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Messages - kru5h

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376
Variants and Fan Cards / Re: Really bad card ideas
« on: October 23, 2016, 10:39:41 pm »
I changed it to this in my card idea thread.

Quote
Backup Plan Action,
Set this and an action card from the supply costing up to aside.
Once per turn, when you play an action card, you may follow the instructions of the set aside card instead.

377
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 23, 2016, 07:06:56 pm »
I like Snakes.
Seems like Backup Plan should be an event.

I thought about it. But then you'd need some kind of "Backup Plan Token" to place on the set aside card. If you play multiple Backup Plans, that's multiple tokens that would be needed. Also it would be too much like Inheritance. I like that it takes a shuffle and an action to get this into play. It slows it down and keeps it from being too powerful.

378
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 23, 2016, 06:11:09 pm »
Quote
Backup Plan Action,
+1 Card
+1 Action

Set this and an action card from the supply costing up to aside.
When you play an action card, you may follow the instructions of the set aside card instead.

Edit: Wait. That's a little too strong. I'll remove the cantrip from it.

Quote
Backup Plan Action,
Set this and an action card from the supply costing up to aside.
When you play an action card, you may follow the instructions of the set aside card instead.

Edit2: This should cost

Edit3: This should be limited to once per turn.

Quote
Backup Plan Action,
Set this and an action card from the supply costing up to aside.
Once per turn, when you play an action card, you may follow the instructions of the set aside card instead.

Edit4: Not sure how this interacts with Enchantress.

379
Variants and Fan Cards / Re: Really bad card ideas
« on: October 23, 2016, 06:01:31 pm »
Quote
Backup Plan Action,
Set this and an action card from the supply costing up to aside.
When you play an action card, you may follow the instructions of the set aside card instead.

Never mind. I can actually turn this into a good card with a tweak or two.

380
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 23, 2016, 05:32:16 pm »
Quote
Snakes Action,
+1 Card
+1 Action

Gain a Curse. Set this, the Curse, and any number of cards from your hand aside.
Return them to your deck at the end of the game.

Kind of a combination of Junk Dealer, Island, and Chapel all in one. The penalty is that you get -1VP at the end of the game (If there are any curses left.) If there are no curses left, this simply lets you clear your deck of all curses (but you still lose the points at the end of the game.) But waiting until all the curses are gone just leaves your deck clogged most of the game.

Also useful in some Gardens/Alt-VP games. You get a streamlined deck at the cost of one VP? Worth it?

Edit: Changed it to "you may" to make it a cantrip in the cases where you don't want to use it.

Quote
Snakes Action,
+1 Card
+1 Action

You may set this aside. If you do, gain a Curse; setting this, the Curse, and any number of cards from your hand aside.
Return them to your deck at the end of the game.

381
Variants and Fan Cards / Re: Really bad card ideas
« on: October 23, 2016, 03:44:27 pm »
Quote
Substitution Action - Reaction
+1 Card
+1 Action
---
When a player plays an action card, you may reveal this from your hand to gain that card from them. They gain and play this instead.

382
Variants and Fan Cards / Re: Really bad card ideas
« on: October 23, 2016, 03:18:50 pm »
Quote
Marquee Action
+1 Action
---
While this is in play, all cards have scrolling text.

383
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 23, 2016, 03:30:42 am »
What about "when you trash this from your hand"?
It might be a tad confusing with Hermit, Lookout and Sentry, but at least it bypasses worse confusion. :)

Good call. I just edited that in right when you were typing it. Great minds.

384
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 23, 2016, 01:03:04 am »
How about this:

Quote
Pupil - Action $4
Play this as if it were an action card from a full supply pile costing up to $6. This is that card until it leaves play. You cannot buy that card this turn.

Edit: I might even have to lower it to "costing up to $5", but I'll play around with it for a while. If I do that I would probably lower the card's cost to $3.

Edit2: I'm thinking about this version instead, since it's a lot more balanced:

Quote
Pupil - Action $3
Play this as if it were an action card from a full supply pile costing up to $5. This is that card until it leaves play. You cannot buy that card this turn.
---
When you trash this, gain an action card costing up to $5.

