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276
Dominion General Discussion / Re: Why is teacher a reserve?
« on: December 04, 2020, 06:18:40 pm »
On top of my head, a difference would be that you cannot Throne a Teacher if it is of Reserve type (where its effects are on-call). A Duration "at the start of your next turn" token placement would mean that you could place 2 or more Adventures tokens in one turn with a single Teacher.

There are probably other reasons too, but like I said, that's just on top of my head.

277
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 02, 2020, 09:03:40 am »
Thank you for picking the good ol' Missionary, Grep! :)

CONTEST 10: ADVENTURES

After detouring to Hinterlands, we go back on track with Adventures! There’s quite a lot to do here, so let’s break it down. Accepted submissions will be about:
  • Reserve cards. Or cards that aren’t Reserve, but that use the Tavern Mat anyway (ex: Miser).
  • Adventure tokens. All of the tokens that come within Adventures are accepted. List is here.
  • Traveller lines. You can be creative about this one! Doesn’t even need to be a 5-cards Traveller line. You could make it 3 cards long, for instance. Just… uh, make it more than 2 cards, I suppose.
  • Events. Yup, submitting an Event is all good!
  • Permanent Duration cards. This one’s a stretch, but I’ll accept it. Hireling and Champion introduced a variant on Duration cards: cards that stay in play ‘til the end of the game. You can do one of these cards if you so wish.
Now. While Duration cards make a Triumphant return in Adventures, they shan’t be the main focus of your card. They’re accepted, of course, so long as something else mentioned in the list above appears on your card (ex: A Duration card that uses Adventures tokens; or even a Duration card that stays in play permanently).


Judging will be done on the 11th of December 2020 (2020-12-11). It's in a week and 2 days. I'm giving this contest a little more time than the usual 1 week rule since this thread seems a little slower and has fewer submissions than the Weekly Design Contest thread.

278
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 24, 2020, 10:19:14 am »
Edited my entry. Just changed the wording to add "that's still in play" to make Bifurcation more thorough. But functionally, it stayed the same.


279
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 23, 2020, 07:45:32 pm »
I guess this is why Scepter says "[...] that's still in play."

You could otherwise use a Buy to Bonfire away an Action card in play, use another Buy to gain a Villa, end your new Action phase and play a Scepter to try to replay the trashed Action card. Will edit my card to fix this ambiguity tomorrow. ;)

280
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 23, 2020, 01:17:44 pm »


An old idea I've shown to the Dominion Discord a couple of months ago. I think it fits within Hinterland's theme.
  • Mechanically, it has the dividing line, the Silver gaining and the "on-buy" (and "on-trash") effect.
  • Thematically, a Missionary is sent to far away lands to convert people to one's Religion, thus it fits within Hinterland's "oversea lands" theme. Missionary also has a link to faith, and so, like Chapel and Priest, it deals with trashing. It purifies your deck, all in all.

281
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 23, 2020, 10:49:35 am »
This submission is obsolete. Updated version, Bifurcation V2, can be found here.



Let's try this. Has some kind of Stonemason-esque mechanic.

282
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 22, 2020, 06:04:22 pm »
Observer by X-tra
I'm not sure if I understand this. Do they steal your card after playing it? There's no "leaving it there", but I don't think you would ever buy this (except maybe in big money?) if it meant you'd be handing all your actions out to the next player, so I assume it's not meant to go to the next player. Is it meant to stay in your hand, or go to your play area? Regardless, it seems somewhat political that only one player gets the bonus, and I don't like that it discourages you from getting lots of Actions, but I do kind of like the idea of letting other players play a card from your hand as a penalty on an otherwise strong card.

