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Messages - Co0kieL0rd

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26
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: December 17, 2017, 09:46:39 pm »
Did you consider Lock just being its own pile without Caretaker, and the Heirloom just being "gain a Lock" (expressed to overwrite Lock's text) or "trash a Lock from the supply or gain a Lock from the trash"?

I did. 10 Locks flying around the Kingdom would overegg the pudding a bit, don't you agree?

27
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: December 17, 2017, 05:55:12 pm »
Sorry I was a bit rushed when I posted that, I should have waited till I had time to write something more constructive.
First of all I should have said that I think the idea of a card that "Locks" supply piles is quite interesting and having an Heirloom tied to the unlocking is very clever.

The point I was trying to make is that if you don't care particularly about Caretaker being strong then the second ability really isn't pulling it's weight to be worth the extra words on the card. I already made the comparison to Stonemason - a card that is so weak that gaining it is basically a downside to balance it's crazy overpay ability. I wouldn't describe it as versatile, quite the opposite really. So if you do care about the power of Caretaker then it probably wants something more than that, I'd suggest just giving it +$1 to keep it simple. I think we might just have different design philosophies on this kind of thing though, I'm a big fan of keeping things as simple as possible.

I'm just going to have to flat out disagree with you on the complexity of this though. It's a split pile, which already means you have to learn twice as many cards as the average card. It then also has an Heirloom, so now in order to know what this is doing you have to learn 3 cards and then on top of that there are weird pile-blocking things going on and gaining from the trash. I can't really think of a way to make a more complicated supply pile - apart from travellers I suppose, maybe Fool and Vamp too. I'm going to use LilbraryAdventurer's initial misunderstanding as evidence for this point  :P

Yeah, I guess you're right, the whole spilt pile with Heirloom is pretty complicated. I thought you were only talking about Caretaker when saying that.

Our design philosophies differ some but not a lot. I can get behind simplicity and perceive many other fan cards as too complex. Not my Caretaker on its own though, as both his abilities are unique and they wouldn't really make sense on two separate cards.

Anyway, I also came up with alternative effects for Caretaker which still stick to the basic concept. They should give you an idea of what I want him to be like:

Quote
Caretaker A, $5, Action
+$2. You may gain a Treasure from the trash onto your deck. You may trash a Treasure from your hand, to gain 2 cards each costing less than it.

Quote
Caretaker B, $5, Action/Attack
+$2. You may gain a Treasure from the trash onto your deck. You may trash a Treasure from your hand. If you do, choose a Kingdom card costing less than it. Each other player gains a copy of it.

The wording of Caretaker B isn't the greatest but makes sure the card you choose is the same for each other player. Both alternatives are probably stronger than the current version but neither is simpler. So they're probably not for you either.

Thanks for the constructive criticism anyway. When are you going to check out my other cards? :)

28
Variants and Fan Cards / Re: Dominion: Ice Age
« on: December 17, 2017, 02:57:34 pm »
I wish I had found earlier the leisure to comment on the second batch of cards you posted. You set high standards for yourself with the first bunch and the others don't disappoint!

Mountain Village
and Snow Hag: Good to see you're taking other people's criticism into account. These are reasonable nerfs. With this many Ice tokens, MV and Curses, respectively, should be almost guaranteed to miss the shuffle which I think was neccessary to balance these cards.

Campsite: A clever Village variant. I'm surprised this doesn't exist, yet. The reason might be that this is crazy in any engine that draws the deck, though it's only marginally useful while you're still building it. A ways to circumvent this, which I'm sure has been suggested already, is to make you pay $1 or $2 per Campsite you want to topdeck. As another note, this fits very well in a Coin token-based expansion.

Pioneer: This card is fine and balanced but, as you pointed out, might result in too much searching and shuffling. You could always just row back and turn this into an actual Peddler with the on-gain effect. This would be a definitive buff as it would allow you to trash your Coppers. Since searching for Coppers could quickly become annoying, and for the sake of simplicity, I'd say just make it a Peddler.

Sleigh: A cute card that starts out worse than Wishing Well but gets better the more you play in a row. That said, you pretty much commit to Sleighs when you start buying them. That means there will be games where it's not worth going for them at all, and that's fine for a $3-cost card, which they can't all be the best, anyway.