This also fits the theme well of a Pupil growing up to be a professional.

Edit3: Rules lawyers, help me out here! If you play Pupil as another card that trashes itself, (Let's say Mining Village), do you still gain the $5 card, or does it not take effect because it's the other card when it's trashed?

Edit4: If the above answer is yes, then if I play it as Procession and then Pupil as Fortress, does it both return to my hand AND gain me a $5 card?

Edit5: How do I make those coin symbols instead of typing $5 each time?

Edit6:

Quote
Pupil - Action $3
Play this as if it were an action card from a full supply pile costing up to $5. This is that card until it leaves play. You cannot buy that card this turn.
---
When you trash this, if it was not in play this turn, gain an action card costing up to $5.

Edit7: For simplicity:

Quote
Pupil - Action $3
Play this as if it were an action card from a full supply pile costing up to $5. This is that card until it leaves play.
---
When you trash this from your hand, gain an action card costing up to $5.

385
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 22, 2016, 12:58:32 pm »
Pupil + prince or pupil + hireling = funny

Pupil + Hireling doesn't bother me. It's really really strong, but doesn't break the game.

Pupil + Prince kind of breaks the game, so that annoys me. I'll try to think of a way to improve it. I could always add "A card costing up to $7", but I'd like to avoid that if possible.

386
Variants and Fan Cards / Re: Really bad card ideas
« on: October 22, 2016, 03:59:45 am »
Quote
Maniac - Action Duration, $5
Now and at the beginning of your next turn,
+1 Card
---
While this is in play, when you play another Maniac, +2 Cards.

387
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 22, 2016, 03:52:45 am »
Quote
Rabbits - Action Card, $1*

+1 Buy
+$1

You may gain a Rabbits from the Rabbits pile.

Put this on a non-empty supply pile that doesn't have a Rabbits on it. (Cards underneath Rabbits cannot be gained while Rabbits is on them.)
---
When you buy this, you may gain or trash this.

I would do it like this.

I don't really like the trash version. Feel free to test that version and let me know how it goes, but I don't like the extra words I would have to add. In a two player game, I doubt that the Rabbits pile is ever going to empty and completely clog up the board. I imagine only 3 or 4 of them will be in play. In the case where all 10 are bought, it's not as bad as it seems. About 3 will be in the first player's deck, about 3 will be in the other player's deck, and about 4 will be on the board. If people get sick of all the Rabbits, they can simply start placing them on 4 piles that don't matter: Copper, Curse, Estate, and that one pile that nobody bought from this game. In a 3+ player game, it's even less of a problem because more of them are in players' decks. Again, this assumes that all of them are gained. The "you may gain" is optional and at some point most reasonable people will stop taking that option.

I see what you're trying to do with the variable cost on Rabbits - or if not in the Rabbits pile. Just cost it at and avoid the unneeded complexity.

Costing $0 would make it far too easy to empty the pile. It's a card that already let's you gain more Rabbits and gives you +buys to buy more free Rabbits.

388
Variants and Fan Cards / Re: Really bad card ideas
« on: October 21, 2016, 04:55:34 pm »
Quote
Pentagon - Action, $5
Discard down to one card in hand. You may play an action card from your hand five times.

389
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 21, 2016, 03:08:45 pm »
The wording doesn't match your description. The card says it only allows you to choose an empty supply pile. I assume you mean a pile that's never been purchased from? You'd need tokens to track that sort of thing though...

Pupil Action,
Play this as if it were an action card in the supply with a Pupil token on it. You can't buy cards from that pile this turn.
---------------------------
Setup: Place a Pupil token on each action supply pile. When a card from that a pile is bought, remove the Pupil token.


I meant to type "full"! Fixed.

Quote
Pupil - Action, $4
If there are any action supply piles that are full, choose one. Play this as if it were the top card of that pile. You can't buy cards from that pile this turn.

390
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 21, 2016, 01:56:37 pm »
Here's a fun one:

Quote
Pupil - Action, $4
If there are any action supply piles that are full, choose one. Play this as if it were the top card of that pile. You can't buy cards from that pile this turn.

