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Messages - emtzalex

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826
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 26, 2021, 10:00:27 pm »
Cask of Amontillado - $4
Treasure
$2
+1 Buy
-----------------
When you gain this, you may Trash an Action card you have in play.

Two small things.

Utterly pedantic formatting change: you don't need to capitalize trash in the middle of a sentence.

Avoiding hard-to-track effects: consider trashing only non-Duration Action cards from play. I believe only Bonfire can directly trash Durations from play, but this can cause tracking issues as the Duration effects still occur.
Thank you! I copied the text from Bonfire (including the capitalized "T" apparently), but that is a good point about trashing Duration Actions. I also prevented it from trashing Reactions for thematic purposes. Here's the new version:



Cask of Amontillado - $4
Treasure
$2
+1 Buy
-----------------
When you gain this, you may trash a non-Duration, non-Reaction Action card you have in play.

827
Weekly Design Contest / Re: Weekly Design Contest #102: Unspent
« on: January 26, 2021, 01:37:55 pm »


When you say "any unused Actions" do you mean to include cases where the player has 1 unused Action? I think that would be the plain reading of the card's text. This makes it way more powerful, as it would be triggered where the player (1) played no Action card or (2) played only cantrips. If that is all that is required to turn Coppers into Silvers and Silvers into Golds or (more powerfully) turn Estates into Duchies and Duchies into Provinces, I feel like that becomes the only viable strategy.

I also think a Remodel variant is more highly improved by being a Night than some other actions, as cards you have in your hand at the end of the turn are, by the very fact that they are still there, dead cards. Think about Exorcist, which gives you nothing for $0 cards, a mostly place-holding cantrip for Estates and other $2, and requires trashing something costing $5 to get a really powerful card. By contrast, it would not be hard for this to consistently turn Curses into Silvers or Villages, or Estates into powerful $5 Actions or Treasures. And while the cost jump from Exorcist's $4 to $5 is big, its not that big.

One solution might be to have the card gained cost up to $1 more per unused Action, to a max of $3. That gives it a small amount of utility with no spare Actions, notably more with the easily attainable 1 spare Action, but require combining it with villages to get the more potent benefit.

828
Variants and Fan Cards / Re: Game-changing Landscape cards, just for fun!
« on: January 26, 2021, 11:29:21 am »
It would be "Landmark" not Landscape

Indeed it would. Thank you, LittleFish! Here is the corrected version:



Quote
GOVERNMENT IN EXILE - $5
Project - Landmark

At the start of your turn, Exile a card from your hand.
-------------
When scoring, 2VP for every differently named card you have in Exile (whether or not you buy the Project).

829
Weekly Design Contest / Re: Weekly Design Contest #102: Unspent
« on: January 26, 2021, 11:16:34 am »
Since there are only a total of four Events that cost $0 and don't give back +1 Buy*, I don't see this as a big problem...

*and only three $0 Events that can be bought more than once per turn
Any Event can be bought any number of times. There are Events that only do something the first time you buy them, but they can still be bought afterwards, for no effect. Thus, all six $0 cost Events would enable you to spend all buys.

Interestingly, per the "Official FAQ" as described in the Wiki, you are only allowed to buy Alms and Borrow once per turn, but Desperation does not seem to have that restriction, or at least it does not say so.

Yes, I specifically checked Alms' entry in the Wiki before making my above statement, to see what the "Once per turn:" restriction on Events means exactly. I assume they all should work the same way, though it's strange that Desperation's FAQ doesn't say so. (I suppose the difference doesn't matter with any official cards...)

Edit: Here's a convoluted example where it matters whether you can play Save (a $1 "Once per turn" event) more than once for no effect:
You play Save once and then buy Villa to return to the Action phase to play Storyteller. You don't want to draw one too many cards with Storyteller (in order to not trigger a reshuffle),  so you'd prefer to be able to spend another $1 on a useless Save before buying Villa. But Save's FAQ explicitly forbids this, just like the FAQ for Alms and Borrow do.
I just kind of assumed that you could buy them for no effect, it seems a bit weird to me that you can't as it feels like that should be a separate below-the-line instruction then (the text on Events is always on-buy after all, so usually it wouldn't be checked before you buy it)-

Similarly to the above, Inheritance clarifies that you can only buy it once per game whereas Seize the Day does not.

