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Dominion Online at Shuffle iT / These ratings...
« on: May 29, 2017, 02:48:30 am »
Are they isotropish? how do they compare to isotropish?

Other Games / Minion Masters
« on: May 02, 2017, 09:28:18 pm »
Cool new Hearthstone-monetization game I've gotten into, but it's not turn based.  It's a mini RTS.  You generate 1 mana per second and summon a unit anywhere on your side of the map, and it will walk forward, maybe capture a bridge, then maybe attack your opponent's base.  You try to play units that counter your opponent's units, and save up mana for cards that do a better job countering or whatever.  Games last about 2 minutes, but I still feel like they're not luckfests and involve lots of skill.  Not that much randomness is inserted into the game - there's 2 unstable portal cards, but they kinda suck, and most units have no variance at all.  You draw "cards" from your 10 card deck, but only the first ten draws are random (seven, really, since you have 4 of ten cards in hand and order doesn't matter).  After that when you play a card it goes on the bottom, in order.

I stream it sometimes at  But I mainly encourage you to play the beta because it's fun stuff.  You can pay 5$ on steam, or watch any streamer long enough for them to get a random free code, which doesn't take too long.

Other Games / Minion Masters
« on: April 26, 2017, 01:21:02 am »
Cool little mini RTS.  You generate 1 mana per second, and just buy one of the 4 units in your hand when you have enough, or save up for a better one, and try to control space. 

It bills itself as a deckbuilder, but feels a bit more like a spellbook game since the deck isn't shuffled and you cycle through it over and over again.

It's only 5 bucks early access and I'm pretty sure they are going to need to stop giving out as much f2p currency as they currently give.  You can also not even pay the five dollars just by watching a stream, keys are being given away like wild.

Rules Questions / Possession + Donate
« on: March 17, 2017, 07:11:16 pm »
Like... the new wording on Possession makes this way weaker, but it still seems like a huge upgrade that's crazy bonkers and doesn't require nearly as much victim participation as Forge+Posession, right?  You build a deck that can make 8$ every turn and play 2 Possessions on each of those turns.  You posses your opponent and use their deck to buy a card that doesn't threaten your ability to make 8$ every turn and play 2 Possessions on each of those turns.  The second time you Possess them, you always buy Debt.  You get the 8 debt tokens, but their deck and hand are the ones used for the event, so you opt to trash every single card, which results.... oh after this turn, not at the end of this turn.  Wow.  You dog Donald.  Not an end step trigger, like it would be in Magic.  Do I just backspace it all out? or post my shame?

Variants and Fan Cards / Cards you don't actually buy
« on: October 28, 2016, 05:28:05 pm »
+3 Cards
Discard a Treasure card (or reveal a hand with no treasures).
You may trash a Refugee Camp from your hand.

Refugee Camp (no randomizer card)
*2$ - Action
+2 Actions
+1 Buy
When you gain a card that isn't a Refugee Camp, you may gain a Refugee Camp from the Refugee Camp Pile
When you gain a card that is a Refugee Camp, the player to your left may have you gain a Refugee Camp from the Refugee Camp Pile.
(This isn't in the supply)

*4$ - Treasure
Any player may reveal a Duchy from his or her hand.  If any player does, return Ducat to the supply.
You can't buy this card (it's in the supply)
When you gain a Duchy, you may gain a Ducat.

Woad Raider
5$ Action - Attack
Each player with 5 or more cards in hand reveals his or her hand.  For each player, name a card, and that player discard all copies of the named card. Trash Woad Raider.
In games using this, when you end your buy phase without buying a card, gain a Woad Raider.

I'm a big fan of Duchess, so I made up some cards with Duchess clauses.  The first one feels like it really needs a ban on buying the card, otherwise it will never compete with Village.  As Donald has said, Village could be 0$ and function pretty similarly.  Refugee Camp would pretty much always be strictly worse than Village if it costed 0, there would be no reason to fool with its recursive drawback if there were other ways to get +actions and getting +actions is going to cost you at least one buy anyway (except on boards flooded with +buy, but I don't want it restricted to that).

