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Messages - Neirai the Forgiven

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251
Variants and Fan Cards / Re: Dominion: Ice Age
« on: December 05, 2017, 10:24:34 am »
I agree with Fragasnap; remove ice on shuffle. You may need to rebalance quantities of ice in order to do this (e.g. Ice Witch, 2 instead of 3.)

Also, what happens to frozen cards when the game ends? Do you gain them or lose them?

252
Variants and Fan Cards / Re: Fiddler
« on: December 04, 2017, 10:09:49 am »
I dig. It's almost pointless if you only spend the +Buy it gives you, it's a decent ending for a string of cards if you just want the +Buy, and then if you gamble with it, it's +2 Cards +2 Actions which is pretty high value.

Overall, you'd have to playtest it a bunch to know if it's OP at $2.

253
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: December 03, 2017, 12:13:35 am »
Yeah, right now it's got three kinks to work out:

1) If you shuffle it in, then you have this awkward element with Castles and Split Piles (at one point I simply said you can't put it in those piles, but that seems extra niche.) If you let a player put it wherever they want, it gets awkward if they have +Buys because they could, as you say, buy a card, put them one card down, and then buy the next card to trigger the payoff.
2) The card seems to be pretty swingy if all you do with the payoffs is buy Duchies and if one player lucks out and gets all the payoffs. I don't want to explicitly forbid gaining victory cards, unless I actually just make the payoffs gaining Gold.
3) What happens when a player has a Discovery in their hand and buys the last card in a pile? Do they get the payoff?

Ultimately 1) is the big question to solve; also if I make 2) be "just gain a gold" then 3 can likely be "yes".

254
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: December 01, 2017, 04:46:49 pm »
You totally have a point, though; Discovery doesn't need to be a hybrid Trap. It may make more sense as just a Treasure.

255
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: December 01, 2017, 04:46:00 pm »
Yeah, Boulder Trap has been streamlined a bit (mainly because I can never remember to gain it to the top of a deck)

Now it's just (keeping in mind the Trap rule of "Starts the game randomly hidden in each Kingdom pile. If your reveal it from the top of a pile, gain it.")

Boulder Trap - $3
-1VP
When you trash this, each other player gains a Curse.

256
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: November 30, 2017, 02:29:01 pm »
The confusion is mostly my fault for not conveying what a Trap card is (there are two in the set, if you count this hybrid. The other is Boulder Trap, which is a -1VP Trap card that curses opponents if you trash it.)

A non-hybrid trap card starts the game in each unsorted Kingdom pile. It's randomly shuffled in and the deck is face-down, like Knights. If you reveal the card from the top of the deck (generally by buying or gaining the card above it) you gain it immediately, for free.

Based on that explanation, does the card make more sense? Whether or not you'd ever buy it is another consideration altogether; as is whether having one set of rules for sorted card piles and another for unsorted is the worst design ever.

Edit: I'm asking if it makes more sense without explaining the intent since the card itself should fill in the pieces that the rulebook entry on "Trap" does not.

257
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: November 30, 2017, 09:01:44 am »
Update: I think it works well but needs to payoff nerfed to prevent the obvious exploits; I'm thinking of making it gain a card costing from $4 to $6.

I.e.,

258
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: November 29, 2017, 09:55:25 am »
This is actually the version I'll be testing. I have no idea the balance, or fun, but it's INTERESTING.

Like other "Trap" cards, it shuffles into other piles and if you reveal it on the top of a pile, you gain it. You also can't look through the cards or count them anymore when Traps are in play.
Unlike the (one) other trap card, this one doesn't start the game in various other piles -- it starts the game in its own pile and you choose which pile to put it into.

259
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: November 28, 2017, 05:57:19 pm »


So this is like the last Antiquities card ever.

But it has a problem (besides cost -- it's a 6-cost card currently in my test sessions) -- if there isn't a way to trigger the bottom, it's basically a dead or at least boring card. It's not like Tunnel, where it is a least good as 2VP for $3.

What I'm thinking is a burst of awesome when you "discover" this card, that causes the world to take notice. At this point, I have a few ideas.

260
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: November 28, 2017, 05:09:27 pm »
Good point; For some reason I thought that the two text blocks happen concurrently.

Don't worry, I won't go print a physical copy of any of these without PMing you for last minute proofreading :)

261
One problem is that it scales really weird with different player counts.
Yep. To me, that sort of scaling is a cardinal rule of Dominion card design; a card shouldn't cost less or more with 2 players than with 6.

Since the card they lose comes from their hand, and the card they gain goes to their discard, this can lock players out of the game.

I keep missing the fact that exchange implies "back to discard pile" and not "back to wherever the card was" -- I would rework this so that the only person who gets a card in the discard pile is the player.

All in all, I have no intention of ever landing this card as anything more than a joke.

262
Variants and Fan Cards / Re: A Dominion Fan Card Creation Guide
« on: November 28, 2017, 09:56:28 am »
I should mention (maybe it should get merged with the OP?) that Dominion uses Skat cards.

263
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: November 28, 2017, 09:55:16 am »
Here's another teaser; this is the final form of Mendicant:



I need to get around to updating the OP; right now there are 6 more art images left to get; then the set will be released (and hopefully printed!)

