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Messages - ShadowHawk

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26
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 17, 2019, 03:12:51 pm »


Ideally, for theme, there would be a University mat or a Schola mat, but this game has enough mats as it is so I left it for the Tavern mat.

The Scholasticus collects research and students in the forms of Actions and then directs them. You need at least 2 of them to make the Command portion work.

Scholasticus cannot avoid loops.
Put +$1 token on this. Play this to set aside it. Play another, choosing that Scholasticus, choosing it, ...

Thank you majiponi. I forgot the "non-Command". This fixes it, yes?

27
Weekly Design Contest / Re: Contest #48: Design a Command
« on: October 17, 2019, 03:08:03 pm »


I came up with this one about 3 months ago, but just recently changed it into a Command type. The Command type is present to prevent an infinite loop (play Delegate, play opponent's BoM, play Delegate from Supply, play same BoM, repeat ad infinitum). It also happens to be one of my most playtested fan cards if not the most.

I like this a lot. Nothing more to add.

28


What about something like this? I'm not aware of a group remodler.

29
Updated cards are now in the first post.

30


There is, in fact, something in Empires that turns $ into Debt: it's called Capital. It also costs $5, so $0 is way too cheap for this.



This is basically Secret Chamber turned into a Project, without the Reaction. Secret Chamber was cut mostly because it wasn't as useful as it seemed. The game continues to favor strategies with short Green periods. I suspect this will have a similar problem.

How is making Victory cards produce $1 similar to Secret Chamber? I'm not making the connection.

Capital is a bit different. Being a Treasure and its mechanism leads to synergies with cards like Mandarin. This is a much more direct and boring approach. You can get an Action card but split its price over a turn (although I think I'm going to add +2 Debt to the total cost).

31
For Line of Credit, how about this:

Gain an Action card from the Supply that only has $ in its cost. Receive @ equal to the cost of the card +@2.

Wordy?

For Manoralism:

During your Buy phase, Victory cards may be played to produce $1 each.
I think that works for Line of Credit; for Manoralism, you've still got the problem that cards-in-play trashers aren't designed to deal with green, and also consider what Mill or Nobles would do in that situation.

Then we go with a hand reveal

Reveal your hand. For every Victory card in your hand, +$1.

32

This is... monstrously strong, if I've got it right. Gaining $5 cards and trashing coppers in the Night phase? Yes please.

Agreed, I misread spineflu's input. Switched to trashing an Action you have in play.

33
For Line of Credit, how about this:

Gain an Action card from the Supply that only has $ in its cost. Receive @ equal to the cost of the card +@2.

Wordy?

For Manoralism:

During your Buy phase, Victory cards may be played to produce $1 each.

34
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 16, 2019, 02:25:43 pm »


Ideally, for theme, there would be a University mat or a Schola mat, but this game has enough mats as it is so I left it for the Tavern mat.

The Scholasticus collects research and students in the forms of Actions and then directs them. You need at least 2 of them to make the Command portion work.

Edit one: majiponi noted the loop issue. Corrected card language to specify non-Command Actions.

35

Why are these weaker than the original cards?

Can you be more specific?

Well, what your Chancellor does is what the original Chancellor does plus it forces you to put a Copper on top of your deck, which you don't want to do. Even if you have a Silver, the top of your deck is not where you want it to be.

What your Woodcutter does is, in practice, usually either nothing because you don't have a Victory card in your hand, or the exact same as the original Woodcutter since you discard your Victory card and then you immediately draw it back because you've drawn your deck anyway. In some cases, it can be worse, if you've used e.g. Warehouse to sift through your deck and the new Woodcutter triggers an unwanted shuffle.

Your Thief doesn't address the fundamental problem with Thief, which is that it helps your opponent by trashing their Coppers, and while it addresses some of the other problems, it also pushes it over the $5 threshold which is a big deal and it randomly trashes itself if you hit a Victory card.

