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Messages - LibraryAdventurer

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1
Dominion General Discussion / Re: Reactions
« on: July 16, 2018, 11:30:32 pm »
1 and 3 - Watchtower.

2 - Fool's Gold.

I really like both Secret Chamber and Diplomat.

2
Started a game where my opponent resigned before the board finished loading on my end.

3
Dominion General Discussion / Re: Fix the worst cards
« on: June 13, 2018, 12:33:30 am »
Quote
Badly Cooked Bacon
$4 - Action
Reveal your hand. Trash the weakest card and strongest card from your hand. Gain two silvers to your hand.

4
Dominion General Discussion / Re: Favorite/least favorite Landmarks?
« on: June 05, 2018, 12:36:29 am »
There aren't any Landmarks that stand out to be as a favorite above the others, but I like a lot of them.

I like putting Obelisk on a weaker card in IRL games when you can choose.

I agree with what other people said about not liking Keep or Arena.

I don't mind harder-to-track ones like Triumphal Arch, Orchard, and Palace. My memory/tracking skill needs practice, and I think this is a fun way to practice it.

5
As I've said before, Inheritance is my favorite card-shaped-thing in the game. So many interesting and fun interactions. (not to mention fun nicknames for Inherited Estates: Caravestate, Plazestate, Transmogrifestate, Magpestate,... I once was caught saying Wandering Menstrate before I realized what I was saying.)

Lost Arts, Dominate, and Save are probably my next favorites after Inheritance.

I don't like Salt the Earth or Tax, and I'm still undecided about whether I think Donate makes the game more or less fun.

EDIT: and Mission is great. Several different things can make it worth it besides other events: attack your opponent, advance travellers, trash faster, play cards that give VP tokens...
EDIT: Summon is also good fun.

6
Hearthstone / Semi-interesting Hearthstone moments
« on: May 24, 2018, 11:47:25 pm »
Opponent plays Marin the Fox. Next turn I kill him with the treasure chest Marin gave me. (divine spirit+inner fire)

7
Hearthstone / Re: Tavern Brawl Discussion
« on: May 18, 2018, 07:59:17 pm »
I hate mill decks. I resigned as soon as I saw someone play naturalize in this Tavern Brawl. It's just no fun playing against those decks.

8
Dominion General Discussion / Re: Card alchemy revelation....
« on: May 15, 2018, 10:05:17 pm »
i ME

EDIT: The fact that Adventurer is gone actually kindof improves this equation when I put the little "i" next to Adventurer to signify imaginary...

9
set needs an octopus card.

10
Rules Questions / Re: Inheritance interaction
« on: May 12, 2018, 12:31:49 am »
Quote
I've found an undefined behavior on dominion.games.
I played Throne Room to play a inherited Estate(Crown), to play Herald, to reveal and play University, gained Mandarin (topdecked that inherited Estate), played Herald (second time), drew the Estate, revealed and played Ambassador, returned the Estate, and played it (second time) AS THE CARD MY OPPONENT HAD INHERITED.
(This is the summary of this twitter post.)

I don't think I can play other player's card, but I am not sure.

And more, I've noticed another problem. If I have another Estate in my hand, we cannot tell which Estate I played (on dominion.games). Did I play the returned Estate? I mean, do I play Estate as Crown, or play Estate as "solid Estate" (so I fail to play it again)? (Maybe too complicated question...)

Wow.

The behavior is correct, and you are correct about the other problem.

There are two classes of solutions: changing the lose-track rules to lose track harder, and changing Inheritance.

The lose-track change would change Throne / Feast in the original main set; I'm not doing it. People don't know the lose track rule, and the main set rulebook said Throne / Feast worked. For new games this would be a thing to consider; Dominion does not want to mess with that.

