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Messages - MattLee

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51
Variants and Fan Cards / MattLee's cards, round 2
« on: January 12, 2017, 11:32:03 pm »
I really appreciated the feedback from the last cards I posted, I'd love to hear anyones opinions on these new card ideas before I print these out! From now on I'm just going to do text versions and I'll post full cards when I've tested a card and have it working how I want it to.

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New Explorer
Action
Cost - $5

You may reveal a hand containing no Treasures. If you do, gain 2 Golds, putting them into your hand. Otherwise, gain a Silver, putting it into your hand.

I've always felt like Explorer from Seaside was a bit weak. This seems harder to do (i think?) but would have a higher payoff. Every time you use New Explorer it would be harder to get double golds later on. Its also bad with big money.
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Sage
Action
Cost - $2

+1 Card
+ $1

Put any number of cards from your hand on top of your library.

Has any official card let you do this before?
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Lodge
Action
Cost - $6

+2 Cards
+2 Actions
+2 Buys
-
You may not buy this if you have another Lodge in play.

Inspired by Grand Market. Its hard to get your first Grand market but easier with each one you buy. This is kind of the reverse.
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Quote
Monastary
Action
Cost - $4

Reveal your hand. If it contains no Treasures, gain a gold. If it contains no actions, gain a action card costing up to $4.
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Claimant
Action
Cost - $3
+1 Action
+ $2

If any supply piles have exactly 1 card remaining, you may gain a card from one of these piles.

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Arena
Reaction
Cost - $6
Worth 1VP for each Arena in the supply.
-
When another player gains an Arena you may trash this from your hand. If you do, gain a card costing less than this.

I saw this idea on the forums and loved it, but I could see other players buying this card just to spite me (ive had this happens sometimes with Duke). With my version if other players do this you can trash this to gain a dutchy or some other more useful card.

52
Dominion General Discussion / Re: Interview with Donald X.
« on: January 12, 2017, 12:48:29 am »
You've said Intrigue was originally going to have several one shot cards but too many people didn't like them. Where they going to be one shots like Feast or sudo one shots like Mining Village?

Thanks for making such an awesome game!  :D

53
Variants and Fan Cards / Re: Dominion: Highlands
« on: January 10, 2017, 11:00:00 pm »
You've got some cool ideas here  :) I really like crazed explorer but I couldn't see myself risking the curses. If it was worded differently to not trash cards costing below 2 I think it could be a very weird fun card.

54
Variants and Fan Cards / Re: Landforms
« on: January 10, 2017, 10:45:27 pm »
I'm really liking a few of these, field especially. Fantastic artwork you've found for them too. I do wonder how they would play out though. Since the setup tokens are a shared resource, on cards like Coast and Forest people might be compelled remove a token even when they can't use it just so that other players don't get the advantage.

55
Variants and Fan Cards / Re: Discard and draw mechanic
« on: January 08, 2017, 09:54:20 pm »


I've got a quite a bit of time testing this one and I'm not sure where to go with it. I tired a few things and settled on

Quote
Choose one: +2 Actions and you may trash a non-treasure from your hand or +1 Card, +1 Action.

Letting you trash anything seemed too good and the card rarely got cycled out. Actually I think thats why there are no offical village trashers, thinning out the deck makes makes the villages more and more powerful as you are more likely to draw your actions. Anyways, this lets you chuck your Estates and fights junking attacks. The card is fine but its uncommon for you to have only $2 to spend once the game gets going and if you're building an engine you're going to keep needing to buy these and wasting any left over money which feels bad. Adding a +Buy instead of the trashing would let you get more of them without wasting money. Would anyone buying like that?

56
Variants and Fan Cards / Re: Landforms
« on: January 08, 2017, 01:51:05 am »
I like the idea and I think there's probably a lot of untapped design space here. I've actually thought about trying something similar but more in the way of setup cards (like baker but not on a kingdom card). I'll be interested to see what you've come up with  :)

My one grip is that the word Landforms sounds pretty similar to Landmarks.

