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Variants and Fan Cards / Re: Dominion: Seasons - the set the community has been waiting for!
« on: January 18, 2016, 12:26:20 pm »
New card! New card! I think we can maintain discussion of two cards successfully.
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.I agree. It might make things clearer if it goes before the attacking stuff as well. As follows:
Awesome.I wrote this down because it seemed reasonable.
Termination
$5 Action-Duration
+$2
----------------------------------
Until the start of your next turn
each other player who plays
more than three Action cards
gains a Curse and a Copper
Does this make sense while not seeming overpowered?
With this wording there should not be a dividing line between the two effects. But otherwise it works.
As it is, I don't think Creative Artist should be priced more than $3. One can argue that each of the given effects is on their own worth less than $3 (the non-terminal $2 is still strictly worse than silver). I don't think the flexibility is quite enough to warrant its moving from $3 to $4. Note Pawn's ability to choose two makes it in some ways more versatile than this, even if each given choice is less powerful.
The reason why I put it at $4 is because I'm a bit scared that people on a 3/4 opening would just buy two Creative Artists. It's 'as good' as a silver when you have little to no action cards in the beginning and it provides flexibility in the latter stages of the game.
Could it remain priced at $4 if it gave +3 Actions? (The other one's remain as is.)
Some wording clean-up to conform to official Dominion cards:I'm nit-picking a little bit here. Trader says:
You may trash an Action card from your hand that is not School Building. Gain Golds equal to half its cost in $, rounded down[, putting them on top of your deck].
Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.
And Rats says:
Trash a card from your hand other than a Rats (or reveal a hand of all Rats).
So let's use that..
You may trash a card from your hand other than a School Building. Gain a number of Golds equal to half its cost in coins, rounded down, putting them on top of your deck.
Obviously with it being an optional trash, you don't need to reveal. Also, "putting them on top of your deck" comes straight from Treasure Map.
[NotSerious]No, no guys, you miss the obvious solution: Season Ruins!Maybe that's not so bad.
Fire pit is super duper overpowered. I take no credit for what I'm about to say:Yeah, I think it's a bit too powerful. Buy just one of these and Curses no longer do any damage to you VP value at endgame. The fact that Curse costs $0 makes it hard to justify the same ration mechanic as Duke, dependent on a $5 card much harder to by en masse. I don't have a quick solution for you, but pointing you to the mechanic in my Indulgence might spark ideas:
At the start of the game, buy as many curses as you can, maybe a +buy card or two to let you get more Curses. Then buy out the Fire Pits, then three pile.
Or it might be in this order: buy Fire Pits and +buy cards, then buy Curses.
One of those is super overpowered and breaks the game.
Your Copper comment doesn't make any sense. You didn't read the card properly; it is already limited to "Put this on an Action supply pile."Two Event ideas that came to me.
Excommunication [I've renamed the old Excommunication (see above) to Damnation, though still not settled on that]
Event - $3
+1 Buy
Put this card on an Action supply pile. While this is on a supply pile, card from that pile cannot be played.
Book of Magic
Event - $1
Move the Book of Magic token to your Tavern mat. While it is on your Tavern mat, you may play Curses during your Buy phase for $2 per Curse.
I don't like Excommunication. It's too much in-your-face and really crippling, especially with Villages, cantrips and Copper.
Copper is especially bad. If you go first, and have $5, you can buy Excommunication and Duchess, put the card on Copper and win by emptying the Estate, Duchess and Copper pile over years of agony. Also works with other openings and cards. You can fix the Copper thing by only putting it on kingdom or action cards, but honestly i think you'd be far better off with REWARDING yourself for other players playing a card. How about something like this:
Absolution, $3
Put your Absolution token on an action supply pile. When another player plays a card from that pile, take a coin token.
I'm stopping at 5. Also note that it's easier to kick off an IH chain because you can an initial play on a draw card to find the next IH.Wouldn't hurt to read the actual card before writing such nonsense: "Choose 2 Actions in your hand."
You cannot play Imperial Household on a card that draws in order to draw a card which you can then use IH on.
As an example, IH-Smithy-wait for the third card is not possible as the second card is lacking, you gotta choose both action card immediately.
