Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: [1]

Author Topic: Toll Station: Interactive Duration  (Read 4939 times)

0 Members and 2 Guests are viewing this topic.

market squire

  • Conspirator
  • ****
  • Offline Offline
  • Posts: 219
  • Respect: +201
    • View Profile
Toll Station: Interactive Duration
« on: July 28, 2016, 05:47:40 am »
+11

Hi there, how about Duration cards that stay in play until another player does something?


TOLL STATION
Action-Duration, Cost:

+2 Cards
+1 Buy

Until another player plays a Toll Station, Victory cards cost less during your turns (but not less than ).

Logged

GendoIkari

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 9701
  • Respect: +10741
    • View Profile
Re: Toll Station: Interactive Duration
« Reply #1 on: July 28, 2016, 09:46:40 am »
+4

I really like the idea of a Duration that stays in play until your opponent does something. I'm a little concerned about the politics of a multiplayer game.

And +2 cards, +1 buy feels like a strange effect for a card that in theory you might only play once ever. I dunno if that's actually based on anything; just a feeling I get. Maybe because I'm comparing it to Reserve cards, which are all either +1 action, cantrip, or nothing on play.
Logged
Check out my F.DS extension for Chrome! Card links; Dominion icons, and maybe more! http://forum.dominionstrategy.com/index.php?topic=13363.0

Thread for Firefox version:
http://forum.dominionstrategy.com/index.php?topic=16305.0

Davio

  • 2012 Dutch Champion
  • *
  • Offline Offline
  • Posts: 4787
  • Respect: +3412
    • View Profile
Re: Toll Station: Interactive Duration
« Reply #2 on: July 28, 2016, 09:54:02 am »
+5

I like the idea, but I wouldn't have it trigger on a copy of itself.

Maybe something like: Until your opponent buys/gains a Victory card.
Logged

BSG: Cagprezimal Adama
Mage Knight: Arythea

eHalcyon

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 8689
  • Respect: +9187
    • View Profile
Re: Toll Station: Interactive Duration
« Reply #3 on: July 28, 2016, 01:01:44 pm »
+2

And +2 cards, +1 buy feels like a strange effect for a card that in theory you might only play once ever. I dunno if that's actually based on anything; just a feeling I get. Maybe because I'm comparing it to Reserve cards, which are all either +1 action, cantrip, or nothing on play.

Wine Merchant?
Logged

Destry

  • Navigator
  • ****
  • Offline Offline
  • Posts: 77
  • Respect: +75
    • View Profile
Re: Toll Station: Interactive Duration
« Reply #4 on: July 28, 2016, 01:48:28 pm »
+3

I like the +buy on the top part of the card. It works with the duration effect, since the turn you play it, it makes it easier to buy 2 Victory Cards.

I agree the trigger for stopping the duration shouldn't rely on another player playing a Toll Road. Buying a Toll Road from Black Market makes it unstoppable. More importantly, it tends to force players to follow the same strategy, which can get boring.
Logged

Witherweaver

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 6476
  • Shuffle iT Username: Witherweaver
  • Respect: +7861
    • View Profile
Re: Toll Station: Interactive Duration
« Reply #5 on: July 28, 2016, 02:04:09 pm »
+2

I like the idea, but I wouldn't have it trigger on a copy of itself.

Maybe something like: Until your opponent buys/gains a Victory card.

I like this idea.  Could lead to (possibly) interesting 'critical turn' decisions.  You could mess up your opponent's critical turn, but you might have to green earlier than you want. 
Logged

GendoIkari

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 9701
  • Respect: +10741
    • View Profile
Re: Toll Station: Interactive Duration
« Reply #6 on: July 28, 2016, 02:19:18 pm »
0

And +2 cards, +1 buy feels like a strange effect for a card that in theory you might only play once ever. I dunno if that's actually based on anything; just a feeling I get. Maybe because I'm comparing it to Reserve cards, which are all either +1 action, cantrip, or nothing on play.

Wine Merchant?

Not sure I agree with the comparison... although Wine Merchant is a reserve, I seriously think it shouldn't be because it can't be called for an effect. But that aside, you play Wine Merchant specifically for the on-play effect. Reserves in general, and multi-turn Durations like Hireling, are played for the ongoing benefit.
Logged
Check out my F.DS extension for Chrome! Card links; Dominion icons, and maybe more! http://forum.dominionstrategy.com/index.php?topic=13363.0

Thread for Firefox version:
http://forum.dominionstrategy.com/index.php?topic=16305.0

eHalcyon

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 8689
  • Respect: +9187
    • View Profile
Re: Toll Station: Interactive Duration
« Reply #7 on: July 28, 2016, 02:22:35 pm »
0

And +2 cards, +1 buy feels like a strange effect for a card that in theory you might only play once ever. I dunno if that's actually based on anything; just a feeling I get. Maybe because I'm comparing it to Reserve cards, which are all either +1 action, cantrip, or nothing on play.

