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Messages - Asper

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Thanks for the feedback!

Pegasus: So...
+1 action
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.

Cursed Idol: Add a cap maybe? Gain up to 3 curses, for each curse you gain +$1?

Time Machine: Up to $5 would be better, then. "Gain a card costing up to $5 that is not named Time Machine that your opponent played on their last turn and put it into your hand"

Griffin: It has other bonuses to boost it up. +$1 and +1 buy after victory card buy, then topdeck after 2.

Dragon's Hoard: One big difference: Horse Traders makes you discard.

Dragon: It has it's own after-the-fact reaction. I added that to boost it up to $5

Minotaur: Should it stack? Because it only attacks if attacking, and if you can't attack, it should give some bonus.
Yeah, but Dragons Hoard costs more, is very bad in engines and not better than Horse Trader in junk decks. It's better ONLY if your entire hand (but, possibly, one card) is treasure cards, no attacks are played, trashing your starting estates/shelters is possible (best if you can get rid of the trasher itself) AND no engine is available that does better than big money. As many boards help engines, contain attacks or lack good and fast trashers, this will usually be far worse than Horse Trader. Not to mention the fact it allows every other player to gain a silver...

Griffin is something you'll like to put back on your deck if it does good, so yeah, probably you'll like to have this if you are in need of green and allready have some. It's different than the card we discussed, after all.

That's better, Pegasus and Cursed Idol are much less crazy this way.

Your opponents with watchtower will love you for your Dragons. "I'll just top-deck that platinum, thanks a lot." "A Curse? No, i think you should be the only one to gain one, have fun with it."... Compare Dragon to Jack of all Trades, which is also an after-the-fact reaction. It gains only one card and trashes only one, but draws cards and allows a bit of filtering. Plus it gives no advantage to other players if you want to gain a good card. Dragon might be nice with Moat, where players need to decide if they want to defend BEFORE your decision of what to gain, but it is horrible against Watchtower or Trader. Dragon is a 4$ to me, but well, it's your card after all...

About Minotaur: If it does not stack, many times you'll just get +1 Card, +1$, which is not very good for a Card costing 5. If it does, +4 Cards +4$ is crazy. Why don't you make the vanilla bonus standard and only the cursing a matter of chance?

Puzzles and Challenges / Re: Empty the Supply in 4 Turns
« on: February 13, 2013, 12:03:23 pm »
Black Market (Has Young Witch in it, also has a looter)
Isn't it so you can decide which cards to have in your Black Market Pile? I guess Cultist might play a role, but i'm not sure whether he needs Young Witch, if not to gain the Bane Pile and score for that.
I guess it's something like an even more optimized version of his last Quiz, so yeah, Haggler, Goons, Cultist it is, i think. Other than that, i'm clueless.

Time Machine
+1 action
Gain a card costing up to $6 that is not named Time Machine that the player to your right played on your last turn and put it into your hand. At the end of your turn, return that card to its appropriate supply pile.
Time machine isn't bad, but most of the time it will be obviously superior to Band of Misfits. I know you can only use cards your opponent used, but if everything else goes wrong, you'll at least be able to gain a treasure (Compare to Explorer). Why not gain a gold and remodel it in a Province, which your opponent wouldn't like to do, but you can without caring.

Area 51
+1 card
+1 action
Trash this card. If you do, put the top card of the Mystery pile on top of your deck.
Set up: Before the game, make a face-down pile of 10 random kingdom cards not in the supply costing $4 to make the Mystery pile (The Mystery Pile is not part of the supply)

Area 51 FAQ: Cards from the Mystery pile are not gained.
The face down pile is an interesting idea, and i guess a fixed price removes some swinginess... But trashing the card is too bad, if you compare it to iron hut, where you also have a choice. I'm actually curious if that would be played, other than that. Seems like something fun to playtest :)

Worth $0
Reveal your hand. +$1 per victory or curse card in your hand.
Once per turn, while this is in play, if you buy a victory card, +$1, +1 buy.
When you discard this from play, if you bought at least 2 victory cards this turn, you may put this on top of your deck.
We allready discussed a treasure giving +X$ according to the victory cards in your hand in Sylas' Thread. I playtested it earlier and it was very bad at producing money but had another benefit. Also compare griffin to Crossroads, which costs 2.

