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Messages - CPiGuy

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Variants and Fan Cards / Re: CPiGuy's Cards
« on: September 14, 2017, 06:34:36 pm »
Also, please don't think that I think your cards were bad only because I mostly talk about negative stuff. It's what I do. You could give me a magic flying carpet and I'd complain that it's an unsafe, easily flammable vehicle. That doesn't mean you'll get back your carpet.


Re: attacks stacking harshly, Dysentery isn't really an attack since it affects you just as harshly. I understand your point about the others though (especially Cyclone, which I proposed a couple solutions to above). Battle is an Event, so I think it's hard to stack since it requires +buy, doesn't get cost-reduced, and means you can't buy cards that turn.

Duel is definitely unavoidably wordy. Circle the Wagons is avoidably wordy, and I'd like to change it somehow. I think Exchequer is simple enough that the wording doesn't matter, and Drought is just two lists of choices -- it's not a complex interaction.

Cursed Altar -- mostly for flavor tbh. Would be fine with making it $5 or even $6. (Maybe $5+1D?)

Express -- if the Express is your only buy, why are you Expressing a Treasure, rather than just buying that same Treasure, or a better card? The only reason you would do this is if it had some on-play effect, in which case who cares if it doesn't get you money that turn, you're not buying it for money that turn.

Alley -- good idea; I'll think on it.

Rebellious Province -- if your Vault (or, like, any other discarder) gets trashed, you can probably buy another one. $5 isn't hard to hit. If you get masqueraded one, you can almost certainly buy a Masquerade if you don't already have one, and it's guaranteed to collide eventually (not to mention that past a certain point, literally every play of your opponent's masquerade will let you pass it back). Ditto for Ambassador. The only way I see this being really disgusting is Swindler, so I'll probably add a "you can't gain this if it's not your turn" clause.

Variants and Fan Cards / Re: CPiGuy's Cards
« on: September 14, 2017, 06:26:11 pm »
[lots of feedback]

Same as above, not going to quote everything. (You responded to every card, so I'll only answer if there's some meaningful reason to. If I don't respond to criticism, it's probably because I agree with it.)

Alley -- is Copper unless you have +buy, which is a thing that is frequently present. I agree that it's a terrible buy otherwise, but, like, so is highway. is it that bad of a thing that a $2 card isn't good without a vanilla bonus elsewhere? good catch on the art.

Circle the Wagons -- yeah, I agree this is wordy, and am still trying to think of a simpler way to do it that avoids needing attacks and reactions while not just becoming tfb. (also, assuming your ? was about the name, a number of these cards have an American Old West flavor theme, including this one.)

Credit -- I thought about the "silver+ for 4", but decided that getting to take debt on your last buy wasn't actually a good enough benefit to justify making it 5. IMO this card is strictly better than Silver, though, in the absence of, like, Black Market/Storyteller and cards that care about absolute rather than relative cost (because something like Border Village still works fine here, and if you play five of these you can gain a City Quarter with your Border Village).

Custom House -- the "no VP" clause was to make this less degenerative, so you won't play it in the late game, because if you don't play it then maybe you and your opponent both get a Province, but if you do, you get nothing and they get a Duchy.

Cyclone -- maybe if you drew the cards rather than them discarding? Maybe if they discarded and then drew up to 3, and you got $1 for every two cards your opponents drew in this manner or something?

Dead City -- noted. If I made it discarding a curse for the second card, rather than the second action, do you think that would work better?

Demolition -- i'm thinking either just make it 5VP or something like "if it's a Victory card, +1VP for each $ it cost; otherwise +8VP". Maybe the former would work better with your Gold example?

Deserted Village -- after seeing your second comment about this, I think I'll make it +1 Card.

Drought -- this actually stacks super poorly, because they gain a Curse, then trash it, and repeat.

Duel -- that is a good suggestion that I will probably use to rewrite the card at some point.

Dysentery -- curses are handed out in turn order, so if it's uneven, you will be the one to suffer. I don't really see loads of reasons to buy this unless you have some way of getting yours off the top of your deck through some other means or something, so I don't think it will be terrible. (Also, flavor-wise, games in which players buy lots of Dysentery will be miserable. This is appropriate, since dysentery is miserable.)

