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76
Variants and Fan Cards / Pact with the Devil: Help me balance an event
« on: April 26, 2016, 11:53:14 am »
Fill in the blank (or link if this has already been done):

Pact
Event - Cost $0
+1 Buy
Once per turn: Gain a card from the Supply that the player to your left chooses. If you do, +$__

Update: Here's an image version of the version that I'll be printing and testing.


77
I hate to say it, but I already did an extremely similar Event, except mine had a potion-cost.

...And I based it on somebody else's card idea which didn't work as a card, but was fine as an Event.

Why would you hate to say that? Do you have a link? I'd love to see it.

78
Variants and Fan Cards / Re: Credit
« on: April 23, 2016, 08:50:58 am »
Out of curiosity, why only allow it on 2 random piles? Why not just allow it on any pile and dispense with the Credit token part all together?

79
Variants and Fan Cards / Re: Credit
« on: April 22, 2016, 05:30:14 pm »
One small nerf to the card could be: 'Once per turn, put a curse in your discard pile'. Or would that also count as 'gaining'? (I tried to formulate it by analogy with maskerade.)

That gives me an idea:

Empty Child
Action, Cost $4
+$5
The player to your left may pass you a card from his hand. -$1 per $1 cost of that card.

80
Variants and Fan Cards / Re: Credit
« on: April 22, 2016, 01:35:21 pm »
The concept of "get benefit now, pay for it later" is cool, but your Event is waaaay too wordy. I would start with something simpler and take it from there:

Geas
Event
Cost: $0
+1 Buy
Once per turn: gain a Curse. If you did, +$2.

This is a way too strong. It enables very early engines with cards like Doctor, Junk Dealer, Apprentice or Tournament. It is also broken with Trader or Watchtower.

Since you fail to gain the Curse with Trader, you wouldn't get the +$2, right?

However, I think the Watchtower objection stands.

81
How about:

Cliffside Village
- Action-Reaction

+1 Card
+1 Action

If you did not play this as a Reaction, +1 Action.

--------

Directly after resolving an Action, you may play this from your hand.

Thank you. I changed it to this. I do wish that I could functionally get this while being as simple as pacovf's version - almost just went with that.

82
http://forum.dominionstrategy.com/index.php?topic=1793

What's old is new again. :)

Well there you go. I thought somebody must have done this before, but I'm new here and only recently discovered these nice card templates.  :)

83
I would change it to:

Quote
Cliffside village
Action - Reaction 4$
+1 Card
+1 Action

Directly after resolving an Action, you may play this from your hand.

You want to say "resolving" rather than "playing", because in the latter case, you have to use the effect before, say, you know what you drew with Smithy.

I like where you all are going with this, but I kind of still wanted it to village if you just play it normally too (but I didn't want it to be +2 Actions in the reaction part - the idea is to have more or less the same net effect whether you play it or react with it - of course, it doesn't count toward actions for Conspirator or Peddler).

How about this:

Cliffside village
Action - Reaction 4$
+1 Card
+2 Action

Directly after resolving an Action, you may play this from your hand. If you do, -1 Action.

I personally don't have a problem with the -1 Action wording (and I've used it on other cards), but I get that some people don't like it.

84
This card can lead to perpetual loops where your Action count gets arbitrarily high.

Nice catch. Thank you!

I would change the reaction to this: "Directly after playing an Action card, you may set this aside. If you do, +1 Card, +1 Action. At the end of your turn, put all set aside Cliffside Villages into the discard pile."

Good idea, though is there are reason to say "Directly after playing an Action card" rather than "Directly after resolving an Action"? The latter language was borrowed from Coin of the Realm, but I don't know if there is a functional difference.

85


It's similar to Coin of the Realm's call effect, but as a reaction on a village. Thus, whether you play it first or after drawing it into your hand with a terminal draw, you can still get the same effect as if you had just played the village first.

86
Variants and Fan Cards / Re: singletee's cards
« on: April 17, 2016, 02:14:06 pm »
I am still working out what exactly you can do with culture once you accumulate it. The original idea was something like:

Renaissance
Event
Cost $2
+1 Buy
Choose one: Take a Culture token; or return 7 Culture tokens and if you do, choose one to get at the start of each of your turns for the rest of the game: +1 Card, +1 Action, +$1, +1 Buy.

