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Messages - Asper

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1
Variants and Fan Cards / Re: Dominion:Cities
« on: April 19, 2018, 04:18:31 pm »
I'm afraid I don't know how in this situation I can give you the benefit of the doubt anymore.

Right now it feels like you're either:
A) a troll after all (what a riot)
B) a young guy who is genuinely bad at Dominion and who lies about winning so he won't have to admit that
C) a young guy who made up some bad fan cards and who lies about his experiences implying those were good ideas
D) someone who's intellectually incapable of drawing the right conclusions from the evidence provided, namely that the cards are bad and the strategy mentioned can't compete (edit: and that the strategy being bad implies the cards being bad)
E) both genuinely bad at the game and lucky to an unfathomable degree, enough to make himself believe he won due to a sub-par strategy
F) any combination of the above


Whoa this is going way too far. I'm not any of those things I promise. This is my first attempt to make fan cards okay. I've learned how my fan cards can be better with my future fan expansions I am going to think about what you guys have said.

Sorry, that was malinformed by me. I know too little about how matchmaking in Dominion online works, so I assumed you'd have to be losing all the time over there unless you were lucky. Should have just kept my mouth shut instead of assuming. I'll try to make up for it in the future.  :-\

2
Variants and Fan Cards / Re: Dominion: Revolution
« on: April 18, 2018, 04:37:25 pm »
Fun fact: Weather cards that change conditions of play every turn for all players also are an expansion to my favourite non-Dominion board game, Lifeboat.
I think the conditions there were Stormy, Rough Seas, Foggy, Dead Calm, Rain, Muggy, Hot, Windy and, for reasons that I'm not entirely sure of, Sunday. Clear Sky did nothing but shuffle the discards back into the pile.
This is nice. So Clear Sky makes things a bit more random than the Weather here and sometimes there will be a weather that never shows up? I don't know the game Lifeboat, but I imagine in Dominion you'd prefer to have an idea what's coming and strategize, than have it fully random. Changing may be unpleasant for this reason.

Sorry, meant to reply to this earlier. Clear Skies also has the effect that there are more rounds without weather effects, without having to print more than one blank. But yes, there absolutely can be games where one weather never comes up. It's not as much of an issue in Lifeboat, because the game is heavily communication based and randomness can be cancelled out by convincing others to backstab somebody, but I certainly see that people might dislike the fact that a card they wait for fails to appear in Dominion (or another appears too often). It wasn't so much of a suggestion, more like an interesting anecdote, or so I thought.

3
Variants and Fan Cards / Re: Dominion:Cities
« on: April 18, 2018, 04:06:40 am »
I'm afraid I don't know how in this situation I can give you the benefit of the doubt anymore.

Right now it feels like you're either:
A) a troll after all (what a riot)
B) a young guy who is genuinely bad at Dominion and who lies about winning so he won't have to admit that
C) a young guy who made up some bad fan cards and who lies about his experiences implying those were good ideas
D) someone who's intellectually incapable of drawing the right conclusions from the evidence provided, namely that the cards are bad and the strategy mentioned can't compete (edit: and that the strategy being bad implies the cards being bad)
E) both genuinely bad at the game and lucky to an unfathomable degree, enough to make himself believe he won due to a sub-par strategy
F) any combination of the above

4
Variants and Fan Cards / Re: Dominion:Cities
« on: April 17, 2018, 01:15:26 pm »
Let's look at this from another angle: Chase, have you ever played Dominion against someone other than your family? For example, have you tried out Dominion online? If not, I definitely recommend you do. It should help you put your strategies in a broader perspective. And even if you lose, you'll learn some new tricks to impress your family with.  :)

5
Variants and Fan Cards / Re: You may turn your journey token over...
« on: April 11, 2018, 12:51:40 pm »
$2 Blinking Castle
Turn your journey token over (it starts face up).
Then if it's face up, +$1, +1 Buy,+2 cards and +2 Actions.
Blinking Castle is on average a Market so definitely too cheap for $2.
By my math, each pair of Blinking Castles cost you 2 actions to play and 2 cards to draw and gives you back those 2 actions and cards, so each pair nets you +$1 and +1 buy. Each pair, not copy, has the same net benefit as one Market.
What a blunder by me, you are of course totally right.
Now the question is whether a half-Market is balanced at $2 or $3. I'd tend towards $3 but I am not sure.

Pawn is a half-Market, and it's sold for $2!  ;D

Two Pawns are less than one Market, though. They would both have to be cantrips and give a bonus on top of that to do what Market does. I assume you're being funny, but the Pawn comparison isn't that bad, actually. It certainly looks more like a 3$ to me.

6
Variants and Fan Cards / Re: "Demon", the Druid of Hexes
« on: April 10, 2018, 02:10:15 am »
Pretty sure this card was brought up in another thread already. I remember suggesting it to give a Hex based on the attacked player's choice, too. There never was any real discussion though, so it's nice to see it here.

