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Messages - market squire

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126
Variants and Fan Cards / Re: How do you make an effect un-thronable?
« on: November 27, 2014, 12:50:37 pm »
I don't see a huge issue in throning Believer.
Any other change than what you have suggested would change the effect itself, which could be interesting as well:
You could give it a specified target and use lose track rule, like
Quote
Put the last Action you played this turn that is not a Believer into your hand.
Maybe make it an Activation card?
Quote
+1 Action
When you activate this, put an Action you have in play into your hand.

127
Variants and Fan Cards / Twisting options
« on: November 26, 2014, 10:06:11 am »
Hello, I'd like to share some card ideas with you, this time I try to create especially intriguing options.

Small Village (Action) P
+2 Actions
When you play the next Action this turn, if it costs...
$5 or more: Gain a Copper.
$3 to $4: +1 Card.
$2 or less: Play it again.

I want to try out Ironworky effects with Cost ranges.

Flower Seller (Action) $2
+1 Action
Take a coin token.
Spend any number of coin tokens and draw an equal number of cards.
______________________
When you trash this, take 2 Coin tokens.

An older idea from the German forum; it can trade coins for cards which may come in very handy. The on-trash is just for fun. ;)


Church (Action) $6
Trash a card from your hand.
Choose one: +$3 or take 2 Coin tokens.

I wanted a card with an option between flexibility and just more cash. This for $5 would be nice, but I don't like such cards next to Harvest, so i made it a mix of Altar and Trade Route.


Lance Maker (Action) $4
+$2
You may spend an Action.
If you do, each other player gains a Curse.
Otherwise, he gains a Copper.

Inspiration came from the -1 Action thread, but there it got no resonance. I changed it to "otherwise they gain a Copper" because it fits here.


128
Variants and Fan Cards / Re: Dominion: Enlightenment
« on: November 24, 2014, 04:47:51 am »
This expansion introduces Knowledge tokens.  In general, there is a theme of knowing what's coming next, and doing things methodically.

Rules for Knowledge tokens:

-Before drawing cards at the end of Clean-up, you may spend any number of Knowledge tokens.  Reveal that many cards from your deck.  Discard however many you like, and put the rest back on top of your deck in any order.
-After this, but still before drawing cards, you have a second opportunity to spend any number of Knowledge tokens.  If you do, look through your discard pile, and put that many cards from your discard pile on top of your deck.
-Finally, draw your hand, and end your turn.

(It's possible the second time spending them might be too strong, but I'm not sure if the first time is strong enough)

Why have 2 options for the same token? If the first effect is strong enough, you don't need the second one - if not, you could just go with the second option only.
I think it would be nicer to be clear about what this token does.

Heretic
$5 - Action-Attack

You may trash a card.  If you do, take a Knowledge token.  Each other player returns 2 Knowledge tokens.  If they do not, they gain a Curse.

It is a self-counter in two ways:
- It can trash Curses.
- It takes tokens to avoid gaining Curses.
So, no good because it is kind of a must-buy.

129
Variants and Fan Cards / Re: pseudo Demonic Tutor: "Hound"
« on: November 22, 2014, 04:54:56 pm »
During the game, Sage evolves like great - good - okay - bad; Hound would do in opposite order.
I guess $3 cost would be alright.

By mono strategies, I mean cards that are better when you have more of them in the same hand (compared to appearance in seperate hands), like Treasure Map, Minion, Fool's Gold, Conspirator. You know, cards that don't combo well with Hunting Party. Hound is very useful for these cards if you can't trash your starting cards.

130
Variants and Fan Cards / Re: pseudo Demonic Tutor: "Hound"
« on: November 22, 2014, 04:26:12 pm »
I think it's a good idea to let you wish only cards that are already in your hand. It looks fine.
It encourages mono strategies, which may not be that good, but still I like it.
Maybe it compares too favorably to Sage.
The wording should be clear enough. If you'd had to discard the revealed card, Hound would be nonsense, just lowering handsize, so it is pretty clear.

131
Variants and Fan Cards / Re: -1 action card
« on: November 22, 2014, 04:15:56 pm »
See also my

Night Watchman (Action) $3
+2 Cards
If this is the first card you play this turn: +1 Action.
Otherwise, put this on top of your deck.