The original goal of the exercise of remaking the older cut cards was to make cards that were more interesting and usable, not to make them amazing must haves, but at least reduce the "dud-ness".

Chancellor - It's not necessarily a copper that would be top decked. The player gets to put a Treasure they desire from their complete deck and make it the first card they draw. Would it be better if it was an Action? Perhaps. I went with Treasure to keep the price low. I'll at least review to see if it should just be a generic "any card" instead and what that space looks like.

Woodcutter - good catch. Sometimes in revising I forget things. The discard effect needs to be for the +1 Card, not the +1 Buy and +$2.

Thief - I didn't want to get rid of the possible benefit to the other player as I didn't see that as an issue. The issue I see is that there can be a tendency that the card only rewards a Copper rather than something better. Hence the addition of a push your luck element, thematically the Thief stikes lucky. If I had the Treasure return to the deck, you never have the thief steal a good Treasure from another player. And as a Night card, the Thief does not take up an Action. Adding the trash effect might warrant dropping the price to $4 though that you mention it. Will think on it.

36
Manorialism, the simplest change (rather than the Capitalism style shapeshifting) would be do something like "At the start of your buy phase, you may discard any number of Victory cards for +$1 each" so "trash a card in play" style trashers don't get way better (and things like Loan don't 'hit' on your victory cards).

Line of Credit, you can't buy it if you have debt anyway, so you don't need the debt check clause; also as worded, this would allow you to bypass potions and do things like pay $3 for a Familiar, which is kind of OP. Also you might want to include a default penalty of like, two or three debt for using this (compare $5 for Band of Misfits / @8 for Overlord).

Fence might have tracking issues with cards that topdeck/gain to hand (Nomad Camp, Guardian, etc) or cards that have been Watchtower'd.

Midnight Sun I'd say you can probably lower it to 4 Cards, and then add a buy like segura said.

I don't want Victory cards to be turned into hybrid Treasure-Victory using Manoralism to avoid cards like Loan. I just want to allow the Victory cards to now be playable during Buy phases and they produce an equivalent Copper if a player does so.

Yeah, on Line of Credit I was trying to limit it's use and was considering if it was used outside of Empires. I like the idea of the debt accrued is a bit higher than the cost of the card (thematic interest). +1 extra Debt or +2? I thought Potions could not be converted, so Debt could not be substituted. I can put a quick remark that potions don't count.

For Fence, since it is during the Night phase, trashed or discarded cards would no longer be in play. Do they still count as being in play? I never noticed that in the rules.

The +4 Cards, +1 Buy might be a good way to keep it at $5 instead of raising it. Will think on it.

Thank you for the input, greatly appreciated.

37
You might want to make it more clear that Tricks are not general rules, i.e. that they do not trigger automatically.

Blood Moon does not have to specify that the card comes from the Supply and while I think that these Night-Events are pretty cool, especially from a thematic perspective, I'd like to point out that this Trick would work identical if it were an ordinary Event.

I guess that Fence wants to target all cards that you gained during your turn which might run into issues with the lose-track rule (but I never got that rule anyway).

Line of Credit also runs into a rule issue as you cannot buy anything if you have Debt. I mean, you could simply pragmatically ignore this rule in this instance but I wanted to mention the rule issue anyway.

Midnight Sun might be too strong but I'd nonetheless also test it with an extra Buy, if only to make it non-dead in Kingdoms without extra Buys.

Manorialism might also want to be more technical and use a Capital-style wording like e.g.: "During your turn, Victory cards are also Treasures and produce +1 when played."
That also leads to funky stuff with only-Treasure remodelers like Mine.
Among all this is probably my favourite landscape card here. Very simple and cool design.

Tricks - I was unsure how to make an Event that bypassed using a "Buy" without adding +1 Buy to it and giving it a $0 cost. Hence the idea of a Night Event. I need to write Trick's FAQ to better explain its rule set.

