Dominion > Variants and Fan Cards

Holunder's cards

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Gazbag:
I like a lot a lot these ideas, I like States in general so here's a few thoughts...

Conjuration: This is a really cool idea, although I think it might be good to have the States start off with some number of tokens on them, at least $5 for the stronger ones and maybe the weaker ones can get away with $0, this is to avoid the massive first player advantage of some of these States or more first player to have their $4/$5 opening hand advantage. I can see situations with Destructive for example where player one gets a 4/3 start and buys Destructive turn 1 for $4 and then player 2 can't get it until they hit $5 and by then player 1 has trashed like 4 cards and is miles ahead. 

Royal Guard: I feel like this should have a different effect than +$2 because it will almost never be bought over Silver in a game without attacks. Moat draws, Lighthouse and Guardian cost $2 and Guardian has the on-gain trick and Champion is Champion so all the other attack blocking things have some use without attacks.

I guess I should talk about the "freeze" things too.

Glacier: Eh, I still think mine is more interesting. I never really got the whole "alt-VP play" thing.

Icelands: 4 tokens per player isn't very much at all. I tried something like this and it wasn't too interesting, maybe there's something there though if you find the right balance.

Holunder9:
Thanks for all the feedback.  :)

I am not sure that Conjuration will start out with a player spending all of his Coins on it. Say you got a 4/3 opening but there is a decent 2 in the Kingdom. Perhaps you would use your first turn to buy 2 States with only one token on them whereas the second player will start 5/2 and buy a 5.
On the other hand you want to spend a lot on the better States to not have them quickly taken away from you.
I am not sure that the suggestion to have an initial amount of tokens on the States fixes the opening problems unless you make it 6 or more which is too much for the weaker States.
Seems tricky to fix.


--- Quote from: Chappy7 on January 26, 2018, 01:01:04 pm ---While spectre would be particularly nasty with junkers and trashers, it becomes particularly friendly with good trash for benefit cards, or knights, or pillage etc...

--- End quote ---
Thanks for the tip to make Owl not discard the other cards, I changed it accordingly. The new version makes it harder to dig for for several Owls in a row and is more about preparing a better hand for the next turn.

About Blackmail, while I am far from sure that the concept works, Racketeer and City Guard are both constantly available so you can always defend yourself against Racketeer attacks via buying City Guards.
If the attack is strong and the defense is strong as well, partially due to the decent secondary option, the only issue is that the double pile will empty quickly. This is why I should probably add a rule that the double pile counts as one pile.

Asper:
Hm... I kinda like both the idea of States that only one player can have, and also the idea of States you can buy. I'm just not sure I like the combination, where you take away another player's state. Personally, I'd prefer States that you can get as a reward Tournament-Style, or states where there are enough copies for every player. Like:

Luck, Event, 4$
Once per game: Take Lucky, but not from another player.

Lucky, State
At the end of your cleanup phase, you may put your deck in your discard pile.

I hope I'll get around to posting my take on this soon.

Racketeer and Blackmail remind me a lot of a concept Co0kieL0rd once did.

I kinda like Glacier better than the original one, probably because it's closer to my ideal version that's just VP without any secondary tokens.

Peace looks nice. I like it.

Nightmare, Owl and Spectre lost me while I was reading them due to having too much text on them.

I'm not sure Owl is enough to warrant Key not just being a Treasure that says 0$, take a Coin token.

Gazbag:

--- Quote from: Asper on January 28, 2018, 10:05:05 am ---I kinda like Glacier better than the original one, probably because it's closer to my ideal version that's just VP without any secondary tokens.

--- End quote ---
This is interesting to me, because I can't understand why another bland Victory card seems to be liked more than a unique Coin token stockpile thing. I hesitate to hijack this topic and just talk about my own card but you posted a variant on it so I assume nobody would mind.

Glacier (my version) actually predated Ice tokens and originally just had the Coin tokens on it and then when I got the idea for Ice tokens I kind of went back and saw that this could use them and everything. I can understand wanting just 1 type of token to be used but by all means, if you play with Glacier, just put Coin tokens on it to save effort. Ice tokens just move lots of words from the card into the rulebook.

Onto the difference in effect of Coin vs VP tokens... Would someone be able to explain to me why they prefer the VP tokens? I just don't get it, In money/sloggy games this just seems like it's way better than Duchy and in an engine game I'd only consider it if I really needed to drag out the game and get enough points to overtake a Province-rush player. It just doesn't seem to add anything new to me. Am I missing something?

Accatitippi:

--- Quote from: Asper on January 28, 2018, 10:05:05 am ---Luck, Event, 4$
Once per game: Take Lucky, but not from another player.

--- End quote ---

This makes me think, can I take Miserable from another player?
I think I can.

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