But "Return this to your hand.™" is even neater, maybe going into another direction.


The "spend an action" thing could also be used for other effects that don't equal playing a card.
Not really thought through, but:

Actionbuild (Action) $2
Trash a card from your hand.
Spend any number of Actions, this number is X.
Gain a card costing up to $X more than the trashed card.

Actionscout (Action) $3
+1 Card
+1 Action
Spend any number of Actions.
For each Action spent, reveal 2 cards from top of your deck.
Put one of all revealed cards into your hand.
Put the rest back in any order.

Actionwitch (Action-Attack) $3
+2 Cards
You may spend an Action.
If you do, each other player gains a curse.
If you don't, trash this.

132
Variants and Fan Cards / Re: How could a Duration Attack work?
« on: November 19, 2014, 04:08:19 pm »
We made a card that we play with regularly, called Werewolf. It has all the fun of the overnight threat of a werewolf, along with the use of silver to ward off the werewolf. It also works well as a Dominion card.

WEREWOLF
Action/Attack/Duration
Cost: $5

+1 Action

You may trash a card costing $1 or more from your hand. If you do, +2 cards.

At the start of your next turn, each other player reveals a Silver from his hand or gains a Curse.

Has the usual problem that people can Moat it on the turn you play it but it might be forgotten when the attack takes place. Unlike Market Squire you are ignoring the need to mark up hit players.

Edit: To try and make a helpful comment, how about having them set aside the Curse during your turn and either gain or return it depending on the Silver reveal? If somebody reveals Moat when you play Werewolf, he does not set aside a Curse and has no need to reveal a Silver.
I like the idea, but the problem is still issue #2. You could just let them discard a Silver or gain a Curse right now.


Some more thoughts on the general concept.

Attacks with a future effect for the opponent (like Taxation, Usurper, Great Embargo and Army) need a tag to mark up attacked players. But therefore, they are much simpler with a general "tag-rule" which works independently from playing the Attack. I.e. they should have text below the line instead of being a Duration.

However, could there be any real Duration Attacks that are worth it? How would they look like?

Assumptions:
- The tag is necessary.
- To justify the tag, it is relevant for the attacking effect (not just as binary information).
- To justify the Duration type, the Duration effect benefits the attacker later, according to the tag(s) it gave. The problem is, you need to assign the tags to the attacker, see Wine Cellar. I don't know if a variant could work that benefits from all the tags.


I am currently trying to come up with good implementations, but this is very hard, if not impossible. Maybe it isn't worth the thoughts, but on the other hand I like the non Duration attacks using the tags.

133
Variants and Fan Cards / Re: Possibly stupid idea: Cursed Idol
« on: November 18, 2014, 05:08:35 am »
Okay, how about:

Cursed Idol
$4 - Treasure

$3

When you play this, trash another Treasure in play, and gain a Curse, putting it on top of your deck.

--------

You may not play this unless you have at least one other Treasure in play.
You could just give cash for trash instead having a restriction.

Cursed Idol
$4 - Treasure

When you play this, gain a Curse.
Trash another Treasure you have in play.
If it is not a Copper, this is worth $3.


Looks a bit like Counterfeit, so what about a derivate of LFNs version:

Cursed Idol
$4 - Treasure

Worth $3
When you play this, gain a Curse, putting it on top of your deck.
________________________
When you gain this, trash a card you have in play. If it doesn't cost more than $2, trash this.

134
Variants and Fan Cards / Re: A strange card idea
« on: November 10, 2014, 02:18:43 pm »
Or do you mean you gain a curse if you shuffle when the HV is in play?

Haunted Village - Action - 4$
+1 Card
+2 Actions
You may trash a card from your hand.
While this is in play, when a player shuffles his deck, gain a Curse.

135
Variants and Fan Cards / Re: How could a Duration Attack work?
« on: November 08, 2014, 05:54:17 am »
Army is intended to let you draw one less card in the Cleanup phase as well.

It is not clear from the rules, so I'd interpret the rules "draw a new hand of 5 cards" as "draw 5 cards which are your new hand" instead of "your new hand consists of exactly 5 cards".

