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Messages - Honkeyfresh

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1
Also, he is actually getting help with playtesting from certain fan designers,  or at least one; Last Footnote.

Again it seems like you think that Dominion is a form of multimillion dollar industri. It's really not, but it is succesfull enough to still be a living game worth creating new expansions for and having ŗn active community still . That's awesome enough, for now.

When it comes to the actual fancards they indeed do seem very cool sometimes, I kinda wish there was an official possibility to create and play with fancards but I doubt DXV is very interested in looking into that.

Dominion is one of the critically acclaimed and widely played board games of all time, and certainly the modern era.  It has won international awards, US awards and is available for sale in 6500 walmarts and 2000 target stores, plus numerous smaller hobby shops etc I am sure.  If they are still broke AF the DXV either has a bad Heroin/hooker/horse habit, because especially if he's the lone owner investor, at hat sounds like a lot of units to potentially move.

2
Dominion General Discussion / Re: Theme and mechanics themes
« on: October 19, 2018, 07:13:01 pm »
Cards with foolish names do foolish stuff (e.g. Fool)
That still doesn't explain Transmute


I think all mimes are foolish regardless of how they gender identify.

3
Cookie Lord's Thread

Dominion fan expansion: Roots and Renewal

Quote
Roots and Renewal has the following themes:
Interaction with the Supply
Manipulation of the opening turns
The Prime token mechanic (see next paragraph)

The Prime token increases the cost of all cards from the pile it's placed on by $1 and annuls all previous, current and future cost reductions of those cards. As soon as the Prime token is removed from that pile, this effect is made void retroactively, meaning that all past and current cost reductions now apply to cards from that pile even if they are result of resolving cards that have been played when the Prime token was still there.
There is only one Prime token, shared by all players. When a player is by a card, event or landmark instructed to move the Prime token he may choose to move it to the pile itís currently on (hence leaving it there).


4
Took me like 2-3 years here to venture over there.  I figured in my mind it was people discussing tweaks to the cards they liked (like +1 coins, add actions to cards, change values etc.  Boy was I wrong.  These guys not only have mind blowing card art and design for new entire cards, they have sets, they have entire new "expansions" and new thematic things.

a few e.gs below, but If u haven't been there u should check it out.  I wonder if there are any portals online where these could be played?  I also wonder if Donald has ever taken a card, event etc from these? If not why?  Would save him money on developing expansion and testing (as the card maker nerds are Geronimo testing everything and debating each card in often ridiculous detail (and I say this with the utmost flattery-- just kinda insane for non paid fans to be that exhaustive) And many of them are quite inventive.

Couple notables out of MANy incredibly designed cards.  Donald maybe should just hire a few of these guys.

Asper's Cards

"Asper's Cards" were created with the main goal to make original but relatively easy to understand cards by using existing game mechanics. As most mechanics of Dominion are visited, the collection also works as a Treasure Chest, with each official set up to Empires having at least 2 cards dedicated to it (let's call this 25-card subset "Dominion - Legacy"). The "set" currently has: A card you can spend more than one action on, a VP card that attacks to become worth more, a card that starts out in the trash, a $2 curser, a card that will cost you VP when you gain it, a Potion Event and at least one horrible pun. This list also includes my Spellcasters, which can cast Spells you previously bought, and Edicts, a new mechanic that allows more general rules changes than Landmarks or Events do. Furthermore, you'll also find the latest state of the Seasons set, which Co0kieL0rd and I started and which introduces cards that depend on the game phase, as well as 8 cards designed for use in Team Dominion.

http://forum.dominionstrategy.com/index.php?topic=9231.0
Quote
Seasons
 
Seasons is an expansion Co0kieL0rd and I did together. In it, you use the Season board above (left), which spans 4 Seasons wih 5 sections each. The Season Token starts on the first section of Spring, and is moved forward after the last player in order did their turn (if you want to be picky, it's actually right before the first in play order does their regular turn). Therefore, Spring marks the opening and early phase, Summer the buildup phase, Autumn the late phase and Winter the part where the game will probably end. The cards do different things depending on the current Season. Use the Season Reminder above (right) to make sure you don't forget to move the token.
The cards in this thread are my re-takes of Seasons. Check out the original cards (some of which are more similar to the current take than others) by following this link.

           
Sojourner returned to an older version, but the Winter effect has changed.
Snow Witch now gives the Curse in hand, to avoid player order mattering as much.
Peltmonger now gives more money all around, and the buy is also on-call.
Student, Ball Room and Sanitarium didn't change.
Restore now uses the wording that is best in Summer. Untested yet.
Timberland now gets progressively worse, though you can tfb it. Considering there are Castles around now, it might be a bit meh.
Plantation now can only move the token backwards and gives a more straightforward bonus.

