Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: [1] 2  All

Author Topic: Trinkets - Replacements for Starting Copper  (Read 6778 times)

0 Members and 1 Guest are viewing this topic.

NoMoreFun

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2017
  • Respect: +2148
    • View Profile
Trinkets - Replacements for Starting Copper
« on: February 09, 2013, 03:23:04 pm »
+2

Similar to Shelters, post ideas here for some replacements for starting copper.

Requirements:
They must produce +$1 somehow
They must not be able to trigger the first reshuffle by themselves
There can only be one copy (although you can design 2 that interact with each other if you want)
You must be able to play all of them in your first 2 turns (so probably no terminal actions, although having exactly one would be acceptable)
They must have the type "trinket", which is not reflected by any colour on the card, so you can have any type combination.

You don't need to post a full set of 7.
« Last Edit: February 09, 2013, 03:43:01 pm by NoMoreFun »
Logged

popsofctown

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5477
  • Respect: +2860
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #1 on: February 09, 2013, 03:28:08 pm »
0

Why do they need to produce +1$ somehow?  I don't like that requirement.  A similar restriction on how useful or un-useful an estate replacement should be would forbid Necropolis for sure.

Nevermind, I guess you didn't say they couldn't produce +2$ or more..
« Last Edit: February 09, 2013, 03:29:32 pm by popsofctown »
Logged

NoMoreFun

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2017
  • Respect: +2148
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #2 on: February 09, 2013, 03:29:29 pm »
+1

I'll start with one:

Trinket Box
Treasure/Victory/Trinket - $0
Worth $1
Worth 1VP for every 2 Trinkets in your deck (rounded down)

I'd imagine that some of these Trinkets would be self trashing, and you want to trash Copper anyway, but this card is the disincentive. It gives you back the VP that you used to have when Estates were still Estates.
Logged

dondon151

  • 2012 US Champion
  • *
  • Offline Offline
  • Posts: 2522
  • Respect: +1856
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #3 on: February 09, 2013, 03:31:21 pm »
+4

Toy Bridge
Treasure - Trinket - $0
Worth $0
+1 buy
---
While this is in play, all cards cost $1 less, but not less than $0.
Logged

NoMoreFun

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2017
  • Respect: +2148
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #4 on: February 09, 2013, 03:38:11 pm »
0

Why do they need to produce +1$ somehow?  I don't like that requirement.  A similar restriction on how useful or un-useful an estate replacement should be would forbid Necropolis for sure.

Nevermind, I guess you didn't say they couldn't produce +2$ or more..

They can't have too big an effect on the opening. The only way Necropolis can really affect your first 2 turns is if other players buy up on Noble Brigands, or you get a Nomad camp and can play your Necropolis to buy a turn 2 peddler, or edge cases like that.

Also I'd imagine them being designed around using Shelters as well, but not necessarily

As an example, here's another idea of something that would be acceptable:

Iron Brace
Action/Trinket - $0
+1 action
Discard a card. If it's a(n):
Treasure or Trinket: +$2
Action: +2 Actions
« Last Edit: February 09, 2013, 03:52:31 pm by NoMoreFun »
Logged

NoMoreFun

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2017
  • Respect: +2148
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #5 on: February 09, 2013, 03:41:21 pm »
0

An opening +buy can really affect things, but probably not in a significant way in most kingdoms, so it's ok.

Nomad camp+Toy Bridge could lead to some great openings though.
Logged

eHalcyon

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 8689
  • Respect: +9191
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #6 on: February 09, 2013, 03:43:00 pm »
+1

Remove the +Buy and just have it be a cost reducer. It's effectively copper unless you get other +buy.
Logged

NoMoreFun

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2017
  • Respect: +2148
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #7 on: February 09, 2013, 03:47:28 pm »
0

Also anything that doesn't affect anyones opening is OK, so you could have
Bag of Coins
Action/Attack/Trinket - $0
+1 Action
Each player gains a copper. Put the copper you gain in your hand.

Because while it affects other players, it can't affect their opening (except the aforementioned edge cases).
Logged

NoMoreFun

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2017
  • Respect: +2148
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #8 on: February 09, 2013, 03:58:02 pm »
0

Rare Coin
Treasure/Trinket - $7
Worth $1

Lucky Coin
Treasure/Duration/Trinket - $0
Either now or at the start of your next turn, +$1

The "Lucky Coin" gives a lot of flexibility to openings.
« Last Edit: February 09, 2013, 04:02:59 pm by NoMoreFun »
Logged

eHalcyon

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 8689
  • Respect: +9191
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #9 on: February 09, 2013, 04:01:18 pm »
0

Knight's Helm changes too much, I think. At the least, it will trigger reshuffles. Rare coin is neat, but I'd put it at $3-$5 to be slightly less awesome with tfb. I suppose you put it at $7 to be out of range of the Helm.
Logged

NoMoreFun

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2017
  • Respect: +2148
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #10 on: February 09, 2013, 04:04:50 pm »
0

Knight's Helm changes too much, I think. At the least, it will trigger reshuffles. Rare coin is neat, but I'd put it at $3-$5 to be slightly less awesome with tfb. I suppose you put it at $7 to be out of range of the Helm.