With TR-TR-Smithy on the other hand you draw 6 card and then you can throne one of the drawn cards.
Whoops, touche. Have a +1. The conversation got long enough that I forgot that, but the diagram stands.
Templar: As written, 'you may discard this' implies from your hand; it should specify 'discard this from your Tavern Mat' or 'from your hand or reserve mat' for clarity's sake.Noted, will add the wording to clarify!
Penance: I think I probably misread this card. But in any case, would it be better as something along the lines of 'Gain a Copper; if you do, + [3?] Cards'? This would make it a niche card like Beggar that has some useful combos. It would retain the self-penalizing aspect, and you could keep the on-trash bonus if you want.I like this. A lot. I think that can be implemented without it needing a line break, but if I can't I'll need to retool the wording overall to implement it.
Reliquary: Seems weak; maybe a little better than Trade Route, but it scales well with multiplayer and may be a decent counter to the likes of Cultist.This was built on comparison with Forager rather than Trade Route, actually. I initially wanted to make it dependent on differently named Action cards in the trash, but thought that could get crazy. Then I thought +$1 for every 2 differently named Actions in the trash, but then it gets a little hard to start up. So then I thought of attaching it to Ruins. I wonder if setting it to play off Actions more generally would be worth a revisit.
Black Mass: Superficially similar to Quest. Only problem is that it's completely useless in games without Cursing attacks. Maybe you could have it discard a Curse or Victory card costing $3 or more (so that it doesn't trash Estates or Overgrown Estate)? But I like the concept.I wouldn't say useless, though obviously its value is more marginal in games without cursers. In games where it is present, all players will start with 1 curse in their deck anyway. And if there's decent trashing and you have a spare buy, you might grab another curse to speed up the Gold gain. We'll see upon testing.
Indulgence: I think this would be weak even if its ability weren't a one-shot. Sure, in some games you'll want one of these for the cantrip +Buy, but it's only better than Market Square in games that have both Cursing and no Trashing. Maybe you could instead have it read, 'You may trash this and another card from your hand; if you do, +2 VP' for a similar but more versatile effect.As is, it's done pretty well in test games at netting some decent VP in kingdoms with and without cursing, especially when one player goes at it uncontested.
Iconographer I like it, but the text could be improved toThis turns it into a choice, though, which I didn't intend. If you play it and can't succeed in trashing two Treasures, I want you to have to trash it and gain a silver. As a choice, you can always just choose "Trash two Treasures" regardless of whether there are Treasures in hand to trash, and keep the +VP gainer.
+1 VP
Choose one: Trash two Treasures from your hand; or trash this and gain a silver
Holy Vestment If I have 3 Holy Vestments on my Tavern mat and decide to call all of them at the start of my turn, do I draw 6 or 9 cards? (If I have to resolve them sequentially, I get 3 from the 1st HV, 2 from the 2nd, 1 from the 3rd; if they resolve simultaneously, then they each draw 3 cards). I don't know of a good reading to distinguish the two possibilities.The once per turn is supposed to indicate that you may only call on Holy Vestment once per turn. Perhaps a wording shift from "you may call this" to "you may call a Holy Vestment" would clarify this (though the FAQ will anyway). So the math is unnecessary in that case. I have 6 HVs on the mat, at the start of my turn I call one, and draw 5 cards. I cannot call another HV.
Funeral: As a rule, Dominion cards either give +Coin or +Cards but not both at the same time. I think this card would be better off giving +Coin only; there are precedents for one-shot coin producers (Spoils, Death Cart, Pillage), but not one-shots that give +Cards, except for Madman, which is intentionally overpowered. (I suspect that this means that one-shot that gives +Cards has already been tested and found wanting). Also, you might want to have it cost $3, because Dark Ages introduced a division between 'good trash' that costs $3 or more, and 'Bad Trash' that costs $2 or less.Funeral has seen considerable reworking from the original post, so much of it in this form hasn't been extensively tested yet. The combination of +Card/+Coin for the most powered-up version was mostly out of a desire to do something other than straight card draw for that stage. I don't quite get your initial statement, though. This is effectively what City does at its most powered up. The pricing point is goo to note, though. But I'm not sure its non-one-shot utility is worth bumping it to $3, since--as noted above--the above-the-line text is strictly worse than Squire.
