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Messages - Erick648

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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 10, 2018, 08:08:06 pm »
City Founders
$3 Action-Reserve
+2 Villagers
Put this on your Tavern mat.
Place a Coin token on a non-Victory Action Supply pile.
-
When an opponent gains a non-Victory card, you may call this, to take the Coin tokens on that card's Supply pile as Coffers or Villagers.

Note: I had to specify "non-Victory" both times to prevent weird interactions with Trade Route.
This is interesting - however, it seems kind of weak. Assuming that you have a way to make your opponent gain a certain card (e.g. cursers) it gives you +2 Villagers and +1 of either coffers or villagers, which seems pretty good in the right situations, but still not particularly powerful. However, outside of that, you're playing a card for +2 Villagers (kind of like a more flexible Necropolis) and hoping your opponent buys a card with the tokens on top of it sometime soon, so that you can get your bonus and play the card again. Since its a village (and you're presumably going to want to be able to play them consistently), this makes it seem pretty weak.

However, the villager tokens probably alleviate some of the inconsistency problems and I haven't ever played with them, so maybe this is stronger than I think it looks.

It's also kind of neat how this card interacts with itself if the other player also has it. If you both have City Founders on your tavern mat, who will be the first one to buy a card with coin tokens on it? It seems like in this case you'd probably want to deny your opponent their City Founders though - having the ability to chain actions is usually much more powerful than any single card (this isn't an issue if there are other villages). I like the concept of it only being able to be called when your opponent gains a certain card, though - it just seems like it might work better on something that's not as integral to a deck as villages are.

Also, how does it work in multiplayer?
Yeah, I intended it as a non-attack interaction card.  I originally made the tokens stay on the piles permanently, but that seemed too powerful since it got exponential (your opponent gains a key card with three tokens on it; you call your five City Founders for 3x5=15 Coffers).  In multiplayer, players get the option to call City Founders in turn order, as with Reactions, etc.  Note that you can call it even if your opponent gains a card without tokens on it, if you just want to play it again (meaning that you can play it every turn unless your opponent gains no non-Victory cards).  And yes, you can poach your opponent's tokens if he gains the card first.

It's hard for me to gauge how strong it is, but you're probably right that it's a little weak.  I've edited it to add two tokens instead of one.

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 09, 2018, 06:43:46 pm »
City Founders
$3 Action-Reserve
+2 Villagers
Put this on your Tavern mat.
Place a Coin token each on two different non-Victory Action Supply piles.
-
When an opponent gains a non-Victory card, you may call this, to take the Coin tokens on that card's Supply pile as Coffers or Villagers.

Note: I had to specify "non-Victory" both times to prevent weird interactions with Trade Route.

3
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: October 04, 2018, 05:23:29 pm »
Quote
I'm also banking on the fact that so few $5 cost gainers exist that the problem will rarely come up. I'll have to test this all out though.
University, Smugglers, Artificer, Altar, Artisan, Vampire and, most importantly, all Remodelers.
LibraryAdventurer's wording gets rid of all these "strictly better than Lab" problems with gainers.

I think that you could then get away with reducing the cost by $1 though. Getting $2 for a Curse is not the sweetest deal in the world, most of the times you gotta draw into that Curse before you can trash it and then you still had to pay $4 for a Peddler that only becomes better after you shuffle again.
Why not make it cost $4+1Debt or $3+2Debt? That would make it cheaper, and eliminate most of the potential for using gainers (you could still Butcher an Engineer or something, but that would be rare enough to not be problematic, IMO).  It might look odd (especially if you go for $4+1Debt), but I do feel there's something thematic to "Steam Engine" having Debt in its cost.

4
I love how flavor-friendly Recruiter's synergies are (despite being the standard trash-for-benefit synergies):  The best place to recruit from is the Fortress.  The Border Village is also a useful target (someone has to guard that border).  Also, you can Recruit from your starting Estates but not your starting Coppers (at least not effectively).

Of course, this breaks down if you start recruiting Rats (maybe he's friends with the Pied Piper or something).