I removed the helm because it's way too strong. However even if it does trigger a reshuffle, it wouldn't matter because it can't affect the opening 2 turns.
Logged

NoMoreFun

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2017
  • Respect: +2148
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #11 on: February 09, 2013, 04:07:13 pm »
0

Lucky Coin does allow you to open Poor House/Altar (or even Poor House/Grand Market unless I specify somewhere that Trinkets are copper). These things are kind of hard to design.
Logged

eHalcyon

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 8689
  • Respect: +9191
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #12 on: February 09, 2013, 04:21:31 pm »
0

Actually, replacing all the coppers does unbalance Grand Market...
Logged

enfynet

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1692
  • Respect: +1162
    • View Profile
    • JD's Custom Clubs
Re: Trinkets - Replacements for Starting Copper
« Reply #13 on: February 09, 2013, 04:56:14 pm »
+1

Well changing the starting 10 changes how a lot of cards play. I do like the idea of having more unique cards though.

Not sure how I feel about Rare Coin in cases where Salvager is available. (Even with Remodel it's pretty strong.)

There could also be a case where Trinkets care about Copper specifically, so you wouldn't want to replace all of the starting cards.
Logged
"I have no special talents. I am only passionately curious."

dondon151

  • 2012 US Champion
  • *
  • Offline Offline
  • Posts: 2522
  • Respect: +1856
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #14 on: February 09, 2013, 05:10:20 pm »
0

Remove the +Buy and just have it be a cost reducer. It's effectively copper unless you get other +buy.

Well, the intent was to enable 2/2/4 or 3/3/2 openings, otherwise I felt like it would be too benign.
Logged

eHalcyon

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 8689
  • Respect: +9191
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #15 on: February 09, 2013, 05:15:27 pm »
+1

Remove the +Buy and just have it be a cost reducer. It's effectively copper unless you get other +buy.

Well, the intent was to enable 2/2/4 or 3/3/2 openings, otherwise I felt like it would be too benign.
I thought they were supposed to be mostly benign.  :P
Logged

dondon151

  • 2012 US Champion
  • *
  • Offline Offline
  • Posts: 2522
  • Respect: +1856
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #16 on: February 09, 2013, 05:20:10 pm »
+1

Hmm, I wonder if this works as intended, according to the rules:

Copper
Treasure - Trinket - $0
Worth $1
---
When you trash this, gain a Silver. (This is not in the Supply.)
Logged

enfynet

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1692
  • Respect: +1162
    • View Profile
    • JD's Custom Clubs
Re: Trinkets - Replacements for Starting Copper
« Reply #17 on: February 09, 2013, 06:14:31 pm »
0

Might get some weirdness using the same name?
Logged
"I have no special talents. I am only passionately curious."

dondon151

  • 2012 US Champion
  • *
  • Offline Offline
  • Posts: 2522
  • Respect: +1856
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #18 on: February 09, 2013, 06:16:37 pm »
0

The thing is that some cards refer directly to Copper, though, and because there's a when-trash benefit, I want it to be able to be trashed by Moneylender.
Logged

Powerman

  • Jester
  • *****
  • Offline Offline
  • Posts: 766
  • Respect: +605
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #19 on: February 09, 2013, 06:33:15 pm »
0

Trinket 1
Treasure - Trinket - $0
Worth $1
______________
When you buy a treasure, you may trash this from play.

Trinket 2
Treasure - Trinket - $0
Worth $1
______________
When you trash this, +1 Card.

Trinket 3
Treasure - Trinket - $0
Worth $2
______________
When you discard this from play, trash this card.

Trinket 4
Treasure - Trinket - $0
Worth $0
You may gain up to 2 coppers, putting them in hand.

Trinket 5
Action - Trinket - $0
+1 Action
+$1
+1 Buy
Each opponent may choose to draw a card.  If a player draws a card this way, they discard a card.

Trinket 6
Action - Trinket - $0
+$1
+1 Buy

Trinket 7
Treasure - Victory - Trinket - $0
Worth $1
Worth 1 VP for each Trinket in your deck.

