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1376
The runner-up from 2014 will automatically be included in the preliminary voting. The author of this card is allowed to submit a new card as well. (As is yuma, designer of the winning card.)

Quote
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.

Other cards from 2014 may be resubmitted as is, tweaked, or discarded in favor of a new concept.

Isn't Observatory a Raze that can't trash itself?

1377
Variants and Fan Cards / Re: Incorrectly parsed cards
« on: February 21, 2016, 11:43:51 pm »
This problem appears with Horn of Plenty, as well.

Wrong Horn of Plenty:
$0
When you play this, for each differently named card you have in play (including this), gain a card costing up to $1.
Cost: $5
Treasure

1378
How many unposted cards are left from this expansion, if any?

1379
I like ignorentmen's "Fount of Honor" suggestion. I don't really have any other ideas for names, TBH.

As I said in part 21, this card is almost certainly a weak $5, and therefore definitely shouldn't cost $6 or more.

1380
So exactly $2 wins.

Do we need a vote on price? With other options we would, but is there any chance the latest would be anything higher than $5? Opinions?

Definitely not. It's probably even a weak $5.

1381
Variants and Fan Cards / Re: New Card: Granary
« on: February 02, 2016, 10:57:01 am »
I'm glad to see that you guys like it. My mother was unlucky last game and kept getting them only when she had no discard pile.

1382
I want to change my vote from up to $2 -> exactly $2 more.

So if that was to be the tiebreaker, there you have it.

No problem. unlikely to come down to a single vote, but you never know!

I also changed my mind on the vote; originally, I said "either $1 or $2 more," but I want to change it to "exactly $2 more."

1383
Dominion General Discussion / Re: Dominion: Empires Announced!
« on: February 01, 2016, 11:05:32 pm »
Donald X, or Jay, when are the previews going to be released? If you're allowed/willing/able to tell us that, of course.

1384
Variants and Fan Cards / New Card: Granary
« on: February 01, 2016, 10:44:09 pm »
This has been playtested ~3-4 times.

Granary:
+1 Card
+1 Action
If there is a card on your Granary mat, put it into your hand. Otherwise, look through your discard pile and put a card from it onto your Granary mat.
Cost: $4
Action

1385
Variants and Fan Cards / Re: Cost advice for two attack-ish cards
« on: January 31, 2016, 10:35:05 am »
Quote
Trench
Action - Reaction - $5
At the start of your next buy phase, +1 buy and +$2 per unused buy.
---
While this is in play, cards cost +$1.
If another player gains a card other than during a buy phase, you may play this card.

Is this fair at $5?  Should it be an attack?  Should it be a duration?

Quote
Leper
Action - Attack - $4
Gain a copper and a silver, putting them into your hand.
Each other player gains a curse.  If they do, they gain a Leper.

Does this seem fair at $4?

Leper seems fine, except Curse, Copper, and Silver should all be capitalized. Trench has some clarity issues. Here's what I think you're trying to say:

Trench:
At the start of your buy phase, +1 Buy, and +$2 per unused buy you have.

While this is in play, all cards cost $1 more (this applies [after/before] cost-reducing effects).

When another player gains a card outside of his buy phase, you may play this from your hand.
Cost: $5
Action - Duration - Reaction - Attack

It should be a Duration and an Attack, but it only works as either if you do the reaction. I added the clause in parentheses because the order for applying cost-reducers vs cost increasers matters for things that cost $0, because if reduction happened first, they would cost $1 after this, but if increasing happened first, the cost would remain at $0 (I suggest increasing applying first).

1386
Would it get too absurd if it were an a cantrip at base?
Cantrip copper -> village + copper -> village market -> village lab market.
Probably.

Then it would have to cost at least $5, because Cantrip copper has been determined before to be worth $4, and this would be strictly better than that, better enough to cost $5. So yes, it is too crazy, at least if they want to keep it at $3.

Another option i thought about recently would be to swap the Spring and Winter bonuses - it starts as a cantrip, becomes a Village, becomes a Worker's Village, becomes a Village-Market. Maybe that would be better.

I think that would be much better, since it takes until Fall to stop being strictly worse than a Squire, which is pretty bad. Every official card that has a variable effect like this has a cost equal to the average value if the card's multiple effects were split into separate cards (for example, Ironmonger's effects are Village ($3 cost), Peddler ($4 cost), and Lab ($5 cost). It's actual cost is ($3+$4+$5)/3 = $4).

As it is currently, its effects are: Copper ($0 cost), Squire w/ fixed choice ($1 cost), Co0kieL0rd's Suburbia (Reactionless version, $2 or $3, probably $3 cost), and Bazaar + buy ($6 cost). Thus, it's average value is: ($0+$1+$3+$6)/4 = $2.5.

