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Messages - somekindoftony

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76
Variants and Fan Cards / Re: Pricier Base Treasures and Victory Cards
« on: December 25, 2019, 08:49:58 pm »
Genuinely why I lose: "I don't care what the point of the game is. I want a Diamond."

77
Variants and Fan Cards / Re: Price these cards...ongoing challenge.
« on: December 25, 2019, 08:38:47 pm »
1. A treasure that when played gains you two golds and six debt (but doesn't actually make money itself)

I wouldn't buy this for free.

Now this is the kind of diverse opinion I was hoping this card might provoke. I don't think it's total trash but it's good for one strategy and only for a few plays.

78
Variants and Fan Cards / Re: Price these cards...ongoing challenge.
« on: December 25, 2019, 08:23:27 pm »
Just to add to the confusion I had intended no.3 to simply prevent you from gaining actions in the sense that when you play a village you would draw a card and nothing else. So no +actions in your turn.
I suspect nobody got that interpretation from what I wrote.  Soz.

79
Variants and Fan Cards / Re: Price these cards...ongoing challenge.
« on: December 25, 2019, 12:52:47 am »
I also like $6 for #1, $2 for #2 .
I could be persuaded that 5 or even 3 is justified for the third one. If I had a choice between buying a witch first turn on a 5-2 split or getting this and a witch one turn later it would probably be best to get the witch. This is a pretty brutal attack but only if your opponent actual depends on +Actions which won't be early game so much.

80
Variants and Fan Cards / Price these cards...ongoing challenge.
« on: December 24, 2019, 08:02:05 pm »
I was wondering how to price certain cards and thought there's a fun game in this.
Have a go at pricing these cards and add your own simple ideas to be priced as well.
If you want to provide reasons please do and feel free to disagree with others.
If this is already a thread my apologies.

1. A treasure that when played gains you two golds and six debt (but doesn't actually make money itself)
2. An action that gives you +3 cards with the drawback from Contraband (a player nominates a card you cannot buy)
3. An action-attack-duration that says "+1 Action, Each other player can't gain actions while this is in play. At the start of your turn if this is in play trash it and gain a differently named card costing the same or less than this"

81
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 23, 2019, 12:51:33 am »
Oh no spineflu did I really get that wrong? Aagh I did.
Its an ephemeral spirit in the book so I just made the mistake in my memory about the film.

82
Variants and Fan Cards / Re: I suspect this is broken...
« on: December 22, 2019, 07:36:00 am »
Or have it be "if this is the first time you gained a Ragamuffin this turn, [rest of card text]".

I like this solution.

I agree with what segura said about Hoodlums and Coppers (whatever it gets called). There is a real risk with having them non-terminal. More so with Hoodlums perhaps. Would it be any kind of fix if you gained the ruins to your hand as happens with Torturer?
However...
Hammer Time is weakish. +3 Cards +1 Buy is already roughly a $5 (Margrave, Tragic Hero) so there is no need to nerf it.
I am not sure if you thought Hammertime (more of a joke card anyway) gave Gold to each other player. Its intended to give it to all players including the one playing the card. In that way Hammertime I thought strengthens itself. In a deck of golds is there a better card than one which draws cards and gives you an extra buy? But I do wonder if its strong enough. After all its only +1 Buy better in effect than a smithy unless you see the gaining gold for everyone as a net benefit.


83
Variants and Fan Cards / I suspect this is broken...
« on: December 21, 2019, 06:55:32 am »
This is part of a Victorian era themed set I am working on. You can see the cards here. https://imgur.com/a/mJNyx3c
None have been playtested as I dont sleeve cards so I will have to look into stickers and whether they will work.
But here's the card I am particularly worried might break games.


It is a card whose only benefit is when you buy it but my worry is that you can empty the whole of this pile and a pile of 1 cost cards (like Poorhouse) with no money. You wont win just by doing this but if you were ahead it could end the game. Is this a problem balanced by the fun possibilities of the card?

