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Topics - Tombolo

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1
I know that Cache (from the BM) is on top of my deck but I had to change the window size to even see the box, and couldn't really see what I was typing afterwards.


2
Disclaimers:
-This idea needs a lot of fleshing out, and may or may not be balanceable
-I suspect it won't be to the taste of many Dominion players
-I see no practical way to make this work physically

Still here?  The idea I had was a Event that costs $0 and gives +Buy, but it could also be a variant by automatically (or optionally) occurring after every turn.

"Trash 2 Actions you have in play.  Gain a Hybrid based on their properties."

The Hybrid would be a brand new card that would permanently inherit some of the traits of its "parents" in a semi-random fashion.  My initial idea is that for vanilla effects like +Card, it'd have an equal chance of either parent's value or the average thereof.  So a Smithy/Village Hybrid for example would have either +1, +2, or +3 cards, and +0, +1, or +2 actions. 

For more complex effects, each parent could have an equal chance of passing on all, none, or part (where possible) thereof.  So in addition to potentially passing on a +coin, a Militia's child might have "Discard to 3," "Discard to 4," or neither.  Cards like Governor or Steward might pass on only one option.  Stuff like Witch can't really be separated out, so you'd either get the Cursing or not.

In all these cases, once the Hybrid is generated, it stays that way.  You don't know what you're getting exactly when you make a Hybrid, but once you've made it, it doesn't reroll.  You could make another Hybrid with the same cards later in the game and maybe that one would be different.

Price could be an average of the two, or maybe the more expensive plus half the less expensive.  You could also try to price each effect or piece thereof, but I think this forum has determined that down that road lies madness.  I can't offhand think of a way for you to buy a Hybrid, so it only matters for card interactions anyway.

So some examples:

Council Room & Necropolis Hybrid would have:
(33%) +4 Cards (from CR)
(33%) +2 Cards (average)
(33%) No +Card (from Necro)
AND
(67%) +1 Buy (from CR and average)
(33%) No +Buy (from Necro)
AND
(33%) No +Action (from CR)
(33%) +1 Action (average)
(33%) +2 Actions (from Necro)
AND
(50%) Opponent draws a card
(50%) Nothing

Grand Market + Steward
(67%) +1 Card (GM/Average)
AND
(67%) +1 Action
AND
(67%) +1 Buy
AND
(33%) +2$ (GM)
(33%) +1$ (Average)
AND
(50%) Can't be bought with Coppers in play
AND
(33%) Steward effect
(33% * 33%) +2 Cards
(33% * 33%) Trash 2
(33% * 33%) +2$

For a less random variant, you could narrow it down to only averages and parts where available.  Under that version, our CR/Necro example above would then be a Lab with a +Buy that may or may not have the opponent draw.  The GM/Steward would be a Market (if halves round up) with a random Steward option and a 50/50 shot of inheriting the Copper restriction.

Does this idea even make sense the way I've presented it?  Is it something anybody would want to bother with thinking about?

3
Puzzles and Challenges / What's the most money possible to have?
« on: April 08, 2018, 03:16:31 pm »
Rules:
-Have the most money available at one time (money that is somehow spent or lost mid-turn does not count towards a later total)
-Has to be a legal game of Dominion (finite piles, Colonies only if there's Prosperity, can't have three piles gone, stuff like that)
-Kingdoms, shuffle luck, opponents, orders of piles, and all that is up to you.
-Harder-yet-simpler mode: No Black Market allowed

I feel like this must've been done already but a quick search didn't find it.  I also feel like I missed a bunch of edge cases that should be rules.  But I'm curious how horribly you can break it!

I was feeling like a cool dude the other day when I got to $50 in the course of normal play, but then I saw a post just now that broke $100.

4
Other Games / Anybody played Heart of Crown?
« on: April 08, 2018, 11:37:20 am »
I see it's on Steam now, and I must reluctantly admit that possibly the only thing I like more than deckbuilding is moe garbage.  Looks a bit more substantive than Tanto Cuore, too, which was a bit of a letdown when I bought a copy.  Thoughts?