In general, i would argue that it's better if a fan card does not bring up such hard-to-research questions.

It seems to me that all Adventures Events with "Once per turn" have this FAQ, and none of the later such Events do, for whatever reason...
I think it's more intuitive to casual players that you can't buy them again for no effect, but YMMV.

Given that Desperation and Seize_the_Day were released five years after Adventures (and less than a year ago), perhaps Mr. Vaccarino presumed players would understand that the same once-per-turn rules apply, or just has not gotten around to writing full FAQs in a year full of other distractions.

830
Variants and Fan Cards / Re: Game-changing Landscape cards, just for fun!
« on: January 26, 2021, 11:02:05 am »


Quote
GOVERNMENT IN EXILE - $5
Project - Landscape

At the start of your turn, Exile a card from your hand.
-------------
When scoring, 2VP for every differently named card you have in Exile (whether or not you buy the Project).

831
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 26, 2021, 03:23:03 am »


VERDANT DELL - $5
Action
+1 Card
+1 Action
Discard any number of cards for +$1 per two cards discarded (rounded up).
Heirloom: The Cheese

THE CHEESE - $5
Treasure
$2
When you buy a Card, if this is the only Treasure you have in play, +2VP.
(This is not in the Supply.)

Unfortunately, this wouldn’t qualify because of the need for VP tokens.

My bad. If its not too late I would like to submit this one instead:




Cask of Amontillado - $4
Treasure
$2
+1 Buy
-----------------
When you gain this, you may Trash an Action card you have in play.


832
Weekly Design Contest / Re: Weekly Design Contest #102: Unspent
« on: January 25, 2021, 12:38:38 pm »
Since there are only a total of four Events that cost $0 and don't give back +1 Buy*, I don't see this as a big problem...

*and only three $0 Events that can be bought more than once per turn
Any Event can be bought any number of times. There are Events that only do something the first time you buy them, but they can still be bought afterwards, for no effect. Thus, all six $0 cost Events would enable you to spend all buys.

Interestingly, per the "Official FAQ" as described in the Wiki, you are only allowed to buy Alms and Borrow once per turn, but Desperation does not seem to have that restriction, or at least it does not say so.

833
Weekly Design Contest / Re: Weekly Design Contest #102: Unspent
« on: January 25, 2021, 12:19:20 pm »
This is my submission for the week



A card idea that i had for a long time.


Another way you could potentially accomplish what I think you are trying to do is by adding a non-supply Action card that (if choosing the first option) you gain to your hand, are forced to play over and over until you are down to one Action, and then returns itself to it's pile. It would look something like this:



(You would obviously want to rename this and ad art). I think you would technically only need one copy of it in the pile, but you might want 2 just to make it easier to put back. I thought about adding a line and language that says if you somehow gain this by any other means, it goes back to its pile, but I do not think that is possible.

If you added this, Dilemma could be simplified to say:

Quote
Dilemma, action $5
Choose one: Gain a [Dilemma Helper] to your hand, or +4 Actions.

The obvious downside is that [Dilemma Helper] is super wordy and inelegant. The plus side is that it does not require adding the mechanic of spending Actions, and the Action card itself is cleaner. Plus, while the text of the Helper card is wordy, the mechanism is pretty simply, and once players learn it it is not hard to carry out.

834
Weekly Design Contest / Re: Weekly Design Contest #102: Unspent
« on: January 22, 2021, 04:38:57 pm »
EDIT: I didn't realize that there is only one copy of Bear Market/Bull Market. In that case, may I suggest:

If you don't have Bear Market or Bull Market, take it. Otherwise, flip it over.