Quote
Spellcasters & Spells
When at least one Spellcaster card is in the kingdom, add 2 random Spells to the game and each player gets 5 Spell tokens. Spells can be bought like Events and take one buy to purchase. When you buy a Spell, you "prepare" it - this means you take one of your five Spell tokens and place it on the Spell card. Each Spellcaster allows you to "cast" a Spell. This means removing one of your Spell tokens from a Spell and then doing what the Spell says. Spells are not cards and can never be gained, and you can have a max of 5 prepared. Generally, they are relatively strong effects to add on your card, but you have to re-stock on them regularly - make sure to not run out of buys.

Spellcasters & Spells
When at least one Spellcaster card is in the kingdom, add 2 random Spells to the game and each player gets 5 Spell tokens. Spells can be bought like Events and take one buy to purchase. When you buy a Spell, you "prepare" it - this means you take one of your five Spell tokens and place it on the Spell card. Each Spellcaster allows you to "cast" a Spell. This means removing one of your Spell tokens from a Spell and then doing what the Spell says. Spells are not cards and can never be gained, and you can have a max of 5 prepared. Generally, they are relatively strong effects to add on your card, but you have to re-stock on them regularly - make sure to not run out of buys.
     
Click to embiggen
ETA : :Honkeyfresh Tip: If you go to the very bottom of the images of the little cards which u want to embiggen it is MUCH easier to open all the cards at once and then just scroll thru one long list.  The other way is downright awful (top down) just terrible.


5
Awesome, another cool thread where I want to post something, but I can't think of anything clever enough.

Still a better love story than twilight.  The love triangle between your intellect, confidence and inferiority complex had me moved so much closer to the point of tears than that pile of shit.

I used to like movies...


6
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Mine
« on: October 12, 2018, 09:57:52 am »
The picture just shows how worthless it is. Three miners in the whole mine (which is small, you can see the beginning of it) and only one of them is actually mining. The other two are pushing a cart. Seriously, one of those guys is going to get his feet run over.

Golf Clap...

7
Just had a sweet deck with some crazy synergy.

Shephard + seaway + counterfeit + training + crazy shit


Adding 2 tokens to any card is going to make the card crazy good.. not so sure what's special about Shepherd here.

I guess that is kinda true/ But especially with Shephard the + buys allowed me to load up on estates (getting 2 vp per) which in most decks would suck, but with Shepard it can help your engine build, especially when getting training pts from Shephard.

In most deck the super extra buys wouldn't be that useful.

8
Dominion General Discussion / Re: card ranking lists
« on: October 09, 2018, 11:14:47 pm »
i'm with u.  How is this even close to that low. It thins ur dek, turns estates into useful cards.

It doesn't thin your deck, it replaces stop cards with other stop cards, and it is itself a stop card that requires you to get another stop card (Potion) before you can even get it. Turning Estates into Gold is not as great as it sounds when you can only start doing that on your third shuffle after adding in two glorified Curses to your deck.

I actually meant to respond to transmogrify.  Didn't see someone the transmute part.  yeah transmute is awful.  And belongs at the bottom of any list.

I still don't get how the Adam H list has Transmogrify as the worst card in the game.  It must be some kind of inside joke.

9
Dominion General Discussion / Re: card ranking lists
« on: October 08, 2018, 05:50:17 pm »
i'm with u.  How is this even close to that low. It thins ur dek, turns estates into useful cards.  I can't imagine it's the worst card.did people put Raid before this? Stash? Mine? Harvest?Duchess? beggar? Embargo? tax? Poor House? Noble Brigand? Bureaucrat? Treasure map?

I mean get real.

This has to be an inside joke.  For comparison transmogrify is #26 on the list of 82 4  cost cards. 

10
you are right. im just stoned. transposed hermit and maman here inmy brain

11
Pretty sure by gain rules u can't smuggle a hermit, but it seems it did that somehow?  I don't even know how the + would show up though. Maybe cuz only card i gained?

game 19096547

Turn 9 - Lord Rattington
L plays a Madman.
L gets +2 Actions.
L returns a Madman to the Madman pile.
L shuffles their deck.
L draws 6 cards.
L plays a Farming Village.
L gets +2 Actions.
L reveals a Smugglers.
L puts a Smugglers into their hand.
L plays a Hermit.
L trashes a Curse.
L gains a Hermit.
L plays a Smugglers.
L plays 5 Coppers and a Cursed Gold.
L gains a Curse.
L buys and gains a Province.
L draws 5 cards.