The only possible (heavy errata) fix I see for Inheritance is the "during your turn" that Bridge etc. use - all copies everywhere change. Inheritance breaks an important rule, that all copies of a card should be identical, and this convoluted combo exploits that. Inheritance originally said "during your turn"; the problem is that you get super-weird stuff immediately, with trivial rather than convoluted combos. For example I inherit Caravan Guard and play an attack; you respond with Estate because it's Caravan Guard. But on your turn the Estate is in play and has no abilities, or is some other card that you inherited. The rules handle it, but it's super-confusing.

Feel free to simply not play with Inheritance. That actually solves the problem.

In my defense, Inheritance was a lot of fun. Today I would have you do the effect without Estate changing, e.g. you can discard Estate to play the set-aside card, leaving it there, and it's limited to non-durations (like Necromancer). That gives you "my Estates do this thing" but cuts out things like "they are Actions for Herald." And the Estates are always just Estates so so much for that. It's a poor fit for Adventures, since there are lots of Durations and also Reserve cards, which are useless here. It could have been in Empires though. Anyway we wouldn't use errata to effectively make Inheritance some other related thing.

I'm happy Inheritance is the way it is. It's my favorite card-shaped thing ever. IMO, it (unlike Possession) is worth all the weird rule questions because of how fun it is.

11


game #14158272

Since I can't ban Rebuild, I often ask the opponent if we could agree to ignore it for that game, but this game looked fun without ignoring Rebuild, so I didn't do that this game. I opened Peasant/Night Watchman to focus on getting Teacher quickly. He opened... Well, I can't tell because it won't reload the game. ugh. I think he opened Peasant/Magpie (or maybe Peasant/Advisor). Either way, he focused on getting the cards he wanted to put Teacher tokens on. That could make a good discussion: Should I focus more on getting to Teacher quickly or getting the cards I want for Teacher tokens?

This game, it didn't appear to make too much difference since it was really close at the end.
I made the mistake of thinking I could steal some cards with Rogue, forgetting that doesn't work so well with Necromancer on the board, but still I pulled out the win.


12
Hearthstone / Re: Monster Hunt
« on: April 30, 2018, 01:41:32 am »
I haven't beat any of them yet (I'm not that good), but I almost got to the final boss on my first try with Canoneer because of the deck it was giving me. I think I had +2 health for all my minions with a rager deck, including a couple weapons that do 1 damage to all minions. I was doing really good with that, but then on either the 2nd to last or 3rd last monster my friend called, and I was playing distracted while talking on the phone and thought I could finish off the boss, but I either played something wrong or miscalculated because I could only get him down to 1, and he beat me on his next turn.

13
Variants and Fan Cards / Re: Seprix's Card Creation Emporium
« on: April 30, 2018, 01:07:05 am »
Golds

Gold [Cursed] Curse-Treasure $5
$3
--------------------
-2 VP


So yeah, it's cheaper but it's also Cursed. It runs into problems with Cursers though so I think this one won't make it. Kind of a filler idea.
Easily fixable by calling it a victory-treasure instead of using the curse type. Since I first started playing Dominion, I never understood why Curses needed their own type. I always thought they should be considered victory cards which happened to give negative VP.

14
Variants and Fan Cards / Re: Holy Order
« on: April 27, 2018, 08:09:15 pm »
The ones of these I've used and liked are: Missal, Synod, Labyrinth, Wedding, Holy See (at $3 cost), and Cloister.

Synod is strong, but not quite as strong as Wandering Minstrel.

Cloister is great with trash for benefit.

Other cards from here that we tried out:
Black Mass: We didn't like it.
Accuser/Confession: I like my version of it, but I changed it significantly (including how to get Confessions).

15
Dominion General Discussion / Re: A quick Temple tip
« on: April 19, 2018, 12:17:17 am »
I'm just glad the thread reverted back to English after that weird foreign language with funny symbols.

16
Variants and Fan Cards / Re: You may turn your journey token over...
« on: April 07, 2018, 07:31:48 pm »
Blinking Castle might be okay at $4, but don't like it when cards do absolutely nothing every other play.

...since you bumped the thread, I had another look at my Veteran, and had a new idea for it.

