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351
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 26, 2020, 01:58:39 pm »


Truly sorry to be that guy, but this card does not fit within the criteria of this week's competition. There is only one vanilla effect depicted on Royal Estate, which is , whereas 2 vanilla effects must be present on a card. Flat values are not considered as vanilla effects for the sake of this competition, sorry!  :-[

352
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 26, 2020, 11:38:30 am »
what about -1 ? Is this a „bonus” too (like a curse)?
... and what about + ?
+1 (or simply to be more precise) and –1 only appear on 2 cards, Potion and Curse respectively. Because those are part of the Base Supply cards and are nowhere to be found on Kingdom Supply cards, I do not consider these effects as vanilla, nor will they be considered as such for this week’s competition. So sure, feel free to use these effects on your cards as wanted, but be careful with them though. There are reasons why they aren’t on any other card after 13 expansions (here, I am not counting Miserable or Twice Miserable)!

353
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 25, 2020, 09:17:08 pm »
CONTEST #82: 2 SCOOPS OF VANILLA, PLEASE
Create a card that has exactly 2 vanilla effects.


Alright, time for the next contest. Sorry for the wait! So you’ve got to make a card that has exactly 2 vanilla effects. No more or no less. The effects can be placed anywhere in the card. It could be as simple as Village where the effects are just there, unconditional. Or it could be like Nobles where there are 2 vanilla effects (+2 Actions, +3 Cards), but you can only pick one of them. So it’s just, by reading the card, you must read 2 vanilla effects, no matter their context, no matter where they are within the card's text, no matter if both or one of them is under a dividing line, no matter if they are only played on a subsequent turn, etc.

I know a vanilla effect is somewhat subjective, but for the sake of it, here’s what will be considered as one for this contest:
  • + Actions
  • + Cards
  • + Buys
  • + (or value given by Treasures)
  • + Coffers
  • + Villagers
  • + (VP tokens!)
I do not consider flat values as a vanilla effect for this competition. You may argue that it is a vanilla effect, but those are the rules for this week. I’ll let that one slide. For instance, Great Hall would be a valid candidate for this week’s competition (2 vanilla effects: +1 Card and +1 Action). Likewise, negative flat values are not considered as vanilla effects for the sake of this competition (only 3 cards bear that effect: Curse, Miserable and Twice Miserable).

Negative amount of a vanilla effect listed above also counts as a vanilla effect (except for - as mentioned above). For instance, Poor House would be a card that counts torward this week's contest (2 vanilla effects: + and -).

If you design a set of cards with more than 1 card in it (Traveller lines, split piles, shuffled piles like Knights, etc...), then only ONE of those cards must follow the rules of this contest; the rest of the cards in that set, they can be anything else.


Short list of valid cards:
  • Cavalry: +2 Cards and +1 Buy.
  • Coin of the Realm: and +2 Actions.
  • Conclave: + and +1 Action.
  • Council Room: +4 Cards and +1 Buy.
  • Lackeys: +2 Cards and +2 Villagers.
  • Plunder: and +1.

Short list of not valid cards:
  • Bishop: 3 vanilla effects, which is one too many (+, +1 and another +1).
  • Caravan: 3 vanilla effects, which is one too many (+1 Action, +1 Card and another +1 Card).
  • Harem: Only one vanilla effect ().
  • Lost Arts: Only one vanilla effect (+1 Action).
  • Merchant Guild: 3 vanilla effects, which is one too many (+1 Buy, + and +1 Coffers).
  • Merchant Ship: Only one vanilla effect (+).

As always, if you have questions about whether this or that would be valid/acceptable, ask away! And good luck everyone. ;)

354
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 25, 2020, 02:37:01 pm »
Thank you for picking my submission ! Sorry that’s all I can say right now, I’m on mobile and not at home. Contest will be posted around 8PM EST. Expect a better message than this hahaha ! :D

355
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 23, 2020, 02:45:45 pm »
Oh woops, time does fly by. :D

Ok, so update to my submission:

     

I don't think it's going to budge now.

356
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 21, 2020, 09:19:05 am »
Quote from: segura
Stuff about Specialty Shop.
Quote from: GendoIkari
Stuff about Specialty Shop.

Hehehe, you guys are really going all in into this debate. :)

Note that I think this is really cool that this discussion is happening. Discussing the shortcomings of a design is pretty noble and truly shows a desire to make a suggested card as good as it can be. I mean, you both do not get anything in return... Anyway, this is appreciated and thank you guys for trimming that time off your day just for this! I just hope it doesn’t look like I’m holding this thread hostage with this mega discussion though. :D

Now onto the card at hand:

I was pretty confident in my first answer to you regarding the Debt part. However, you made me question if I remembered how this gameplay element really played out. I had this all figured out in my mind. But I actually re-read Empires’ rule book. And yeah, turns out, you pay off your AFTER buying the card. In my noggin’, the way I remembered Debt was that you only took as much as the difference between what you pay and the bought card’s cost. And surely enough, that’s not how it works. And so, my example with Overload is nullified. You are right, GendoIkari, you cannot pay off your with . However, you may pay the part of a card on the Shop mat and pay off the it comes with with the rest of your Treasures in play, as you would usually do (plus the you accumulated with your Action cards). So you could pay 8 to gain a Fortune, paying off the with like, 2 Golds and a Silver in play as usual.

This raises another concern with Overlord. Since only the part of a card is locked behind its equivalent, Overlord, which costs , could be bought from the Shop mat even if you have no set aside Specialty Shops. That’s because you have 0, which is equivalent to . So you can buy it willy nelly. This is not intended. Similarly, I made a custom Kingdom Action card costing in another thread. This card, if on the Shop mat, would suffer the same consequence.

Thus, a lower cost limit must be imposed for it to work as intended. And so I will update my card; probably a little later since I think Specialty Shop has had enough attention for the time being. There are reasons why I do not want to put an upper bond for the cost of what can be put on the Shop mat, even if doing so would remove all and costing candidates from being put on that mat.

Side note: I’m going back onto what I said about Overpay. Wasn’t really thinking straight there too. You cannot overpay with . So you can only pay the base price of an overpay card on the Shop mat. All this stuff is trivial for the competition though. A simple FAQ would clarify these questions.

Thanks y’all!

357
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 20, 2020, 02:07:06 pm »
This message has been edited for clarifications further down this thread.

358
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 20, 2020, 10:08:18 am »
This submission has been update (this version is now obsolete). Got to page 256 for the newest version.

An odd idea I first posted on the Discord in the "Variant" subcategory. Coincidentally, it fits like a glove within the rules of this week's contest, so hey, why not!

