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Topics - Honkeyfresh

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1
Took me like 2-3 years here to venture over there.  I figured in my mind it was people discussing tweaks to the cards they liked (like +1 coins, add actions to cards, change values etc.  Boy was I wrong.  These guys not only have mind blowing card art and design for new entire cards, they have sets, they have entire new "expansions" and new thematic things.

a few e.gs below, but If u haven't been there u should check it out.  I wonder if there are any portals online where these could be played?  I also wonder if Donald has ever taken a card, event etc from these? If not why?  Would save him money on developing expansion and testing (as the card maker nerds are Geronimo testing everything and debating each card in often ridiculous detail (and I say this with the utmost flattery-- just kinda insane for non paid fans to be that exhaustive) And many of them are quite inventive.

Couple notables out of MANy incredibly designed cards.  Donald maybe should just hire a few of these guys.

Asper's Cards

"Asper's Cards" were created with the main goal to make original but relatively easy to understand cards by using existing game mechanics. As most mechanics of Dominion are visited, the collection also works as a Treasure Chest, with each official set up to Empires having at least 2 cards dedicated to it (let's call this 25-card subset "Dominion - Legacy"). The "set" currently has: A card you can spend more than one action on, a VP card that attacks to become worth more, a card that starts out in the trash, a $2 curser, a card that will cost you VP when you gain it, a Potion Event and at least one horrible pun. This list also includes my Spellcasters, which can cast Spells you previously bought, and Edicts, a new mechanic that allows more general rules changes than Landmarks or Events do. Furthermore, you'll also find the latest state of the Seasons set, which Co0kieL0rd and I started and which introduces cards that depend on the game phase, as well as 8 cards designed for use in Team Dominion.

http://forum.dominionstrategy.com/index.php?topic=9231.0
Quote
Seasons
 
Seasons is an expansion Co0kieL0rd and I did together. In it, you use the Season board above (left), which spans 4 Seasons wih 5 sections each. The Season Token starts on the first section of Spring, and is moved forward after the last player in order did their turn (if you want to be picky, it's actually right before the first in play order does their regular turn). Therefore, Spring marks the opening and early phase, Summer the buildup phase, Autumn the late phase and Winter the part where the game will probably end. The cards do different things depending on the current Season. Use the Season Reminder above (right) to make sure you don't forget to move the token.
The cards in this thread are my re-takes of Seasons. Check out the original cards (some of which are more similar to the current take than others) by following this link.

           
Sojourner returned to an older version, but the Winter effect has changed.
Snow Witch now gives the Curse in hand, to avoid player order mattering as much.
Peltmonger now gives more money all around, and the buy is also on-call.
Student, Ball Room and Sanitarium didn't change.
Restore now uses the wording that is best in Summer. Untested yet.
Timberland now gets progressively worse, though you can tfb it. Considering there are Castles around now, it might be a bit meh.
Plantation now can only move the token backwards and gives a more straightforward bonus.

Quote
Spellcasters & Spells
When at least one Spellcaster card is in the kingdom, add 2 random Spells to the game and each player gets 5 Spell tokens. Spells can be bought like Events and take one buy to purchase. When you buy a Spell, you "prepare" it - this means you take one of your five Spell tokens and place it on the Spell card. Each Spellcaster allows you to "cast" a Spell. This means removing one of your Spell tokens from a Spell and then doing what the Spell says. Spells are not cards and can never be gained, and you can have a max of 5 prepared. Generally, they are relatively strong effects to add on your card, but you have to re-stock on them regularly - make sure to not run out of buys.

Spellcasters & Spells
When at least one Spellcaster card is in the kingdom, add 2 random Spells to the game and each player gets 5 Spell tokens. Spells can be bought like Events and take one buy to purchase. When you buy a Spell, you "prepare" it - this means you take one of your five Spell tokens and place it on the Spell card. Each Spellcaster allows you to "cast" a Spell. This means removing one of your Spell tokens from a Spell and then doing what the Spell says. Spells are not cards and can never be gained, and you can have a max of 5 prepared. Generally, they are relatively strong effects to add on your card, but you have to re-stock on them regularly - make sure to not run out of buys.
     