Line of Credit's...I was so focused on what if it is played outside of Empires that I forgot about that obvious rule. Thank you.

As for Midnight Sun, yeah, if I add the +1 Buy then I'll push it to $6. Spend the $6 you have to press your luck trying to gain another $9 sounds like fun. The price would also reduce spamming as that is my one beef with the "extra turn" cards (my games tend to be 3-6 players...so any extra time added is noticeable).

Manoralism...yeah I was trying to avoid making them Treasures because of something like Mine. Since most remodelers focus on cost and not worth, it's a waste (unless combined with something like Fence). The idea was to make the Victory cards not completely useless in your hand...but question if it is worth skipping the Gold so that your Victory cards are all Coppers. I'll think on it some more though and I may end up going with what you wrote.

Thank you for the input, really appreciate it.

38

Why are these weaker than the original cards?

Can you be more specific?

39
So here are some of my "original" cards....though with how late to the game I am, I'm not sure how original any of these are. If it's similar to someone else's work and I forgot to mention it (or I was ignorant of it), let me know.

No theme, they are scattered ideas. Maybe down the road I'll try but I still need to wrap my head around game design concepts.

Anyway, first up are two event-like card things that are a fusion of Nights and Events. I've gone with the name Trick as I liked it better than Crime, but I'm open to suggestions.



Blood Moon is similar to Banquet, but you take 1 curse instead of 2 Copper in exchange for not having to use a Buy or any $. Seem like a fair exchange? 



So Fence is an remodel gainer that works with other gainers. Can't upgrade to Victory cards though. Will have to test more but it acts like a once per turn +$1 to the ceiling of a gainer action you played.

Below are regular Events. The first allows a player to use Debt to get an Action card. I'm surprised and yet worried that Donald X didn't do a card like this in Empires.



Next was an attempt to make a card that could have been an entrant to Contest #44 in the Weekly Design Contest (naitchman was judge). It's a Level 2 using naitchman's categories, allowing a player to spend $5 to try and get more cards. It does not provide a +1 Buy, so the player would need cards in their deck that provide that if they wanted another purchase.



Last card thing is a Project. It allows Victory cards to act as Coppers during Buy Phases. Not awesome, but it would prevent the cards from being completely useless.



Input welcome

40
segura:
Quote
This is nearly identical to a Throne Room with +1 Card and totally crazy at $3.

So being able to play a cantrip/village a second time is still too powerful? For example, if playing strictly base, this card could only play Cellar, Harbinger, Merchant, Village, Poacher, Throne Room, Festival, Laboratory, Market and Sentry when not played as the first Action (and when played first, it can't play anything). Good cards, but that's only 11 of 26 Kingdom Piles it can play. It's situationally weaker than Throne Room. I can see raising it to $4 but I thought the deficit could allow for a $3 price. Might be worth killing the +1 Action.

Edit: Thinking on it, the top decking ability is too much. Took it out. I also clarified the language from "play another Action already in play" to "(other than this)" to make the anti-infinite loop more clear. Also raised it to $4 as it is a more useful Estate.
I think it is still too strong. Just look at the net effects of the vanilla stuff: TR on Pearl Diver is a village, Great Hall 1.0. on Pearl Diver was a Lost City, Great Hall 2.0 on Pearl Diver is a Laboratory.

That extra card is stronger than the implicit extra Action of Throne Room, on top of that there is the VP and the only disadvantage of your Great Hall is that you cannot do TR-TR-x chains or in general play it before you played an Action. I doubt that this liability outweighs the advantages.

tl;dr: Great Hall 2.0 is nearly as good as a TR with -1 Action +1 Card 1VP

I'll take out the +1 Card while I'm at it. I'm not willing to put it up to $5 at this time though.

Edit: what about adding this clause instead: "You may play an Action card currently in play a second time if it costs less than this."  Adds a slightly stronger restriction.