The second one -could- be buyable at 5$, but I think makes for more interesting games at unbuyable.  On an engine board that looks towards Goonsing eachother later but with no trashing, you could easily buy it as a 5$ gold and say, go ahead, take a nonGoons Duchy AND a nonGoons goldish to try to nerf me.  I dare you.  But I think it's more interesting when it's only a Duchy dance wrinkle.  It's also possible that this is better as a Silver. 

The last one has this core concept of what if you had a devastating attack, but you could guarantee Alms was always on the same kingdoms where that attack showed up, so it's kind of ok.  When I looked back on the card it seemed to be quite the case that buyable is better than nonbuyable.  I think it's a weak 5, though it's hard to say since gaining spoils is such an abstract bonus on the similar Pillage.  I would think its use as an actual 5$ purchase would be tactical and surgical and an effort to hit something specific with the attack.  The vanilla bonuses on this one might need a tweak.

Hopefully at least one of these is better than my recent vomit!

Variants and Fan Cards / The Fool
« on: October 28, 2016, 11:21:08 am »
The Fool
3$ - Action- Reaction - Attack
+1 Action
Each opponent discards your choice of 1, 2, or 3 cards from the top of his or her deck.  You may put any non-Victory cards revealed this way on top of his or her deck. If you don't, +1$.
Whenever an opponent shuffles his or her deck, you may reveal this from your hand and discard it.  If you do, gain a copy of any card in play.

Variants and Fan Cards / Quarry Outpost
« on: October 26, 2016, 01:28:14 pm »
Quarry Outpost
5$ Action - Duration
Now and at the start of your next turn: +1 Card, +2 Actions
While this is in play, other players begin their turns with +1 Buy and treasures cost 1$ less.

General Discussion / Tile based miniatures
« on: August 25, 2016, 02:33:01 am »
So there's this genre called miniatures games.  They are called miniatures because several of the pieces needed to play the game are small representations of larger objects, without abstraction apart from the size (and material) (whereas a settlement in settler's of Catan is also smaller than a settlement and a Dominion card called Woodcutter is also smaller than a man that cuts wood but those things are not shaped like the things they represent as part of the abstraction.)

There's a certain type of person where that alone gets them going.  And then the opportunity to paint things that are small get them going.  I'm not one of those people. 

As a necessary condition to make a game out of the miniatures, there has to be some kind of rules.   98% of the time the rules govern how the miniatures kill eachother (if anyone knows of a noncombat miniatures game that's intriguing).  Those rules tend to make a pretty interesting strategy game.  Not really because the genre demands it, most of the genre's audience seems to be all about that, you can see the stitches on the 4 inch soldier's jacket and paint them yourself.  But it just kinda happens as soon as you start trying to make the size of the minis realistic, pretty much.  I tend to like the kind of strategy that emerges and find it decently interesting.

Most miniatures games use measuring to determine and govern these rules.  For one that's tedious, for two it leads into very awkward officiation issues, even in a friendly game, where a nonzero amount of generosity can occur choosing around an obstacle or something.  I'm most interested in the subset that does not accept that design issue (it has advantages, but not enough).

Really I have only gotten to play one tile based mini game, one my friend has gotten me into, called Star Wars Imperial Assault.  It's an FFG product, which would be my least favorite thing about it, I'm not excited by a couple of their business strategies and practices.  But it's a pretty fun and interesting game.  There's so many chess moves in the course of a game that it feels like you can customize a list of which units to use and get a bunch of things wrong and then win anyway just because you moved one square left at the right time.

This thread is for offering to play me at Imperial Assault on Vassal, telling me whether Heroclix is actually bad or good, telling me about lesser known tile based miniatures games because I'm not really aware of them, agreeing with me that a tile based miniatures game that somehow revolved around playing cards from hand to take pretty much all your actions would be awesome (imperial assault goes halfsies on that idea, shame), and discussing whether tile based miniatures as a genre will live or die.


