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Messages - Co0kieL0rd

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751
Variants and Fan Cards / Re: Victory/ Reaction card: Cursed Manor
« on: March 04, 2014, 09:03:33 pm »
How about capping the VP at 3 or 4, but buffing it by making the reaction gain cards to hand? Could be nice for those coppers or a few of those Ruins.
With such a low VP cap, no one would buy the card. It would never be better than Duchy so it should rather cost $3 or $4 then. It would just negate the -1 VP of Curses with a little extra points. But you'd rather buy a Silver instead and trash or ignore the Curses.
Concerning your second suggestion, the reaction is not primarily gain Coppers or Ruins, so I considered the implied hand size reduction a more valuable defense against certain attacks such as Minion or Ghost Ship.

752
Variants and Fan Cards / Re: Victory/ Reaction card: Cursed Manor
« on: March 04, 2014, 07:52:42 pm »
In a game with Altar, I probably wouldn't bother with a Witch
You should.
Okay. I probably would. I couldn't come up with a better example.

753
Variants and Fan Cards / Re: Really bad card ideas
« on: March 04, 2014, 07:35:36 pm »
Some of the suggestions had me laugh pretty hard :D Now it's my turn^^

Master of Coin
Cost: $12
Type: Action
+ 20 Buys. Gain all Coppers from the supply and all other players' discard piles. Put them into your hand.

Look at Things
Cost: $8
Type: Action
Look at the top card of the deck of the player to your left. Show it to all other players, except the player to your left. Then gain it.
Look at any pile in the supply. Gain a card from it, putting it on top of your deck.
Look at your feet. Draw a card for each toe on your left foot.

Slap
Cost: $1
Type: Action/ Reaction
+ 1 Card, + 1 Action | When another player plays an Attack card, you may reveal this from your hand. If you do, drop all cards from your hand and put your hand in his face.

754
To avoid paradoxical VP counting, it would rephrase the card text like this: "At the end of the game, after counting your initial victory points, subtract 1 point from that number per Palace in your deck for every 10 initial victory points (rounded down)."

But how about having Palace's VPs scale down with the numer of victory cards in your deck instead of the initial VPs?

The card then could look like this:

Palace
Cost: $5,
Type: Victory
Text: 12 VPs | This is worth 1 VP less for every other victory card in your deck.

So 1 Palace would be worth 12, 2 would be 22, 3 would be 30, 4 would be 36, 5 would be 40 and 6 would be 42. 7 are also worth 42 and from then on, it's less. Yeah... I lost my initial train of thought here, so I leave this as it is for now^^

What were your thoughts on the "In games using Palace, whenever a player gains a victory card that is not a Palace, trash the top two Palace cards from the supply." part of the card text, I wonder?

755
Variants and Fan Cards / Re: Card Idea- Theater
« on: March 04, 2014, 06:19:19 pm »
I could make it where the player to your left can discard any number of cards, so if he didn't want you to get 5 coin tokens he could discard any useless actions. not that it would change too much...

also, would adding another +1 action make it worth $6? ( +2 actions)
It's already worth $6 with + 1 action, and even then it's too strong, because you can spam it for ridiculous amounts of coin tokens. Please see my previous post.

756
Variants and Fan Cards / Re: Victory/ Reaction card: Cursed Manor
« on: March 04, 2014, 06:01:03 pm »
So, it completely kills witch and soothsayer and sea hag and familiar and mountebank torturer... not good. why even use curses? you could just aswell create a new pile of cards for 0$ that don't do anything and can't be gained other than with Cursed Manor and through buy, and it would work almost identically, except that it's a little bit stronger. so the card just says: gain this card, then i'll be worth something. not exciting...
One problem is that it completely negates the VP impact of curses.  In fact, it turns those curses into a positive.  A single Cursed Manor is enough to negate the -VP of pretty much all the curses that could be in your deck.  Any subsequent CMs can be worth a significant amount -- potentially more than even a Province.  Suddenly, powerful attacks are completely neutered.
I don't see it as a big problem that cursing attacks are neutered. Other reaction cards can do that as well. In a game with Altar, I probably wouldn't bother with a Witch, either, so as not to give them fuel for their gainer. I know in the case of Cursed Manor cursers actually help the attacked player, but only if he has CMs or can gain them. And even then they can help the attacker even better if he won the CM split and can discard CMs from his hand as a reaction to the other player gaining a Curse.
Trashing attacks still hurt and are potentially even stronger if they hit a Cursed Manor of a player with many CMs and Curses in his deck because he loses a lot of points. I don't see that as a problem, rather something to keep in mind when such attacks are in the kingdom.

A second problem is that it is pretty much a twisted version of Duke which, I think, ends up less balanced.  It is exactly Duke except that it counts Curse instead of Duchy.  This actually gives the card more potential than Duke, because there are always more Curses than Duchies in the game.  Yes, Duchy is worth 4 more points than Curse, but Curse costs $0.  That's significant.  The potential of CM still surpasses Province by far.  Games with CM will often start with a race to win the Curse split without completely tanking your ability to pick up CMs later.  Contesting Curses is easy because they cost nothing, so the actual win will be decided largely by first player advantage and shuffle luck (e.g. playing your Squire first).