5
Turn 12 - Tom Bombadil
T starts their turn.
T draws a Copper (Caravan).
T plays a Fool's Gold, a Gold, 4 Coppers and a Harem.
T buys and gains a Province.
T draws a Copper, an Estate, an Outpost, a Gladiator and a Conclave.

Turn 12 - Lord Rattington
L plays a Council Room.
L draws 4 cards.
T draws an Estate.
L plays a Gold, 2 Coppers and 2 Silvers.
L buys and gains a Province.
L shuffles their deck.
L draws 5 cards.

Turn 13 - Tom Bombadil
T plays a Conclave.
T plays an Outpost.
T plays a Gladiator.

T reveals an Estate.

I can't think of any reason I'd be able to play a second action here?

6
Dominion: Nocturne Previews / What are the new mechanics in Nocturne?
« on: February 14, 2018, 08:57:35 am »
Just realized today that there's new Dominion!  I saw Night in one of the previews, but was hoping to avoid having to comb through the rest for info.

7
I'm working on a deckbuilding spinoff of a forum game, and calling it Mercenaries Deck Battle.  Players build a deck of video game characters, which then fight with other players' teams.  Players must argue about which team would win the fight, convincing third party voters.  This is primarily intended to be played as a forum game over several months with around 16 people, but currently it's possible to modify to a smaller scale and/or face to face version if you really want.  The mechanics wind up being somewhat of a cross between Ascension and Superfight!, with a video game theme.  Here are some links, but there will be more info below if you want it.  I'd like any kinda input I can get, since I figure this the place to be to talk deckbuilders.

http://mercsdb.pbworks.com/w/page/112055320/FrontPage - The wiki is pretty rough, but the Rules page is up, and the List of Cards will at least summarize what each card does.
http://mercsdb.pbworks.com/w/page/112055431/Rules - Direct link to the rules page
http://www.gamefaqs.com/boards/8-gamefaqs-contests/74334377 - This is the main place for discussion (unless this thread really takes off, I guess?)
http://mercs2015.pbworks.com/w/page/90630311/Introduction - Current iteration of the inspiration for my game

Gameflow summary:
-Draw and immediately play five cards, generating resources and fielding a team of Mercs for the turn.
-Use Mercs' abilities with Red Orbs, Upgrade them with Blue Orbs, and activate the effects of other played cards
-Debate who would win a fight under the conditions generated, as outside parties vote.  Winner gets a prize.
-Buy new cards with GP generated prior in the turn
-Shuffle all cards back into the deck (trashing and such happens now as well) before drawing the hand for the next turn
-Process repeats for an agreed-upon number of turns, with rotating opponents.  W-L record is tracked.  Elimination matches at set intervals and a tournament format at the end are recommended.

Overarching design thoughts:
-This is very complicated, and I'm okay with that.
-This is pretty RNG-y, and I'm okay with that.  I think.  But I don't expect that to be very popular with the intended playerbase.
-I attempted to streamline several aspects of the original game in order to compensate for tacking on a deckbuilding system.
-Since an admin will be tracking decks for everybody in the intended implementation, I tried to reduce player input at certain points.  Most notably, my intent is that every card is a card you want to play, and that order will never matter.  I'm sure that I will not be 100% on that goal, but I want to eliminate as many edge cases as possible (or make risk an inherent part of the card, like when I have forced trashing).  All cards are played immediately when drawn, (although their effects might not be immediate) meaning that ideally player input is only required for ability usage and card purchasing.
-I want deck composition to be a major concern.  It has been proposed that Mercs are given a separate deck from the main deck, but I enjoy the tension between having enough Mercs to actually put up a fight, enough econ to buy good cards, and enough support to let your Mercs shine.  That said, I'd like to have more card draw, to somewhat alleviate the chance of just getting a junk hand.
-Playtests so far have been a bit too much snowballing for my taste.

