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Messages - silverspawn

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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 10, 2020, 04:32:37 pm »
Fwiw, I found myself basically agreeing with the top 2 in the last two contests. Although that's without playtesting them.

2
Variants and Fan Cards / Re: Two posible rule variations
« on: August 10, 2020, 02:22:39 pm »
Yeah, I think the first rule would usually lead to games where it's just never correct to start greening until you risk the game ending next turn. A lot of games are already like that (if both players are good enough) and provinces are way way better than estates.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 06, 2020, 01:40:22 pm »
But I don't want to fall into the weirdness of calling a Master Plan on a Master Plan you've just played. I believe this is why Royal Carriage had that clause in the first place, or part of the reason why.

I don't get why that's such a big problem. I actually wanted to do it once for the +1 Action and was frustrated that you couldn't do it.

I mean, sure, yeah, it's slightly confusing. But who cares?

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 06, 2020, 12:28:41 pm »
You can make it stronger by removing the "if it's still in play" clause. I don't like it on Royal Carriage, but it makes significantly less sense here since it doesn't prevent the card from being played without being in play. (For example, you could Play Mining Village, then Call Master Plan, play Mining Village and trash it, play mining village again anyway. This works with the current wording.)

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 05, 2020, 09:01:33 am »
The design of the card is already such that it will be garbage on a lot of kingdoms. For example, suppose there is counting house. Or Workshop without good support. Or Beggar. I don't think anything changes fundamentally if you can exclude one card.

Being garbage on a lot of kingdoms isn't a property that means the card isn't good for the game. It just means it'll be a card that's rarely used but (perhaps) sometimes very strong. There are some official cards that are like that.

6
Dominion Articles / Re: Menagerie Hot Takes
« on: August 05, 2020, 06:35:16 am »
I see. That's certainly a coherent position.

There were ways to "green" without stockpiling dead cards before Bishop (gets rid of province for -1VP) and Island but they were far weaker than Sanctuary and Bounty Hunter.

7
Dominion Articles / Re: Menagerie Hot Takes
« on: August 05, 2020, 04:29:32 am »
My personal Menagerie hot take: Exile was a bad idea and should not have been made.

I was with you until you said that.

What's wrong with Exile, and is that really about the mechanic and not about the attacks? I find Cardinal and Gatekeeper to be two of the least fun cards in the setup, but I'm a pretty big fan of the friendly exile stuff & of Invest.

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 03, 2020, 08:32:27 am »
Serious submission:



Joke Submission:


9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 03, 2020, 07:57:36 am »

I'm guessing 3 exiles is big.

I designed this card



For my expansion years ago.

... is that a coincidence?

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 02, 2020, 05:39:07 am »
Okay, but it's still the case that "it's weaker than bandit and stronger than Leprechaun" doesn't prove it's correctly priced at 4$. That requires that Leprechaun as a gold-gainer is a reasonable purchase at 3$, which I don't think is true. I'm not sure if it's a worthwhile purchase at 0$. I'm not sure a terminal that says "gain a gold and a hex" is something you want in your deck even if you got it for free.

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 02, 2020, 04:08:44 am »
My point is that Leprechaun is first and above all a Gold gainer. The Hex is a downside, the Wish is an upside. The latter matters more but you get the Hex more often than the Wish.

So Leprechaun basically tells us that a vanilla Gold gainer is too good for $3. Bandit says, it is too weak at $5. So we get $4 as the correct price.
Cards that cost 3$ aren't weaker than cards that cost 4$. Weirdly, they're probably stronger.
Yeah, Village is totally stronger than Walled Village and Oasis is totally stronger than Poacher ...

You can find a card costing 4$ stronger than a card costing 3$. It's also true that you can find cards costing 4$ which are strictly stronger than cards costing 3$ and not vice-versa. But none of that tells you whether 3$s or 4$s are stronger on average.

In the 2018 list, the top five 4$ cards were [Remake, Bridge, Tournament, Wandering Minstrel, Villa], whereas the top five 3$ cards were [Ambassador, Masquerade, Steward, Cathedral, Urchin]. This is more relevant for the question, and it's certainly not obvious that the first group is stronger in absolute terms.

From a design perspective, the question of whether something costs 3$ or 4$ should be "do I want people to have the ability to open with two of those." This is unrelated to powerlevel. For example, Treasure Map would not be overpowered at 3$, but it would probably be bad if people could open with two of them. Conversely, Steward is certainly not "too weak at 4$" but we arguably want people to be able to open double Steward.

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 01, 2020, 05:21:32 pm »
My point is that Leprechaun is first and above all a Gold gainer. The Hex is a downside, the Wish is an upside. The latter matters more but you get the Hex more often than the Wish.

So Leprechaun basically tells us that a vanilla Gold gainer is too good for $3. Bandit says, it is too weak at $5. So we get $4 as the correct price.

Well, first of all, I don't agree with the bolded part. I think if you're buying Leprechaun expecting to get hexes, you're just making a mistake almost all of the time. I'm pretty sure I get a wish more than half of the time that I play it, and I virtually always buy it with a reasonable expectation to get a wish.