The VP would be essentially a consolation prize in case I didn't want to put this into every game. Which I didn't, since the event itself is kinda bland could be centralizing. What I am thinking now is to make these "cultural enhancements" each their own thing (not Events, just a different sort of thing you can do at the end of your turn by spending Culture), and cost from 5-20 culture to buy, and not be buyable more than once per game. Any game with a culture-generating card (might require a new type for this) would have like 3 of these "enhancements". With a setup like that, it would no longer be necessary to have culture worth a small amount of VP just in case there is nothing better to do with it.

I really like the idea of accumulating tokens for the other major resources besides just +$1. Guilds has the coin tokens, but what about for draw, actions, or buy? I think something like this will work with some refinement.

Maybe you can have an Action card that specifically lets  you spend culture tokens on something. For example:

Curator $5, Action
+3 culture tokens
You may return any number of culture tokens. +1 Card for each returned culture token.

This is sort of like my Prior (Monk) card from my Vampire/Monks/Swordsmen thread, but it isn't getting any interest there, so perhaps I can propose it here.

87
Dominion General Discussion / Re: Interview with Donald X.
« on: April 17, 2016, 12:10:06 pm »
Is that you and Jay on the card art for Prince?
No, I look like me and Jay looks like Jay.


Erm, got any proof for this claim?

Yeah, if there's anyone who defies tautologies, it's Donald X.

88
Dominion General Discussion / Re: Interview with Donald X.
« on: April 16, 2016, 10:30:40 pm »
Is that you and Jay on the card art for Prince?

89
Dominion General Discussion / Re: Interview with Donald X.
« on: April 16, 2016, 12:54:13 pm »
Between the time you first think of a new card idea and it makes it into its final form, how many games does it end up getting tested in (ballpark of typical case)?

Do you have a standard set of cards that you initially test new ideas with or does it vary?

90
Variants and Fan Cards / Re: ThetaSigma12's Fan cards
« on: April 16, 2016, 09:56:28 am »
Which templates do you use? I grabbed my templates and coin icons from different places, and the card-lists coin doesn't match the coloring of the card cost coin.

Also, I think the B in Buy should be uppercase when you say  +1 Buy.

91
Here are three different riffs on an idea for piles made up of several different cards. Unlike Knights and Ruins, however, these piles aren't shuffled. They're sorted by cost with the least-cost card on top (and you can't gain the higher-cost cards until all the cards on top of it have already been gained).

Vampires

There are 4 Vampire cards, and the Vampire pile consists of 2 of each for a total of 8 cards in the pile. Vampires gain you a card proportional to their own cost (and hey, sometimes a Vampire can make another Vampire), and they give your opponents a new kind of junk: Victim cards. The Victim cards given out get progressively nasty, and they're not trashable. However, you can get rid of them by playing them, taking a hit to some other resource(s) that turn. (Rules clarification: the Victims have negative cost, and since "up to" means the same as "less than or equal to", when someone plays Vampire Armand, you can take a Serious, Critical, or Grave Victim (or 2 Curses of course), but not a Stable one. Also, I interpret -1 Action to mean that it kills a whole Village if you try to play it with one, but it's ok to end the turn on a negative number of actions, and then they just reset to 0 your next turn like always.) Put out 5 of each Victim card when playing with Vampires. (The images are from the Interview with a Vampire film series.)




Monks

There are 5 Monk cards, and the Monk pile consists of 2 of each for 10 total cards. All Monks give you Prayer tokens and allow you to keep playing more Monks. Each of the Monks can redeem the Prayer tokens for some kind of resource (except the Abbot who just gathers together all the Monks), but not coins (Monks pray and work, but not for profit), so they can help your engine, but you need to get your payload elsewhere. (The images for Postulant, Brothers, and Prior are from some very cool beer-brewing monks in Norcia Italy. Novice is from some monks in New Mexico, and Abbot is a St. Benedict icon.)



Swordsmen

There are 10 different Swordsman cards with costs ranging from $1 to $10 (1 of each in the pile), but they're basically all the same. It's a Peddler-variant plus a potent attack - like Militia, but they can't just discard their worst 2 cards, and you can get them down to 2 if you play more than one. However, playing more than one is tough because there can be only one (yeah, I probably should have used Highlanders instead of these awesome Angampora fighters). So, it's definitely a great card to have in your deck, but you only get to keep playing your Swordsman as long as no one has bought the next one. Once someone does, you get one more play and then it goes in the trash. At the beginning, you get a deal on this, but it's likely a one-off play. As the game progresses, you're essentially participating in an auction for exclusive right to the card. It's definitely worth more than $1, but are you going to pay as much as $10? Probably not. But if you do, you have to trash that one too. However, since you "won" the Swordsman pile, you get a Victory card of your choosing - much better than the guy who paid $9 for it.




