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Topics - popsofctown

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1
Variants and Fan Cards / Motley batch
« on: March 06, 2018, 02:13:14 am »
Chemistry $0P Action - Treasure
+1 Buy.
Play an action or treasure from the supply.  Trash it when it would leave play.  Trash Chemistry.  You may gain a potion.

Seasonal Commision
6$ Treasure - Duration
Worth 3$
When you play this, reveal your hand and trash all Actions in your hand or play area.  For each card trashed this way, gain a differently named Action of that cost or less.  At the start of your next turn, return Seasonal Commision and each card you trashed this way to the supply and gain a Gold.

Brewer 3$ Action - Attack
Name a card.  If you have one copy of that card on your Tavern mat for each opponent, each opponent gains a copy from your mat.  Put any number of cards with that name from your hand onto your Tavern Mat.

Mayor 5$ Victory
Worth 4 VP
_____________
Your provinces are worth 4 VP

Crucible 3$ Action
+1 Card
+1 Action
+1 Buy
_______________________
While this is in play, Silver is worth 1$ more, but when you play a treasure, it's not worth $ if there are more Treasures in play than Crucibles.

2
Variants and Fan Cards / Covetous Dream - a kinder "Possession"
« on: December 08, 2017, 09:14:04 pm »
I felt so excited about this one I actually downloaded gimp and stuff wanting to mock it up.. but I couldn't find a night card template. 
EDIT: A kind person helped me out.  It's humongous because I'm still an image noob, but I think the art is perfect.





Mr. Cotton
2$ Treasure - Night - Heirloom - Companion
Worth 1$
If it's night, set this aside and play it at the beginning of your next buy phase.

Lady Redtail
2$ Treasure - Night - Heirloom - Companion
Worth 1$
If it's night, set this aside and play it at the beginning of your next buy phase.

Miss Spots
2$ Treasure - Night - Heirloom - Companion
Worth 1$
If it's night, set this aside and play it at the beginning of your next buy phase.

Sparklemane
2$ Treasure - Night - Heirloom - Companion
Worth 1$
If it's night, set this aside and play it at the beginning of your next buy phase.

Master Brownfeathers
2$ Treasure - Night - Heirloom - Companion
Worth 1$
If it's night, set this aside and play it at the beginning of your next buy phase.

Queen Silktrunk
2$ Treasure - Night - Heirloom - Companion
Worth 1$
If it's night, set this aside and play it at the beginning of your next buy phase.



Keep in mind that like Outpost, the card will stay in play during the turn it generated rather than scheduling the turn to occur then bailing out.  This intuition is a little trickier when the duration is already overstaying its welcome by Seaside's standards, just like Archive and Crypt do, so I almost thought I needed rider text for that but I don't.  I think this was actually achievable with startlingly little exception text, especially now that we have Mission making the "nobody play the Islands+Mountains+Time Warp MtG tournament deck in Dominion pls" exception text familiar.

I think initially some people might think this seems so so powerful and that it needs to cost more but I really don't think so.  But I think even if it does, like Outpost it has a way of shouldering its way into a niche even it feels like the cost was rounded up to the nearest $, because it provides a pseudo +buy (and in both cases, it is a pseudo +buy with the potential to reach Duchy - no one gets Explorer because they can build a powerful deck that would be capable of buying Dominates and that pseudo + buy is the little bit extra)

3
Online, if you Moat an Ambassador, and no copies are returned, you don't see what is revealed.

I was going to make a bug thread, but then I realized there's a left field interpretation of the rules where that is correct???  Maybe???

4
Variants and Fan Cards / Town Planner
« on: December 01, 2017, 08:42:54 pm »
Town Planner
2$ Action - Reserve

+2 Actions
Put this on your Tavern mat.
_______________________
At the beginning of your turn, you may call this, for +1 card.
_______________________
In games using this, when you buy a Province, you may reveal a Duchy from your hand.  If you don't, don't gain the Province.

