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Author Topic: AdrianHealey's Fan Cards  (Read 21528 times)

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AdrianHealey

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AdrianHealey's Fan Cards
« on: January 15, 2016, 12:18:41 pm »
+2

Hi everyone,

My friends have exams now (and I do not, I graduated) and I want to prepare a (mini) expansion based on nicknames and other relevant things that are deer to us. (That explains the weird names.) I am no expert and I am not looking for the most interesting or daring expansions ever (all hail Seasons in that regard). But I do want them to be at least somewhat solid, so that when we play 'with ourselves' (quiet, your dirty mind) that the cards at least have some possibility of being bought. (Because the pictures used will all be private pictures related to our personal life, I left these out for the purpose of feedback.)

I'll present every couple of days 3 cards. Feel free to give feedback on feasibility, strength, etc.

Even if it's just a: 'I see nothing wrong with this card, that would help as well!

I am not too worried when a certain card is outrageous with one or two 'regular' dominion cards. (It's not meant as being a widely sold expansion after all.)

Can anyone share a duration card template, a treasure template (think counterfeit) and an action/victory card templat (think nobles)? That would be much appreciated.

Approved cards so far

img width=200



Comments:
Creative Artist has 12 cards in supply.
 


« Last Edit: February 17, 2016, 09:35:30 am by AdrianHealey »
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enfynet

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Re: Cards for friends
« Reply #1 on: January 15, 2016, 12:23:25 pm »
0

You really should share cards in text form. That makes replies and commentary easier to follow.
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AdrianHealey

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Re: Cards for friends
« Reply #2 on: January 15, 2016, 12:26:48 pm »
0

Man, last time I did that I read the exact opposite! But I can add text form. :)
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enfynet

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Re: Cards for friends
« Reply #3 on: January 15, 2016, 12:30:14 pm »
0

If anything, you can edit much easier from text. Especially for those of us who may be using mobile devices.
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AdrianHealey

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Re: Cards for friends
« Reply #4 on: January 15, 2016, 12:31:40 pm »
0

I added text and kept the images. :)
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XerxesPraelor

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Re: Cards for friends
« Reply #5 on: January 15, 2016, 12:43:00 pm »
+1

So, here are a few formatting changes just to make the cards consistent with the way actual Dominion cards are designed.

Quote
Houdini / $2+
(Action / Attack)
+1 Action
Return a card from your hand to the supply. Gain a differently named card with the same cost.
---
When you buy this, you may overpay for it. For every $3 you overpaid, each other player gains a curse.

Quote
Philosopher / $3
(Action)
+1 Action
Reveal the top 5 cards of your deck. The player to your left chooses three of them. Discard those cards. Put the other cards in your hand.

Quote
Viking / $2
(Action / Reaction)
+1 Action
Reveal your hand and discard all treasures revealed. If you discarded at least one treasure: +$3.
--
When another player plays an attack card, you may discard this. If you do, gain a silver. I'm not sure whether this is accurate to your intention?

So yeah, philosopher is similar to Advisor, but if you don't care about that, it looks fine on first glance. It's quite a bit worse, but the $3 cost does matter because you want a lot of them, just like with Advisor.

Houdini seems to be a variant of Ill-gotten Gains - it also seems okay. It's nice that the way of getting curses also comes with a way to get rid of them.

Viking is weird - how would it change your deck-building? It's pretty weak too - compared to poor house, it gives less money and makes your silver useless. You probably also don't want to discard it from your hand to get a silver - compare the reaction to Beggar, which is similar, to get yourself banked on power level.
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Burning Skull

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Re: Cards for friends
« Reply #6 on: January 15, 2016, 12:43:50 pm »
+1

I really enjoy the blackness of your cards, looks way cooler than any image.

Burning Skull

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Re: Cards for friends
« Reply #7 on: January 15, 2016, 12:44:03 pm »
+1



khem..

AdrianHealey

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Re: Cards for friends
« Reply #8 on: January 15, 2016, 12:49:51 pm »
0

So, here are a few formatting changes just to make the cards consistent with the way actual Dominion cards are designed.

Quote
Houdini / $2+
(Action / Attack)
+1 Action
Return a card from your hand to the supply. Gain a differently named card with the same cost.
---
When you buy this, you may overpay for it. For every $3 you overpaid, each other player gains a curse.

Quote
Philosopher / $3
(Action)
+1 Action
Reveal the top 5 cards of your deck. The player to your left chooses three of them. Discard those cards. Put the other cards in your hand.

Quote
Viking / $2
(Action / Reaction)
+1 Action
Reveal your hand and discard all treasures revealed. If you discarded at least one treasure: +$3.
--
When another player plays an attack card, you may discard this. If you do, gain a silver. I'm not sure whether this is accurate to your intention?

So yeah, philosopher is similar to Advisor, but if you don't care about that, it looks fine on first glance. It's quite a bit worse, but the $3 cost does matter because you want a lot of them, just like with Advisor.

Houdini seems to be a variant of Ill-gotten Gains - it also seems okay. It's nice that the way of getting curses also comes with a way to get rid of them.

Viking is weird - how would it change your deck-building? It's pretty weak too - compared to poor house, it gives less money and makes your silver useless. You probably also don't want to discard it from your hand to get a silver - compare the reaction to Beggar, which is similar, to get yourself banked on power level.

Thanks for this.

I'm thinking of increasing Houdini's overpay to 2, because at 3 it seems like it wouldn't be used too much.

Viking, I'd sort of thought, could be useful when (1) you are under attack (militia, witch), (2) useful in decks with little reliance on treasures. If you have a suggestion to increase the viability of the card, I am all ears. Maybe change it to +$4? I'd also hoped that the +1 action would increase it chances of being combined. Say you have estate, 2 coppers, smithy and a viking. Use viking, than use smithy. It's definitely meant as an early booster, that later would mainly be used to give silvers. Maybe I overestimated it's possibilities. 

Can you imagine situations (with a reasonable chance of happening) where you'd buy philosopher?
« Last Edit: January 15, 2016, 12:54:01 pm by AdrianHealey »
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enfynet

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Re: Cards for friends
« Reply #9 on: January 15, 2016, 12:54:29 pm »
+1

There's two key things I noticed with Houdini.

1. This is the first overpay by more than $1

2. I wouldn't reduce the cost for that intended effect. If you go to $2 overpay, $6 will give two Curses to each player.
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AdrianHealey

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Re: Cards for friends
« Reply #10 on: January 15, 2016, 12:58:00 pm »
0

There's two key things I noticed with Houdini.

1. This is the first overpay by more than $1

2. I wouldn't reduce the cost for that intended effect. If you go to $2 overpay, $6 will give two Curses to each player.

I don't think 1 is gamebreaking.
I agree that two is an issue, but bear in mind that when this happens... Houdini is in the game, available to change curses into coppers. Sacrificing 6 to buy a not too useful card (Houdini) should come with some incentive, no?

But I see your point, obv.
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enfynet

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Re: Cards for friends
« Reply #11 on: January 15, 2016, 01:26:53 pm »
+1

Well, it could be quite useful as a pseudo-trasher. It obviously can't get rid of $0 cards but mid and end game it could come in handy.
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GeneralRamos

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Re: Cards for friends
« Reply #12 on: January 15, 2016, 02:03:30 pm »
+1

I have some templates on my home computer. I can send you them later. A couple asthetic notes: the card name and type text is better simulated by the free font Optimus Princeps, which you can easily find and download. The card text is Times New Roman. Using these will make the card look a bit more like a real Dominion card.