Emigration -- maybe restrict the gained cards to at most one Victory card?

Exchequer -- I like having it be a Treasure, and I think my card is probably significantly more powerful than theirs. I think I like mine better because of the Treasure aspect, but the "play twice" is cool.

Express -- I don't want to have you gain another Action after doing this -- the playing it on your turn is reward enough, and it doesn't need to take up a Kingdom card slot. (This was actually originally an overpay card.) Also, you do need the "if it's both" -- Crown exists.

Homestead -- the situations in which this card becomes worth more than $4 are either in otherwise terrible hands or draw-your-deck engines. If the latter, then kudos to you for putting together a draw-your-deck engine with several Victory cards. If the former, it's not going to be common. Having said that, I would consider making this 2 for the first 2 victory cards, and 1 for each further. That might help mitigate the stupid edge cases a bit.

Liege -- Curse would have the same pile issue, so Duchy and Copper is probably a good bet -- I think you're right about "Gain a Duchy and an Estate" being a good $5 card anyway.

Mountain Road -- "get lots of Silver" seems pretty strong, as does "get lots of Gold" if you play 2.

Posse -- would you suggest cutting down on the sifting? Is this card too strong for $5 with it?

Rebellious Province -- you make a good point with Swindler. I should add a "you can't gain this if it's not your turn" clause.

Salt Pan -- what issues does this have, besides the ability to end the game at will with enough of them, because that is something that you can do with several official cards? Would "that is not a Province or Colony" eliminate most of those issues?

Shopkeeper -- alt-Treasure mostly, or Feoda, or similar. I might say "costing less than 7" so you can't use this for free Plats.

Standard Bearer -- I think that this card would not be terrible without the "play an Attack twice" clause. Also, there are *actual official cards* which are made significantly worse or better by the presence of a small subset of cards -- think Tunnel with cards that allow you to discard. So, I don't have a problem with this aspect. Maybe if it let you look through your discard for one, so you didn't have to worry about colliding? Or would that be too strong?

Survey -- Ooooooh I really like that idea. Maybe with an "if none of those things happened, [sifting]".

Tax Collector -- does it really? Most treasure cards not named Copper produce at least $2. Still, do you think the card would be too weak if it only gave out <1>?

Wassail -- I assume this is because of megaturn potential?

Variants and Fan Cards / Re: CPiGuy's Cards
« on: September 14, 2017, 05:56:05 pm »
But some notes anyway...

I'm not going to bother quoting everything for the sake of keeping the page short, so I'll just respond by card:

Alley - this is probably better than $2 in a kingdom with another half-decent +buy card. You're correct that it's bad without +buy, but so is Highway (which is definitely not worth getting at $5 without +buy). I don't think it's inherently terrible for a $2 card to depend on the presence on the board of a common vanilla bonus.

Blockade - already addressed the gaining thing. This card is kind of a more temporary, stronger Embargo -- it prevents people entirely from buying a card, but all they have to do to get there is buy the Blockade on top of the pile (or gain it through some other means -- it would be treated like any other mixed pile so you could gain it with a Workshop). So, I see that ability as being pretty similar to Embargo in the long run. OOTH, I think the on-play bonuses are better than Embargo's.

Charlatan -- You can hand out <1> per 2 plays of this card. Even if you find a way to play it ten times per turn, you're still only handing out 5 debt to everyone else, and if you have an engine that can do that and nobody contested the Charlatans, you should win no matter what. (besides, if they have charlatans of their own, they can get rid of that debt during their turn).

Credit -- I agree that this is a similar mechanic to Capital, but this gives you actual money to spend rather than being a net zero, so I think it would play differently.

Custom House -- I think my ruling is that the Venture would fail to play the Treasure because of the Custom House restriction. (Also, this attack doesn't seem too evil, because you can still produce $6, and you would never want to play it in the greening phase of the game, so it would be rare that a Custom House play would lock someone out of Provinces. Yeah, it's harsh, but it's not gamebreakingly so in my opinion.)