This wouldn't work (or rather, this changes what the Event does), as the State is meant to be flipped every time. Who has the State when it's not being flipped does not matter, and taking it shouldn't cost an extra buy. I originally wanted it to just sit next to the Event, but the rules (as I read them) don't permit this.

I looked at Misery when I was doing the wording. My only concern with the way you have it is that it might be a bit confusing. It is not entirely clear that "Bull Market" and "Bear Market" are a single, two-sided State. Thus, it is not self-evident from the text what the "it" in "take it" or "flip it over" is. A player might go looking for the other Market, or think they have a choice.


Except for the first time this is bought, it is „convert 2 Buys into 1 Coins“.

That is the basic idea. It converts a Buy into $0.5 an unlimited number of times. There is a free half-buy for the first player to use this. While that introduces a little bit of swinginess, I don't think $1 is enough to force players to rush out and try to get it.


Unless the opponents have no extra Buys in their decks, you will never ever buy this only once in your turn and thus help your opponents.

Never EVER? Certainly not if you're dueling Market Squares, but there may be a lot of cases where you would consider it.

What if your opponent has only one +Buy in their deck. What if it's Skulk (and they have really good trashing)? Are they going to give up trashing their Skulk (or are they going to play one of the worst terminal actions, if they have other choices) just to steal $0.5? Are they going to eat an Estate from Baron for it? I would posit that 9 times out of 10 they will not. Similarly, if they would have otherwise used that spare Buy, it probably will not be worth trading for the coin (depending on the numbers).

Conversely, even if your opponent has no +Buys, if they draw an all-green hand they still have one buy that they can use to trash your half coin. That strategic choice--put the $0.5 out there where it might be stolen or let it go to waste--is the reason I settled on a single State, instead of one for each player (or the terrible ideas I had before that, like using the cubes from Projects or the Journey token).


The problem of this concept is that it is either too good or too weak. All the four (did I forget one?) cantrips that yield Buys become significantly better whereas it matters little for all other cards.

I count five (Market, Grand Marker, Market Square, Worker's Village [unless you consider this a village and not a cantrip], and Sanctuary), plus four marginal cases: Hamlet (you need to discard for the +Buy), Pawn (have to give up either the card or the action if you want the buy) Snowy Village (no more +Action potentially limits total plays) and City (only once 2+ supply piles are empty). With the exception of Market Square and Worker's Village, I don't see any of those cards being significantly improved by the presence of this card, or becoming must-buys.

Having Market or Grand Market go from +$1 to +$1.5 or +$2 to +2.5 is a pretty marginal change. Sanctuary's power is in the ability to Exile cards efficiently, gaining some extra coins does not change that significantly. Plus, buying a Sanctuary or two to at least mess with your opponent's residual 1/2 buy at the margins is not that likely to severely mess up strategies that would not otherwise be going for it, as the deck improvement they get from Exiling their VP cards would likely make up for it.

The marginal cases would similarly see little improvement, for the reasons outlined (especially not Pawn, which will generally allow you to trade the Buy for $1, twice as much).

I do recognize that this makes Market Square and Worker's Village quite a bit better. This is especially true if you want to buy a bunch of Market Squares in hopes of having one or two around for a trashing. I have certainly done that, only to find myself with a bunch of extra buys. But I would argue that that is what a lot of landscapes do. Way of the Chameleon completely transforms Poor House from a questionable afterthought to by far the most powerful terminal draw card in the game (for its price). Advance can turn a Horse or an Experiment from an cheap one-shot into Nobles or a Grand Market. Capitalism can significantly improve any number of terminal +$ cards (including Poor House again).

As for it being too weak, I think that is another common occurrence with landscapes. As powerful as Capitalism can be in some games, if the only +$ is Bard, it's an easy pass. Completely ballparking it, I would say that an Event in a game goes completely unused 40% of the time, if not more. And for some events, that happens a lot more often. Banish, Mission, Pilgrimage, Ritual...those are almost always ignored. I don't think every card needs to completely transform the game every time to have value.