Cursed Idol
Worth $2
Gain any number of curses. +$ equal to the number of curses gained this way.
I imagine Cursed Idol to be very strong if you have a good trasher. Gain 9 curses, buy a colony, trash for three turns, repeat untill they have run out. Without, i think this is a very weak card. But it goes very good with your junk theme.

Dragon's Hoard
If this is your only action card in play at the start of your buy phase, +$2, +1 buy, and each other player may gain a card costing up to $3.
Compare this to Horse Trader, which always gives +3$, is a strong defence and only costs 4$.

Trash a card from your hand. Gain a card costing up to $4 more than it. Trash this card.
Redo is not only better than Feast, but extremely much better than feast. I don't know if 5$ is the right price for this.

Trash up to two cards from your hand.
Gain a card that is not a victory card. Each other player gains a copy of the gained card.
If you use it as an attack, it's a bad Ambassador or a self-hurting Witch with trashing instead of drawing. If you use it as a benefit, the others get the same without having to buy Dragons themselves. Too weak for 5$ in my opinion.

Each other player reveals their hand. If a player reveals a victory card, they gain a curse. If a player does not reveal a victory card, +1 card, +$1
A question about Minotaur: Do the +1$, +1 card stack? If they do, this will clearly be a card bought more often the more players participate.

+2 cards
Reveal your hand.
If you revealed a copper, each other player discards down to 3 cards in hand
If you revealed a curse, each other player gains a curse and a copper, putting them into their hand.
At first glancee i missed out you could have turns where you attacked both ways and compared this to mountebank. I guess games will be hard where people only keep Titan, Curse and Copper on their hands and constantly attack each other. Clash of the Titans is nasty... Wonder if you'll often be able to pull of the double attack in normal game.

By no means buying 5 Colonies wins the game, but I agree with the point that leaving loopholes for producing infinite money (or infinite anything) is not a good idea.
I was talking about a 2 player game. There, buying 5 Colonies usually does win you the game.

Sorcerer's Apprentice seems stronger than Lookout to me. Sure it can't both trash a bad card and discard another bad card early on, so slightly less cycling, but it can't ever force you to trash a good card either, plus it can be a cantrip.
Should it be three? I tested it with a different thing (a choose 1: +1 of anything) on the bottom instead of the reaction, and that was just a little too strong for two. With the reaction, which is really just a cute trick, it seems like a good two.

And if it is a cantrip, you aren't trashing anything, so I guess then it's worse than lookout?
Compare it to Pawn. Pawn also is a cantrip sometimes, especially without Actions or buys. As was pointed out in the entry about fan card costs, the difference between 2$ and 3$ is not that big, after all.
The +anything was of course to strong ;) You could use a 2$ card as a Laboratory with benefits, this way.

Can't you use 2 pegasi to get infinite money? Even without that, it seems a bit too strong for 4. Although it might be okay. I'm not sure. The treasure option looks pretty nice though.
I guess if you got down to 6 cards in your deck. But in all other cases, you discard one pegasi and then you only have 1 left in your hand.
Except it doesn't call for discarding a Pegasus, but any Action Card.

Open Pegasus/Chapel. Trash down to them both and 4 other cards (turn 6, latest). Play Pegasus, discard Chapel, draw Chapel, repeat untill you have 11$. Trash remaining yunk and buy a Colony. Then buy a Colony every turn, till you have 4. Take the 50/50 chance of drawing the Chapel and 4 Colonies once. Draw the Pegasus instead next turn, repeat again, buy the fifth Colony, win the game.

I really like the putting-it-back-in-your-hand idea, but drawing a card AND producing money is too much. I recommend doing something else than the +1card here, so you actually have to bring a card into play do this Pegasus engine. It'll guarantee you lose at least one action card from your deck this turn, making this far more balanced.