57
Variants and Fan Cards / Re: Discard and draw mechanic
« on: January 07, 2017, 11:33:25 am »
I wonder if I dropped the + $1 if it would be too boring. Donald has said he doesn't do cards like Sea Hag and Saboteur with no benefit to the player because people don't like them. Would the ability to cycle it out make it interesting enough to play? I'm guessing not  :-\

58
Variants and Fan Cards / Re: Discard and draw mechanic
« on: January 07, 2017, 10:34:02 am »
I'm thinking an attack with the optional +1 Card, +1 Action could be interesting. On a curser, after the curses are out this could be recycled. On a militia, it could be recycled if their hand is already too low for it to work. How would you do it? I'm thinking something like this:

Quote
Warlock

$4
Action - Attack
Choose one: + $1 and each other player gains a Curse, or +1 Card, +1 Action

59
Variants and Fan Cards / Re: A weird card idea
« on: January 06, 2017, 10:40:22 pm »
Good points guys, this probably wouldn't work at all how I wanted it to.

60
Variants and Fan Cards / A weird card idea
« on: January 06, 2017, 01:09:45 am »
What do you guys think of this weird idea?

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Strategist
Type: Action
Cost: $5 ?
Play any number of Action cards from your hand in any order, then put your hand on top of your deck in any order.

It feels like it would be fun, maybe a little too confusing though. The drawback keeps it in check since you'll be stuck with your victories and treasures next turn. I'm not sure if I'll actually try this one, it just seemed like an interesting idea.

61
Variants and Fan Cards / Re: Fan Card Mock-Ups 2.0
« on: January 03, 2017, 11:24:44 pm »
Great work! I'm flattered to see a couple of my ideas on there :)

How the heck did you find the artist name for Tracker and Tradesman??

62
Variants and Fan Cards / Re: MattLee's cards
« on: January 03, 2017, 11:20:06 pm »
Quote
Royal Hall (Action, )
You may play an Action card from your hand twice.
You may trash this, to play it for times instead.


Super cool. If I were playing it (or to a lesser extent my original), I'd probably save it until the game is near an end and trash it for an explosive last turn.

I've still haven't played with Empires so I won't even try to take a guess at price.

63
Variants and Fan Cards / Re: Really bad card ideas
« on: January 02, 2017, 10:15:26 am »
Gluttony $0

Event

Choose a non-Victory card. Gain coppers equal to its cost. If you do, gain a copy of the chosen card.

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You may not pay for this event if you have any cards in play.

I really like this. I have no idea how powerful starting the game on a 5/2 split buying a $5 and gaining a $6 and six coppers would be... but the idea is great.

64
Variants and Fan Cards / Re: Paying VP tokens?
« on: January 01, 2017, 03:42:29 pm »
Probably not a good card; if it's worth buying, everyone will buy it en masse and the Province pile will empty quickly as people play cantrips. (See innumerable discussions about why Rebuild is annoying; same dynamic.)

You're probably right that putting a cantrip on it is a bad idea. Would the 2nd half of the card be interesting enough though?

65
Variants and Fan Cards / Paying VP tokens?
« on: January 01, 2017, 11:49:14 am »
I'm thinking of trying out a card like this:
__________
Conqueror
Action

+1 Card
+1 Action
+ 1VP

If you have 4VP or more,
pay 4VP and gain a Provence
__________
I don't think there's a precedent for this so how would you word it? Pay sounds weird. Do you remove them? Loose them? Any thoughts on the card?

66
Variants and Fan Cards / Re: Discard and draw mechanic
« on: January 01, 2017, 11:31:47 am »
It just now occurred to me that Pawn and Hamlet have this same mechanic built-in.

Oh dang you're right  :o

I tried out Ghost town last night and in the in the one game we played with it it actually seemed a little too powerful with the trashing effect. I'll try it more before I nerf it though.

67
Variants and Fan Cards / Re: MattLee's cards
« on: January 01, 2017, 11:24:27 am »

I didn't play it but you guys are right about Safe so I dropped it. I upped the cost of tradesman and I'm thinking of trying this wording on Consultant.

Consultant (Advisor)
Types: Action
Cost: $4
The player to your left looks at the top 5 cards of your deck and separates them into a face-up pile and a face-down pile. Put one into your hand and discard the rest. If you take the smaller pile, +1 Action

Adding the +1 Action to the smaller pile seems fun but will probably make players think harder about the decisions  :-\

68
Variants and Fan Cards / Re: MattLee's cards
« on: December 31, 2016, 04:00:39 pm »
Tons of great input, thanks everyone! I'll upload the pics again when I think I have the cards working how I want them to.
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Safe (Vault)
Types: Action
Cost: $3
Gain a Copper, a Silver and a Gold. Put one, chosen at random, into your hand.