Quote
honkeyfresh:  2 in a roq
honkeyfresh:  row
Rilakkuma:  yes...
honkeyfresh:  huh
honkeyfresh:  how did u gain a hermit and buy a province?
honkeyfresh:  must be a glitch
Rilakkuma:  cuised coin
honkeyfresh:  doesnt matter
honkeyfresh:  shouldnt cause u to get a hermit
honkeyfresh:  onlty get that is no buys that turn
Rilakkuma:  mad man -> fv -> hermit -> smuggle
Rilakkuma:  smuggler then used 8p to buy a province
honkeyfresh:  no it says u gained a hermit to that turn
Rilakkuma:  strange
Rilakkuma:  i used smuggler to gain it from your turn
honkeyfresh:  yeah hermit was glitching with innovation
honkeyfresh:  in renaissance preview
Rilakkuma:  strange
honkeyfresh:  i think its a hard card to code or something
Rilakkuma:  lol

12
Just had a sweet deck with some crazy synergy.

Shephard + seaway + counterfeit + training + crazy shit

Here's my turn 11

Turn 11 - honkeyfresh
h plays a Shepherd.
h gets +1 Coin (from Training).
h gets +1 Buy (from Seaway).
h gets +1 Action.
h discards a Pasture and an Estate.
h draws 3 Estates and a Shepherd.
h plays a Shepherd.
h gets +1 Coin (from Training).
h gets +1 Buy (from Seaway).
h gets +1 Action.
h discards 3 Estates.
h draws 2 Coppers, 2 Estates, a Counterfeit and a Shepherd.
h plays a Shepherd.
h gets +1 Coin (from Training).
h gets +1 Buy (from Seaway).
h gets +1 Action.
h discards 2 Estates.
h shuffles their deck.
h draws 2 Estates, a Shepherd and a Pasture.
h plays a Shepherd.
h gets +1 Coin (from Training).
h gets +1 Buy (from Seaway).
h gets +1 Action.
h discards a Pasture and 2 Estates.
h shuffles their deck.
h draws 6 Estates.
h plays a Counterfeit.
h gets +1 Buy.
h plays a Copper.
h plays a Copper again.
h trashes a Copper.
h plays a Silver, a Copper and a Gold.
h buys and gains 5 Estates.
h buys and gains a Silver.
h shuffles their deck.
h draws 3 Estates, a Shepherd and a Pasture.

13
Just had a sweet deck with some crazy synergy.

Shephard + seaway + counterfeit + training + crazy shit

Here's my turn 11

Turn 11 - honkeyfresh
h plays a Shepherd.
h gets +1 Coin (from Training).
h gets +1 Buy (from Seaway).
h gets +1 Action.
h discards a Pasture and an Estate.
h draws 3 Estates and a Shepherd.
h plays a Shepherd.
h gets +1 Coin (from Training).
h gets +1 Buy (from Seaway).
h gets +1 Action.
h discards 3 Estates.
h draws 2 Coppers, 2 Estates, a Counterfeit and a Shepherd.
h plays a Shepherd.
h gets +1 Coin (from Training).
h gets +1 Buy (from Seaway).
h gets +1 Action.
h discards 2 Estates.
h shuffles their deck.
h draws 2 Estates, a Shepherd and a Pasture.
h plays a Shepherd.
h gets +1 Coin (from Training).
h gets +1 Buy (from Seaway).
h gets +1 Action.
h discards a Pasture and 2 Estates.
h shuffles their deck.
h draws 6 Estates.
h plays a Counterfeit.
h gets +1 Buy.
h plays a Copper.
h plays a Copper again.
h trashes a Copper.
h plays a Silver, a Copper and a Gold.
h buys and gains 5 Estates.
h buys and gains a Silver.
h shuffles their deck.
h draws 3 Estates, a Shepherd and a Pasture.

14
Dominion General Discussion / Re: Complexity of Dominion
« on: October 06, 2018, 11:30:53 pm »
To be fair, even the Laws of Duplicate Bridge are 166 pages long.

It's because, if you have cost reduction, you can gain a free copy of a card whose baseline cost is more than $6.


15
Dominion General Discussion / Re: Complexity of Dominion
« on: October 04, 2018, 10:07:45 am »
http://media.wizards.com/2018/downloads/MagicCompRules%2020180810.pdf

Pretty big difference.

Also, Magic releases like 1000+ new cards per year.
lmao 229 pages

16
Ducat is S-tier "easier to play in real life".
Note that ShuffleIT now allows you to undo the "play all treasures" button without it asking your opponent for permission. A change specifically made with Ducat in mind.

I feel like anyone else can answer this kind of question, but yes, guys, hello, you can use the Ducat +1 Coffers the turn you play it, barring edge cases.

Ducats were actual Renaissance-era coins, and are not a reference to anyone who the person who took over Goko may have once picked to make online Dominion.

nice!