   

  • Those blue spheres are not tokens, they are a vanishing-per-turn resource, just like Treasures are.
  • The 3 Shop Kingdoms do count toward a 3-piles ending, just like a Young Witch's Bane pile does.
  • There are no cost restriction on what can be on the shop mat. All 3 of them could thus be cards. Or King's Court might be on there. Anything goes!

359
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 11, 2020, 03:28:41 pm »
Small touch ups for my card:



  • You now need 4 cards or less played that turn (instead of 3) to put Quiet Alleyway on your Tavern mat.
  • Just switched the color scheme so it's consistent with stuff like "Night - Duration" cards (banner of the special type's colour, body of the card of Night colour).

360
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 06, 2020, 08:30:54 pm »


A mini Tactician if you will. Had a crappy turn? Make up for that slack on a later turn! The reason why it's a Reserve card rather than a Duration one (getting the bonuses next turn instead) is because, first, it wouldn't work for the rules of this contest and second, because I want players to be able to hoard them on their Tavern mat should they want to aim for a mega-turn.

Design wise, I can think of 2 parameters that can be tweaked for Quiet Alleyway:
  • 1. Making it 4 cards or less (including this) instead of 3 for it to be eligible to be put on your Tavern mat.
  • 2. Dropping the "+1 Action" on the on-call effect.

361
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 06, 2020, 08:59:54 am »
Thanks for the in-dept thoughts NoMoreFun! Great competition last week, lotsa cool entries as usual. :)

Carline, question for this week's contest: Do you allow cards such as Coin of the Realm? As in, it's being played during your Buy phase, but is called from your Tavern Mat during your Action phase. Technically, calling a card isn't playing it, but it is in play after the call. So you'll have a Treasure card in play during your Action phase, an unusual scenario. So yeah, would Coin of the Realm work for this contest?

362
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 05, 2020, 01:14:38 pm »
I meant to ask the first time around, but what does Magnate do with Action-Victory cards like Nobles and Mill? Add to, replace, your choice?

I think you meant Monarch, but I believe it would add to the Victory-Action cards.

Yes, they become OP. Great Halls becoming a Lost Cities with 1 for . Or Nobles just being absolutely overpowered.

I suspect that if a Successor Traveller line existed for real and there was one or more "Action - Victory" cards in the Supply, it would look very attractive to go for it.

363
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 05, 2020, 01:05:42 pm »
I hope this isn't to late to apply the last touchups for my submission. I wasn't home yesterday so I couldn't have done it then. But anyway, here it is just in case:



Modified Monarch (yet again) and fixed a missing "you may" on Magnate. Everything else remained unchanged.

364
Rules Questions / Re: Competing for trashed Gold
« on: July 03, 2020, 08:08:40 pm »
lol, I actually tried this situation in Dominion Online.

There was no Gold in the trash until H's Noble Brigand hits.



Says X (me) gained the lone trashed Gold onto my drawpile, but then H gained the same Gold from... the trash (???). In the end, X did not have the Gold onto their draw pile and H did gain that Gold. So even the online implementation of this is a little confused. These kind of situation are funny.

365
Rules Questions / Re: Competing for trashed Gold
« on: July 03, 2020, 04:04:37 pm »
This is the way I see it:


If we go by these 2 official rules about the trash:

Quote
The Trash pile is on the Trash mat, face up; players may look through the Trash at any time.
Quote
The order of the Trash pile does not matter; players can reorder it.

Then we conclude that the trash mat can be shuffled and messed with at any time without interfering with any other game mechanics. The trash is basically just a display of cards that are in it; said cards aren't stored in some kind of precise array. They are only stored in a pile not because of their trashed order, but because it's more convenient to have them that way. But the trash could very well be cards put next to each other*. The fact that the trash can be moved around at "any time" means precisely that. A player could pick up the trash and shuffle it midway through a played card being currently resolved; in fact, the turn doesn't even have to be yours for you to do that. Again, this is because you're doing that at "any time".

Going by that logic, then before the Noble Brigand finishes being resolved, a player could look through a trash pile with, say, 10 cards in it, including a Gold that was just trashed by that Noble Brigand. They could then shuffle that pile behind their back and put it back on the mat. The active player who played the Noble Brigand would then finish what the card says by gaining the trashed Gold from that pile. Since the deck was shuffled, oops, nobody knows where the exact trashed Gold is anymore! Especially if there are more than 1 Gold in that trash.

Yet as mentioned earlier, the 2 rules above states that checking and reordering the trash pile has no effect whatsoever on the Gameplay. It's a passive rule. Therefore, it should not affect the gameplay in this situation either; so it won't. If that rule was not enforced, then Noble Brigand (and cards like Thief), no matter what situation, could always break since any player at any time can mess up the trash pile. Any Noble Brigand played would be met with another player swiftly putting the Gold that was just trashed under the trash pile (because, again, the may do so at "any time") before whoever played the Brigand gets to pick it back up.

Thus by that logic and to avoid fundamental contradictions, the Noble Brigand can pick up any Gold in trash since it does not have to remember which one they put there in the first place. Whether it's "that card" or not is irrelevant, because if "that card" had to be it, then Noble Brigand would never work anyway.



Here's another situation to highlight the absurdity of Noble Brigand being unable to pick up a Gold it just trashed because it doesn't remember which one it is.

3-player game. You play a Noble Brigand. The player to your left trashes a Silver. The player to your right trashes a Gold. Now you do the bottom clause of Noble Brigand: gaining the trashed Treasures. You try to pick up the trashed Silver. Oops! It isn't on top of the trash pile (the Gold is). You've lost track of the trashed Silver! Now you can't gain it.
Or, you know, just move the Gold out and pick up the Silver. Or gain the Gold first. Whatever. In the end, it's all the same.



*The only subtlty in storing the trashed cards is to have them face up, for the sake of Necromancer. But that's it.

366
Variants and Fan Cards / Re: A Dozen of Custom-made Cards
« on: June 29, 2020, 11:18:00 am »
By the way, thank you all for the comments! Taking the time to post your thoughts, ideas and what have you can take a little while, so I’m glad you guys took the effort! Here is another reply to some of you guys’ comments. I only replied to those where I had things to say about it. So sorry if I’m not replying to everything!

