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Messages - Jack Rudd

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1
Variants and Fan Cards / Re: CPiGuy's Cards
« on: October 14, 2017, 06:13:32 pm »
Pilgrim, Action, $2+1D
Flip over your Journey token (it starts face up). Then, if it's face up, +3 Cards. If it's face down, +3 Actions.
This looks a bit strong for its cost.

2
Bulgrim looks very strong to me, even at $8. I'd test him out in a game with Ironworks and see how he plays.

3
Variants and Fan Cards / Re: Traveler Line: Orphan
« on: October 13, 2017, 06:51:28 am »
Does Processioning a Heretic effectively turn it into a Hireling?

4
Dominion General Discussion / How would you play this board?
« on: October 03, 2017, 10:20:47 am »
No Colonies, no Shelters.

Stonemason, Apothecary, Sage, Menagerie, Gladiator, Magpie, Militia, Worker's Village, Governor, Treasury
Pilgrimage

I just won a tight game with this layout 39-35, but probably neither of us played it anywhere close to optimally.

5
General Discussion / Re: Biweekly, bimonthly, etc.
« on: September 29, 2017, 07:57:24 am »
Yeah, this problem is literally the worst thing that has happened to me. I hope I don't have to deal with it before next Friday.

This post got more upvotes than I would have expected. Am I missing anything?
GendoIkari is making fun of Kuildeous' outrage about inaccurate use of words by jokingly referring to two other popular cases of inaccurate word use: One is the use of "literally" in its opposite meaning of figuratively - originally an ironic use that has become so commonplace that people think it's how it is meant to be used -, and the unclarity of "next [weekday]", which is used by some to mean "the next time that particular day comes around" and by others as "this day in the week after the current one".
I had better go and upvote GendoIkari's post now, because it has been explained, and is therefore funnier.

6
Variants and Fan Cards / Re: Kru5h's card ideas
« on: September 28, 2017, 09:06:59 am »
Quote
The Gift Edict
Once per turn on their turn, a player may exchange 2 for a Coin Token.
Setup: Each player starts the game with 6.

This makes it so that players can only spend one per turn so that they can't do ridiculous openings.
This seems like the best implementation of the idea. The 2:1 ratio makes it a tricky decision and the wacky opening possibilities are eliminated. You could still get a Prince and a Nomad Camp though if Baker is also in the Kingdom (and if you draw the topdecked Nomad Camp together with 4 Coppers). ;)
Prince isn't necessarily all that as an opener, though, especially not in non-Shelters games. I'd be more worried about being able to open with Forge or Expand.

7
Dominion General Discussion / Re: Need Help Developing a Ranking System
« on: September 25, 2017, 10:29:28 am »
There are some trashers that don't work on starting Estates/Coppers. More importantly, there are trash-for-benefit cards that work best on things that aren't your starting cards. Remodel/Loan is a solid opening for that reason; Remodel is not a good way to trash Coppers, but it's an excellent way to trash Loans that have outlived their usefulness.

8
Dominion General Discussion / Re: Need Help Developing a Ranking System
« on: September 25, 2017, 04:55:35 am »
They are below average - otherwise we wouldn't be making this discussion.
That said, they are pretty good, because dominion cards are on average good.
Hmm.

What do you mean by "good", if by your definition the majority of Dominion cards are good? Are you comparing with the six of spades and get out of jail free?
They're being compared with William H. Harrison. Oh no, sorry, wrong topic.

They're being compared with nothing. (Seriously. Nothing is always a valid option for a buy in Dominion.) Also, and this is particularly important for $3 cards in Dominion, they're being compared with Silver.

9
Dominion General Discussion / Re: Favorite Thematic Cards (part 2)
« on: September 21, 2017, 07:36:00 pm »
I like the idea of causing trouble by catapulting Contraband or Counterfeit. Presumably the police get involved in those cases.

10
Cultist is, or at least can be, an exception to the +2 Cards rule, because of its special ability.

11
Dominion Articles / Re: Hot Take: Triumph
« on: September 07, 2017, 04:59:31 pm »
The synergy with Inheritance might be worth discussing. (And some lower-key ones, such as Silk Road and Gardens.)

12
Dominion General Discussion / Re: The bad luck thread
« on: September 05, 2017, 08:12:40 am »
One of the first ever Dominion memes: "Yo dawg, I hope you like curses, 'cause my opening Sea Hag just Sea Hagged your Sea Hag".

13
Variants and Fan Cards / Re: Fan expansion: Pandemonium
« on: September 02, 2017, 07:49:00 am »
Forsaken Village might be improved with a "during your turn" clause. We don't want Swindler to be an even more obnoxious attack than it already is.

14
Dominion General Discussion / Re: Banning 5 Cards
« on: August 26, 2017, 12:28:13 pm »
Jack of All Trades
Embassy
Trader
Bureaucrat
Masterpiece

15
Game Reports / Re: Engines need +buy
« on: August 25, 2017, 12:55:08 am »
Well, University is pseudo-+Buy. Not sure how good it is here.

16
Dominion Articles / Re: Annex
« on: August 24, 2017, 05:57:46 am »
Because stacking your deck for your next turn could easily be worth $3 by itself.

17
Variants and Fan Cards / Re: Dominion: Pirate's Life
« on: August 18, 2017, 10:00:44 am »
I can try reorder it. But I definitely don't want the opponents to reveal their hand before the player has chosen the effect
You don't need them to, but you do need them to before they actually trash the card. Because if the card to be trashed is a Rats or a Cultist, you will otherwise be unable to tell if they have been cheating.

18
Variants and Fan Cards / Re: Dominion: Pirate's Life
« on: August 17, 2017, 07:58:21 pm »
Pirate's instructions are in the wrong order. You must make the revelation of the hand happen before the trashing.

19
Dominion General Discussion / Re: Silly boards you got from randomisers
« on: August 16, 2017, 07:55:14 am »
Fishing Village, Philosopher's Stone, Fortress, Plaza, Worker's Village, Rebuild, Royal Seal, Upgrade, Hoard, Forge [Potion, Colony]
Heh. Is that at all interesting, or does Turbo Rebuild just crush everything in sight?

20
Variants and Fan Cards / Re: Dominion: Pirate's Life
« on: August 10, 2017, 04:40:13 pm »
Attacks that trash Actions need very careful balancing. Swindler and Saboteur give the victim a new card whose cost is a function of that of the trashed card. Knights don't, but they get trashed if they hit other knights. Pirate just... doesn't. If my Pirate hits your Pirate, it's going to be hard for you to recover.

21
Variants and Fan Cards / Re: King & Queen
« on: August 10, 2017, 02:41:04 pm »
Congratulations. You have managed to make a card that is an even more obnoxious VP-trasher than Rebuild.

22
Rules Questions / Re: Thrown Room
« on: July 24, 2017, 08:23:37 pm »
The Market allows the user to draw a card and then do an action so the card hasn't resolved at the time that the thrown room was drawn.
The Market doesn't "allow" the user to do anything. Everything on the card is mandatory. It forces the user to draw a card, and then automatically increments his number of Actions remaining, number of available Buys, and available Coin by one.

23
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: July 17, 2017, 09:08:02 pm »
There are a few cards Anthropologist has interesting interactions with. Hireling is another one.

24
Do I have to win, or do I just have to not lose? Because if the latter, I'll pick noughts and crosses.

25
I have a three-way categorization for trashers. There are:
  • trashers that care about what they trash
  • trashers that care about other aspects of the game state
  • trashers that don't care about anything.
Trade Route and Forager fall into category 2.

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