Other Games / Force of Will
« on: March 02, 2016, 08:22:42 pm »
I am totally into this game.  Magic with better art (YMMV if you don't like anime), no mana screw, and cheaper average cost (with the most expensive standard legal single being 1/3rd the cost of the cost of Magic's most expensive standard legal single.  Both of them are auto 4X inclusions for their color, but the rarities per box are different).

Not much similarity to Dominion here except that you might actually be able to afford this game, similar to Dominion.

Does anyone play?

Dominion General Discussion / Scrying pool "fallacy"
« on: November 06, 2015, 03:14:07 pm »
There's been an issue I've had with Scrying Pool for a long time.  I'm not sure if my mind keeps dipping into a fallacy, or is doing the odds correctly, but, I've felt confused for a long time.

In a deck that contains Copper, Estate, Peddlers, and Scrying Pools, someone Scrying Pools you and puts Estate on top while you have Scrying Pool and Peddler in hand.

Do you:

1) Play the Peddler so that you can use the Scrying Pool on a "fresh" deck, increasing the chance that the spy effect combs chaff out of your way and hits a stream of action cards.

2) Play the Scrying Pool first so the friendly spy effect is guaranteed to actually discard a card that is bad.  And the Peddler draws a "fresh" card later so this is really the better play.

I keep thinking it's the second one but my brain wants the first one so much it drives me crazy.

Variants and Fan Cards / Snare! (Not 100% serious submission)
« on: October 28, 2015, 03:01:10 pm »
+1 Card
+1 Action
In games using this, whenever a player buys a victory card, the player to his left reveals the top card of his deck.  If it's a Snare, the player doesn't gain that card and each other player gains a copy instead.  Trash the snare and all cards in the current player's play area.

Inspired by awesome Netrunner design principles.
Sorry guys I needed an outlet for all the rage I'm feeling.

Game Reports / Do you buy workshop in this kingdom?
« on: October 23, 2015, 04:36:32 pm »

Code: [Select]
Chapel, Village, Woodcutter, Workshop, Remodel, Smithy, Council Room, Laboratory, Mine, Adventurer
Played this one yesterday.  I know in the theoretical "first game" engine, there is a workshop, and it's correct to skip it unless there are 3 or more players.  But that board doesn't have Chapel, and it seems like Chapel makes a card that adds 4 coins in 1 card kinda good, ish?  I bought a single workshop here, and I was wondering if people would agree that 1 workshop is optimal on boards like this, or if I'm crazy.

Even though I didn't totally plan on it, I ended up doing Workshop gains Silver -> Mine the silver into gold -> Remodel the Gold into Province.  Which seems kinda good, though I think possibly a strategy that just draws a huge deck, plays a bunch of gold, and buys two Provinces using Woodcutter could also be good (I was using Woodcutter too, to Province/Duchy the same turn as the Remodel thingy.)  But anyway, I'm not quite as fascinated by which final engine form you want here, I'm curious about the workshop thing, because I have heard some people say "only get workshop if you're doing X", where X doesn't seem to be here, but it seems to me like you really want to open Workshop/Chapel here.

Variants and Fan Cards / Showerthought card idea
« on: October 22, 2015, 05:46:09 pm »
Grand Fence
5$ - Action
+1 Card
+1 Action
+1 Buy

When you play this, the player to your left names a card.  You can't buy that card this turn.

Variants and Fan Cards / Birondelle
« on: October 14, 2015, 11:44:48 am »
4$ - Action
Take 2 Coin Tokens
While this is in play, when you buy a card from the Supply, reveal the top 3 cards of the Black Market deck.  You may buy one of those cards.  Put the rest on the bottom of the Black Market deck in any order.
Setup: Copy Black Market's setup instructions.

