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Messages - IlstrawberrySeed

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1
Rules Questions / Re: Simple Rules Questions
« on: December 13, 2022, 03:51:09 pm »
It is for a puzzle, and I need a way to stop myself from drawing an infinite number of treasures, while drawing an infinite number of Actions, victories, and nights. Basically, using rogue, watchtower, mandarin, Scepter and hunter, I can play X Sceptars as hunter to draw X Scepters and Y actions/victories, Play rogue to gain mandarin, revealing watchtower to trash, and put the X Sceptars andRogue on your deck. Play X Sceptars, to draw X scepters, rogue, and Y actions/victories. Play rogue, gain and trash mandarin. Repeat.
This gives infintinite action and victory draw, but only Cycles treasures, and is incapable of drawing nights - specifically changing. I need to find a way to draw the changelings in mass without allowing myself to draw more treasures that used.

Warehouse and forum let me draw multiple treasures and discard the actions/victories. So, I was hoping there was something like hunter that prevents me from drawing more than 1 treasure, but lets me draw nights, or something like Adventurer that lets me grab more than 1 Changing per Scepter.

It doesn't sound like that is possible with current published cards.

2
Rules Questions / Re: Simple Rules Questions
« on: December 12, 2022, 02:10:50 pm »
Note that actions and victories are 0+; I need something that cannot put more than 1 treasure card in my hand, while letting me night cards. I use hunter for actions and victories, so If necessary I can drain my deck to just treasures and nights.

3
Rules Questions / Re: Simple Rules Questions
« on: December 09, 2022, 12:14:52 pm »
I understand +cards doesn't care about type, but "drawing" is a concept that in my mind includes "put into hand." I was wondering if any such put into hand card exists that can put into my hand 1+ night cards and 1- treasure cards, with 0+ actions and victories.

4
Rules Questions / Re: Simple Rules Questions
« on: December 02, 2022, 02:24:27 pm »
Are there any ways to draw night cards in mass without drawing treasure cards? (or more than 1 treasure card). Or a night and a treasure?

5
Variants and Fan Cards / Re: Fan Card Mechanics Week 46: Singletons
« on: November 01, 2022, 07:09:50 pm »
Results.

White tiger “Traveler.” Previously I mentioned it could do +3 cards, but misspoke. I like the idea of a suedo-traveler, but the wording is off (if _ at cleanup _, rather than after cleanup, if _, then _.) Also, the raccoon says “otherwise, (2)” without a +(2), if that is what it means, then it is decently powerful being a double pedler after the first. Assuming there are ten of them, it is too strong of a capstone. You can make 4 of these each turn or every other turn, with only the first one disappearing. And only if you don’t exchange for one of the trashed racoons. I have to say 6/10.

Grand Hiest. An interesting effect. I like it, but would prefer to have the trashing at the end of turn, because otherwise it might be the only card in play. Also, I think it should have an anti-cost reducer Claus, but that is difficult.
8/10

Freeloader. This is an interesting concept, but I think it would kill BM, and an engine cannot use it as trashing against BM. Also, night makes the most sense, but I would have preferred none of the playable types due my dabbling in cards with no types (that you wouldn’t know about, so it doesn’t effect score).
7/10

White Elephant. (Not an entry) I like it, and think it fits well. I wish it had an element of chance or something like “Each other player may discard a card at once. All such players gain a copy of each discarded card.”
This would have got a 8/10, due to your preface about a non-serious set. Otherwise, 5/10.

Kindly Benifactor. Tough turn 1 buy unless you get donate T2. 8/10

Xen3K wins with Kindly Benifactor, and emtzalex is runner up with grand heist.

6
It is a spamable +vp. Unlike monument, you don’t need villages, but rather draw.

I personally think that +1 card, +1 action, you may reveal a non-revealed victory card from you hand (until end of turn) for +(1) is fine. Suedo discard, without providing the fodder to spam play these as the last cards as with oasis.

7
Variants and Fan Cards / Re: Fan Card Mechanics Week 46: Singletons
« on: October 30, 2022, 01:55:06 pm »
Sorry I missed the mark, so here it is.

24 hours reamaning.

8
Weekly Design Contest / Re: Weekly Design Contest #167: Monster Mash
« on: October 29, 2022, 02:51:59 pm »
Ally - Event
$2
Buy a card. You may trash a card from your hand, and an additional per card trashed this turn. You may pay 1 favor per time you have bought this this turn to buy this for $0.