I'd particularly like thoughts on:
-How much sense my rules and concepts make to a complete outsider.
-Victory rewards.  I just changed it from gaining an Infra (same thing as Peddler) to gaining 3 GP on a win and 1 on a loss.  I haven't tested this yet.  My hope is that it will reduce the snowball effect of getting powerful econ early, and allow teams to buy SOMETHING even when they don't generate money otherwise, but it could also gum up decks too much and make it hard to get the really good cards without wasting a lot of deck space on coins.
-Is it okay to reshuffle the discard into the deck every turn?  I know that's probably not ideal for a strategy game, but is it an acceptable tradeoff for not having to track what's in the deck and what's in the discard?
-If it's NOT okay to reshuffle the deck, what does that mean for starting deck balance?
-How does balance look?  I think the Mercs themselves are decently balanced, but all the other resources make things complicated to price properly.
-Any good card ideas?  I'm especially looking for more Constructs, Supports, 7-cost Mercs, cantrips, and deck control.

Thanks!

8
(If you don't play Ascension, the "kingdom" has only one card per pile, with a random new card dealt each time a card leaves the supply.)

I imagine the variance would frustrate many players here, but I like weird things like that once in a while.  Off the top of my head, you might run into mechanical issues with cards that interact with the supply, or copy things, but it wouldn't be TOO hard to implement on a basic level I'd think.  Thoughts?

9
Variants and Fan Cards / Trash from the Supply- any of these ideas work?
« on: August 05, 2015, 07:32:37 am »
Wasteland
$4 Victory-Action
+1 Action
You may trash up to three cards that are not victory cards from the supply.
-
Worth 1 VP for every 10 cards in the trash.

Judgment
$0* Action (I don't know how you gain it but there obviously shouldn't be multiples)
You may trash this card.  If you do, trash a pile from the supply.

Missionary
$3 Action
+$2
You may trash up to 3 non-victory cards from the supply.

I figured it was an interesting design space- aside from the obvious concept of accelerating the end of game, you can use it to deny a key card for somebody's engine, or take the sting out of junking attacks.  Trashing Provinces seems a bit too swingy, hence the ban on trashing greens.  I bet somebody's beat me to the idea, but oh well!

10
Variants and Fan Cards / Is this balance-able?
« on: April 18, 2015, 07:58:52 am »
$6 Action
Do this as many times as you want: Trash a card from your hand.  If you do, +2 Cards.

I feel like it compares pretty well to Chapel and Altar, so 6 seems about right, but is the unlimited potential a bit much?  Does it being a late-game trasher offset the power level somewhat?  Would it be better off as a P-cost or Prize or Event or something?

11
Variants and Fan Cards / Transient Workers
« on: March 25, 2015, 11:50:57 pm »
$4 Action
Reveal the top card of your deck.  Draw it, discard it, or trash it.
If you draw it, +2 actions.
If you discard it, +2 cards.
If you trash it, +$3.

I'm not sure of the balance on the last option, but I feel the first two are about right for a band of misfits kinda card.  For $4, you either get a Village, a nerfed Smithy, or a weird Trade Route.  None of those would probably be good at $4, but the flexibility (and being able to react to what the top card actually is) makes it worthwhile...I hope.

12
Dominion General Discussion / I'm addicted to Black Market
« on: March 06, 2015, 05:33:56 pm »
Possibly because I went so long without it on Goko, but it's the only card I routinely add with Salvager, and I pick it up a bit more than half the time, whether it's a particularly good idea or not!

13
Dominion General Discussion / Opening Mandarin
« on: March 02, 2015, 10:51:00 am »
What's the board's opinion?  I'm staring at a 5/2 split on a board where I don't really like any of the 4's and 5's.