7
Variants and Fan Cards / Re: Dominion: Revolution
« on: April 07, 2018, 08:36:07 pm »
Fun fact: Weather cards that change conditions of play every turn for all players also are an expansion to my favourite non-Dominion board game, Lifeboat.
I think the conditions there were Stormy, Rough Seas, Foggy, Dead Calm, Rain, Muggy, Hot, Windy and, for reasons that I'm not entirely sure of, Sunday. Clear Sky did nothing but shuffle the discards back into the pile.

Also, I'm not entirely sure whether this is coincidence, but my Edicts both have a similar color scheme and look as your weather cardss, being blue sideways cards that define rule changes. Most basically do things like your weather cards, but as Edicts don't change mid-game, I also made a few of them just alter the setup. Check them out if you like. ;)

8
Variants and Fan Cards / Re: Offering, the Heirloom that time forgot
« on: April 07, 2018, 11:31:07 am »
On first reading I thought you had no way to determine which Boon you get, and already prepared a speech in my head about how this is basically a random player power; how I feel those are generally unbalanceable in Dominion, at least if they are random, exclusive and lingering. Then I saw that they aren't entirely random though, but more akin to Black Market's reveal, but of course the decision of how many Black Markets to get and how to incorporate them into one's strategy is lacking here, and unlike Black Market, which may or may not have cards with redundant main functionalities, this one here is fully exclusive - although probably the trashing one is often the only one where it matters.

Did you consider a version where all Boons are returned after receiving them? The lingering exclusiveness irks me more than the randomness, but I feel if either one is lost, it would be fine even for serious players. If it's for fun only, I see no real problem; One could consider leaving out the Flame's Gift, but that's about it.

9
A Lab that puts a Ruin in your hand might be okay at $3. Early game it might even help you hit a higher cost if you are lucky with the Ruins you get.

Maybe make it a cantrip with "You may gain a Ruins to your hand for +1 Card", though?

10
Variants and Fan Cards / Re: Asper's Cards
« on: April 01, 2018, 07:11:07 am »
Along the same lines, Masterpiece and Cache could easily be replaced with Events, and Quarry an Event costing $P (which would also fit Alchemy thematically). Exorcist too.

While that's true, this is the other way around. Masterpiece, Cache and Quarry all came before Events were introduced. The Night cards all came after Horn of Plenty. If Treasures worth 0 weren't a thing, I never would have suggested it to be a thing over Night cards. It's not even like I suggest it now. That would be too late, wouldn't it. I just felt like trying myself at something fun.

I see that some of the cards I mocked up actually behave very different than their Night original, and for Ghost at least I can see that the change harms the card. That wasn't intended. Originally I just mocked up a few of them and then decided to do more on the way. For the others (except perhaps Raider, which I haven't played with enough) I feel the differences are no real issue. Sure, it's not exactly, totally 100% identical, but that's not the point either way.

11
Variants and Fan Cards / Re: Asper's Cards
« on: March 31, 2018, 08:22:06 am »
Introducing types for flavor reasons is totally a thing in some games, and rightfully so. Those games are thematic however. Dominion is a lot of great things, but thematic never really was one of them, was it? I understand having Vampires and such in the game is cool, but it's not like you couldn't have had them without the Night type.

I get that allowing to play Treasures when you gain them would have to be restricted to your Buy phase, and I purposefully didn't emilate Monastery and Devil's Workshop because I felt the ways to do those were a lot worse than the actual cards. I can't really think of too many ways to get Treasures out of play which don't also apply to Durations in general, actually. Oh right, Mandarin and Mint. Bonfire also doesn't affect Night cards for order reasons. Are there others?

This is just a proof of concept either way. I have no interest into pushing this on someone. And I guess you can really look at HoP as the problem here, as it introduced (always) worthless Treasures in the first place. The distinction would be much clearer otherwise.

12
Variants and Fan Cards / Re: Asper's Cards
« on: March 30, 2018, 10:41:48 pm »
Doesn't need the , see Charm.
I wouldn't like to change Investment's coin icon until I know they changed Horn of Plenty, too.

Ha! I feel vindicated. Too bad it doesn't matter anymore...

You know, as nice as the sleeker, more modest HoP is, it kind of makes Night cards feel even less necessary. Here, have an "Economy" Nocturne retheme with lots of Treasures giving no money:


13
Variants and Fan Cards / Re: Asper's Cards
« on: March 30, 2018, 08:09:52 pm »
Doesn't need the , see Charm.
I wouldn't like to change Investment's coin icon until I know they changed Horn of Plenty, too.

Ha! I feel vindicated. Too bad it doesn't matter anymore...

