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Messages - NoMoreFun

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1576
Variants and Fan Cards / Re: Dominion: Enterprise
« on: February 07, 2013, 08:03:37 pm »
Also the OP has the old version of Conscripts, and is inconsistent about whether inventor has +buy.

I think giving Inventor a when trash Conscripts just helps shoehorn it into the original (one-shot) theme much better, and when trash effects on powerful cards seem mostly arbitrary anyway.

One last thought: Gambler's got the same issue as Wishing Well in that most of the top deck related combos (eg Spy) don't work to ensure safe trashing. Perhaps you could reverse the effects (gamble first, then draw)? I always found that aspect of Wishing Well frustrating. EDIT: Mind you, Gambler would be the only non terminal trasher in Dominion that doesn't decrease your hand size, and one of very few trashers in general (along with Masquerade and potentially JOAT) that doesn't decrease your hand size. Perhaps it's too strong if you can combo it with every top deck related card, but those cards aren't particularly strong in most cases, and you're also forgoing the useful effect of cards like Spy (discarding the junk for sifting) for this potential combo.

1577
Variants and Fan Cards / Re: Dominion: Enterprise
« on: February 07, 2013, 07:34:00 pm »
My other suggestions are:
*Clerk seems a bit too similar to Scavenger, but I guess the fact that you don't do a Chancellor effect makes it more similar to Bureaucrat and still interesting. Might be a bit weak for $4; I'd suggest making the gain more flexible but then it's stepping on Armory's turf. The reaction is the card's real power though; it may even be stalemate inducing. I pity the man who decides to build a Scrying Pool deck, only to seriously enable you to build your own much faster. Have you considered "trash this and any number of cards from your hand", or making it a discard reaction?

*Perhaps you could make Conscripts more like Spoils and give multiple cards the power to gain them? It doesn't seem like there's much room though. A card with room for "when you trash this, gain a Conscripts" is Inventor, and it could work thematically (the inventor was out of the job, so he got drafted into the army).  Gambler may also have room for something (in terms of words on the card), and that card could do with something to make it more meaningful than a harmless early game trasher. It would need a "Hermit"/"Urchin" sort of clause though, and the card's beauty is in its simplicity. Mind you, a degenerate Gambler will probably find himself needing to join the Conscripts when his luck's really far down.

*For tracking reasons (as well as to give it a bit of a boost for the "miss the reshuffle" power), perhaps set the Floodgate aside as well when you gain it?

1578
Variants and Fan Cards / Re: Dominion: Enterprise
« on: February 07, 2013, 03:04:05 am »
Tax collector seems like a much better Pillage (not a oneshot, trashes instead of discards, +$2) because it will usually be a very helpful card that's being trashed. Early game it will be their best card, while late game there'll have to be important greening related tradeoffs.

Perhaps make the cheaper card go on top of the deck to give the affected opponent some strategic opportunities. Thematically it would be like giving THEM a oneshot.

1579
Variants and Fan Cards / Re: Dominion: Enterprise
« on: February 07, 2013, 02:50:17 am »
You could use the boycott randomiser as the boycott pile.

Also as posted in another thread, have you considered putting +2 actions on Enforcer or Exchange? With Enforcer, there'd be an interesting thing with it being a highly unstable engine piece,  as well as being the first +2 actions attack.

Exchange having +2 actions means that you can gain 2 terminal actions and play them both that turn. Very justifiably a $5 oneshot. It also definitely looks like a +2 actions kind of place in the artwork.

1580
Puzzles and Challenges / Re: Dominon analogies
« on: February 07, 2013, 02:27:41 am »
A weak one, but
Coppersmith:Bank::Moneylender:Counterfeit

In each pair, the first one is an action that does something with copper, while the second one is a more expensive treasure that does the same action with every treasure, that's also slightly better for copper (+1 buy with counterfeit, +$1 with bank)

1581
Variants and Fan Cards / Re: Ratios to consider for fan sets
« on: February 06, 2013, 09:05:27 pm »
The only place it falls short is in cards that let you play multiple terminal Actions in a turn. I could add an extra +Action onto Exchange, I guess. The only other easy option is adding it to Barracks, and I've found +2 Actions isn't so hot on a card that gives Curses (in a roundabout way).

What about adding it to Enforcer? It's going to lead to some wonky engines.
Exchange seems right though. You can remodel the 2 cards into terminal actions and play them both that turn.