Hunter: I don't know. It seems convoluted and could use some paragraphs. It should say "You may discard a Treasure." Now onto the bonuses; they're hard to assess. Discarding an Action for +1 Action seems like it will be a mistake too often, especially considering you may discard a Victory card last. Hunter is expensive so that should be the first thing you do. It's not like the other two bonuses are particularly strong, either.

Barbarian: I like the idea a lot but the card is weak as-is. Without the attack it would be fine, probably a bit too weak for $4. But to use the attack you need to save 4 Coin tokens which means you basically played 4 terminal Coppers (the fourth with an attack attached that's random and mediocre)! You could try it at $3 or reduce the number of Coin tokens needed for the attack. With enough playtesting you should get this unique concept to work out.

Cargo Ship: Another clever idea but, alas, weak again. The only way this is better than Salvager is it gives Coin tokens instead of $. But they are delayed, Cargo Ship doesn't have +buy, Salvager is faster at spiking high-cost targets and trashes more often, except if you only trash $0-cost cards with Cargo Ship (which would be terribly slow). This needs a vanilla bonus (I suggest +1 Card, +1 Action) to be any good. Alternatively, it could cost $4 but then it would still only situationally be viable, and ignorable in many Kingdoms.

29
Variants and Fan Cards / Re: A Dragon in Dominion!
« on: December 17, 2017, 12:56:27 pm »
Dragon Tamer- Seems Good. But I am not 100% sure if a duration moneylender is balanced at 3 cost. And dragon tamer slightly more flexible. In most 2 player games I don't really see 5 Dragon Tamers being bought which is a shame.
It's made to be in-line with the other Durations that give the same bonuses as more expensive cards but split over two turns. Compare Caravan and Laboratory, Caravan Guard and Poacher, Ghost Town and Lost City. I actually think Dragon Tamer is weaker than Money Lender, and quite weak in general. I intentionally made it a trasher so that it's harder to ignore.
Whether or not five Dragon Tamers will be bought depends on a lot of things - how slow is the game going to be, how important trashing Treasures is, how strong players perceive Dragon to be... your next assertion suggests it's rather strong for $7 so there you go.

Dragon- A non-terminal gold gainer that's not situational might be too good for 7. However since you cannot buy it early game in most 3 and 2 player games it's probably fine.
The first version put the Golds on top of your deck which was ridiculous. It made gaining additional Dragons and Provinces trivial.

Ravaged- I can see this card really forcing players to not buy actions, if a lot of dragons get into play. An action phase without a buy phase is pretty weak in most cases. Which leads me to my next point which is skipping the Clean-up phase, what would even happen if you skip a clean up phase? Would it just put the game into limbo since the turn won't pass to the next player? Or am I just thinking of it wrong since there isn't much information on this in my rule book unless I missed it.
This could happen in 4-player games but other than that, I don't really see it. If Dragon's any good on a given board, you probably shouldn't go for a pure engine, but nowadays there are plenty of alternatives anyway - hybrid decks can be a lot of fun to play.

What happens if you skip your Clean-up phase?
  • You don't discard your hand.
  • You don't discard cards you have in play. Any resources they produced expire after your turn ends.
  • You don't draw 5 cards.
  • The rulebook also says your turn ends in your Clean-up phase, so if you take it literally it wouldn't actually end. But of course your turn still ends - right after your Night phase.

30
Variants and Fan Cards / Re: A Dragon in Dominion!
« on: December 16, 2017, 10:33:38 pm »
Asper and popsofctown, I think you are both right that it would be clearer and safer if Ravaged just mentioned the three phases (Action, Buy and Clean-up) you are allowed to skip. Also popsofctown, thank you for your encouraging words :)

Ifskipping cleanup is usually the worst option, and is also by far the most confusing option, then yeah, don't even let people do it.  It's like building a road, and adding an extra lane that's intentionally full of potholes. Just don't add that lane. Someone will drive down it even though it's a bad decision, and why would you want that?

It was just an assumption. In the endgame, the decision is certainly not that clear. You might want to skip Clean-up to be able to finish the game by playing your deck and buying the last Province. I'm not afraid to add such an unusual effect to the game to try out new things. It's a fan card after all. Why would I subject myself to such limitations as "people might find it confusing" when the card text and rule book have it very clear?