14
Variants and Fan Cards / What would a "Legacy" variant look like?
« on: January 03, 2015, 02:37:54 pm »
(If you've not heard of Risk Legacy, here's a link: http://boardgamegeek.com/boardgame/105134/risk-legacy )

I was just wondering what it might be like to attempt a campaign/legacy mechanic with Dominion.  Sadly, I am unfamiliar with Risk Legacy beyond the basic concept, so I'm not sure how it's balanced...it seems it would be difficult to have a satisfying evolution of the game that would be fair to both winners and losers.  Still, there could be some interesting mechanics with Dominion....although most of them would change the game drastically.  Something like:
-Pick a card to guarantee in the next set
-Start with a certain card
-Zaps
-Vetoes
-A certain card is cheaper/costlier just for you
-Start with a "princed" card

I don't know, is this a remotely viable idea?

15
Variants and Fan Cards / "Gain a card"
« on: November 19, 2014, 10:39:57 pm »
I can't quite figure out a balancing I'm happy with, but I like the idea of an unrestricted (at least by price) gainer.  I was working on figuring out a "Gain a card" card, but then I thought it would just be used for greening and treasure.  I think "Gain an action card" is a lot interesting, but I just can't price it.  $4 seems about right based off Workshop, but then I think about Feast and it seems too cheap.  More than that, though, and I start thinking it doesn't compare well to University, which also makes a Potion cost seem kinda silly.  Maybe add more text?  Terminal silver?  One-shot?  Non-terminal?  "Gain a curse, if you do..."? There's gotta be a way to make it work well.

16
Other Games / Coin Crypt, a "deckbuilding roguelike"
« on: November 14, 2014, 07:00:18 am »
Picked this up yesterday on Steam, and it's technically a deckbuilder so I figured I should bring it here.  It's quite fun, just not what I expected- it's real time rather than turn based, so battles are actually quite hectic.  Your deck is also too fluid to really feel like you're playing a deckbuilder- cards (or rather coins) are all one-shot, and there's an emphasis on stealing or discarding your opponent's coins, so your deck is always changing.  Treasure chests and perk-giving ghosts let you pick your rewards, which I think is a really nifty mechanic, and the different classes play pretty differently, so you get a decent bit of control over your abilities even if your deck is a revolving door of one-shot cards.  It also interests me that you lose when your run out, and so do the enemies.  Draining somebody's deck is a pretty easy way to win, but you get their leftover cards if you just pummel them, so that's a fun mechanic as well.

I dunno, it wasn't quite what I was expecting from a game that calls itself a deckbuilder, but it's quite fun and somewhat relevant to the board's interests I think.

17
Dominion General Discussion / I'm regressing into a dominion noob
« on: October 01, 2014, 06:53:37 am »
I don't much care about playing with people on goko, and have very few opportunities to play face to face, so I just play bots all day, and it's gotten to the point where I just play whatever seems fun rather than what actually works.  I buy way too many terminals, I keep building my engine with four provinces gone, I buy Black Market and other fun cards just because I can....I'm slowly forgetting how to actually play this game well but I'm not sure how I feel about that.

18
Besides the contest sub-forum, of course.  I finally broke down and got a physical copy so I'm ready to try some variants!

19
Variants and Fan Cards / Two random ideas
« on: September 08, 2014, 09:16:18 pm »
Missionary
$4 Action-Attack

+$2
Each opponent with five or more cards in hand trashes a card from their hand.

(I had a few more complicated ideas for balance purposes, but I think keeping it simple works fine.  I think the possibility of helping your opponent and the fact that it's a $4 terminal silver offsets the potential power, and I can't see an easy way to pin with it either.)


Weapons Dealer
$4 Action-Reaction

Gain a card costing up to $4.  Put it on the bottom of your deck.
--
When an attack affects you, you may reveal this from your hand and discard it.  If you do, gain a copy of that attack.

(I think gaining to the bottom is a cute little gimmick, and makes it just good enough that you could conceivably buy it on some attack-less boards.  I can't decide how strong the reaction is, but I feel like it would at least be interesting.)

20
Goko Dominion Online / Zapminion general strategy
« on: July 19, 2014, 10:56:13 pm »
So, apparently I'm dedicated enough to grind through all the Adventures, but not dedicated enough to give the AI a fair fight and risk losing once in a while.  I usually use two zaps for a normal game, and three for the bosses, turning my Coppers into Silvers.