Thanks for the judging! But uh, yeah. You did kind of misread my card, I suppose. The player from your left plays a card from THEIR hand, not YOUR hand. It's kind of like Sheepdog when someone plays a Witch: you can put your Sheepdog in play (where it stays in play until your next clean-up) even though it isn't your turn. Similarly, Observer makes it so that the player to your left can play one of their Action cards even though it isn't their turn. In practice, most of the time, it won't be too useful for your neighbour... sometimes it's even bad for them (they lose , Buys and Actions the played Action card yield, since it's not their turn and, just like Caravan Guard, these resources vanish before they can use 'em). But sometimes, they can play an Attack in the middle of your turn, like Militia, which can really mess you up. It's pretty versatile, really!

In a game I played with Observer, the player to my left played an Observer in response to my own Observer, which made me also immediately play another Action even though I was out of Actions! It was pretty funny. :)

283
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 18, 2020, 11:25:21 am »
Only discarding is implied to be from hand. It needs to say from their hand.

Mmmh. Right you are. I forgot about the wording of stuff like Throne Room that specifically says that it is a card being played from your hand. S'been a while since I haven't done one of these :D . Anyway, my original card has been edited to fix that.

284
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 17, 2020, 02:03:39 pm »
Haven't posted in a competition for a while now. And for all I know, this could be horribly broken:



Still, I wanted to try something fun like this. Best case scenario for the player to your left is playing a card that gives them +2 Cards or more (such as an Observer itself), a "at the start of your next turn" Duration card (Observer again), or a nasty Attack card (especially if they have a current terminal-collision hand).

(Didn't know if it needed to say "[...] play an Action card from their hand. But I think playing a card is implied to be from your hand.)

285
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 07, 2020, 05:44:22 pm »
Thematically it can also be fun to do stuff that falls into the "oversea" category. It's fun to be exotic. :)

286
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 11, 2020, 03:36:58 pm »
Attempting something with the missing remodeler from Seaside:



A delayed remodeler to keep with Seaside's Duration cards spirit. Gaining to hand in a full new hand is pretty chill, not too overpowered, but like Cobbler, I believe this has to cost . I almost put a +1 Action vanilla bonus on this card.

287
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: October 06, 2020, 10:02:03 am »
Dominion: Urbanisation

Kingdom cards

cost cards:

     


cost cards:

     
     

     
     


cost cards:

     
     
     
     


cost cards:

     
     
     

     
     
     


cost cards:

     
     
     

     
     


cost cards:



cost cards:



Stallions:

     
     
     

     
     
     



Out-of-Supply cards

Successor Traveller line:

     
     
     



Other components

Die face for the “Dice Games” card (also comes with 20 Tracker tokens; 10 with a face up “+1 Action” and a face down “+1 Card” and 10 with a face up “+” and a face down “+1 Buy”):

     
     
     
     
     

Shop mat for the “Specialty Shop” card:






Overall theming of the set:
  • Lots of +Buys. Out of 30 cards, 7 gives you a +Buy (albeit, the one on Dice Games is random, but it still counts dammit!)

  • Victory cards. If we include cards found in the Stallion pile, we have 6 different Victory cards in this set! That’s a good amount of ‘em.

  • Attacks be plenty. 6 of them. Renaissance’s 2 Attack cards are looking pale in comparison.

  • Variety and weird hybrid card types. We have Horses, Night cards, Reserve cards, Debt stuff, a Traveller line, a mixed pile, a Command card, etc. Hops, Secret Path, Mobsters and Tithe are made of 2 card types that cannot be seen paired together in official Dominion expansions.

  • Small cost cards have a significant presence here. 8 cards cost or less (Dice Games does cost Debt).


Overall cohesion shortcomings:
  • Appraiser is the only card dealing with tokens. This is not very cohesive with the rest of the set and looks like it was just slapped on out of nowhere. This card could be better saved for another set. Although, its trashing abilities are probably required in this set, otherwise trashing in Urbanisation would be weaker than it already is.

  • There are not enough cards that makes you draw in this set. +Cards are tough to come by here. Yet, there are plenty of Villages, some of which don’t even draw (House, Junk Village). And then Arid Village and Market Town are like, a knife in the wound. So building a draw Engine seemed tougher than usual in games only using Urbanisation cards.