Cyclone -- I initially didn't see that this was the case, because it's not worth it to trash a Province with this, but then I remembered that this could stack. So, maybe something like "discards a card per $2 it cost, then draws up to 3 cards in hand"?

Dead City -- this is only a Lost City with curses in hand. Otherwise it's a Lab. Perhaps I should make the second card rather than the second action dependent on discarding curses so that if there are no Curses left in the pile, it's a vanilla Village, which is balanced at 3?

Demolition -- yeah, this is true. Would making it +5VP be more reasonable, since that's less than the value of a Province, so there's some debate over whether to use a terminal action to de-junk yourself and -1VP? If that would be too weak, maybe something like "If it's a Victory card, +1VP for each $ it cost. Otherwise, +8VP"?

Deserted Village -- if you have only one junk card to discard, this is a cantrip that sifts 1, which is probably worth $2. If you have two junk cards to discard, it's a Native Village with sifting instead of the set-aside thing. I don't think this is too strong for $2, but would be open to making it just +1 Card.

Duel -- I am aware that this is very wordy, and would rather that have not been the case. This is definitely not one of the better cards I made, but it's a fun idea.

Dysentery -- why would you necessarily want to buy a Dysentery every turn, especially if you didn't have +Buy?

Express -- I originally had this at 1 before realizing that it was stupid and needed to be more expensive, but I think that 3 would be too much. I mean, Villa only costs 4 despite having the "play this when you gain it" ability and

Flea Market -- ooh, good point. Maybe "You may get +2 Actions. If you didn't get any Actions from playing this card, put it in your hand."

Herb Gardens -- I guess the strategy here would be to open Potion/Silver and then rush?

Variants and Fan Cards / Re: CPiGuy's Cards
« on: September 14, 2017, 02:44:57 pm »
Blockade - I'm assuming that "Gain a Blockade" should allow you to gain any Blockade that's on top of a pile? I dunno if there's clear rules for that in Dominion. The card seems probably weak; though maybe a delayed Gold for is ok.

Actually, the intent was "gain a blockade from the blockade pile". I've changed the wording to make this explicit.

I'll respond to your other comments and add text in the post later -- thanks!

Variants and Fan Cards / CPiGuy's Cards
« on: September 14, 2017, 12:51:48 pm »
Hi all. I've been designing some cards, and I thought I would share them and hopefully get some feedback. Card images with pretty art can be found here. (All the cards are independent of each other, except that Orphan/Orphanage and Purchase/Territory are split piles, each with the less expensive card on top.)

Card texts:

Accountant; $7 Reaction
When you would discard or trash cards due to the effects of a card other than an Accountant, you may reveal this card, and instead get +1 Card per card you would have discarded or trashed.
When you would draw cards due to the effects of a card other than an Accountant, you may reveal this card, and instead trash a card from your hand for every card you would have drawn.

Alley; $2 Action
+1 Action
This turn, cards cost $1 less, but not less than $0.

Battle; $3 Event
Each player (including you) trashes a card from their hand or discards 3 cards (their choice). Draw an extra card for your next turn.

Blockade; $3 Action
Put this on top of any Supply pile.
Choose one: gain a Gold, or gain a Blockade from the Blockade pile, or +2 Cards.

Charlatan; <5> Action - Attack
Choose one:
Return <1>, and if you do, each other player takes <1>;
or take <1> and take a Coin token from each other player with one;
or take <1> and take 1VP from each other player with any.
Choose one: take a Coin token, or +1VP.
When you gain this, each player takes a Coin token and gets +1VP.

Circle the Wagons; $5 Event
Choose one: trash an Attack from the Supply, or trash an Action card from your hand or from play and gain a Victory card costing up to $2 more. If you did either, choose one: gain a Reaction card, or trash a Victory card from your hand and gain an Action card costing up to $3 more.

Credit; $4 Treasure
When you play this, all cards cost $2 less (but not less than $0) and <2> more.

Cursed Altar; $3P Action
You may trash a card from your hand. If you do, gain a Curse and a card costing up to $5 more than the trashed card.