Spring/Winter switched version's effects are: Cantrip ($0 cost), Village ($3 cost), Worker's Village ($4 cost), and Bazaar + buy ($6 cost). It's average value is: ($0+$3+$4+$6)/4 = $3.25.

Mathematically, if the Spring/Winter bonuses are switched like you suggest, the percent error for costing it at $3 would be +8.33% instead of -16.67%; in other words, it would be twice as good an estimate for how much it should cost!

1387
Variants and Fan Cards / Re: Holy Order
« on: January 24, 2016, 02:41:20 pm »
Could you update the OP with the current versions of the cards?  (or put them in a new post)
After our game, I plan to add several of them to my fan card collection to print and use IRL.
I have updated the OP, with a few notes. I can provide high-res images for anyone who want to print them out, and the TS template for anyone who wants to play with these cards (without me). Just PM me

Heretic and Blackmail still refer to Excommunication even though you renamed Excommunication to Damnation.

1388
BTW, GendoIkari, you have an unfinished sentence for Lion.

1389
Quote
Fair enough. Could it be emended to 'This cannot cause you to play more than one Action', like the wording of Mission?

I don't think the wording of Mission works well here.  Mission says "you can't buy cards", which doesn't really conflict with anything.  But what happens when I use this reaction to play Golem?  I dig for 2 action cards... then I can't play them?  Golem requires that I play them, which is actively contradicting the restriction from the reaction.  If we assume that the restriction takes precedence (which is not currently part of Dominion rules), what happens next? Do I put the revealed Action cards back on top of my deck, or discard them?  It's not defined.

The most similar case I can think of with Mission is Black Market, and I'm not sure what happens there.  But Black Market doesn't require that you buy a card, so it's not quite the same.

The wording of Mission that I meant was 'this can't cause you to take more than two consecutive turns'--i.e. playing Outpost or buying Mission on a Mission turn has no effect. Couldn't the wording 'this can't cause you to play more than one Action card' similarly prevent Throne Room, Herald, etc from playing Action cards?

Think about it this way: The reaction causes you to play Throne Room, and since Throne Room is the card that's causing you to play another Action card, it isn't the reaction causing you to play it, and therefore the reaction isn't causing you to play more than one Action card.

1390
Just thought of another reaction idea, inspired by Caravan Guard:

When a player gains a card, you may discard this, to play a card from your hand

You can use a second copy of India to make the first non-terminal, or play a Lighthouse from your hand to protect you against attacks, or play one of the two terminals in your hand during your opponent's turn, or even set up your own Menagerie. You could even play Relic or another Attack to hurt your opponent during his own turn, or Remodel a Gold to gain the last Province before your opponent can buy it. (note that he can React with his own copy of India before you get a chance to do so, however.)

The card gained has to have some condition, for example, being an Action card, not just any card.

1391
Variants and Fan Cards / Re: Bartender and Patrons
« on: January 19, 2016, 11:38:23 am »
Dragon slayer might prevent me from playing a curser at all

I originally considered making Dragon Slayer gain two Curses instead of one in order to gain the Gold (it would say "if you do gain an additional Curse, gain a Gold). Do you think I should do that?

1392
Variants and Fan Cards / Bartender and Patrons
« on: January 19, 2016, 10:25:14 am »
None of these have been playtested yet.

Bartender:
+$2
Put this on your Tavern mat. If you do, gain a Patron card from one of the Patron piles.

When you call a Reserve card, you may call this, to put that card back on your Tavern mat.
Cost: $5
Action - Reserve

There are four "Patron piles." Each one contains 5 copies of different cards. Here are the Patron cards:

Mountaineer:
+1 Buy
+$2
Put this on your Tavern mat.

At the start of your buy phase, you may call this, for +$1. (This is not in the Supply)
Cost: $0*
Action - Reserve - Patron

^Not quite the same as Coin tokens because you can't play the same copy multiple times to stack the effect.

Dragon Slayer v1:
+2 Cards
Each other player gains a Curse. Put this on your Tavern mat.

When you gain a Curse, you may call this, to gain a Gold. (This is not in the Supply)
Cost: $0*
Action - Attack - Reserve - Patron

Dragon Slayer v2:
+2 Cards
Each other player gains a Curse. Put this on your Tavern mat.

When you gain a Curse, you may call this, to gain another Curse. If you gained a 2nd Curse, gain a Gold. (This is not in the Supply
Cost: $0*
Action - Attack - Reserve - Patron

Drunkard:
Do this twice: Choose one: +1 Card; +1 Action; +1 Buy; or +$1.
Put this on your Tavern mat.

