Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - silvern

Filter to certain boards:

Pages: [1] 2 3 4
1
I might test the card at $5, and if it is too weak, well there you go, if not, hey, we did it!

2
thanks for all the input, all!

Re: Tyrant, yes, it does seem a little weak as is. Increasing to 5 might make it better? Though only playtesting will tell, and perhaps it will just be scrapped?

@Faust, yes, as you might tell Deal/Negotiations were cards sort of reversely-designed. I wanted to make something that altered game-ending conditions (why haven't we had more of those, huh??), but obviously something like that shouldn't be just a normal supply pile. So what you see is the result. But as you say, there are.....a lotta problems.

Contract--would bumping the price to $4 make it better? I don't mind having a pretty strong card; the nice thing about a $4 is that anyone can open with it, etc. And compared with, say, Junk Dealer....this seems weaker.

Humble Village still seems fine. And Wealthy Uncle seems a little weak, but also fine.

3
ha, actually I was making a cheap joke about how little the card makes sense thematically.

You are by far the better person here by advancing actual Dominion discussion!

4
I don't like the implication that somehow getting more and more fool's gold is suddenly good for somebody.

5
Here goes, folks.

Humble Village
$2  -  Action
+2 Actions
You may gain a card costing up to 3.

Tyrant
$4 - Action-Attack
+2 cards
+1 buy
Name a card. Each other player reveals the top four cards of their deck,
discards any copies of the named card, and puts the rest back in any order they choose.

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.

Split: Deal/Negotiation
TOP:  Deal
$5 - Action/Victory
+1 Buy
+$2
------
2 VP
BOTTOM: Negotiations
$6 - Action
+2 Cards
+1 VP
Each player reveals their hand. If nobody revealed a victory card, the game ends after this turn.

N.B.: This pile always has 10 cards, 5 of each


Wealthy Uncle
$3 - Action
If more the half of the Provinces remain in the supply pile, gain a Duchy.
If half or fewer of the Provinces remain in the supply pile, gain an action card costing up to $5.



6
Dominion General Discussion / Re: Reactions
« on: July 16, 2018, 11:20:22 pm »
1. Tunnel. Gaining golds is fun. Market square is nice too, but it's always sad to discard it since usually you could've played it.
2. Trader. Can't remember the last time I bought one. Though the mechanic itself is, in theory, kinda neat I guess.
3. Watchtower is great, as you say.

7
someone please lock this thread and end my pain

8
okay guys, we get it, Awaclus is quitting dominion

9
Rules Questions / Re: Duplicate + spirits
« on: July 08, 2018, 12:32:46 pm »
No problem! It is a bit counterintuitive--but Dominion is a game that operates under pretty strict rules to avoid craaazy situations. And rules for gaining is one of them.

10
Rules Questions / Re: Duplicate + spirits
« on: July 08, 2018, 12:14:43 pm »
cards only gain from the supply unless otherwise specified. So, what happens is that Duplicate is called, then goes to the supply to find an Imp--but can't find one there, so does nothing!

11
Rules Questions / Self-Pin?
« on: July 05, 2018, 11:53:15 am »
I think I already know the answer to this one, but it's funny to me, so....

Let's suppose you buy donate on turn one, trashing everything. At this point, wouldn't it be literally impossible for you to do anything for the rest of the game? You couldn't pay off any debt, or buy any coppers, or...anything

(And what would the remainder of your turns look like in an online solo game? I don't think there'd be any boxes to click on at any point in the infinite remainder of your turns.)

12
Variants and Fan Cards / Re: Really bad card ideas
« on: July 04, 2018, 11:35:43 am »
The Idle Rich
Action $8

Play a separate game of dominion, with no provinces/gold, 6 kingdom cards with 8 cards per pile, and 4 cards per hand. (The game ends when either the duchy pile is emptied or any 2 supply piles).
If you won, +VP equal to your final score in the game.


13
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: July 01, 2018, 01:58:54 pm »
The way adventurers is worded now, I believe means you start skipping coppers after just 1 play, not 3

14
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: June 30, 2018, 03:49:20 pm »
Great Forest is just crazy, crazy strong.

Burial gift seems weak; plus, the wording needs work (does trashing an action make it suddenly worth more? At that point it should have already produced all its money, so that can't be....)

I like adventurers.

15
Dominion General Discussion / Re: Interview with Donald X.
« on: June 29, 2018, 09:27:05 pm »
Do you enjoy convoluted rules debates, etc? And just in general, the theoretical discussions about the logical structure of the game?