17
Is Innovation working properly in the preview? If I gain a Witch, it will draw two cards and deal a curse, but then - even if I have extra actions and buys - I can't play actions or treasures that I draw.

That seems to make some amount of sense, but it's far more limited of an effect than I guessed for $6.
I dunno.  It's pretty sweet in the curse battle to dole a curse out immediately without having to cycle through your deck to do so. REally same with any attack. Also great with gainers etc.  Plus since its on first buy, if instead of witch you played militia, you'd get 2 more coins to buy with and the attack.

So far i think innovation is pretty strong.

18
interesting.  I always just resolved like below the line above the line.  I didn't know it stopped at every period.

19
Inspired by this thread

http://forum.dominionstrategy.com/index.php?topic=15898.new#new

Many new cards help to gain cards (innovation or experiment allow multiple gains, that immediately play and could gain other cards, spice merchant and villagers now allow much more flexibility in the use of cards with _+ buys and actions like spice merchant,  etc.  Assuming whatever deck you wanted (assuming no black market just so you couldn't get every cantrip that has a buy for eg).  Pick whatever 10 card 2 event/project deck and what is the highest amount of points you can get from Triumph now.  I bet this will be a very large #, but I am just curious.  Might also help rot out and show some triumph strategies some people have never considered before in the process.

20
Let's Discuss ... / Re: empires: vp for gaining a bunch of stuff events
« on: October 02, 2018, 12:44:49 pm »
I think Triumph is really powerful.  It only takes one additional gain for it to be (generally) superior to buying a Duchy.  With most engines that aren't buy-limited, it should be comparable to Province in VP with the following advantages:
  • It doesn't deplete the Province pile, and so fares better against faster Province-buying strategies.
  • It costs debt, so you can add an additional engine piece before greening.
  • It costs less than Province.
  • The Estates can be trashed for a VP loss of only one.
  • On your last turn, you can use extra buys to grab a bunch of Copper and multiple Triumphs.  For instance, with 15 coins and 8 buys, you could buy 4 Coppers and 4 Triumphs for 30 VP (and more with other gains)!

now imagine you add in the renaissance cards, and IG, stone mason, port etc, artificer, sculptor.  You could probably now mump this ti somewhere near 50-60 VP without too much difficulty (especially in a wharf, grand market/market/capital or even CSM game where buys are not so limited.  Even that 4 coust +buy gainer would be amazing there at an early cost of 4,

21
Not really. The bots over buy anything that trashes and play them even when they have nothing worth trashing.

I'd be interesting to see what decision criteria the bots use to resolve say amulet or steward where there are multiple, draw/gain vs trash options.

22
Noticed it in a game.  Just tried it again on sim and it's doing same thing.  (load game 18825460 to see it)

When you use the priest you get you card +2 but when you trash the next card via sewer you do not get the +2 coins.  Actually lost a game earlier b/c of this...  but no worries unrated anyway.

This is correct. Sewer's trash is triggered on the other trash, and the second effect hasn't yet occurred as it happens after the Priest trash resolves.

Quote
+$2
Trash a card from your hand. For the rest of this turn, when you trash a card, +$2.

When you trash a card other than with this, you may trash a card from your hand.

Huh?  This doesn't make sense to me.  Even above and as I read the card, the priest trash happens first, and is a prerequisite to the secnd trash from sewer.  At that point Priest has trashed a card. So for the rest of the turn, ie after the priest trash, why does the sewers trash not lead to +2 coins, as it comes after the first trash?


23
Maybe that has already been fixed. At least when I load that game and buy&play Hermit, it doesn't get trashed for Madman.

Then they fixed it.  B/c after playing that game, but before I made this thread I tried it again in the above-listed game and it worked.

That's good.  Because that interaction was ridiculously strong...

24
Most of the obscure bugs are known about, and are just a much lower priority than the other work. And in most cases, what people would encounter arenít actually bugs at all, so I donít think this would help. They donít have the problem of not enough things to do.

Really?  Wow.  I thought that Rio Games bought Dominion and I was assuming that under that corporate umbrella it made sense. 

So is shuffle IT independent of dominion, or just like a third party contractor? 

25
Not sure if this is the best place to put this but it seems to be to me.

In an effort to make the game better and bug/glitch free, why not offer a bounty to those who find a true one. Like one free month of cards or a +1 month bump in an existing subscription.

 Now a lot of "glitches" are just someone not understanding interactions (ie procession/hireling).  But many are real.  I imagine there are a lot of little mistakes and glitches that people see and don't post. Why not incentivize them.  Some folks with base cards only might even try "hunting for them". 

 As good as the software is there probably won't be many anyway. But if someone finds one you think it would be worth 3 bux for dominion inc. to get each glitch out of the game.  Probably much cheaper than paying techs to try and root out find glitches...


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