Chappy7, your Dragon Traveller line looks very cool but all cards seem to be on the weak side relative to their cost, especially considering they're conditional as well. I think it's weird that the first two stages can only be exchanged under a certain condition whereas Wild Dragon just evolves into Trained Dragon with no effort. Shouldn't it feel more like an accomplishment to train your dragon?
You should definitely make a new thread for them, I won't mind. They're have nothing in common with my Dragon, not even the exact name.

31
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: December 16, 2017, 09:53:53 pm »
The treasure trashing option on Caretaker is very weak - it's a limited Stonemason, it only really seems good when used on Gold. I suppose you get Caretaker to gain locks from the trash and that's just a situational extra though, so it's probably not too bad.
Having unlocking Locks tied to an Heirloom means things will get unlocked faster with more players, which may or may not be bad, just different.

Everything you mentioned is the result of deliberate decisions and careful consideration when designing these cards. Caretaker isn't meant to be strong, just unique in its function, and to synergize with Lock, of course.

I don't see the point in adding a very weak situational ability onto an already complicated card.

I don't think it's a complicated card. The Lock/Caretaker combination certainly benefits from both of Caretaker's effects. Also the Treasure trashing option is very versatile as you can gain two Duchies (6VP) by trashing a Gold, for example. Or any other $5-cost cards.

Here are some alternative lock images for your consideration:

Thank you for the help, although these lock images fall into the same category as most I found - too realistic. Even with the Van Gogh filter they just don't fit the Dominion look at all, sadly :(

32
Variants and Fan Cards / Re: A Dragon in Dominion!
« on: December 15, 2017, 03:32:03 pm »
What if you skip your Clean-up phase with Ravaged? That seems really wacky.
Make sure you don’t get rid of all your actions, so you can do something next turn?

You wouldn't draw a new hand right? So you better have some Wharves in play! Or something...

Skipping cleanup seems confusing and begging to be broken. Maybe this should just be Action or Buy phase? It would mean you can avoid having the ugly non-Night wording too.

Since the player with Ravaged can choose which phase to skip, it's their problem if they chose Clean-up. It's probably usually the worst option. I played one game with Dragon so far. Clean-up was skipped once - it felt very unusual of course but we stuck to the rulebook and everything worked out.

What about an Enchantress-type effect, where Action cards basically "do nothing" for the turn? It wouldn't outright skip the Action phase, but it would only provide marginal cycling benefit.

I don't want to force players to skip their Action phase (or have their actions annulled) if that's not what they want.

33
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: December 15, 2017, 02:05:42 pm »
The treasure trashing option on Caretaker is very weak - it's a limited Stonemason, it only really seems good when used on Gold. I suppose you get Caretaker to gain locks from the trash and that's just a situational extra though, so it's probably not too bad.
Having unlocking Locks tied to an Heirloom means things will get unlocked faster with more players, which may or may not be bad, just different.

Everything you mentioned is the result of deliberate decisions and careful consideration when designing these cards. Caretaker isn't meant to be strong, just unique in its function, and to synergize with Lock, of course.

34
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: December 15, 2017, 11:05:44 am »
Oops. Okay, then ignore my comment. If the worst that can happen to you (and only in a Swindler or Hex game) is that you'll have to play Big Money, I think that's fine.

That's my man as I know him!  8)

35
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: December 15, 2017, 11:04:50 am »
Feels fine power wise, maybe Caretaker is a bit weak.
I didn't raise this before, but there is the issue of errata, and what exactly the Lock on another pile means. Does it count the pile as a Lock Supply pile, or does it maintain its name, types and costs but you can't gain anything under the Lock? In either case, what happens with the exchanging cards? They assume the card they're swapping with is available, and if it isn't it's debatable if the exchange happens at all. Bat into Vampire is the most obvious puzzler.
Ambassador is another one, especially 3+ players where you need to remove a card under the Lock.
Hopefully you get the idea.