Collection Plate Wouldn't it be better to just deal out Coppers, because 1) a single Charity is not all that bad, as LA said, and 2) Charity seems to weak to use up a card slot, even if it's not in the Supply.Good point. I'll probably implement this.
Confession Donald X has already said that he's tried a discarding Lab for $4 and it didn't work (see the Secret History of Adventures, or the Fugitive page on the wiki)Yeah, this has been raised above (page 1?). However, this is not a supply card you can just buy, so the pricing on this is nominal only. The pricing issue doesn't necessarily work the same for it. You can only gain it by buying a Duchy, meaning each Confession is also adding a dead card to your deck.
How does Templar ever come off your reserve mat? If you intend for it to be a one-shot, wouldn't it be easier just to have it trash itself?When your shuffle your deck. So not a one-shot. It only gets played once every other shuffle. But of course, an opponent with Templar ramps up the frequency of shuffling.
Your Clergy line really ought to go something along the lines of Deacon-Priest-Monsignor-Bishop-Archbishop. You don't want to have up to 5 Popes floating around, and Cardinal is a different kind of status than Bishop. (Not all Cardinals are Archbishops or even Bishops, and in the Middle Ages, some of them were even laymen.) (Plus, not all Europeans in the Dominion era were Catholic; some were Orthodox and had neither Cardinals nor a Pope).The existence of Bishop hinders any attempt to make a stepwise or complete hierarchy of church offices. You'll note as well I've got "village priest" as such mostly as a reflection of the village-like nature of its turn two. I don't really care that there might be multiple popes floating around simultaneously (nor is it historically unprecedented). So in all, point taken, but not implemented.
Novice seems like an expensive version of Sage. It might be worth $3; definitely not $5, even given the arbitrariness of Traveller pricing.Well, the arbitrariness of Traveller pricing makes it a moot point, more or less. But it's better compared to Golem than Sage. It is not concerned with price of cards, and only hits Actions.
Nun can probably just set aside the Victory cards, like Island; it would make the card less wordy. Also, I think your 'Non-kingdom' wording is trying to account for variable-VP cards like Silk Road; setting them aside would avoid this problem, and also the problem of 'Non-Kingdom', which is not a Dominion term.This wording was suggested in the other thread on this Traveller line. Yes, setting aside a card could handle the other types of VP and it was suggested. I'll consider it further.
Sinner is missing some wording in the posted image. What is it supposed to say?It's all there, actually. Changing the name to Blasphemer caused too much squeeze on the bottom line, so I needed to move the in to before the ellipses instead on before hand and play respectively. If you have a Confession in play, you may exchange Sinner for Novice; if you have Confession in hand, you may exchange Sinner for Blasphemer. If you have one in play and one in hand, you may choose which way to exchange (but still only one way or the other, as indicated by "exchange").
Cloister seems overpriced; it's similar to Distant Lands but more expensive and less versatile, unless you plan to use a TFB on it.You might have misread this. Unlike Distant lands, this is not a risky investment. It's the opposite. You get the points when you buy it, and they're (mostly) untouchable. Cloister itself is fairly easy to get rid of thereafter, especially incentivizing buying more cloisters. Cloister is strictly better than Duchy, and not overpriced.
The idea of Excommunication, an untrashable curse, is OK, but the name is odd, thematically. Excommunications can be and frequently are lifted, and are not the result of blackmail. Also, thematically, you ought to get an Excommunication for playing a Heretic or Blasphemer.Sure, but theme's not everything. I mean, Giant and Torturer are both cursers connected to a witch-themed card. I mostly just wanted another card using Excommunication connected to Heretic. But I would certainly consider changing Excommunication's name. It started elsewhere from where it went in development, the name largely a vestige.
I like this as well, except that I fear the effect would just render this a simple curse in games with another curser, once the Curse pile is depleted. It might warrant this change nonetheless if I bumped the VP penalty to -2 on this card.I don't really like the idea of a curse that's completely untrashable (Excommunication). I'd rather just make it harder to trash. Maybe "When you trash this, gain a curse" so you'd basically have to trash it twice.I really like your idea.
