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1

Quote
Migrant Tribe ⑤ Action
+1 Card
+1 Action

You may turn over your
Journey token to get
+2 Cards and discard 2 cards.
Then, if your Journey token
is face up, +1 Villager.

It's a Villager Village that can also be Forum if you want it to (This isn't strictly better than Forum because Forum is buy-neutral).
You have all the stuff you want in hand? Then you can stay put and rack up some villagers. If you need the sifting, it'll be a little bit before you can settle down again.

(14 Jan Edit: removed "(it starts face up)".)
While this is indeed not strictly better than Forum, it is nonetheless better than it. A half Villager-Village is far stronger than the on-Buy effect of Forum.

2
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 15, 2021, 04:44:01 pm »
It ain’t an engine without extra Buys.

3
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 15, 2021, 02:30:58 pm »

I think that this is probably too weak. Engines (most of them anyway) don't want the Silver, and Terminal Draw Big Money probably doesn't need/want the Horses. Even in Terminal Draw Big Money, you often have 2 Silvers in play, in which case this is a more expensive Expedition/Experiment. If you make it cheaper, it probably is too similar to these 2 others card-shaped things, so I would buff it somehow.
This analysis is off. Yes, in a normal game you won't have more than 2 Silvers in play all that often. But we're not considering a normal game, we're considering a game that has Horse Trade in it. The opportunity cost of adding a Silver becomes significantly lower as each Silver is more or less a cantrip if you buy Horse Trade. You can build your deck with Horse Trade in mind, and I think it can be pretty strong then.
Yes, but if you are trying to build an engine around Horse Trade and Silvers, it just isn't going to be reliable. And if you aren't building an engine around it, I really doubt that you are going to take one of these for 3 Horses over a Gold or a Province in Big Money
The Event does neither cost $8 or $6 nor are Province and Gold the benchmark. Experiment and Expedition on the other hand are. That makes the analysis fairly simple, the Event is good if you have 3 or more Silvers in play. Doesn't seem horribly underpowered.

4
I think that this is far too good relative to Pathfinding. Pathfinding has the tension of "normal building" vs. striving to spike in order to early hit $8.
This doesn't, you only have an incentive to quickly run out a pile and then Lab-ify it "en passant", without any effort.

5
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 11, 2021, 03:13:55 pm »
Piles running out faster actually makes Heiress stronger as the value of the gained card for the opponent decreases (they can play it less often if the game is shorter).

6
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 10, 2021, 02:59:01 pm »
The problem is not the power level of the compensation but that the effect is far too good to be counterweights by anything. Just imagine Heiress in a Kingdom with Mountebank. Alice plays Heiress as Double Mountebank, Bob gains 2 Curses, 2 Coppers and a Mountebank.

7
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 10, 2021, 02:36:07 pm »
Agreed; except for the attack's limited stacking, playing this is at least as good as playing both a Caravan (as the topdecked Horse also gives you an extra card at the start of next turn) AND a Cutpurse. So it should cost at least $5, and quite possibly $6.
It is not a Caravan, it is a terminal Silver. Like all cantrips you can spam Caravans, they are delayed Labs at best and half-Labs at worst. You cannot spam terminal Silvers. Gaining a Horse is very similar to +1 Card and +2 Coins +1 Card is vanilla-wise not particularly exciting.

8
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 10, 2021, 02:33:17 pm »
Congrats to grrgrrgrr! I would recommend that after we finish up with all the sets that we design cards for a hypothetical combination set. So we choose two existing sets and design a card that would be a merger of those two themes and mechanics. I believe someone previously suggested this, so it is not my own, but I wanted to throw that out there to either continue this thread or spur the creation of a new thread. It has been fun.





Quote
Horse Thieves - $4
Action - Attack
+$2
Each other player with 4 or more cards in hand discards a Treasure card (or reveals a hand with none). Either gain a copy of a discarded card or gain a Horse onto your deck.

I originally designed this as an improved Cutpurse a while back. I like that buying A Horse Thieves defends against the card by giving you horses, if you forgo gaining a treasure off the attack. Not sure if it is too good in its current state, but I can always adjust the price or the number of cards in hand needed for the attack to land. Feedback is appreciated.

This is strictly better than the mentioned Cutpurse, which hasn't even been removed or anything.
Technically Cutpurse can reduce a players handsize below 3. This was designed originally as a better, more appealing cutpurse. I have found Cutpurse an unappealing attack in general, but bumping up the price is probably warranted. Thanks for the feedback.
Well, as you pointed out it isn't strictly better than Cutpurse and Cutpurse is indeed weak as it sucks after the opening. Your card thankfully fixes that but it is probably a bit too strong.
I think that the card would be dubious at $5 so I'd consider raising the limit to" 5 or more cards".

9
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 10, 2021, 02:28:44 pm »


A weaker variation of the Duration TR that got nixed during the playtesting of Seaside. DXV thought that it is too weak and has tracking issues. Weak is totally fine for a Way and in times in which Mastermind-Mastermind or Ghost-Duration exist, the tracking effort seems trivial.

Quote
There was a now-and-later Throne Room variant. Play an Action, play it again next turn. It was both confusing and weak. What if you use it on a duration card? How long does it stay on the table? It could have said "non-duration," but that's pretty sad in a set with 8 duration cards. And did I mention it was weak? It left before development started.

10
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 10, 2021, 11:33:40 am »
Heiress is too good. Double BoM/Overlord without any cost restriction is extremely powerful and not compensated by the Exiling. A TR that first drew a card would be very strong at $5 and this TR draws a virtual card that is whatever you wish it to be.