Houdini--I like the general idea for the overpay. As for the main part of the card, I wonder if it might be better to have the card trashed rather than returned to the supply.

Biking: you have the discard effect twice on there. I think I see you trying to make a differentiation, but it runs into some confusion. If I might suggest a more "official" wording: "When another player plays an Attack card, you may discard this. If you do, gain a Silver. The top half seems a bit weak, or maybe just a bit more niche. But it also seems like it anti-synergizes with the reaction effect of gaining more silvers. The card's action seems like it favors a deck with few treasures, and coppers at that. It also does not stack very well, despite its +Action. I would suggest reworking the top half to be more useful, or strengthen the bottom significantly. (Maybe: When you discard this other than during clean-up, you may gain a Silver, putting it on top of your deck.)
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Re: Cards for friends
« Reply #13 on: January 15, 2016, 02:27:42 pm »
+1

For Philosopher, you could try some variant of Harbinger.  Between you and the player to your left, have one split the drawn cards into 2 piles and the other choose which pile you get to keep.  That follows the theme and effect while being less similar to Advisor.

Xerxes hit the nail on the head comparing Viking to Poor House and Beggar.  It's really weak.  Maybe if it stacked (not requiring the discard to produce coin) or if it did more... With the name, it may be more appropriate to make it an Attack of some sort instead of a reaction.
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AdrianHealey

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Re: Cards for friends
« Reply #14 on: January 15, 2016, 07:48:41 pm »
0

What if I made Viking into a cantrip (+1 card, +1 action) and made the discarding of money optional?
And change the silver into something like tunnel: 'If you discard this at any other time than during the clean up face: you may gain a silver and put it aside. Put the silver in your hand at the beginning of your next turn.'

Would that give it more punch and create some synergy, and it's still a back up that can be used if you happen to draw a bad money hand.
« Last Edit: January 15, 2016, 08:01:44 pm by AdrianHealey »
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AdrianHealey

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Re: Cards for friends
« Reply #15 on: January 15, 2016, 07:50:51 pm »
0

I have some templates on my home computer. I can send you them later. A couple asthetic notes: the card name and type text is better simulated by the free font Optimus Princeps, which you can easily find and download. The card text is Times New Roman. Using these will make the card look a bit more like a real Dominion card.

Houdini--I like the general idea for the overpay. As for the main part of the card, I wonder if it might be better to have the card trashed rather than returned to the supply.

Thanks! The reason why I choose the 'back on the supply' part is really niche for our friend group. We have a lot of games where we 'feel' it ends too early because we run out of decks. Also: I just like the fact that even if you get rid of your curses (if any), there is still the thread they come back. But it's really niche. I guess it's probably closer to an official card if it was trashing, but for the purpose I am making it, I am making it 'put back in the supply'. Thanks for the feedback!
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AdrianHealey

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Re: Cards for friends
« Reply #16 on: January 15, 2016, 07:54:04 pm »
0

For Philosopher, you could try some variant of Harbinger.  Between you and the player to your left, have one split the drawn cards into 2 piles and the other choose which pile you get to keep.  That follows the theme and effect while being less similar to Advisor.

I am afraid this will take too much time. (I also have harbinger set aside to print as a fan card at a latter stage.) But it's an interesting idea, for sure. If you have any suggestions that would keep it slightly closer to the original idea (Laboratory/Advisor), that would be great. But I might change it to the harbinger if the consensus is that the current one is just too weak.
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AdrianHealey

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Re: Cards for friends
« Reply #17 on: January 16, 2016, 01:44:07 pm »
0

Feedback so far has been great! Thanks. I am content with Houdini (very much so) and Philosopher (not so much, yet). I'll rework Viking.

Here are three versions of the same card:

The idea is: transform (redudant?) action cards into golds. A chapel you don't need? Get one gold. A sea hag? Get two.



The left is the 'weakest' one, and the right one is the 'strongest' one.
2 questions: should it be a Can trip?
When do you think it would start becoming worth it to buy it? I am fine with the card being relatively more niche.

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GeneralRamos

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Re: Cards for friends
« Reply #18 on: January 16, 2016, 03:00:20 pm »
+1

I think in general concept, School Building is fine. Its closest comparison would be Treasure Map, I suppose. Both require getting two cards to collide, but this one has greater flexibility with the trade-off of a weaker return, and doesn't self-trash, so it has greater longevity. If you are going to leave it non-terminal, I think I might skip the top-decking. I'm more favorable to keeping it if you made it a terminal.

Some wording clean-up to conform to official Dominion cards:
You may trash an Action card from your hand that is not School Building. Gain Golds equal to half its cost in $, rounded down[, putting them on top of your deck].
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AdrianHealey

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Re: Cards for friends
« Reply #19 on: January 16, 2016, 03:50:49 pm »
0

Thanks! What do you think of the 'can't trash school building' requirement?

Also: thanks for the phrasing.
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Re: Cards for friends
« Reply #20 on: January 16, 2016, 03:59:18 pm »
+4

Some wording clean-up to conform to official Dominion cards:
You may trash an Action card from your hand that is not School Building. Gain Golds equal to half its cost in $, rounded down[, putting them on top of your deck].
I'm nit-picking a little bit here. Trader says:
Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.

And Rats says:
Trash a card from your hand other than a Rats (or reveal a hand of all Rats).

So let's use that..

You may trash a card from your hand other than a School Building. Gain a number of Golds equal to half its cost in coins, rounded down, putting them on top of your deck.

Obviously with it being an optional trash, you don't need to reveal. Also, "putting them on top of your deck" comes straight from Treasure Map.
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eHalcyon

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Re: Cards for friends
« Reply #21 on: January 16, 2016, 08:19:04 pm »
0

I think it would be fine for them to trash each other.  It seems like a minor power increase.
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AdrianHealey

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Re: Cards for friends
« Reply #22 on: January 16, 2016, 09:01:34 pm »
+1

So non-terminal, trash each other and topdecking. :) Thanks guys!



Pretty straightforward. I like a flexible card, because it opens up more room on the kingdom for other cards. (Although this is potentially one of those cards that will be sold out pretty fast.)

Too strong? Or good enough at 4?
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GeneralRamos

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Re: Cards for friends
« Reply #23 on: January 16, 2016, 09:51:31 pm »
+2

As it is, I don't think Creative Artist should be priced more than $3. One can argue that each of the given effects is on their own worth less than $3 (the non-terminal $2 is still strictly worse than silver). I don't think the flexibility is quite enough to warrant its moving from $3 to $4. Note Pawn's ability to choose two makes it in some ways more versatile than this, even if each given choice is less powerful.
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GeneralRamos

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Re: Cards for friends
« Reply #24 on: January 16, 2016, 09:54:52 pm »
0

Some wording clean-up to conform to official Dominion cards:
You may trash an Action card from your hand that is not School Building. Gain Golds equal to half its cost in $, rounded down[, putting them on top of your deck].
I'm nit-picking a little bit here. Trader says:
Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.

And Rats says:
Trash a card from your hand other than a Rats (or reveal a hand of all Rats).

So let's use that..