Spineflu :
  • Dice Games: Perhaps that a change to the dice faces is indeed a path worth exploring. However, I will try to not make too much text fit on a small dice. Hard to judge in theory how small that text would be if a hypothetical real-life dice for that card existed, but yeah. Better safe than sorry. I’m considering changing that one “+1 Buy” face into another “+”. The lone +1 Buy is massively underwhelming when compared to the cost of Dice Games. And maybe a higher chance of having a decent payload would make Dice Games more attractive?
  • Custodian: There’s definitely a scenario where one could get trapped with another player playing a Custodian every turn, always choosing to block Coppers. But uhhh one could get there too by buying Donate turn 1 and trashing their entire deck. You can’t really block everything while keeping the card not too wordy and sometimes I think it’s okay to just let that situation be. It’s so rare that it happens that a player would have to purposefully try to lose to get there. I’d argue that at this point, it’s on you, man. :P
  • Draft: This is kinda like a mini (and sucky) Workshop. Workshop makes you unconditionally gain a card and so Draft does the same thing here.
  • Statue: People can get away with stashing more expensive cards under a Statue in turns where their cost got reduced (Destrier, Highway or Bridge turns, Wayfarer, etc.). I think it’s a valid strategy and I encourage people to exploit it! It requires some kind of deck dexterity to get there anyway and you deserve the reward for your hard work. :)
  • Science Grant: Maybe Science Grant could make you gain 2 Potions once you buy this Project. When you do, you’d then have 4 Potions/Peddlers in your deck. But maybe this is not the way to make Science Grant more appealing, I dunno.

LibraryAdventurer:
  • Vigil: Bumping the requirements for discarding at 5 cards or more in hand, I’d be a-okay with that. I haven’t had games where 2 Vigils successfully made an opponent discard in 1 turn, so maybe this is a rare enough scenario that makes it okay to leave it as is. You want your first Vigil to discard something that your opponents have in their deck. Sometimes, that’s a terminal Action (Smithy for instance). So playing the Smithy after your first Vigil could make them discard theirs. But then, your Action phase would be over and you won’t get to play your 2nd Vigil. Thus, you’d need a Village to get 2 Vigils to work in a situation like this. And that’s not counting for the Vigil misses. It is quite an investment for not that big of a reward on your turns ( worth of disappearing money, lol), so buying a lot of Vigils seens questionable at best.
  • Plague Doctor: About the flavour of that card, I considered it this way: A plague hits the continent (represented by Curses). After people realize what’s going on (at the start of your next turn), you send Plague Doctors to try to eradicate the plague (the +1 Action being the work your Doctors do and the + being the money the population pays for their service). So all in all, they’re the nice guys in this Attack. :)
  • Statue: If a Statues statues a Statue, then only the first Statue gets the . The other Statue didn’t set aside anything. It sounds confusing I know, lol.

loneXolf:
  • Duality: Sort of like having it worded such as: “The player to your left chooses one. Discard that one and play the other”? Having them discard the chosen Action card first. I dig that actually. Makes it so you have to buy Duality as your 3rd Action in your deck before it does something. It’s a matter of taste at this point, but I don’t dislike this at all!
  • Handler: Oh, sorry about the similar idea there! I swear I tried to genuinely come up with all of these ideas.
  • Statue: I didn’t think about the Throne Room variant scenario. Well first of all, as per official Dominion rules, we know that the Throne Room will permanently stay out with the statue. I guess Statue could set aside up to 2 Action cards and have reap the of both of them at the end of the game.
  • Vigil: I talked about the concern you’ve raised with Vigil in my comment for LibraryAdventurer.

367
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 28, 2020, 08:13:39 pm »
does the v2 of Monarch stack? ie, getting two fully advanced would be a Lost City, 3, +3 Cards +3 Actions?

I don't think it would. Because it modifies Victory card to a single thing. Playing another Monarch would just do the same thing; changing those Victory cards into the same thing once again. It's hard to argue about this when there isn't really an official Dominion counterpart we can base our conclusions onto. But for the sake of balance, I'd put into some kind of FAQ that this part of Monarch does not stack.

Now, for the +1 Action when a Traveller is played, it will stack with multiple Monarchs.

368
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 28, 2020, 06:55:35 pm »
THE CARD BELLOW IS NOT PART OF MY FINAL SUBMISSION. SEE PAGE 248 TO FIND MY FINAL SUBMISSION.


I love the idea of a ladder relying on Victory cards.
Magnate needs a fix for accountability: You may discard a Victory card. As for me, it's too weak for a penultimate ladder step - probably should be +1 Action +2 Cards or something
Touché! Magnate shall receive a "You may". Ironically, Aristocrat just before him did have that "You may". Being consistent while making cards is hard, lol.

I don't think so at all. Compare it to what champion does: infinite actions and protection against everything. Now compare it to what teacher does.

I would probably make it stay in play forever and give victory cards lab effect.
I was trying to fiddle a little bit around the idea of making Monarch stay in-play and came up with this:



I am not committed to that version just yet though. For the time being, I’ll stay with Monarch V1 (the non-Duration one), unless this revision gains enough traction and is deemed good enough to replace the other version. I dunno, it just seems very strong to me. Like, Victory cards won’t be stop cards for you for the rest of the game. Anyway, I may be misjudging this whole affair too.

369
Variants and Fan Cards / Re: A Dozen of Custom-made Cards
« on: June 28, 2020, 06:42:53 pm »
Another little round of small touchups on certain cards. Quality of life stuff, etc, etc. So here we go:


     Talk about overpriced, lol. A lot of users here correctly stated that the cost was way too inflated for what Dice Games provides. Rather than trying to change the faces of the dice, I simply reduced the cost for the time being. It now costs . It might not be perfect still, but it simply is better, I believe.
     
     The bottom part was reworded just a tad. It said “this” twice before (“you may call this to trash this […]”). That was functional, but not very elegant. Drawing inspiration from Wine Merchant, I suppose that a Reserve card does not have to always be “called” to get its arse off your Tavern mat. Thank you Aquila for the suggestion!



     Although the previous version was, in my opinion, perfectly understandable in what it was trying to achieve, V3 Vigil was not perfect in the way it was worded. Now, it is worded just like Kiln from Menagerie is. The part in parenthesises was also reduced so that it works like other existing Dominion cards (Villain for instance). Thank you Awaclus for pointing this problem out!
     
     Nothing major here. I was simply still very disgruntled about the small text on Watchmaker. So I went “screw it” and removed the extra spaces above and under the dividing line and in between the +2 Cards and the text under it. This made the text bigger and so I’m happy about that.

I have edited the second post of this thread to include card descriptions in quote boxes above their respective paragraphs of explanations. Should be easier to navigate this thread now! Also, I’m editing the OP to replace the old cards with their newer versions above.

Scolapasta, I will indeed put back the oldest version in either my first or second post. But I’ll wait a little bit before. I’m mentally blanked out right now after editing everything today hahaha!

370
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 27, 2020, 03:02:48 pm »
THIS SUBMISSION IS OBSOLETE. SEE PAGE 248 TO FIND THE UPDATED VERSION.