A $4 card that plays as any action in the game as long as nobody has bought that card yet. Really strong at the start of the game: You can play it as Prince, Overlord, or whatever on turn 3. Then near the end of the game this card becomes a copy of that one card that nobody buys. It could even be a completely dead card. Since you can't buy the card you play it as, it prevents shenanigans like playing it as a Hunting Grounds on turn 3 to buy the first Hunting Grounds so nobody else can play it as Hunting Grounds. Because of that, you may want to play it as the second best card on the board so that you still have the opportunity to buy the best card on the board. You might even want to buy a card from a pile that you don't need to prevent your opponents from playing their Pupil as that card.

391
Variants and Fan Cards / Re: Really bad card ideas
« on: October 21, 2016, 04:40:58 am »
The opposite of Tower is Pit, I suppose.

Quote
Pit - Landmark

When scoring, 2VP per card you have from a full supply pile.

392
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 21, 2016, 03:13:43 am »
Okay, I've been working on this card for a while, so here it is:

Quote
Caltrops - Action Attack Duration, $5
At the beginning of your next turn,
+2 Cards
---
While this is in play, when another player plays a duplicate of a card that they already have in play, they first discard a card.
This can't cause a player to discard more than more than one card per duplicate played.

I like to make hard decisions. Torturer is one of my favorite cards. This card does a lot of things. One thing it does is it makes you make decisions. Do I want to play this card if I have to discard? If so, what do I discard? If not, that's a card I can discard, so what card can I play now? This card also encourages deck variety: If you play no duplicates, it doesn't affect you. It hurts both engines and big money. The better your deck is, the more it hurts you. If the game is a slog, then you will have lots of junk cards to discard anyway and few duplicates to play, so it doesn't over-slog games.

So, how powerful is the attack? Well, first note that multiple copies do not stack. Discarding 2 cards per card played would be ridiculous. I estimate that a good engine will play 6-8 duplicates per turn when drawing your whole deck. That's 6-8 cards to discard. That sounds like a lot! Well, that's out of your whole deck. That's equivalent to having 6-8 Curses or other dead cards in your deck, so it's no more powerful than Witch in a four-player game. But you get to choose which cards to discard rather than simply drawing dead cards, so it's not quite as bad. It doesn't punish you until you start playing several cards, so it at least lets you get your turn started. If you have a hand of five coppers, you end up discarding two of them, so it's no more powerful than Militia in the worst case.

So let's review: It forces tough and meaningful decisions; it isn't oppressively powerful but still very effective; it scales with quality of your deck, affecting better decks more; encourages deck variety; and doesn't worsen slogs (or if it does, not by much.)

393
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 20, 2016, 08:14:19 pm »
Sorry, I'm not good with photoshop or anything, so I just have text.
If you find a good image PM me and I can make it for you, no prob.

Thanks! But I'm going to make sure all of my wording is worked out before I do that.

So... what happens if I put my Rabbit on the Curse pile? Does that mean my opponent's Witch no longer gives me Curses? Personally, I think that's a feature, not a bug.

Yes, that's a feature. It also stops people from gaining Silvers with trader and cards like that if its on the Silver pile. I'm going to clarify the wording, though. Right now it says you cannot gain a card from this pile. Witch says each player gains a Curse. Which one wins? I'll probably word it something like, "While this on a non-Rabbits pile, it costs $0 and when a player gains another card from the pile, they instead gain nothing."

394
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 20, 2016, 04:26:07 am »
How about this:

Quote
Inventor - Action Duration, $6

Choose one: +2 Cards, +1 Action now, or
+4 Cards at the beginning of your next turn.
---
While this is in play, you cannot buy an Inventor.


395
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 20, 2016, 03:45:42 am »
You are of course totally right that 6$ Actions are powerhouses and not problematic if they are slightly overpowered. Goons and Hireling are definitely extremly strong for 6$ but probably a tad too weak for 7$.

