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Author Topic: Fixing Dominion... again.  (Read 13461 times)

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LastFootnote

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Re: Fixing Dominion... again.
« Reply #25 on: July 09, 2015, 01:31:27 pm »
+2

I think the top-decking version of Feast might be better.  You'll usually want it for picking up $5 actions early, before you have villages.  Putting it in hand is worse for that.

ChocophileBenj pointed out its use as a Duchy gainer, and i wanted it to stay useable for this. Of course you are right, this makes it more of a flexible engine piece than a stepping stone. Hmm... Allright, "you may put it on top of your deck" is nicer.

One easy solutions is "Gain a card costing up to $5, putting it into your hand or on top of your deck." You don't need a "you may" since it's very rare that gaining a card into your hand is worse than into your discard pile.
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Asper

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Re: Fixing Dominion... again.
« Reply #26 on: July 09, 2015, 03:52:29 pm »
0

Should i edit the OP when i do new versions? I suppose it would make it harder to track what we are talking about, so i'll add new versions in their own posts for now.



Two alternate wordings for Spy. Both do the same (EDGE CASE ALERT: -1 Card token!), with the first having a much shorter wording but Vanilla Bonuses below, while the second is longer but base-fit.

Edit: On second thought, the first is so, so much shorter that it actually strikes me as simpler even though the bonuses are below it.




Also, finally the optionally topdecking Feast:



Also, that guy at the left of the table gives me the creeps...


I think the top-decking version of Feast might be better.  You'll usually want it for picking up $5 actions early, before you have villages.  Putting it in hand is worse for that.

ChocophileBenj pointed out its use as a Duchy gainer, and i wanted it to stay useable for this. Of course you are right, this makes it more of a flexible engine piece than a stepping stone. Hmm... Allright, "you may put it on top of your deck" is nicer.

One easy solutions is "Gain a card costing up to $5, putting it into your hand or on top of your deck." You don't need a "you may" since it's very rare that gaining a card into your hand is worse than into your discard pile.

Hmm... I this makes it a bit more flexible than absolutely necessary. I'd either have the gain to hand, no questions asked, or non-mandatory to the top of your deck. I think both would be nice cards, but allowing topdecking seems to be closer to original Feast. See above.
« Last Edit: July 09, 2015, 03:55:26 pm by Asper »
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eHalcyon

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Re: Fixing Dominion... again.
« Reply #27 on: July 09, 2015, 06:50:16 pm »
+1

Why would you not use the concise version of Spy?
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Drab Emordnilap

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Re: Fixing Dominion... again.
« Reply #28 on: July 09, 2015, 07:26:44 pm »
+1

Why would you not use the concise version of Spy?

Some people don't aesthetically like the vanilla bonuses being below the card text. The second version avoids that.
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LastFootnote

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Re: Fixing Dominion... again.
« Reply #29 on: July 09, 2015, 10:10:12 pm »
+3

Why would you not use the concise version of Spy?

Some people don't aesthetically like the vanilla bonuses being below the card text. The second version avoids that.

Not worth it.
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Drab Emordnilap

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Re: Fixing Dominion... again.
« Reply #30 on: July 09, 2015, 10:32:57 pm »
+6

Some people don't aesthetically like the vanilla bonuses being below the card text. The second version avoids that.

Not worth it.
Hey, man, I'm not arguing a side here; I was just answering the question. They can't all be the best aesthetic decision ever.
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eHalcyon

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Re: Fixing Dominion... again.
« Reply #31 on: July 09, 2015, 10:36:57 pm »
+5

Why would you not use the concise version of Spy?

Some people don't aesthetically like the vanilla bonuses being below the card text. The second version avoids that.

If it's good enough for Oracle, it's good enough for me.
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LastFootnote

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Re: Fixing Dominion... again.
« Reply #32 on: July 12, 2015, 05:31:08 pm »
+2

This version of Chancellor is the one I would have made with my Dominion time machine, but it's less special now that Messenger exists. (I have only myself to blame here.)

How so? Did you suggest adding the +Buy to Donald?

Yup, it's in the secret history and everything.

Whoops, I misread this before. I didn't suggest the +1 Buy; I suggested the Chancellor effect. On Messenger, I mean.
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LibraryAdventurer

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Re: Fixing Dominion... again. (necro)
« Reply #33 on: April 01, 2016, 03:36:03 am »
+1

After reading the thread about Adventurer, I wanted to make a version of it that not only balances it, but also makes it more interesting. My original mod for Adventurer was to make it cost $5 and otherwise be the same as the original, but that would still be on the weak side and uninteresting. So while we're modding, we may as well make it more interesting as well.

Quote
Adventurern mod2
Cost 4 (or 3?) - Action
Reveal cards from your deck until you reveal 2 treasure cards. Put those treasures in your hand and discard the other revealed cards.
-
You may not buy this unless you have at least one gold or platinum in play.

Quote
Adventurer mod3
Cost 6 - Action
Reveal cards from your deck until you reveal 2 treasure cards costing at least $2. Put those treasures in your hand and discard the other revealed cards.

Quote
Adventurer mod4
Cost 5 - Action
+1 Buy.
Reveal cards from your deck until you reveal 2 treasure cards. Put those treasures in your hand and discard the other revealed cards.

Quote
Adventurer mod5
Cost 5 - Action
Reveal cards from your deck until you reveal 2 treasure cards. Put those treasures in your hand and discard the other revealed cards.
-
When you buy this, trash a treasure card from play and gain a treasure costing up to $3 more than the trashed card.
I always thought Mine's effect would be cool as an on-gain/on-buy ability, and it would fit well with Adventurer I think.