84
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 20, 2019, 10:14:03 pm »




So the expectation here is that the Ghost of Christmas Present is in people's deck replacing a copper at the start with a kind of spoils that also gives +1 Buy. Buying a Ghost of Christmas Past from the supply ( a fairly ordinary card in and of itself ) will allow you to gain the Ghost of Christmas Future from outside the supply who in addition to being a great trasher will gain you all those Ghosts of Christmas Present in the trash.

(Tah spineflu)

85
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 20, 2019, 08:56:57 pm »
https://imgur.com/a/CUJEUiN

Aagh. Hi all.
Any advice on how to embed these into the reply. I can't seem to find where I would even find how to do it.

Also the Ghost of Christmas Past should have that heirloom reference on it that tells you to include the Ghost of Christmas Past in your deck at the beginning of the game instead of a copper. But I thought it looked messy.

86
Variants and Fan Cards / Re: You may turn your journey token over...
« on: April 09, 2018, 04:16:43 am »
Something else to think about is that it's generally better to have one big turn than two middle sized turns. That's why cards like Giant or Ranger are better than their averages.
I'm not sure how well that applies to something like Blinking Castle but it would seem to.
It would depend on a lot of random factors but generally trading one dead turn for a great one is a win. Honestly it feels like Blinking Castle is one of those cards that sit somewhere between 2 and 3. A little too costly at 3, a little too cheap at 2. And if you were playing against Knight or Rogues or other cards that affect your 3-6 cost cards it would be an even better pick at 2.

87
Variants and Fan Cards / Re: You may turn your journey token over...
« on: April 07, 2018, 11:35:18 am »
Simple but playable I think. Maybe too strong at $2.

$2 Blinking Castle


Turn your journey token over (it starts face up).
Then if it's face up, +$1, +1 Buy,+2 cards and +2 Actions.


(Edited to put everything contingent on the journey token being face up. It is after all supposed to be a Castle blinking in and out of existence.) Still might be too strong at $2.

88
Variants and Fan Cards / Re: For fun & giggles
« on: April 07, 2018, 01:38:20 am »
Change Good Fairy to +1 card. Its still a cantripping gold gainer which is pretty awesome for 4 but no longer playable in 2 player. In multiplayer you are gaining gold every time and in theory your opponents aren't (assuming who is first changes).

89
Variants and Fan Cards / Re: Asper's Cards
« on: April 06, 2018, 08:36:51 pm »
So much to comment on but I mostly just want to say how much I love 'Well'. It's a reverse swindler, a fools gold enabler (trash those estates and use those buys) and a soft counter to curses.
You can even turn surplus Wells into silver if you need to.
A lot of cards here (meaning on this forum not amongst these cards) seem a little high on the power curve but Well is the sort of card that plays a role in many kingdoms without overpowering.  Nice one.

90
I don't see a problem with having it generate $0 and cost $0
This means that  one turn you can bank your money in coin tokens but you have to pick up a dud card to do so. Without sufficient trashing it wont be hugely popular untill late game but it would really help people who fail to hit a certain price in one turn.

91
Variants and Fan Cards / Re: 4 ways to play around with coin tokens.
« on: April 06, 2018, 03:25:57 am »
Great questions about Crone and Butcher though. I would think you can't.

92
Variants and Fan Cards / Re: 4 ways to play around with coin tokens.
« on: April 06, 2018, 03:23:42 am »
I may have worded it poorly. I intend that by requiring you to discard Credit Slip you can only do it once a turn regardless of how many cards you purchase.  That way it would be only after purchasing a few and having some lack lustre truns that you could finish the game with them at platinum strength.

93
Variants and Fan Cards / 4 ways to play around with coin tokens.
« on: April 05, 2018, 10:25:51 pm »
Penance $3
Action
+2 cards
Trash up to four cards from your hand.
For each card less than four that you trashed each other player gains a coin token.