I'm nixing this card for now, you guys are right that huge treasure heavy decks aren't fun.
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Consultant (Advisor)
Types: Action
Cost: $4
The player to your left looks at the top 5 cards of your deck and separates them into a face-up pile and a face-down pile. Put one into your hand and discard the rest. If you take the smaller pile, +1 Action

I made the action harder to get to lower its power, and differentiate it from the actual card named advisor (though now its pretty similar to Envoy). Also gets a wording change. This card might have to get canned for how much time it takes up but I really like the idea so I'm going to try it out.
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Broker
Types: Action
Cost: $4
Discard any number of cards. Take a Coin token for each card discarded this way.

Increased cost from $3 to $4 and changed the wording. I can't see myself paying $5 for this but we'll see.
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Bounty Hunter
Types: Action, Attack
Cost: $4
+2 Cards. Reveal a card from your hand. Each other player discards a copy of it (or reveals a hand with no copies of it). Each player who discards a copy of it draws a card.

Minor improvement on the wording and now all players who had to discard the revealed card draw a card to replace it. Will this do enough to prevent locks? I like the uniqueness of it but I'll change it if its still to strong. You and an opponent have to have bought the same cards and have to both have them in hand for this to work. I'm not convinced its too strong (except maybe in multiples).
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Foreign Market
Types: Action
Cost: $5
+1 Action, +1 Buy, Take a coin token. Name a card. Reveal the top 2 cards of your deck. Put the named cards into your hand and discard the rest.

Now you reveal 2 instead of 3 and +$1 changes to 'take a coin token' to separate this further from Market and Mystic. I have limited experience with coin tokens so I'm not sure if these changes lowers the power level or raise it. Thoughts?
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Royal Hall
Types: Action
Cost: $5
You may choose an Action card in your hand and play it twice. You may trash Royal Hall. If you do, play that Action an additional time.

Minor wording changes. I didn't change "you may trash Royal Hall" to "you may trash this" because I was afraid there would be confusion over whether "this" was Royal Hall or the chosen action.
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Celebration
Types: Action
Cost: $5
Trash this card. Gain 3 cards each costing up to $4.

No longer an attack (oops) and changed the art  ;D
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Tavern is getting dropped for being too OP, might come back to the idea someday
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Tracker
Types: Action
Cost: $4
+$1. Look at the top 4 cards of your deck. Put 2 into your hand and discard the rest.

Wording changes and cost increase from $3 to $4
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Tradesman
Types: Action
Cost: $4
Gain a card costing up to $6, then you can't gain or buy anything this turn.

I like the idea if Tradesman being the ultimate terminal action, but I think this wording is clean. I'm unclean what happens when I try to gain a card after playing this though? Can I not play workshop or do I play it and I just can't gain the card? I'm unsure on the cost but I'm don't think getting 2 of these from a 3/4 slit will be OP since you can only play one a turn and Its no good late game when you want to be getting provinces.
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Wanderer gets dropped for now, I'm trying to think of basic cards and this ones pretty wonky.

69
Variants and Fan Cards / Re: Discard and draw mechanic
« on: December 31, 2016, 10:32:57 am »
Thanks for the input :)

Ghost town - Yeah this might need something extra. Could I make this "+2 Actions and you may trash a card from your hand or +1 Card +1 Action"? I'm defiantly not dead set on the themes for any of these cards but the trashing idea seems fitting for ghost town. and I might save the +Buy for Negotiator. I also like the idea of dropping the cost to 1 and just keeping it as is.

Negotiator - I can see what you mean about this leading to dull games but I like the idea of a card thats good in the early game when you want to build wealth and can be recycled late game when you don't really want more silver clogging up your deck (explorer makes up for this but hopefully gaining you golds late game). I can't see myself paying 5 for this but we'll see, How about making it cost 4 and adding +1 Buy?

Innovate -  Maybe I could gain the card to the top of the deck instead of the hand and have it be balanced since it doesn't have the cursing power of replace.