Anyway, thanks for those who have stayed to leave a comment or two. It’s really appreciated and helped me tweak some cards, even if it was just to change the wording for the best. If you scrounge around the list above, you'll notice how some stuff have changed since the time I posted them in the sets of 3 cards, most notably Lease and Overwork. Other cards have been reworded as per suggestions from some users here, such as with Hoarder and Dice Games. I’m still putting off the whole printing idea which was the genesis of this thread. I really want Urbanisation to be worthy of being printed and I’m still insecure about this prospect, so patience is a virtue that’ll pay off I suppose. Thank you all once again. :)



288
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: October 02, 2020, 05:38:17 pm »
Nice stuff! Pretty exotic expansion overall.
Minor wording issue: I don't think that you need the "you may" on Gambler.
Thank you very much! You are correct. There is no reason for the "you may" to be there. I don't know why it slid there in the first place. I'll post the edited version of Dice Games alongside the rest of the cards in the "epilogue" in 3 days or so.

Hops could get a small buff, maybe a buy on the turn you play it?
Stray Cat could also return to supply instead of self-trashing.
A +Buy on Hops would be pretty nifty. Although, there are 2 reasons why I avoided doing that in the first place. First, I’d have to add a “When you play this […]” before the +Buy, as is with any other existing Treasures that do something else than giving on the turn you play them. I think that extra wording would take away from the elegance of the card. Second, it’s because… well, as I’ll mention in the “epilogue”, there are several cards in Urbanisation with +Buy already. It’s an actual subtheme of the set, although I don’t really want to push the envelope too far.

As for Stray Cat, I kinda want its pile to be depletable for those who want to 3 piles.


Not too big on those three. I think Hops is too close to Fishing Village and Lighthouse to be worthwhile. Lighthouse in particular, why would you want 0/2$ instead of 1$/1$ when the latter also protects you?

And Stray Cat seems busted. You pay 2$ and a buy for +1 card in a future turn (Ride) or 3$ and a buy for +2 cards in a future turn (experiment). This is 4$ and a buy for +3 cards in a future turn, and you can control it much better, which is a definite plus.
For Hops, the / VS / battle ain’t too much of an issue for me. I mean, you get the same amount of resources, just split differently. It’s different, that’s all. Lighthouse has the protection from Attacks over Hops, but Hops as the “cannot be drawn dead” propriety over Lighthouse. In a Supply where no Attacks can be found with Hops and Lighthouse in the Kingdom, I’d argue that Hops trumps Lighthouse. It’s a matter of context, as is with any Dominion cards, really.

Stray Cat seems fine to me. The slowness of putting that sucker down on your Tavern mat for a Moat effect (which costs ) makes up for the big draw. Sometimes, you’ll need to sacrifice your terminal Action to put it on your Tavern mat just so you can draw better later. It’s flexible, but it’s also annoying to get there. And it’s a one shot too. If your +3 Cards didn’t yield anything good, well, tough luck buddy. Try again with another Stray Cat you’ll have to plop on your mat once again!

289
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: October 01, 2020, 09:46:16 pm »
Card set #10

          

     
     
     
     

My work as your advisor is done here, Sir! As a final goodbye, I will leave you with some very colourful cards! Urbanisation has a lot of different cards with different types. These final 3 cards are no different! Pretty, pretty colours. And oh, don't gamble too hard while I'm gone!


  • Dice Games (my other thread): This mentions a D6. What D6? Why, a fresh and cutely added dice tossed into the Urbanisation box, if it had one! Alongside the Shop mat shown last week, the Dice and the Tracker tokens are the only other new materials included in this fan-made expansion. You can see the faces of the D6 above, in pale blue. So 1/3 chance of either rolling +1 Action or +1 Card; and 1/6 chance of rolling + or +1 Buy. Tracker tokens are little carboard chits you can put on your played Dice Games as a reminder of what you rolled; in case you need that. There’d be 10 of these trackers with a +1 Action side and a +1 Card side. 10 other Tracker tokens would have a + side and a +1 Buy side. Yay. I don’t want Dice Games to fall into the Pawn situation of “errr… what the shit did my fourth Pawn do this turn again?”. Yeah.