At the start of your turn, you may call this, to return a card from your hand to the Supply. Each other player gains a copy of that card. (This is not in the Supply)
Cost: $0*
Action - Reserve - Patron

^If you choose to return a card that is not in the Supply, you still return it to its pile, but nobody else can gain a copy of it.

Wanderer:
+2 Actions
If you played this from your hand, put this on your Tavern mat.
Otherwise, at the start of your next turn, +2 Cards.

At the start of your turn, you may call this, to look through your discard pile. You may reveal an Action card from it and play it. (This is not in the Supply)
Cost: $0*
Action - Duration - Reserve - Patron

^If you play it normally, it's just a Necropolis. If you play it with a Wanderer or a Herald, for example, however, you get the Duration effect. Considering raising it to +3 Cards because of how hard it is to trigger.

1393


Ballroom is a Season card that changes in the middle of the game. For the first half, it plays a cheaper action cards from the supply and adds it to your deck. In the second half, when the supply might or might not be going dry, it switches to playing action cards twice. The right thing at the right time.

I think this may be my new TR-variant (previous was Royal Carriage).

1394
Variants and Fan Cards / Re: Cards for friends
« on: January 18, 2016, 10:05:45 am »

Creative Artist:
12 in supply. This seems like a $4 card.

Army Man:
Get 2 cards. Evaluate your hand. Discard to attack (and draw 2 more) or leave it at that and play with the ones you have. Although I might change it to 'draw until you have 5 cards in your hand'. That way it is it's own defense.

Viking
Viking is slightly reworked, based on prior (good and useful!) comments. It can now trash a treasure (get rid of coppers), and later in the game, it can provide you with additional silvers if you want.

I would put the second +2 cards for Army Man in the same paragraph as the non-vanilla text, because currently, it doesn't look like it's part of the conditional stuff, which would make it strictly better than Hunting Grounds at a significantly lower cost.

1395
My family and I playtested Trade Port yesterday, and it's more balanced than you might think. I had 4 of them, but the whole useless-in-winter part of it cost me the game.

1396
Dominion General Discussion / Re: Scout Archives
« on: January 16, 2016, 10:48:55 am »
"I think generally the criticism of Scout sums up in the words 'Opportunity cost.' It only hurts you because it is taking the place of something that would help you more." -Jamfamsam

Thank you, Jamfamsam, for providing a common argument as to why Scout is bad. However, what is there that might help you more? Cards like Sea Hag, JOAT and Remake are generally better than Scout, I will not argue that they are better than Scout. But here's the thing that causes lots of people to disagree with me: I think Scout passes the Silver Test. I don't think Scout's opportunity cost is super low. So the 'Oppurtunity Cost' argument doesn't faze me because it doesn't make sense; Scout doesn't have low Oppurtunity Cost.

Um, you're arguing against him by agreeing with him...you're saying that it has a high opportunity cost, which is the exact same thing as Jamfamsam is saying...

1397
Still deciding about getting Tabletop Simulator. I have a couple questions about it:

How much trouble is it to get all the cards in place to use Tabletop Simulator to play Dominion?

From what I've gathered it sounds like you can use it to play Dominion against another player somewhere else. When you do this, can one person connect to and use another person's account in Tabletop Simulator, or would they both have to have paid for it in order to play each other?

If I got Tabletop Simulator would other people here want to playtest my cards with me? (along with some of your fan cards.)

I would be willing to playtest your cards with you, if I have the time.

1398
Seems ok, but it does need some condition, it can't just react to any gain (based on what we voted previously).

Okay, disregard that one then, I thought having a conditional one was optional.

"When any player gains an Action or Treasure card costing up to $5, you may discard this from your hand. If you do, gain a copy of the gained card, setting it aside. At the start of your next turn, play the set aside card, then return it to the Supply."

So it turns itself into a one-shot but free version of whatever card was gained, as long as it's an Action or Treasure and costs no more than $5.

1399
"When any player gains a card, you may reveal this from your hand. If you do, that player discards the top card of his deck and puts the gained card on top."

So you could do it to yourself when you gain a card you want on top of your deck, and you could also do it to your opponent when they gain a card they wouldn't want on top of their deck, such as a Victory or Curse card. Discards the top card for the same reason Sea Hag does: So that it can't completely wreck the opponent's next turn.

1400
Variants and Fan Cards / Re: Cantrip - Trasher
« on: January 09, 2016, 10:29:55 am »
Well, I'd argue that it is mandatory, with the penalty of self trashing if you don't pick a target card.

I'd say that the self-trashing is why it doesn't cost more than it does (plus, at $5, it would be strictly worse than Apprentice).

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