Click to embiggen
ETA : :Honkeyfresh Tip: If you go to the very bottom of the images of the little cards which u want to embiggen it is MUCH easier to open all the cards at once and then just scroll thru one long list.  The other way is downright awful (top down) just terrible.


2
Pretty sure by gain rules u can't smuggle a hermit, but it seems it did that somehow?  I don't even know how the + would show up though. Maybe cuz only card i gained?

game 19096547

Turn 9 - Lord Rattington
L plays a Madman.
L gets +2 Actions.
L returns a Madman to the Madman pile.
L shuffles their deck.
L draws 6 cards.
L plays a Farming Village.
L gets +2 Actions.
L reveals a Smugglers.
L puts a Smugglers into their hand.
L plays a Hermit.
L trashes a Curse.
L gains a Hermit.
L plays a Smugglers.
L plays 5 Coppers and a Cursed Gold.
L gains a Curse.
L buys and gains a Province.
L draws 5 cards.

Quote
honkeyfresh:  2 in a roq
honkeyfresh:  row
Rilakkuma:  yes...
honkeyfresh:  huh
honkeyfresh:  how did u gain a hermit and buy a province?
honkeyfresh:  must be a glitch
Rilakkuma:  cuised coin
honkeyfresh:  doesnt matter
honkeyfresh:  shouldnt cause u to get a hermit
honkeyfresh:  onlty get that is no buys that turn
Rilakkuma:  mad man -> fv -> hermit -> smuggle
Rilakkuma:  smuggler then used 8p to buy a province
honkeyfresh:  no it says u gained a hermit to that turn
Rilakkuma:  strange
Rilakkuma:  i used smuggler to gain it from your turn
honkeyfresh:  yeah hermit was glitching with innovation
honkeyfresh:  in renaissance preview
Rilakkuma:  strange
honkeyfresh:  i think its a hard card to code or something
Rilakkuma:  lol

3
Inspired by this thread

http://forum.dominionstrategy.com/index.php?topic=15898.new#new

Many new cards help to gain cards (innovation or experiment allow multiple gains, that immediately play and could gain other cards, spice merchant and villagers now allow much more flexibility in the use of cards with _+ buys and actions like spice merchant,  etc.  Assuming whatever deck you wanted (assuming no black market just so you couldn't get every cantrip that has a buy for eg).  Pick whatever 10 card 2 event/project deck and what is the highest amount of points you can get from Triumph now.  I bet this will be a very large #, but I am just curious.  Might also help rot out and show some triumph strategies some people have never considered before in the process.

4
Not sure if this is the best place to put this but it seems to be to me.

In an effort to make the game better and bug/glitch free, why not offer a bounty to those who find a true one. Like one free month of cards or a +1 month bump in an existing subscription.

 Now a lot of "glitches" are just someone not understanding interactions (ie procession/hireling).  But many are real.  I imagine there are a lot of little mistakes and glitches that people see and don't post. Why not incentivize them.  Some folks with base cards only might even try "hunting for them". 

 As good as the software is there probably won't be many anyway. But if someone finds one you think it would be worth 3 bux for dominion inc. to get each glitch out of the game.  Probably much cheaper than paying techs to try and root out find glitches...


5
From the Neat interactions thread.  I don't feel like retyping...


Just played a game with crazy synergy.  Probably even counts as a combo. Unless projects don't count for some as they aren't technically "cards" for the literalists anal folks.  And you guys really need to relax.

Innovation & Hermit (madman).

Once you gain innovation it allows you to play cards at the end that you gain.  So buy hermit.  Immediately play hermit (can even grab another hermit here especially to block ur opponent from doing this too) and b/c you can't buy a card after playing it you immediately get a madman.