Hearthstone / Warsong Commander got the Starving Buzzard treatment.
« on: October 13, 2015, 04:19:34 pm »
They announced today that Warsong Commander's text has now changed to "Your charge minions have +1 attack".

Will be implemented in an upcoming patch.

Variants and Fan Cards / Fiddler
« on: October 09, 2015, 10:54:56 am »
2$ Action

Choose one: +2 Cards, +1 Buy; +1 Card, +1 Action; +1$; trash a card from your hand.

Variants and Fan Cards / Genesis, chapel event
« on: October 07, 2015, 11:28:24 am »
1$ Event
+2 Buys
Trash your hand.  Trash your deck.  Trash your discard pile.  Trash your play area.

Variants and Fan Cards / Tonic
« on: October 06, 2015, 05:11:35 pm »
Civil War
2$ Action Attack

You may have each player gain a Curse. 
You may reveal the top card of the deck of the player to your left and discard it or put it back.  If you do, each opponent does.
You may put two cards from your hand on top of your deck.  If you do, each opponent does.

Variants and Fan Cards / Tomato Patch
« on: September 29, 2015, 01:48:40 pm »
Tomato Patch
4$ Action Victory
+2 Actions
+1 Buy
Worth 1 VP
In games using this, whenever you buy a card, you may gain a Tomato Patch.

(There are 4 times as many Tomato Patches available as a normal kingdom victory card)

Second draft

Tomato Patch
3$ Action Victory
+2 Actions
+1 Buy
Worth 1 VP
In games using this, when you gain Silver or Gold, you may gain a Tomato Patch.

[Stack of 48]


2$ Tomato Patch
Action- Victory
+2 Actions
Worth 1 VP
In games using this, when you buy a card, you may gain a Tomato Patch.

2015 / Backup forum?
« on: September 29, 2015, 10:13:02 am »
So, f.ds has been the target of malicious activity lately, and it would suck if this tournament got totally derailed if there was a longer bout of inactivity.  Would it be wise to formally designate a backup forum for communicating match times with your opponent or finding out pairing announcements?  If you don't pick one in advance, then if something bad actually happens, you can't use f.ds as a platform to tell people what the backup actually is.

reddit seems serviceable, and it's really nice that it doesn't require an email.

Goko Dominion Online / Where did the Dominion 2.0 music come from?
« on: September 26, 2015, 08:37:03 pm »
The first half of it is really awful.  Reminds me of some chill in-town music from Maplestory, except, much worse.  With bagpipes.

Then the second half has some sort of wonky technoie stuff and it's not so bad.

I can't imagine that they composed this just for Dominion.  It doesn't capture the spirit of Dominion.  Also it's pretty similar to Dominion 1.0 music, was that popular?

Oh now some totally new song came on, it's croony and awful.

Anyway it's taking an infinite amount of time for me to sign in, my expectations have not been defied with regard to my ability to actually use this software to play dominion.

I saw a cool card meant for Hearthstone, but it really doesn't require Hearthstone's mechanics.  It just requires decks and cards.  In fact, it probably fits better in Dominion, because Dominion is a "pure" deckbuilding game, some say.

3$ Prophetess
<No type line>
Before the end of the game, treat this card as though it were the card on the top of your deck unless it's in the trash or supply.  If your deck is empty, treat it as a Silver instead.
In games using this, the top card of each player's deck is a card that any player may view.  (This doesn't trigger reshuffles).

Hearthstone / Perfect hand Hearthstone: impromptu forum game.
« on: August 20, 2015, 12:55:23 pm »
You have some sort of ladder legal deck from after TGT.  The front faces of your cards don't have characteristics until you need for them too, and when they do, you choose the characteristics.

You choose the random outcomes of your own cards.

I'm not try-harding such that I have a specific OTK planned out, but I'll go first as Valeera and drop a zombie chow.  The rope is burning.  Anyone can pick up and play turn 2.

