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Messages - crj

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1
Rules Questions / Re: Gain copy of heirlooms?
« on: Today at 10:00:04 am »
Or, for that matter, Necropolis using Lurker. If you really want.

2
Some things aren't worth the bother of requesting.

3
Indeed.. to me, the renaming of Coffers in fact strongly indicates that we WILL see "+1 Coffers" in the new set.
I have already said on reddit that Guilds was changed to match Renaissance there.
Doesn't that mean there will have to be a second set of Coffers mats in Renaissance for people who don't have Guilds?

On the plus side, if I understood correctly, the need for a second set of Tavern mats was a reason not to include Reserve cards in any future expansions. This opens up the hope for me we might see that much-loved feature again some day. (-8

4
Conversely, I prefer coin tokens to Coffers. So if an upgrade pack is ever made, and anyone wants to get rid of some first-edition cards in good condition, please get in touch!

5
Dominion General Discussion / Re: A Dominion Chronology
« on: August 09, 2018, 02:02:30 am »
I'm also noticing the main gaping holes in European history left are the Reformation and the Crusades.
"Industry" would be quite a succinct name and fertile theme.

Or go to the opposite extreme, like Carcassonne, and do Dominion: Hunters and Gatherers. (-8

6
Dominion General Discussion / Re: A Dominion Chronology
« on: August 08, 2018, 12:43:48 am »
I know there were Roman patricians, but thinking along these lines I can't help feeling it's a shame that card name wasn't saved for Renaissance.

7
Vitruvian Man and a paintbrush both seem pretty plausible to me.

Other options: gondola, Michelangelo's David, the Spark of Life detail from the Sistine Chapel, quill pen (perhaps in inkpot).

8
Nice theme. I was hoping for Dominion to get an art or progress themed expansion, and here they are.
It's the perfect opportunity for some pretty spectacular card art. I hope it lives up to the expectations I suddenly have!

9
Variants and Fan Cards / Re: Really bad card ideas
« on: August 06, 2018, 10:43:56 pm »
Harbinger Makework
Action
Cost: $1

+1 Card
+1 Action
You may discard the top card of your deck.

AKA Spy
It's almost exactly Zombie Spy. The only difference I see is that Zombie Spy lets you (strictly, compels you to) look at the top card of your deck before choosing whether or not to discard it.

10
Rules Questions / Re: Inheritance interaction
« on: July 27, 2018, 11:56:40 am »
Except for the edge case from Hell: all this madness is happening while the player is Possessed.

11
Variants and Fan Cards / Re: Royal Seal fix
« on: July 25, 2018, 10:27:32 am »
To state the obvious, Dominion would be less fun if every card in every kingdom was the best of its kind. It is interesting to have weaker and more expensive top-decking sometimes, so people have to think harder about how much they really want it.

(The problem for Royal Seal is that, in the case of top-decking, the answer is "not much".)

12
Rats is actually a surprisingly brutal card to have miss the shuffle. If you canít have 2 rats in your deck by the third reshuffle [...]
Remember you can often buy a second Rats on T4 if you need to. The opportunity cost is not buying something else, but if not having two Rats after the second shuffle is going to be a disaster, you can mitigate.

13
Lookout can handle a 2:1 ratio just fine though after 2nd reshuffle there is an actual possibility he decides to bite you in the balls.
Just once, I was playing online against someone who forgot Treasure Map topdecked its Gold and played Lookout later that same turn...

14
Rules Questions / Re: Deluded + Black Market
« on: July 23, 2018, 11:12:49 am »
It bears mentioning that there's a rulebook, which often answers questions such as these:
Quote from: Nocturne Rules (p10)
This prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.

15
The Curse being worse than a Copper doesn't matter so much given that there's a cantrip trasher in your deck so the Copper would likely just be getting trashed the next time you draw it anyway.
That's not a given.

Firstly, you need to get the Curse and the trasher to collide. And until then you're down $1 spending money each time you draw the Curse instead of a Copper.

Secondly, every time you trash a Curse, you're forgoing the opportunity to trash something else. Granted, you'll try to prioritise trashing your starting Estates and the Curses you've given yourself over trashing Copper, but my intuition is that you'll find yourself inconveniently at the mercy of shuffle luck.

Thirdly, given the Curses are going to run out quite quickly, you do need to be a little careful the game doesn't end on piles before you've managed to trash them.


As an afterthought, hasn't Chapel demonstrated that it's pretty hard to wreck the game by having too much trashing available, too cheaply? This card is only a cantrip trasher/Curse gainer.