1582
Dominion General Discussion / Re: Interview with Donald X.
« on: February 06, 2013, 08:59:47 pm »
When you're designing a set, do you have a checklist or quotas that you need to meet? For example, what's the number of cards with +buy that you need in a set? What are some types of cards that you need to make sure are included in every set?

1583
Dominion General Discussion / Re: Silly mistakes you always make
« on: February 06, 2013, 09:31:16 am »
I always buy the first Province/Colony if I can afford it, even when it contradicts my strategy.

Also I confuse Expand and Forge.

1584
Dominion General Discussion / Re: Village
« on: February 05, 2013, 09:38:10 pm »
Could we add the tournament. Then I can pick up a diadem to cash in on all these spare actions. Oh and trusty steed for +2 Actions.


If we do that then we should add Hermit->Madman as well
Also Tactician gives you a hand with +2 Actions to start with next turn, but I think that card's best understood as "Give up your current turn to have 2 turns at once next turn." The virtual money villages would combo well with it though.

1585
Variants and Fan Cards / Ratios to consider for fan sets
« on: February 05, 2013, 09:20:58 pm »
When you're designing a set, do you have a checklist or quotas that you need to meet? For example, what's the number of cards with +buy that you need in a set? What are some types of cards that you need to make sure are included in every set?
These days for ~25 cards by default I want about 2.5-3 villages (counting thrones or expensive ones for less), 2-3 +buys, 2-4 remodels/vaults (trash or discard for benefit), 4 attacks (down from 5), 2-3 non-attack player interaction (up from 1), 1 victory card, 1 treasure, 6-7 cards with +1 card +1 action (up from 5, counting villages but not thrones), and a bunch of $5's.

There are also some things that are in every set, such as deck thinners, gainers, terminal drawers, terminal money etc.

There are 4 attack types, and most large sets contain at least one of each:
*A junk giver (usually a curser; Hinterlands has Ill-Gotten Gains instead)
*An attack on the hand (usually a Militia variant)
*A trashing attack (eg Thief; Prosperity has Bishop instead)
*A deck attack (eg. Spy variants; Dark Ages is the only expansion with no such card)
There are some combinations of the 2 (eg Ghost Ship is both a hand and deck attack, Swindler is both junk giver and a trashing attack)

There's a spreadsheet somewhere on how costs are distributed (WILL FIND LATER). Basically $5 has the most cards, and there are typically very few $2s and $6s, with an even number of $3s and $4s to round it off

I will add more later. Please post your own observations below.

1586
Variants and Fan Cards / Re: Things you would change other than for balance
« on: February 05, 2013, 11:22:26 am »
It would also work well with Workshop and any remodel type card, especially Governor. The effect will pop up every so often, but most of the time it will just be a village that enters your deck in a funny way. However, aesthetically, it will always be something different to a regular village in every single game, not just ones with trashing.

1587
Dominion General Discussion / Re: Village
« on: February 05, 2013, 06:09:28 am »
Even under the most edge casey definition, Possession would be +1 action at most unless I'm mistaken.

Procession on the other hand lets you play an action twice, so a single play of procession allows you two more plays of an action. That makes it fit the loosest definition of a "Village"

1588
Dominion General Discussion / Re: Village
« on: February 05, 2013, 05:36:49 am »
What about this giant kingdom (all cards that can let you play more than 1 action)
Throne Room, Festival, Village
Mining Village, Shanty Town, Nobles
Bazaar, Fishing Village, Native Village
Golem, University
Worker's Village, City, King's Court
Hamlet, Farming Village
Crossroads, Inn, Border Village
Squire, Procession, Bandit Camp, Fortress, Wandering Minstrel

Procession Fortress->Bazaar/Festival/Bandit Camp/City->Border Village (gaining the $5 village)->King's Court would be a dominant strategy probably. I think only Village and Walled Village would be completely useless.

1589
Variants and Fan Cards / Re: Things you would change other than for balance
« on: February 05, 2013, 05:13:04 am »
Fortress
Action - $4
+1 Card
+2 Action
---
When you  gain or trash this, put it in your hand.

I'd just want it to be a noticeably different card from vanilla village in ALL games, even if that difference only amounts to it being gained in a roundabout way.

Oh man, IW/IW/Bishop/Bishop would make that killer.

Bishop/Fortress is already pretty killer. I don't think this makes it that much worse.