Image credits:
https://commons.wikimedia.org/wiki/File:Last_Rites_ca_1600.jpg
http://www.ncregister.com/images/uploads/C0131T01-Charles_Kinnane.jpg
https://www.pinterest.com/pin/546131892282758787/
https://veneremurcernui.wordpress.com/2014/01/07/awesome-articlevideo-on-traditional-benedictine-monastery/
http://osbnorcia.org/en/blog
https://en.wikipedia.org/wiki/Benedict_of_Nursia#/media/File:Fra_Angelico_031.jpg
https://en.wikipedia.org/wiki/Swordsmanship#/media/File:Angampora_sword-shield_fight.JPG

92
Dominion Online at Shuffle iT / Re: Creating Dominion
« on: April 13, 2016, 01:17:39 pm »
From somebody who loves Dominion and plays IRL all the time and only occasionally online, I like the idea of an inexpensive monthly subscription. I don't play enough online to justify the current cost of online expansions, but I wouldn't mind chipping in a few dollars a month to play casually online.

I do agree with others that it might be nice to be able to play a small number of games per month for free. I think that could help pull in potential new subscribers.

93
But shouldn't a Mortgage charge ongoing interest? For example, "At the start of Cleanup, if you have a Mortgage token on a Supply pile, take your -$1 token." (A second Mortgage token could incur the "-1 Card" token, etc). Or else 'At the start of your Buy phase, discard a treasure or reveal a hand with no Treasures", or some such.

Yeah, the theme breaks down a little there, but I view the $2 and the buy used on the event as the interest. With this mortgage, you just pay the interest up front.

94
Variants and Fan Cards / Re: Dominion Everycard
« on: April 12, 2016, 04:06:42 pm »
I like this. Thanks for sharing.

I've done something similar where we just sort one of every Kingdom card into 5 piles based on whether they cost <=2, 3, 4, 5, >=6. The piles are shuffled, face-down. The top card from each pile is face-up. When you buy a card, you can either buy the top one (the one you can see) or the face down card underneath it. If you choose the un-seen card, the top card is placed on the bottom of the pile and you then turn over a new top card. I can't remember what we did with potion-cost cards.

95
What happens if the pile goes empty?  Can you still pay off the mortgage?  Thematically I would say yes, but I don't think it would work as worded since the "would gain" is impossible if there are no cards left to gain.

When I play this IRL, we allow you to pay off the mortgage on an empty pile. However, I don't know of a way to clearly and concisely say that using Dominion terminology. If someone can think of a good way to say it, I can definitely change it. Otherwise, for simplicity's sake, this wording does indeed disallow it. Thematically, it's like a mortgage with a fixed term. If you don't pay it off in time, we foreclose.

FWIW, I also don't have a problem with it working on any Kingdom card (that is, Action, Alt-VP, and Alt-Treasure supply piles), but because that wording is confusing, it hasn't been used where it otherwise works.

96
Yeah, I thought that when I read the initial teaser (which I quoted in the topic title). This idea came before that announcement though.

97
I've playtested this several times with an unlimited number of Mortgage tokens, and admittedly, it feels sort of like a variant. If you want it to play more like a normal Event, just limit players to 1 or 2 Mortgage tokens (which you can re-use after removing from the pile via the rule on the event).



The art is public domain from here: http://www.publicdomainpictures.net/view-image.php?image=76955&picture=country-home-painting

98
Variants and Fan Cards / Re: Usurp the Throne: Event/Variant
« on: April 12, 2016, 10:31:35 am »
Too little control for my taste. Just make the player able to choose the pile. Events happen at the end of the turn so other players can profit and if a pile is Usurped of which only/mainly the player who bought the Event has a lot the other players can still undo the choice for 1 coin.

Yes, I think that could work too, but if you can move it anywhere, I think maybe it'd need to cost a little more. Not a lot more, maybe $2?

99
Variants and Fan Cards / Re: Negative vanilla boni
« on: April 12, 2016, 09:31:49 am »
Here's how one of my Shelters with -1 Action handles the "I want this to require you to play a village first" issue.


100
Variants and Fan Cards / Re: Negative vanilla boni
« on: April 12, 2016, 09:26:27 am »
I have several cards like this. I made some shelters with negative stuff, and I have an attack that passes out action cards with negatives. If people are interested, I'll post them.

However, my understanding was that negative action only kills a village if you want to play stuff after it. That is, you could play it terminally and just end the action phase with a negative number of actions.

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