    Okay. So this card has changed. It has now a more bearable cost, whereas it used to cost more back in the days. Silly me. To also avoid some unfavorable dice rolls and having your whole turn ruined because the odds were against you, Dice Games is now a cantrip by default. So worst case scenario, you go “Drat. Didn’t roll good. Oh well. Moving on.” And that is even without your re-rolling option too! Look, Dice Games is trying to mitigate the luck factor the best it can, man. So it’s a cantrip with you plugging a random perk to it. So what can it be then? It can be…

    • A village.
    • A Laboratory.
    • A Market Square sans the Reaction.
    • A stronger Peddler.

    All stuff with various prices. A little reminder that you can discard a card any number of times after rolling to re-roll. Sometimes, you need that +Buy, what can I say!


  • Hops (my other thread): Orange / Yellow hybrid. Never-seen before and for good reasons all explained by Donald. I think it can work here since the card is relatively simple and has an anti-lose-track failsafe on it (“[…] if this is still in play”). In my other thread, it used to yield on the turn you played it and give you another the next turn. Hurray. Except, not hurray. Lighthouse exists and it’s like, stronger than it. It’s also a non-terminal now, next turn. And it also defends you from attack. I think that was a good justification to change Hops a tad. I mean, sure it can’t be drawn dead, unlike Lighthouse, but that’s not good enough for me.

    In this version, it is a non-terminal Merchant Ship that only works for your next turn. I am very unsure how desirable Hops is in this form, but… It’s different than Lighthouse at least!

  • Stray Cat (my other thread): Poor kitty. Waited all this time only to end up being the last and therefore 30th card to be shown. I don’t have much to say about the Stray Cat. For one, it hasn’t changed at all since my last thread. Two, it’s a pretty good drawer, I believe. It’s one-shot though. I wonder if it could cost , but I like it as is. It’s pretty tough to use, but the mega turn can be juicy. It’ll never fail too, since it will work on itself (aka, on another one of your Stray Cat played). Meow.


290
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: October 01, 2020, 05:22:14 pm »
Love what you've done with the cards, it'll be bewildering on how i'll implement Specialty Shop
Tithe has always been a bit hard to explain to my play group, but they get it eventually.
Thank you Amuzet. Might wait for the next (and last) batch of card that I will upload tonight around 8PM, 2 days late as per tradition :D . Also, after the last set, I will post all the cards together with their corrected versions for clarity.

291
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 25, 2020, 08:20:54 pm »
Card set #9

          



These cards above are just no mere Duration cards. For a shady specialty shop has opened in your lands: in it, you hope, an exclusive way to hire the services of some nasty people with nasty ways of dealing with your nasty neighbours. Nasty.


  • Specialty Shop (Weekly Contest thread): A rule-bender if I’ve seen one. During setup, the mat shown above will be furbished with 3 randomly picked cards. It could be riddled with cheap little boogers like House; or it could hold the almighty powerful Ballroom. One thing’s for sure though: the cards put there must cost at least to avoid weird buying problems I’ve face before. So no Overlord, Vineyard, Transmute or even Draft on the mat.

    Once you commit to Specialty Shops, you set them aside when played. You’ll have 3 each turn, which you can then use to purchase exclusive Shop mat cards by using one of your buys. is used and depleted like is. It’s a by-turn resource that you have in limited quantity. However, with 2 Buys and 1 set-aside Specialty Shop, you could buy a Poor House and a Vagrant if both of them are on the Shop mat. Or you could buy a Village from the Shop mat and another card from the Supply using your . So you split your buys however you want as you would normally. Yes, there are weird overpaying, Potion and Debt cases with cards on the Shop mat. Peddler also messes with it a little. But everything should work, though. If you’re curious about how such behaviours are tackled, do ask!