There sure have been a lot of changes recently. *coff coff*

14
Variants and Fan Cards / Re: You may turn your journey token over...
« on: March 27, 2018, 02:41:28 pm »
Meet Awaclus.

We very sincerely do not deserve him.

15
Variants and Fan Cards / Re: You may turn your journey token over...
« on: March 26, 2018, 10:55:27 am »
If your Journey Token is face up (it starts face up): X
Otherwise: Y
---
When you discard this from play, you may turn your Journey Token over.

16
Variants and Fan Cards / Re: You may turn your journey token over...
« on: March 25, 2018, 05:51:29 am »
How about:

Architect, 5$, Action
If this is the first time you play an Architect this turn, you may turn over your Journey Token (it starts face up).
If your Journey Token is face up: +3 Cards
Otherwise: +1 Card, +2 Actions

17
Variants and Fan Cards / Re: Dominion: Ice Age
« on: March 24, 2018, 09:50:04 pm »
It's definitely a neat idea, but it's hard to think of wording that's unambiguous while also not bogging down the concept's elegance. The big problem is keeping track of whether it's already been on your Mat. Maybe when you return it to your hand you turn it upside down? Pretty screwy idea, but I can't think of anything else that's not horrifically convoluted.

Maybe I didn't make this clear enough, but my suggestion would not differentiate at all (so it differs from Gazbag's original). It would just return itself to your hand, you play it, it goes on the mat, you return it, and so on. Probably that concept works better as a Duration though, as now the chain can break:

Wanderer, Action - Duration, 5$
+2 Cards
At the start of your next turn, put this into your hand.

Edit: I have no idea what this should cost. If you only have one of them, it's like starting every turn with a Smithy in hand. Big Money paradise. So maybe this suggestion is actually awful? No clue.

18
Adventures Previews / Re: Previews #5 - Lost Arts, Borrow, Inheritance
« on: March 24, 2018, 03:50:51 pm »
Let's say that Transmute is referring to the state of the card at the moment it checks (like Procession); thus it will no longer be your Estate with all that means.

When-trashed things however trigger when trashed and so will happen even if the card loses that ability then.

Just want to check and make sure this is your final ruling - Transmute and Procession check the type/cost of a card after it has been trashed?

EDIT: This also fits with Ironworks, which is worded exactly as Transmute is.  If you didn't gain anything, you don't get any bonus.  I'm assuming if you Ironworks an Estate that has Inherited Scout, you get +1 Card/+1 Action?

EDIT2: Also, Disciple on an Inherited Estate gains you an Estate, right?
Man I hope I get to make more rulings after this one.

Transmute and Procession check the type/cost of the card after it has been trashed.

If you Ironworks an action-Estate you get +1 Card +1 Action.
We need more colored dogs, blue isn't enough anymore.

The last time I tried to talk about blue dogs in a thread, people got up in arms over religion, sex, politics.

For the last time, you can't marry a dog, blue or not.

"...yet.", the congressman said.

19
Whatever ChaseAnderson is, it's not like he's insulting people or being exceptionally rude (or is he?). If we can stomach Mine/Mint and Moat jokes, we can stomach a youngster who I'm actually pretty certain just wants to participate.

20
Variants and Fan Cards / Re: Dominion: Ice Age
« on: March 24, 2018, 08:31:27 am »
Hum, I don't think I can say anything negative about Wanderer. It DOES avoid the endless turn issue Road can have, and if seen on it's own, it's a decent, not overly-complex card. The one thing I prefer with Road is that it has a straightforward wording that leaves no questions open. Maybe you could have this be the best of both worlds? Just a Reserve that allows you to put it into your hand? That way you can play it once every turn if you have the spare Action, but considering decks that draw themselves it doesn't seem outlandish. Theoretically it could do the same as a Duration, which would mean the chain breaks once you fail to play it but also saves a dividing line.

21
Variants and Fan Cards / Re: For fun & giggles
« on: March 24, 2018, 07:31:45 am »
Uh, well... I guess as you already mentioned they are unbalanced, I don't have to mention it, but Firestorm and Tax Collector are really awfully unbalanced and broken. Not only can they lock other players out of the game by playing them several times a turn, but both also have the issue that early on they will actually help opponents and later on they will be incredibly harsh, and depending entirely on the luck of the draw to boot. Tax Collector also scales too much per player count. Attacks that steal from other players' hands come up so often with fans, but there's a reason they aren't in actual Dominion.

Good Fairy is practically better than Lab at a lower price, but even though the "be fast" thing will probably annoy serious players (after all it'll cause "No, I was first!" discussions) it's at least original. Same for Reward, which has a nice base concept, but should probably just have the player to your left pick the card to avoid deadlocks where your opponents can't decide for the same card. Gold Mine seems, uh, fine?