5
Clearly, this is why Bridge TrollRuined Market is the single best card in the game. :)
FTFY

6
Rules Questions / Re: Watchtower+Market Square
« on: September 01, 2018, 02:11:37 pm »
The rulings on Inheritance confirm that a card is yours for on-gain triggers and for on-buy triggers.  The latter is unintuitive to me.
To be fair, in real life, there's a legal principle called equitable conversion that says that when you sign a contract to buy a piece of real estate, it counts as yours (for some purposes) as soon as you make the contract, even if you're not going to be deeded the property until later. 

In other words, when you buy an estate IRL (at least in certain countries and cases), it becomes yours on-buy, and not just on-gain.

7
Dominion General Discussion / Re: A Dominion Chronology
« on: August 07, 2018, 02:46:43 pm »
I'd put Seaside last.  Some of the cards (Native Village, Tactician) seem to be 18th-century, or 17th-century at the latest.  I'd also put Prosperity after Renaissance, since colonialism came after the renaissance in real life.  Both "Pirate Ship" and "Colony" should objectively be post-renaissance.

Then you have cards like Oracle, which seems to come from the same time period as Empires despite being in Hinterlands (and, honestly, always seemed out of place for the set).  I would put Hinterlands more in the medieval era, though (just because it has Asian cards, that doesn't mean that it's from a time when Europeans directly interacted with Asia rather than trading indirectly via the Silk Road).

I'd also put Adventures next to Nocturne since the both have a "legendary" feel (don't Bridge Trolls and Giants belong alongside Pookas and Pixies?).  I might even put Dark Ages and Nocturne in the same time period, with Dark Ages in continental Europe and Nocturne in the British Isles. 

8
If you Prince a Poor House on Turn 5, you can't exchange Changeling for Prince because Prince is no longer in play (it's set aside).  The only way you can get a Prince from Changeling is to choose not to set it aside (so it does nothing but stays in play and gets cleaned up like normal).  Fortunately, you can Prince both Poor Houses on Turn 6, so the only loss is the ability to buy a $4 card on Turn 6.

9
So, I just had a (full random*) Kingdom with the following: Save, Courtyard, Haven, Native Village, and a $2 fan card that lets you save Action cards for later.  There were also 5 non-hybrid Victory cards (as well as Triumph and Basilica).

*-With all sets and some fan cards, but 12 Kingdom cards (and 2 Events and up to 2 Landmarks) and a special rule for Potion-cost cards (if there are fewer than 3 Potion-cost cards, roll them over to the next Kingdom and replace them).

10
Dominion General Discussion / Re: Card alchemy revelation....
« on: May 19, 2018, 03:47:10 pm »



11
Dominion General Discussion / Re: Card alchemy revelation....
« on: May 16, 2018, 02:51:41 am »


12
Game Reports / Re: the funniest game in the whole entire world
« on: May 15, 2018, 12:41:08 am »
It seems that the funny part is that starting on Turn 7, Lord Rattington played Merchant-Merchant-Chapel every turn for the remaining 105 turns (having trashed everything else), buying nothing, while Chase continued to build with all the time in the world (and Gardens to reward his large deck).

13
Dominion Articles / Re: Villa Quarry: A PSA
« on: April 26, 2018, 07:31:57 pm »
One thing to keep in mind, though, is that you don't necessarily want all of the Villas.  If you don't need additional actions or buys, Villa is basically just a Copper (that can be drawn dead, costs more, etc.), and gaining a bunch of Coppers to your hand is probably not the best move.

So while this combo is certainly useful, you should take care not to do it unthinkingly just because you can; make sure that every Villa you buy is making your deck stronger rather than weaker (or denying your opponent, moving towards a three-pile, or serving some other purpose that makes it worthwhile).  Even without this combo, I've often seen inexperienced players overbuy Villas just because it's convenient even when those Villas did them more harm than good.
Even though your point is totally true, I feel inclined to point out that in this case villas don't cost more than coppers.
I was referring to their cost once they're in your deck, for things like Remodel, Bishop, etc. (especially if Quarry is your cost-reducer).  That is, even if they're only Coppers on-play, they could still have the same trash-for-benefit uses as, say, Rats (as long as you play your trash-for-benefit card before your cost-reducers).