You raise a good point. I'd say (and think accoring to the rules) any card that's not visible in the Supply, can't be gained or exchanged for. But Lock still needs errata that make clear Lock can't ever be gained from the Supply, no matter what other cards say. Maybe that's very inelegant but I'm afraid if it just says it can't be bought it would be too easy to gain Locks with gainers.
Is the Encampment pile with a Lock on it still the Encampment pile? Good question. My errata says it is, and you return your Encampments on top of the Lock. But that's again not very intuitive.
Maybe Lock doesn't even need the part below the line. I should definitely test it without it. That would give me more space to make an additional clause saying something like "that pile keeps its name."

36
Variants and Fan Cards / Re: A Dragon in Dominion!
« on: December 15, 2017, 10:37:34 am »
Shouldn't Dragon be Action-Reserve? Or did you intend to gain Golds in Night Phase and call it in another Night Phase?

No and yes. I feel it's cooler if Dragon's a Night card.

37
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: December 15, 2017, 10:36:13 am »
Maybe make Key cost 2$ so there are less trashing attacks that can hit it? I'm not sure, but I feel losing your key might be incredibly painful.

How about you just give it a "when you trash this, put it in your discard pile" instead? That would still combo with Caretaker, though not in a way where you sometimes can't win if you lose your key (opponent swindles your key and has the first and only caretaker, uses Lock to cover up the caretaker pile. Now you'll never get back your key and they can lock Province).

I've thought about trashing attacks but I didn't come up with reducing Key's cost to make it avoid some of them. Good idea. Swindler can't be avoided though and I don't feel like making Key more complex than necessary for this one card alone. Anyway, your opponent can't lock Province. Lock can only be put onto a Kingdom card pile.

38
Variants and Fan Cards / A Dragon in Dominion!
« on: December 15, 2017, 09:47:40 am »
To my surprise, I haven't seen any Dominion fan cards named Dragon on this forum for a long time... or ever. This might be because no mere mortal dares make a card based on such a fearsome creature without giving it an effect to match its grizzly renown.

Well, I think I found such an effect. It's so strong it has to be at the bottom of a split pile to be delayed. Dragon Tamers assemble on top to come to your protection, provided you can pay them.



Now behold the terrible creature lurking below! Here to bring great wealth unto the player who summoned it, and devastation upon the others!



So the Dragon is at the bottom of a split pile, expensive, even further delayed and a blocking card comes with it... it better had a huge impact!



To some it might feel that your turn phases should never be touched by any attack. I say with the right limitations you can do it. In the end it's all about the fun, though. This isn't going to be for everyone. But I'd be glad to hear your feedback - positive and negative - anyway.

Just to clarify, there are 5 Dragon Tamers and 5 Dragons, just like in a normal split pile.

And yes, you can absolutely choose to skip Clean-up on your turn - you don't get to discard cards from play or your hand (but you don't draw 5 cards either). This might occasionally be the best decision, particulary if you plan to end the game this turn anyway.

The card images were made using Violet CLM's Dominion Card Image Generator v1.3 (http://forum.dominionstrategy.com/index.php?topic=16622.0) and I'm very happy with the results :) It's an awesome program. I wasn't pleased with the image it generated for the Ravaged state so I made my own using GIMP (I was too lazy to replace the "Event" line at the top right, oh well).

39
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: December 15, 2017, 09:25:13 am »
Here's my take on a card that (b)locks Supply piles but tries not to be too obnoxious about it. Lock's the top of a split pile, Caretaker the bottom.

You got your Key right from the start so it's just a matter of time until all Locks are trashed. But Caretaker can retrieve them from the trash and do some cute tricks with Treasures.

Since Locks can't be gained from the Supply and only one can be removed per shuffle per player if they so desire, it's going to take a while until piles are starting to get 'Locked'. Lost your Key meanwhile? Let's hope your opponent's Caretaker doesn't find it in the trash. They probably won't give it back!

   



Quote
Lock, $4, Treasure: $2. When you play this, set it aside. At the start of Clean-up, put it onto a Kingdom card pile.
While this is in the Supply, you can’t gain it. Heirloom: Key
Split pile
Quote
Caretaker, $5, Action: Choose one: Gain a Treasure from the trash to your hand; or you may trash a Treasure from your hand and gain 2 cards costing less than it onto your deck.

Quote
Key, $4, Treasure: $1. When you play this, you may trash a Lock from the Supply.