    Specialty Shop is a card that varies in strength. An investment in them may or may not be worth it, it is up to you to decide. It’s basically a Black Market where you can see a static choice of the 3 cards you can buy even before playing it. If Ballroom or King’s Court are on the mat, remember that you’ll need at least 3 Specialty Shops on the side to buy them (unless, of course, you’ve played some cost reduction Actions before).


  • Custodian (my other thread): Ah, the good old Custodian. Hasn’t changed one bit since my last thread! He’s also the 5th Attack card shown thus far. This is getting out of hand. Could this perhaps be a subtheme of Urbanisation :) ? Tithe just below has a thing or two to say about that (in support of).

    Custodian is the 3rd and final Night card of Urbanisation. This means that Custodian is yet another non-terminal Attack. It would’ve been the 4th one had Vigil not changed. A lot of people have raised concerns against Custodian and how he can be too nasty used in the right context. How a couple of them can lock away turns from others, especially with games of 4 or more players. It does seem a little rough and abusable on paper. But for having played a lot with it, I can with right assurance say that it is trivial most of the time. You can definitely play around the limitation imposed by an enemy Custodian. Besides, the perk-into-Attack thing that Custodian has going for himself is too well streamlined, that’s something I won’t want to change! I couldn’t really change the behaviour of the locked away card without breaking the beauty of helping yourself while making it harder for the others. So, there you have it. A way to prep yourself for your next turn by setting a card away, be it a Treasure or an Action card or what have you. Moreover, a way to prep yourself by slotting that card away in a non-buyable position for the others! “Grrrr”, they’ll say.

  • Tithe (my other thread): Well yeah. The 6th Attack of Urbanisation. What’s not to love? Huh? A game ruined by broken friendships? Noooo come back, I swear Tithe isn’t too bad!

    And it really isn’t. Those without , say, because they haven’t been Attacked by a Tithe before their next turn yet, take . Then, Tithe waits on your side, until your next turn on your Buy phase where it comfortably nests itself on your Tavern mat. THEN, on your second next turn, you can call Tithe and get a good payload! THEN, 3 turns later, you can hope to have it back in your hands to fire off the Attack once more. And if you don’t manage to draw the damn thing that turn, then it can take even longer. That is how slow of an Attack Tithe is! So I hope that, by then, your are repaid, right?

    Tithe has changed since my last thread. It used to generate when called from your Tavern mat. This has been buffed to . People were very reluctant in investing in Tithe before. Hopefully, this initiative will make people reconsider Tithe.




⚠ From the next and last set of cards, all 3 cards will be from my other thread. I have run out of Weekly Design Contest cards to show. ⚠

292
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 24, 2020, 11:01:36 am »
You can prevent a lot of those just by saying "your Victory cards are also Actions..."
It used to be worded like that. But then it had the same problem as old Inheritance had, something user Something_Smart pointed out to me. Modifying "your" cards can lead to weirdness when cards are played while not in play. This is the whole reason Donald based Inherited Estates on who's turn it is rather than who owns them. Monarch follows these steps to avoid these potential issues.

I never minded dropping the cost restriction of Monarch, but it is at the risk of having a race to Exile Colonies or what have you with Transport when he comes in play.

293
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 24, 2020, 09:54:12 am »
Here is what a non-limited Monarch with unchanged cantrip Victory cards would look like:



Note that without the limitation, it is possible to pull weird stuff with Monarch. For instance:
  • A single Princess (or 2 Highways) + Advance can make you gain a Province by trashing one of your useless Successor or what have you.
  • A Lurker can trash and gain from the trash a Colony.
  • Quarry reduces the price of every Base Victory card in the Supply.
  • Disciple can play a Colony twice and gain a copy of it.
  • Colonies or Provinces can be Ferried.
  • Colonies can be targeted with Transport or Invest, cheaply Exiling and acquiring them for or respectively.
And it goes on. :)

294
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 23, 2020, 01:26:12 pm »
The last guy, Monarch, cantrips all of your Victory cards, except for Province. This is a fail safe so that you don’t do weird stuff with Provinces in play with, say, Changeling or something.
People complained before how it'd make for some potential easy Province/Colony auto gains. I didn't care about it until I was bullied into changing Monarch to have a restriction.  ;D

295
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 23, 2020, 10:00:03 am »
If you think about it in terms of how good the effect is in an absolute sense, it sounds good.