16
Junk Dealer and Upgrade are considered to be top $5's. Having the ability to effectively optionally trash an extra card is arguably stronger than +$1 or the gaining, the optionally is super important here.
Poacher has demonstrated that +1 Card +1 Action +$1 costs >$4 even without a buff. I understand, of course, that you can't just sum up notional values for each part of a card to reach a right price for it, but even so it feels like you'd have to discount the price of Junk Dealer quite a lot for omitting the +$1.

Also, "You may gain a curse. If you do, trash up to two more cards from your hand." is nothing like as strong as "You may trash a card from your hand." Early game, you'll in effect be swapping Coppers for Curses. And if both players opened Contract/Contract, pretty soon that clause would be neutralised by the Curses running out, leaving you to spend subsequent Contract plays on trashing your residual Curses.

17
Dominion General Discussion / Re: Interview with Donald X.
« on: July 21, 2018, 11:36:48 am »
This article shows what his prototype cards look like. Plenty of random stuff off Google image searches, not all of it entirely sensible.

On the other question, I gather he used to use Isotropic a lot for playtesting, even after it stopped being available to the general public because of commercial online offerings, but the author of Isotropic finally packed it in before Nocturne so it got rather less online playtesting, mainly via beta implementations of the new expansion on dominion.games late on in development.

18
This is why a cantrip trasher cannot cost less than $4 (just imagine when you would not open Cantrip Trasher - Cantrip Trasher).
If there was some hypothetical "Foo: +1 Card, +1 Action, Trash a card from hand" I feel opening Foo/Foo is worth comparing with opening something like Steward/Silver. It's not clear the Foo/Foo option is better at all (on T3/T4 the extra +Action from Foo/Foo is useless, and +$2 is better than +2 Cards). Even if it does turn out to be slightly stronger on some boards, it doesn't feel like a game-breaking no-brainer.

19
Contract
$3 - Action
+1 Card
+1 Action
Trash a card from your hand.
You may gain a curse. If you do, trash up to two more cards from your hand.
I can tell you right now that a cantrip trasher is way too good for $3. This would probably be balanced at $5.
Ratcatcher? And Monastery isn't a cantrip, but is at least a Night card and lets you both spend and trash Copper. Loan is a $3 Treasure giving $1 which can trash your treasures without needing to draw them, and most people think it's weak.

20
To some extent, Castles and split piles are the non-fiddly implementation of that aspiration.

21
Variants and Fan Cards / Re: Grey makes a boring card now and then.
« on: July 20, 2018, 09:10:44 pm »
How are you expecting people to use that second card? To get any really nifty benefit from it you need to be playing two or three, which involves having two or three other cards in hand to trash with them. Doesn't that mean you either have to incorporate it into a fairly powerful engine which can do plenty of nifty stuff anyway, or people will end up turning Copper and Curses into Copper and Curses until two piles are empty? (-8

The first of those can probably cost $2. It looks pretty tricky to arrange for the Reaction to be anything more than a moderately good counter to trashing attacks, and gaining a card costing exactly $1 more is way weaker than Remodel's up to $2 more.

22
This all reminds me that I should play Modern Art some more. The dynamic in it makes no sense, which may mean it's an accurate model of the world of modern art. (-8

I'd never given Fool's Gold that much thought; I guess I'd assumed that people could tell it apart from real Gold, but if you showed them enough of it they started believing it was the real stuff and the real Gold was actually the fake. And then when someone buys a Province you switch it for real Gold while everyone's distracted?

(Also, I know this isn't Dominion's problem, by why Fool's Gold rather than Fools' Gold? There's more than one fool in the world!)

23
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: July 19, 2018, 12:24:34 pm »
Firstly, Platinum and Colony are in the Base Cards set, so you don't need Dark Ages in order to play with them.

But secondly, that wording didn't surprise me, so I'm guessing it was also in first edition.

24
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: July 18, 2018, 12:31:57 pm »
If you're playing by the official rules, there is no way to have Colony/Platinum in the game unless you have at least 1 Prosperity card in the Kingdom.
Quote from: The official rules
Prosperity includes two new base cards, Platinum and Colony. You can include them whenever you want to; they are always used together. If you want to determine when to use them randomly, choose a random Kingdom card being used, and if it is from Prosperity, use Platinum and Colony.

25
Dominion General Discussion / Re: Interview with Donald X.
« on: July 17, 2018, 05:47:19 pm »
A lot of Dominion's Attacks can actually help your opponent in certain circumstances. Do you have any particular tricks for making sure those Attacks remain balanced rather than ruining some kingdoms, being too swingy or whatever?

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