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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.

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...

set needs an octopus card.

Rules Questions / Re: Inheritance interaction
« on: May 12, 2018, 12:31:49 am »
I've found an undefined behavior on
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 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...)


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.


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.

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.

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

Gold [Cursed] Curse-Treasure $5
-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.

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).

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.

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.

$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.

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.

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

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?):

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.

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!

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

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:
$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.

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?

$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.

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.

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

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

Other Games / Re: Dominion clones
« on: March 19, 2018, 01:00:11 am »
My latest fun has been with Mystic Vale. It's technically not a deckbuilder in that you start with 20 cards and end with 20 cards. Instead, you build up the cards. All your cards are sleeved, and you can improve your card with clear inserts. They are clear like in Gloom. The main currency is mana, which is spent much like Dominion. There is also another commodity that lets you buy cards that don't go in your deck but will give you special abilities or victory points. One complaint I hear about Mystic Vale is that it gets stale with the same cards. I can's disagree with that. I have all expansions so far, and they've eliminated the staleness. It's a pool of cards like Ascension, which should annoy me, but it doesn't.

Adding leaders to Mystic Vale is fun. You add the leader to one of your cards, and you have a unique ability no one else has. Imagine playing Dominion where one Copper is replaced by a guy that gives you $1 and +1 Buy. Another player may have one that gives him +2 Cards. You could even upgrade that card so that you now get $1, +1 Buy, and +3 Actions. Such cards could be unbalanced, but they give each leader different victory points at the end and varying costs to upgrade. I can't say for certain if they hit a good balance or not.

Anyway, I love Mystic Vale, though I can't say if it's for the novelty or the game. Since I see a lot of naysayers of the game, maybe it's the former, but whatever. I'm having fun with it.

Just tried Mystic Vale the other day. We didn't have much time, so we only played one game, but I liked it. The push your luck aspect turned me off when I read about it here, but when I played the game, it didn't bother me at all. It always seemed pretty clear whether it was a good idea to push or not that turn.
(Haven't tried any of the other games mention in this thread.)

Game Reports / Re: Dear My Opponent: I am Sorry
« on: March 18, 2018, 09:49:37 pm »
Dear my opponent
I am sorry that I used inheritance on thief and stole all of your platinums and fortunes
Platina is the correct plural

Not according to Wiktionary.
(I hate it when people insist on using weird plurals.)

Added Bargain (event) by Asper and Labyrinth by General Ramos to the OP and the post with mock-ups.
Other cards likely to be added soon: Joust by Beri, Blacksmith by Fragasnap, Rally (event) by eHalcyon, and a card called Graveyard which was from a very old fan card list and I have no idea who designed it.

Currently, I rate this list only by number of games I've used them in. Soon, I'll give them ratings based on which are my favorites.

Dominion General Discussion / Re: Dominion jokes/pick-up lines
« on: March 15, 2018, 11:55:27 pm »
There is a pair of siblings but they are in different expansions. Which expansions do the siblings belong in?

Duke and Duchess? Somebody here has an avatar that combines those pictures.

I never thought of that. What I was thinking of was princess/prince from cornucopia/promo

Prince is not from an expansion.

EDIT: Just realized this is the joke thread. uh... quick, self, come up with a Dominion joke...
ok, not exactly a joke, but something kinda neat at least:

Well, I just realized you can't Crown a Prince, but the Prince of Thieves can steal a Crown.

Getting your hands on low complexity promos like... Governor (depends on what style of complexity she dislikes).
I agree with almost everything pops said, but Governor is not low-complexity in any way. I hate Governor, but mainly because I seem to be terrible with it.

Dominion General Discussion / Re: Why Dominion Sucks!
« on: March 12, 2018, 02:11:58 am »
As someone who plays exclusively rated automatch, meaning random kingdoms, I think the biggest bug in Dominion is Silver and Gold. Having those always available means there's a playable strategy on every possible kingdom, and I say that's a bug because most random kingdoms, while technically playable, are pretty boring. What I like about Dominion is fitting a lot of the kingdom into my deck and finding new ways to combine cards. If the game had been designed without the basic treasures, you'd have to make sure the game is playable with decks of only kingdom cards. So there would have to be some rules about building kingdoms (not full random), and more importantly, card design would have to favor cards that fit with all kinds of other cards, and disfavor cards that make bad to buy other kingdom cards.

I think you're incorrect on this score.  While there will certainly be some boards where some version of Big Money is a good play, most good players feel it's extremely rare.  To the point where people have classified Embassy's Silver "gift" as an attack in some cases.

Theblankman didn't say anything about big money. He only spoke against the game favoring full random kingdoms because designed* kingdoms are often more interesting. I agree.

Having silver and gold in every game means the following kingdom is still 'playable':

If silver and gold were not in every game, you'd have to invent the estate rush to play this board. blankman was just saying that silver and gold made it feasible to play full random kingdoms all the time.

(*And designed here doesn't have to mean every kingdom card is chosen specifically. Maybe just make sure there's some kind of trashing and a village or something like that.)

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