Even if the card works, it doesn't really add anything that isn't already covered by Duke.  This is OK with some cards (like the many variations of Village) but I'm looking for something more unique when it comes to alt VP.
I know it anti-synergizes with Duke. I pointed that out in my initial post. But that's only one card. What distinguishes Cursed Manor from Duke, in my opinion, is its higher speed and strong focus on +buys. Like Fool’s Gold, the Manors pile will run out very quickly once a player has got the first one because you cannot let him have too many of it. This made things interesting for me. But I can clearly see why other people would not like the whole idea. It's a matter of taste and which strategies one prefers - like Saboteur (which is a very good counter to CM-rushes, btw).
It may be not that exciting to some, but it's certainly more exciting than Great Hall or Gardens (which it synergizes with).

Anyway, thank you for sharing your thoughts and opinions!

757
Variants and Fan Cards / Re: New junk card
« on: March 04, 2014, 05:33:12 pm »
I like the idea! I think this means that when tarnishers as well as cursers are in the kingdom, cursers give out cards from the tarnished pile rather than curses?

Here are some supplements and suggestions to your five types of tarnished cards, including name ideas. I think, most of them should have +action, as suggested by LastFootnote. The cards' effects are terrible enough, so at least make them non-terminal.

Tarnished Well:
+ Action. Trash a card costing at least $3 from your hand. If you do, trash this card.

Tarnished Grave:
+ Action. Discard 2 cards from your hand. If you do, trash this card.
(2 cards seems more appropriate, as soulnet pointed out. It's still very harsh)

Tarnished Fortune:
Reveal cards from the top of your deck until you reveal a victory or Tarnished card, put that card on top of your deck, and discard the rest. If you do, trash this card.
(No + Action as an additional penalty as this effect is not as harmful as the others, as pointed out by eHalcyon.)

Tarnished Gift:
+ Action. Gain an estate and copper, putting them on top of your deck in any order. If you do, trash this card.

Tarnished Maps:
+ Action. The player to your left looks at the top 5 cards of your deck, and either discards all of them or puts them back in any order, their choice. If they discard or put back any cards this way, trash this card.

Do you have any ideas how exactly Tarnished cards will be introduced in a kingdom? What are "Tarnishers"? Can you give examples of such cards? Keeps in mind, that these Tarnishers would have to be either expensive or penalize a player for buying or using them, or be otherwise inconvenient, since Tarnished cards are way worse than Curses. The fact that you want to replace original Curses with tarnished ones is problematic because then cursers would become insanely strong. What's your solution to that?

758
Variants and Fan Cards / Victory/ Reaction card: Cursed Manor
« on: March 04, 2014, 04:51:05 pm »
Hello and good evening, folks. I had this idea for a Victory card that yields VPs according to the amount of Curses in your deck. I'm probably not the first with such an idea. However, its reaction ability, which allows you to gain a Curse when another player does, should give it a somewhat unique character.

Name:      Cursed Manor
Type:      Victory/ Reaction
Cost:      5
Supply:      8 (2 players) or 12 (3 or more players)
Text:      This card is worth 1 VP per Curse in your deck, but no more than 10 VPs. | When another player gains a card from the supply costing 0, you may discard this from your hand. If you do, gain a copy of that card.

Clarifications
  • Curses still count as -1 VP
  • The reaction effect works for Coppers and Ruins, too. If you desire these cards, you may gain them with Cursed Manor
  • You cannot gain Spoils, Madmen or Mercenaries with this, since they are not in the supply
  • If another player gains a card whose cost has been reduced to 0 due to Bridges or Highways being in play, you may use the reaction to gain a copy of it. Similar applies for Peddler.

With the limit of 10 VPs per copy Cursed Manor, one player cannot have more than 70 VPs in a two-player game or 110 VPs in a game with three or more players, respectively, with CM and Curses alone. This is still a huge amount so every player should try to get as many Manors as possible so as not to allow one player to amass too many VPs. However, the VP limit prevents players from benefitting from having more than 10 Curses in their deck (each additional Curse will reduce VPs by 1).

Regardless of the amount of players, if you have less than 4 Cursed Manors, each Curse you gain (up to 10) increases your total VPs by 2 at best, so this is strictly worse than buying Duchies straight ahead. If you have exactly 4 Cursed Manors, each Curse increases your VPs by 3. That’s still worse than Duchies because the latter require that you have fewer total cards in your deck. With 5 CMs, each Curse is worth 4 VPs. With 6 CMs, each Curse is worth 5 VPs, etc.

I playtested this in different kingdoms while forcing at least one player to go after Manors and Curses rather than Provinces or Duchies. With a rush strategy and +buys or strong gainers, that player would always win with a huge lead. It is important not to let one player get all the Cursed Manors. With fewer than 6 CMs, a player has virtually no advantage without other green cards. If there's no +buy available, Big Money ad Provinces is usually better. If players are forced into a slog, CMs and Curses could be the sheet anchor.