14
Dominion Articles / Re: Villa Quarry: A PSA
« on: April 26, 2018, 03:20:52 pm »
One thing to keep in mind, though, is that you don't necessarily want all of the Villas.  If you don't need additional actions or buys, Villa is basically just a Copper (that can be drawn dead, costs more, etc.), and gaining a bunch of Coppers to your hand is probably not the best move.

So while this combo is certainly useful, you should take care not to do it unthinkingly just because you can; make sure that every Villa you buy is making your deck stronger rather than weaker (or denying your opponent, moving towards a three-pile, or serving some other purpose that makes it worthwhile).  Even without this combo, I've often seen inexperienced players overbuy Villas just because it's convenient even when those Villas did them more harm than good.

15
I just won a game against a very skilled opponent in which I bought a Transmute but never played it.
Was Fairgrounds or Museum involved?

16
Here's the ones that I can think of offhand:

Feast: Added +1 Action.

Scout: Added +1 Card and reduced the deck inspection to 3 cards (so basically, the first card's free).

Masquerade & Throne Room: I was applying the 2e versions before 2e made them official.   8)

Tribute: Made it discard the bottom card of the player to your left and the player to your right (in 2p, your opponent is both to your left and your right and so discards the bottom two cards).  This wasn't really for balance purposes so much as to make it feel like less of a "single-target attack" (it's not, but tell that to someone who keeps getting good cards discarded; it was either make this change or have the card vetoed entirely).

Scrying Pool: Removed the attack (but kept the self-spying).  It speeds things up, and the card's plenty powerful without the attack.

Pearl Diver: Added the option of discarding the revealed card so you don't get stuck repeatedly revealing the same Province.

Smugglers: Let it copy any opponent, not just the player to your right.  This was because of a game where two experienced players both went for a strategy where winning the split of a certain 5-cost card was crucial, and the third, less-experienced player, messed around with cards that weren't that helpful.  Needless to say, the mirror player on the left won the split by a large margin due to Smuggling from the other mirror player, leading to the realization that the next time this situation happened, we'd know that whoever sat to the left of the newbie would be at a disadvantage, and no one would want to sit there.  Letting it copy everyone means that no one's stuck with an inferior Smuggling target.

Black Market: Replaced the Black Market deck with 5 Events; each Black Market gives you a Buy that can only be spent on one of those Events (and all of those Events are available for every Black Market play).  This was designed primarily to ease setup/cleanup (so I didn't have to keep fishing single cards out of my binders), but also serves to remove a lot of the weirdness associated with Black Market (i.e., random selections with potential unfairness where one player gets access to a vital card and the others don't; it also eliminates playing Treasures and buying stuff in the Action phase, which wasn't really a problem IMO, but it does simplify things to avoid it).

Walled Village: Changed the below-line text to "At the start of Clean-up, you may spend an Action to put this onto your deck."  Since it's a card I paid for specifically, I wanted it to actually be relevant.

Boons in general: I replaced the random deck with a semi-randomly generated "Boon map" that you maneuver around, removing the unpredictability and potential unfairness.  I also tweaked Sacred Grove (Boons that provide money are no longer excluded, since we use markers to track it anyway) and Druid (can now grant any Boon without moving around the map; we don't even use the map if Druid is the only Fate card) to fit the new system.

17
Lucky Coin–Changeling–Potion was a good combo.

Exchange Silvers for Changelings, then trade in the Changelings so you can gain more Alchemists than you have Potions to spend.
Edge case: Transmute is in the Kingdom instead of Alchemist.


It would be such a different interaction.
So I guess you could generalize it to "[Silver gainer]-Changeling-[good Potion-cost card]" (since it would still be useful with something like Amulet-Changeling-Scrying Pool).

18
S plays a Rogue.
S gains a Zombie Apprentice
.
.
.
S plays a Zombie Apprentice.
S trashes a Necromancer.


Beware.... They are coming for us...
I guess you could say that that Zombie...

 8)

...went Rogue.