Custom House; $3 Action - Attack - Duration
You can't buy Victory cards this turn.
Until the start of your next turn, other players can't play more than 4 Treasures, or more than 1 non-Copper Treasure, per turn.
At the start of your next turn, +$1.

Cyclone; $5 Action - Attack
Trash a card from your hand. Each other player may trash a more expensive card. If they don't, they gain a Curse, and discard a card for every $2 the trashed card cost.

Dead City; $3 Action
+2 Cards
+1 Action
You may discard a Curse for +1 Action. If you don't, gain a Curse.

Demolition; $4 Action
You may trash a card costing $6 or more. If you do, +8VP.

Deserted Village; $2 Action
+2 Cards
You may discard any number of cards, for +1 Action each.

Drought; $4 Action - Attack
Choose one: trash a card from your hand, or discard two cards. If you do, each other player chooses one: trash a card from their hand, or discard two cards, or gain a Curse to their hand, or gain two Coppers to their hand.

Duel; $1 Event
Each player sets aside a card from their hand. Then, all players reveal those cards. If any player revealed an Attack or Curse, all other players gain a Curse. However, if any player revealed a Victory card, they get +1VP and don't gain any Curses. If you reveal an Attack or Curse, you additionally get +1VP. Then, players return their revealed cards to their hands. If you didn't gain a Curse, +1 Buy.

Dysentery, $0 Event
Each player gains a Curse, putting it on top of their deck.

Emigration, $3 Action
Trash four or five cards from your hand. Gain five or six cards with a total cost up to double the total cost of the trashed cards.

Exchequer, $4 Treasure
When you play this, put the contents of your Exchequer mat in your hand. Then, you may put any number of Treasure cards from your hand into your Exchequer mat. This card is worth $1 if there are cards on your Exchequer mat, and $0 otherwise.
Rules clarification: everyone can see what's on everyone's Exchequer mat at all times.

Express, $2 Event
Pay any amount of $. If you do, gain a card to your hand costing the amount you paid. If it's an Action, return to your Action phase and play it; if it's a Treasure, play it. (If it's both, choose one.)

Flagellant, $6* Action
+1 Card
+1 Action
You may gain a Copper. If you do: +1 Card, +1 Action, and you may trash a card from your hand that is not a Copper or Curse.
You may gain a Curse. If you do: +1 Card, +$1.
If you gained a Copper this turn, the price of this card is decreased by $1. If you gained a Curse this turn, the price of this card is decreased by $2.

Flea Market, $6 Action
+1 Buy
If you have now played a Flea Market an odd number of times this turn, +1 Card.
Choose one: +2 Actions, or return this to your hand.
I'm thinking of making the middle clause something like "Turn over your Flea Market token (it starts every turn face down). If it's face up, +1 Card.

Ford, $2 Event
Trash exactly 5 cards from your hand. If you do, +5VP.

Fortified Moat, $5 Action - Reaction
+1 Card
+1 Action
When another player plays an Attack card, you may reveal this from your hand, to be unaffected by it.
When another player buys a Treasure or Victory card costing $5 or less, you may reveal this from your hand. If you do, gain a copy of that card.

Frontier, $5 Victory
Worth 2VP for every remaining copy in the Supply of the Victory card costing the most $.

Herb Garden, PP Victory
Worth 1VP for every Potion in your deck.

Homestead, $4 Treasure
When you play this, reveal your hand. This card is worth $2 for every Victory card revealed.

Land Grant, $3 Reaction - Reserve
When another player buys a Treasure, you may put this on your Tavern mat, to gain a Treasure costing less than the one they bought.
When you buy a Victory card, you may call this, to gain a cheaper Victory card.

Liege, $5 Action
You may gain both a Duchy and an Estate. Play a Victory card from your hand as if it were an Action card from the Supply costing less than it that you choose. It gains the abilities and types of that card until it leaves play.

Magistrate, $4 Action - Attack
+1 Card
Each player (including you) reveals their hand. For each player (including you) choose one: they discard a card with the highest cost, or they gain a copy of the card with the lowest cost. Then, every player (including you) gets +1 Card.

Mendicant, $3 Action
Gain a Copper, a Silver, and a Gold to your hand.
Trash three cards from your hand.