Wine Merchant?

Not sure I agree with the comparison... although Wine Merchant is a reserve, I seriously think it shouldn't be because it can't be called for an effect. But that aside, you play Wine Merchant specifically for the on-play effect. Reserves in general, and multi-turn Durations like Hireling, are played for the ongoing benefit.

What I meant was, not all Reserves are +1 action, cantrip or nothing on play. I mean, fair enough if you think Wine Merchant shouldn't be a Reserve, but I think it works well and I wish there were more Reserves that worked this way.
Logged

market squire

  • Conspirator
  • ****
  • Offline Offline
  • Posts: 219
  • Respect: +201
    • View Profile
Re: Toll Station: Interactive Duration
« Reply #8 on: July 29, 2016, 02:55:37 am »
+1

I had a Duration in this thread (Ambush) that would stay in play until someone else bought a Victory. But there, it was rather disencouraging them from buying Victories because you'd draw cards. Here they get an incentive to do it - they cancel out that bonus. I like it:


TOLL STATION
Action-Duration, Cost:

+2 Cards
+1 Buy

Until another player gains a Victory card, Victory cards cost less during your turns (but not less than ).

Logged

Davio

  • 2012 Dutch Champion
  • *
  • Offline Offline
  • Posts: 4787
  • Respect: +3412
    • View Profile
Re: Toll Station: Interactive Duration
« Reply #9 on: July 29, 2016, 04:11:11 am »
+1

I like the asymmetry a card like this can help create.

Makes it easier for players with a linear strategy to get a big enough lead to beat players with an exponential strategy.
Logged

BSG: Cagprezimal Adama
Mage Knight: Arythea

tristan

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1138
  • Respect: +193
    • View Profile
Re: Toll Station: Interactive Duration
« Reply #10 on: October 20, 2016, 03:59:14 am »
0

Farm
Type: Action-Duration
Cost:

+2 Actions
Until any player has played 5 or more Action cards on their turn, +1 Buy and Actions cards cost less on your turns.


OK, a non-drawing Village that is only good during the early part of the game for engine building. On itself it does provide 1 or 2 quasi coins and if you have two in play it does provide up to 4 quasi coins. So conditionally temporarily better than Festival but fairly useless for greening. Probably a no-no in Kingdoms without virtual coins.
Not sure about the stop parameter set at 5, this requires testing.
« Last Edit: October 23, 2016, 01:48:23 pm by tristan »
Logged

market squire

  • Conspirator
  • ****
  • Offline Offline
  • Posts: 219
  • Respect: +201
    • View Profile
Re: Toll Station: Interactive Duration
« Reply #11 on: October 23, 2016, 06:27:45 am »
0

Farm
Type: Action-Duration
Cost:

+2 Actions
+1 Buy
---------------------
Until any player has played 5 or more Action cards on their turn, Actions cards cost less on your turns.
This should be without a dividing line, otherwise the effect is not bound to the Action, thus it were no Duration card and the effect had tracking issues.
I don't like the trigger being something that might not ever happen in a game. Basically, you could just do an Event instead that makes all Actions cheaper for you everytime you buy it (using tokens). The Necro-Ruined Market Action won't be what you'd buy this card for, usually.
Logged

tristan

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1138
  • Respect: +193
    • View Profile
Re: Toll Station: Interactive Duration
« Reply #12 on: October 23, 2016, 01:51:17 pm »
0

I realized that I did not consider that the first version does not provide extra buys each turn so I changed it.
It might require some other wording though, the idea is that you don't get the extra buy on your current turn if you have played 5 Action cards.
The card sound superstrong ... but that's just for buildup, in the endgame it is just a Necro.

About an Event variant, I don't like that. You'd need tokens that could stack and these very tokens would need too much words on them so card it is.
Logged

popsofctown

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5477
  • Respect: +2860
    • View Profile
Re: Toll Station: Interactive Duration
« Reply #13 on: October 26, 2016, 01:18:45 pm »
0

I'm leery of cards where the counter is to use the card itself. 
Logged
Pages: [1]
 

Page created in 0.094 seconds with 21 queries.