So you basically get a free card and an immediate madman without the hermit clogging ur deck (not to mention an additional trash from the hermit anyway)

Just crushed someone with this.  It's really strong.
Wait, that doesn't sound right.... You only get a Madman "if you didn't buy any cards this turn", not just if you didn't buy any cards after playing Hermit.

well then it's a glitch.  cuz i just did it like 5x

I thought it would work like you, just happened to gain one to trash a curse and it happened... so i used the shit out of it

for those that wanna see this, or play it load game 18825460

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Dominion Online at Shuffle iT / Problem with the Sewer Priest interaction
« on: September 29, 2018, 03:45:23 pm »
Noticed it in a game.  Just tried it again on sim and it's doing same thing.  (load game 18825460 to see it)

When you use the priest you get you card +2 but when you trash the next card via sewer you do not get the +2 coins.  Actually lost a game earlier b/c of this...  but no worries unrated anyway.

7
Are the bots supposed to understand landmarks, because I don't think they do based on my admittedly limited play. (I almost never play bots, but will occasionally to finish out a board I like etc)   But I had a guy just resign on T4 and I liked the board so I thought I'd just play it out. The board had both collonade and arena.  When he left he had already gotten 2 VP for an arena discard. Lord Rat then allowed me to get all 22 other of the landmark pts while whilst Lor Rattington decided that the best way to play this landmark boards was to buy Coins on the next 11 plays (8 silvers and 3 Golds) I was even a little stoned and didn't start my collonade rush until like T 9/10.  With slightly smarter play might have been able to clean em out 3-4 turns earlier.

Oh and we were already tunnelling, so it's not like he was short on coins or gold opportunities...
 :o

I especially like T 16 where he hits 5 and eschews Witch and Treasury for a Silver.  That's exactly what he needed there...



Gonna finish it out and see how bad this gets, but with only coins and a diplomat it can't end well for him even without the 22 point lead...

ETA Did not end well for Lord Rat.  He only tied my collonade pts.  64 to 22

http://nimb.ws/wATl52


Quote
Turn 5 - Lord Rattington
L plays a Diplomat.
L draws 2 cards.
L plays 4 Coppers.
L buys and gains a Silver.
L draws 5 cards.

Turn 6 - honkeyfresh
h plays 3 Coppers.
h buys and gains a Tunnel.
h shuffles their deck.
h draws 3 Coppers and 2 Estates.

Turn 6 - Lord Rattington
L plays 3 Coppers.
L buys and gains a Silver.
L shuffles their deck.
L draws 5 cards.

Turn 7 - honkeyfresh
h plays 3 Coppers.
h buys and gains a Tunnel.
h draws 3 Coppers, a Gold and a Witch.

Turn 7 - Lord Rattington
L plays a Sea Hag.
h discards a Storeroom.
h gains a Curse.
L plays 3 Coppers.
L buys and gains a Silver.
L draws 5 cards.

Turn 8 - honkeyfresh
h plays a Witch.
h draws a Curse and a Tunnel.
L gains a Curse.
h plays a Gold and 2 Coppers.
h buys and gains a Treasury.
h draws a Gold, an Estate, a Sea Hag, a Tunnel and a Storeroom.

Turn 8 - Lord Rattington
L plays a Silver and a Copper.
L buys and gains a Silver.
L draws 5 cards.

Turn 9 - honkeyfresh
h plays a Storeroom.
h discards an Estate and a Tunnel.
h reacts with a Tunnel.
h reveals a Tunnel.
h gains a Gold.
h shuffles their deck.
h draws a Curse and a Copper.
h discards a Curse and a Sea Hag.
h takes 2 VP from Arena.
h plays a Gold and a Copper.
h buys and gains a Treasury.
h draws a Copper, an Estate, a Witch, a Treasury and a Tunnel.

Turn 9 - Lord Rattington
L plays a Silver and 3 Coppers.
L buys and gains a Silver.
L shuffles their deck.
L draws 5 cards.