136
Variants and Fan Cards / Re: How could a Duration Attack work?
« on: November 06, 2014, 04:47:37 pm »
I think this works:

Quote
Army - Action/Attack/Duration - $5
+$1
Each other player discards down to 3 cards in hand.
If you played this card from your hand, play it again at the beginning of your next turn.
Okay, this works, but does it answer issue #2? I can't see a special appeal of this vs. Militia. I wanted something that can be done only with this concept.

137
Variants and Fan Cards / Re: How could a Duration Attack work?
« on: November 06, 2014, 05:59:33 am »
Okay, maybe Usurper, Great Embargo, and Army don't need to be Durations at all. The text below the line makes the tag effect independent from playing the Attack itself.

Taxation sounds alright, though the cost increasing part of it is extremely weak.  It also functions as "discard 1 card", and I think that will have more of a negative impact than the cost increase.  Often it'll just increase the cost of junk, which people won't be buying anyway.  In fact, it is liable to help your opponents by buffing their TfB cards. 
In late game, opponents will have a very hard time if they set aside Provinces. But until midgame, you are right.
TfB doesn't work as the cost is only increased during the buy phase (the opposite of Peddler).

Usurper sounds a bit fiddly for real life play.  Should I just flip my hand backwards?  But then I'll have trouble seeing my own cards.  Should I just lay them face up on the table?  That could cause me to mix them up with cards that get played.  It's also rather complicated for what should be a relatively weak attack.  Seeing your hand as you play it usually won't matter that much, and the penalty is far weaker than Militia in that the other player can run through his engine before discarding 2 green cards that he drew at the end, or just giving up an extra +Buy.
I thought you could just hold the cards plain, parallel to the table.
The Attack is intended to hurt BM more than engines.

Great Embargo is not worded properly.  You want to do it like Embargo:

Each other player takes an Embargo token.

When a player buys a Victory card, he gains a Curse per Embargo token he has.  All Embargo tokens held by a player are discarded at the end of his turn.

The card does not need to be a Duration any more than Embargo does.  It also seems weaker than Embargo.  Early on, players aren't buying VP anyway.  Later on, it is hit-or-miss whether you catch them on a turn they would buy VP.  Even if you get them, it's just a Curse in the late game.  New junk doesn't matter as much by that point.
I don't see why my wording wouldn't work. But yeah, this is more elegant. Maybe the Curse should go on top of the deck. Or maybe just this:

Landlord (Action-Attack) $4
+$2
Each other player takes an Embargo token.

When a player with an Embargo token buys a Victory card, he puts it on top of his deck and discards one Embargo token.

EDIT:
Great Embargo (Action-Duration) $3
+$2
Put an Embargo Token on each Victory Card pile in the supply. When a player buys a card from a pile with an Embargo token on it, he gains a Curse. At the start of your next turn: Remove one Embargo Token from each Victory card pile.
It does not work with Moat. I see, you dumped the Attack. I guess that's okay. Maybe the Embargo tokens should be put there after your buy phase so that the active player isn't affected by his own Embargo.

Army is a great idea, but pedro is right that it doesn't need a Duration type.  I'd generalize the wording too:

Each other player turns the top card of his deck face-up.

When a player would draw a face-up card, he turns it face-down instead.

You could do similar attacks, or even non-attacks.  Each other player with 4 or more cards in hand puts one card face-up on top of his deck.  Gain a card costing up to $6, putting it face-up on your deck.  You could even remove the below-the-line explanation of what a face-up card means and just stick that in the rule book.

The big thing to consider is what it does to cards that reveal or look at the top of the deck.  If you have a face-up Estate, does Rebuild hit it?  If there is a face-up card on your deck, how does Lookout work? 

It's a neat mechanism though, and naturally produces combo/counter potential with cards Wishing Well and Mystic.  So that's cool.

Rules clarifiaction on Army:
The face-up card is still on top of the deck. If a player discards, looks at or reveals cards from top of his deck, he also discards/ looks at/ reveals the face-up card and, if the face-up card should be put back on top of the deck, he puts it there face-down, as normally. The penalty only appears when a player would draw any number of cards and one of them would be face-up.

You are right, maybe it can be an own mechanic for other cards as well.

Wine Cellar is problematic in games with more than 2 players in that it would be easy for other players to lose track of which cards are theirs, especially if you play multiple Wine Cellars.  Having designated areas per player helps, but it would make the play area very messy.