Edit: Some are probably Reactions...
« Last Edit: February 09, 2013, 06:34:26 pm by Powerman »
Logged
A man on a mission.

enfynet

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1692
  • Respect: +1162
    • View Profile
    • JD's Custom Clubs
Re: Trinkets - Replacements for Starting Copper
« Reply #20 on: February 09, 2013, 07:03:01 pm »
0

Interesting. You can possibly get an opening of 7/2 with Trinket 3 and Trinket 4 in your hand.
Logged
"I have no special talents. I am only passionately curious."

NoMoreFun

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2017
  • Respect: +2148
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #21 on: February 09, 2013, 07:57:48 pm »
0

Hmm, I wonder if this works as intended, according to the rules:

Copper
Treasure - Trinket - $0
Worth $1
---
When you trash this, gain a Silver. (This is not in the Supply.)

I think so. I don't think having 2 cards of the same name has happened yet. There may be a few issues with Ambassador. The other thing that could be done is giving the card the type "Copper".

The affected cards are (cards that refer to Copper that aren't about gaining it)
Moneylender
Coppersmith
Cutpurse
Apothecary
Counting House, Grand Market

In contrast, only Baron is affected by changing Estates.
« Last Edit: February 09, 2013, 08:00:53 pm by NoMoreFun »
Logged

NoMoreFun

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2017
  • Respect: +2148
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #22 on: February 09, 2013, 08:00:22 pm »
0

Trinket 1
Treasure - Trinket - $0
Worth $1
______________
When you buy a treasure, you may trash this from play.

Trinket 2
Treasure - Trinket - $0
Worth $1
______________
When you trash this, +1 Card.

Trinket 3
Treasure - Trinket - $0
Worth $2
______________
When you discard this from play, trash this card.

Trinket 4
Treasure - Trinket - $0
Worth $0
You may gain up to 2 coppers, putting them in hand.

Trinket 5
Action - Trinket - $0
+1 Action
+$1
+1 Buy
Each opponent may choose to draw a card.  If a player draws a card this way, they discard a card.

Trinket 6
Action - Trinket - $0
+$1
+1 Buy

Trinket 7
Treasure - Victory - Trinket - $0
Worth $1
Worth 1 VP for each Trinket in your deck.

Edit: Some are probably Reactions...

I like the enthusiasm, but Trinkets 3, 4, 5 and possibly 6 don't fit the criteria in the OP. They'd make for interesting games though.
Logged

eHalcyon

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 8689
  • Respect: +9191
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #23 on: February 10, 2013, 03:55:42 am »
+1

To lessen the impact to Copper-dependent cards (some of which are a really big deal), I suggest that this fan card idea NOT replace all 7 Coppers.  Replace just 2-3, maybe.  Enfynet already made this suggestion, I think.  The Copper-based cards will be nerfed in a similar way that Baron was nerfed and GM will be a bit easier to get, but it won't be as big a change as replacing all 7 Coppers (which would completely destroy already weak cards like Counting House and make GM as easy to get as Gold).

You could still design more than 2-3 Trinkets and randomize which ones appear in the deck. :P

My favourites so far are dondon's Toy Bridge cost reducer (with or without +Buy) and NoMoreFun's expensive Rare Coin (but I'd prefer it to cost $3-$5 instead of $7).

If making a whole bunch of Trinkets and randomly selecting 2-3, care should be taken to keep them on a similar power level.

I think I'd prefer to just have 3 specific Trinkets that replace 3 Coppers.
Logged

NoMoreFun

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2017
  • Respect: +2148
    • View Profile
Re: Trinkets - Replacements for Starting Copper
« Reply #24 on: February 10, 2013, 05:41:35 am »
0

The alternative is to make them all the type "Copper" (instead of trinket) so all the Copper interactions still work. It's a strange rules retcon, but one that could work. Replacing all 7 would be fine in this case, although they should then all be very subtle (you don't want to be playing 5 actions on your first turn).

I'll take it upon myself to post a full list of 7, each benefitting a certain type of strategy. Rare Coin benefits TFB (I will nerf it from $7 to $3, to precisely correspond to the lost value from estates when playing with shelters), Toy Bridge benefits +buys (I won't give it a +buy), one will be (+2 actions, +$1) for engines and those interactions, etc. One will be the victory card if I can word it somehow (maybe "Differently named Copper cards" instead of "Trinkets").

Keep posting ideas though.
Logged
Pages: [1] 2  All
 

Page created in 0.042 seconds with 16 queries.