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Messages - LTaco

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And the Lord spake, saying, 'First shalt thou take out the Holy Pin. Then, shalt thou count to . No more. No less. shalt be the number thou shalt count, and the number of the counting shall be . shalt thou not count, nor either count thou , excepting that thou then proceed to . is right out. Once the number , being the third number, be reached, then, lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being naughty in My sight, shall snuff it.'

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Idk; it's like a +2$, +2 Actions variant for the most part, except you don't get the Actions up front. It's similar to Conclave but significantly weaker because the not-up-front thing is a big deal.

One copy of Marina can work across turns, so it also functions as a one time +Actions at the start of your next turn, which compensates for the not-up-front part. With that you can get some variant on Festival/Smithy going.

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Also, why limit it to cards costing up to $7? There isn't much that is excluded from this. Just doing it for Prince (and maybe Platinum and Peddler) is silly.

Province?

Whoops, for some reason I thought the card you gained needed to be a copy of one you have in play.
In this case, probably should say non-Victory card instead.

I also just noticed it does not loop with Academy, because the next time thing triggers only once...
Pretend I didn't say anything

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How long do you wanna keep it out?

This loops with Academy; remember you can spend villagers any time.
Also, why limit it to cards costing up to $7? There isn't much that is excluded from this. Just doing it for Prince (and maybe Platinum and Peddler) is silly.

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Trying to keep with the games original balance.
The kingdom pile comes with 12 copies.

The call timing of this makes the card basically just a +$4 card, which is too strong at $4, even without the bonus.
The wording is unclear about what happens when you call 5 or more "together". There needs to be some safeguard against triggering the Prov/Duchy gain multiple times.
Also, the "together" part is not well defined, since, other than when e.g. discarding multiple cards, you don't call all reserve cards at the same time, but rather one after another.
How do you get $4 with this? On this page Reserve, under "Official Rules" it states "Calling a card does not repeat the abilities on the card above the dividing line; that part only happens when the card is played."  :)
You play it in your Action phase and get the +$2, then at the start of your Buy phase on the same turn you can call it for further +$2. You can play, call and then discard it from play, all in one turn, so +$4 in total each turn.

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Trying to keep with the games original balance.
The kingdom pile comes with 12 copies.

The call timing of this makes the card basically just a +$4 card, which is too strong at $4, even without the bonus.
The wording is unclear about what happens when you call 5 or more "together". There needs to be some safeguard against triggering the Prov/Duchy gain multiple times.
Also, the "together" part is not well defined, since, other than when e.g. discarding multiple cards, you don't call all reserve cards at the same time, but rather one after another.

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Build a deck that shuffles often.
The at the start of turn clause is to prevent this from simply being a soft limit on the number of turns, while the points from setup are added to prevent most turn 1 finishes.

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This also triggers on itself, so you can chain any number of Treasures on your first turn, getting one of them twice and skipping any you don't want.
For example, in a game with Printing Press and no additional Treasures, you buy Silver, gain Gold, gain Printing Press, Gain Gold again, at which point the chain stops.
Even worse when Platinum and other Treasures are in the Kingdom. You could, for example, open Silver, gain a Gold, Printing Press, Counterfeit, Kingīs cache and two Platina.

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Not the Bees!



You know you have spent too much time searching for suitable card images when you end up using some Ukrainian stamps from more than 20 years ago.

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Pedestal synergizes well with Province; and other expensive cards.

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I've played a lot of grand strategy games back when I was still in school. My most played of the bunch were Europa Universalis IV and Crusader Kings II. One prominent mechanic of those games is the Coalition (or similar concepts with other names, e.g. Defensive Pact). Many small nations form an alliance against a larger one that is displaying signs of aggression or overextension. In Dominion terms: Do you take the route of many cheap or few expensive Victory Cards?

In colony games, the break even point lies at $22 with 2 Colonies vs. Coalition (1VP + 2VP + 3VP + 4VP + 5VP = 15VP) +5 Estates (5VP) with 20 VP each.