I didn't want to add +action because that seems to go against what the card is about, since it can't draw actions anyway.
(I thought I'd necro an old relevant thread instead of starting another new one about this.)

schadd

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Re: Fixing Dominion... again.
« Reply #34 on: April 10, 2016, 08:05:54 pm »
0

other ones that i will desanctify this thread with

Quote
mine: $5 action
trash a card from your hand. if it was a copper, gain a gold. if it was a silver, gain a card costing up to $5, putting it into your hand.
wouldn't it be fun if the weird treasure-warping card from base was good? copper to gold isn't actually that much of a doozy and people get to figure that out from the start; silver to $5 is pretty great also, but it has to be a silver. maybe the person who line this up with village and silver first has a big advantage, but that'll just prepare you for the other 17 expansions. sometimes it'll trash an estate, that's a fun decision. throw the deed into the mineshaft, manservant, i can't stand this neighborhood.

Quote
counting house: $5 action
look through your discard pile, reveal any number of copper cards from it, and put them into your hand. you may discard up to 4 coppers from your hand; +1 card for each copper discarded.
the problem with big counting house games is that it's almost impossible to do an engine through them. this can't have +1 action without costing more unfortunately because then it is a better lab, usually you'll have at least two coppers to pick up.

Quote
cultist: $5 action
+2 cards
you may play a cultist from your hand.
if you did not play this using another cultist, each other player gains a ruins
_
when you trash this, +3 cards.
there aren't really a lot of good ways to word the thing i wanted to say, and there's even fewer ways to have a fun cultist game. games where you trash all the ruins end up being pretty fun, most of them you don't. you can still spend any spare actions to give the other guy more ruins, so now cultist has any decisions associated with it.

Quote
masquerade: $3 action
+2 cards
each player passes a card from her hand to her left.
you may trash a card from your hand.
masquerade's fine. king's court/discard makes for a fun game, i think? i haven't actually done one, but it seems like a proper race to the golden thing that has several roadblocks and mindgames and the like. this is an okay card to be the
Quote
Code: [Select]
best one there ever was
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Seprix

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Re: Fixing Dominion... again.
« Reply #35 on: April 10, 2016, 10:16:32 pm »
0

I'll post my 'fixes' soon.
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schadd

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Re: Fixing Dominion... again.
« Reply #36 on: April 11, 2016, 12:22:50 am »
0

Quote
counting house: $5 action
look through your discard pile, reveal any number of copper cards from it, and put them into your hand. you may discard up to 4 coppers from your hand; +1 card for each copper discarded.
the problem with big counting house games is that it's almost impossible to do an engine through them. this can't have +1 action without costing more unfortunately because then it is a better lab, usually you'll have at least two coppers to pick up.
whoops that's super good. i forgot that discarded coppers go back into the discard pile, thus this is a hunting grounds a very lot of the time. how about 2. maybe 3 to let it join the armada of $5 smithy+
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pacovf

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Re: Fixing Dominion... again.
« Reply #37 on: April 11, 2016, 07:26:05 am »
+2

Quote
Adventurer
5$ Action
Reveal cards from your deck until you reveal 2 Treasure cards. Discard the other cards. Play those Treasure cards in either order. You may trash a Treasure card from play.

There, self-synergy.
« Last Edit: April 11, 2016, 07:27:28 am by pacovf »
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Roadrunner7671

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Re: Fixing Dominion... again.
« Reply #38 on: April 11, 2016, 07:44:05 am »
+2

Counting House
$5 Action
Look through your discard pile, reveal any number of cards from it and put them into your hand.
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Gveoniz

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Re: Fixing Dominion... again.
« Reply #39 on: April 11, 2016, 08:34:23 am »
+1

Counting House
$5? - Action
The player to your left name a card from the supply. Look through your discard pile, reveal any number of copies of the named card from it and put it into your hand.  If you didn't reveal any, either you or all other players gain a copy of the named card, your choice.

Alternatively:
Counting House
$5? - Action
The player to your left name a card from the supply. Look through your discard pile, reveal any number of copies of the named card from it and put it into your hand.  If you didn't reveal any, either you or all other players gain two copies of the named card, your choice.
« Last Edit: April 11, 2016, 08:37:56 am by Gveoniz »
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navical

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Re: Fixing Dominion... again.
« Reply #40 on: April 11, 2016, 10:12:06 am »
0

Quote
Adventurer
$6 Action
Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards into your hand. You may return the first two Action cards you revealed in this way to the top of your deck, in either order. Discard the other cards.
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ConMan

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Re: Fixing Dominion... again.
« Reply #41 on: April 11, 2016, 06:28:29 pm »
+1

Quote
Adventurer
5$ Action
Reveal cards from your deck until you reveal 2 Treasure cards. Discard the other cards. Play those Treasure cards in either order. You may trash a Treasure card from play.

There, self-synergy.
So the new Adventurer needs a Loan every time he goes on a quest?
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gkrieg13

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Re: Fixing Dominion... again.
« Reply #42 on: April 11, 2016, 09:22:29 pm »
0

Counting House
$5? - Action
The player to your left name a card from the supply. Look through your discard pile, reveal any number of copies of the named card from it and put it into your hand.  If you didn't reveal any, either you or all other players gain a copy of the named card, your choice.

Alternatively:
Counting House
$5? - Action
The player to your left name a card from the supply. Look through your discard pile, reveal any number of copies of the named card from it and put it into your hand.  If you didn't reveal any, either you or all other players gain two copies of the named card, your choice.

The bottom one sounds like a very interesting card, but also seems extremely not like what Counting House is originally supposed to be.  Cool new card though
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