41
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 15, 2019, 02:39:37 pm »
Congrats to hhelibebcnofnena, grep and majiponi  :)

42
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 14, 2019, 11:45:47 pm »

The manual refers to them as "Special terms". Although this is not very common knowledge and no card references these in this way. You could add a note though to make it clear:

"The first time you play an Action card during each of your turns, add 1 to each special term (+1 Card, +1 Buy, etc) in its text."

Good notice, but agreed, it is not common knowledge nor used. What about this phrasing: "The first time you play an Action card during each of your turns, add 1 to each denominated bonus (+ Cards, + Coffers, +$, etc.) in its text."?

43
segura:
Quote
This is nearly identical to a Throne Room with +1 Card and totally crazy at $3.

So being able to play a cantrip/village a second time is still too powerful? For example, if playing strictly base, this card could only play Cellar, Harbinger, Merchant, Village, Poacher, Throne Room, Festival, Laboratory, Market and Sentry when not played as the first Action (and when played first, it can't play anything). Good cards, but that's only 11 of 26 Kingdom Piles it can play. It's situationally weaker than Throne Room. I can see raising it to $4 but I thought the deficit could allow for a $3 price. Might be worth killing the +1 Action.

Edit: Thinking on it, the top decking ability is too much. Took it out. I also clarified the language from "play another Action already in play" to "(other than this)" to make the anti-infinite loop more clear. Also raised it to $4 as it is a more useful Estate.

44
As for Intrigue cards

Scout
I could make it a long Duration? Action-Duration, Cost $4: "+1 Action. Reveal the top 4 cards of your deck. You may put any revealed Victory cards face up underneath this card. Put the rest on top of your deck in any order. On your next shuffle, discard this and the Victory cards underneath it after you draw your hand."

Since mid-game could keep these out for a while, I switched it to when you next shuffle. Now they'll be in your deck every other shuffle. Too strong for a $4? The card itself stays out every other shuffle too.

Coppersmith
Agree on making it a $4. Doing so reduces any draw advantage at the beginning of the game.

Great Hall
It's worse than Throne Room. It can only replay an Action already in play, so this card's special ability is useless if it is the first Action played. In fact, thinking on it, the cantrip should be in there so the card is not a dud without a cantrip/village/lab around. So here is the new wording: "+1 Card, +1 Action. You may play another Action card currently in play a second time, or place it on top of your deck. 1%"

Saboteur
Okay, back to drawing board with this one. I have two ideas floating around: sabotage the supply for gain, or a reverse remodel. I'll try with the first: "Trash any card in the Supply and gain +$1 per $3 of the card's cost, rounding up. If the card trashed cost $5 or less, each other player gains a Curse/Rubble." So here we have a card that has an incentive to trash the big cards on the board: Colonies, Provinces, Platinum, Gold, Kingdom $6+'s for a one shot $ gain. But this kind of thing can hurt the player playing this card. And then we have an incentive to go lower, get a lower $ amount but we give each player a -1 VP. Either way, you sabotage your opponent.

Rubble
I've never had a game with Death Cart. Looking at it, I see your point. Easy to fix by making Rubble it's own category. Now the issue is...does a game need such a card? It's more thematically in line than a Curse. And it nicely junks a players deck but happens to not penalize the VP at the end. That was my reason for making it, a junk card that didn't necessitate -1 VP. But I only have one other card that would use it (titled Pillage), but again Curse could just be used. Is there a place for Rubble or no?

Tribute
Love that idea. Done. Thank you. Still dropping the price to $5 though, $6 seems too high seeing that the results are not set to occur the same each time it is played. Also, I'm going to switch out the conditional as it kinda sucks. It's easier to just do card type and then see it as a swingy village or smithy.

Secret Chamber
Mentioning Caravan Guard, you made me realize the Reaction could be more to that...just play the card first if it is in the hand. What's nicer, is this will reduce the player's hand to 4, which some Attacks lose their bite when the hand is below 5.