I think Sorcerer's Apprentice is nice. It's a reasonable 2$, as you can only trash/draw the top card. I didn't see that on first glance.

The second option with Sphinx is noticeably worse than the other too, but that's probably okay if you want to buy only one card, i guess... It's a nice way of keeping it bad where woodcutter would be needed as well as better on other occasions.

I don't know about Junkyard, though. Especially in a junk deck, i can't imagine this card does very good...

Same with Slum. Villages are usually Engine parts, and engines are very vulnerable to junking. Might be a bit counter-productive to mix both, at least without making this noticeably stronger.

Centaur looks good, very simple concept. The only thing i see is that, even though it does not provide + action, it is very obviously much stronger than Spy (not that few cards are...).

Sorcerer might do fine, i guess. It'll probably be much better in games with 3-4 players, helping you to a perfect hand. Attacks happen more often in such games, too, so maybe that'll balance it a bit. It still seems quite strong to me, but nothing i could actually judge upon without playtesting...

I like the action option with Pegasus, but it's a bit difficult to remember all the card does.
I like the option to put Pegasus back on your hand, but it needs to be redone for unlimited use.

Nice cards overall, Sphix probably is my favourite :)

Variants and Fan Cards / Re: Iron Maiden (an Iron family attack)
« on: February 12, 2013, 06:00:28 pm »
Thats a little swingy…how about a better benefit to make it cost $4.
It seems swingy, and we all know that ruins and copper are better then curses. On the other hand, the card will discard your green for you - something that most of the time is a good thing (If you buy Nobles or Harems when this card is out, it's your own fault... You'd think twice before buying them if your neigbor collects Tributes, won't you?). So if others might loose the silver or gold for their next turn, or a festival, you get a better hand at the cost of a curse. It's not that unfair, is it? Swindler gives out curses for coppers, with a chance higher then 50% early-game.

But i guess you're right about the benefit. +1action is not that good, even if you can play two of them in a row. Nobody likes attacks without benefit...

It could make you discard a card from your hand and then give +2X after the Tribute-method. That would make the card itself a small counter to it. So how about that:

Iron Maiden
Each other player discards the top card of his deck. If it is... action card: he gains a ruins
...a victory card: He gains a curse
...a treasure card: He gains a copper

Discard a card from your hand. If it is... action card: + 2 actions
...a victory card: + 2 cards
...a treasure card: + 2$
3$   Action - Attack - Looter

Variants and Fan Cards / Re: Sylas' card ideas
« on: February 12, 2013, 05:53:59 pm »
I happened to have some time for playtesting today, and 6$ is definately too much.

You'll mostly buy this card after your first 1-2 provinces, at least when junk-giving attacks are in the set (a card of mine gave out coppers). The thing is, to get more than 4 VP of it, you have to win the province split anyhow. Of course one could say duke is worse (i think i said something along those lines about an older version), but the thing is that for duke you do not have to fight over duchies, at least not with everyone. Everyone fights about provinces, so a duke player might just collect dukes and duchies by himself, while a crown player has to fight. As a treasure it was mostly worth 0$, and did not change the outcome of the game. One player had 5 provinces and 2 crowns, the other had 4 crowns and 3 provinces. Even if the second one had all remaining six crowns on a two player game, player one still wins.

I think those two things are the biggest flaws this version of the card has. It does not encourage going for other cards than provinces (which duke does), and with junking attacks or without trashing, its value as a treasure card is underwhelming. Sorry...

Variants and Fan Cards / Re: Sylas' card ideas
« on: February 12, 2013, 04:02:53 pm »
my group wants to leave this card for a bit to playtest other cards, so please can someone playtest it for me. once as $5 then as $6 to see which is better. thanks
I'd gladly, but i have no one to play with at home. They're all annoyed with my obsession of Dominion and won't even help playtesting my own cards...