If you think about the game state after you've gone through the traveler line, it sounds much less good. You'll have lots of fairly weak terminals and a bunch of points from now-cantrip estates.

It's fine if it's weaker than the existing traveler lines, but I expect it'll almost never be worth going for it at all.
Don't forget about cantrip Duchies too, thanks to Aristocrat! Monarch just means that you won't clog your deck at all from Victory cards, an integral part of Dominion. I still think the bonus is worth it and it's definitely too strong to be printed on a card on its own. Still, I could buff it to Village Victory cards like I said, but I am still unsure if I should commit to this change.

no don't
Uh, if this is about the lack of coin symbols, worry not, they've been resorted in my post. :D

296
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 23, 2020, 09:28:32 am »
Monarch: Seems like a lot of you agree that Monarch is too weak as an end-of-line Traveler guy. This is odd to me because I feel like his powers of making it so that you have absolutely no dead cards in your deck (okay, save for Curses or Ruins) is pretty desirable. Especially since he gets fed by Successor and Landowner. Like, the effects are probably going to be immediate, save for some heavy trashing. If I were to change it, in my opinion, it’d be to make it so Victory cards under would turn into straight up Villages (“+1 Card, +2 Actions”) instead of being simple cantrips. It could help you play more than one Traveler guy at once, especially since you’ll have multiple of them because of the Landowner gaining a Successor, which turns into another Landowner giving another Successor, etc.

As for what happens for an inherited Estate under the Monarch’s influence: It simply gains the combined effects of the inherited card AND gains the “+1 Card, +1 Action” vanilla bonus on top of it. An inherited Smithy would thus turn an Estate into a “+4 Cards, +1 Action” card. The same goes for Action Victory cards, the cantrip effect is added on top of what it normally does. Nobles thus becomes “+1 Card, +1 Action. Choose one: +2 Actions; or +3 Cards”.

Secret Path: Wouldn’t a non-terminal Secret Path be too good in comparison to, well, Estate? For more, it’d non-terminally sift your next starting hand. I feel like it’s already worth its cost as is, but yeah, I could be wrong too.

Statue: Here’s a new version with better wording. It now completely mimics the wording used on Prince, so there should not be any confusion anymore:



It fixes the Throne Room question too. The Throne Room stays out with Statue like it would with Prince, except that it doesn’t do anything else beside that because of the new “If you do” wording (it is only set aside once and then fails to be set aside again because of the stop moving rule).

297
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 22, 2020, 08:38:53 pm »
Card set #8

          


     

     

     


We have workers, we have houses, we have riches. Let's make your glorious reign a successful one! Urbanisation provides you with a handful of Victory cards. Will your successors grow up to be powerful monarchs surrounded by their beloved green cards?


  • Successor (Weekly Contest thread): He’s just a poor boy from a poor family. Actually, not really. He’s well on his way to inherit beautiful lands his family have gathered over multiple ages. Soon to be a Landowner himself, he’ll have little kids of his own who will then have their turn to get their hands on all that sweet sweet land. Thus the cycle continues. Meanwhile, our original little Successor is now a rich Aristocrat, which in turn becomes a region-known Magnate. In the very end, he becomes the almighty Monarch and suddenly, all of your collected greens stop being burdens in your deck. Forever.

    This Traveller line is a tough one. We all dread how Treasure Hunter from the page line dilutes our decks with unwanted Silvers. Now here, imagine how you’ll feel as your Successors and Estates multiply in your deck. Because for each Successor you take, the Landowner he turns into makes sure another one gets tossed into your deck. Ouch. It certainly becomes a commitment. Once you go Successor, you are definitely aiming for a particular “deck is trash until…” strategy. It’s a valid one, and maybe there are other cards in the Supply that can help you handle it.

