what i mean).

Anyhow, here are some of the cards. Let me know what you think. And if you'd like to playtest some, i would be glad. Many are allready playtested, but some tweeks probably still need to be made.



Shaman
+ 1$
Each other player gains a Curse. Each player (including you) may put a card from his hand back in the supply and gain a card costing exactly 0$.
If you gain a card this way, put it in your hand.
0$P Action - Attack

(A Curser that get's weaker when played very often, but also stays dangerous longer if curses are put back in the supply.)


Ranger V3
+ 1 Action
Look at the top two card of your deck. Put one of them in your hand and discard the other one.
$2 Action

(The really complex card from before could be condensed to this. It seems familiar, but i don't know from where...)


Artefact
1$
----------------
If you just resolved an Action Card, you may discard this. if you do: + 1 Action
3$ Treasure - Reaction

(A Smithy colliding with another terminal? Let's gamble and see if we draw an Artefact. This is one of my favourites.)


Grand Vizier
+ 1 Action
Trash up to two cards from your hand that are not Victory Cards. If you trash no card and your hand consists of only 2 or less cards by now, gain a Treasure Card costing up to 6$ and put it in your hand.
$4 Action

(I wanted to make a Card that makes you want to reduce your hand size. I like it a lot. The one action is necessary to be able to gain a Gold even if no other cards are there that reduce handsize or no action is available after doing that, and no handsize attacks are in play. First it just let you gain a Gold, but i changed it to "A Treasure Card costing up to to 6$", as it would make the card a bit better - and as it's a Grand Vizier, gaining a Harem seems legit ;) )


Seer
Discard a Card from your hand. Reveal cards from your deck until you reveal an Action Card. Discard all other cards revealed and play that Action Card.
$3 Action

(Originally this had no discard clause. I added it, as otherwise you'd just need to buy a single expensive action and only seers after that. Now you wouldn't do that, as any Seer you play makes you loose one card from your hand. It also has a little Chancellor effect.)


Incantation
+ 1 Card
+ 1 Action
You may trash a Card from your hand. If you do and it is an Action Card, Victory Card or Treasure Card: Reveal Cards from your deck until you reveal a Card of the same type that costs more than the trashed card and put it in your hand. Discard all other revealed cards.
$3P Action

(An almost-Lab that lets you trash stuff and changes it for something better. Usually you'll trash a Treasure or Ruin for this, but Tournament likes this card, too. Also nice to find your Potions. Keep in mind you also lose something from your hand when you play this, so this probably is not too much stronger than Lab itself. I have not playtested it that much, though.)


And something simple...
Dragon
+ 3 Cards
Each other player reveals his hand. You decide whether he has to discard them all and draw 5 new Cards.
$5 Action - Attack

(Groups of Dragons can be nasty. Too nasty, maybe? What do you think?)


If you like those, i'll post more cards, maybe even the ones that i'm confident about from my other set ;)

EDIT: Removed Swamp for now, altered Ranger and Shaman, redoing Unicorn right now.

4541
Introductions / Hi Guys
« on: February 19, 2013, 12:49:47 pm »
Cheers guys, guess it's time to introduce myself.
My name is Michael. I worked on my fan expansions, "Magic" and "Modern Times" for some time now and Magic is almost complete. You'll mostly find me in the "Fan Card"-threads, where i nag about other's fan cards... No worries, though, for when i put on my own Cards there (a few days from now, hopefully), you'll have a chance to pay me back ;)

I'm also always looking forward to a game on isotropic - even though i havn't completely understood how everything works there, jet yet. Is there something a new user should know about this forum besides lingo?