Crones' Ledger $4
Action - Attack
When you buy this each other player may not spend coin tokens on their next turn.
Choose one -
Each other player gains a curse and a coin token
or
Each other player loses a coin token and you gain a number of coin tokens equal to those lost in this way.

Credit Slip $4
Treasure
Whenever you buy a card you may discard this from your hand to gain 2 coin tokens.
When you play this it's worth $1 for every 2 coin tokens you control up to a maximum of $6.


 Artisans Village $3
Action
Gain a coin token.
+ 2 actions.
You may trash this. If you do draw a card and coin tokens generate an extra $1 this turn.



As you can see I tried to make cards that work even if they are the only coin generating card in the kingdom. In doing so I might have made them way too strong if something like Baker is in play. Artisan Village in particular.

I apologiise if these are derivative of other peoples cards. I'm coming up with these on a car trip through country Australa as a way to pass time. Feel free to break them.




94
Variants and Fan Cards / Re: Holunder's cards
« on: April 03, 2018, 08:29:42 am »
Note that due to the different effects for cards of the same name its hard to indicate which ones I mean but a number of all the differently named cards are worse than ruins IMO. A ruins is just a lame action. They dont come with a need to put your hand on your deck when trashed or 2 debt when gained. Or a copper when trashed. Or so on.

95
Variants and Fan Cards / Re: Holunder's cards
« on: April 03, 2018, 08:22:49 am »
Some either gain you a poor card when trashed or have a negative effect when gained (including in one case gaining a ruins). That seems clearly worse.

96
Is it relevant that you want the card to change value once the curses run out?
Otherwise I would consider changing curse to copper and then it fits into 3 or 4 cost. 3 if the copper goes onto your deck and four if it just goes into your discard pile.

97
Variants and Fan Cards / Re: Holunder's cards
« on: April 02, 2018, 06:14:37 pm »
Tah for the link. While not as bad as curses I would rate these worse than ruins at first glance. In many kingdoms this will be the sinkhole players chase each other down IMO. Also not a fan of cards with same names and different abilities. My eyes ainst so good

Vicetown will only usually be a necropolis if players play it like a village - to draw their entire deck. It has the potential to deflect a discard attack by rescuing that crucial card or find that essential piece and all this isn't even measuring Command ( which you admittedly might lose by your next turn but also might ot).
Its very much your card but there's enough complexity t drop Traitors and make a cheaper still interesting card IMO.

98
Variants and Fan Cards / Re: Holunder's cards
« on: April 02, 2018, 09:26:17 am »
Re: Vicetown Just wondering where Traitors are listed.  I'm not a fan of attack like effects which cant be avoided as it can just lead to a race for that effect.
On a four cost card this also is worsened by Workshop variants. Could you change gain to buy?

The other aspects of the card I really like. Choosing the card from your discard pile is different enough to drawing a card and rewards playing smarter.

I'd love it if this was a card that cost 3 debt and lost the traitor aspect. It might be weaker than average but would still be situationally stronger than village.

99
Consider these early game hands
1. 3 coppers and two estates.
2. 4 coppers, and one estate.
3. 5 coppers.

Would you rather be hit by militia or bureaucrat?
1. Militia please.
2. Hard to say probably Militia.
3. Bureaucrat clearly.

In a multiplayer game the real pain isnt double beuracrat in one turn its bureacrat every turn so you see green all the time. However + 2 far exceeds Gain a silver in enabling an engine.
And later game militia attacks when hands are often better win games.

100
Variants and Fan Cards / Re: Have fun with this.
« on: March 30, 2018, 08:07:28 am »
For my part I think its ok at $5.
A kingdom with this as its only 5 cost card would not be great as I wouldn't want to buy it first or second turn.
I might be costing it too high given its terminal nature but even a small chance of hitting a province late game means $5 still seems fair.

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