This week’s contest will be a tough one to judge; its open-endedness means that a lot of different concepts will be tossed here and there. A direct comparison between each user’s entry is going to be difficult, hahaha!

So for my submission, I tried to take a shot at a Traveler line. Here are the 5 cards part of that line:




The game-wrapping element here is that the Successor Traveler line is one that focus on Victory cards a lot. In fact, going for a Monarch takes even longer seeing as your deck will be inflated with Victory cards and stuff, thanks to Successor and Landowner. So while going for a Page or a Peasant is almost instinctive in most Dominion games, I’d argue that Successor could make one a little more hesitant if they want to aim for that.

I’m wondering if Monarch should always stay in play like Champion does. That’d be massively overpowered though, I think.

371
Variants and Fan Cards / Re: A Dozen of Custom-made Cards
« on: June 26, 2020, 09:20:26 am »
First things first, a little wording / quality of life fix for some of the cards. No balance has been touched as of yet. Here are some small touchups:


     The “you may” part was dropped. Reworded the playing 2 cards twice part with the help of forum user mutated.
     
     Custodian now cannot set a Duration card aside (instead of non-Night cards). Otherwise, V1 Custodian allowed you to pick back up your Hireling or Champion and play it again. I don’t even know what the hell happens if a player does that, lol. But also, overall, this makes stuff easier to track.



     Duality now mentions what to do with the other revealed cards (you discard them).
     
     Reworded the text part of Hops to be easier to understand at first glance. Also thanks to mutated for the help for the wording!



     Honestly, just a typo fix here (“reveal” is now correctly spelled as “reveals”).
     
     Correctly put back the “Action” type on the bottom of the Watchmaker card.

Now, it is apparent to me that the black sheep of the bunch are Dice Games, Tithe, Debate, Science Grant and Truce. My attention will primarily go toward these and I’ll see if I can salvage some of ‘em. In the case where I can’t figure out an elegant solution to the problems of these cards, I’ll simply drop them.
But anyway, thank you guys for the additional comments. I will go over your comments/suggestions/enquiries soon enough! :)

(Also, I will edit the OP with the card revisions above.)

372
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 26, 2020, 09:00:04 am »
Spineflu, nothing wrong with your contest of the week! Honestly, I forgot to submit an entry because of 3 factors:

A. I was more focused on the thread I created for my custom cards.
B. I was a little uninspired.
C. I think some people's submissions were very good already. In fact, I thought there were so good that I would've preferred their entry to what I could've posted anyway. :)

Rialto - Landmark
At the start of the game, each player in turn order names a pile in the Supply (the choices must be different). When scoring, 3 VP per card in your deck from the pile named by the player to your right.

Maybe this should be limited to Kingdom Supply piles or Action Supply piles. A player could simply mention "Curse" and that'd be annoying for the player who must collect them. Or a player could be disingenuous and say "Province" and massively aid the player to their left. Or a pile could be randomly selected for each player when building the Supply during the setup.

373
Variants and Fan Cards / Re: A Dozen of Custom-made Cards
« on: June 23, 2020, 07:36:29 pm »
First, unrelated to anything said so far, I just want to point out that I forgot to put an "Action" label on the bottom of Watchmaker. Nooooooo! I added the "You may" thingy, like, minutes before posting this thread. I thought I accounted for everything, but this lil' mistake snuck right in. I'll fix this in a future update. But my fingers are fatigued right now. :D


D782802859: Thank you for your thoughts. I indeed remember you posting in the other custom card thread I've done a couple of months ago. In retrospect, it was like 95% duds in there, hahaha. But one can learn over time, I'll tell ya this much.
  • Custodian: Yeah the Custodian can lock away a turn should you play, like, all 10 of them, setting aside a different card in play with each of them. Although, you need to have all of those different cards in play for the dream to become a reality. This kind of stuff is extremely hard to pull off. Also, you'll never be able to lock away Duchies and Provinces, since they can't be played (you can deny Estates if it is an Inheritance game). But even if you do that, you won't be able to do it next turn, seeing as Custodians are of Duration type. This means that they'll all go into play next turn and won't be in your deck for you to try to pin your competition once more.
  • Tithe: Tithe really feels like a -. From the moment you play it, you can only get it back into your hands 4 turns later (1. Play turn, 2. Duration turn, 3. Calling it from your Tavern Mat, 4. Finally having a chance to draw it). Maybe the on call effect should reward you with instead for your patience. Like Giant does. But I'm just scared some people will stockpile Tithes on their Tavern Mat and call a bunch at once when the opportunity is just right.
  • Vigil: It's because I want the Vigil to have the choice to try to make your opponents discard either an Action card or a Treasure card (or even a Night card, why not, lol). I don't want that card to put Treasure cards in play outside of your Buy phase. Donald X regrets that part of Black Market.
  • Watchmaker: Once Watchmaker is played, it isn't in your hand anymore. So you gotta put a different Action card on your Tavern mat. Technically, you could put another Watchmaker you have in hand on your Tavern mat, lol. But uhhhh... I don't see a reason for doing that, knowing that Watchmaker can only put a non-Reserve card from your Tavern mat into play. Those Watchmakers will be stuck there forever, lol. At least they can boast to each other about their cool watches at the bar. :D
  • El Dorado: Luckily, that decision process only happens at the start of turn of whoever currently has it. So it's not necessarily a thing that happens every turn. Unless it's a 2-player game and both of them keep tossing it around to each other in some kind of freakish tug-of-war session. But at this point, just why, lol. But yeah. I understand your concern with this Landmark. It's not unfounded, I'll say that much.
  • Truce: The biggest mistake here is a lack of serious play testing with this Event. I am now pretty sure of this: it needs to be limited somehow.


mutated: For the formatting, I think I might put a quote box above each card statement in the second post in which the card’s effect will be displayed. I’m sorry about the weird formatting, I swear my goal wasn’t to make you guys’ mouse wheel catch on fire! :D
I might do that later tonight or even perhaps the day after tomorrow (national holiday tomorrow over where I live, so I won’t have time then).
  • Ballroom: You are correct, this is the intended purpose of Ballroom. I don’t want the player to be able to criss-cross both cards, if you will. Like card A, card B, card A, card B, just like you demonstrated. Matter of fact, it used to let players do just that, but this was removed rather quickly when we saw weird on-play cases. Anyway, your wording is way better than the one I wrote on the card, so I’m going to shamelessly steal it, yessir.
  • Hops: Another better suggested wording that I’ll take as well. Dammit I swear I took time to meticulously write stuff, why do you guys gotta make it so easy. :D