I ask because I personally find all that stuff fascinating, but I always feel bad since you are inevitably dragged into the discussion, and, well, I can imagine that's patience-testing!

16
Rules Questions / Re: summon + death cart vs. summon + nomad camp
« on: June 26, 2018, 04:26:54 pm »
I'm trying to think what would break if the lose-track rule didn't include covering a card in your discard pile, but only moving it from the discard pile. Does that actually cause any issues? I think it's the cover-up part of lose-track that causes the most counter-intuitive rulings.

In order to get the card out of your discard pile, you have to allow for searching through your discard pile, which is not allowed.

one question here is, if Dominion hadn't become such a computer-heavy game where programming precisely is necessary, would anyone interpret the rule like that? It isn't like you are generally sifting through your discard; you know EXACTLY where the card is.

17
Rules Questions / Re: summon + death cart vs. summon + nomad camp
« on: June 25, 2018, 11:57:21 pm »
that's very fair!

That said, if you explained all the basic rules of dominion to someone, and then set them up with a game in which this situation occurred, I doubt that anyone but the most precision oriented person would even think that something funky might possibly occur. Pretty much everyone, I imagine, would just set aside the death cart.

Maybe i'm wrong on this point though. I guess we could run it as an experiment and find out....

18
Rules Questions / Re: summon + death cart vs. summon + nomad camp
« on: June 25, 2018, 11:25:53 pm »
I am somewhat of the opinion that the Lose Track rule was made in order to arbitrate ambiguous decisions in a way which aligns with common sense and THUS in situations where common sense is violated like this, something is wrong with the rule, not the common sense (which the rule ought to preserve)! But I do get that dominion, especially online, should be as precise as possible.

(Wittgenstein once remarked something similar regarding Russell and Whitehead's Principia Mathematica, an attempt to ground arithmetic in the rules of logic (the work, famously, takes many dozens of pages before even proving that 1+1=2). He noted that basic arithmetic couldn't possibly be grounded in such a project, for if their logical structure told us something that contradicted a basic belief about arithmetic, we would automatically assume that it was their work that was wrong, not our naïvw arithmetical beliefs.)

19
Puzzles and Challenges / Re: Easy Puzzles
« on: June 24, 2018, 07:10:25 pm »
Peasant?

20
Variants and Fan Cards / Re: Pile Control Card --Reinforcements?
« on: June 18, 2018, 12:11:55 am »
“Less than this” in the top half referring to the card itself is super confusing, it definitely sounds like it’s talking about the card being trashed. I would definitely say “costing up to $5” instead, otherwise it sounds like it’s a card that lets you trash a Colony from the supply to gain two Provinces. “Less than this” in the on gain ability is fine as there’s no other subject to confuse it with.

Originally I did have it this way; the change was because if the on-gain effect said $5, with a single highway in play, the whole pile could be emptied instantly, which seemed wonky. So I just changed the wording on all of it to be consistent (also it makes it sligggghtly weaker, which seems good)

21
Variants and Fan Cards / Re: Pile Control Card --Reinforcements?
« on: June 17, 2018, 08:35:13 pm »
It is! Otherwise it would be totally insane.

Still, you might be right about its strength....another useful comparison might be Altar?

22
Dominion General Discussion / Logical Dominion translation?
« on: June 17, 2018, 03:49:58 pm »
How difficult would it be to translate the functions of Dominion, and all its cards, into a logically-precise language, à la Frege or Russell?

23
Variants and Fan Cards / Pile Control Card --Reinforcements?
« on: June 17, 2018, 03:02:27 pm »
Reinforcements - $6 Action

Trash a card from the supply.
Gain up to two cards, each costing less than this.
----------------
When you gain this, each other player may gain a card costing less than this.



Obviously a card that would be useful the whole game, but in particular the end--trash a province, gain two duchies while you're ahead; etc.

Too weak? Too pointless?

24
Goko Dominion Online / Weird Problem W/ Mac OS X Yosemite?
« on: November 25, 2015, 02:45:49 pm »
So, whenever I open Dominion, after I quit it, the dock is completely gone, and there's no way to get it back. I have to restart the computer. (In fact, not even minimizing a window works--it just freezes and then goes back to staying open).

Thoughts on this?

25
Dominion General Discussion / Re: Homage to the Best Card
« on: June 23, 2015, 09:15:47 pm »
Uh, pretty sure that should be socially awesome penguin all the way down.

Pages: [1] 2 3 4

Page created in 0.218 seconds with 19 queries.