You may trash a card from your hand other than a School Building. Gain a number of Golds equal to half its cost in coins, rounded down, putting them on top of your deck.

Obviously with it being an optional trash, you don't need to reveal. Also, "putting them on top of your deck" comes straight from Treasure Map.

Good point on the wording. I was extrapolating from the "card that is not a Victory" sort of wording. Forgot about rats.
But don't forget this is supposed to restrict it to Actions cards! So that phrase in the wording should remain.
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Re: Cards for friends
« Reply #25 on: January 16, 2016, 10:24:23 pm »
+1

Also aesthetics are a big part of Dominion. Adding photos aren't that hard. Remember school wasn't a thing back in the good old days where Dominion takes place. Great cards nevertheless.
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AdrianHealey

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Re: Cards for friends
« Reply #26 on: January 17, 2016, 05:38:59 am »
0

Also aesthetics are a big part of Dominion. Adding photos aren't that hard. Remember school wasn't a thing back in the good old days where Dominion takes place. Great cards nevertheless.

Hey, Limetime. I know, and I really like the aesthetic of Dominion. The reason why these cards are black as the night, is because I am going to use pictures out of the personal past of my friends. (School building will have a picture of the old school, and the 'people' (like Viking, Philosopher, etc.) all refer to people within the friends group. It would be a bit weird to put those kind pictures online, so I am just giving the non-edited picture. I could obv edit a more standard picture for the purpose of feedback, but that seemed a bit redundant amount of work. :)
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AdrianHealey

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Re: Cards for friends
« Reply #27 on: January 17, 2016, 05:43:44 am »
0

As it is, I don't think Creative Artist should be priced more than $3. One can argue that each of the given effects is on their own worth less than $3 (the non-terminal $2 is still strictly worse than silver). I don't think the flexibility is quite enough to warrant its moving from $3 to $4. Note Pawn's ability to choose two makes it in some ways more versatile than this, even if each given choice is less powerful.

The reason why I put it at $4 is because I'm a bit scared that people on a 3/4 opening would just buy two Creative Artists. It's 'as good' as a silver when you have little to no action cards in the beginning and it provides flexibility in the latter stages of the game.

Could it remain priced at $4 if it gave +3 Actions? (The other one's remain as is.)

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AdrianHealey

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Re: Cards for friends
« Reply #28 on: January 17, 2016, 06:44:51 am »
0


Creative Artist:
Would this be a $4 card? (I can put 12 in supply, just like with port.)

Soldier:
Witch and Militia meet Soldier. Attacking others is optional, but there is a price to be paid if you want to.
Possible alternative: put this card at $5 and make it +3 cards.

Viking
Viking is slightly reworked, based on prior (good and useful!) comments. It can now trash a treasure (get rid of coppers), and later in the game, it can provide you with additional silvers if you want.
« Last Edit: January 17, 2016, 08:07:11 am by AdrianHealey »
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GeneralRamos

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Re: Cards for friends
« Reply #29 on: January 17, 2016, 09:38:57 am »
+1

As it is, I don't think Creative Artist should be priced more than $3. One can argue that each of the given effects is on their own worth less than $3 (the non-terminal $2 is still strictly worse than silver). I don't think the flexibility is quite enough to warrant its moving from $3 to $4. Note Pawn's ability to choose two makes it in some ways more versatile than this, even if each given choice is less powerful.

The reason why I put it at $4 is because I'm a bit scared that people on a 3/4 opening would just buy two Creative Artists. It's 'as good' as a silver when you have little to no action cards in the beginning and it provides flexibility in the latter stages of the game.

Could it remain priced at $4 if it gave +3 Actions? (The other one's remain as is.)

I don't think it sounds scary at $3. Say you buy two of them in your first two turns. Then you have them both in a hand. The net results of playing them in various combos:
Action/Action=+3 Actions, hand of 3
Action/Card=+1 Action, hand of 5
Action/Buy=+1 Action, +2 Buys
Action/Coin=+1 Action, +$2
Without any additional support, unless you choose actions for the first one, the second is a dead card. There's no serious advantage to buying two on the first two turns, because having the extra actions at that point is not so useful and it is terminal otherwise.
Unless you want to make the pile of Creative Artists more than 10, I would advise against the "gain another Creative Artist" line. It'll pile out very quickly. Cf. Port.

As for Soldier: First, note that there is an official card with this name already, so consider an alternative. Second, and more important, this seems much weaker than Militia for the same cost. The Attack is contingent on you effectively discarding down to 3 cards as well (Play it, have cards left; draw 2, have 6 cards left; discard 3, have 3 cards left) and then puts you at a disadvantage because you cannot play another Action (unless you have played a village previously). I think this needs to be buffed. But I like the contingency of the Attack, so I'd keep that in some fashion.
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AdrianHealey

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Re: Cards for friends
« Reply #30 on: January 17, 2016, 01:11:05 pm »
0

As it is, I don't think Creative Artist should be priced more than $3. One can argue that each of the given effects is on their own worth less than $3 (the non-terminal $2 is still strictly worse than silver). I don't think the flexibility is quite enough to warrant its moving from $3 to $4. Note Pawn's ability to choose two makes it in some ways more versatile than this, even if each given choice is less powerful.

The reason why I put it at $4 is because I'm a bit scared that people on a 3/4 opening would just buy two Creative Artists. It's 'as good' as a silver when you have little to no action cards in the beginning and it provides flexibility in the latter stages of the game.

Could it remain priced at $4 if it gave +3 Actions? (The other one's remain as is.)

I don't think it sounds scary at $3. Say you buy two of them in your first two turns. Then you have them both in a hand. The net results of playing them in various combos:
Action/Action=+3 Actions, hand of 3
Action/Card=+1 Action, hand of 5
Action/Buy=+1 Action, +2 Buys
Action/Coin=+1 Action, +$2
Without any additional support, unless you choose actions for the first one, the second is a dead card. There's no serious advantage to buying two on the first two turns, because having the extra actions at that point is not so useful and it is terminal otherwise.
Unless you want to make the pile of Creative Artists more than 10, I would advise against the "gain another Creative Artist" line. It'll pile out very quickly. Cf. Port.

As for Soldier: First, note that there is an official card with this name already, so consider an alternative. Second, and more important, this seems much weaker than Militia for the same cost. The Attack is contingent on you effectively discarding down to 3 cards as well (Play it, have cards left; draw 2, have 6 cards left; discard 3, have 3 cards left) and then puts you at a disadvantage because you cannot play another Action (unless you have played a village previously). I think this needs to be buffed. But I like the contingency of the Attack, so I'd keep that in some fashion.

I am going for port mechanic with 12 cards. Thanks for the input!

Soldier name: damn travelllers...

Mechanic: idea I am playing now with is: +2 cards. May discard 3. If you do: all other players go to 3 cards. +2 cards.

(So you gain 2, discard 3, gain 2 more, and you attack.) So you end up with 5 cards if it was your only action.
Sounds fair?
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Re: Cards for friends
« Reply #31 on: January 17, 2016, 04:12:47 pm »
+1

As it is, I don't think Creative Artist should be priced more than $3. One can argue that each of the given effects is on their own worth less than $3 (the non-terminal $2 is still strictly worse than silver). I don't think the flexibility is quite enough to warrant its moving from $3 to $4. Note Pawn's ability to choose two makes it in some ways more versatile than this, even if each given choice is less powerful.