Synergies
•   +Buy
•   Gainers, especially Altar
•   Remodel and similar cards
•   Cursers
•   Strong card drawers
•   Sifters
•   Island, Native Village to set aside cards

Antisynergies
•   Strong trashing
•   Trashing attacks, including Swindler which will hit Curses frequently and turn them into Copper
•   Handsize reduction attacks (?)
•   Duke, esp. with few players, can acquire more VPs through fewer cards and cost-collides with Cursed Manor

I would like to hear some opinions on this card. Regarding cost, functionality, its situational usefulness. What do you think?

759
Variants and Fan Cards / Re: Activation Cards
« on: March 04, 2014, 11:56:13 am »
I don't think that clarification needs to be on Patron.  It is the same as lots of effects, like when-gain, when-buy, when-trash, etc.  I imagine that you are comparing it with reactions, but there the rule book states you may reveal multiple times.
You can reveal Moat, Secret Chamber or Trader to the same action as often as you want but the outcome will always be the same. Now think why this isn't the case with Beggar (your own avatar) - in order to gain two Silvers, you have to discard it. Otherwise you could reveal it infinitely and gain all the Silvers from the supply. It's the same principle with Patron; with no restriction clause, you could cycle through your deck when a single card is played. The trivia part of the wiki article on Outpost (http://wiki.dominionstrategy.com/index.php/Outpost) is a good example of how much thought Donald X. sometimes has to put on the correct wording of a card to avoid open questions and prevent abuse of a card's abilities.

760
Variants and Fan Cards / Re: Activation Cards
« on: March 04, 2014, 10:22:52 am »
The Activation card type is a really cool idea. Patron would need some clarification, though.
Patron
Types: Action – Activation
Cost: $2
While this is in play, when another player plays an Attack card, +1 Card then discard a card.

When you activate this, +$4.
The text above the dash needs to be reworded to avoid confusion - unless you want the player to be able to cycle through their deck as often as they want. If this should only happen once per attack or turn, make it clear this is a rule to this card. Or have the player discard it upon using its reaction ability. Furthermore, I think +$4 is a little too much for a $2-card. +$3 seems more accurate.

The other cards could be tweaked a little as well. There have already been made good suggestions to that here. But overall, a very interesting concept for Dominion that might potentially be the theme of a whole set. I might think of some Activation cards on my own and credit you for it ;)

761
Variants and Fan Cards / Re: Card Idea- Theater
« on: March 04, 2014, 09:54:13 am »
I think the fact that this is a non-terminal makes it ridiculously powerful. In many decks, chances are quite good that it reveals at least two actions and gains two coin tokens. You cannot really compare a coin token to a Copper or two tokens to silver, respectively, because you can accumulate them. So gaining those two tokens is already quite good. If you have a Village and/or multiple Theaters in your hand, you could gain 4-8 coin tokens if you get lucky with your opponent's hand. If not, it's still a Lab or a Peddler every time you play it but strictly better than both of them for the possible additional benefits. I think it would be priced at $6 accordingly.

Let's consider this without the +action. Then it's at least a Moat and at best 5 coin tokens. It gains you 2 coin tokens on average without card draw which would be really weak for its unreliability. $4 for such a card would probably be overpriced. So the +actions make all the difference here. The problem with your original concept is that it's swingy (which is okay for the possible powerful effect) but when it reveals two or more action cards, the effect is stackable (because the opponent's hand remains the same) which is insane.

My suggestion would be, if you want to keep it a terminal, to make it look at the top two cards of the deck of the player to your left and discard them afterwards, like tribute. This way, you can play multiple Theaters consecutively and might still get very lucky but the card retains its swinginess with each use. This would be priced at $5 accordingly.

762
Rules Questions / Re: Swindler hits 0*-cost card
« on: March 03, 2014, 06:11:16 pm »
It makes Swindler in games with Ruins and Spoils more powerful. Which is fine by me, because I like Swindler a lot :D
Just to make sure you know, ruins are in the supply and don't have an asterisk next to their cost.
Right, so that was out of question.

I've played with Swindler quite often and of course it's usually annoying to get hit by it. But I have the pleasure to return the favor, so it's fine with me^^

PS: Thank you guys for being so welcoming :)

763
Rules Questions / Re: Swindler hits 0*-cost card
« on: March 03, 2014, 11:46:23 am »
Thank you! That's what I was hoping although I didn't expect it. It makes Swindler in games with Ruins and Spoils more powerful. Which is fine by me, because I like Swindler a lot :D

764
Rules Questions / Swindler hits 0*-cost card
« on: March 03, 2014, 11:19:48 am »
Hello folks, I'm new here and recently became a huge fan of dominion. I was planning on registering in the forum anyway, and now I come here with a specific question. I could not find an answer in the rulebooks, the wiki nor the forum...

If a Swindler hits a 0*-cost card like Spoils, Madman or Mercenary, a) does the card go into the trash or back in its pile outside the supply, and b) does the attacking player get to choose a 0-cost card for the victim to gain or does the victim gain nothing because the trashed card's cost does not equal 0?

Best regards!

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