Aquila: Wow, thank you for your comments! I really like it when you guys take the time to help other fellow forum users like that. S’how I learned to make better stuff than the rather unprofessional stuff I presented in Odyssey. You guys are oozing expertise (gross metaphor, but bear with me) and it’s nice that you’re willing to share it with others.
  • Ballroom: The “you may” shall be removed. If I can remove redundant words, then I’ll do it, no questions asked. I like a clean and elegant job.
  • Custodian: You know what? I think you just gave me an idea. Instead of being unable to set aside a Night card, Custodian should be prevented to set aside a Duration card instead. This still tackles the weird case of setting aside a Custodian in play, since it is a Duration card itself! And now it will avoid weird tracking cases, just like Captain tries to do as well (and now Procession too).
  • Dice Games: I was trying to have a stronger Smithy/Village ratio on Dice Games since that’s what most people will look forward to. With a little + jackpot and a cool +Buy since why not. Maybe the +Buy should turn into another +? Oof, I dunno here. I think it worked okay in our games, but that’s just anecdotal.
  • Duality: Oops, heeheehee. Yeah I forgot to add a “discard the rest” for the other non-Action reveal cards. You can tell that Duality was added late because of that gaffe. Also how I mentioned that I didn’t playtest it much (or at all if I kinda don’t want to be a liar).
  • El Dorado: I mentioned this in the Really Bad Card Ideas thread, but if multiple players claim Collecting Artifacts, then the closest player to the active player in turn order has higher priority and takes it. Somehow, I failed to remember to write this in the little description box above.
  • Market Town: I think you nailed why it wasn’t being bought at in our games. People generally hate to self-inflict setbacks in their decks. Stuff like Death Cart isn’t particularly liked with my group because of the 2 Ruins it comes with (we know how the card works, yet it’s not enough of a push for us to like it). If too many people find the concept here displeasing, then I will gladly drop it from this pseudo set. Sometimes stuff works, sometimes it doesn’t. We ought to learn from those experiences.
  • Truce: Truce is busted. I tried not to dud with these cards but heck, it happened again. I think it’s definitely fixable though. I need to make sure Truce does not invalidate Events like Banquet. That’s going to be my benchmark card for the revision.
  • Watchamker: Watchmaker could be a . Donald X once said that if he can make a card cheaper, then he will. I think the same. So I might decrease the price of that card. I’m just not 100% convinced that there is a broken strategy yet to be unfolded here.

Weeew! Thanks for the comments guys! I will definitely do a revision. I dunno if I should update the OP by replacing the old versions by the new ones or if I should just post them further down this thread.

374
Variants and Fan Cards / Re: A Dozen of Custom-made Cards
« on: June 23, 2020, 01:29:22 pm »
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Ballroom (Action)
Set aside up to 2 Action cards from your hand. Play one of them twice, then play the other twice.
A Throne Room Variant. This time though, it’s 2 different Action cards that are going to be played twice. This means that the net total of Action played through Ballroom is 4. This is more than what King’s Court does! Hence the cost (used to be , but it became obvious that it was too overpowered).

However, Ballroom might be harder to setup. We always dread that time where you draw your King’s Court/Throne Room without any Action cards in your hand. With Ballroom, to be fully efficient for what you paid, you need 2 other Actions! This is primarily why there is a little +1 Card that snuck in there. I know what they say about “+1 Card”: it’s awkward. But here, putting it a +2 Cards would’ve been overkill, even for a card. And putting no draw at all worsens the problem of Ballroom not colliding with any Action cards, like I previously mentioned. So it is what it is for the time being.
     
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Clock Tower (Landmark)
When you shuffle, +1 and trash an Action card from the Supply.
Through all these cool Landmarks Empire gave us, none dealt with Shuffling. So I took that opportunity. Clock Tower seems to encourage smaller decks. Or decks with stuff like Chancellor, Scavenger, etc. For every shuffle, you score a . That’s simple enough. But then, yeah, you have to remember to do so. But Star Chart exists, so I’m allowed to do stuff like Clock Tower *sticks tongue*!

The trashing clause has been included for a very simple reason. dispatching card-shaped things need to do so whilst bringing the game closer to an end state. Here, people could just, y’know, keep shuffling their decks, hoping to out shuffle and out their opponents. And there’d be an overall tendency of not buying cards, cuz that’d go against having a small deck easy to shuffle for Clock Tower. In sum, the game would go nowhere. Or at least slow down. So yeah. With the trashing effect, the game will at least move forward. Plus, it’s flavorful: it’s as if time is running out!


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Custodian (Night – Attack – Duration)
Set aside a non-Duration card you have in play. At the start of your next turn, put it into your hand. Until then, each other player cannot buy a copy of it.
The idea behind Custodian is rather simple. You jail away a certain card you’ve played. It’s now illegal for others to buy that card (it’s locked away by the keymaster after all)! However, they may still gain that particular card through other means, like with a Workshop. Custodian didn’t use to have the “non-Night” thingy. But then, what happens if you set aside a Custodian that wants to set aside the Custodian that just set him aside? My head is spinning. So yeah, that’s necessary.

Custodian’s Attack could be mild or rather annoying. Hard to say in theory. If you focus more on the Attack part, it’s tough to know which card you want to block from your opponents. It’s kinda like Contraband in a way, but it applies for everyone.

EDIT: Custodian was edited to lock away a non-Duration card instead. Tracking stuff should be even easier with this revision. And it still prevents a Custodian to lock another one!
     
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Debate (Event)
At once, whoever reveals the card with the highest cost takes equal to that cost and if it wasn’t a Victory card, gains a copy of it. If it was you, take less. Otherwise, +1.
Oh boy. Debate. Originally posted in the “Actually Passable Card Ideas” thread, this card suffered quite a bit of changes (thanks to Minotaur for pointing out the original flaws). Now, we are left with this painfully large wall of text (gotta cover those edge cases, man)! But functionally, it should be alright.

So it’s an interactive card. Everyone reveals something from their hand. The highest “bidder” (the one with the most expensive card) gains a copy of it, but also takes some as some kind of payment for their win. That oughta teach you to use the taxpayers’ money for these useless political Debates! Of course, this has to not work with Victory cards. Can you imagine if it did? The horror! Anyway, the initiator of the Debate’s got to have had a reason to do so. So they gain a if they “lose” the heated Debate and take a little less should they win. If these consolidation prizes didn’t exist, then you could just lose a Debate you bought and feel silly (and mad) you wasted your Buy all the while helping your competition!