I'd say it depends on the Kingdom whether you choose Inventor over Hireling. If you hit 6 early and the game will not be a rush Hireling is probably the better choice.
I'd try twitching the duration part to nerf Inventor slightly , e.g. "+3 Cards, +1 Buy" or something like that.

I've tried modifying it several times, but nothing clicks for me.

Ideally, it would be choose one:

+2 cards, +1 action now, or +2 cards each turn for your next two turns.

But then there's the tracking issue. Did I already take my two cards last turn or is this the third turn? Archive solves this by setting aside cards, but that would ruin the elegance of this card.

I tried giving other players something cool. "While this is in play, each other player..." but couldn't think of anything original. Each other player draws a card would just be a Council Room copy. I'd still like to do this, though.

+4 cards, discard a card could work, but seems unnatural. Its theme is gaining cards. Discarding one makes it feel against itself.

For now I'm content with it being a powerhouse card and will modify it if I ever think of something creative. I still want to include it in my cards list because the other two option-duration cards are micromanaging (2 actions vs 2 cards or 1 buy vs 1 more money) and I want an option-duration that says that the cards can be powerful too.

396
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 20, 2016, 03:28:58 am »

Inventor - Action Duration, $6

Choose one: +2 Cards, +1 Action now, or
+3 Cards at the beginning of your next turn.
I think I like this a bit more, but I'm unsure.

Also, Rabbits is awesome.

Definitely. +4 cards at the start of your next turn is like playing 4 labs at the start of your next turn! Choosing the lab now would almost always be terrible in comparison. Event only +3 cards might be too strong; it's like playing 3 labs next turn. 1 lab now, or 2 labs next turn, might be closer in power. (Which would be +2 cards next turn).
In general you want whatever you get now and not next turn but terminal draw is the only exception to that, i.e. Haunted Woods sans the attack part would be roughly equal in strength to Smithy.

What you did is thus a gross misrepresentation. The choice is between a Lab now and 4 Cards at the start of your next turn at the cost of the currently played card being dead.
Now I still think that such a card is too good for 6 as it provides a choice between one of the best 5s, a Lab, and something which is similar in strength to Hunting Grounds, a 6.

Your "+2 Cards at the start of your next turn" would probably be too weak for 2 or in general too weak at any cost. Sure, it might be bought on some boards with decent village support and no drawing at all but the card is still roughly equal in strength to "+2 Cards".

I agree that it is quite powerful for a 6. I would sometimes pay 7 for it, but I don't quite like it at 7 all the time. It feels like a 6.5 card. I would instantly pick it over Hireling. I don't see it as stronger than Goons, though.

397
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 20, 2016, 02:52:29 am »
Added Bronze:

Quote
Bronze - Treasure, $2 (20 supply)

$1

+1 buy
---
When you gain this, you may trash a copper from your hand. If you do, you may gain a Bronze.

This is a useful treasure that upgrades your coppers. Good in games with no other +buys or no other way of trashing coppers.

398
Variants and Fan Cards / Re: Really bad card ideas
« on: October 19, 2016, 11:21:11 pm »
Announcer - Action, $4

Name a card.

399
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 19, 2016, 08:41:18 pm »
I'm not convinced of Rabbit. The fact I have to spend its own buy on itself if I want to keep my +Buy card makes it basically an Abandoned Mine. The "attack" is mostly a Super-Embargo that makes me gain a Ruins AND spend a buy. Ass it also never ends but even makes itself continue, it seems like it could really drag out a game.

It's the last part that is the biggest problem. If there was a self-trashing ability, it would be a great idea. Definitely think it can work.

In slogs, it's horrible though. :p

With the current wording, you can put it on the curse pile or Ruins pile to prevent people from gaining them and prevent the game from slowing down further.

400
Variants and Fan Cards / Re: Kru5h's card ideas
« on: October 19, 2016, 03:43:51 am »
Option durations are an interesting idea but the most innovative thing here is of course Rabbits. I would just slightly buff it via giving it +1 Coin.

I've actually been thinking about that for weeks. I've been 50/50 on it going back and forth, but I think I'm finally ready to accept that it needs +$1.

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