Turn 10 - honkeyfresh
h plays a Treasury.
h draws a Tunnel.
h plays a Witch.
h draws 2 Coppers.
L gains a Curse.
h plays 3 Coppers.
h buys and gains a Herald.
h topdecks a Treasury.
h draws 2 Coppers, a Gold, an Estate and a Treasury.

Turn 10 - Lord Rattington
L plays a Sea Hag.
h discards a Tunnel.
h reacts with a Tunnel.
h reveals a Tunnel.
h gains a Gold.
h gains a Curse.
L plays 3 Silvers and a Copper.
L buys and gains a Gold.
L draws 5 cards.

Turn 11 - honkeyfresh
h plays a Treasury.
h draws a Curse.
h plays a Gold and a Copper.
h buys a Treasury.
h takes 2 VP from Colonnade.
h gains a Treasury.
h topdecks a Treasury.
h draws a Copper, a Gold, an Estate, a Treasury and a Storeroom.

Turn 11 - Lord Rattington
L plays a Silver and 2 Coppers.
L buys and gains a Silver.
L draws 5 cards.

Turn 12 - honkeyfresh
h plays a Treasury.
h shuffles their deck.
h draws a Treasury.
h plays a Treasury.
h draws an Estate.
h discards a Storeroom.
h takes 2 VP from Arena.
h plays a Gold.
h buys a Treasury.
h takes 2 VP from Colonnade.
h gains a Treasury.
h topdecks 2 Treasuries.
h draws a Sea Hag, 3 Treasuries and a Herald.

Turn 12 - Lord Rattington
L plays 3 Coppers.
L buys and gains a Silver.
L shuffles their deck.
L draws 5 cards.

Turn 13 - honkeyfresh
h plays a Treasury.
h draws a Copper.
h plays a Treasury.
h draws a Tunnel.
h plays a Treasury.
h draws a Gold.
h plays a Herald.
h draws a Copper.
h reveals a Copper.
h plays a Sea Hag.
L discards a Gold.
L gains a Curse.
h plays 2 Coppers.
h buys a Treasury.
h takes 2 VP from Colonnade.
h gains a Treasury.
h topdecks 3 Treasuries.
h draws a Copper, a Gold and 3 Treasuries.

Turn 13 - Lord Rattington
L plays a Diplomat.
L draws 2 cards.
L plays 2 Silvers and 2 Coppers.
L buys and gains a Gold.
L draws 5 cards.

Turn 14 - honkeyfresh
h plays a Treasury.
h draws a Copper.
h plays a Treasury.
h draws a Witch.
h plays a Witch.
h draws 2 Curses.
L gains a Curse.
h discards a Treasury.
h takes 2 VP from Arena.
h plays a Gold.
h buys a Treasury.
h takes 2 VP from Colonnade.
h gains a Treasury.
h topdecks 2 Treasuries.
h draws 2 Coppers, 2 Treasuries and a Tunnel.

Turn 14 - Lord Rattington
L plays 2 Silvers and 2 Coppers.
L buys and gains a Gold.
L draws 5 cards.

Turn 15 - honkeyfresh
h plays a Treasury.
h draws a Gold.
h discards a Treasury.
h takes 2 VP from Arena.
h plays a Gold and a Copper.
h buys a Treasury.
h takes 2 VP from Colonnade.
h gains a Treasury.
h topdecks a Treasury.
h shuffles their deck.
h draws an Estate, a Treasury, 2 Tunnels and a Storeroom.

Turn 15 - Lord Rattington
L plays 2 Silvers and a Copper.
L buys and gains a Silver.
L draws 5 cards.

Turn 16 - honkeyfresh
h plays a Storeroom.
h discards an Estate and 2 Tunnels.
h reacts with a Tunnel.
h reveals a Tunnel.
h gains a Gold.
h reacts with a Tunnel.
h reveals a Tunnel.
h gains a Gold.
h draws a Gold and 2 Treasuries.
h discards 2 Treasuries.
h takes 2 VP from Arena.
h plays a Gold.
h buys and gains a Herald.

