Dominion card maker

The guide is well respected and often referenced in the design and critique of fan made cards. The rinkworks guide is reproduced here in its entirety, with edits for clarity, formatting, and omitting dominion card maker first edition information, with additional content from Aquila and users credited on the edit history of this page.

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Dominion card maker

This is a web-app to generate mockups of fan cards for the deckbuilder card game dominion. You can find more information and discussion of the project in the fan cards section of the dominion strategy forum. Open the web-app here , start creating your own cards and share them with us! The design of the cards is property of the creator of the game, Donald X. Vaccarino and Rio Grande Games. This project runs directly on GitHub Pages. If you want to host the generator yourself, please also run your own version of cors-anywhere , whitelist your server and replace the following URL within the sourcecode. Skip to content. You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. You switched accounts on another tab or window.

A fan card that does something dominion card maker "Gain a card from the trash pile" is going to be useless most of the time, because even if there are trashers in the kingdom and there may well not bewho want a CopperEstateor Curse? You now know right away what kind of ideas will bring the most fun.

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Create your set of cards for the best Dominion game ever with the tools below. The filters will change the visible cards to make it easier to find the card you are looking for. Click on the card to add it to your set. Remember you must have 10 cards in your Dominion card set to save. Action X.

Dominion card maker

This is a web-app to generate mockups of fan cards for the deckbuilder card game dominion. You can find more information and discussion of the project in the fan cards section of the dominion strategy forum. Open the web-app here , start creating your own cards and share them with us!

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Simplicity is a good thing. It does depend on what else the card does. Dominion Card Image Generator. Commands from places where you don't know the cards that are there make for randomness, or player interactivity if targeting an opponent's hand or deck; bear in mind that this interactivity may not be pleasant as a player's work goes to help someone else. Costs can't go below in Dominion - they always bottom out. There are testing advantages both ways; the former is like an enhanced feel test, whilst the latter helps you to see the card as if it were official and if it fits in amongst them. Sea Hag has you discard the top card of your deck to prevent five Sea Hags from obliterating your next turn. Debt is great for making expensive cards, you can't really make a non-Victory card cost more than but in debt it's sensible as you split the cost across several turns; but because of this feels equivalent to about -. For example, you might want to have a powerful card limited by the clause, "You may only play one copy of this card per turn. Otherwise, you have some wiggle room. Whether a single card or a whole bunch of them, or your own expansion, this is going to help. Rather than handling each case individually - greater than, less than, equal to, orthogonal to - you can lump a bunch of those together into a "Do this if X; Otherwise, do that". For example, do you know why Sea Hag discards the top card of your deck instead of just having you plunk the Curse on top? Before I discuss how to price your cards, it's worth saying how NOT to price your cards, so you can undertake that task without any misleading preconceptions. Go to file.

DominionStrategy Wiki. Dominion Strategy Forum.

But before you create an attack card that ONLY harms other players, consider that of all the official cards, there are only two Attack cards that don't also provide some form of benefit to the player. Note how Laboratory's and Alchemist's costs are incomparable, because they're priced on orthogonal scales. Card strength is not a completely distinct issue from opening gameplay considerations. When cards are trashed, they're trashed for a reason. Fairness is good. Check out Shard's version here. How much functionality do you add? Friends sharing in your project need to understand clearly too. If your card earns a variable amount of money, there are still numerous points of reference: Venture , Bank , and Philosopher's Stone amongst Treasure cards; Harvest , and Secret Chamber among Action cards. The problem is that it's too swingy. Things that rely on goodwill from other players - say, a card that let you trade a card in your hand for a card in your opponents hand, if they want to trade - are dead on arrival, because not only is that a political card "don't trade with Dave, he's winning! This guide might help you there, too.

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