Quote
Veteran
$5 - Action
+3 Cards.
Turn over your journey token (it starts face-up). If it's face up and you haven't gained a province this turn, gain a victory card costing up to $2 per Veteran you have in play. If it's face down, additional +1 Card.
-
Heirloom: Gilded Sword
Could be used to gain a province, but it also can junk you with estates.

Quote
Gilded Sword
$4 - Treasure - Heirloom
+1 Buy. If your journey token is face up when you play this, discard up to 3 victory cards for +$1 each.
You may turn your journey token over.
Thought it would be fun to have a journey token heirloom, and it makes the "You may" part work.

17
Variants and Fan Cards / Re: Offering, the Heirloom that time forgot
« on: April 04, 2018, 08:49:53 pm »
What does "Timmy player" mean?

18
There have been several threads on this exact topic. This is the most recent one I could find (although I thought there was one more recent than this?):
http://forum.dominionstrategy.com/index.php?topic=9978.0

These are the official cards which I use a modded version of at home:
- Harvest (I use LF's suggested version in the OP of the above linked thread)
- Rebuild (shown here)
- Harem (just make it cost $5)
- Goons (weaken the attack to discard down to 4 instead of 3, because it's really strong even without the attack.)
- Secret Passage (add a reaction "When another player plays an attack, you may play this from your hand" -because I liked Secret Chamber's reaction and this is similar.)
- Bandit ("gain a treasure from the trash or a gold" -If I'm going to steal treasures, I want to be able to steal kingdom treasures.)

There are a few cards I just don't play with IRL (including Embargo, Tournament, and the removed cards from 1st editions*). I kinda like your idea for Embargo though, but in that case, it wouldn't need to trash itself.

(*There's a fan version of Scout that I use, but it's different enough from the original to consider it a different card. Adding $1 to it is also a fine mod.)

I would never think of modding laboratory.

19
Variants and Fan Cards / Re: Asper's Cards
« on: March 31, 2018, 12:56:38 am »
Boo. Then we wouldn't have the theme of night cards. It ruins it completely!

20
Crypt/Raider - Set aside your coppers so your Raider's attack will be stronger than a Cutpurse.

21
Variants and Fan Cards / Re: You may turn your journey token over...
« on: March 25, 2018, 03:36:26 pm »
oops. Yeah, it's basically a choose one with more words.  :P I was thinking too much of the possible interaction with other journey token cards. This is why I often bounce random ideas off the community before I take them seriously...

Maybe to do something with this idea, it'd work better like this:
Quote
Veteran
$5 - Action
If you have at least eight (nine?) cards in hand: +$2, +1 Buy, and discard any number of cards for +$1 each.
Otherwise, +3 cards.

22
Variants and Fan Cards / You may turn your journey token over...
« on: March 24, 2018, 10:28:24 pm »
I recently made a fan card which uses the journey token, and I was thinking what kind of design space there is using the journey token. This is mostly an experiment to think what a card would be like that said "You may turn your journey token over." What do you think?

Quote
Veteran
$5 - Action
You may turn over your journey token (it starts face-up). If it's face up, +3 cards. Otherwise, +$1, +1 Buy, and discard any number of cards for +$1 each.

23
It must be pretty rare for an Overlord to end up in the trash. Really bad luck for someone with Locusts?
It's a necromancer game, so blindly playing zombie mason?  usually it's ok to blind zombie mason because the vast majority of the cards in your deck you would be happy with a card that costs one more. if you'd already used the zombie spy, I'd be tempted to zombie mason if i had nothing better to do, even if there was a 10% chance of hitting my overlord.
Correct. And when you hit Overlord with zombie mason, you can just replace it with another Overlord, so it just makes Necromancers stronger.

24
I played a Necromancer as an Overlord as a Necromancer as a Sacred Grove.
That's neat, but why were any of the additional steps necessary?
They weren't  ;D

25
I played a Necromancer as an Overlord as a Necromancer as a Sacred Grove.

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