    Aristocrat turns the Estates your Successors gave you into Duchies. He returns them to the Supply instead of trashing them, because then, the Successor line would encourage pile outs too much. Then, the Magnate profits off these newly acquire Duchies and happily discards them for a nice sum. Sum on top of the drawing vanilla bonus, should I add! The last guy, Monarch, cantrips all of your Victory cards, except for Province. This is a fail safe so that you don’t do weird stuff with Provinces in play with, say, Changeling or something.

    All in all, Secret Path and Statue shown here will benefit from the Monarch. And even Suburbs shown in the second batch of cards welcomes your new Monarch overlord in your deck!

  • Secret Path (my other thread): An orange and green card shown in my other thread. It has remained unchanged, for I believe that, while a little ordinary and borderline boring, it is balanced as is. It’s a point card that filters your next hand. It has come handy in almost every game I’ve played with it, even though it does completely nothing the turn you play that little guy. Amongst other thing, it is a good feeder for Hoarder, a Night card shown two card sets ago. A single Secret Path ups your Hoarder at a gain of , and playing a Treasure that turn boosts that number up to . I just thought that little combo was nifty. :)

  • Statue (my other thread): Another Victory card that has remained unchanged since my last thread. I was damned confident about Statue back then, even going as far as labelling it “one of the cards I’m the proudest of”. And it looks like a cool alternate way to make too! But upon closer inspection, after a couple of test games, this may be on the weak side. I’ve toyed around the idea of making Statue non-terminal, but darn, it’s hard to judge. Maybe I’m just not seeing the epic endgame combo Statue can pull off. But if any of you do, please do tell!

    Still, if it needs any touch-ups at all, I’d like to keep the design as close as it is now as possible. I love the idea of sliding away a Victory card and an Action card for , especially the more expensive and juicer ones!


298
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 22, 2020, 09:18:44 am »
Sorry about the late arrival of the new set of cards (set #8). I was out of town for the past couple of days and couldn’t update this thread. I will post the new set around 8 PM (EST) tonight as usual.

Anyway, about the last bunch of cards:

The reason why Ballroom is worded as such is because I want to force the player to already have their two other Action cards at the moment they play Ballroom. I don’t want them to hijack their deck by drawing into their second Action card. This way, I want to encourage Ballroom users to plan into having a higher deck control than they otherwise would.

As for Savings, since -1 Buy is an in-existent concept in Dominion, I’d apply new rulings for it. In this case, your total number of Buys can go under 0. But if you have a negative amount of Buy, it’s as if you had 0 Buys, in the sense that you cannot buy a card with a sub-zero amount. For instance, if you play two Savings for their -1 Buy option and then play a 3rd one for its +1 Buy option, in the end, you have 0 Buys (1 – 1 – 1 + 1 = 0).

299
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 17, 2020, 06:39:03 pm »
Card set #7

          

It's now been a couple of weeks since you've ascended to the throne, m'Lord. I think we should treat ourselves and purchase some really expensive goodies! After all, our gainers shown last week did wonders for our economy. Though, remember to check our savings first, that might just make us rich enough!


  • Mobsters (my other thread): Joining Hoarder is the second Night card of Urbanisation: the do-no-good Mobsters! And hey, look, a Treasure card too, hi! Huh? “Night – Treasure”? Yes. “Night – Treasure”. A weird dual type, an inexistent one in fact, but hey, I really wanted to give it a shot!

    At day, they lend you a nice sum, at night they help you repay what you owe by means I’d rather not say. And of course, the mob is a friend with non-benefits: they’ll tax you should you ever need their help. There are holier paths to an end in life, my friend!

    Mobsters, in my other thread, used to be, let’s be honest, crappier. They used to yield if played as Treasures. So with 3 Mobsters, you could use 2 of them to gain a Province and spare the 3rd one in your Night phase to repay your . Except, 3 Golds do the same job, generate more and are cheaper to acquire. Oops. Mobsters also used to cost . Now, it’s the other way around: . I believe Mobsters should be more viable in this form.