These cards ware made using Violet CLM's Dominion card image creator (http://forum.dominionstrategy.com/index.php?topic=16622.0). It's really easy to use and the results are premium. Check it out if you haven't already!
I just wish I had found better images for Lock and Caretaker. They look awful and not how I imagined them at all but I'm super bad at finding good images on the internet :(

40
Dominion General Discussion / Re: if you think about it
« on: December 06, 2017, 04:40:06 am »
A non-activated Vassal is just a Silver that uses up your action. A Silver doesn't and is always activated.

Conclave is better than Vassal

That's probably why the woman on Conclave looks more self-confident than the guy kneeling on the floor on Vassal (is he the vassal, or the dude on the left?)

41
Variants and Fan Cards / Re: Dominion: Ice Age
« on: December 06, 2017, 04:28:04 am »
Gazbag, I really, really like your Ice token mechanic, and I think you succeeded in implementing it in simple yet compelling cards. Design-wise, I like them all; they mostly require some balancing. And they look great!
I'm not decided whether I prefer Ice tokens to be removed each turn or after shuffling, so I'm going to evaluate your cards with the mechanic as-is, for now. My general stance is that few Ice tokens on gained cards will rarely make a considerable difference so I'll often advocate more tokens.

Snow Hag: I don't think the similarity to Witch is a problem, as many official cards are redundant as well. But the Curse needs to come with at least 4 Ice tokens so it's guaranteed to miss the opponent's shuffle even if SH is played in turn 3. Otherwise it's just too strong for $4. Even then, looking at Young Witch, SH would probably require an additional nerf to justify the cheap cost.
She doesn't look like a hag at all but in case you named her this way to account for Asper's and my fan card Snow Witch, that's appreciated ;)

Yeti: Ice tokens seem like the perfect solution to make a vicious trashing attack acceptable. I suggest you make Yeti a pure freezing attack (using Pacovf's terminology) to make the card more reliable and because you already have a curser in the set.

Venturer: Good idea in general but in it's current form I find Venturer too polarized (it's only good with strong trashing) so I would raise the cost and only make it give one or two Coppers. Also removing Ice tokens from other cards, with regards to some other Ice token cards as well as negative self-synergy, doesn't really seem like an upside on Venturer. That on top of an on-gain effect similar to Frozen Cache's (which I like more), makes me inclined to say, scratch Venturer (in its current form) from the set.

Rediscover: This combination of effects absolutely has to be in the set. But I fear rediscovering Provinces might be broken. Maybe not though, as one or two Ice tokens on a card often won't matter, unless you're drawing your deck each turn. I'm curious what you find in playtesting.

Mounain Village: Delayed gaining is not a huge enough downside to a card that self-synergizes to become a card better-than-Bazaar to justify a cost of $2. The concept by itself is great, it's just a matter of finding the right cost for this card.

Ice Cave: Again, cool idea but suboptimally implemented. In this case, it's terribly weak. Compare with Sacred Grove, and Ice Cave's benefit is even more marginal, so you can easily make it give +$3. Putting more Ice tokens on the Victory cards would be more interesting. Consider even 3 Ice tokens per card bought per Ice Cave in play, since you won't usually play more than two per turn.

Glacier: This looks ridiculous compared to Harem, but Harem sucks so who cares. It's a good concept but I would like it even more if it gave VP instead of coin tokens. That would incentivize you to green earlier than you normally would which is generally a good premise for strategically challenging cards. (The coin tokens incentivize it too but they make it much easier to continue greening in the late game which makes it too automatic in my opinion.)

Frozen Cache: The idea is cute so I don't care if it's actually weak or redundant. If it seems too weak and nobody buys it, try it at $5. That should be more appropriate.
The color pattern makes it look more like a Reserve.

Frost Spirit: I'm the minority here saying this card isn't actually that strong. My first impression was this should cost only $2! I realize it's quite good in a deck-drawing engine but it's pretty hard to build such a deck with this as the only support in the first place. How about this:
Quote
Frost Spirit, $4, Action: +2 Cards. +1 Action. Set aside a card from your hand with 4 Ice tokens on it.
This would be more akin to Secret Pasage; better at delaying junk but less flexible and synergistic with other cards.