The reason why I put it at $4 is because I'm a bit scared that people on a 3/4 opening would just buy two Creative Artists. It's 'as good' as a silver when you have little to no action cards in the beginning and it provides flexibility in the latter stages of the game.

Could it remain priced at $4 if it gave +3 Actions? (The other one's remain as is.)

I don't think it sounds scary at $3. Say you buy two of them in your first two turns. Then you have them both in a hand. The net results of playing them in various combos:
Action/Action=+3 Actions, hand of 3
Action/Card=+1 Action, hand of 5
Action/Buy=+1 Action, +2 Buys
Action/Coin=+1 Action, +$2
Without any additional support, unless you choose actions for the first one, the second is a dead card. There's no serious advantage to buying two on the first two turns, because having the extra actions at that point is not so useful and it is terminal otherwise.
Unless you want to make the pile of Creative Artists more than 10, I would advise against the "gain another Creative Artist" line. It'll pile out very quickly. Cf. Port.

As for Soldier: First, note that there is an official card with this name already, so consider an alternative. Second, and more important, this seems much weaker than Militia for the same cost. The Attack is contingent on you effectively discarding down to 3 cards as well (Play it, have cards left; draw 2, have 6 cards left; discard 3, have 3 cards left) and then puts you at a disadvantage because you cannot play another Action (unless you have played a village previously). I think this needs to be buffed. But I like the contingency of the Attack, so I'd keep that in some fashion.

I am going for port mechanic with 12 cards. Thanks for the input!

Soldier name: damn travelllers...

Mechanic: idea I am playing now with is: +2 cards. May discard 3. If you do: all other players go to 3 cards. +2 cards.

(So you draw 2, discard 3, draw 2 more, and you attack.) So you end up with 5 cards if it was your only action.
Sounds fair?

That was dangerous. You were substituting "gain" for "draw" in your description.
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AdrianHealey

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Re: Cards for friends
« Reply #32 on: January 17, 2016, 04:15:07 pm »
0

Haha, yes, but you, hopefully, knew what I,meant. ^^ What do you think?
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Re: Cards for friends
« Reply #33 on: January 18, 2016, 05:38:37 am »
0


Creative Artist:
12 in supply. This seems like a $4 card.

Army Man:
Get 2 cards. Evaluate your hand. Discard to attack (and draw 2 more) or leave it at that and play with the ones you have. Although I might change it to 'draw until you have 5 cards in your hand'. That way it is it's own defense.

Viking
Viking is slightly reworked, based on prior (good and useful!) comments. It can now trash a treasure (get rid of coppers), and later in the game, it can provide you with additional silvers if you want.
« Last Edit: January 18, 2016, 07:48:03 am by AdrianHealey »
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Re: Cards for friends
« Reply #34 on: January 18, 2016, 10:05:45 am »
+1


Creative Artist:
12 in supply. This seems like a $4 card.

Army Man:
Get 2 cards. Evaluate your hand. Discard to attack (and draw 2 more) or leave it at that and play with the ones you have. Although I might change it to 'draw until you have 5 cards in your hand'. That way it is it's own defense.

Viking
Viking is slightly reworked, based on prior (good and useful!) comments. It can now trash a treasure (get rid of coppers), and later in the game, it can provide you with additional silvers if you want.

I would put the second +2 cards for Army Man in the same paragraph as the non-vanilla text, because currently, it doesn't look like it's part of the conditional stuff, which would make it strictly better than Hunting Grounds at a significantly lower cost.
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GeneralRamos

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Re: Cards for friends
« Reply #35 on: January 18, 2016, 11:33:47 am »
+1

I would put the second +2 cards for Army Man in the same paragraph as the non-vanilla text, because currently, it doesn't look like it's part of the conditional stuff, which would make it strictly better than Hunting Grounds at a significantly lower cost.
I agree. It might make things clearer if it goes before the attacking stuff as well. As follows:
+2 Cards
You may discard 3 cards; if you do, +2 cards and each other player discards down to 3 cards in hand.
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Re: Cards for friends
« Reply #36 on: January 18, 2016, 01:06:46 pm »
0

I would put the second +2 cards for Army Man in the same paragraph as the non-vanilla text, because currently, it doesn't look like it's part of the conditional stuff, which would make it strictly better than Hunting Grounds at a significantly lower cost.
I agree. It might make things clearer if it goes before the attacking stuff as well. As follows:
+2 Cards
You may discard 3 cards; if you do, +2 cards and each other player discards down to 3 cards in hand.

Fair enough. That's a small editing issue, easily fixed. I assume that the card is reasonable as is, then?
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AdrianHealey

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Re: Cards for friends
« Reply #37 on: January 18, 2016, 01:29:27 pm »
0



Throne Room has a weird little brother. Yay or nay?

I am sure there is room for phrasing (all suggestions welcome), but do you think the core idea is balanced at 5?
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Re: Cards for friends
« Reply #38 on: January 18, 2016, 01:34:19 pm »
+1



Throne Room has a weird little brother. Yay or nay?

I am sure there is room for phrasing (all suggestions welcome), but do you think the core idea is balanced at 5?

I don't think it's worth it to have the "if it costs $4" thing there. A terminal $5 that doesn't do anything except for topdecking a $4 from your discard pile is awful, so people are hardly ever going to do that. If it's too strong to play $4 cards from your discard twice, I think it's better if you can't reveal a card costing $4 in the first place, but I think it might not be too good if you can just play $4 cards twice, too.
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AdrianHealey

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Re: Cards for friends
« Reply #39 on: January 18, 2016, 01:41:25 pm »
0



Throne Room has a weird little brother. Yay or nay?

I am sure there is room for phrasing (all suggestions welcome), but do you think the core idea is balanced at 5?

I don't think it's worth it to have the "if it costs $4" thing there. A terminal $5 that doesn't do anything except for topdecking a $4 from your discard pile is awful, so people are hardly ever going to do that. If it's too strong to play $4 cards from your discard twice, I think it's better if you can't reveal a card costing $4 in the first place, but I think it might not be too good if you can just play $4 cards twice, too.

So you'd be fine with going into your discard pile, get a card of 4 and playing it twice? That was the original idea, but I changed it last minute. If you think it's fine with just being able to play a $4 card twice as well, that would be great.

A midway position would be: if it costs $4, play it. If it costs $3 or less: play it twice.

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Re: Cards for friends
« Reply #40 on: January 18, 2016, 02:01:36 pm »
0



Throne Room has a weird little brother. Yay or nay?

I am sure there is room for phrasing (all suggestions welcome), but do you think the core idea is balanced at 5?

I don't think it's worth it to have the "if it costs $4" thing there. A terminal $5 that doesn't do anything except for topdecking a $4 from your discard pile is awful, so people are hardly ever going to do that. If it's too strong to play $4 cards from your discard twice, I think it's better if you can't reveal a card costing $4 in the first place, but I think it might not be too good if you can just play $4 cards twice, too.

So you'd be fine with going into your discard pile, get a card of 4 and playing it twice? That was the original idea, but I changed it last minute. If you think it's fine with just being able to play a $4 card twice as well, that would be great.