There’re multiple ways to go around a Debate. You could initiate one, purposefully losing to get that . But if everyone else does not wish to get any , they could also all reveal a Copper. In that situation, you’d win the Debate, knowing you always win ties. So, you paid for a Debate, using your Buy, only to end up gaining a Copper. Hurray? There’s a little bit of a mental game in there.

This is the card closest of leaving this set of cards. I do not like how complicated it is and how much there is on this card. I fear that the first impression most players will have reading this is “huh?” with them promptly opening the rulebook for clarifications. Dominion needs to be straightforward with its cards. Debate isn’t. That’s troublesome.


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Dice Games (Action)
Roll the D6. Either discard a card to re-roll, or apply the result of the dice.
(You may put a Tracker token on this to remember the result.)
This isn’t the first time Dice have been suggested in Dominion cards. I’ve seen some toying around this idea in their own custom cards. An obvious piece of criticism against this concept would be that it’s too swingy. Swinginess bad! Look, I agree. That’s why I added a little something on Dice Games to help you mitigate that luck! More power to the player. So you can discard a card in hand to reroll. I feel like that’s kind of a cool-ish idea, nah (tootin’ me own horn here)?

Dice Games comes with, of course, it’s own dice. Pictures of the 6 faces of that dice are illustrated above. So you can kinda see what kind of ratio I went with with this card.

Also, since these kind of, like, “multiple choice” cards can be tough to track if a couple of ‘em are used in a turn, it comes with its own little Tracker tokens that you can put on your played Dice Game. Thus, on your Buy phase, you’ll have an easier time computing what happened with your dice rolls. Stuff like Pawn, but even Ironmonger or Minion, can be quite challenging to track in big turns. I didn’t want Dice Games to fall into that category. So there you have it.

By the way, the cost has been specifically picked so that no matter your initial split, you can afford a Dice Games and have it fully paid by turn 3.

EDIT: The last paragraph isn’t true anymore, since Dice Games’ cost was revised to make it cheaper.
     
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Draft (Action)
+1 Buy
Trash this. Gain a card costing up to .
This was born out of the interest of seeing if a cost Kingdom card could exist. Poor House paved the way for cards. So Imma try the same, but with a free Kingdom card instead. And thus comes Draft. It’s kind of a crappy gainer, but the +Buy it provides means that, no matter what, you’ll be able to toss in another Draft alongside the Buy you take this turn. So the Cycle continues. Therefore, Draft can kinda be seen as a Kingdom pile meant to be emptied quickly if you want to end the game on 3 depleted piles. Or, you know, sometimes you’re desperate for a +Buy. Draft gives it to you (albeit, only once). So, all in all, Draft is a small but nifty lil’ utility card.


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Duality (Action)
+1 Action
Reveal cards from your deck until you reveal 2 Action cards, discarding the rest. The player to your left chooses one. Play that one and discard the other.
I wanted to give those “The player to your left blablabla [...]” cards a shot and so Duality came to be. I also wanted one card to represent more of a concept with a cool illustration rather than an actual physical thing like a person or a building, kinda like stuff like Replace or what have you. Hence the name “Duality”.

Duality can kinda be seen as a Village where its +1 Card will be an Action card. So because it is a Village+, it must at least bear a price of . However, since there is a certain lack of control about which Action gets to be played (all thanks to your devilish left neighbour), I believe this drags down Duality juuuuust a tad. Is this enough to put it back into the price range? I haven’t tested Duality enough yet to make this decision. My hunch is that it is priced correctly, but I’d like to hear more opinions on that matter.
     
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El Dorado (Landmark)
The first player who buys a Gold takes Collecting Artifacts.
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Collecting Artifacts (State)
At the start of your turn, another player may take this. If nobody did, +1 and Gold makes this turn.
-----
When you take this from another player, gain a Gold.
Initially suggested this Landmark in the “Really bad card ideas” thread. If it was posted there, then what is it doing here, in a (hopefully) serious card list? Well, my first instinctive concern was that once a Gold would be obtained, Collecting Artifacts, the State card El Dorado comes with, would throw every player into decision mode at each start of turn of whoever currently has it. And, although not too bad in 2-player games, imagine the decision and thinking process in 4-player games. Sounds like it would considerably stretch the length of that game, which, in my opinion, should be avoided when possible.

That being said, I still love the idea of a moving Artifact that must be passed around to deter its owner, much to the detriment of whoever claims it. And I especially love the fact that it doesn’t start active in an El Dorado game, nor does it ever have to (Although in online Lord Rattington games, it will definitely trigger, lol). The funny part is, most of the time, when you buy a Gold, it’s because you’re looking for a money game. But claiming a Collecting Artifacts to stop someone else to reap so many circumvents that. All of your precious Golds will make and boy oh boy, you’ll be crying crocodile tears. On the flipside, maybe, as an Engine builder, you don’t want the Big Money guy to collect so many . But then, taking their Collecting Artifacts would add a clogging Gold card in your Engine. Hmmm.

Anyway, I like the devilish dilemma El Dorado/Collecting Artifacts subject players to. S’why it’s here!


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Handler (Action)
Choose one: Play this as one of the set aside Ways; or +1 Card and +1 Action.
-----
Setup: Set aside 3 Ways face up.
Handler kind of works like Druid, as in it sets aside 3 things and plays them differently. Handler has an exclusive use of 3 unused Ways (which, by the way, can’t be played as by other Action cards). It also gives its user the option that if, in a particular turn, none of these Ways are interesting to them, they can simply cantrip Handler away.

This card isn’t particularly strong. But it could be. I had it in a game where Way of the Chameleon and Way of the Horse were 2 of the 3 set aside Ways. I used a Handler as a Chameleon, replaying it as Way of the Horse afterward. This netted me and an additional Action after promptly returning the Handler to its pile. It was a pretty cool thing to do.

Yes, way of the Mouse adds a 4th out-of-Supply card shaped thing. Handler can potentially become a table clogger, lol. Again, like Druid when The Swamp’s Gift is out for play!
     
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Hops (Treasure – Duration)

At the start of your next turn, + if this is still in play.
I once heard that Treasure – Duration cards shouldn’t be a thing because they are hard to track. A lot of cards, such as Counterfeit, kills Treasure cards in play and remembering what’s supposed to happen on your next turn with no visual aid can be annoying. Dominion games can sometimes already be hard to figure out with all these crazy cards and we therefore shouldn’t strive to add more complicated edge cases. And if this isn’t proof enough, well, just remember that no Treasure – Duration cards exist in official Dominion expansions, a concept I’m sure Donald X. thought of before.

And yet here I am with Hops, trying to revive the idea. The simple addition of a “if this is still in play” makes it so that you don’t have to track stuff anymore. You Counterfited a Hops? Well, my friend, you just voided its Duration clause.

