Difference between revisions of "Talk:Dveck Builder deck"

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{{card|title=Special Delivery|type=Action|cornervalue=P0|bgcolor=600|text='''Cost: 1 Red''' <br> Gain 1 of each type of coin per material you have. +1 for each Power level this has.|flavortext=Special Delivery for you!}}
{{card|title=Special Delivery|type=Action|cornervalue=P0|bgcolor=600|text='''Cost: 1 Red''' <br> Gain 1 of each type of coin per material you have. +1 for each Power level this has.|flavortext=Special Delivery for you!}}
--[[User:JakeTheWolfie|JakeTheWolfie]] ([[User talk:JakeTheWolfie|talk]]) 01:31, 9 January 2020 (UTC)
--[[User:JakeTheWolfie|JakeTheWolfie]] ([[User talk:JakeTheWolfie|talk]]) 01:31, 9 January 2020 (UTC)
:One element from Dominion that I'd like to preserve is that Victory cards aren't good. You need them to win in the end, but they're dead cards during actual play, thereby reigning in the "winning" player. Since currency is split into red and blue, I think it's fair to give gold some marginal use as a medium for currency exchange, and just maybe even as access to another tier of items (perhaps Gold-tier cards have a separate deck and shop), but Gold can't be strong enough during play that it becomes both an end ''and ''a means. It should weigh you down more than it moves you forward. Having cards you can dump gold into for better effects makes it too valuable.--[[User:ChippyYYZ|ChippyYYZ]] ([[User talk:ChippyYYZ|talk]]) 17:42, 9 January 2020 (UTC)

Revision as of 17:42, 9 January 2020

Is this deck supposed to be expanded upon? --JakeTheWolfie (talk) 21:31, 8 January 2020 (UTC)

It sure is. Any thoughts on the current system? I'm having second thoughts. I want players buying cards more than just hoarding slabs and going for Victory points, so the incentive needs to be for buying actual Dvorak cards. Victory points therefore need to be hard to obtain just through materials. I could cut Slabs, or I might cut Gold entirely and move Victory Points into the main deck. Or do I even want Victory Points?--ChippyYYZ (talk) 23:27, 8 January 2020 (UTC)
How would you expect this deck to be expanded to include things and actions? Would this deck be an expansion of the IDD, or it a standalone thing? Here's an idea:
Red and Blue coins can be spent to buy their respective cards, Actions and things. Gold coins are used to further upgrade these things into another "power level", while also being used to buy more powerful cards to begin with. Scrap Victory points in Materials. "Power levels" describe how powerful a card is. By default, it's at 0 unless it can be bought with Gold coins. There's no real cap to a power level of a card, but if the card is discarded or destroyed, it loses all power levels (Unless it was bought using Gold coins) --JakeTheWolfie (talk) 00:10, 9 January 2020 (UTC)
I don't think of this as an expansion of Infinite Dvorak, since the cards there don't have costs balanced to their usefulness. I am imagining the card designs will look very similar, and I will probably import a bunch of my own Infinite Dvorak cards, adjusted slightly to fit this game's mechanics. Cards with effects that scale with upgrading Power Levels sounds like it presents some design challenges, do you have any examples? I do like the idea of Gold as prestige currency for higher-tier cards though.--ChippyYYZ (talk) 01:06, 9 January 2020 (UTC)
P1
Golden Cannon
Thing
Cost: 3 Blue, 2 Gold
Action: Lose one power level on this Thing to destroy another Thing.
It has a shimmering shine to it.
P0
Special Delivery
Action
Cost: 1 Red
Gain 1 of each type of coin per material you have. +1 for each Power level this has.
Special Delivery for you!

--JakeTheWolfie (talk) 01:31, 9 January 2020 (UTC)

One element from Dominion that I'd like to preserve is that Victory cards aren't good. You need them to win in the end, but they're dead cards during actual play, thereby reigning in the "winning" player. Since currency is split into red and blue, I think it's fair to give gold some marginal use as a medium for currency exchange, and just maybe even as access to another tier of items (perhaps Gold-tier cards have a separate deck and shop), but Gold can't be strong enough during play that it becomes both an end and a means. It should weigh you down more than it moves you forward. Having cards you can dump gold into for better effects makes it too valuable.--ChippyYYZ (talk) 17:42, 9 January 2020 (UTC)