8
Too ADD to write a full article.  But I just don't get the voters, or maybe they didn't quite get the power of WW when voting in 2017. I mean WW is under Summons?  That's comical to me.

I just played a board where both were available, and there were +2 actions available too with Walled Village.  And WW's piled and there were 7 torturers left.  And I LOVE Torturer.  But Torturer is like being a two-tool MMA star. with all the glitz and Glamour   But WW is a 4 tool MMA star, with a lesser reputation.

Let's compare.  One of them gives u three cards and an optional discard 2/curse option.  This ability really shines when you get Menage a Torturer ( 2) or Torturer Bukkake (3+) often meaning that most people buy a shitload of Torturers to achieve this effect.  But It also often leads to drawing itself and other actions dead.  You either play it or u don't. Torturer is good at the beginning and middle of games, but once curses go it loses a lot of its value.  It even helps enable decks that benefit on selective hand reduction in cards like cursed villages, shanty town, menagerie

Now let's look at WW.  It's a goddamn swiss army knife of badassery. You CAN get 3 cards if needed for coins, especially if u have the actions.  Also great when u load up on WW's because WW's often even draw more WW's and this give more hexes help cycle decks. I have played one WW (after thinking of just hexing w/ one) and drawn 3 more WW's a couple of times.  Near a reshuffle?  Just end turn and hex em (possibly even cursing them or causing the same or lesser discard/coin reducing effect too).  In this same place, Torturer can't be played without triggering reshuffle. WW is good at the beginning, middle and especially the end of games.  Most people plan on hitting 8 p w/ 5 cards.  By reducing coins, cards, adding coppers and all the stuff hexes do (especially when multiple hexes) can really stall a  pretty decent engine or big money style deck.

And WW has twice as many cards types (4 vs 2) so that in courtier/ironworks/sacrifice type situations that adds even more stuff where that helps.

Witch shines at the beginning giving out curses but still has the draw dead problem.  By end game it's a reactionless moat and often trashing it before the end game is optimal.

Plus you can't tell from his picture that he totally smokes that fire shit too...: Though based on the color of that sky he might be smoking pcp-*







9
I started thinking about this with Tomb on a recent board (obv w/out trashers) I really like this event and  it seems such a waste when it's on the board without trashing.  Is there some way that in the same way that heirloom cards are always tied to each other, that there is a way to add a "board must include one card w/ trashing power when Tomb event is present" in the coding for the Tomb card?

I've also decided to combine this idea with another I had recently and just ask if we could more generally have "random" draws but with certain parameters met.  Options such as "include one + action", "include one +1 buy" etc, or "exclude curses/attacks etc, or even specifically  "exclude rebuild/kings court etc"

I personally believe that more cards need to be added with + buy potential, but this would be one way to ensure that u don't get a "dud board" without cherry picking the deck or anything.


10
I mean I personally think it kinda sucks.  In some quirky combos in makes sense but I mean I don't care if it's on the board or not.  I mean it's on a two card list with Possession, one of the most controversial and hated cards?  I'd much prefer to see Kings court or Rebuild on a banned list than stupid stash.

11
Game Reports / Goke is weird. How did this happen? Tie game on turn 0
« on: September 17, 2015, 01:59:07 pm »
http://dominionlogs.goko.com//20150917/log.516d5958e4b082c74d7bb75e.1442512505044.txt

I didn't quit.  I imagine my opponent didn't or it would have said 'your opponent quit' and not Tie Game.

weird


12
I was playing a game last night where I had Princed a haven.  I know in the past I've been screwed by princing an embargo (as it goes in the trash either way) But I don't see why the Haven only stayed for one turn and then left me with a Prince alone on the side.  I had expected I'd get +1 xard and an extra action, and instead I got :(

any insight?

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