Well, compared to Royal Carriage, it has obvious upsides and obvious downsides. I don't even think the upsides are bigger than the downsides.
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Re: Cards for friends
« Reply #41 on: January 18, 2016, 02:20:43 pm »
0



Throne Room has a weird little brother. Yay or nay?

I am sure there is room for phrasing (all suggestions welcome), but do you think the core idea is balanced at 5?

I don't think it's worth it to have the "if it costs $4" thing there. A terminal $5 that doesn't do anything except for topdecking a $4 from your discard pile is awful, so people are hardly ever going to do that. If it's too strong to play $4 cards from your discard twice, I think it's better if you can't reveal a card costing $4 in the first place, but I think it might not be too good if you can just play $4 cards twice, too.

So you'd be fine with going into your discard pile, get a card of 4 and playing it twice? That was the original idea, but I changed it last minute. If you think it's fine with just being able to play a $4 card twice as well, that would be great.

Well, compared to Royal Carriage, it has obvious upsides and obvious downsides. I don't even think the upsides are bigger than the downsides.

Fair enough. Let's keep it at: search a card costing 4 and less, and play it twice. Thanks!
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Re: Cards for friends
« Reply #42 on: January 18, 2016, 02:25:42 pm »
0



This is... probably the most 'innovative' card I came up with. The feedback has been useful so far, so I'll try this one as well. It gives a copper and 2 buys. If you can trash coppers, it gives VP's and money.

The reason the second version has the Contraband clause, is to prevent the owner of this card to just buy additional coppers, which might be a completely viable strategy to transform coppers into VP's, especially on a 2/5 opening. So you have to use this card carefully. (I have no problem with buying coppers and transforming them into VP's, but it should be part of an overall strategy, not the only strategy.)

I am more inclined towards the second version, because of the fear of a 2/5 opening and just buying coppers, trashing them and empty-ing the copper pile for lot's of VP's really fast.

What do you think?
« Last Edit: January 18, 2016, 02:28:41 pm by AdrianHealey »
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Re: Cards for friends
« Reply #43 on: January 18, 2016, 02:28:11 pm »
0

I think I suddenly want to buy Beggar and Counting House.
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AdrianHealey

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Re: Cards for friends
« Reply #44 on: January 18, 2016, 02:29:10 pm »
0

I think I suddenly want to buy Beggar and Counting House.

I consider those to be positive side-effects tbh.
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Re: Cards for friends
« Reply #45 on: January 18, 2016, 02:35:04 pm »
0

With Beggar, though, your opponent can name Copper all they want and it won't stop you.

I'm thinking the +VP per card seems a bit high, compared to say, Bishop, which trashes one card at a time. This will thin your deck much faster, and your VP comes from junk cards you want to trash anyways.
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AdrianHealey

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Re: Cards for friends
« Reply #46 on: January 18, 2016, 02:39:54 pm »
0

With Beggar, though, your opponent can name Copper all they want and it won't stop you.

I'm thinking the +VP per card seems a bit high, compared to say, Bishop, which trashes one card at a time. This will thin your deck much faster, and your VP comes from junk cards you want to trash anyways.

Outside the situation with beggar, it seems hard(er) to gain (lots of) additional coppers, though. The (theoretical) idea is that you need to have a second plan, or your opponent will just name copper and you are 'stuck' with buying other things. Outside of beggar situations, I think you'll loose fuel really fast, unless you can find other ways to gain more coppers. (You always get one for playing it anyway.)

I guess for now, I'll keep it, unless you strongly object. (After i present the cards to my friends, and we play(test) them, we can always see if it needs to change.
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Re: Cards for friends
« Reply #47 on: January 18, 2016, 03:05:18 pm »
0



I like stables, so I wanted something similar. Discarding an action card has an anti-synergie with what you get, so the card is cheaper.
I am wondering wether or not the card should maybe give something else (obvious candidate: +1 buy, +$3). Although I am not sure if there is any card similar to that?

Possible danger: it's (almost) always strictly better than smithy in the sense of: if you have another action card, you can't play that action card *anyway*, so you might as well play smithy. It's only not strictly better when you *don't* have another action card, which might happen.

What I really want to keep is the 'discard an action card'.

Possible alternative:
Quote
Discard an action card.
Choose one:
+2 Actions, +1 Card
or
+1 buy, +$3.
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GeneralRamos

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Re: Cards for friends
« Reply #48 on: January 18, 2016, 03:17:15 pm »
0

Inre: Party Time
A suggestion to tone this powerhouse down a bit would be:
(1) change the "Contraband" clause to simply do what you expect it to be used for: "While this is in play, you cannot buy Copper"; (2) remove the +Buys because if you aren't buying Coppers, why do you need them (at least, why do you need two?).

A few wording notes: where you use "show," official cards use "reveal." The last over-the-line sentence should probably say something like "If you did not trash any Coppers this way..." because as it reads right now it accounts for trashing other cards as well, and is ambiguous about whether it accounts for cards trashed by some previously played card.
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Re: Cards for friends
« Reply #49 on: January 18, 2016, 03:19:36 pm »
0

Inre: Party Time
A suggestion to tone this powerhouse down a bit would be:
(1) change the "Contraband" clause to simply do what you expect it to be used for: "While this is in play, you cannot buy Copper"; (2) remove the +Buys because if you aren't buying Coppers, why do you need them (at least, why do you need two?).

A few wording notes: where you use "show," official cards use "reveal." The last over-the-line sentence should probably say something like "If you did not trash any Coppers this way..." because as it reads right now it accounts for trashing other cards as well, and is ambiguous about whether it accounts for cards trashed by some previously played card.

Cause I don't want to prevent it being used for being copper. When someone plays it and they can threaten to (for example) by a province/gold/something else valuable, and that get's contrabanded, they 'should' be able to buy coppers.

Yet again: the wording notes are useful. Thanks!
« Last Edit: January 18, 2016, 03:20:38 pm by AdrianHealey »
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GeneralRamos

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Re: Cards for friends
« Reply #50 on: January 18, 2016, 03:26:24 pm »
0


Possible danger: it's (almost) always strictly better than smithy in the sense of: if you have another action card, you can't play that action card *anyway*, so you might as well play smithy. It's only not strictly better when you *don't* have another action card, which might happen.
Well, strictly better I believe means that it is always better. +3 cards, +1 action is indeed strictly better than +3 cards, but the mandatory discard of an Action card to do it means it is in fact never strictly better. It's also not strictly better than Lab, but it does leave you with the same number of cards in hand after. I'm inclined to think it is possible at this price, but you should test this around a bit. I can't quite tell if it will be too strong or a bit crippling in a big engine. Spamming it could manage to get your whole deck in hand, but poor timing could make it dead like Stables with no cash.
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AdrianHealey

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Re: Cards for friends
« Reply #51 on: January 18, 2016, 03:27:31 pm »
0


Possible danger: it's (almost) always strictly better than smithy in the sense of: if you have another action card, you can't play that action card *anyway*, so you might as well play smithy. It's only not strictly better when you *don't* have another action card, which might happen.
Well, strictly better I believe means that it is always better. +3 cards, +1 action is indeed strictly better than +3 cards, but the mandatory discard of an Action card to do it means it is in fact never strictly better. It's also not strictly better than Lab, but it does leave you with the same number of cards in hand after. I'm inclined to think it is possible at this price, but you should test this around a bit. I can't quite tell if it will be too strong or a bit crippling in a big engine. Spamming it could manage to get your whole deck in hand, but poor timing could make it dead like Stables with no cash.