End of T1:

Hand: 4+Coin
Life: 30 + 0
Deck: 26
Board: None

Hand: 3
Life: 30 + 0
Deck: 26
Board: Zombie Chow.

I complain a lot about when card text doesn't match behavior, because I really hate it.  Leeroy + Knife Juggler, Warsong + Bloodsail Raider, and Divine Favor+Fatigue don't do what their text says they should do.  Neither does Wild Growth or Mindgames technically in that they have unwritten rules for corner cases, which I feel should at least be noted somewhere in game.

Their lazy, sloppy determinations that whatever the code they wrote is doing is what the card "really" says might make the new expansion a little less fun due to the new Joust mechanic.  The Giants (and their cousins, the mourners like Volcanic Drake) all have variable cost abilities that don't specify when they function, and therefore should function at all times.  They all say "This costs X less for whyever".  But it was easier to code "While this is in your hand, this costs X less for whyever".  It's a really great example of why a good starting point is to implement the cards to do what they say.  If instead of narcisstically insisting that the card is somehow correct as is the development team faced up to a need to correct the text to match the code, they would raise a question of "Why do we need the "while this is in your hand" restriction? Is the card better designed with that restriction?", and design and R&D would actually have to think about it, and ArenaWarriorsMatter kinda demonstrates that they prefer to avoid striving for good design or, moreover, thinking, altogether. 
OTOH, if the code matched the original text in the first place, these new Joust cards would have a more fun feel to them.  As it stands, the best Jouster is a Giant, one that you usually cast for 0 mana.  The second best Jouster is also a Giant, one that you usually cast for about 4 mana. 

ALL the runners up after that group require you to have lots of mana crystals when you slam them on the table, which is supposed to add the coherency and insular feel to the mechanic.  You play some ramp, you play some jousters, you play some fatties.  That pattern creates a new subtype of decks that feel different to play, and fun to play because their new.  They are fun to play against because they have new characteristics that can be addressed for specific weaknesses: if you don't like losing to Joust decks, you run Faerie Dragon to punish the lack of cheap minions and go aggro, voila.  That being just one example.

It seems likely that this vision will just get betrayed in favor of exploitation of the incorrect implementation of the Giants, and Jousting will just become a Handlock accessory if we actually get any real viable Jousters.  Handlock cuts a couple cheap dudes from their builds, throws the jousters in, calls it a day.  Every other new deck designer then decides: should I make this a joust deck? Hm, I need to at least tie the other decks that contain joust, therefore this would need to be a Giants deck.  Can I make this a Giants deck?

Giants is already an insular, cohesive deck, so adding a little smidge of value to it is not as exciting as adding a different build-around-me mechanic would have been.  There's no Faerie Dragon anymore, Giants are a more dominating and dramatic feature than joust, so the answers are just whatever the answers to a Giants deck were in the first place, things like Equality, BGH, Shadow Word Death, and tauntskipping damage that counters Molten Giant, generally.  This all arises because drawback written on the text of Joust is just overwritten by "lol ignore that drawback" on the software of Giants. 

Just a rant.  It seems kinda like a lose lose.  Maybe joust is never competitively costed enough to see play in any way, so that's a lose.  It becomes a Handlock accessory or creates new class Giant decks that feel like Handlock and add no archetype variety (while buffing an existing archetype, making it more likely that a finite number of archetypes are major players).  Or they actually fix the bug, but leave Divine Favor, Knife Juggler, and Bloodsail Raider with incorrect behavior so I get extra relative deprivation whenever I feel upset about those bugs (mostly Bloodsail Raider, if you're wondering, since it is more fair about how it circumvents the restriction than other cards that are permitted to circumvent).

Innovation Articles / Strategy video!
« on: August 12, 2015, 07:09:04 pm »
I recorded some base with a friend and tried to explain the "why" of a lot of moves to hopefully help people with innovation strategy.  I hope at least one person can benefit from this.

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