An Ally Event that provides +buy at the cost of an increasing number of favors, as well as letting you trash a large number of cards. Keep in mind that you must buy a card, so if you only have (2) or (3) you must buy a curse or copper.

Might change this, haven’t had time to look at my repository of these so made a new one.

9
Variants and Fan Cards / Re: Fan Card Mechanics Week 46: Singletons
« on: October 21, 2022, 05:31:33 pm »
There can be no wild raccoons in play without the effect of a way.

The “spread outness” is slightly compensated by the fact that you can get +3 cards +2 actions (across the cards).

If I understand the intent, a frazing similar to “at the end of turn, if you haven’t returned any Wiley Coyotes…” and “at the start of cleanup, if you haven’t returned any wild raccoons…”

10
Variants and Fan Cards / Fan Card Mechanics Week 46: Singletons
« on: October 20, 2022, 08:26:32 pm »
Sorry for the delay.

Create a card with the single type by NoMoreFun. Cards with the single type have only one copy, aren’t in the kingdom, and nor do they count towards empty piles. Once purchased, each time played, they must have the possibility to switch owners. Wether it always happens or is a mini game the current owner can win, a player gains it from play, or it returns to the supply.

Some examples

Cantrip +coffer, left player games. On buy or trash, topdeck. (2)
+2 cards. Each player trashes any number of cards from hand, starting with player from left. Whoever trashes the most gains this. Each other player gains a curse. (3)
+2 cards.  +2 actions.  +2 Buys.  +(2).   At the start of your next turn, if this is in play, gain a curse. While in play, other players may buy this (as if in the supply). (4)

11
It should either be "take a gopher," matching the technical terms, or "+1 gopher," matching coffers/villagers/vp shorthand.

12
Rules Questions / Re: Simple Rules Questions
« on: October 17, 2022, 12:34:01 pm »
Thanks! What about trashing with watchtower?

13
Rules Questions / Re: Simple Rules Questions
« on: October 17, 2022, 12:13:49 pm »
Can you play berserker or trail and then exchange it with changing or trader when you gain a berserker? It is effectively being gained to play, and gain to hand can be exchanged.

14
Variants and Fan Cards / Re: Fan Card Mechanics Week 45: Any Given Sunday
« on: October 16, 2022, 10:20:05 pm »
This is only my second week, is there a list of already done mechanics, or any special guides for what to choose as the topic?

15
Quote
Bargain Market
———
+1 card
+1 action
+2 buys
+(2)
Each other player may discard a card to draw a card.
-
Once per turn (even if you discard multiple), when you discard this from play, each other player may gain a non-victory card costing up to (1) per leftover buy. If any player does, you may gain a card costing up to (3).
———
{4}
———
Action

A cheap market that gives +(2) and +2 buys, at the cost of sifting opponents and letting them gain cards based on your wasted buys. Do you flood yourself with coppers? I thought about not having the sifting, and couldn’t think of a better wording for the once per turn. Would rather have it be at the end of buy phase, but that increases the length by a long shot.

16
Variants and Fan Cards / Re: Fan Card Mechanics Week 45: Any Given Sunday
« on: October 13, 2022, 06:28:54 pm »
I was totally ruching when I went to put that down. Don’t re-judge, but I meant for it to be a night (and duration) card. Additionally, coppers on the roster may prevent you from the first card being +(5) from drafting the same price point. More likely you will get +4, with 2 price points, but it severely increases the benefit of multiple overtimes. The coppers are a nerf. I also thought about an “if this costs more than (3), put this on the tavern mat. (Call at start of turn), or something like that.

17

The problem is, the way you've worded your card, when you'd play an Action card during your extra turn, you'd still get the effect as well as setting it aside, since it doesn't say anything to cancel that out. It just says "when you play an Action from your hand, get this additional effect." To achieve the effect you intend, you would need to say something like "when you play an Action card from your hand, set it aside (on this) instead of following its instructions. At the start of the turn after, play the set aside cards."

I thought there was something else I missed.

18
Variants and Fan Cards / Re: Fan errata on pre-existing cards
« on: October 13, 2022, 06:19:57 pm »
Since you removed flippable, with “puts them in their discard pile, along with their deck,” leaves space for “when they exile a card, they may choose (not you) to trash it.”

