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Messages - Doom_Shark

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426
Variants and Fan Cards / Re: A second half to Alchemy
« on: December 26, 2015, 07:15:16 am »
Although honestly, what you're basically saying is that a some of these cards would work if they simply cost less, right?

427
Variants and Fan Cards / Re: A second half to Alchemy
« on: December 26, 2015, 07:06:47 am »
About Alchemical Notes, a Potion Peddler is too conditonal. Either it is too weak (no decent potions cards in the deck or only Alchemist/Apothecary) or it is too strong (good potions cards in the deck such that it has to cost 6$ or more).
I did once play around with a Potion Market and, unsurprisingly, it failed for precisely these reasons.
It is not a peddler, but rather a highway, (which I will admit is simply a question of semantics, and has nothing to do with your argument at all) and it deals with those PP you so detest. Some of your points make sense, specifically the idea that potions do not become more powerful. While that is true, I mentioned and am mentioning again that there is still room for four more cards that could be created to combat these precise issues. I realize I'm getting a bit defensive though, and would greatly appreciate your help in refining the existing cards and filling the four empty slots.

428
Variants and Fan Cards / Re: A second half to Alchemy
« on: December 26, 2015, 06:44:57 am »
Not a fan of cards that cost two Potions. You gotta buy two Potions and make them match, so if you want these cards you very well might have to buy 3 Potions.
Potion alone can already be too swingy (Familiar so two Potions probably make the game too luck-dependent.
I see your point, but part of the point of having the two potion cards is to make the potion a bit more useful. As for the making the potions match, I already have a couple alternates to replace the potion itself, one action and one treasure, and there is still room for four more cards. There's even a card in here that reduces the number of potions required in the first place, so you have plenty of alternatives. And the whole buying three potions is part of the reason I started this in the first place. Anyway, Donald X himself said that potions and the alchemy set in general are not for everybody, so if it isn't your ball, don't waste your time with it.

429
Variants and Fan Cards / Re: Throne Room Variant - Imperial Household
« on: December 26, 2015, 05:46:52 am »
I think the easiest version to do, since it would not take as much tracking but still allow for the original intended effect, would be very similar to the original text posted:

Reveal two Action cards in your hand. Play them each twice, in any order.

Granted, this does allow for some unintended repercussions, such as: Remodel as "a" and smithy as "b" in order abba. Remodel would trash smithy for gold, then both smithies get you a total of 6 cards, then remodel something you just drew. Things like that would warrant a cost of at least 7 though, and you could limit the branching a bit with a clause like: "the revealed actions cannot be Imperial Household"

Just my thoughts on the matter

430
Variants and Fan Cards / A second half to Alchemy
« on: December 26, 2015, 05:00:53 am »
Before I go into anything, there are some MASSIVE DISCLAIMERS to get through. First, I use the masculine pronouns in the card text here. This is not due to sexism, I'm just trying to stay with the standards set by the official cards. Second, This is intended to be a half-set. (For anyone who hasn't figured out the system yet, that means 13 kingdom cards) Third, this is still a WIP. At the time of posting, I have only 9 of 13 cards semi-finished, and those have not been play-tested. Fourth, I am open to feedback, including ideas for the four final cards, but please do not just instantly shoot down my ideas. Give it some thought, then give me some CONSTRUCTIVE criticism. Help me fix issues. You can play-test it yourself even, if you want. So with that out of the way, on to the topic at hand.

After having Alchemy for a couple of years, my family and I have noticed it lacks a couple things. It could use an alternate source of potion currency, and cards that cost multiple potions, or some other incentive to get more than one of those things. So here's what I came up with (Note: P represents potion):

Elixir
Treasure, $2PP
+P
When you play this, +1 coin for every two actions you have in play

Fountain of Youth
Action, $1PP
Play an action again that you already have in play. Then choose one: either +1 Card per P in its cost; or +$1 per P in its cost.

Alchemist's Lab (I'm looking for a different name for this one)
Action, 2P
Reveal the top 2 cards of your deck, then put them into your hand. If either of those cards has at least one P in its cost, +1 Action

Werewolf
Action—Attack, $3PP
Each other Player reveals cards from the top of their deck until they reveal one that costs from 3 to 6PP. Trash it and discard the rest. If the discarded cards include at least one:
Action, +2 Actions
Treasure, +$2
Victory, +2 Cards

Alchemist's Seal
(I got the line for the reaction by using a bunch of spaces w/ strike-through)
Action—Reaction, $2P
Reveal the top card of your deck. If it is an action or treasure, play it. Otherwise, discard it.
                               
When another player plays an attack card, you can reveal this card to set it aside, then set aside the top card of your deck face-down. (You may look at the card.) At the start of your next turn, reveal the face-down card. If it is an Action or Treasure, play it. Otherwise discard it. Then discard this card.

Alchemical Notes
Action, $5
+1 Card
+1 Action
While this is in play, all cards in the supply cost P less.

Research Grant
Action, $5
+1 Buy
+P
While this is in play, when you buy a card, you may trash this card. If you do, gain a card costing less than the card you bought.

Test Subject
Action, $3P
Trash a potion. If you do, reveal your hand. Gain a card costing up to twice the number of P in the cost of the cards in your hand. If a card in your hand has more than one P in its cost, +$1.

Enlightened Township
Victory, PP
Worth 2 Victory for every 3 cards in your deck that have one or more P in their cost.

So there's my ideas. Feedback, as well as ideas for the four other cards is appreciated. please note that the 6PP in werewolf is intended to allow it to trash cards that cost potions, and does not mean I plan to include a card costing 6PP. However, I am not entirely opposed to that idea either.

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