Thanks! I'll keep it for now at this price point and see what happens.
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Re: Cards for friends
« Reply #52 on: January 19, 2016, 02:20:04 am »
+1

The problem with Party Time IMO, is that it's way too wordy with the below the line part. Maybe if you cut the automatic copper gaining, then you won't need the drawback. It's easy enough to spend at least one of those buys on buying copper anyway. So do this:

Quote
Party Time
Cost $5 - Action
+2 Buys.
Reveal your hand and trash all revealed coppers.
+1VP and +$1 for each copper trashed this way.
If you didn't trash any coppers, +$2.

Also, you want to make sure the second +2 Cards on Army Man is contitional on the discard. Otherwise it can act like a Hunting Grounds. So:
Quote
Foot Soldier
Cost $4 - Action - Attack
+2 Cards.
You may discard 3 cards. If you do, +2 Cards and each other player discards down to 3 cards in hand.
« Last Edit: January 19, 2016, 02:27:22 am by LibraryAdventurer »
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AdrianHealey

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Re: Cards for friends
« Reply #53 on: January 19, 2016, 04:35:47 am »
0

The problem with Party Time IMO, is that it's way too wordy with the below the line part. Maybe if you cut the automatic copper gaining, then you won't need the drawback. It's easy enough to spend at least one of those buys on buying copper anyway. So do this:

Quote
Party Time
Cost $5 - Action
+2 Buys.
Reveal your hand and trash all revealed coppers.
+1VP and +$1 for each copper trashed this way.
If you didn't trash any coppers, +$2.

Also, you want to make sure the second +2 Cards on Army Man is contitional on the discard. Otherwise it can act like a Hunting Grounds. So:
Quote
Foot Soldier
Cost $4 - Action - Attack
+2 Cards.
You may discard 3 cards. If you do, +2 Cards and each other player discards down to 3 cards in hand.

Thanks for the suggestions! I agree that Party Time is quite... wordy. However, so is Native Village. I don't think it's all too complicated once you get the hang of it, so, for now, I'll keep it as is. (I guess all can be done in a fluent movement, and while you are trashing coppers, the person to your left can choose what to name.) :)
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Re: Cards for friends
« Reply #54 on: January 19, 2016, 04:42:44 am »
0



Thanks GeneralRamos for both of these templates!

A village that works in the future! Throneroom it, and it gets really interesting really fast.
Seems balanced. Possible tracking issues ('is this the first or second time you played this?') but besides that: seems balanced, no?

And a treasure that will help you get rid of coppers, before it turns into a copper. Worse than counterfeit, but (probably) better than Loan (less risky). So fairly priced at $4, I think.

If you observe really well, you'll notice a small white edge around the $1 coin on the Smooth Salesman. I apologize, I am not a particularly good photoshopper. :)
« Last Edit: January 19, 2016, 06:48:47 am by AdrianHealey »
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Re: Cards for friends
« Reply #55 on: January 19, 2016, 09:21:30 am »
+2

Bunch of Friends

Now and at the start of your next two turns,
+1 Action
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Re: Cards for friends
« Reply #56 on: January 21, 2016, 07:48:13 am »
0

Thanks Enfynet: I changed it on the final version of the card!



Two new cards. :)  (The second one doesn't have a name yet, because I can't find a good name for the person that the card relates to.)
« Last Edit: January 21, 2016, 07:49:20 am by AdrianHealey »
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Re: Cards for friends
« Reply #57 on: January 21, 2016, 11:35:40 am »
0

Thanks Enfynet: I changed it on the final version of the card!



Two new cards. :)  (The second one doesn't have a name yet, because I can't find a good name for the person that the card relates to.)
Both of these seem quite weak. The first one is either a copper that can be drawn dead or terminal coin that is delayed a turn. The second one has an average of 2 coins per turn so if you are drawing your deck silver is better.
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Re: Cards for friends
« Reply #58 on: January 21, 2016, 11:55:59 am »
0

Thanks Enfynet: I changed it on the final version of the card!



Two new cards. :)  (The second one doesn't have a name yet, because I can't find a good name for the person that the card relates to.)
Both of these seem quite weak. The first one is either a copper that can be drawn dead or terminal coin that is delayed a turn. The second one has an average of 2 coins per turn so if you are drawing your deck silver is better.

The first one is supposed to be a variant on Merchant Ship and swamp hag, with a small twist. It originally only had the +4 (for a cost of 5). I added the non-terminal copper to provide some options.

The second one: true, it gives an everage of 2 coins. But another way of looking at it is this: next turn you have an additional silver (+your hand) and the turn after that an additional gold (+your hand). I am not sure it's that weak. A silver is a card you play and then you only have 4 other cards remaining, something that is obviously missing here because of the duration effect. I don't think a free silver-spoils to play ànd an free spoil for 5 (free as in: it doesn't take up room in your hand) is that cheap... is it?

I could lower the price to 4, but that seems cheap for something that can give +6 coins in total, even if it's terminal.
« Last Edit: January 21, 2016, 11:57:20 am by AdrianHealey »
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enfynet

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Re: Cards for friends
« Reply #59 on: January 21, 2016, 12:04:34 pm »
0

He did say "if you are drawing your deck" which implies more than Silver+4cards.
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AdrianHealey

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Re: Cards for friends
« Reply #60 on: January 21, 2016, 12:13:45 pm »
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He did say "if you are drawing your deck" which implies more than Silver+4cards.

Ah, yes. I am fine with a card being less in power 'when you can draw your deck', I guess. I'm sure it's not the only card that's weak then.
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AdrianHealey

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Re: Cards for friends
« Reply #61 on: January 21, 2016, 02:49:07 pm »
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He did say "if you are drawing your deck" which implies more than Silver+4cards.

Ah, yes. I am fine with a card being less in power 'when you can draw your deck', I guess. I'm sure it's not the only card that's weak then.

But I will make it cheaper (4 coins). The simple reason is that in an average game of dominion (+- 20 turns), the pay off is a bit too low.
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Asper

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Re: Cards for friends
« Reply #62 on: January 21, 2016, 05:06:16 pm »
+1

The second one reminds me of a card that was named, i think, Musketeer(?), which also did something for three turns. Well, not exactly, it just drew an additional card during the second turn's cleanup, but that had the advantage that you didn't need to count how long it had been in play before. I'm not sure how exactly it looked and who made it (sorry for this), but it was something like this:

Musketeer, $3, Action - Duration
+1 Action
At the start of your next turn:
+$2
----
When you discard this from play during cleanup, draw 2 additional cards for your next hand.

Edit: I'm pointing this out because i think the tracking of the second card is really though. Maybe this idea helps you a bit. As it seems a bit weak and +Card is usually better than +$, maybe there's an idea for a buff that also reduces tracking issues.
« Last Edit: January 21, 2016, 05:09:42 pm by Asper »
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AdrianHealey

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Re: Cards for friends
« Reply #63 on: February 08, 2016, 10:41:16 am »
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Florist (the second card) eventually was pretty popular as a steady stream of income. We aso found an easy way for tracking issues, so for now, I'll keep it as is.

-----

One card (Smooth Salesman) was a bit underwhelming.