Speaking of which, it is unclear how multiples stack.  Suppose you play Wine Cellar twice and two of my Copper get set aside, one per attack.  When you discard one Copper next turn, does this allow you to draw 2 cards?  What if the third player also set aside a Copper -- one discard lets you draw 3 cards now?
Because it is a Duration card (and no while in play effect), you will always just draw one card per card discarded.
Maybe the cards could also be put next to the Wine Cellar itself to make it clearer.

I guess Wine Cellar would also work just like this:

Wine Cellar (Action-Attack) $2
+1 Card
+1 Action
Each other player discards the top card of his deck. You may discard copies of these cards from your hand; +1 Card per card discarded.

But the concept is more like "attack the other players and do something according to it at the start of your next turn." Lets see if there are more interesting things to do.

138
Variants and Fan Cards / How could a Duration Attack work?
« on: November 05, 2014, 12:11:45 pm »
Hello!

By duration attacks I don't mean Duration cards just with an attack on-play. I mean Attacks that have effects after having played them.
I have seen a lot of serious versions of Duration Attacks.

Also, Donald tried it for Seaside early:
Quote
- There was a now-and-later attack. It was you draw two, they discard one, this turn and next turn. I had still not quite learned that you can't do "each other player discards a card" - it will eventually get played in multiples and just massacre turns. I ended up replacing this with Ghost Ship.

The two main issues of this concept are:
  • You can't track whether the opponents defended with Moat/ Lighthouse.
  • There is no special appeal to it, it could just be a normal Attack.

For (game) design, it can be very important to raise questions. So I'd see these issues as questions, maybe there is a good answer to them. As always, you are invited to change my ideas and come up with new takes on that concept.

My answer on tracking:
As aleady done here, we could just mark a player who has been attacked on-play (e.g. with a set aside card or with a token or something special). The future effect will only trigger if you've got that "tag".


So let's see what kind of things could be done here and if they'd be worth it. I'll just give some sample card ideas.


Taxation (Action-Attack-Duration)
Each other player with 4 or more cards in his hand sets one card from his hand aside and discards it in his next cleanup phase. During his next buy phase, copies of the set aside card cost $3 more (before cost reduction).
At the start of your next turn: +$2.

Maybe you need a mat for this? I'm not sure, but maybe then it wouldn't need to be a Duration?


Usurper (Action-Attack-Duration) $5
+2 Cards
Every other player reveals his hand until the start of his next buy phase.
____________________
Whenever a player stops revealing cards for Usurper, he may discard 2 cards. If he doesn't, -1 Buy.

Here the tag is "your hand is revealed". This allows us to make players loose their basic Buy. I tried to make the wording in a way that Usurpers don't stack, but the only thing that seems to work here is to put the attack below the line, i.e. make it independent from on-play.


Great Embargo (Action-Attack-Duration) $3
+$2
Each other player takes an Embargo token. During his next turn, when he buys a Victory card, he gains a Curse. He discards the token at the end of his next turn.

Very simple implementation of the concept. Again, maybe it doesn't need the Duration type.


Army (Action-Attack-Duration) $4
+$2
Each other player turns the top card of his deck face-up. When he would draw the face-up card, he turns it face down instead.

This is just "the next time he draws cards, he draws one less". Positive versions of this are here.


Wine cellar (Action-Attack-Duration) $2
+1 Card
+1 Action
Each other player reveals the top card of his deck and sets it aside left from your draw pile (leave a gap if he can't). At the start of your next turn, you may discard copies of these cards from your hand; +1 Card per card discarded; the other player puts the set aside card on his discard pile.

This one tries to do what you really want to do with that card type: Extend the Attack to the Attacker's next turn. The trick is that each player sets the card aside on a pile dedicated specifically to his cards, but in the Attacker's play area. This is my very first try on such a concept, so maybe we'll find a better take on it.

139
Variants and Fan Cards / Re: Draw during cleanup phase
« on: November 04, 2014, 11:41:39 am »
What about just: the next time you draw any number of cards, +1 Card?

This sounds okay to me. Although it really needs the +Action to be interesting then which makes it very similar to Lab and Caravan.
It should be a Duration card:

Caravansary (Action) $5
+1 Card
+1 Action
The next time you draw any number of cards, +1 card.