Variants and Fan Cards / Re: Sylas' card ideas
« on: February 12, 2013, 03:26:21 pm »
Before i almost thought 7$ would be allright, but that obviously is too much. You don't buy dukes if you don't have at least 3 duchies, and if you allready own six provinces, it's likely that you'll win anyhow... I'm really not sure what would be a reasonable price, but i'm curious to hear about what your next playtests say :)

Variants and Fan Cards / Re: Iron Maiden (an Iron family attack)
« on: February 12, 2013, 02:58:25 pm »
It's funny that you had exactly the same idea i had. (+1 for that ;))
My iron maiden is really close to yours, just cheaper:

Iron Maiden
Each other player discards the top card of his deck. If it is... action card: he gains a ruins
...a victory card: He gains a curse
...a treasure card: He gains a copper

Choose one:
+ 1$
+ 1 card
+ 1 action

Cost $3

Variants and Fan Cards / Re: Sylas' card ideas
« on: February 12, 2013, 01:55:50 pm »

+ 1 Buy
While this is in play, when you buy a victory card: + 1 VT
Cost 5$ / 6$
(Up to playtesting to see if 6$ is still okay this way.)

after playtesting, unfortunately this still somewhat has the 4 Crowns and a Chapel dilemma.

just keep buying 2 Estates every other turn until they're gone and rack up your VT.

i do have a new idea though. the +VT thing doesn't work well with Crown so i might ditch it altogether. let's try this:

CROWN, $4, Treasure-Victory
Worth $1 per Victory card in your hand.
Worth 1VP per Province you have.

strictly not as good as Duke or Secret Chamber (and they aren't great themselves either) but should combo better with other cards such as Scout and Ironworks.

You might want to halve the VP or increase the price. In most normal games this card will be a better buy than duchy for the VP alone. I do like the minor self comboing though.

As NoMoreFun wrote everything i wanted to say while i was typing, i'll just make the point that this latest version of Crown might make a nice price card for tournament.

Variants and Fan Cards / Re: Sylas' card ideas
« on: February 12, 2013, 01:46:18 pm »
after playtesting, unfortunately this still somewhat has the 4 Crowns and a Chapel dilemma.

just keep buying 2 Estates every other turn until they're gone and rack up your VT.

Well, if you have crossroads, watchtower and three goons, you can do this, too.
Just play crossroads, then the goons, buy 4 coppers, trash them all, repeat.
Or use Kings Court, Goons and a chapel - that works nicely, too.

What (arguably) makes crown more powerful than goons here is basicly that it needs no crossroads/KC for it to work.
On the other hand, you cannot just buy things costing 0 with (my idea of) crown, and also you don't attack by playing it. Also, you need to take some turns to trash the estates inbetween.
If it costs 6 and only produces 1$, i do not see it to be actually overpowered for it's price. There are several cards in official dominion that are just absurd if you manage to build a golden deck around them, especially the cards giving VP tokens. And chapel is a fantastic card itself. Even 2 Salvagers and 3 Stashes can guarantee you a province every turn...

Variants and Fan Cards / Re: Online App for card selection
« on: February 12, 2013, 01:23:58 pm »
EDIT: I have the programm but removed the link form here, as it contains the official Dominion Crest and i don't want to get in trouble... I'll upload and share again without the Crest if somebody still wants it.

Variants and Fan Cards / Re: Online App for card selection
« on: February 11, 2013, 03:20:03 pm »
Well I also don't have a smartphone..

I appreciate your offer, but I really would hate to tax you by sending in the names of all my fan cards everytime I made a new one :/

I'll make something up and make it possible to add new cards by yourself, okay? After all, i make new cards all the time, too, so... Might just take a bit, i'm writing some tests this week.

Variants and Fan Cards / Re: Trinkets - Replacements for Starting Copper
« on: February 11, 2013, 03:02:47 pm »
It's difficult to make this interesting and still have it work. I liked the VP-approach, it'll reward you for keeping all your starting coppers...

When you are meant to put this back in the supply, put it in the trash pile instead. On any other occasion during the game, treat this as if it was copper.
(This is not in the supply)
Cost 0$

Variants and Fan Cards / Re: Sylas' card ideas
« on: February 11, 2013, 02:29:54 pm »
i actually like Asper's suggestion but feel it kind of overwhelms Harem.