45
Thank you for the input spineflu, very much appreciated. This is why I posted. I made a lot of obvious mistakes and I knew I needed another pair of eyes or more to help me see them.

Woodcutter
As for what Donald X, here it is copied from the wiki page: "The big thing is to add more replayability. There are six vanilla cards and probably five would have been fine; the obvious one to replace is Woodcutter. Woodcutter is a fine card for the main set but the other vanilla cards are all better. That means all of the +buy cards would cost $5 but I can live with that."

"Woodcutter is fine, it's totally fine. It's just, the main set had six vanilla cards, and did it need six? Cards that do things are more interesting. I felt like five would be enough. The card to take out wanted to be one of the +Buy cards, since I thought having three of those was better than having four (even if all three cost $5, which is what happened). Market is way more beloved so Woodcutter was the card to cut."

So I'm thinking something like this: return it to a plain Action, cost $3: "Discard a Victory card from your hand. If you do: +1 Card, +1 Buy, +$2." The card would be useful at the beginning and end game, but be a drag during the mid game.

Feast
I like theme so Night is a nice development. In my groups, both like Nocturne and the Night cards, but many of us don't like the supernatural cards...just isn't our thing. Anyway, for Feast, thematically it can be as if you bring something to the party and leave with something better. Trashing a card fits nicely. I'll go with that.

Spy
Agreed, I got to fixated on making it sync with Thief, which is stupid. Here's another go, Action-Attack, cost $4: "+1 Action. All players draw up to 6 cards. Each other player then reveals
their hand, discards one card and puts another on top of their deck, your choice. You may discard any cards from your hand. If you do, +1 Card."
It's wordy, but I'm not sure how to slim it down further. It's still a Deck order attack and a sifter, but it's more useful than before.

Thief
Yeesh, totally didn't think about the non-terminal issue. That would destroy a game. Keeping the theme here is take two: Night-Attack, cost $5: "Each other player reveals the top card of their deck. If they reveal an Action, they discard it; a Treasure, they trash it; a Victory card, they put it back. If all cards revealed are...Treasures, gain a Gold...Victory cards, trash this...Otherwise you may gain one of the trashed Treasures, your choice." So the putting back of Victory cards acts as a limit, as revealing all Victory cards will get the thief "caught". This makes Thief a check on both BM and Engine plays, as being too streamlined will get your $ crushed or your engine derailed. Alt-VP though would have a strong resistance to this.

Adventurer
A remodel take is a good idea. How's this? Action, cost $5: "Reveal cards from your deck until you reveal 2 Treasure cards, then draw one more card. If the last card is also a Treasure, trash one of them to gain a Treasure card worth $3 more than it. Otherwise, add the Treasure cards to your hand and discard the rest."

updating the cards above...

46
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 11, 2019, 11:13:38 pm »


Instead of "once per turn on the first action you play"... try "the first time you play an action card during each of your turns" a la Citadel.
[/quote]

Done. Thank you

47
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 11, 2019, 10:50:52 pm »
@ Kudasai

The Curio illustration is by Tom Garden https://www.fantasyflightgames.com/en/news/2010/11/2/one-step-forward-two-steps-back/

Interesting set. It's a tempting gamble, but it's utility is very much tied to the Kingdom cards available. At least it favors engines over BM.

48
Chancellor
Original: +$2. You may immediately put your deck into your discard pile.
New: +$1 . You may put your deck into your discard pile. Look through your discard pile to put one Treasure from it into your hand, your choice.

Awaclus's comment made me rethink this. I decreased the original $ bonus and lowered it since you now get to reset your deck but first take your best Treasure.

Woodcutter
Original: +1 Buy. +$2.
New: +1 Buy. +$2. Reveal your hand. If you have any Victory cards in your hand, +1 Card.