22
Variants and Fan Cards / Re: Dominion: Ice Age
« on: March 23, 2018, 09:19:49 pm »
Every Champion game has Champion nonsense. It's called Warrior. Every Champion game is also broken and luck-driven, and I feel not the slightest remorse for Champion games with Road being broken and luck-driven. I guess it should be fixed, but well, so should Warrior. That card is easily second in my worst list. And in the end of the day, hey, if you have Road and Champion, just draw your deck, and then if you have discard for benefit, calculate the max you get, win the game. People usually don't starve revealing Moat for eternity, either.

23
Variants and Fan Cards / Re: Asper's Cards
« on: March 21, 2018, 07:14:36 am »
The trade off he was talking about is that the less Roads you have, the less likely you are to start your turn with one in your hand.

Yes that's the reliability part, it's more reliability but worse draw vs better draw but less reliability. I'm saying the card is so strong that it doesn't matter, because no matter what you do you're drawing more and being more reliable that other options at this price.

In all fairness, when you write "There is no tradeoff!" one has to assume that you intend to say there was no tradeoff. Either way, I'm not opposed to testing a 5$ version, as I said. Either either way, I'm also not sure what to think of the fact that you are assuming a deck with no/poor trashing when talking about Farmer, but are willing to assume you would draw Town and Road together often enough to buy it over Lab "99% of the time". I find this hyperbole and "I'm right, fight me" comments unhelpful and to be honest, it's not the kind of discussion I want to have. In fact, as my life has shifted to doing actual games and I'm doing fan cards for fun only by now, I actually prefer leaving them flawed over having that kind of discussion. So yeah, willing to try out and discuss stuff, but no interest in fights.

In a trashed down deck the sifting is pretty meaningless, which is why that was a useful assumption. I'm comparing Town/Road to Village/Smithy style decks not Lab, Town/Road is much more consistent for the reasons I outlined, that you end up massively over-villaged because you can easily convert excess +actions to +cards. The lack of tradeoff is to with the fact that Town+Road is easily strong enough to be $5 or $6 and Town on it's own isn't particularly overcosted because village for $4 is only overcosted in a kingdom with a different village variant. I haven't used any hyperbole, I just genuinely think this effect is that good.

The fight me part was not serious at all... I can't really believe I have to explain that, especially considering we've actually interacted quite a lot and tested cards together and you must have at least some idea what my character is like and what my intention is with a comment like that. Sorry if I upset you in any way anyway, but honestly I think I've articulated my thoughts on this pretty clearly and as you said, it's just fan cards, aren't we all just here because we find thinking and talking about them a bit of fun?

My apologies, I'm being thin-skinned recently. I've had a harder time trusting into people's good will ever since that tristan thing, but I am nonetheless sorry about not giving you the benefit of the doubt, especially considering our interaction in the past. It's not like I don't see most of your points, it's just that I find Road very hard to judge myself, and in the past, Road's strength has been estimated very very differently by different people, so I have been cautious to believe estimates without testing. Personally, I'd probably prefer a version for 4$ that has mandatory gain, but how about we just playtest a 5$ version soon?

24
Variants and Fan Cards / Re: Asper's Cards
« on: March 20, 2018, 02:09:15 pm »
The trade off he was talking about is that the less Roads you have, the less likely you are to start your turn with one in your hand.

Yes that's the reliability part, it's more reliability but worse draw vs better draw but less reliability. I'm saying the card is so strong that it doesn't matter, because no matter what you do you're drawing more and being more reliable that other options at this price.

In all fairness, when you write "There is no tradeoff!" one has to assume that you intend to say there was no tradeoff. Either way, I'm not opposed to testing a 5$ version, as I said. Either either way, I'm also not sure what to think of the fact that you are assuming a deck with no/poor trashing when talking about Farmer, but are willing to assume you would draw Town and Road together often enough to buy it over Lab "99% of the time". I find this hyperbole and "I'm right, fight me" comments unhelpful and to be honest, it's not the kind of discussion I want to have. In fact, as my life has shifted to doing actual games and I'm doing fan cards for fun only by now, I actually prefer leaving them flawed over having that kind of discussion. So yeah, willing to try out and discuss stuff, but no interest in fights.

25
Dominion General Discussion / Re: Interview with Donald X.
« on: March 20, 2018, 07:53:27 am »
Quote from: Secret History of Dark Ages
War was interaction-themed. Different ways for players to interact. Its cards included versions of Swindler, Trade Route, Tribute, Council Room, and Smugglers. Council Room kept the same name when I moved it to the main set; now you know how it got that name.

War was my favorite expansion, but the problem was, every expansion needed interactive non-attack cards. Every expansion needed a certain percentage of interactive cards, and attacks slow the game down, whereas non-attack interactive cards may not, and may even speed it up. So I had to spread them around. I made War more attack-themed and gave each other set at least one non-attack interactive card. Man do I need an acronym for that? Maybe I am done saying it.

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