There is also no such thing as "stronger than 3$ and weaker than 5$". Cards that cost 3$ aren't weaker than cards that cost 4$. Weirdly, they're probably stronger. There is a jump from 3/4 to 5$; there's no jump from 3$ to 4$.

But most importantly, just because Gold + Hex is weak at 3/4 doesn't mean just gaining gold is balanced. It could also be weak, and if so gold + hex is just super-duper weak. You also can't conclude much from Bandit because it has the attack and is also empirically overvalued.

Gaining a spoils and giving your opponent a ruins seems to me much stronger than gaining a gold, and, as I said, Marauder is  empirically an overvalued card. If the card is weaker than Marauder and Marauder is weak at 4$, it's probably also weak at 4$.

Edit: though, I admit that the coffer of Honey is really nice. If this card is playable, I suspect it'll be because Honey > gold.

13
Variants and Fan Cards / Re: Fan Card - Forest Fire
« on: August 01, 2020, 11:47:38 am »
Feedback: make the image smaller by adding width = 250 into the image tag.

The card seems pretty good.

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 01, 2020, 10:34:25 am »
I've never bought Leprechaun without intending to gain wishes, I believe.
Leprechaun misfires far more often than it hits and I have witnessed better players than me open with Leprechaun and win.

Well, since buying Leprechaun is evidence for a good deck, the "only one player bought it" statistics don't work here. The statistics for people who open with it look quite bad (silver/leprechaun openings have a 47% winrate) but the sample sizes are smaller.

I don't think I've ever opened Leprechaun, though I have seen my opponents do it a bunch.

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 01, 2020, 07:43:48 am »
I've never bought Leprechaun without intending to gain wishes, I believe.

I'm more comparing it to Marauder, which seems significantly stronger and it's one of the cards that most strongly predicts that you lose the game. (As in, across all games where only one of both players buys Marauder, that player loses significantly more than 50% of the time -- unless I'm misunderstanding what the "winner-opponent" statistic means. Source: https://docs.google.com/spreadsheets/d/1mIlL9BaOczozPJISzTGIeGwsJxLJ11mL3A6x9GM9W9g/edit#gid=0)

Incidentally, Bandit is also a (somewhat weaker) predictor of you losing the game.

Certainly, either this or the previous version has to be unbalanced since the previous one was about twice as strong. I think the previous version was more balanced.

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 01, 2020, 07:13:53 am »
I think it's extremely weak. I suspect it's almost never correct to buy it.

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 01, 2020, 05:24:55 am »
Apiary is much weaker now, though.

18
Rules Questions / Re: In which zone(s) does Sleigh's reaction work?
« on: July 31, 2020, 05:33:30 am »
More about this (with a link to even more).

Woah, I gave almost the exact same answer, even with the same example, lol. Didn't remember that. Even down to the edit to explain Tunnel. Weird.

I once read a Wikipedia article, thought one bit was obviously suboptimally phrased, went to the Discussion page to point that out, saw that someone else had already pointed it out, wrote a reply agreeing with them and then I realized that the person pointing that out had been myself years earlier.

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 30, 2020, 12:07:54 pm »
That card seems far too weak. Death Cart trashes a worthless card (or itself, alternatively) and produces +5$, and that's a pretty weak card.

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 29, 2020, 05:05:06 am »
It's not strictly better than smithy, but it feels extremely strong to me. I'm not convinced that it's weaker than Laboratory in absolute terms. There are situations where it's weaker (play it and draw a copy of itself) and situations where it's stronger (draw 3 non-action cards). It's very strong early, and scales quite well.

It strikes me as quite strong for 4$ even if it were only "+3 Cards, discard a Card; if it's an Action, +1 Action." With the overpay effect, it seems a bit overkill.

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 28, 2020, 03:58:00 am »
Idk why I can't read cards anymore :( Maybe I got too used to knowing them already

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 28, 2020, 03:02:38 am »


Quote
Fairy Godmother - $3
Action - Reaction -Fate
+1 Buy
+$1
Receive a Boon.
-
When another player plays an Attack card, you may first reveal and discard this from your hand, to be unaffected by it. If you do, take a Boon. Receive it at the start of your next turn.

Pretty sure this one will meet the requirements. A Moat variant That gives you a Boon.

I believe the rules allow you to reveal this any number of times in response to an attack and get that many boons.

23
Variants and Fan Cards / Re: ALCHEMY 2
« on: July 27, 2020, 05:19:51 pm »
Note that I have played far more than 1000 games and think the two potion-victory card are pretty solid if it's done like this:

suggestion: If there is any pile with potion in cost add principality and county

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 27, 2020, 12:28:24 pm »
Shouldn't the VPs be at the bottom?

25
Variants and Fan Cards / Re: ALCHEMY 2
« on: July 27, 2020, 12:10:36 pm »
[...] The two victory cards might work as an additional rule rather than as kingdom cards. As in, "whenever a card with P in its cost is in the supply, add these two victory piles." In fact, that kind of sounds like a cool idea.
That is my suggestion - see upper post.
reading is hard.

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