Quote
Original version:
Cost: $4
Treasure
$1
You may trash a treasure. If you do: +$1.

Here are some suggestions for alternatives:

--------------------------------------------------------


$1

You may trash a non-victory card. 
If you do: +$1.

--------------------------------------------------------

$1
You may trash a card.
If you do: +$1.

--------------------------------------------------------

$1
You may trash a treasure.
If you do: +$1; +1VP

--------------------------------------------------------

$1
You may trash a non-victory card.
If you do: +$1; +1VP

----------------------------------------------------------------------------------------------------------------

Which one would have your preference and why?

« Last Edit: February 08, 2016, 10:44:29 am by AdrianHealey »
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tristan

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Re: Cards for friends
« Reply #64 on: February 08, 2016, 11:20:11 am »
+2

Florist (the second card) eventually was pretty popular as a steady stream of income. We aso found an easy way for
One card (Smooth Salesman) was a bit underwhelming.

Quote
Original version:
Cost: $4
Treasure
$1
You may trash a treasure. If you do: +$1.

To my taste this is too similar to Moneylender and Loan. It is basically just a Treasure version of Moneylender with the benefit of being a Treasure instead of an Action card and the disadvantage of yielding one coin less than Moneylender.
Silver is often something that you do not want but need in the beginning so the additional advantage of being able to trash other Treasures than Copper for 1$ is not a mere theoretical possibility but I doubt that you are often willing to give up one coin to get rid of a Silver. Silver can be a liability that you wanna get rid off in the middle- or endgame in heavily thinned out decks ... but Smooth Salesman probably doesn't lead to a very thin deck.

The crux is of course its similarity with Loan. Salesman compensates for the trashed Copper whereas Loan trashes out of hand so moneywise they are equal. You most likely have more control with Salesman than with Loan (which hits Silver and Gold later in the game) ... but is that additional control really worth the higher price?


I think that Counterfeit and Loan really fill the niche of Treasure Treasure-trashers. If you wanna go for a Treasure trasher the version which grant VPs for trashing are too Bishop-y and Monument-y for my taste so I would stick with the non-restrictive version that can trash everything. It seems more balanced than the original version (which is probably too weak) and is probably something like Lookout or Loan, i.e. a trasher which doesn't excite you, isn't overpowered and isn't an automatic buy like a cantrip trasher when you open with 5 ... but it does what it is supposed to do.
« Last Edit: February 08, 2016, 11:29:56 am by tristan »
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AdrianHealey

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Re: Cards for friends
« Reply #65 on: February 08, 2016, 12:02:42 pm »
0

Florist (the second card) eventually was pretty popular as a steady stream of income. We aso found an easy way for
One card (Smooth Salesman) was a bit underwhelming.

Quote
Original version:
Cost: $4
Treasure
$1
You may trash a treasure. If you do: +$1.

To my taste this is too similar to Moneylender and Loan. It is basically just a Treasure version of Moneylender with the benefit of being a Treasure instead of an Action card and the disadvantage of yielding one coin less than Moneylender.
Silver is often something that you do not want but need in the beginning so the additional advantage of being able to trash other Treasures than Copper for 1$ is not a mere theoretical possibility but I doubt that you are often willing to give up one coin to get rid of a Silver. Silver can be a liability that you wanna get rid off in the middle- or endgame in heavily thinned out decks ... but Smooth Salesman probably doesn't lead to a very thin deck.

The crux is of course its similarity with Loan. Salesman compensates for the trashed Copper whereas Loan trashes out of hand so moneywise they are equal. You most likely have more control with Salesman than with Loan (which hits Silver and Gold later in the game) ... but is that additional control really worth the higher price?


I think that Counterfeit and Loan really fill the niche of Treasure Treasure-trashers. If you wanna go for a Treasure trasher the version which grant VPs for trashing are too Bishop-y and Monument-y for my taste so I would stick with the non-restrictive version that can trash everything. It seems more balanced than the original version (which is probably too weak) and is probably something like Lookout or Loan, i.e. a trasher which doesn't excite you, isn't overpowered and isn't an automatic buy like a cantrip trasher when you open with 5 ... but it does what it is supposed to do.

I applaud your analysis, thank you. You make excellent points. We'll try the 'trash anything' version. Thanks for taking your time in sharing your thoughts!
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AdrianHealey

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Re: Cards for friends
« Reply #66 on: February 15, 2016, 04:31:43 pm »
0

Updated versions, if anyone feel like commenting. :)

The issue here is I want a card that (1) can trash money, (2) is a reasonable defense to give you money, (3) but can be strong.
If you have a viking: you can trash a copper, get +3 and then if you draw another copper, you have 4 to spend (and you have trashed a 'useless' copper.) If you have *another* viking in your hand, you can get to $6 pretty fast. Is it too powerful?  Maybe a bit coin-flippy?
Quote
Viking:
$2
Action-Reaction


Show your hand. Trash 1 treasure. Discard all other treasures. When in this turn you have revealed at least one treasure: +$3 and +1 Card
-----
When you discard this other than during a clean-up phase, you may reveal it. If you do, gain a silver, putting it on top of your deck.


The previous version was a bit too weak. Here you can change an estate for a pawn (or hamlet) and immediately use it. Or even exchange a curse for a copper and immediately use it. Doesn't sound like too bad of a deal. It can distribute curses on buy. (If you have 8 to spend, you can give out 3 curses at once, even.) Has a nice synergie with bridge/bridgetroll/and other cost reduction cards.
Quote
Houdini:
$2+
Action


+1 Action
Return a card from your hand to the supply. Gain a differently named card with the same cost. If it costs 2 or less, put it in your hand.
--------
When you buy this, you may overpay for it. For every $2 you overpaid, each other player gains a curse.


Slightly complicated card, but interesting (I hope). If you have useless cards (and especially if there is little trashing), you can 'store' them here. Can also be used for defense. And it gives you VP's. Not overpowered, but also not the weakest card per se, I think.
Quote
Dinner Table
$5
Action - Victory - Attack - Reaction

+1 Card
+1 Action
Choose one:
Set aside cards up to the amount of players in the game on your Dinner Table Mat. Return all cards at the end of the game to your deck. 1 VP/Card on your Dinner Table Mat.
Or
Every other player puts one card that you choose from his Dinner Table mat into his discard pile.
------------------------
If attacked, you may discard a card from your hand or your Dinner Table Mat. If you do, you are unaffected by that attack.


Intereting exchange with both others and yourself. You can use it early to gain a gold and an estate. Is it worth it?
I am contemplating of adding a +1 Action to Pediatrician, so it's not a complete dud the turn you use it. If someone else buys a nobles, you might not want to remove Pediatrician from your Tavern mat (or do you? because you can get a gold if you do...).
If someone buys a Colony/Province, you can hurt his next hand, and give yourself a good a (probably) better hand next turn. Sounds decent enough, no?
Quote
Pediatrician
$3

Action - Attack - Reserve

+$2
Put this on your Tavern mat.
-----
When a player (including you) gains a victory card, you may remove this from your Tavern mat. If you do, he moves the card to the top of his deck and you gain a gold. If it’s a province or colony: put the gold on top of your deck.


Has already been tested and approved. Not the most inspiring trasher, but it gets the job done.
Quote
Smooth Salesman:
$4
Treasure

$1
You may trash a card.
If you do: +$1.


