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Messages - AJD

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1
Variants and Fan Cards / Re: Indian Reservation
« on: March 18, 2019, 05:44:58 pm »
Donald X tried a version of this for Seaside and it was too weak to cost $3. That one didn't work on Treasures and this one does, so it might reach the point of being worth $3 or $4. But expect this to be weaker than it sounds. In particular, note that the Duration effect makes this weaker than Crown—Crown plays a card twice now, while this one plays it once now and once later. And in general it's better to play a card now than later! This also takes a card out of your deck for a turn: you can Crown a card on this turn and then play it normally on the next turn, but you can't do that with this card.

(Also, I don't think you need "invoke", you can just say "play".)

2
Variants and Fan Cards / Re: Really bad card ideas
« on: March 07, 2019, 12:57:34 pm »
Envious Coppersmith

Action: $3

Copper produces an extra $1 this turn, but Gold and Silver produce only $1 each.

3
Envy and Delusion are pretty ineffective when received from buying Cursed Village.

Wait, how's that? In that case, don't they just affect your next turn?

4
Dominion Articles / Re: Hermit
« on: February 26, 2019, 11:13:40 am »
Plus, it should be clarified that the cost of gaining a Madman is not just a buy, but (if you replace the Hermit) a $3 that you would have gained from Hermit and a buy.

This is convoluted and I had to read it a couple of times to understand it. I think it would be clearer as "the cost of gaining a Madman is not just a buy, but also trashing your Hermit." And then there could be a parenthetical like "(You can always use the Hermit play to gain a replacement Hermit, but then your missing out on whatever other $3 card you might have wanted.)"

5
Stables/Capitalism

Want to trash your Coppers and still draw all your strong Actions with Stables? Capitalism has got you covered.

6
Don't know why Expand would be going up. Ridiculously expensive, poor at getting rid of 0s, not much better than Remodel at gaining Provinces, no better at milling at all.

It's the best Remodel variant at getting rid of 0's, by a mile.

Wait, what about Upgrade?

7
Puzzles and Challenges / Re: Easy Puzzles
« on: February 12, 2019, 11:36:42 am »
So, all the kingdom has is 10 piles, all of which are pure actions. I have no gainers in my deck whatsoever and Deluded. Still in the end of this very turn, I return Deluded and still buy one of the cards from the supply of these 10 piles. Which card is it and how?

I think to try to solve this puzzle we need an explanation of what "all of which are pure actions" means. If a supply pile is a split pile that contains some Action cards and some non-Action cards, like Encampment/Plunder, does that fall into the rubric of "all pure actions"? I would have assumed no, but most of the guesses so far seem to be assuming yes.

8
Dominion: Renaissance Previews / Re: Artifact Origin cards as a card type
« on: February 08, 2019, 01:18:56 pm »
The cost is just a word on that bottom bar; it does not feel high.

Honest to God, i first read this sentence and was like, 'huh? The cost is a number on that bottom bar.'

9
Dominion: Renaissance Previews / Re: Artifact Origin cards as a card type
« on: February 08, 2019, 03:43:16 am »
What the type Reserve "means" is when you play it, you put it on your Tavern mat.

10
Menagerie/Patron

If you need more +cards, play your duplicate Patrons first to get them out of your hand and then use Menagerie for draw. If you have enough cards but need more +coin, play your Menagerie with all your Patrons in hand to get extra coffers for each one of them.

11
Rules Questions / Re: Sauna and Innovation
« on: January 27, 2019, 07:51:15 pm »
Also, here's my guesses: yes, you can call Coin of the Realm. Citadel tries to replay it but it has no effect because it's just a vanilla Estate now.

(Actually, what does Throne–Inheritance–Embargo so? I guess Citadel–Inheritance–Embargo does the same as that, but I don't remember what the ruling is.)

12
Rules Questions / Re: Sauna and Innovation
« on: January 27, 2019, 07:43:32 pm »
(You can't call Royal Carriage, it's not "still in play".)

13
Dominion General Discussion / Re: Interview with Donald X.
« on: January 07, 2019, 12:01:22 am »
Is it a coincidence that no Potion-cost cards give +coin, or was that an intentional design decision?

You mean except Philosopher's Stone?

