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Messages - Commodore Chuckles

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1
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: March 07, 2021, 04:30:05 pm »
I'm very sorry everyone, but a bunch of stuff has come up in my life and I'm not feeling up to running the contest this week. Perhaps the second-place winner could run it instead?

2
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: March 05, 2021, 11:52:21 pm »
Oh wow, thank you mathdude! I was not expecting to win this. Thank you for being generous with the deadline. I'm honored that you would consider adding my card to your expansion. I'll try to post the next contest within the next 24 hours.

3
Variants and Fan Cards / Re: Really bad card ideas
« on: March 04, 2021, 10:51:12 pm »
Do-It-Yourself
Project - $2
At the start of each of your turns, trash a card from your hand. If it was not a Ruins, gain a Ruins.

4
Stealing the Zombies from the trash?

5
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: March 04, 2021, 10:46:16 pm »
I hope I'm not too late with my submission. For the rule with unlimited Dawn cards per Dawn phase.



Helps set up the turn you're about to play. Also helps you avoid drawing dead Maids and set them up to be in your hand at the beginning of your next turn.

6
Dominion General Discussion / Re: How would you rank the Dominion kingdoms?
« on: February 28, 2021, 01:02:12 pm »
I agree that Prosperity needs revision, but I put it high on my list because when it's good, it's so good.

7
Variants and Fan Cards / Re: Mooks, Henchmen type
« on: February 27, 2021, 09:34:34 am »
Personally, I like the idea of having actual cards in your deck that give tokens whose abilities change from game to game.

8
Variants and Fan Cards / Re: Mooks, Henchmen type
« on: February 26, 2021, 11:20:49 pm »
OK, I understand now. I didn't grasp that you could gain the Mooks directly by buying the Landscape; I thought the only way to get them was with the Henchmen cards.

When it comes to buying them directly, they mostly seem pretty weak. Veterinarian, for instance, is similar to that infamous "Bomb" fan card: a one-shot that lets you trash another card. It's better in a few ways: neither it nor the trashed card take up space in your hand, and you can choose a time when you have a spare Action to play it. The fact that you can't target what you want to trash, though, is a big drawback: I can imagine the frustration of turning over a good card in the beginning of the game with this.

Overall, I'm not sold on the idea of letting players buy the Mooks directly. It adds complication - complication that confused me greatly - and the Mooks are weak for one-shot effects. I also don't really like that you have to spend an Action when you spend a token - that's the kind of rule that's easy to forget. Maybe you could get rid of that rule and weaken the Mooks that become too strong as a result?

9
Variants and Fan Cards / Re: Mooks, Henchmen type
« on: February 26, 2021, 09:02:38 pm »
I like the general idea. I need some things cleared up for me, though:

1. What do the costs mean? Do you have to spend a Mook token, an Action, and that amount of $ to use a Mook ability? Or is the cost the number of Mook tokens you have to spend to use the Mook ability? Or is it that you have to pay that amount of $ up front once, but then after that it only costs a Mook token and an Action?
2. How do the Landscape cards work? Are they all included in a game with Henchmen, or do you shuffle them and select only one or a few to use in a game? Are they always available to all players, or do players "gain" them when they pay the cost?

Also, the use of the term "Mook" in general is confusing, as it seems to refer to both the tokens and the Landscape cards. I'd prefer it if you had one term for the tokens, and another for the cards.

10
(I'm going on the assumption that giving negative feedback is more okay for cards that everyone else likes.) This seems quite similar to Cavalry since both cards are Moat effect on-play and on-gain. The difference is that this card delays the on-gain effect whereas Cavalry has that instantly but delays the on-play effect -- which seems to me like the more interesting way to do it.

Thank you for the critique. I don't agree with you, though. I think this will play very differently from Cavalry, because setting up your next turn is very different from giving your current turn a boost. Also, Cavalry is a delayed Smithy on-play, not a delayed Moat.

11
Variants and Fan Cards / Re: Really bad card ideas
« on: February 24, 2021, 11:57:19 pm »
Sand Witch
Action - Attack - $4
Each other player gains a Curse to the middle of their deck.

Way Of The Ostrich
If your only Action cards are Villages, +1 Card, +1 Actions and gain a Village.

12
Dominion General Discussion / Re: How would you rank the Dominion kingdoms?
« on: February 24, 2021, 11:47:31 pm »
My ranking is currently:
1. Empires
2. Adventures
3. Renaissance
4. Prosperity
5. Intrigue
6. Dark Ages
7. Seaside
8. Guilds
9. Cornucopia
10. Nocturne
11. Hinterlands
12. Menagerie
13. Base
14. Alchemy

14
Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: February 21, 2021, 09:17:06 am »
If you play 2 Giants in a row, first with Journey token face down then face up, which counts as the "first attack"?

Both times it's a card with the "attack" type.  I don't know if the issue has ever come up before, but presumably online Dominion gives you the option to reveal Moat for no particular reason?