  • Savings (Weekly Contest thread): 2 Treasures shown in one set. Holla holla get dolla. This card has remained unchanged since it won the contest for which it was submitted, harr harr harr. Simple enough, it’s a Treasure that subtracts or add a Buy to your buying power. Of course, when you add a Buy, the card is subpar: it’s basically a non-terminal Woodcutter. No, you want the -1 Buy option. The + this option comes with makes it a Treasure for , a sweet deal indeed. You’ll need to take that Buy back somehow, though. Easiest case: Add another Savings to your deck. Better case: Market’s in the Kingdom. Dancing around Savings is pretty fun; and I believe it works!

  • Ballroom (my other thread): The Big Pharma of Urbanisation. The King of Kings. The… alright. Well, it’s the most expensive card of the set, if I didn’t make it obvious enough. It’s also the only card costing (Mobsters also costs , but it’s a cost split with Debt, so w/e). Ballroom, it Throne Rooms 2 of your cards. That’s a cool deal! 4 Action plays through the usage of one card, that’s more than what King’s Court can do! True, but it’s also harder to connect. That’s why the itsy bitsy +1 Card exists on Ballroom. Hopefully, the clutch is good enough to find the other Action card you were looking for. Because remember: If you play only one card twice through Ballroom, well, it’s as if you overpaid way too much for a Throne Room.


300
Variants and Fan Cards / Re: Dominion: Urbanisation
« on: September 16, 2020, 03:55:25 pm »
You could use that logic to defend any terrible, no-fun card as long as it was unique. Yeah Courser is academically interesting and it's one card out of 500 or whatever, but that doesn't mean it's worth making if games with it are mostly bad. And to be clear I'm not defending Mountebank, though personally I tend to like Mountebank games fine these days.
With Courser, I must admit that I wanted urm, some kind of “feels bad, man” card into this set. Not unlike Mountebank that I previously mentioned. I want players to be like “Okay, so Curses are truly going to be an issue here. So think, my dude, think! Should I trash them at the risk of being re-Cursed, or hold onto the 5 Curses I’ve been given and roll with a less optimised deck anyway?”. These kinds of mental preparations are pretty unique to Courser games and that’s the sort of intriguing meta I was aiming for.

Uh. In Dominion, there are also cards like Wall and Bandit Fort, which, to me, makes games dreadful and not very fun. But! I accept their presence and hey, the game doesn’t completely break when they’re there. Likewise, I don’t think Courser breaks Dominion. It does make you go “aww shite” indeed, but it ain’t, in my opinion, so offensive that it has no right to exist.

It takes a bunch of work to get Hoarder up to being able to gain Provinces even on boards where it is possible, so I don't necessarily think it is overpowered; there are other Province-gaining combos after all. Something that could be a problem though is that it's best with the two mixed piles - Castles and Knights - and those can easily lead to situations where one player is able to play Hoarder for Provinces and the others aren't because the only Action-Victory cards got sniped.
I thought of these piles being problematic, but came at peace with them when I pondered on how they would play with Hoarders.

The Castle-pile, first of all, is ordered in a specific way; which means you know what to expect, you know what you’ll be revealing for your opponent(s). You can plan to try not to reveal Small Castle and Opulent Castle – you’re in control of that. Um. For Humble Castle, though, I suppose it’s 1st player advantage to grab it. But it ain’t a very good opening, at least. In games with more than 2 players, this problem becomes even less apparent, because there is an extra copy of these 3-typed Castles anyway.

As for the Knights, only Dame Josephine gives you 4 types in one. The Victory tag is the extra type you want for Hoarder. But! It’s risky, because Dame Josephine can be trashed by another Knight anyway. So the investment is pretty unsafe and can be broken. Therefore, I don’t believe it’s too unfair if you managed to snipe her. Besides, she’s pretty bad as a Knight. :D

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