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1
Variants and Fan Cards / Re: Fan errata on pre-existing cards
« on: September 23, 2022, 03:06:16 pm »
It also eliminates the randomness and asymmetry of Black Market (the two largest complaints things that make it fun).

Fixed that for you.

2
Variants and Fan Cards / Re: Fan errata on pre-existing cards
« on: September 20, 2022, 09:36:32 am »
Sadly, other cursers are still very much relevant when Charlatan is on the board. At the very least, Sea Witch is still stronger than Charlatan even when it gives out Treasure Curses.

3
Variants and Fan Cards / Re: Fan Card Mechanics Week 42: Activation Cards
« on: September 15, 2022, 01:12:45 pm »
I think it would be confusing to have one color for multiple types.

4
Other Games / Re: Temporum Earth United
« on: September 15, 2022, 11:27:32 am »
It's a good question. I do not know the answer.

5
Variants and Fan Cards / Re: Fan Card Mechanics Week 42: Activation Cards
« on: September 15, 2022, 11:25:41 am »
I think (1) and (2) are enough of a reason to justify a different mechanic (just as there is a benefit from having both plain Actions and Reactions). But (3) is pretty nominal, and if I were to overhaul the mechanic I'd probably use the same tan background as Reserve cards and add "Put this on your Tavern mat" to each card's on-play. (This would also solve the Ways issue raised by Erick648's Colleague.)

Resolving the Ways issue is a nice bonus, but I'm curious what text you'd put on the bottom of every such card in order to make them Reserves.

maybe i misunderstand, but it seams like "Activation" to too similar to "Reserve". I know they were developed before Reserve, but if i were to print any, i'd just make them Reserve cards.

When Reserve cards were first created, I gave up on Activation cards for this reason. But when I came back to them and tested a bunch of them, it turns out they do not play at all similarly.

6
Dominion General Discussion / Re: Dominion: Plunder
« on: September 02, 2022, 12:05:01 pm »
It seems odd to me when these expansions are also named after cards from other sets. 

That said stoked for this.

If it makes you feel better, this has been happening in other languages for years. "Cornucopia" means "horn of plenty", so in some languages those were the same word. Likewise "Venture" and "Adventures".

7
Let's Discuss ... / Re: Let`s discuss nocturne mechanics - Doom
« on: September 02, 2022, 12:00:19 pm »
I don't think Delusion is necessarily the strongest hex, but it's rarely fun when you get it.  If we wanted to preserve the flavor, we could replace it with a contraband effect

That's what Delusion originally was! I like the premise a lot but fought hard against it after testing. When you can name Province, you can often just shut down an opponent for a turn and clinch a win. It was really awful.

8


When you play the treasures, you also get the effects of the treasures, right?

Yes. I playtested this with X-tra and that's definitely the case.

9
Asper's Edicts

*ahem*

So sorry! I first saw them here and assumed they were his idea.

No problem at all!

Also it's a super-obvious mechanic. Really all I came up with was the name "Edict".

10
Grand Workshop
Action/Activation - $4
This turn, when you gain a card, you may put it onto your deck.
______________
When you trigger this, gain a card costing up to $5.

Note: You can only topdeck the card you gain with the Activation effect if you play and activate it in the same turn.

Or if you play another copy of it and then trigger it.

In any case, cool card!

12

Quote
Smithing Academy • $5 • Action - Duration - Activation
When you play this, +5 Cards. This card stays in play until activated.
-
Activation costs an Action per Smithing Academy you have in play. When you trigger this, discard it.

This card overcomplicates the staying in play. Activation cards already automatically stay in play until triggered. So you can simply say
Quote
$5 Action - Activation
+5 Cards
-
Triggering this costs an Action per Smithing Academy you have in play. When you trigger this, discard it.

In addition, the original point of Activation cards was to have cards that took two actions to play that wouldn't be dead without a village. This isn't dead without a village, but you can get stuck in a situation where it's impossible to trigger. Maybe that's fine with you, dunno. But I would say that it's probably balanced if you only need the normal one action to trigger it.

13
Here's a more up-to-date explanation of Activation cards:

When you play an Activation card, follow the instructions above the dividing line. The card then stays in play until Clean-up on the turn you trigger it. You might trigger it the same turn you play it, one or more turns later, or not at all. You can trigger an Activation card by spending an Action in your Action phase whenever you're not actively resolving another effect. In other words, in your Action phase you can either use an Action "point" to play an Action card from your hand or to trigger an untriggered Activation card you have in play. An Activation card may only be triggered once per time it's put into play, regardless of how many times you played it (with e.g. Throne Room). This means that a Throne Room or similar card that plays an Activation card multiple times never stays out with the Activation card; there's nothing for it to track.


