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Messages - Commodore Chuckles

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1
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: September 15, 2019, 11:04:03 pm »
I'd put Young Witch above Farming Village and Fairgrounds above Jester.

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 15, 2019, 02:18:42 pm »
Prototype
Action/Duration - $4
Gain a card costing up to $4
If this is the first time you played a Prototype this turn, and the previous turn wasn't yours, you may set that card aside on this to take an extra turn after this one, drawing only that card for your next hand.

Minor wording gripe: setting a card aside and then putting it in your hand isn't "drawing" it.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 13, 2019, 07:08:48 pm »
Thank you all for your advice. I'm changing the wording to "end your Night phase" so that you still do Clean-up.



Quote
Voyage
Night - Duration - $5
End your Night phase. Take another turn after this one where you discard your hand at the end of your Action phase.

4
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: September 12, 2019, 10:41:50 pm »
King's Court not #1? Sacrilege!

I don't get the hype over Worker's Village. It's useful, but not exactly game-changing (at least not any more than any other Village or +Buy).

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 12, 2019, 09:09:33 pm »


Skipping your Clean-up phase the turn this is played will make all the cards you played that turn unavailable for your extra turn. Just wanted to make sure this was intended.

Neat way of keeping the power level in check. Your extra turn could get kind of junky, but I can think of a few ways this could be a positive.

Good point. I wasn't thinking of that at all, actually. Though as you pointed out, it's a good way to check the power level. I'm still leaning towards changing it to what I originally wanted, though. Would this make it too strong?

6
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: September 11, 2019, 09:34:32 pm »
I have a firm belief that the +1 Buy of Wharf should be on Merchant Ship. I think it would balance out the power between those too.

Wharf would still be way better, simply because guaranteed +Cards at the start of your turn is ridiculously valuable and +$ isn't, but this would at least prevent it from looking absolutely pathetic like it does now.

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 11, 2019, 09:26:07 pm »

8
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: September 10, 2019, 10:47:05 pm »
Seaside
1. Ambassador
2. Wharf
3. Ghost Ship
4. Outpost
5. Fishing Village
6. Caravan
7. Bazaar
8. Lookout
9. Smugglers
10. Lighthouse
11. Sea Hag
12. Salvager
13. Warehouse
14. Native Village
15. Tactician
16. Haven
17. Treasury
18. Island
19. Explorer
20. Cutpurse
21. Treasure Map
22. Pearl Diver
23. Embargo
24. Merchant Ship
25. Pirate Ship
26. Navigator

Some of these bottom ones seem odd to me.  Cutpurse, Island, and Embargo seem much more useable to me than Treasure map and Explorer. (Rank 18-23)

Island is higher than TM or Explorer.

Yes I can read.  I'm saying it seems much better, and that that general cluster of low ranked cards seems odd to me.

I don't think Island is underrated here. Its two uses are:

1. Early game "trashing". Generally a bad idea as pretty much any other way to thin is more efficient, and even if there's no other way you're still probably wasting valuable time.
2. Getting expensive Victory cards out of the way. This is usually much less useful than it seems. The game continues to favor megaturn engines where your green phase doesn't last long.

I'm sort of surprised to see Merchant Ship so low, but it's hard to disagree with that placement. It's the sort of thing you only get if there's nothing else at that price point.

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 07, 2019, 11:08:47 pm »


I've decided to give my idea a complete overhaul. It's now like Conspirator, but different conditions have to be met.

Quote
Arithmancer
Action - $4
+1 Card
+1 Action
Discard any number of cards, then reveal your hand. If the total cost of the revealed cards is exactly $13, +$2.
I would make this say "cost in coins" so that it doesn't completely suck with Potions and Debt.

Done. Updated in the OP.

10
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: September 07, 2019, 11:00:17 pm »
So? Throne Room is a $4 Confusion without anything else.

The difference is that Throne Room turns the stuff that's below it into a functional deck.

And what is your definition of a "functional deck"?

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 07, 2019, 06:28:39 pm »


I've decided to give my idea a complete overhaul. It's now like Conspirator, but different conditions have to be met.

Quote
Arithmancer
Action - $4
+1 Card
+1 Action
Discard any number of cards, then reveal your hand. If the total cost in $ of the revealed cards is exactly $13, +$2.

12
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: September 07, 2019, 05:46:44 pm »
I continue to be shocked at how underrated Conspirator is. It's a key card on the vast majority of boards.

