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1
Weekly Design Contest / Re: Weekly Design Contest #159: Some Nights
« on: July 29, 2022, 01:59:34 am »
Boarding House
Night - $3
This turn, if you didn't remove any tokens from your:
Coffers Mat, +1 Coffers
Villagers Mat, +1 Villager

2
For Seaside:

Northern Passage
Action - Duration - Passage - $2*
If this is the first time you played a Passage this game, at the start of each of your turns for the rest of the game, +1 Action. Otherwise, trash this and gain an Estate when you discard this from play.

Southern Passage
Action - Duration - Passage - $2*
If this is the first time you played a Passage this game, at the start of each of your turns for the rest of the game, +1 Buy. Otherwise, trash this and gain an Estate when you discard this from play.

Inland Passage
Action - Duration - Passage - $2*
If this is the first time you played a Passage this game, at the start of each of your turns for the rest of the game, +$1. Otherwise, trash this and gain an Estate when you discard this from play.

Normally the judge shouldn't comment on the cards before judging, but I need some clarification on how these work. It seems to me that if you're trashing a Passage, then you're not discarding it from play and so you'll never gain the Estate.

Reordered for clarity. Basically you only get to activate one of the Passages per game.

The others turn into Estates. That happens when you discard it from play to avoid issues with Throne Room.

3
For Seaside:

Northern Passage
Action - Duration - Passage - $2*
If this is the first time you played a Passage this game, at the start of each of your turns for the rest of the game, +1 Action. Otherwise, when you discard this from play, trash this and gain an Estate.

Southern Passage
Action - Duration - Passage - $2*
If this is the first time you played a Passage this game, at the start of each of your turns for the rest of the game, +1 Buy. Otherwise, when you discard this from play, trash this and gain an Estate.


Inland Passage
Action - Duration - Passage - $2*
If this is the first time you played a Passage this game, at the start of each of your turns for the rest of the game, +$1. Otherwise, when you discard this from play, trash this and gain an Estate.



4
Variants and Fan Cards / Re: Set Expansion Contest
« on: July 11, 2022, 06:21:05 pm »
Loyalist
Action/Duration/Liaison - $5
+1 Favor
At the start of your turn, +1 Action and put this in your hand

Removed my other entry. I thought a Favor Hireling would be neat. It works slightly differently in order to function with Circle of Witches and League of Shopkeepers (and has interesting interactions with Voyage and Warlord)


5
Busker
Action/Duration - $2
+1 Action
Add a token to a Busker in play
While any tokens remain on this, at the start of your turns, remove a token for +1 Card and +1 Action.

Note: Buskers with no tokens on them are discarded at end of turn. This includes if you use a Busker to add a token to another Busker.

Rules clarification: From my understanding of the rules, if you play this with Throne Room, you remove 2 tokens per turn until you run out (because you do the "remove a token" instruction twice)

6
Contraband isn't in Prosperity 2E, it was "replaced" by War Chest.

7
Dominion General Discussion / Re: Hinterlands 2E Preview 3
« on: June 30, 2022, 01:50:16 am »
Iím personally sad to see Iíll gotten gains go. Another copper strategy bites the dust. But I am glad to Silk Road go. And now we have 2 militia variants in one expansion awesome.

One card that mentions Copper =/= "Strategy"

Interestingly Silk Road was one of the strategies where additional Coppers weren't such a bad idea

8
Weekly Design Contest / Re: Weekly Design Contest #156: When Gain
« on: June 29, 2022, 06:40:42 am »

You can easily 3-pile with this and any cost reducer. Indeed, you can 3-pile on T2 with this+Ferry.

Patched up. It now gives you nothing if it costs nothing, and you can't exchange it for a Silver during your Buy phase, which made it strictly better than Delve.

And you could 3 pile on turn 1 with Ferry and Pouch (so good catch)

9
Weekly Design Contest / Re: Weekly Design Contest #156: When Gain
« on: June 29, 2022, 05:29:24 am »
Flea Market
Action - $2
+2 Actions
You may exchange this for a Silver
________
When you gain this, you may play it.

Edit: Removed +buys.

I liked Trail so I made this. It's a bit like Delve - in games using this, Silver becomes much easier to access. In games without gainers, you get a discount (and it counts as an Action if that's relevant). In games with gainers, those gainers are now Villages if you gain Silver. And sometimes you just want a Necropolis.

10
Dominion General Discussion / Re: Hinterlands 2E Preview 3
« on: June 29, 2022, 04:48:10 am »
I really wish Trail got an effect that was useful in a buy phase though. Something like +2 buys to be a Travelling Fair, or something like Pawn on top, or Cantrip Anvil/Mountains Gift, or Sky's Gift.

It's such a good design but there are many games where it would have really cool interactions with its trashing and discarding effects, but it will just suck to have it do nothing when you buy it then never line up. Every card can have that problem of being a bad buy, but "this card should work here but it doesn't" is a bad experience.

Still it will be really fun when it works. Looking forward to a pro pulling off an engine where Trail+Horse Traders is the only "village". I haven't cared about "waste of a slot" much since Adventures came out.

11
Dominion General Discussion / Re: Hinterlands 2E Preview 3
« on: June 29, 2022, 04:34:19 am »
With Silk Road gone it kind of sucks that Farmland survived, as getting rid of 2 victory cards would have allowed for a new card to fill the blanks. On the other hand of the departing cards I kind of miss Embassy but I can't think of any of the other 7 want to keep, so in terms of update packs it's fine.

I would have preferred Margrave disappear over Silk Road, as I have remembered many games where it's been the comeback card (like any good alt VP), while Margrave is just too strong and not fun (and now not even the only Militia style Attack in the set). But you can't get everything you want, and I'm so grateful these sets were updated.