264
Yes, it should say "Or reveals they can't"

265
Variants and Fan Cards / A really bad card idea (or a great one... promo?)
« on: November 27, 2017, 03:32:00 pm »
For Canada's 150th birthday (I'm Canadian) I was trying to come up with a Trade mechanic... this was initially something totally different that was color-coded to you, went around the table giving people "Goods" cards (think heirlooms? Or maybe more like States?) and generally made the card super complicated, and then you got a major bonus if it got back to you.

Then I simplified it. It's still not *good* but it is at least playable and likely fun although I think you'd play it like 4 times for the lols and then never again.

Presenting: The Voyageur!



Essentially it plays "Bigger and Better" around the table. It's not something I could actually suggest as an attempt at a real card (maybe a Promo?) but I do suggest playing with it for the lols.

266
Variants and Fan Cards / Re: Dominion: Decadence
« on: November 20, 2017, 10:07:19 am »
I'd consider rewriting Luxuries as a reserve card; e.g.,

Parade
$0
Action-Reserve
During your action phase, you can call this. If you do, trash it, +3 cards, +1 action.
-------------
When you gain this, put it on your Tavern Mat (not into your discard pile.)

267
Once my Antiquities set stabilizes (aka Nocturne comes out) I would be totally interested.

Of course, once Antiquities is stabilized there's "no point" in testing it, but I'd love to test some other players' cards.

268
Dominion General Discussion / Re: Interview with Donald X.
« on: November 14, 2017, 06:54:32 pm »
Do you ever draw inspirations from other games for your cards?

I don't mean "do you rip off other games" but rather are any cards intended to be secret cameos or homages?

269
Variants and Fan Cards / Re: Blacker Market
« on: November 10, 2017, 02:36:20 pm »
If it's a Night card it doesn't need to let you play treasures. It's definitely stronger because it's non-terminal though.

Yes. If I didn't whip this up as a joke, I think I would have rebalanced it as $4 or $5, with testing being the clincher.
I mean, it being non-terminal isn't *that* much more powerful as you need to have the money in your hand in order to buy each time you play it (unless you stick to buying $2s.)

Um, I think it's much weaker because you have no idea how much money to save from your Buy phase.

Oh gosh, I forgot about that. You'd have to gamble. Which makes it cooler/more frustrating, and definitely not worth $4 or $5.

270
Variants and Fan Cards / Re: Dominion Card Image Generator v1.3
« on: November 10, 2017, 02:34:15 pm »
Additional whining:
The Event-type landscape card rendering doesn't support dark backgrounds/white text.

271
Variants and Fan Cards / Re: Blacker Market
« on: November 10, 2017, 02:26:07 pm »
If it's a Night card it doesn't need to let you play treasures. It's definitely stronger because it's non-terminal though.

Yes. If I didn't whip this up as a joke, I think I would have rebalanced it as $4 or $5, with testing being the clincher.
I mean, it being non-terminal isn't *that* much more powerful as you need to have the money in your hand in order to buy each time you play it (unless you stick to buying $2s.)

272
Variants and Fan Cards / Blacker Market
« on: November 10, 2017, 09:21:53 am »
Yes, this is a joke.


273
Dominion General Discussion / Re: Interview with Donald X.
« on: November 07, 2017, 06:19:57 pm »
Donald, my wife was pondering over cards and pointed out to me Magic in Dominion is only ever evil. Meaning, harmful. Attack cards.

To which I replied, well, not really since there are magical treasures that aren't harmful. And Alchemy is full of helpful magic, right?

But then I thought, it's funny that in Alchemy you have magic -- Scrying Pool, Familiar, Possession -- and you have pseudoscientists -- Alchemist, Herbalist, Apprentice. And the magic users are attacks and the alchemists are beneficial, contained cards.

Is there an intention here? I'm trying to think of actual "Magic user" cards in Dominion that aren't all attackers or otherwise hostile.

274
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: November 07, 2017, 10:34:33 am »
Haha, thanks for that!
I'm not quite finished with the set yet, testing continues.
I'm also waiting on Nocturne to finish coming out, since it will contain cards that can clobber mine (RIP Idol) and also contains updates to the language used to describe cards (Moundbuilder Village thanks you!)

For example, Monolith is gone and Discovery is in.

275
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: October 30, 2017, 07:23:57 pm »
So, for those that are interested, here's how I came up with Recommended Sets:

1) I went through the wiki.ds "Synergy" list for similar cards and cards with similar mechanics and listed them in a matrix. Obviously I had to keep my brain on because "similar mechanics" does mean not adding synergies for when a card does something that my card does not, etc.

2) When I find multiple hits of the same card from a set, flag them in the matrix; e.g., both Archaeologist and Petroglyph have synergy with Hamlet.

3) Also find synergies between multiple Antiquities cards.

4) Make the magic happen by including the cards with the synergies in the list, starting with the cards with the most connecting synergies, then either branch out by adding in more Antiquities cards and their connected synergy cards, or prune out cards until you have a unifying theme.

For the record, Antiquities synergizes most with Dark Ages, Intrigue, Seaside, and Prosperity, in that order.

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