This has actually gotten me interested in how this changes up the strategy!

-+Buy becomes important because your deck will shoot right past most engine components
-In general, it seems to kinda favor BM+X across the board, unless you can get good +Buy
-Trashers seem weaker because you start with less junk and a bigger headstart on a good deck.
-Maybe junkers too, since the game doesn't last as long?
-Sifters seem handy to me because I always green too early and then wind up trying to piledrive while the bot bumbles around and then I choke.  That is probably just my issue, though.

21
Goko Dominion Online / Any other use for Gokoins?
« on: July 12, 2014, 09:41:52 am »
I really want Black Market but I have all the sets and stuff and even if I buy the smallest denomination and also grab Stash, that still leaves me with 20 funbucks.  Weren't they gonna have other games or something?

22
Dominion General Discussion / Plays that just feel so wrong.
« on: June 17, 2014, 10:41:43 am »
Even if they're the correct play!

I just had Mercenary with $7 and two Provinces, so I trashed those Provinces to afford the last and get the win.

23
There's some interesting strategic space to explore, although balancing could get pretty silly pretty quickly.

Plantation
$6 Action-Duration
At the start of every turn, +$1
(The easy one!  A bit better than Treasury, but I'm not sure I'd take Gold over it often, so maybe it should be 7?)

Missionary
$5 Action-Duration
At the start of every turn, trash a card from your hand or trash this.
(Optional Junk Dealer without the +$ but with a conditional topdeck, basically, so I figure 5 seems decently fair.  I wonder how it would be without the option to trash it instead of your hand?)

Commercial District
$4 Action-Duration
At the start of every turn, +1 Buy
(Seemed more like a 3 until I thought more about Woodcutter and Market Square)

Con Man
$6 Action-Duration-Attack
At the start of every turn, each of your opponents gains a Copper.
(It could empty Curses too quickly to really balance, and Ruins seemed a bit too nasty as well, so I went for this.  I based the cost off Mountebank, but I'm not too sure about it.)

Expert Craftsman
$6 Action-Duration
During each of your cleanup phases, draw 6 cards instead of 5.
(I wanted to avoid letting them stack, and wanted to give them a weakness to "Discard to X."  Plus I got tired of start-of-turn.  When I think about Lab I want to make it 7, but when I think of Caravan 6 seems more reasonable.)

Travelling Villagers
$10 Action-Duration
For the rest of the game, your action cards do not cost Actions.
(Ludicrously powerful, but is it worth building an engine around a $10 card?  I could maybe even see pricing it at 12 or something, so maybe it's just plain too strong.  I wish I didn't have to word this awkwardly to get around Diadem.)

Port
$4 Action-Duration
At the start of every turn, draw a card and then discard a card.
(Comparing it to Lab, it seems stronger than 4, but compared to Inn or Warehouse I'm not so sure.)

I'm sure you good people have better ideas, so let's see 'em!

24
Help! / How would you approach this board?
« on: June 09, 2014, 08:30:24 pm »
I didn't think to grab the log  :(

Poor House, Chapel, Doctor, Masquerade, Menagerie, Bishop, IGG, Outpost, Border Village, and I think Fairgrounds.  Colonies and Estates.

I tried to do everything at once- Masquerade to punish Chapel, Masquerade and Bishop to keep up on trashing, IGG to slow him down, Border Village+IGG to feed Bishop, and Outpost+Menagerie because moderate synergy.  The bot went mostly for Provinces mostly running a simple Menagerie engine, and outsped me significantly.

25
Other Games / I want to play a deckbuilding game on my computer.
« on: May 31, 2014, 12:06:49 am »
-Goko is finicky and every once in a while Dominion gets a bit old, especially with isotropic gone and my dominion buddies all developing real lives and moving away
-I own Marvel Legendary (and, uh, Tanto Cuore) but have nobody to play with :(
-Ascension seemed okay but I don't have an iThingy
-War of Omens seemed okay but it triggers my computer's overheating issues
-There's Puzzle Strike I guess?

What, if anything, am I missing?

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