Crusade looks really weak; a Scout without the +1 Action. I'd usually rather just have a Duchy.Yeah, you did misread that. It's a Smithy that sometimes gives you VP. And I think I will remove the on-buy effect of this.
Holy See looks worth testing, at least (though probably something Diocese would be a better name, as there is only one Holy See); you'll want to see how often people buy this over Duchy.From the few tests I've played with it, it served especially as a counterpoint to Templar and as a good buy later in the game near the shuffle point to push for major greening to the finish.
Labyrinth is interesting; my instinct is to compare it with Tunnel and Island, other Alt-VP cards that are too weak to be strategies on their own, but are sometimes worth buying for their abilities. However, I'm not sure I'd buy a Labyrinth for its ability, if it will trigger someone else's Labyrinth. Maybe have it trigger on gaining Provinces, or on gaining Treasures?Good point. I think I could just use the wording "Victory card other than Labyrinth."
Iconoclast seems way too powerful; it's a combination of a slightly-weaker Monument and a slightly-weaker Sea Hag.It seemed to pass muster after revision when it was posted some time ago. Cursing with it turned out in reality to be quite difficult to effect, unless a player was willfully ignoring the +VP token gainers on the table in favor of a different strategy.
Cursed Idol seems pretty weak; in order to use it, I have to buy what is effectively a Copper, costing myself a VP in the process, and then buy junk cards in order to curse other people.Yeah, I've been trying and trying to retool this card in a way that toned down its ridiculous ability to dole out curses en masse in previous iterations. I'm not sure it's worth retooling again. I can track down the link for the other thread if you want to review the discussion.
Collection Plate is similar to Explorer; how often do you buy one of those?Depends on your deck composition. Explorer can't get you alt-Treasures either. Nor does it have the deck-cycling effect. It's also cheaper.
Collection Plate seems weak, especially since a single Charity isn't really bad.I welcome suggestions on weakening Charity.
Penance is similar to Distant Lands, which costs $5; is it too cheap?
You nerfed Penance a little too much from it's previous version. Now it's just a Moat that gives you 2VP when you trash it instead of moat's reaction.Two very different views on Penance pricing. I think it's in some ways a riskier investment than Distant Lands, since it gives you negative points if you fail. You essentially go into debt first. You also can't get rid of it if there's a Curse or Hex in hand, which, given the terminal draw of this card, is another potential impediment to the reward after the early game. I think LibraryAdventurer is right that if anything, I nerfed it too much. But +3 cards might be too strong. I welcome suggestions.
Templar is going to be a big pain to resolve with the "Look through each others players' discard piles" part. It'd be simpler to say, "Each other player reveals their discard pile and shuffles up to five victory cards from it into their deck." Even that is going to cause too much reshuffling, and I don't think the attack needs to be up to five. I would do something like this: "Each other player reveals their discard pile and puts two (or 3) non-action victory cards from it on top of their deck."I'll think about it. Top-decking definitely speeds things up a bit, but it's a much harsher attack. Then again, Templar is player only once every other turn....
I use a card almost the same as Synod, except it says "reveal the top 2" instead of 3, and it's still plenty strong for a $4 cost. So I think Synod might be too strong for $4 & too weak for $5 as is.I originally priced it at $5, but with +3 Actions. But as posted here, I think it is comparable to Wandering Minstrel and is not necessarily strictly stronger or weaker than it. WM draws you a card no matter what, while Synod sometimes fails. WM sets up subsequent draws to grab Actions, but Synod discards all but the one you choose to put in hand.
Does Holy Vestment count itself when counting holy vestments on the tavern mat? hard to tell.No, you first call HV and then your count the VMs on the mat. So you need at least two to make the card useful.
I think Pardon is too similar to Shanty Town to be worth using. Also, I think Missal is too similar to Expedition.Similar. But I think they are sufficiently distinct to make their existence worthwhile. Shanty Town and Pardon play differently; and Missal is a bit more versatile than Expedition.