19
Dominion General Discussion / Re: Playing the new Guilds & Cornucopia!
« on: March 20, 2018, 12:39:36 am »
I guess this means we won't get another expansion with Coin tokens, which I'd hoped was a possibility after they brought back Victory tokens in Empires.  There'd be no way to word the cards that would be intelligible to both people who had First Edition Guilds and didn't know about Second Edition and people who had Second Edition Guilds and didn't know about First Edition (they could include something in the rulebook explaining that Coin tokens are now Coffers, but it would still be awkward).

20
Dominion General Discussion / Re: Extending the game
« on: March 16, 2018, 05:56:09 pm »
Here are some things I do to let engines get bigger:
- Always use Platinum/Colonies
- Always use Dominate (ideally with Platinum/Colonies, since Platinum makes players more likely to reach Dominate, and Colony makes them less likely to buy Provinces directly)
- Include 12 of each Victory card in a 2-player game and 18 of each non-Kingdom Victory card in a 3-4 player game (you'll likely own extra basic cards due to them being included in both the base game and Intrigue)
- Play to 4 (or more!) empty piles instead of 3

21
Dominion General Discussion / Re: Dominion Confessions
« on: March 12, 2018, 03:52:35 am »
When talking about an avatar, there are 2 things that matter to me more than how viable a card is:

1) How much fun I've had with the card
2) How much I like the artwork

The artwork is my favorite in the game, and an On-Buy Remodel is a fun concept to me. Although I rarely buy Farmland, the games where I built decks around them when it was new were fun. I probably got my ass kicked, but I had fun, which is a primary goal of a game after all ;)
Of course, sometimes criteria #1 and #2 also align with a stronger card. ;D

22
Dominion General Discussion / Re: very short strategy article
« on: March 01, 2018, 08:40:23 pm »
"Categorically better"?

Proposed requirements for Card A to be categorically better than Card B:
1. Everything Card B does that is usually good is also done by Card A.
2. Everything Card A does that is usually bad is also done by Card B.
3. Card A does at least one usually good thing that Card B doesn't OR Card B does at least one usually bad thing that Card A doesn't.

Note that this would require determining which abilities are "usually good," which are "usually bad," and which are "situationally good or bad," which would also depend on the purpose of the card in question (e.g., mandatory trashing is more likely to be "usually good" on a trasher and "situationally good or bad" on a card that provides large non-trashing benefits).  For example, is Nomad Camp's topdecking "usually good" (making it categorically better than Woodcutter) or is it "situationally good or bad"?

Of course, optional abilities are always "usually good," since if they're bad you just don't use them (edge case that's basically irrelevant in practice: choosing not to use it lets your opponent know you didn't want to use it).  In fact, optionality can be a "usually good" ability in its own right: for example, 2nd Edition Throne Room is categorically better than 1st Edition Throne Room because it has the optional ability to do nothing instead of playing a card (though it's arguably not strictly better due to edge cases where you want to Throne an action but you don't want your opponent to know you wanted to Throne it and would rather your opponent assume you were Throning it against your will).

23
Game Reports / Re: Dear My Opponent: I am Sorry
« on: February 21, 2018, 05:46:06 pm »
And now for the annual PSA:
Dear opponent:

I'm sorry that you're a bad player and I crushed you,

Let me tell everyone about it.

To clarify, this thread is really for "I'm sorry I chose a strategy/tactic that's particularly unpleasant to play against" (painfully slow engines, pins, milling provinces, etc.) or "I'm sorry I got really lucky and/or you got really unlucky," not "I'm sorry you're bad at Dominion and/or I'm good at Dominion."

24
Dominion Articles / Re: Witch, revised for 2018
« on: February 17, 2018, 11:51:16 pm »
I now propose: nobody ever lost Dominion by playing King's Court on a Mountebank.
Edge case: There are 1-3 Curses left and two empty piles and you're too far behind to catch up this turn.

25
Dominion General Discussion / Re: Themed Kingdoms
« on: February 16, 2018, 04:57:19 pm »
The Fellowship of the Ring:





The Two Towers:





The Return of the King:



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