1590
Variants and Fan Cards / Things you would change other than for balance
« on: February 04, 2013, 10:45:07 pm »
This is not a topic about balance or setting things right, but rather things that would have been cool for cards.

I'll start:

Inn
Action $5
+2 Cards
Discard any number of cads. For each card you discarded this way, +1 Action
---
When you gain this, look through your discard pile (including this), reveal any number of Action cards from it, and shuffle them into your deck.

That effect was too strong for $4, so with the on gain it's a balanced $5 card. Also it's nice thematically; the more you "spend" at the Inn, the longer you get to stay, and the more action(s) you get :P.

Fortress
Action - $4
+1 Card
+2 Action
---
When you  gain or trash this, put it in your hand.

I'd just want it to be a noticeably different card from vanilla village in ALL games, even if that difference only amounts to it being gained in a roundabout way.

Also there's lots of interesting when gain and (especially) when trash effects that will never see the light of day, and plenty of simple cards that could benefit from them. Simplicity is nice, but I did think I'd see more when gain and when trash effects in their respective expansions. Maybe they'll surface some day, but pairing them with a top half that's simple enough to accommodate them will be difficult, and cards like Bazaar, Worker's Village and Oasis stand out to me in this regard.

1591
Dominion General Discussion / Re: Village
« on: February 04, 2013, 10:26:57 pm »
Bandit camp is an incredibly subtle $5 Gold with a penalty and slight bonus (like Contraband or Cache).

It's somewhat equivalent to:
Treasure - $5
Worth $3
---
When you gain this, gain a Village and set this card aside. After you reshuffle, discard this.

The flaw of Bandit camp is that you need to keep playing it to keep the gold in your deck, but this isn't particularly hard for a Village. An advantage comes with choosing not to play the Spoils (as compared to choosing not to play a Gold).

Bandit Camp will definitely be a good early buy in this kingdom, but Festivals and Bazaars would probably be better at $5 as the game goes on and you can foresee greening.

1592
Variants and Fan Cards / Re: Reversing cards
« on: February 02, 2013, 09:27:20 pm »
Telmah:
+1 action
You may draw a card. If you don't, +1 action
You may draw a card. If you don't, +1 buy.
Discard a card

1593
Dominion General Discussion / Re: Homage to the Best Card
« on: February 02, 2013, 08:54:16 am »

1594
Dominion General Discussion / Re: Village
« on: February 02, 2013, 08:45:42 am »
What's the definition of a village? Do Festival, Nobles, Crossroads and Squire fit?

Also some count Throne Room, Golem, King's Court and Procession as villages.

1595
Dominion General Discussion / Re: Village
« on: February 02, 2013, 08:32:02 am »
Big Money+Bandit Camp+Hamlet on $2 turns+Border Village for more expensive duchies

Probably suboptimal but it's a start.

1596
Variants and Fan Cards / Re: Really bad card ideas
« on: February 02, 2013, 08:18:20 am »
California Governor:
Action ($5)
+20 Actions
Choose one (you get the one in parenthesis): Trash a copper (+$800,000,000); Gain a Ruins (Harem); +1 card (Put this card on top of your deck)

I'll be back

1597
Dominion General Discussion / Re: Homage to the Best Card
« on: February 02, 2013, 07:59:37 am »

1598
Variants and Fan Cards / Re: Gifter
« on: February 01, 2013, 02:46:45 am »
What about this (didn't want to start a new thread)

Open Armory:
Action/Attack - $4
Gain an action or treasure card; put it on top of your deck.
Each other player gains a cheaper card, or a Curse if there's no such card in the supply.

1599
Variants and Fan Cards / Re: Gifter
« on: January 30, 2013, 09:43:17 pm »
Is this inspired by "Grifter"?
It's probably fine.
Yeah, the title is at least. I haven't looked at the Grifter topic, but I saw its title in the unread topics list.

It's also a gainer that allows your opponents to gain, but it's quite a bit different (it's an attack, for one)

At any rate I like this card.

1600
Variants and Fan Cards / Re: Minotaur's card concept thread
« on: January 30, 2013, 07:18:53 am »
Lucky Penny is essentially a Peddler, which I think was shown somewhere to be balanced as a $4 card.

Does Antarctica's effect mean that discarding one action card is enough to play as many as you want in your turn, or do you have to discard one every time you want to play one. It probably does too well discouraging action heavy decks.

Don't know what to make of Extravagant Feast, but it's probably not much more interesting than the normal kind.


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