Spineflu and Awaclus' input helped on this. Current iteration is Woodcutter with a weaker Shanty Town-esque bonus to help mitigate having drawn a Green.

Feast
Original: Trash this card. Gain a card costing up to $5.
New: Night Card. Trash an Action card you have in play. Gain a card costing up to $5.

Night means no Action used to pull this one shot trash an already played Action for another card. Misunderstood spineflu's commentary, Awaclus's comment made me notice I did such. Edit: New direction, made it a communal remodler. Players can decide how they wish to hurt or help the average cost.

Spy
Original: +1 Card. +1 Action. Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.
New: +1 Action. All players draw up to 6 cards. Each other player then reveals their hand, discards one card and puts another on top of their deck, your choice. You may discard any cards from your hand. If you do, +1 Card.

Might need to push the price to $5, as it is a multi-attack hitting the hand size and the top of the deck. Kept a sifting element to the card. Card changes after spineflu's input.

Thief
Original: Each other player reveals the top 2 cards of his deck. If they revealed any Treasure cards, they trash one of them that you choose. You may gain any or all of these trashed cards. They discard the other revealed cards. (Cost was $4)
New: Night Card. Each other player reveals the top card of their deck. If they reveal an Action, they discard it; a Treasure, they trash it; a Victory card, they put it back. If all cards revealed are...
Treasures, gain a Gold...Victory cards, trash this. Otherwise you may gain one of the trashed Treasures, your choice.

Night, so no Action use. Card is mildly push your luck, as player count will drastically change the effectiveness of the card. Thematically, the Thief is caught by a full Victory card reveal by all the other players. Each thief played increases the chance of that occuring...as if an alarm has been set off. This card hurts streamlined decks, be they engines or BM, but it quickly loses its bite once everyone starts greening. May need to drop the cost to $4 even though it is a multiple attack due to the trash trigger. Reset price back to $4 as the Trashing of the card is enough to offset.

Adventurer
Original: Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards into your hand and discard the other revealed cards. (Cost was $6)
New: Reveal cards from your deck until you reveal 2 Treasure cards, then draw one more card. If the last card is also a Treasure, trash one of them to gain a Treasure card worth $3 more than it. Otherwise, add the Treasure cards to your hand and discard the rest.

Donald X.: "For casual players, it costs $6, Gold costs $6, if you want Adventurer you often want Gold first, maybe you never get around to Adventurer. Expert players will instead cite, it draws two cards and only gets Treasures, Smithy is cheaper, draws three, and can get Actions too."

So I dropped the price to $5, and changed it from a sorter to a digger. Added a remodel quality to it at spineflu's suggestion.

Secret Chamber
Original: Discard any number of cards. +$1 per card discarded. When another player plays an Attack card, you may reveal this from your hand. If you do, +2 Cards, then put 2 cards from your hand on top of your deck. (Cost was $2)
New: Duration-Reaction. +2 Cards. Set aside up to 2 cards from your hand face down (under this). At the start of your next turn, put them into your hand. When another player plays an Attack card, you may reveal this from your hand to play it first.

Donald X. said "The reaction is confusing and rarely useful; the top part is a fine ability but very weak, it wants to come with more stuff."

As spineflu noted, this is Gear combined with Caravan Guard. Altered the wording after reviewing CG's phrasing.

Great Hall
Original: +1 Card. +1 Action. 1VP (Cost was $3)
New: You may play an Action card currently in play a second time if it costs less than this. 1% (cost now $4)

Donald X.: "A card that did something would be more interesting."

Mill replaced this, so I wanted to try something similar to the theme of Throne Room. After thinking on what segura said, I decided the play again feature acts as a substitute for the original +1 Action, so I took that out. Also agree with segura that the ability makes it a $4 not a $3 anymore, and dropped the +1 Card so that the card is a limited TR with 1VP. Added "less than this" to further restrict.