That's what I would have thought, but the new Noble Brigand says "When you buy this, do its attack", which implies that the "attack" is only the part of the card that affects other players. If you word it as "the first Attack card they play", there's no confusion, but if you word it as "the first Attack they play", then...

15
Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: February 20, 2021, 10:55:41 pm »
If you play 2 Giants in a row, first with Journey token face down then face up, which counts as the "first attack"?

16
Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: February 20, 2021, 09:51:21 am »
Sad thought of the day: every single fan card ever posted on this site is an idea Donald has already come up with and rejected.

17
Weekly Design Contest / Re: Weekly Design Contest #105: Attack with Choices
« on: February 18, 2021, 09:33:33 pm »
In some situations, you could end up giving one opponent more than 2 Disasters, right?

In most situations, you'll give all opponents more than 2 Disasters. Each player has their own Disaster pile, and in a 3-player game, each pile has 6 Disasters, so on average you'll give each opponent 3 Disasters.

18
Variants and Fan Cards / Re: Really bad card ideas
« on: February 18, 2021, 09:26:15 pm »
Sportsmanship
Landmark
After scoring, if you didn't win, you may say "Good game" to take 2 VP from here, which you get in your next game.
Setup: Put 2 VP per player here, minus 2 VP.

19
Weekly Design Contest / Re: Weekly Design Contest #105: Attack with Choices
« on: February 18, 2021, 12:01:09 am »
I'm withdrawing my previous entry. I've come up with something more interesting:




You now have your own junk pile, with junk that only you can hand out! But when should you give it?

In the beginning, it will hobble them right away.
In the mid-game, they'll have to waste precious terminal space to play it.
Or you can give it out at the very end when they have no chance to get rid of it.

Disaster itself can also give your opponent a choice of playing it vs. playing something that will be more immediately helpful.

Rules Clarification: Each player has their own Disaster pile, which does not count as part of their deck (so any Disaster cards they didn't hand out do not count against their score.) There are 4 Disasters in each pile in a 2-player game, 6 Disasters in each pile in a 3-player game, and so on (I tried to make it so that it scaled well for different player sizes.)

20
Weekly Design Contest / Re: Weekly Design Contest #105: Attack with Choices
« on: February 17, 2021, 05:59:39 pm »


Redoubt should probably be $4; compare it to Young Witch. Rook's wording is ambiguous as it could be parsed "When you [trash this or discard it] during Clean-up"; I don't think most people would interpret it this way but still.

21
Variants and Fan Cards / Re: Dominion: Summertime (a fan expansion)
« on: February 17, 2021, 05:27:02 pm »
For making it a Victory card, since it scores at the end of the game, it should probably be a Victory card (and Donald X., I think, has said that he would make Curse a Victory card if he could go back and change it).

I don't recall him saying that. I do recall him saying that Curse is not a Victory card because there are some cards that interact positively with Victory cards and he wants Curse to always be bad.

22
Weekly Design Contest / Re: Weekly Design Contest #105: Attack with Choices
« on: February 17, 2021, 04:45:50 pm »

This is incredibly weak. Of course you can manage to run a Treasure-less deck. But then there is good trashing in the Kingdom and the junking is weak.
In all other cases, you donít really want a Mandarin style self Ghost Ship effect.

Yes, I was worried that it was weak. I wanted a Curser where you had to think hard about whether you wanted to Curse or not. I have some ideas for making it stronger. I'm not sure what the best one is, though...

23
Weekly Design Contest / Re: Weekly Design Contest #105: Attack with Choices
« on: February 16, 2021, 05:06:49 pm »

24
Weekly Design Contest / Re: Weekly Design Contest #105: Attack with Choices
« on: February 15, 2021, 06:39:21 pm »
Quote
Warlock
Types: Action, Attack
Cost: $5
+3 Cards.  Choose a card in the Supply or reveal a card from your hand costing at most $3: Each other player with at least 5 cards in hand discards a copy of it, or reveals they can't.  Each other player who didn't discard a copy of it gains a copy of it.
Warlock is a drawing Curser with extra abilities.  I've actually played with this thing before, and it tends to begin by hitting Coppers to try to hold down other players' decks before shifting to Cursing.

Really? That seems counterintuitive. Wouldn't you want to start handing out Curses right away? It's a much stronger attack, after all, and there are a limited number of Curses to hand out.


Hey gambit05: does mountebank count as an attack-with-choice? like, is it still a choice if the choice is a no-brainer that you'd always take if you could?

Yes, Mountebank would count, but I wouldn't give it a high score.

I think even Militia would count, since they have to choose which cards to discard. But again, it wouldn't get a high score.

25
Weekly Design Contest / Re: Weekly Design Contest #104: Raise the Ceiling
« on: February 11, 2021, 10:34:59 pm »
For the change of "if you do" see Hunting Lodge.

Better yet, see Moneylender, which actually changed from "if you do" in the First Edition to "for" in the Second Edition.

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