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Weekly Design Contest / Re: Weekly Design Contest #188: Make a Wish
« on: June 01, 2023, 11:06:40 am »
Results

Winner
Golden Goose by Augie279

This card captures the core of the Fable of The Goose that Laid the Golden Eggs really well. The mechanics used serve as good metaphors for the happenings in the Fable. Apart from that the card seems well balanced. Alone, it is quite slow and you need some engine support for it so it isn't immediately overpowered as soon as another Gold gainer is in the kingdom. Overall, Golden Goose earns the winning spot by being both a well thought out card as well as having a good theme to match.
As a note: The Fable "The Goose that Laid the Golden Eggs" is not to be confused with the fairytale "The Golden Goose". From the art it is clear, which one is referred to here and I don't blame you for taking the shorter name.

2nd Place
Monkey's Paw by anordinaryman
Monkey's Paw scores very high on the theming aspect. Your Wishes come with a penalty. Very intriguing to me is attaching VP to not spending Wishes, which also matches the theme very well.
However, I think the mechanics here are a little wonky. Using Hexes to track how many wishes you are still to receive runs into the problem, that you can run out of hexes. Apart from that it might be too slow in most cases to even consider. Because it is so slow, you need to start buying Monkey's Paws very early if you want to use it as a viable source of Alt-VP, which doesn't seem like an enjoyable strategy to go for.

3rd Place
Wonderland by grep

Wonderland embraces the aspect of using a challenging criterion to gain Wishes. With shelters some Alt-VP or on the board. Wonderland becomes a very reasonably priced gainer, that still is basically impossible to solely rely on. Even without you, it is still not out of the question whether Wonderland is worth the investments.
Unfortunately, you missed the mark on the theming part of the contest. As far as I'm aware, and I tried to research some, there are no works in which a Wonderland or similar is connected to granting wishes. Perhaps I simply overlooked something. But even if there were, the connection to the mechanics is tenuous at best.


Birthday Party by NoMoreFun
Birthday Party
Event - $0
Once per turn: If your deck has exactly 10 cards in it, gain a Wish
Very straight forward. Blow out the candles and make a Wish. I think the condition is not worth actively going for. You can only get the wish if you have at least 10 unplayed cards, which only really happens by accident, you wouldn't ever sacrifice your turn for that. The only way to go for this is to either have ways to get back to the Action Phase or you are in a situation in which you donīt draw much anyway.

Forest Hike by BryGuy
Quote
Forest Hike • $5 • Action
+1 Action
You may discard a Victory card for +2 Cards.
You may play up to two Treasure cards.
If you have exactly eight cards in play, gain a wish, otherwise you may gain a silver.
Forest Hike has basically the same condition as Leprechaun. It is also non-terminal, makes fulfilling the condition way easier by allowing to play treasures, and doesn't mete out punishment for failing.

Hopeful by xyz123
Hopeful
Trait

When you gain a Hopeful card, you may reveal and discard two differently named Treasures to gain a Wish.
Hopeful is a very solid Trait. The condition has a reasonable opportunity cost and the amount of wishes is therefore limited.

Pact by grrgrrgrr

I like the theming, especially the use of the number 7. However, I think Pact suffers from the fact, that on a given board it is either a mistake to buy or, if it is good, the first to spike $7 just wins.

Shooting Star by 4est

The theming is nice and straight forward, being a night card and all. It needs a rewording to account for what happens when you reveal multiple copies of it on an opponents turn.

Offer by czzzz

This is just too good. The difference between 2/5 and 3/4 is too significant here. Also, just keeping two of your estates around is in no way challenging, if your reward is a Wish a turn.

End of the Road by sumrex
End of the Road 2P
Action- Treasure
+2 Cards
Once this turn, when you play a treasure or night card: you may reveal your hand, then use the following effects, depending on how many unique cards are in it:
0: Gain a Action costing up to 5
1-3: Gain a Gold
4-6: Gain 2 Cards costing up to 4
7: Gain a Wish
This is too strong. The way to go here is to get as many EotR as possible, get enough differently named cards and then get easy wishes out of it. Since it is a (also) treasure, it is trivially easy to first play all the treasures that get in the way of uniqueness and then activate all EotRs at the same time.

Fairy Godmother by faust

Fairy Godmother does not scale well with more players. In a four player game you can just open double FG, ideally get them on T3 and T4 and by the start of T6 you have 6 wishes in deck and don't need to return anything any more.
Fairy Godmother generally are not portrayed as wish granters.