Coppersmith
Original: Copper produces an extra $1 this turn.
New: Duration card. +1 Card. Discard a card from your hand. Now and at the start of your next turn: Copper produces an extra $1.

Making it a Duration, the copper magnifying ability can now be amplified to something useful. First hand it may do little, but if on the second hand you play another Coppersmith, you could easily have 2-3 gold equivalents now in hand. Agreed with spineflu to increase the cost to $4.

Scout
Original: +1 Action. Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
New: Duration card. +1 Action. Reveal the top 4 cards of your deck. You may put any revealed Victory cards face up underneath this card. Put the rest on top of your deck in any order.
On your next shuffle, discard this and the Victory cards underneath it after you draw your hand.

I originally went with a Reserve card, but after spineflu's comment and thinking on Hireling, Crypt, Champion, Teacher, etc exist, Duration has more flexibility in it's rule system. So this is odd, as the trigger is the player's shuffle, otherwise the card sits there with the Victory cards, but this is probably the better type for such a card. Anyway, it temporarily removes the Victory cards in your deck. Think temporary Island.

Saboteur
Original: Each other player reveals cards from the top of his deck until revealing one costing $3 or more. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards.
New: Trash any card in the Supply and gain +$1 per $3 of the card's cost, rounding up. If the card trashed cost $5 or less, each other player gains a Curse.

Donald X. " It's got three huge problems: some people hate that it's an attack that doesn't otherwise help you; it's weak; and it's crazy wordy."

I don't mind the wordy, but I agree with the other two. Spineflu made me go back to drawing board on this one. Now, the card attacks the Supply and tempts the player in two ways: go for a high cost card for a big one time payout but also possibly hurt the total VP on the game board...or go lower for a lower payout but give every one else a Curse. Rubble was cut.

Tribute
Original: The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an… Action Card, +2 Actions. Treasure Card, +$2. Victory Card, +2 Cards.
New: The player to your left reveals the top 2 cards of their deck and either discards them or puts them back in any order, their choice. For each card type revealed, if it is an…
Action Card, +2 Actions...Treasure Card, +$2...Victory Card, +2 Cards.

Donald X. "Some people feel like it's attacking them, since it can flip over good cards; I think it tends to help as much as hurt, but so what, I don't need people to feel bad over a non-attack."

I went with spineflu's idea over mine. Just allow the player to decide to keep or discard the cards and you get the bonuses. However, I did change the conditional for the reward, basing it on card type revealed over differently named cards. So the card now gives +4 Cards/Actions/$ or it gives 2/2 of two of those options. I priced it down to $5, as it is a quasi-village with some swingyness.

49
Variants and Fan Cards / ShadowHawk's Attempts at Homebrew Dominion cards
« on: October 11, 2019, 01:15:54 pm »
I love the knowledge and feedback of the locals of this board. I have two regular game groups that I play Dominion with and finding the random card generator(s) here has been fun. After mentioning it at my last game, a friend of mine with the 1st editions asked if I could try to come up with versions of the cut cards that might be more interesting to play. This is my attempt. My goals were to maintain theme and keep the card close to what I think Donald X was going for based on his comments on the card. I've used knew mechanics from other expansions to try to help without being overly complicated. Feedback is much appreciated before I start printing test copies.

Edit: Now includes all the cards posted. Moved the commentary to the post below.

Most updated card versions in this post.

Alternate Base


Alternate Intrigue



Events


Projects


Tricks
Tricks are a hybrid of Night and Event types. They are played like Events in that they are outside of the Kingdom cards and available to all Players. Unlike Events, they don't have a cost associated with them. As such, they are restricted to once per turn. Effects need to either be conditional or carry a penalty.




Kingdom Cards (no theme at this time)





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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 11, 2019, 10:12:43 am »

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I like this version. And now that Holy Relic isn't OP, you can tweak excavation to make it a little easier to get.
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Agreed on the suggestion. Dropped the price to $3 since you have to purchase a Duchy to pull it off.

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