19
Thanks for the work and congrats Udzu.

I would like to clarify that the WotT is mandatory, which is why it is non-terminal in a non-stacking way- it needs to stack to be powerful, otherwise it’s “look at the top 5 cards of your deck. Set aside an action and play it at the start of your next turn. Then, play any number of treasures, buy a card, and discard the rest.”

20
Puzzles and Challenges / Re: The highest Plateau
« on: October 12, 2022, 07:24:38 pm »
Likely, I’m missing the events. My bad, and good work.

21
Puzzles and Challenges / Re: Early Conspirator activation
« on: October 11, 2022, 09:46:58 pm »
I can get all 3 activated, but it technically involves playing more cards with WotM and Reaction plays, as well as having 2 diffrent WotMs

22
Puzzles and Challenges / Re: The Ultimate Legal Fairground
« on: October 11, 2022, 06:18:14 pm »
Vampire cannot be exchanged from the BM deck into bat. Magic Lamp trashes itself, so unless you have a way to gain a treasure from the trash, it’s only 2 cards.

23
Variants and Fan Cards / Re: Fan errata on pre-existing cards
« on: October 11, 2022, 05:30:59 pm »
They could also end with "any cards of theirs that moves anywhere aside from their hand, deck, discard or play area are set aside and put in their discard pile at the end of turn", although that interacts weirdly with Masquerade and Reserves, and could open another can of worms.

Possession aims to do that, but it still falls short of that aim despite many errara, mainly w.r.t. deck ordering and removing cards from the deck other than by trashing (including "return to supply" and passing with Masquerade). My suggested fix could literally be worded as "At the end of that turn, the possessed player's deck, discard pile, hand and everything else belonging to them are returned to the exact state at which they were before the extra turn, with the deck reshuffled."
So the "formerly possessed" player gets to play with the same hand they drew before the Possession turn, and any cards or tokens they lost during that turn are returned to them.

I don't see an obvious "future-proofing" problem with that; and anyway you could always make new errata should future mechanics make it necessary. It would also work with Masquerade; the passed card remains in the other player's deck despite also returning to the possessed player's deck - if there's no copy of that card left in the supply, the online server can just create a virtual extra copy of that card.
(For IRL play, I would just not allow Possession and Masquerade to be in the same kingdom, or forbid Masquerade from being played on Possession turns.)

After this turn, the player to your left takes an extra turn after this one, where any tokens acquired are aquifer by you, you see what they see, and make their choices for them. Any cards that would be removed from their ownership are set aside and discarded during cleanup, and all tokens are moved to the place at the start of the turn, all reserves called are returned to the tavern mat instead of being discarded, and all flippers are returned to it’s starting side.

Keywords:
Acquired: The act of gaining ownership over a card, token, or landscape, such as taking debt, taking a state, gaining a card, exiling a card from the supply, being passed a card from another player, or exchanging one card for another.
Flippers: anything that stores info by flipping, such as the journey token or Miserable/Twice Miserable.

As far as I am aware, this can only mess with order, play permanent durations with thrones or bad targets, put cards from deck onto their mats/remove from mats, and get rid of greed/???? from hexes. Exiling/Islanding might be a problem, but it isn’t terribly wordy, includes only 2 new words, and takes care of most interactions, including minor ones like flipping the journey token face up (bad) or face down(good), and stops from flipping to twice miserable(cursed village is the only way barring WotM if I remember correctly.)

24
Puzzles and Challenges / Re: Best Asymptotic Point Scoring
« on: October 08, 2022, 10:43:56 pm »
Don’t know if anyone still reads this, but I’m working on a castles/displace deck using scepter->hunter for draw and finiteness, and capitalism -> rogue/treasurer + watchtower for the top decking and infinite coins and non-treasure draw. Buys are restricted through market square, and border village increases the rate at which our effective Scepters increase. Remodel + Lich -> Sycophant (watchtower) take care of the favor for Island folk to take extra turns.

Question, is an amount of points bounded by f(n,s), where n is turns taken, and s is turns skipped, and f(n, s) increases faster with each increase of n than each increase of s, OK for this challenge, concidering that s can be infinite, and therefore points scored in a turn is infinite?

25
Tiara/crown, contraband, and bank are some official treasures that care about order.

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