Thank you. And yeah, probably it does. Buy at least three victories with this and it's easily better. Maybe simply have it produce less coin (I personally like that + 1 buy as it makes you buy cheap victories like estates that usually get neglected).

+ 1 Buy
While this is in play, when you buy a victory card: + 1 VT
Cost 5$ / 6$
(Up to playtesting to see if 6$ is still okay this way.)

Variants and Fan Cards / Re: Online App for card selection
« on: February 11, 2013, 12:13:36 pm »
Dominion Kingdom Deck is free and lets you do this (and is actually required as it doesnt have Hinterlands in it)

There goes my chance for fame and glory...
I guess that's what i get for not owning a smartphone ;)

Variants and Fan Cards / Re: Online App for card selection
« on: February 11, 2013, 11:31:04 am »
I programmed some stuff with Java myself, but right now it only has my own cards (and the normal cards, of course). I'd let you have it, but for it being able to mix in other fan cards i'd have to put them in there, and right now i am very busy, sadly (University...). If you're interested, tell me which cards to put in and i'll do it as soon as i can.

But maybe somebody else has something that is allready available?

Variants and Fan Cards / Re: Sylas' card ideas
« on: February 11, 2013, 07:59:52 am »
Action - $4
Each other player with 5 or more cards in his hand reveals a card, then either discards or trashes it (his choice). He gains a curse in his hand. You may gain a copy of any card revealed this way, putting it on top of your deck.

I just thought about the fact that if several players attack this way, the first one to play it will have the biggest benefit from it. If you are next in line after him, the only one you can steal a card from is the first attacker himself. On the other hand, this is not so different with militia where +2$ is a bigger benefit for somebody with 4 other cards in hand, so it might be allright.

Variants and Fan Cards / Re: Sylas' card ideas
« on: February 10, 2013, 12:58:07 pm »
Here an idea for pickpocket:

+ 1 Buy
Each player with 4 or more Cards in his hand discards a card. You may put any of the discarded cards in your hand.
Cost 4$

This will keep them from trashing copper, as you'll just take them if you really are in desperate need for money (and they will not be removed from their deck, otherwise). Basically, if you do not want their copper, this is a cutpurse.
It also will make them hold on to their victories, as you might gain them otherwise. You'll probably never get a province this way (at least not if you wouldn't also by a masquerade), but i think 4 is anything but to expensive for this. Well, playtesting would solve this question.

Variants and Fan Cards / Re: Sylas' card ideas
« on: February 10, 2013, 12:43:18 pm »
LastFootnote is of course right, i posted that without thinking it through...
But i do think crown can be saved. You just have to make sure using it will bring us closer to ending the game.
For example:
+1 Buy
If you buy a victory card while this is in play: + 1 VT

Cost $5 6

EDIT: 5 might be overpowered, now that i think of it. If Harem and Hoard cost 6, a crown like this one might also do well for that price. In fact holding several of those in hand might make you favour estates over duchies, which is something we don't usually have ;)

Variants and Fan Cards / Re: Sylas' card ideas
« on: February 10, 2013, 08:43:44 am »
The problem with crown is that it is very good at getting you victory tokens and very bad at buying things.
Maybe you should try making it worth 2 constantly and do "When you discard this: +1VT per coin you didn't spend during your buy phase", "Reveal your hand: +1VT per victory card revealed" or something along those lines. It should also/otherwise cost less then 6, especially if you want it to be good in the early game, where you can't normally afford $6.

Variants and Fan Cards / Re: Credit or: $6 is the new $7
« on: February 09, 2013, 10:01:05 am »
$ 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 like this idea, the no-treasure punishment will make it strictly un-better then cache and will also have an effect later on when you draw it again.

Variants and Fan Cards / Re: A hard $8 card
« on: February 01, 2013, 06:31:26 am »
I suggest to make the card cheaper and give it a restriction or penalty. This makes it more interesting in sets where you can avoid the penality and also stops it from colliding with province. I myself made a hard $8 card (Palace), but that one encouraged buying provinces by counting all $6+ cards except itself for victory points.

-Edit: Oops, Powerman already said that.

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