On the other hand, why not try this?

Caravansary (Action) $4
The next time you draw any number of cards, +2 cards.

140
Looking at the existing basic card types, I see one combination that hasn't been tried yet: Duration-Attack.  What would a Duration-Attack look like?  The first idea that comes to my mind is a cost increaser - an anti-Bridge for your opponents if you will.  That or something like "silver produces one less" or maybe even "when you play an action, discard a card".

In terms of unexplored areas, Guilds added "flexible coins".  The next logical step is "flexible cards" - one time use cards you obtain through whatever means that don't go into your deck but are set aside to be used at your choice.  I definitely think there will be non-supply cards based on the announced set size, so something like a special card or cards that give you these flexible cards is plausible.  Or maybe cards that get aside on buy to be used whenever, but after the first use go into the deck as normal.

Presumably there will be at least one alt VP card.  No ideas there, but I wouldn't mind seeing another vanilla VP-Action card.

The Duration Attack thing is very unlikely, although I'm currently thinking of fixing this concept, which is hard, but maybe possible. As I don't consider this a speculation, it will be in the Fan Card section soon. :)

But the more likely sounds your other guess to me. Timing flexibility. Cards that give you the decision when to trigger (besides when you play it).
I asked Donald about such effects here. It was about a Dark Ages Outtake that was like "+1 Action, set this aside --- when you play an Action while this is set aside you may put this into play and play the Action again." It seems really promising - but it needed a mat.
Instead of using a mat, there could be neutral "trigger cards" that you put on a card to indicate how often you can still trigger its effect. In this example, instead of using a mat and putting the card back into play, you'd remove the trigger card to indicate that the effect has been used (and that the Action will be cleaned up).

EDIT: Just found a necropolitan Thread with exactly the same idea (only without ancillary cards).

141
Variants and Fan Cards / Re: Two different ideas
« on: November 01, 2014, 09:49:20 am »
Quote
XXX - Action - 2$
+1 Card
+1$
You may play an XXX from your hand.
-------
Setup: Each player (starting with Player one) may trash any number of coppers from his deck.

The setup part sounds very very interesting.
Lets see... you could trash 5 Coppers, and open with XXX for sure. During each of your next turns, you will be able to get either your starting hand (which will get you another XXX) or draw an XXX to basically add +$1 to your starting hand (but you should get more XXXs first). Sounds a bit too dominant.
What about letting them trash only up to X Coppers, maybe 3?

The second one is inspired by another thread that I can't find. it had a "set number of things total to X" theme.

Quote
YYY - Action - 4$
+2 Cards
Set your number of Actions to 2. Discard a card per Action gained this way.

This might seem strong/difficult to judge, so here are a few things it can do. Play one, it's an Inn. Play a second one, it's the "+2 cards, +1 Action, discard a card" thing that never wanted to be an official card. Play if after playing two villages, and it's a moat.

Play two in a row, and you have exactly the same effect as a warehouse and a village. If you already played a village, it can sift without decreasing your hand size. it will almost never be a dead card, so that's an advantage.
This thread.
I think it is a nice card, although the discard part is a bit weird.

142
Variants and Fan Cards / Re: Draw during cleanup phase
« on: November 01, 2014, 08:53:14 am »
Another plus for Caravansery (vs. Caravan) is that you increase your handsize during other player's turn which means you are more likely to reveal Reactions (you know, Moat, Bane card, Fool's Gold, Tunnel, Market Square...) and in better position for the opponent's Masquerade, Bishop, Vault, Mountebank or Tournament as well.

But maybe $4 is alright for both Relic and Caravansery.

Another thing to try could be Wharf-stile, i.e. making it terminal and draw another card:

Caravansary (Action) $4
At the end of this turn, after drawing cards, +2 cards.

143
Variants and Fan Cards / Draw during cleanup phase
« on: October 31, 2014, 07:26:20 pm »
Hello!
Here comes another awkward concept...

Caravansary (Action) $5
+1 Card
+1 Action
At the end of this turn, after drawing cards, +1 card.


In some cases it is weaker than lab, in some cases it is stronger - depending on the cards that will be played by the opponents and your Reactions.

Maybe it is too similar to Caravan?