70
Variants and Fan Cards / Re: Discard and draw mechanic
« on: December 31, 2016, 01:04:41 am »
I'm going to be trying out the +1 Card +1 Action idea. Its not exactly what I wanted but its close and super simple. Does anyone have any input on the power level of these cards before I print them out?

   

71
Variants and Fan Cards / Re: McGarnacle's Fan Expansion
« on: December 30, 2016, 04:43:43 pm »

Marines (Action - Attack $4)
+1 Card
+1 Action
Take 1D
Each other player reveals the top card of their deck, trashes it if it costs from $3 to $5 and discards the rest

I'd worry that stacking these could decimate your opponents deck. In a 4 player game it's possible that you will loose cards faster than you can gain them, especially if you have debt you need to repay.

72
Variants and Fan Cards / Re: Discard and draw mechanic
« on: December 27, 2016, 11:55:50 pm »
Good points, the timing is defiantly off. The Villa text would work but is more complicated that I want - I'm trying to make a set about the complexity level of Intrigue. Making it a reaction might work but I probably wouldn't want this text on 3 cards in the set like I was hoping if they all have to be reactions (if it even turns out to be worthwhile making 3). The choose one: +1 Card +1 Action or something else idea is easy to understand and has potential even if its not quite the same effect. I might toy with that.

Another idea - "When you discard this from your hand during your clean up phase, draw an additional card when you draw a new hand"

Yikes, there has to be a better way to word that. I'd avoid the timing problem but maybe it would still have to be a reaction. And it would still have the accountability problem.

73
Variants and Fan Cards / Discard and draw mechanic
« on: December 27, 2016, 05:06:37 pm »
I'm creating this thread separate from my main thread to develop a new mechanic. I want to do a few vanilla cards in my set but want a way to give them a something extra and unique. What do you guys think of tacking this line of text onto cards -

"You may discard this card during your action phase. If you do, draw a card"

Its not the quite same as +1 Card +1 Action since it doesn't use up an action and obviously you don't get the +1 Card +1 Action if you actually play the card. If you have too many terminal actions you can discard this and draw. If you need that extra dollar to buy a Provence you can cross your fingers and hope to draw the treasure you need. Here a quick sample-



Thoughts?


74
Variants and Fan Cards / MattLee's cards
« on: December 27, 2016, 04:04:55 pm »
Hi all! This is my first shot at making cards and I'd love any and all input I can get before I print them out. I only own the base set (1st and 2nd edition), Intrigue (1st and 2nd), Seaside, and Prosperity but I am familiar with most of the other cards. If a card of mine is very similar to a card in a later expansion me know. I only play 2 player an usually colony/platinum games so cards that work for those games are my priority but I want them balanced for all games if possible. I prefer cards that are simple, don't slow down the game, and are unique.
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This is my attempt at making an Envoy type card more fun. Instead of just loosing your best card it lets you play a little mind game with your opponent. He put 3 decent cards into the face up pile, then the face down cards must be really good right? nope, its a pair of coppers, gotcha! The +1 Action is there to make the choice more interesting.
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I'm not sure how strong this card would be. It won't always hit but when it does it could be harsh. It could incentive or disincentive you from buying the same cards as your opponents which could be interesting.
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In my house Market and Wishing well are both popular cards and this is a sort of hybrid of the two.
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This might be too similar to throne room and kings Court to bother with but I like the idea. We'll see.
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I saw this idea somewhere on the forum and liked it. I sometimes buy feast on a 3/4 split when there are must have 5 cost cards. This is a card you buy on a 5/2 split when you'd rather have the 4 cost cards!
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Has anyone played with cards that basically end the turn? Does this sound un-fun?
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I got this idea from another Lastfootnote, his cost $2, +4 cards, passed to the left and when you gained it you shuffled your deck into your discard pile. Every player can benefit from drawing cards, so the other player was never sad to see it. I want to see if I can find a make a version that you buy if you need it but not all players want. This version won't benefit a big money strategy and they'll have to decide if they play it just to get it out of their deck or keep a dead card so you can't have it.
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75
Variants and Fan Cards / Re: Ben's cards
« on: December 26, 2016, 07:11:05 pm »


I've tried to make this work a few times and it doesn't really do it for me. You have to devote yourself to it and hope your opponents don't decide to do the same. I think I like it better than Duke though.



This is a house favorite for fan cards, we've played it maybe a dozen times. Not much to say about other than how much I like it!

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