(whoops)

14
Rules Questions / Re: Throned Enchantress
« on: January 05, 2019, 01:29:38 pm »
More exactly, the first time they play an Action card on their turn, it's affected twice over. But that effect is identical to it being affected only once.

Actually, you could argue being affected twice would turn it into a Lost City. The second time you ignore the card's instructions, you'd still have the +1 Card +1 Action from the first time because that isn't on the card's instructions.
That's what I was trying to find out. is it a lost city?

No.

15
Dominion General Discussion / Re: Interview with Donald X.
« on: January 05, 2019, 01:23:46 pm »
Is it a coincidence that no Potion-cost cards give +coin, or was that an intentional design decision?

16
Dominion Articles / Re: The Top 20 Best Designed Cards
« on: December 30, 2018, 08:32:41 am »
Game Dragon
Action–Attack–Duration
For the rest of the game, each opponent trashes a card from their hand at the start of each of their turns.

(If a Knight is trashed by this, trash this card.)

17
Dominion Articles / Re: The Top 20 Best Designed Cards
« on: December 30, 2018, 08:28:03 am »
#16 - Cathedral
Never has a card simultaneously provided such feelings of hope and dread. Cathedral is equal parts amazing and horrifying. It offers such tantalising power, but at what cost? I love the way Cathedral sets you on a path that feels very different to decks without it, with some incredible burst of power early in the game followed by that moment of doubt later when it starts cannibalizing all of your engine pieces as the game drags on to extended Duchy dancing. If Dominion were differently themed, this project would probably be some terrifying dark force that tempts you into great power with the risk of corrupting your soul, but instead in Dominion it's .... organised religion? Huh. I guess this card also provides scathing social commentary.

"Cathedral" and "as the game drags on" in the same context is an oxymoron. With Cathedral in the kingdom, the game is probably over roughly when you're still trashing some of your last remaining starting junk.

You've clearly never played a Cathedral Nightmare game then. It certainly doesn't happen every time if you build carefully, but it can, especially if your opponent leaves Provinces alone longer than you expected. And then there are the games where you get unlucky and have to trash engine pieces despite still having a few starting cards around...

I mean, I have had to trash engine pieces with Cathedral, but I have certainly never had a game "drag on".

Game Dragon
Action–Attack–Duration
For the rest of the game, each opponent trashes a card from their hand at the start of each of their turns.

18
Variants and Fan Cards / Re: Online-Only Cards: can they happen?
« on: December 17, 2018, 04:14:36 pm »
My favorite online-only card idea is an attack that's like "choose a card in the supply. Each other player guesses what card you chose. Anyone who guessed wrong gains a copy of the chosen card." It has to be online-only since there's no way to keep you honest about what you guessed.

19
Dominion General Discussion / Re: The Dominion Cards Lists 2018 Edition
« on: December 11, 2018, 01:43:22 pm »
Rocks or Bustling Villages are of limited use on their own

The number of games I've played where Bustling was the only village would tend to disagree with you on that.

20
Rules Questions / Re: Reserve cards + Necromancer
« on: December 09, 2018, 11:30:48 am »
Quote from: Necromancer
Play a face up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.

No that phrase only stops the card from being moved into play. What stops the card from moving itself is apparently that it has already Lost Track of itself due to being played from an unexpected location.

Necromancer stops the played card from being moved to "in play," and that's all it stops. However! A card that for example trashes itself from play is looking for itself in play, and won't move itself if it's not there.

As the quote you quote says, it's not because it's being played from an unexpected location; it's because it wasn't moved into the play area when that happened. Vassal e.g. plays cards from an unexpected location too, but since it plays them to the play area no losing-track occurs.

21
Rules Questions / Re: Sewers + On-Trashing Draw
« on: November 28, 2018, 02:32:26 pm »
Thinking about Sewers as "above the line" or "below the line" isn't a productive approach. Sewers doesn't change the abilities of other cards the way, e.g., Inheritance does. Just think of it as like Market Square—a special effect that is activated when you trash a card.

Since Rats' and Sewers' special effects are both activated "when you trash" something, they happen at the same time and you can pick the order. So yes, you may trash two Rats, draw two cards from Rats' special effect, and then trash two more cards with Sewers. Or you can do it in the other order if you prefer.