What do you think of the reaction? Interesting synergie with (for example) Oasis, but also is an interesting response to Goons/Militia/Torturer kind of attacks. Greek Goddess usually won't come into play until later in the game, and even if you don't use the reaction: the big expensive peddler and the VP's look like it's worth picking up at price 7, no?
Quote
Greek Goddess
$7
Action - Victory - Reaction

+1 Card
+1 Action
+$2
---------------
When you need to discard cards other than during the clean-up phase, you may reveal this and trash any number of those cards instead.
--------------
3 VP
« Last Edit: February 17, 2016, 09:36:29 am by AdrianHealey »
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AdrianHealey

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Re: Cards for friends
« Reply #67 on: February 17, 2016, 09:10:59 am »
0

Can I bump this? :)
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tristan

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Re: AdrianHealey's Fan Cards
« Reply #68 on: February 17, 2016, 12:49:07 pm »
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Dinner Table is pretty interesting. The only problem I see is that the second option is weaker and will thus never be chosen.
Ignoring the pseudo-trashing of option 1 and the pseudo-resurrecting of option 2, in a two player game the first option is similar to a cantrip that provides 2 VP tokens whereas the second is similar to -1VP for your opponent. So why would you ever want to choose the latter?
In multiplayer this is even more severe. It is 3 VP tokens in a 3P game vs. still only -1VP for every other player. So the difference increases from 1 to 2.
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AdrianHealey

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Re: AdrianHealey's Fan Cards
« Reply #69 on: February 17, 2016, 12:52:31 pm »
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Dinner Table is pretty interesting. The only problem I see is that the second option is weaker and will thus never be chosen.
Ignoring the pseudo-trashing of option 1 and the pseudo-resurrecting of option 2, in a two player game the first option is similar to a cantrip that provides 2 VP tokens whereas the second is similar to -1VP for your opponent. So why would you ever want to choose the latter?
In multiplayer this is even more severe. It is 3 VP tokens in a 3P game vs. still only -1VP for every other player. So the difference increases from 1 to 2.

I was thinking in cases whereby you don't want to pseudo-trash cards (because it hurts your engine, for example.) In a sloggame, you probably never want to use the second option, but I am pretty ok with that.
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tristan

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Re: AdrianHealey's Fan Cards
« Reply #70 on: February 17, 2016, 01:13:37 pm »
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Dinner Table is pretty interesting. The only problem I see is that the second option is weaker and will thus never be chosen.
Ignoring the pseudo-trashing of option 1 and the pseudo-resurrecting of option 2, in a two player game the first option is similar to a cantrip that provides 2 VP tokens whereas the second is similar to -1VP for your opponent. So why would you ever want to choose the latter?
In multiplayer this is even more severe. It is 3 VP tokens in a 3P game vs. still only -1VP for every other player. So the difference increases from 1 to 2.

I was thinking in cases whereby you don't want to pseudo-trash cards (because it hurts your engine, for example.) In a sloggame, you probably never want to use the second option, but I am pretty ok with that.
Don't get my wrong, I like the card a lot and would like it to work.
I just think that the scaling correction that you build into the card might not work as intended as long as player do have cards to set aside. As usual only testing will reveal whether this is arises often or whether the second option will be used frequently enough (or whether it takes a lot of effort to buy crap that you can set aside with the first option such that the VPs you get are a fair reward).
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AdrianHealey

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Re: AdrianHealey's Fan Cards
« Reply #71 on: February 17, 2016, 01:19:47 pm »
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Dinner Table is pretty interesting. The only problem I see is that the second option is weaker and will thus never be chosen.
Ignoring the pseudo-trashing of option 1 and the pseudo-resurrecting of option 2, in a two player game the first option is similar to a cantrip that provides 2 VP tokens whereas the second is similar to -1VP for your opponent. So why would you ever want to choose the latter?
In multiplayer this is even more severe. It is 3 VP tokens in a 3P game vs. still only -1VP for every other player. So the difference increases from 1 to 2.

I was thinking in cases whereby you don't want to pseudo-trash cards (because it hurts your engine, for example.) In a sloggame, you probably never want to use the second option, but I am pretty ok with that.
Don't get my wrong, I like the card a lot and would like it to work.
I just think that the scaling correction that you build into the card might not work as intended as long as player do have cards to set aside. As usual only testing will reveal whether this is arises often or whether the second option will be used frequently enough (or whether it takes a lot of effort to buy crap that you can set aside with the first option such that the VPs you get are a fair reward).

We'll see what testing gives, then. ^^ Thanks for the feedback. It was what I had in mind, but you never know what other people see in it.
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Jack Rudd

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Re: AdrianHealey's Fan Cards
« Reply #72 on: February 21, 2016, 03:55:03 pm »
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Creative Artist looks weak, and its on-buy effect looks very double-edged.

(Note that the only official card with that effect, Port, is a cantrip, so there's no reason not to get two of it if you're getting one of it. Creative Artist isn't a cantrip and can't be used as a cantrip, so you might not want to get two.)
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AdrianHealey

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Re: AdrianHealey's Fan Cards
« Reply #73 on: February 22, 2016, 07:51:28 am »
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Creative Artist looks weak, and its on-buy effect looks very double-edged.

(Note that the only official card with that effect, Port, is a cantrip, so there's no reason not to get two of it if you're getting one of it. Creative Artist isn't a cantrip and can't be used as a cantrip, so you might not want to get two.)

Creative Artist is actually quite popular in our group. Admittedly; we aren't Stef, but we still think we understand the basics. Let me try to explain the dynamic:

- Nobody ever buys CA for 3. Everybody (if they buy it) pay 4 and get two.
- A *single* CA is a necropolis or a moat or a terminal silver or(very occassionally) a source of +buy if there is no other one. Mainly it's used as a necropolis/moat/terminal silver. And people are willing to pay 4 to have the 2 of these at a time, to have different options when it's in your hand. It really is a support card - it won't carry your deck - but because of it's flexibility, it gets bought.

No other action cards? Use it as a terminal silver (you paid 4 for 2 of these, so not too shabby.)
2 other action cards? Now you have a necropolis.
Another CA in your hand? +2 Actions and then +2 cards; and the two replace themselves.
Another village in your hand? Use it for just +2 cards.

Sometimes it's a dud (for example: only one other action card that is not a source of draw), but still; there are plenty of situations where it's a useful card, because of the many options it has.

It's definitely a card that genuinely *needs* other action cards, but it does what it needs to do a a lot of times (because it has so many options.) It's comparable in flexibility with Pawn, but slightly better at everything it can do.
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AdrianHealey

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Re: AdrianHealey's Fan Cards
« Reply #74 on: June 26, 2016, 06:28:05 pm »
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Hey Everyone,

Roadrunner and I are working on some cards of our own (some improved versions of here, some completely new ones.)

Is anyone interested in joining us, preferably someone with some elementary photoshop (or something to that effect) skills?  ;D
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ThetaSigma12

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Re: AdrianHealey's Fan Cards
« Reply #75 on: June 26, 2016, 09:10:46 pm »
0

Hey Everyone,

Roadrunner and I are working on some cards of our own (some improved versions of here, some completely new ones.)

Is anyone interested in joining us, preferably someone with some elementary photoshop (or something to that effect) skills?  ;D
Sure!
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