12
Dominion General Discussion / Re: Hinterlands 2E Preview 1
« on: June 29, 2022, 02:18:39 am »
Quite "costly" I've changed it to, though it's a nice consolation prize for drawing Actions dead.

13
Dominion General Discussion / Re: 2022 Additional Errata
« on: June 28, 2022, 05:57:36 pm »
Trashing Throne Room variants and Command cards from play creates the same tracking issues as with Durations? Is that the issue?

I just think those situations are quite rare, and in fixing it, much more common use cases like Ruins, Rats, Catacombs, early game cards (Chapel) are lost.

What about "This turn, during clean-up, you may trash up to 2 cards when you discard them from play"?

14
Dominion General Discussion / Re: Hinterlands 2E Preview 2
« on: June 28, 2022, 05:46:18 pm »
It's interesting to see what mechanics are being "brought forward."

"When you trash" gets previewed here before Dark Ages (the way Mint previewed when buy/gain).

I think Caravan Guard was the first card to be able to give you irrelevant bonuses outside your turn, and it clarified in the card text that the +Action did nothing. Now Nomads can give you an irrelevant $2 (if Swindler hits it).

15
Dominion General Discussion / Re: Hinterlands 2E Preview 1
« on: June 28, 2022, 05:38:32 pm »
I remember on the Donald Xs complaints about the original Hinterlands being that the cards were more complex than they needed to be. Duchess didn't need the Spy effect, Trader and Fools Gold didn't need the Reaction, Spice Merchant may not have needed the Woodcutter effect.

But now 2 of the new cards have fairly obscure additional effects - the Cursing of Witch's Hut (quite costly to activate) and the Silver gaining of Weaver.

I never agreed with the original sentiment - Trader's reaction is brilliant and Spice Merchant's Woodcutter effect makes it an interesting late game card, especially when it's the only +buy in the Kingdom. I like how Witch's Hut impacts the late game (in games that are otherwise heading for a tie).

16
Dominion General Discussion / Re: Hinterlands 2E Preview 2
« on: June 28, 2022, 04:17:12 am »
Guard dog is as good as "draw to 6" or better unless you have 0 or 1 in your hand after playing it.

17
In my view undos are always fine as long as no new information is revealed. Isotropic used to work that way.

That's also the basis I ask for undos, but of they refuse or don't hit after 10 seconds I let it go. I try not to resign just because I wasn't granted an undo but I resign quite often so it happens.

18
Dominion General Discussion / Re: 2022 Additional Errata
« on: June 25, 2022, 09:05:29 am »
"Non duration" is a nerf so I would have preferred a bit of variety. So for example:
  • Counterfeit could play any Treasure twice, but only trash it if it isn't a Duration
  • Crypt, instead of setting aside Treasures immediately, could let you optionally set aside Treasures as you discard them from play

19
Beacon
Action/Reaction - $4
Gain a card costing up to $4
_____
In games using this, at the start of your Buy phase, you may  play a Beacon from your discard pile

20
The revised Prince can set aside a Horse and play it every turn, because the Prince prevents the Horse from going back to its pile. It's not too hard to line up a Prince and a Horse

21
Dominion General Discussion / Re: Prosperity 2E Preview 3
« on: June 14, 2022, 09:50:28 pm »
Guys, just let the game have wild combos.

There are plenty of cards in the game that warp it so much your usual strategies go out the window.  Both players have equal access to the Collections and the Horses. If both show up at the same time, guess what? You get to contest a pile of good cards, just like every other game of Dominion.

If youíre playing for fun, there are exactly 0 people forcing you to use this combo. Replace Collections or replace the Horse gainer. If youíre playing ranked, the whole point of that game mode is to test your skills against other players in a variety of circumstances and see who is better able to adapt to unusual strategies.

No more errata. No more replacements or rules changes. Let the game be. If thereís a combo you donít like, donít put it on the board.

Agree on most of it. But there are cards that are so powerful and are powerful in such a way they render the rest of the Kingdom irrelevant, or where the winner comes down to FTA and shuffle luck. Cards that aren't fun to play. Cards that never get bought, taking up space, or give a sense of buyers remorse ("why doesn't this card work properly? Why do I lose when I buy it?). So replacements are good.

Dominion is a very resilient game but the sets as they existed on first print weren't perfect.

22
Variants and Fan Cards / Re: Set Expansion Contest
« on: June 12, 2022, 09:55:39 pm »
We could redo the 3 modified sets

23
Dominion General Discussion / Re: Interview with Donald X.
« on: June 11, 2022, 01:07:29 am »
Does Prosperity 2E make any changes to the method for deciding whether to use Colony/Platinum?

In developing Prosperity 2E
  • Were changes considered to the rule? (e.g. even one Prosperity card puts Colony and Platinum in the game, allowing for cards that specifically reference them)?
  • Were they ever considered for the chopping block?

24
Dominion General Discussion / Re: Interview with Donald X.
« on: June 11, 2022, 01:03:26 am »
When and how do you decide whether an expansion should be 300, 400 or 500 cards? Does it relate to the additional components (e.g. tokens, mats)?

25
Puzzles and Challenges / The highest Plateau
« on: June 09, 2022, 11:13:48 pm »
Challenge 1: Find the highest possible score from Plateau Shepherds.

Challenge 2: Receive over 100 points from Plateau Shepherds in the fewest turns

Challenge 3: Receive over 200 points from Plateau Shepherds in the fewest turns

Rules:
* No Black Market
* You can assume perfect shuffle luck for hypotheticals (or try this challenge for yourself)
* No removed 1E cards (No Ambassador)

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