14


So it's a Laboratory that automatically searches for and plays all your other Laboratories, and then at the start of your next turn you can do it all again (since you don't trigger the final one). It also probably causes a crazy amount of shuffles as it does all this. I'd say that's worth far more than $6.

15
Whoops, forgot to do Day 3 of Hinterlands previews. The quiz is now updated with all of Hinterlands 2E.

16
And yes, at the table even our group of 4 experienced players miss things. We're shuffling our deck and getting a new hand or looking at our hand trying to figure out how we want to play it or even miss leaving duration cards out when we clean up because there are lots of cards out there, had to figure out how much $ you had and what to buy, and when you clean up, you rake the cards in forgetting about duration cards or a supplies until the next turn when you wonder if you had duration cards you forgot to leave out. It happens.

I recommend playing your Duration cards sideways, then turning them upright when they've fully resolved. That way it's very easy to remember to just clean up the cards that aren't sideways.

I've even started playing my Treasuries, Schemes, and Travellers sideways so that I remember they still have something left to do.

17
Dominion General Discussion / Re: Interview with Donald X.
« on: July 01, 2022, 03:22:12 pm »
Personally I enjoy being able to buy Ghost Town/Den of Sin/Night Watchman and then use Exorcist on it immediately. And playing these cards doesn't seem simpler or more complex than gaining them to hand.

18
Dominion General Discussion / Re: 2022 Additional Errata
« on: June 28, 2022, 07:52:51 pm »
*idly wonders what the other mysterious problem was*

I also don’t remember. I’m just taking his word for it.

19
Dominion General Discussion / Re: 2022 Additional Errata
« on: June 28, 2022, 02:36:55 pm »
I continue to be happy to have fixed this broken card, despite your objections.

Well that's unfair and misleading. I never objected to it being fixed. Just to it being restricted to Coppers.
It has always sounded like you do in fact object to me fixing the problem of Bonfire trashing arbitrary cards from play. It seems to me that you think of the Duration thing as a problem, but that's it; so, why not just non-Duration? But there was another problem and I fixed that one too.

Well I guess I forgot there was another problem, and that's on me. Sorry about that.

20
Dominion General Discussion / Re: 2022 Additional Errata
« on: June 28, 2022, 01:11:14 pm »
I continue to be happy to have fixed this broken card, despite your objections.

Well that's unfair and misleading. I never objected to it being fixed. Just to it being restricted to Coppers.

Changing Bonfire to non-Duration is a clear fix. What else needs to be done to avoid potentially problematic rules interactions? A per turn limit to avoid loops?

It’s my understanding that “non-Duration” would have been a sufficient fix.

21
Dominion General Discussion / Re: 2022 Additional Errata
« on: June 28, 2022, 12:26:31 pm »
I continue to be happy to have fixed this broken card, despite your objections.

Well that's unfair and misleading. I never objected to it being fixed. Just to it being restricted to Coppers.

22
Dominion General Discussion / Re: 2022 Additional Errata
« on: June 27, 2022, 03:01:36 pm »
It always was weird that Storyteller gave 1 coin that would nearly always be spent by it on drawing; people remarked on this when it was first released.

Yeah, although this new version has its own awkwardness.

Bonfire feels misnamed now that it only burns...Coppers? More of a "Smelt" event or something, sad to lose the flexibility.

I strongly agree on both counts. The flavor is pretty bad now and it's sad to lose the interactions.

Exploration was a weak project that you could sometimes do interesting non-buy gains with, but no longer. Even more ignorable now generally.

Exploration is often worth buying and just getting the bonus once at that time, for what that's worth.

23
Dominion General Discussion / Re: 2022 Additional Errata
« on: June 27, 2022, 02:10:36 pm »
It seems very weird that Highway isn't on the list. Weird enough to make me think that it's about to be cut.

No Hinterlands errata is on this list. It's going to be on the last day of Hinterlands previews.

24
Dominion General Discussion / Re: 2022 Additional Errata
« on: June 27, 2022, 01:16:59 pm »
No longer will I be able to ask people the question "In what scenario can one spend the +$1 from Storyteller?"  Admittedly not the greatest loss in the world.

Every time? If nothing else, you spent it automatically to draw a card.

25
Silk Road always seemed weak to me. Would it be too good if it were 1 for every 3 instead of 1 for every 4?

I'm guessing that would be fine.
I feel like then it would just be better than Duchy too often though. In a relateively normal game you expect to have 4 Provinces by the end of the game. If you also keep your Estates, it only takes 2 Silk Roads for them to be worth as much as Duchies.

That’s a big if.

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