If so, what about a Treasure Peddler variant:

Relic (Treasure) $5
Worth $1.
When you discard this from play, set aside the top card of your deck. Put it into your hand at the end of your Cleanup phase.

144
Some serious speculations from me as fan card maker (although this doesn't say much, most of Donald's cards have been soo much better than cards I could think of, every expansion had big surprises to me):

Considering that the set has 400 cards, it is quite obvious that there will be "extra" (i.e. non-kingdom) cards. Donald could make another set of just kingdom cards like Hinterlands, but Hinterlands was only 300, and at the given level of complexity, new mechanics are needed. Donald always filled out the card space efficiently, my guess is there will be about 30 kingdom cards (~330 total), so there'd be space for ~70 extra cards.

What could be done with these?
  • Other basic cards, as we know from Alchemy and Prosperity (although I can't imagine what to do here).
  • Ancillary non-supply piles, as we know from Cornucopia and Dark Ages.
  • Alternative starting cards like Shelters, maybe to replace Coppers, or Cantrips that are just added to the starting deck.
  • Non-gainable cards that are used for bookkeeping (to mark supply piles - maybe too similar to Embargo/ Trade Route; to mark any player), to count stuff (e.g. how often you shuffle, how often you gained a card), or as Events (like neutral attacks that take place each round or when a player triggers it).


Guesses on the kingdom cards themselves are much harder.

The big themes that are already covered by the existent expansions are flexibility, future, currency/ Actions, buys/ Treasures, variety, gains/ Victory, trash/ cheap, and... again flexibiliy/ future I guess?
There could be overlaps in themes, but Donald always gives us something new as well.

New general themes that come into my mind at the moment are:
  • Consistency (it's already covered by Prince, but there could still be things to do here.)
  • New sort of interaction (Donald is very cautious with such things but maybe something a la "7 Wonders: Babel"?)
  • Cards with different deck speeds (see my idea "queue pile")
  • Timing flexibility (like coin tokens, just more in general, see LFns "Activation cards")
  • Twist on endgame (cards that do things before you score; or special conditions for VP cards).

145
Variants and Fan Cards / Re: Ranger
« on: October 30, 2014, 06:10:45 am »
I guess this would work. But I don't like adding variations of Prince. Imo, cards are generally more interesting if they are shuffled in the deck. Prince does exactly the oppsosite - but with any (cheap) card. By introducing that own principle, Prince is definitely worth it. Variations of Prince aren't, because, hey you can have a Prince of Scouts if you want.

Maybe it could be a self-topdecker or a normal Duration card.

146
Variants and Fan Cards / Re: Kingdom from card pool
« on: October 27, 2014, 05:29:43 pm »
To give you some better idea of how this works, I will now give you a card list as an example.


But before I do, just a clarification:
If all kingdoms had a village, a draw card, and attack etc... then games would get more and more similar.
This is not how the card pools work. They are intended to be something like "flexible kingdoms" - you don't need all the sets to play them. Randomness is just scaled down by using not all the cards during setup. Few pools need a specific card to work, but most of them don't (as the following).


This is card pool no. 2, "Cantrips". Its theme is, as already mentioned, cards with +card +action, but also about the order of the top cards of the deck.

What do you think about this card pool? Is the theme too restrictive for strategies? Also, which cards would you change?
Do you think games using such card pools could be better (more fun) than full random?

Base Set
Cellar
Workshop
Bureaucrat
Spy
Laboratory
Market

Intrigue
Great Hall
Shanty Town
Wishing Well
Conspirator
Ironworks
Scout
Minion

Seaside
Pearl Diver
Lookout
Caravan
Ghost Ship
Treasury

Alchemy
Vineyard
Apothecary
Scrying Pool
Familiar

Prosperity (no Platinum/ Colony)
Talisman
Quarry
Grand Market
King's Court
Peddler

Cornucopia
Hamlet
Fortune Teller
Menagerie
Horn of Plenty
Hunting Party

Hinterland
Crossroads
Oasis
Scheme
Cartographer
Haggler
Highway
Stables

Dark Ages (no Shelters)
Vagrant
Market Square
Sage
Urchin
Ironmonger
Band of Misfits
Junk Dealer
Mystic

Guilds
Candlestick Maker
Advisor
Herald
Baker

Promo
Governor
Prince

147
Variants and Fan Cards / Re: Kingdom from card pool
« on: October 26, 2014, 03:58:51 am »
I selected "No" for Base Set and Intrigue and kept getting cards from those sets.