Anyway, onto the card itself. Uhhhh... Hops is cheap and easy to play. You probably don’t too many of these “Silvers split in 2 turns”. Yeah. ‘Nuff said.


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Market Town (Action)
+1 Card
+2 Actions
+1 Buy
+
Draw one fewer card for your next hand.
A card probably in dire need of fixing. In the aforementioned Odyssey “expansion”, we had a card similar to this. It was named Town Center. Here, I’m trying to revive the spirit of that card. The concept being that you have a powerful Market (like Grand Market) at the detriment of your next turn. Market Town is also a Village, so it’s bonkers.

It’s hard to judge if it’s worth cutting your next hand at the benefit of your current one. If Tactician taught us anything, then the answer is probably “yes”. Besides, after your 5th Market Town, you’ll suffer no additional penalty for your next turn. Granted, your opponents must let you run away with a lot of Market Towns for that to be true, but still.

This card used to be . But in my games, no one wanted to invest that much money into that. Now, my last bit of concern is whether I should remove the +1 Buy, or drop it to +1 Action, or drop it to +. Or, y’know, simply leave it as it is. Argh.
     
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Mobsters (Night – Treasure)

If it’s your night phase, remove all of your . Otherwise, take at the end of your Buy phase.
Now, this looks insane (and weird) at first glance, but this could the card I’m the proudest of in this list. Yeah, the initial plan was to try to fulfill the gimmick of a Treasure – Night card. But this evolved quite a bit since then. Just like Werewolf, the duality of its types means it can be played in 2 different phases. And consequently perform 2 different things depending on when you play it.

Mobsters, fittingly, involve . It works kinda like Capital in the sense that it gives you an amazing payload at first, but at the consequence of taking later on. Here, the taking process happens at the end of your Buy phase, meaning you could play 2 Mobsters for a Province and worrying about the later. Or, if you kept a 3rd Mobster in your hand, you could call to your shady friends to immediately pay back that in your Night phase. It works!

Thematically, I love the approach here. In the, errr, “Day” phase, or daytime if you prefer, these hoodlums agree to give you a nice sum of money. But if you can’t repay your loan, then the mafia puts you into debt. You owe them. But, in your Night phase, the Mobsters can perform their criminal behavior without fear of being caught. And so, they can erase that debt of yours if you agree to perform certain “tasks” for them, tasks that aren’t particularly law-abiding.


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Plague Doctor (Action – Attack – Duration)
Each other player gains a Curse. At the start of your next turn, +1 Action and +.
This card is nasty. Unlike Witch, Plague Doctor is a Village, so that non-terminality means you probably can afford a couple of ‘em and build around that. It doesn’t overstay its welcome once the Curses are gone. Plus, if you play one every turn (meaning you DO have to get a couple Plague Doctors), then you’ll always start with 2+ Actions. Beside that, Plague Doctor is pretty basic. I believe is the correct price for this Duration card (even though it doesn’t do anything for you the turn you play it).
     
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Science Grant (Project)
Gain a Potion. During your turns, Potions are also Actions with “+1 Card, +1 Action, +”.
Again, here we have something that’s been created around a gimmicky idea. The idea being, of course, to try to have a card with a 2 cost. I couldn’t figure out a way to make a normal Kingdom card work with this idea, so my attention shifted toward Projects. And here we are with Science Grant. A 2 Project. The mere idea of a Project costing can seem preposterous. So imagine a 2 Project. That’s pushing the envelope a little bit.

But hear me out! I think the effects of buying that Project more than makes up for the weird investment of buying at least 2 Potions. Because, in a nutshell, it transforms all of your bought Potions into Peddlers! So now, they’re pretty interesting cards. And hey, maybe you’ll even want to buy more of them from there on, knowing their new function! Maybe, lol... maybe the Potion pile could even be emptied before the game ends. That’s something you don’t hear every day.

At first, I wanted to have a little setup clause in the bottom of Science Grant stating: “Setup: Add a Kingdom with a cost to the Supply”. I wanted people to have more reason to invest into Potions than simply aiming toward Science Grant with them. But I realized that it was fine as it is. And also it is waaaaay less wordy right now.


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Secret Path (Action – Duration – Victory)
At the start of your next turn, +3 Cards, then discard 3 cards.
-----
1
I confess: I only did this to see a beautiful green/orange card. Here, we have the poor man’s Den of Sin. It used to make you draw 2 and discard 2 at the start of your next turn. But this was tweaked to “+3 cards, discard 3 cards” instead. It was weak sauce before that. Unlike Den of Sin, it takes an Action to get that bonus. Plus it isn’t gained to your hand. Finally, while you can sift a little bit with it, it doesn’t increase your handsize. And the 1 is not enough to make up for that, even if Secret Path is cheaper than Den of Sin. And uhhh when you play it, well, it does nothing for you this turn. So ‘grats my dude.

I like the card though. It’s probably sucky, but it exists. The flavour of the card is cute, which hopefully will sway people to toss pity points at it. Although for the flak I gave it, I should probably say that Secret Path is probably an auto-hit the next turn you play it should you open with one and, I dunno, a Silver. That’s a cool thing it does.
     
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Statue (Action – Victory)
Set this aside and an Action card from your hand costing up to .
-----
Worth equal to the cost in of the set aside card.
Another card I’m extremely pleased with. Statue can give a lot of , but requires some serious setup to do so. First, imagine you set aside a Action card. With a bought Statue, this sums up to an investment of and 2 Buys. Plus some deck control and/or shuffle luck to have the 2 cards collide. For 5. Seems like a poor investment. However, it has a   payload that can make a difference in certain games. It gives more   than Duchy dancing, for instance.

So Statue can be seen as an “on the side” way of adding to your score. Tucking away Action cards you no longer need in your endgame phase. Kinda like when you start Remodeling your Golds which are better transformed in for you at this stage of the game. Converting a Mint or something when people start greening doesn’t seem like such a bad plan.


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Stray Cat (Action – Reserve)
+2 Cards
Put this on your Tavern mat.
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When you draw a card during your Action phase, you may trash this from your Tavern mat for +3 Cards.
Another Odyssey card that got completely transformed. Stray Cat is a nice little utility card. And it works with itself so it’s not a complete failure in Kingdoms where it can’t be triggered. The Stray Cat allows you to draw a little more when you draw with something else during your Action phases. But it’s a single use card, so it goes to the trash right after. As if the cat caught stuff for you (like the Magpie does) and goes on its way right after. It can be a mega turn enabler if used at the right time though, so that’s cool. But if you fail, you’ll have to invest into another one to try again. Stray Cat is slow, but strong when used.