BTW, if something i write here sounds strange, it's probably because i'm not a native english speaker. It's totally not possible that i just happen to write something strange on my own ;)

4542
Variants and Fan Cards / Re: Siege (action-attack-duration)
« on: February 19, 2013, 12:23:28 pm »
I allready tried to point out the problems with an attack-duration here:
http://forum.dominionstrategy.com/index.php?topic=6939.0
The most important thing here is the danger of defense confusion. Imagine someone to reveal a Moat on the turn you played this. Are you sure everybody will remember he revealed it last turn, when your next turn comes and everybody needs to discard again? How about games with Library, where people sometimes will not reveal a reaction - "It's there in my discard, so i probably had it in hand last turn... But wait, there's a Library too, so did i actually use the Moat? I'm sure i reacted to Peters Siege, but i don't know anymore about yours, Jack..." We all are of course able to remember things, but as soon as one person forgets it, our six-player-Moat-and-Library game becomes an argument. Cards "loose track" because something unexpected happens, and "remembering" doesn't solve that, so no, remembering won't do the trick. If you really insist on doing an attack-duration, you probably need to use a token or something to mark "hit" players - and that quickly becomes a wall of text just not worth it, especially if the card is actually a half Militia.

I like that you tried to do something "different", though.

4543
Variants and Fan Cards / Re: Enlightenment: A collection of cards
« on: February 16, 2013, 09:16:21 am »
Integration - Action $4 (v2)
+2 Cards
You may play a Synergy card from your hand.
---
Setup: Add an extra Action Kingdom card pile costing $3 or $4 to the supply. Cards from that pile are Synergy cards.
Quote
v2 - Asper's superb suggestion was to allow you to autoplay a Synergy card. That works much better, I didn't realize Cultist already had a wording like this so it fits in smoothly.
Another thing about this, i tried to do a similar card like this earlier. It used the Bane Pile though and was called "Young Wizard". Your card brought the idea back, and i thought a bit about it. I looked at the Bane Pile and thought "Whoa, how many woodcutters could you actually want?". Especially when the cards in that Pile cost only 3$ it seems anything but attractive to charge 4$ for an Integration/Young wizard, as it's a defenseless moat if it doesn't work, and usually only gives the possibility to play a Bane/Synergy once per turn (if those are terminals). So i guess, especially if 3$ cards are also allowed to be in the Synergy Pile, that 3$ is enough for this. Even with only 4s in the Synergy Pile, it's perfectly good, i think. Sorry for that confusion.

4544
Variants and Fan Cards / Re: Credit or: $6 is the new $7
« on: February 16, 2013, 07:02:27 am »
Kirian suggested it first in this thread, and then everyone agreed that it would probably work well that way. :P
Yeah, i know, i just put the card together from what he said. I didn't miss he was the first one to suggest it, just had the feeling his solution was widely ignored. I shouldn't have said "I", i guess, that was pretty dumb.  :-\

4545
Variants and Fan Cards / Re: Credit or: $6 is the new $7
« on: February 15, 2013, 06:37:47 pm »
Credit
$ 1
--------------------
While this is in play, you may not buy a Treasure.
--------------------
When you buy this, + 1 $, + 1 buy, and play this immediately.
Cost 1 $
I already mentioned you could do it this way, but i guess nobody read this...?

Cache is a pretty good buy over Credit if the Gold and Copper piles are both empty.
I don't actually recall this ever happening to me... That's like saying Woodcutter is actually better than Mountebank if both the Curse and Copper Piles are empty. Of course it is. The problem is not the conclusion, it's the premise.

4546
Variants and Fan Cards / Re: Sets of 25
« on: February 15, 2013, 05:29:02 pm »
With Silver and Copper already there, how about a Treasure Set in general?
1: Poorhouse
2: Herbalist, Fool's Gold
3: Loan
4: Talisman, Quarry, Thief, Pirate Ship, Noble Brigand, Tournament
5: Horn of Plenty, Ill-Gotten Gains, Cache, Counterfeit, Venture, Royal Seal, Contraband, Mine, Mint, Bandit Camp
P: Philosophers Stone
6: Harem, Hoard, Adventurer
7: Bank
(I know Poorhouse is a terrible card here...)

4547
Variants and Fan Cards / Re: Enlightenment: A collection of cards
« on: February 15, 2013, 01:07:21 pm »
Commodity Grader - Action $3
+1 Card
+1 Action
You may draw 1 card then discard 1 card.
I believe this should/could be 4$. I know there are other cards for 3$ that can act as labs, including Shanty Town, Menagerie and Wishing Well. Thing is, most of these work not that well if played several times (often your second Menagerie will not draw 3 cards, at least your 3rd won't - same with Shanty Town) or are highly luck dependent. Commodity Grader is a Lab any time you have a green card, more than one terminal, or a curse on hand, and if you don't you usually won't mind drawing an additional Silver for discarding a Copper. If we're honest, this most of the time will be: + 2 Cards + 1 Action, discard a Card.

v2 - Asper's superb suggestion was to allow you to autoplay a Synergy card. That works much better, I didn't realize Cultist already had a wording like this so it fits in smoothly.
Thanks a lot. I like the synergy mechanic. I can imagine this being even stronger as a 5$, drawing 3 Cards.