5
Variants and Fan Cards / A couple cards
« on: November 13, 2017, 06:29:21 pm »
Circumnavigation - 0$ Event
Remove Circumnavigation from the game.  Take [DEBT] equal to the number of cards in the supply pile with the fewest cards.  The next time you become debt free, add a new Landmark without set-up to the game.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Convent - 3$ Action-Night-Victory-Duration
At the start of your next turn, set a card from your hand aside with Convent, face down.
On the following turn, discard it at the start of your Buy phase, and +1$, +1 Buy.
____________________________________
Worth 2 VP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I've always wanted "misses reshuffles as upside" on a card, this is a crack at it.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Panhandler- 2$ Action-Victory
+1 Card
+1 Action
+1 Buy
+1$ or gain a Panhandler
You can't buy non-victory cards this turn.
____________________________________________________________
Worth 1 VP if paired with a Curse in scoring (otherwise, 0)
///////////////////////////////////////////////////////////////////////////////////
Philanthropist - 6$ Action
+2$
You may trash a non-victory card from your hand.  +VP equal to its cost in coins.
When you buy this, you may put your deck into your discard pile.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The idea for Panhandler came first, and I felt like it was mechanically o.k., shouldn't be any worse than Grand Market in terms of "this kinda replaced Province didn't it", and Grand Market was the inspiration.  But then I realized the emptiness of the Panhandler pile itself was a major balance issue.  "This doesn't count as an empty supply pile" is ugly, so I came up with this. 

Probably lots of engine mirrors end with using another source of +buy to gain just one or two Panhandlers, or buying them 13$ Herbalist style, but that should be fine.

6
My mind is really bad at reshuffle logic, but I have this theory that Inn's on-play effect doesn't really do anything if you shuffle in 5 cantrips into your empty deck and trigger the reshuffle anyway. 

Like... if you didn't buy the Inn, those 5 cards would be in the next reshuffle, just randomly mixed in through the whole deck.  When you shuffle those 5 cards in, you move them to the beginning of the reshuffle essentially, but they aren't part of two reshuffles, so it's like they're still getting their normal participation in the reshuffle.  You're just eating your Halloween candy on your way back to the minivan.

Putting cards at the earlier part of the reshuffle could be useful if the game might end soon.  But that's a condition that makes Duchy attractive too, and I've noticed at least most of the time when Inn is in the Supply, Duchy is too.  If you're ahead, Inn is probably the lower variance option, if you're behind, it seems better to buy the Duchy and then pray to whatever you worship in order to obtain Inn's ongain effect in the reshuffle and save the 5$ that way.



When you shuffle in stuff that won't trigger a reshuffle, like three festivals and two monuments or whatever, you get two uses, which seems good.  But even then, reshuffle logic is complicated and iterative and confusing, because you will reach the 2nd or 3rd iteration of your deck, when it is stronger, one hand slower, I think.  I guess the clearest way to demonstrate this point is to say, what if you shuffle in four Squires and a Festival, you guarantee a 6$ hand, and you also get the Inn action card, that's cool.  But what if, next reshuffle, there's a Gold in your deck that makes it possible you'll get your first King's Court, and what if the pivot point for either player this game is when their King's Court first collides with their Bridge?  Maybe you don't want to be one hand behind on a shot at that, even if you'll get 2 Labs that aid the collision in exchange (the Inn, and whatever you buy with that 6$ hand).

Ok I'll try to stop hear before this gets moved to Articles, then gets removed from Articles for being amateur.

7
Rules Questions / Does Sage skip past Vineyards?
« on: November 03, 2017, 09:11:36 pm »
? I searched "Sage" here, I swear.

8
Dominion General Discussion / Dominion flavor
« on: October 14, 2017, 03:22:59 pm »
Wait, is Mountebank like a snake oil salesman? So like if you remember the last time he came to town (you have a curse..) you're immune to him?

9
Dominion Online at Shuffle iT / These ratings...
« on: May 29, 2017, 02:48:30 am »
Are they isotropish? how do they compare to isotropish?

10
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 twitch.tv/popsofctown.  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.

11
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.

12
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?

13
Variants and Fan Cards / Cards you don't actually buy
« on: October 28, 2016, 05:28:05 pm »
Overseer
3$
+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$
+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)



Ducat
*4$ - Treasure
+3$
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
+2$
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!

14
Variants and Fan Cards / The Fool
« on: October 28, 2016, 11:21:08 am »
The Fool
3$ - Action- Reaction - Attack
+1 Action
+1$
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.

15
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.

16
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.

Huzzah!
 

17
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?

18
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.

19
Variants and Fan Cards / Snare! (Not 100% serious submission)
« on: October 28, 2015, 03:01:10 pm »
Snare!
2$
Action
+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.

20
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.

21
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
+2$

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

22
Variants and Fan Cards / Birondelle
« on: October 14, 2015, 11:44:48 am »
Birondelle
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.

23
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.

24
Variants and Fan Cards / Fiddler
« on: October 09, 2015, 10:54:56 am »
Fiddler
2$ Action

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

25
Variants and Fan Cards / Genesis, chapel event
« on: October 07, 2015, 11:28:24 am »
Genesis
1$ Event
+2 Buys
Trash your hand.  Trash your deck.  Trash your discard pile.  Trash your play area.

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