Shooting Star by Will(ow|iam)
Quote
Shooting Star
$4 Event
Gain 2 Wishes. Each other player may discard 2 cards to gain a Wish.
This is too good. You pay $4 for two $6 Cards, while your opponent my pay by discarding 2 cards for a $6 card. The discarding is most likely to occur when their turn is not that great anyway. Also very problematic is that you can buy this several times in a turn. The more players are in a game, the more pronounced these problems become.

Enchanted Forest by X-tra

I really like this as an Event. I feel it would be a tough call when to use this. Considering you might trash a Province to get 3 Duchies out of this is just the beginning. Unfortunately there is not much to say about the theming.

Lucky Dragon by emtzalex

As a card, this seems fine. Though I canīt make Heads or Tails of how this fits with the theming.

Aviary by silverspawn

The condition to get the wish is certainly hard but you have next to no control over whether you succeed. The best way would be to get your hand size low.

Fairy Assembly by JW
Fairy Assembly

Action
+1 Card and +2 Actions.

In games using this, at the start of your Clean-up, you may exchange two Fairy Assemblies and a Gold you have in play for 3 Wishes.
I like the idea of condition. The net gain is fairly low though. Additionally, other players might steal your villages and never give them back. So as it is, the card is fairly weak.

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Weekly Design Contest / Re: Weekly Design Contest #188: Make a Wish
« on: June 01, 2023, 06:07:06 am »
Contest Closed

Results will follow later today.

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Weekly Design Contest / Re: Weekly Design Contest #188: Make a Wish
« on: May 30, 2023, 05:30:41 pm »
24 Hour Warning

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Weekly Design Contest / Re: Weekly Design Contest #188: Make a Wish
« on: May 26, 2023, 01:31:05 pm »
End of the Road
3P
Action

Use the following effects if you have more than 6 cards:
in your hand: gain a gold to your hand.
in play: each other player recieves the next hex.
in your draw pile: +3 cards.

Your submission is not eligible since it doesn't make use of Wish.

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Weekly Design Contest / Weekly Design Contest #188: Make a Wish
« on: May 24, 2023, 02:57:30 pm »
Weekly Design Contest #188: Make a Wish



For this weekīs contest, design a card-shaped thing that uses the Wish pile. You may incorporate any official components or mechanics. Your entry may encompass multiple components (split-piles, traveller lines, other non-supply piles etc.).


Choose a compelling theme for your entry that justifies the inclusion of Wishes. Draw inspiration from various sources, such as classical fairy tales, folklore, ancient myths, or even contemporary works.
Your primary focus should be on using Dominion mechanics to support your chosen theme. The mechanics should be intricately woven into the story you are portraying.

The challenge should be exactly that, evoking your chosen theme in only a few concise instructions on a card, so if you choose to submit a set of cards/card-shaped things instead of a single one, this should be represented in more detailed mechanics accompanying your theme.

Keep in mind that Wish is a powerful card that shouldn't just be handed out on a whim. So you might want to limit the amount of Wishes one can receive in a game and/or tie the Wish-gaining to some exotic criteria.

Your submissions will primarily be judged on how well the instructions mirror the theming and on creative use of limitations and challenges in attaining Wishes.


Although plain text entries will be accepted, I encourage you to submit your cards as images with card-art.
In order to judge your submission, Iīll obviously need to know what you theme is based on. So make sure it is possible do discern from the card(s) alone what one might need to google in order to find out. A fitting name should be enough in most cases.


This is my first time hosting a contest, so I hope I didn't bite off more than I can chew with this prompt.
Iīm looking forward to seeing your creations.

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Bring harm to your enemies and get a spirit helper. But it comes at a price.

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Looks too good. If you play them consistently they are half of Lab + Village which is obviously too good at $3. And this just looks at the cantrip and ignores the extra options and flexibility.

I disagree. The pure Lost City effect here costs $6 and 2 buys, which I think is a reasonable price. In this case, since you need to wait to draw the second card to get the Lost City effect, you expect to get that later in your turn which means decreased reliability compared to OG Lost City. And the other combinations arenīt that strong either, they definitely donīt warrant costing $4.

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