11
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 08, 2021, 03:50:22 pm »
Utterly broken as even "Draw 2 and Exile 2" would be crazy at any price.

I cannot argue with the utterly broken part, but maybe if it cost 8$? (Or $7?) Regardless, I would cut the gaining-from-exile option.
Doesn't work as you get it far too late in the game. High costs, i.e. beyond $5, doesn't work for (pure) trashers or Exilers (note that the two $7 trashers from Prosperity are also gainers).

12
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 08, 2021, 02:02:55 pm »
Utterly broken as even "Draw 2 and Exile 2" would be crazy at any price.

13
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 08, 2021, 12:56:47 am »
If you buy this Project with KC and Swindler in the Kingdom and get pinned down, you deserve to lose.
Copper as a way to always get out of an economic mess is a nice design feature but it is from a practical perspective nearly totally irrelevant. I can count the non-Garden games in which I bought Copper on one hand.

14
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 06, 2021, 05:32:36 pm »


Quote
Obsolete Denomination (Project, $3)
During your turns, Coppers produce $0. When you play a Copper, trash it.
I like this, it's clever. It's just a shame Renaissance already has Silos.

It's simple, but strategically complicated about when you buy it.
Doesn’t look complicated. You open Silver/Silver or Silver / terminal Silver. Then you buy a $4 or $5 and the Project.

15
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 06, 2021, 02:06:14 am »
Path is probably too good. Kusasai had the very same card but with 8D as cost some time ago.

16
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 02, 2021, 11:56:53 am »
Well, to be fair, for early build-up, i.e. getting $4s and $5s, HoP is likely stronger.

17
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 02, 2021, 11:49:56 am »
HoP only has two Throne Room variants that work on it (Counterfeit and Crown), and even then, one of them trashes the Throned card. Jewelry, on the other hand, has both of those, Disciple, Ghost, KC, Mastermind, Procession, Royal Carriage, Scepter, and Throne Room (10 TR variants). 2 is negligible, 10 not so much. (I'm not counting Citadel because it wouldn't be a useful combo with Jewelry the vast majority of the time.)
Sure, but the card is bonkers not mainly due to number of TR variants. It is stronger and cheaper than HoP in most engines. Unlike with HoP you don't have to work for it.

18
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 02, 2021, 11:12:48 am »
HoP can be crowned.

19
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 02, 2021, 11:10:58 am »
Anytime. If somebody swindlers your $6 into a Gold, you achieve the respective Feat.

20
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 02, 2021, 09:17:34 am »


Not specifically designed for this contest but per chance an appropriate fit due to being connected with two official non-Supply cards.
About Fame, the mechanic is by Asper. The idea is that you achieve a Feat (and mark it via putting one of your tokens on the respective slot) if you fulfilled the condition and if you got at least one of the two Feats beneath it.

The non-terminal Attack is stronger than Cutpurse but mitigated as it is not unconditional. Stacking is still possible, one player could have two Corsairs or Charlie is behind in Feats and gets hit by Alice as well as Bob.

21
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 31, 2020, 06:59:16 am »


I noticted too late that there is already a Landmark with that name.
So nothing fancy, just a way to safe extra Actions. It is obviously great for consistency, but I don't think that it is overpowered; at $4 you'd often rather get another splitter.

22
Variants and Fan Cards / Re: 2 player variant with lower supply sizes
« on: December 30, 2020, 08:21:11 am »
Hello Dominion players,

we play this game as two players and found it a bit stale, hunting down provinces as primary goal. So i was thinking about the following:

Reduce supply stacks sizes to 8, except provinces.

What i try to achieve with this rule:
Dominion can end with 3 empty stacks or empty province stack.

For us it happens very rarely that we have 3 empty stacks. Curses and sometimes even another stack is empty. But three... almost never.

I want to encourage play for getting lower cost VP cards instead of provinces.

Could this be worthwhile?
Have there been same / similar suggestions?
I think that the game would be better if Kingdom piles had a size of 12 such that you could scale it equally with player count, i.e. 4 copies per player in 2P as well as 3P.

You can play however you like. As you said, 3 pile will be more likely if you reduce the pile sizes. Engines become also slightly weaker.

23
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: December 30, 2020, 04:15:57 am »

Added Traveller type, made all Seasons cantrips and changed Four Seasons to .




               
I like this a lot as I a am a sucker for cards that want to be matched with others. I also think it is wise to nerf the Laboratory-Season aka Spring as this is potentially the most explosive of the vanila bunch.

24
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 27, 2020, 06:53:01 pm »
True that, there is a satiation level with Villagers but not with Coffers. Perhaps that is why Recruiter is „only“ overpowered and not utterly bonkers.

25
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 27, 2020, 06:29:41 pm »
The point about the independence of the self balancing is wrong. In 3P, there are on average double the amount of Magis of other players in play so you get on average double the amount of Villagers, i.e. it becomes much more feasible to actually skip Magi as a splitter.
Whether this over- or undercompensates the increase in Coffers tokens that you get when you use the card actively is anything but clear. DXV mentioned that a cantrip that yields Villagers is basically a $4.5 (it is trivial: Peddler is better than Village but engine consistency matters matters more than Coins so you strangely want relatively more of the weaker card; same with the tokens versions) I seriously doubt that that it swings much in either direction.

Or in other words, the built in self balance mechanism very likely works pretty well.

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