I'm not quite sure about the answer to your second question. Usually when multiple cards are trashed, they're trashed simultaneously. This would mean that, if you trash two cards normally, and then Sewers gives you the right to trash two more cards, you have to select and trash both cards before activating the on-trash effects of either (meaning you can't trash 1 Rats with Sewers, draw a card, and then trash a second card with Sewers). But the text of Sewers doesn't say "trash up to n cards"; it says "trash a card" and it's an effect that can be activated multiple times. So maybe it's like Monastery, whose phrasing is similar, which does trash one card at a time, activating on-trash effects in between.

22
Puzzles and Challenges / Re: Dominon analogies
« on: November 26, 2018, 08:01:06 pm »
Apprentice : Research :: Laboratory : Den of Sin

23
Dominion General Discussion / Re: How thematic are card names?
« on: November 24, 2018, 07:19:33 pm »
May I ask why Exploration only got the lowest rating? I immediately thought of the interaction with Mission and maybe you don't count in-game associations but if so it make sense that something that rewards you for.. exploring.. the possibilities of the kingdom if you can't buy cards have that kind of name. I think it isworthy of a **-rating at least, more than that is a bit of a stretch for sure, but I still like the name of the card pretty much theme-wise.

I do count in-game associations, and that counted against Exploration for me. The card whose name is most closely related to Exploration is Explorer, a Silver gainer, which has nothing to do with the effect of Exploration. Meanwhile, the existing effect that's most similar to Exploration, in my opinion, is Baths, which is highly thematic—take the day off, don't do anything, just sit around in the hot tub, you'll feel better. Thematically, Exploration is the opposite of Baths—heading out into the perilous unknown, versus sitting safe and sound in a comforting bath—so it seems odd to me that it should also be a "get tokens for not doing anything" effect.

I dunno, I guess Hermit is another potential comparison point—he goes mad if he doesn't buy anything, i.e., if he doesn't, like, engage in his daily routine and interact with other people? And so Exploration is, like, deliberately departing from your daily routine, and getting some resources out of it? I dunno, maybe it could be a *½, but it just doesn't really hang together for me.

True, but to be fair, isn't it Explorer that is a bit off as a Treasure gainer? It's mainly trading or war stuff that gets you those things via gaining. The explorer crew could of course be on their way to do a little bit of both, but yeah, you do have a point - it would be neat if it had a connotation with Baths somehow. Hm, what combines with both Baths and Mission? Halt as in resting while on a journey (not sure for a better term in English but sure there is one, simply "break" is too tame) maybe?

Explorer got a low rating from me too, but once an older card name is established I take it into account in evaluating later cards with related names. (That's why Woodcutter gets * but the Forest's Gift gets **—the latter gets a bonus for making a consistent theme with the former.)

24
Dominion General Discussion / Re: How thematic are card names?
« on: November 24, 2018, 05:14:42 pm »
May I ask why Exploration only got the lowest rating? I immediately thought of the interaction with Mission and maybe you don't count in-game associations but if so it make sense that something that rewards you for.. exploring.. the possibilities of the kingdom if you can't buy cards have that kind of name. I think it isworthy of a **-rating at least, more than that is a bit of a stretch for sure, but I still like the name of the card pretty much theme-wise.

I do count in-game associations, and that counted against Exploration for me. The card whose name is most closely related to Exploration is Explorer, a Silver gainer, which has nothing to do with the effect of Exploration. Meanwhile, the existing effect that's most similar to Exploration, in my opinion, is Baths, which is highly thematic—take the day off, don't do anything, just sit around in the hot tub, you'll feel better. Thematically, Exploration is the opposite of Baths—heading out into the perilous unknown, versus sitting safe and sound in a comforting bath—so it seems odd to me that it should also be a "get tokens for not doing anything" effect.

I dunno, I guess Hermit is another potential comparison point—he goes mad if he doesn't buy anything, i.e., if he doesn't, like, engage in his daily routine and interact with other people? And so Exploration is, like, deliberately departing from your daily routine, and getting some resources out of it? I dunno, maybe it could be a *½, but it just doesn't really hang together for me.

25
Dominion General Discussion / Re: Words in card names
« on: November 24, 2018, 01:51:43 am »
(I thought about counting duke as the root of ducat and miser as the root of misery and miserable; but although that's certainly etymologically true, I don't really think it's synchronically true.)

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