Cold Storage: Another obvious concept that's just a matter of balancing. As usual, I think 2 Ice tokens are too few. Gaining $5-cost cards with a card cheaper than $5 is really powerful! Don't like the name in particular (perhaps something more Workshop-esque?).

Citadel: This seems like something Donald would do, just without the Ice token on it. Unlike many other commenters, I don't think you should get rid of it. But it definitely needs to come with more Ice tokens. Or consider setting it aside with an Ice token each time you discard it from play.

42
Tournaments and Events / Re: Noctournament (Dualset)
« on: November 26, 2017, 03:37:08 pm »
You wrote in the OP that the second player chooses the expansion, other than Nocturne, from which cards are selected. But we have to pick the Kingdom cards first, start the game, and then the client decides who's going first at random. So how does this work?

43
This is a good start to an introductory article to Dominion Base 2nd ed. Not sure what exactly it's supposed to get at but it's a nice read and there's nothing wrong content-wise.
If it's directed towards beginners (which I assume) and also for the sake of courtesy, I would strongly advice you to omit the phrase
Quote
First off, yes, in case you’ve been living under a rock for the past year
This is a snotty remark against the reader and you can't know how each individual person on the internet receives that. You don't want anyone to start reading your article (or end it right there) with a bad first impression, do you?

Since you mentioned how much the 2nd ed in particular has to offer, consider writing a paragraph about catrips. Explain what they are and why they're good to have in your deck; reliable action densitiy, Vassal enablers, good targets for Throne Rooms, etc.

44
Dominion General Discussion / Re: Google translates Dominion
« on: November 23, 2017, 02:19:33 pm »
"The Emergence of Tourism" sounds like the title of a work paper in geography. Bring it!

45
Dominion General Discussion / Re: Google translates Dominion
« on: November 22, 2017, 03:28:05 pm »
"I came to goats", every time I played with Pixie :P

46
I proofread the actual wiki articles of all these and found no flaws. Good work!

47
Prince + Blackmarket + Crown
My Prince played a Black Market at the start of each of my turns, allowing me to play Crowns (as Treasures) which, in turn, played actions and more Crowns while I was still resolving the Black Market from Prince. It worked because, apparently, the start of your turn counts as part of your action phase (which I don't know isn't a bug on ShuffleIT). This allowed me to play my entire deck within a single Prince of Black Market once. This 3-card-combo probably allows for the largest chains of cards played by one another ever.

48
Tournaments and Events / Re: Noctournament (Dualset)
« on: November 19, 2017, 08:11:14 pm »
I'm in!

49
I think it's worth necro-ing this. I'd love to try to work out a time for a game, and I have Discord now for voice call.
I'd love to play with some of your cards, provided we also include some of mine ;) I'm available on Thursday night and on Sunday (UTC+1). What's your time zone?

50
Variants and Fan Cards / Re: Dominion: Revolution
« on: November 11, 2017, 06:53:53 am »
Aquila, you have very interesting and original ideas. Such shall be graced with my coveted commentaries!

The action tokens and Exhaustion state are cool concepts and I can see them work out in general, even though Exhaustion is a pretty harsh restriction in engines but shouldn't matter too much in the early game where most cards you play are treasures.

I'll comment on your cards individually and also point out some wording issues.

Advancing Village
: This introduces the action token and its benefits perfectly. The card might have some accountability issues with its reaction but you made them rare enough and that's fine for a fan card. I find it hard to assess its power. Doesn't it suck when you draw it during your action phase? It's just a cantrip when you play it, then. And in an engine, where most cards are drawn during your action phase (as opposed to only the 5 cards in your starting hand) and you rarely have any spare actions, this should be hardly better than Village. I see it on the same power level as Ghost Town. What makes this cost $4?

Blueprints: Seems like a decent card. It needs a "(rounded up)" or "(rounded down)" clause.

Canal: This is a great Bridge variant that can't be used to drive piles in a megaturn, cleverly implemented, powerful but limited. I like it.