Supply Chain - Action $2 (v2)
+1 Card
Choose one: +1 Action; +1 Buy; or +$1
---
When you buy this, +1 buy and all cards cost $1 less this turn, but not less than $0.
---
The cost of Supply Chain can never be reduced by any effect.
I'm afraid this doesn't solve the problem, but adds one. Dominion is full of rules that all get changed by Cards. "You only have one buy" "you may only play one Action", etc.. Thing is, it never happened that cards contradict each other, and here it does. Play Bridge, have this in the supply - which counts? A "never" is understood, but i really recommend making the benefit dependant from what you pay for this.

Bard - Action Duration $4
+1 Card
+1 Action
$1
Each other player draws a card.
You may set aside Bard face down. At the start of your next turn, put it into your hand.
The first part here is a Peddler, which was actually "worth" 4$, if i'm not mistaken... I don't now if the Duration effect is good enough to give this big a benefit to other players, especially as they will draw a card again on that next turn... Basically i'd try to think of another benefit that is a bit weaker, or give the card something else to add value to it, like 2 Actions instead of one...

4548
Variants and Fan Cards / Re: Enlightenment: A collection of cards
« on: February 15, 2013, 08:10:07 am »
Integration - Action $3
+2 Cards
If you played a Synergy card this turn, +1 action.
---
Setup: Add an extra Kingdom card pile costing $3 or $4 to the supply. Cards from that pile are Synergy cards.
Why not switch it and make it be like Cultist: "You may play a Synergy Card from your hand"? Probably this should be a 4$ then, though.

Toll Road - Action Duration $5
During your turn: All cards (including cards in players' hands) cost $1 less while this is in play, but not less than $0.
During opponents' turns: All cards (including cards in players' hands) cost $1 more while this is in play.
I don't know. I think some kind of unwritten rule in Dominion says "You shall always be able to purchase Copper", at least i believe it to be. Just like you can always buy one bigger Basic Treasure Card with a hand of exactly three lower base Treasures.

Also, this actually is an attack. I tried a Duration attack myself once and trust me, it's not a very good idea (actually, it was "Tax Man" which was very close to your Toll Road). Just imagine people revealing a Moat, then accepting to re-draw with Minion and not being able to prove they were save from the Duration. We ALL remember they were, but that's worthless rule-wise. It's just so much trouble to get a Duration Attack work (you could use tokens to mark "hit" players, for example), that i wonder if it's worth anyhow. I personally think it's not. And also, yeah, this is basically Cutpurse.

4549
Variants and Fan Cards / Re: Enlightenment: A collection of cards
« on: February 15, 2013, 07:58:06 am »
Supply Chain - Action $2
+1 Card
Choose one: +1 Action; or +1 Buy
---
When you buy this, +1 buy and all cards other than Supply Chain cost $1 less this turn, but not less than $0.
So you Throne Room a Bridge, then buy all ot these and 3 Colonies? I don't know about that...

Any card that gives + buy on buy, especially combined with a benefit, is dangerous. Donald once wrote about a card that gave buy on buy, and he said he killed it because some people hated how you could empty the pile sometimes. I'm not saying it can't be done, but you need to give it a "once" or "If you buy this and it costs at least 1$" or something like that. Even then, the cost-reducing is extremely powerful.

4550
Pegasus: So...
+1 action
+$1
Discard a card from your hand. If it is a...
Treasure card: +1 card, +1 action
Action card: +$1 and put this card back into your hand
Curse card: Trash it and gain a silver, putting it into your hand.
Let's hope Donald doesn't come up with a reaction saying "If you discard a card, you may reveal this from your hand. If you do, trash the discarded Card". ;) If he does, Discard/Trash Reaction + Pegasus + Fortress...

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