Without the stuff that's above it, it's just a $4 Duchess.

So? Throne Room is a $4 Confusion without anything else.

Yes, there are some boards where Conspirator can't be activated. Those are not common.

13
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: September 07, 2019, 09:35:33 am »
I continue to be shocked at how underrated Conspirator is. It's a key card on the vast majority of boards.
True that, a $7 card for $4 is pretty sweet.

Well, you also have to buy a bunch of enablers to get the $7 effect, but yeah, as I said, it's generally a key card.

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 06, 2019, 07:54:41 pm »


A Menagerie-like card. Like Menagerie, it's less likely to work the bigger your hand is. But, it lets you discard unwanted expensive stuff first, particularly Provinces. It overall encourages you to either buy a lot of cheap things or do a draw-to-x-like strategy.

15
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: September 06, 2019, 07:40:08 pm »
I continue to be shocked at how underrated Conspirator is. It's a key card on the vast majority of boards.

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 04, 2019, 07:32:32 pm »
No name
Action $4
Reveal your hand. The player to your left chooses one. Choose one: trash it and gain a card costing up to $2 more than it and you may trash a card from your hand; or gain a copy of it; or each other player gains a copy of it.

Edit: added to the first option

Should be "The player to your left chooses one of the revealed cards." Otherwise it's confusing and actually illogical.

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 02, 2019, 09:43:40 pm »
Anyway, here is my submission:


Braggart
Type: Action Attack
Cost: $5

+ $3
You may trash a Treasure card from your hand for +$1. Each other player gains a Copper to their hand.

I think this is too strong. Treasurer is also $5 and can only give you +$3. +$4 with Copper trashing seems insanely good even without the Attack. I also don't like that the benefit cancels out the Attack, which forces everyone to buy it.

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 02, 2019, 01:31:13 pm »


So it can sift past Estates for +1 Action but can be a Village with Duchy and Province, which I think is a cool dynamic. It can also just be played for +2 Cards. I thought it would be too good in the opening to cost $3 so it costs $4. The Estate gaining part I feel can add an interesting decision. The Manor alleviates the Estate somewhat but you still risk dud turns adding the extra stop card.

This looks like it will just be an inferior Fugitive most of the time. Extra +Actions aren't going to help you in the Province-buying stage. And assuming round-down, getting an early Duchy will make this a Vanillage that costs $9 and 2 buys and only works if two components collide. As for the Fugitive option, I'll go with trashing my Estates most of the time.

19
Variants and Fan Cards / Re: Really bad card ideas
« on: September 02, 2019, 10:39:48 am »
Chicken
Action - $0*
Gain an Egg.
(This is not in the Supply.)

Egg
Action - $0*
Gain a Chicken.
(This is not in the Supply.)

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 02, 2019, 10:39:28 am »
Chicken
Action - $0*
Gain an Egg.
(This is not in the Supply.)

Egg
Action - $0*
Gain a Chicken.
(This is not in the Supply.)

21
Dominion General Discussion / Re: Next expansion possible and when?
« on: September 01, 2019, 05:45:49 pm »
There's no expansion this year, though there were two promos.

There will probably be an expansion in 2020, probably earlier rather than later.

22
Variants and Fan Cards / Re: Really bad card ideas
« on: September 01, 2019, 05:43:54 pm »
Correct me if I'm wrong, but putting your cube on a Project is not called "gaining" it, is it?

23
Variants and Fan Cards / Re: Really bad card ideas
« on: September 01, 2019, 11:59:13 am »
You can't gain Projects, so yeah, it's bad.

24
Dominion General Discussion / Re: Interview with Donald X.
« on: August 31, 2019, 09:28:51 am »
I think the idea is to make its utility last longer by giving you more stuff to trash.

25
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 31, 2019, 09:18:44 am »


Inherited Lands
Project, $10
At the start of your turn, you may discard a Victory card to gain a Duchy.

Get a whole bunch of Duchies for the price of two! If that's what you really want.

I think this is too expensive. Keep in mind that you first you have to spend a turn buying this instead of a Duchy, then you can only gain one if you happen to have a Victory card in your 5-card hand.

Philanthropist
Action - $5
Reveal your hand. If it does not have more Golds than Curses, gain a Gold to your hand.

Looks incredibly weak. It will lose most of its ability after a few turns and then become a dead card. The chances of a Curser being present are small and even then it's overpriced. As for deliberately gaining Curses to get more Golds, I don't know why you'd ever want to do that.

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