Military Village, $5 Action - Attack - Looter
+1 Card
+2 Actions
Each other player discards a card.
At the end of your turn, if any other player has fewer than four cards, they may draw up to three or four cards in hand (they choose). For every two cards they draw (round up), they gain a Ruins.

Mountain Road, $5 Action
While this is in play, Treasures cost $2 less, but not less than $0.
While this is in play, when you buy a Treasure with nonzero cost, +1 Buy.

Native Guide, $4 Action
You may discard your hand.
Reveal the top 6 cards of your deck. Discard any number of them, and put the rest of them back on top in any order. Draw up to 4 cards in hand.

Orphan [top half of split-pile], $1 Action

Orphanage [bottom half of split-pile], $2 Action
+1 Card
You may choose one: play an Action costing $2 or less from your hand, or play an Action costing $1 or less from your hand twice.

Posse, $5 Action - Attack - Reserve
+5 Cards
Discard 4 cards.
Discard any number of cards. Each other player discards that many cards.
Put this on your Tavern mat.
When anyone plays an Attack, you may call this, to gain a Gold, putting it on top of your deck.

Prairie Schooner, $5 Action - Duration
Look at the top four cards of your deck. Discard one, set one aside, and put the other two in your hand.
At the start of your next turn, put the set-aside card in your hand and +2 Cards.

Public Assembly, $3 Action
If this is not the first Action you've played this turn, +5 Cards;
otherwise, +2 Cards.
You can't play any more Actions this turn.

Purchase [top half of split-pile], $3 Victory - Treasure

Territory [bottom half of split-pile], $6 Victory
Additionally worth 1VP for every Purchase you have.

Rebellious Province, $5 Victory
In games using this, when you discard your hand during Clean-up, reveal it, and put all of the Rebellious Provinces in it on top of your deck.

Royal Marriage, $0 Action
+1 Card
Discard a card.
Once per turn: When you buy this, +$3 and +1 Buy.

Salt Pan, $3 Action - Reserve - Victory
+1 Card
+1 Action
Put this on your Tavern mat.
At the start of your turn, you may call this, to trash a card from the Supply.

Shopkeeper, $4 Action
Gain a Treasure.

Siege Tower, $4 Action - Attack
Each other player reveals their hand. For each opponent, choose one: +$1, or they name a card, and then you name a non-Victory card, and then they trash a card from their hand that you choose that is not the card they named, gain a card costing up to $1 more than the trashed card that is not the card you named, and draw a card.

Sinecure, $3 Action - Victory
+1 Action

Standard Bearer, $4 Action
You may play an Attack from your hand twice, but it does not affect other players.
You may discard an Action. If you do, +1VP.
While this is in play, when you gain a Victory card, +2VP.

Survey, $5 Event
Reveal the top 8 cards of your deck. You may trash one of them. You may set one aside and put it into your hand at end of turn (after drawing). You may put up to two of them on top of your deck. If you revealed three differently-named Victory cards, +2VP. Discard the remaining revealed cards.

Tax Collector, $5 Action - Attack
Each other player reveals his hand and takes <2> per non-Copper Treasure revealed.

Wassail, $1 Event
+1 Buy
Pay up to $3. For each $ you paid, take a Coin token.

Wise Woman, $4 Action
Trash a card from your hand. If it...
is a Victory card, +1 Action
costs $0, +3 Cards
is a Curse, discard a Treasure from your hand, or reveal a hand with no Treasures.

Waterfall, $8 Action
+1 Card
+1 Action
You can't gain this if you have any Waterfalls in play.

Dominion Articles / Re: Occasionally Relevent Rule Edge-Cases
« on: September 12, 2017, 12:08:13 pm »
"Do X. If you did, do Y."

More often you'll see this worded "You may do X for Y".
Oh yeah, I forgot that's the new wording.

Wouldn't you still use the original wording if you want X to be mandatory if possible?

Let's Discuss ... / Re: rēs cornūcōpiae consultēmus: harvest
« on: September 11, 2017, 11:38:12 am »
I used Harvest and some village (don't remember which) as my main source of income in a Bandit Fort game. I think it worked, because I won.

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