Edit: I also used formatting to highlight the sets by color, for easier visual reference.
Oups, i messed up with the order of the cards, which means the cards didn't match to their proper expansions. Now everything should be right.

I didn't like to use too much color in the sheet to keep it plain and simple to understand.


Edit: I added a Black Market deck (just for people who like to have a specific deck irl).
Also, the Promos are now all at the top of the list because they shall be easy to find.
All cards in the list got their text (as mouseover comment)! This mostly dates back from the BGG file.

148
Variants and Fan Cards / Re: Kingdom from card pool
« on: October 25, 2014, 01:55:30 pm »
I downloaded the file, tried it a dozen times, and it kept giving me Great Hall and Scout.

But the combo!
What a random happenstance!

I guess the chances for a specific combo are just much bigger in such a card pool.

If you don't like these cards, you have at least 4 options:
You can "no" them in the list.
You can change the card pool (the 0s and 1s in the "cantrip" column).
You can cry and destroy the computer.
You can choose another card pool.

149
Variants and Fan Cards / Re: Kingdom from card pool
« on: October 25, 2014, 11:29:33 am »
No interest here?

Do you prefer just playing random sets? The card pools don't give you obvious strategies. They are designed to generate interesting kingdoms with different ways to go for, even if they sometimes use the same basic strategy (like, "make Copper useful").

I encourage you to download the file and have a look at it.
I'd really like to learn what you think about such card pools. Also, the card pools themselves are not carved in stone.

Or does the file not work for you?

150
Variants and Fan Cards / Kingdom from card pool
« on: October 23, 2014, 06:28:22 pm »
Hello everybody! :)

As there are many cards in Dominion (and we'll get even more, yay!), the chance gets bigger and bigger to get stupid/ uninteresting kingdoms. Like, 10 Villages or so, you know.
I would like to share with you my idea to generate Dominion kingdoms with smaller card pools that have a theme to push the game into a specific direction.


The card pools are, for now:

Beginner.
Simple cards without hard decision-making.
Cantrips.
All around cards that replace themselves and the top of the deck.
Copper.
Cards from this pool benefit from Copper.
Slog.
Build up a huge pile!
Money.
For quick games using Big Money.
Chains.
For long games using Action chains.
Buys.
Cards that make buying decisions more interesting.
Curses.
You'll get cursed and need to find the best way to live with it.
Attacks.
The interaction pool: Attacking, defending, and supporting.
Sifting.
Sifters and cards that play well with them.
Combo.
Cards that you want to collide with each other (or other cards).
Cost.
Playing with the cost - trash for benefit.
Trash.
Cards that care about trashing.
Power cards.
A meetup of all the really strong cards.


I won't list all the card pools in detail, but you can see them in my Excel Kingdom Generator.
This has been some work for me over a few years, but it was quite easy to translate it in English.
So here you can download the Excel Sheet.
I don't know if your program manages to read German formulas, but my Excel translates English as well. So please ask if it doesn't work for you.

How to use:
  • All colored cells have a dropdown list for you to choose from. Choose a card pool and the sets you own. You may also scroll down and choose single cards that must (or mustn't) be in the kingdom.
  • If you want to play irl, just print out the kingdom (2 kingdoms per sheet).
  • For online play, there is a big cell with all the names in the whole kingdom. Just copy its content and put it into the Salvager Kingdom Generator.
  • To generate a new kingdom, refresh with F9.

The basic document (a normal kingdom generator) was from BGG and has been tweaked by many authors since then.
If you like to change formulas and things, some columns are hidden and some cells have white text.

How it works:
  • Each card gets a random number, the 10 highest numbers will be the kingdom.
  • Some numbers will get modified if you picked "yes"/"no" for it or its set.
  • The numbers are also modified by the chosen card pool. Normally, they are just multiplied by 0 or 1. Some pools have specific requirements (e.g. "Curses" wants at least one Curser), then it will be multiplied by a huge number.
  • There is an extra table to determine a Bane card, but it will only appear if Young Witch is in the Kingdom. Modifications have the same effect here.

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