I also think that it is too automatic. If I did play my 5 Grand Markets and only need 2 Buys, I will automatically buy the Event four times. It has little impact on my strategy, those 5 GMs are good independent of whether they produce 10 Coins or 12 Coins.

That's the idea. It converts extra buys into coins. The impact it has on strategy is to make buying those cards with +Buy a better proposition. As I said before, it would have little impact on the already-powerful Grand Market, but a much bigger impact on some other cards. Also, with the single copy of the State there is a little strategy in deciding whether to spend that last spare Buy and risk having that $0.5 stolen.

835
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 21, 2021, 10:11:18 pm »
The heirloom might not totally fit the tone of the rest of the game, but I like it enough to submit it here.







VERDANT DELL - $5
Action
+1 Card
+1 Action
Discard any number of cards for +$1 per two cards discarded (rounded up).
Heirloom: The Cheese

THE CHEESE - $5
Treasure
$2
When you buy a Card, if this is the only Treasure you have in play, +2VP.
(This is not in the Supply.)

836
Weekly Design Contest / Re: Weekly Design Contest #102: Unspent
« on: January 20, 2021, 06:22:45 pm »
Spiv (Action, $4)

Gain a card costing up to $4.
You may use a Buy. If you do, play it.

A Workshop variant that lets you play gained cards immediately, at the cost of a Buy. Perhaps you have spare Buys, or perhaps you don't care if you're not able to buy anything later this turn.
I just wanted to mention that with a +Buy token on this, you can drain the whole pile.

Theoretically on turn 2 (with Shelters, Way of the Pig, Seaway, a $5 / $2 opening, and hitting the 1 of 6 draw when you shuffle after you Pig your Necropolis). But even if you were to miss that draw or not have Way of the Pig and/or Shelters, you would still almost certainly get it on turn 3 or 4. So if one player hits the $5 / $2 split and Seaway is in play, the other players would at best have one or two chances to buy this before that player was able to empty the pile.

Could easily be fixed (if you think it is a problem) by adding "other than a Spiv" to first line à la Vampire. Would fit thematically as well, as a Spiv would likely not be taken in by the wiles of another Spiv.

837
Weekly Design Contest / Re: Weekly Design Contest #102: Unspent
« on: January 20, 2021, 02:38:00 pm »




And yes, that is a painting of actual bulls and bears in a literal market. You're welcome.

838
Weekly Design Contest / Re: Weekly Design Contest #102: Unspent
« on: January 20, 2021, 02:30:22 pm »
Yes! There have definitely been times where I have ended up with lots of Buys and little money and wished there was some card/landscape/mechanism that would let me convert one to the other. (This probably says more about my ability than about the game's design, but still...)

Originally it was just an event (called Buying Power) that cost $0 and gave +$1, but I think that is too good a trade (or rather, it makes some cards like Market Square too good). This is how I tried to make a Buy worth approximately $0.5.

Here is the Event:



And the two-sided State it comes with:





BUYING POWER
Event
$0
If you do not already have it, take the State called Bull Market or Bear Market; whether or not you took it, flip it over.

BEAR MARKET
State (side 1)
Setup: In games using Buying Power, place one copy of this on the table with this side up.

BULL MARKET
State (side 2)
When you flip this over to this side, +$1.

839
Unless I'm missing something, isn't this effectively the same as +1 Action (barring Diadem)?

You're right. There were a lot of different versions, so it used to only play certain Actions. Here it is, simplified:


840
This is my first time submitting, so I appreciate feedback. I am not sure if a split pile meets the requirements but I saw others use it, so I hope it is acceptable.





Homebody
Action
$3
+2 Actions
If your Journey token is face down (it begins face up), +1VP. You may turn your Journey token over.

Wandering Soul
Action
$5
+3 Cards.
If your Journey token is face up (it begins face up), you may set an Action card from your hand aside; if you do, play that Action immediately after resolving this.
You may turn your Journey token over.

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