Note that you can’t immediately draw 3 cards by calling a Stray Cat you just played because of the +2 Cards it gave you beforehand. The drawing of those 2 cards happened BEFORE you put that kitty on your Tavern mat.
     
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Tithe (Action – Attack – Duration – Reserve)
Each other player with no takes . At the end of your next turn, put this on your Tavern mat.
-----
At the start of your turn, you may call this for +.
This card, I suspect, is going to be hard to gage. First, there are no Attack in Dominion. And I understand that attempting to carry out that idea can be seen as a potential pitfall. Second, this is a Duration card that does something at the end of your next turn, something that could be hard to remember. Third, this Frankenstein card that combines a little bit of everything can be confusing and hard to place in one’s deck.

But darn if I didn’t want to try to make a Reserve – Duration hybrid. The slowness, here, counterbalance the annoyance of the Attack and the huge bonus of calling it from your Tavern mat. I believe the slowness IS a feature, not a bug. It ties in with the other concepts printed on Tithe. But uuuuhhh I’d like to hear you guys’ opinion on the matter.


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Truce (Event)
If you don’t have the Pact, take it.
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Pact (Artifact)
When you take this, gain an Action card.
-----
When someone takes this from you, gain a Copper.
I should say that this wasn’t tested that much. There might be an uncovered broken scenario with this Event. I hope you guys can help me figure out if such scenarios exist.

Anyway. Buying a Truce gives you the Pact, a nice deal at first glance. You get to gain any Action card in the Kingdom, potentially stuff like Possession! But, if your rivals decide to take that Pact from you, you’ll be junked by a Copper. This can go on and on. This is a liiiiittle similar to El Dorado and Collecting Artifacts shown earlier.

My biggest hunch would be to put a cost limit as to what Action cards can be gained with Truce. Maybe cards up to ? Or should it stay as it is and go “screw it, carnage time”?
     
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Vigil (Action – Attack)
+1 Action
+
The next time you play a card this turn, each other player with 4 or more cards in hand discards a copy of it (or reveals they can’t).
I like Vigil a lot. The Attack seems annoying, but fair. This is kind of like Pillage where you get to target the better cards in your opponents’ hand rather than having them discard whatever they want à la Militia. Or sometimes, you can try to use Vigil to block a Copper in the early game and this turns into yet another Cutpurse. But heck if it isn’t annoying. Vigil requires some setup and some effort by the player using it, so having your opponents discard just what you want at the right time is a nice payoff. And there’s always this cool little combo where you play 2 Vigils back to back. The first one being played only to take a peek at your opponents’ revealed hand (unless they discard a Vigil, which, whatever, it’s still nice) and the second one being played to know exactly which next card to play with the new information you’ve just gathered. To poke them where it hurts!

This is a non-terminal Attack. We ought to be careful with these. Coven from Menagerie says that it’s not completely illegal to do so however. And I think it’s fair to say that Vigil wouldn’t work without that +1 Action. It’s just so tied in with what this card is trying to accomplish.


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Watchmaker (Action – Reserve)
+2 Cards
You may put this and an Action card from your hand on your Tavern mat.
-----
At the start of your turn, you may call this to play a non-Reserve Action card from your Tavern mat.
And finally, we end this massive wall of text with Watchmaker. First of all, I just want to say that I’m annoyed that the first part of that card spans into 3 lines. It used to take 2 lines and the text was nice and big, but I just had to add the “you may” part for accountability. I also am disgruntled that the art is not really of Dominion’s time. I mean, watches aren’t really medieval material after all. But it sounded cool, so I followed through with that name.

Okay. So Watchmaker is probably best seen as a megaturn enabler. You get a couple of them and you call everything at once at the beginning of a given turn. But that is a slooooooowww setup, my friends. You’ve got to invest in a bunch of Watchmakers AND Action cards you plan on setting aside for it to become a thing. I still haven’t unlocked the full potential of this card in my playtests, nor am I sure it even exists. Maybe you guys can help me come up with a scenario where the slow process of setting a bunch of stuff aside to play it for free on a later turn can truly shine? Hard to see right now. Maybe it should be a ? Pricing stuff is hard.

And uh, oh yeah. The +2 Cards, I think, is necessary to help the poor Watchmaker collide with an Action card.

375
Variants and Fan Cards / A Dozen of Custom-made Cards
« on: June 23, 2020, 01:29:06 pm »
Hi everyone! I’d like to share a couple ideas for custom Dominion cards I’ve had for the past couple of months. Yes, I was bored. The confinement has taken its toll on my recreation starved brain.

So I first appeared on this forum with another set of custom Dominion cards which were labeled under the expansion name “Odyssey”. This fan-made expansion was conceived by my brother and I right after we discovered ShardOfHonor’s online card maker. Thrilled, we wanted to take a shot at making custom cards. We compiled a bunch of ‘em and, in the end, I made 15 cards and my bro made another 15. Now, even back then, we knew about the suggested guidelines for card creation. But we were still relatively new at this. And so, in the end, Odyssey was... uhhh... pretty messy. Actually, it was very messy. Looking back at it, there were some nifty concepts, but not much is salvageable in there. Over time, the Weekly Card Design Contest thread helped me better myself at creating cards. And it’s with this new set of skills that I present here today a nice little catalogue of cards. Hopefully, I will have learned from my past mistakes in Odyssey.

I should say that a lot of these cards were created out of the desire to see something cool and unique. Sometimes, yeah, some of these cards can be centered around a gimmicky concept. But my goal was to make this work! And finally, another important self-imposed guideline I wanted to follow was to keep it simple. As much as possible. I was dreadfully avoiding shrinking the text by putting too many words. I’ve mostly respected it (there are 1 or 2 exceptions).

Alright. So below, you’ll find the list of cards. Some cards use Artifacts or whatnot. Scroll further down to find them. In my next post, I will provide you guys with a nice summary for each of these cards (in alphabetical order). This summary will further explain the intent of a given card, its history, the potential pitfalls it comes with, etc (don't worry, you don't have to read any of that stuff).

In the end, I just want to say that I’d appreciate your opinions/thoughts on these cards. You don’t have to judge everything. Merely picking one card and saying what you think of it is more than enough for me. The goal, of course, is to get better at making cards. :)



Kingdom Cards


     
     
     



     
     
     



     
     
     



     
     
     




Landscape Cards


     



     







Artifacts and State Cards


     




Faces for the D6 (For the Dice Games card)

                  

There are 20 Tracker Tokens. 10 with a faceup side showing “+2 Actions” and a facedown side showing “+3 Cards” and 10 others with a faceup side showing “+” and a facedown side showing “+1 Buy”.

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