Colliery/New Element: These two have a cute synergy but I fell like it's not enough to make New Element good. It's even weaker than Poor House with its very harsh penalty for any cards in hand (no just treasures). How many games did you play with it where you found, "wow, this is a power card that needs to cost $5"?
Besides, you can improve the wording of both cards. Colliery should say "you may take it to play this again", otherwise it's unclear what "do" refers to.
New Element could go with a sleek "You can only gain this if you have a Colliery in play, and when you do, return it to the Supply." It also doesn't need "When you play this" in its instructions. For reference, look at Fool's Gold, or any other kingdom treasure for that matter; they don't need that clause to say what they're worth.

Diary: Doesn't seem strong to me but I probably can't accurately asses how much an action token it worth. Design-wise it's very elegant, though.

Entrepreneur: I like how this card becomes like five times more powerful when its pile is empty, but the case where the player who wins the split dominates the game can be mitigated by the other players. Another clever idea.

Glassworks: Why does it care about card types? Since it has nothing to do with your set's theme, this seems like an unnecessary limitation to its gaining power. Its draw is not even stronger than Embassy and taking Exhaustion is a harsh penalty. To compensate for that, Glassworks could care for differently named cards instead.

Hawker: If an opponent only has 1 buy (which is most of the early game, sometimes the whole game) you can lock them out of the game with an egine that plays a Hawker every turn. That would be very bad. Also there's an edge case with Villa: Your opponent has Hawker in play. You buy a Villa, return to your action phase but then don't play the Villa and end your turn so you can't buy another card. What happens? Do you have to return the Villa? That would make no sense. The problem with this kind of card that wants to restrict players to certain actions is that in Dominion there's usually another option that's somehow ambiguous and allows them to exploit a loop-hole.

Innovator: A very potent and flexible engine enabler and component! I find it difficult to fully wrap my head around it so I'll need to play with it to find out how to best use it.

Night Shift: I like this card a lot! Zero actions is an adequate drawback for an extra turn. You were bold to put this card out here so shortly prior to Nocturne's release. I can imagine there being a similar card in it. There might even be a State that does the exact same thing as Exhaustion.

Parade: This rewards a "good stuff deck" probably more than any other card. My intuition says 8 VP per card (whose cost you can spread over two turns) is enough to forego building a treasure-less deck. But you need a lot of buying power to keep up with the engine that reliably gains 1-2 Provinces each turn, if there's one available.

Pigeon: Eh, doesn't thrill me particularly. From an thematic perspective, I would rather have the card named "Pigeons" and show a swarm of those gray-black city dwellers, than the charming bird in the current artwork.

Potteries: Seems decent but is it really that strong? I would have said it's one of the weaker $5-cards.

Revolters: I have several problems with this. First, its wording is ambiguous. "If each player has..." sounds like a condition referring to all other players counted together. Instead it should simply say "if another player has". Second, it's a curser for mere $4, and a Village on your next turn. On top of that, it gives Coppers once the Curses are out. There's only one official card that does that, and probably for good reason; it's the strongest attack in Dominion and it costs $5. Revolters seems broken to me. I advise you reword it as follows:
Until your next turn, if another player has used up their actions at the start of their Buy Phase, they gain a Curse. At the start of your next turn, take an action token.
This is simpler, unambiguous, and more balanced.

Steelworks: A gainer that gets very powerful in engines and has a brutal attack as well. This is vastly overpowered and my initial suggestion is to drop the cursing part. I would also give your opponents less options to make the card less wordy:
Each other player reveals the top 3 cards of their deck, trashes one costing the same as the card you gained and puts the rest back in any order.

Textile Mill: It's a fine Smithy variant regarding its power level. But I'm afraid there will be way too much looking and sorting going on (I hated that in my first games with Secret Chamber) so it will become obnoxious.

Tutor: This is probably your most balanced card. A premium engine enabler for $3 whose slowness should balance it somewhat.

Wastelands: This card's theme is very cleverly implemented. I like how it takes late greening to another level. Still, 15 cards total might be a bit harsh. OTOH, 5VP for $5 is a lot and it takes some skill to estimate if going for Wastelands is gonna work out in a game, as well as to make sure you can take the weight of a high green card densitiy in your deck towards the end. If you're going for Wastelands, watch out for Mountebank, Greed, Embassy, Messenger, Governor etc.

Now I feel quite exhausted myself. Gonna look at the Travellers another day.

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