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Topics - Kahryl

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I notice that "scoring" a card is valued at about the same as "melding" one when it comes to dogma effects. Compare Agriculture vs. Math, or Experimentation vs. Machine Tools. And so often scoring in games seem to come in huge sudden lumps, when a "good" scoring card finally lines up. So what if it were possible to score mildly without any special luck? Would this improve, worsen the game?

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Innovation General Discussion / Scoring system feels lopsided
« on: May 18, 2013, 04:16:10 pm »
One thing about innovation that's never felt quite 'right' is the scoring system. To qualify for an achievement you need age * 5 in score. But not only do card points get more valuable as you go up in age, you already have score from previous ages to buffer your score. To qualify for the NEXT achievement you just need 5 points, which gets easier and easier. This makes the score system start to feel really broken somewhere around ages 5-7.

I know the ages are supposed to be get faster paced over time, but the way you score cards becomes more powerful as well as the card values. There's no need to make the score thresholds even smaller compared to card value on top of that.

I wonder if the pacing would feel better if you needed two cards "per age" to score. That is, 2 points for age 1, 2+4 for age 2, 2+4+6 for age three and so on. So it would be like:

Code: [Select]
Age Vanilla New
1 5 2
2 10 6
3 15 12
4 20 20
5 25 30
6 30 42
7 35 56
8 40 72
9 45 90

Do you think the vanilla system's crazy scaling was intentional, or just that it's easier to play by multiplying by 5 in your head rather than looking at some chart?

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Something that happened today in four-player:

Myridon's turn 8
Myridon melds Printing Press 4.
Myridon applies the dogma of Printing Press 4.
...[Bulb] effects are shared with Kahryl.
...You return nothing.
...Myridon has no card to return.
...Myridon splays his blue cards right.

Myridon got no draw bonus for sharing. The rules make no mention of the dogma effect actually having to do something to the person sharing it, to trigger the bonus. Is isotropic correct, or is this bug?

4
Innovation Rules Questions / Rules question
« on: March 17, 2013, 02:16:37 pm »
Played a bunch of 4-player yesterday with friends. We noticed that the official rules PDF says that a 4 player game should require 4 achievements to win, but isotropic's implementation requires 5 achievements. Is this a bug, or intended, and if intended, why? We made sure we did NOT have the "extra achievement" box checked.

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Dominion Isotropic / Innovation discussion
« on: March 15, 2013, 09:38:27 pm »
For God's sake help me understand what this is..

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Variants and Fan Cards / Experiments in formulaic card design
« on: October 24, 2012, 11:19:25 am »
Theory: Take a $5 cantrip, remove +1 card +1 action, double the rest of the effect, and you have a $4 card.

Conversely, take a $4 card, halve the effect, add +1 card +1 action, and you have a $5 card.

Example: Remodel is a terminal that upgrades a card by $2. Halve that and make it a cantrip, and you have Upgrade. Take away Upgrade's cantrip and double its effect, and you have Remake!

I did this with a bunch of existing $4 and $5 cards. Some of the results are interesting and most of them surprisingly seem balanced.


$4
Cruddy Inn
+2 cards
+2 actions
Discard 4 cards. When you buy this, shuffle any number of action cards from your discard into your deck.

An extremely punishing village-warehouse. Play this and you'll end up with a 2 card hand. Worth it only really rarely.


$4
Cruddy Market
+$2
+2 buy

Like Woodcutter, but with far too much +buy. Maybe crazy Highway strategies will want this.


$4
Cruddy Treasury
+$2
When you discard this from play, if you didn’t buy a Victory card this turn, you may put this on top of your deck.

I think this very card has been proposed, at this price, before, though without the no-Victory condition. I think it would be a lot of fun, and very strong if there are no other good early terminals, or an abundance of +actions.


$4
Cruddy Highway
While this is in play, cards cost $2 less, but not less than $0.

Too similar to Bridge really. Stronger in theory but with less self-comboing. Most of the time I'd prefer Bridge.


$4
Cruddy Cartographer
Look at the top 8 cards of your deck. Discard any number of them. Put the rest back on top in any order.

What Scout should have been. Not strictly better (no +action), but will make your next turn near-perfect on average.


$4
Cruddy Bazaar
+$2
+2 actions

Festival without the +buy. Or a silver-village. Really good - I'd be more likely to use this than Festival. You could quickly set up an erratic draw engine with Oracle or Smithy without needing to hit $5 or buy money.


Laboratory, Hunting Party, and Stables (all lab variants) become shockingly weak when converted to $4 terminals. Laboratory becomes a vanilla "+2 cards"! It goes to show how much stronger +card is when it's in a cantrip.

City just becomes weird when converted. The $4 version of two-pile City is better than the $5 version! Although the $4 no-pile City is just "+2 actions"


$5
Super Thief
+1 card
+1 action
Each other player reveals the top card of his deck. If they revealed a treasure card, they trash it. You may gain any or all of these trashed cards. They discard the other revealed cards.

Way better than Thief. It'll miss a LOT but you don't sacrifice your hand and action point just to put pressure on their economy.


$5
Super Scout
+1 card
+1 action
Reveal the top 3 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.

Much better than Scout. This is a Lab variant. Better than Lab if more than 1/3 of your deck is victory cards. I didn't quite halve the effect as I normally do because Scout already has a +action, all he needed for a cantrip was +card.


$5
Super Navigator
+1 card
+1 action
+$1
Look at the top 2 cards of your deck. Either discard both of them, or put them back on top of your deck in any order.

One of many $5 peddler-with-a-bonus cards, and one of the best. Zoom through your deck AND filter it while making money and losing no handsize or actions, how can you go wrong? This is better than Cartographer imo.


$5
Super Silk Road
+1 card
+1 action
Worth 1 VP for every 8 victory cards in your deck, rounded down.

A Great Hall variant. Only worth it if you can get it to 2 VP, and that's hard. 8 of these, 4 provinces, 3 estates and you're still short!


$5
Super Trader
+1 card
+1 action
Trash a card from your hand. Gain a number of Silvers equal to half its cost in coins, rounded down.

When you would gain a card, you may reveal this from your hand. If you do, instead, gain a silver.

Similar in purpose to Upgrade. The drawback is you can't get any fun $3 instead of silver for your estate. The upside is the useful reaction effect. Then again, lategame Upgrade is probably better. Trashing a witch will give you 1 gold with Upgrade, 2 silver with Super Trader. Overall a wash with Upgrade. Depends how well you can use silver really.


$5
Super Baron
+1 card
+1 action
You may discard an Estate card. If you do, +$2 and +1 Buy. Otherwise, gain an Estate card.

I made the +buy conditional to "halve" it. This guy is exactly a Grand Market if you discard an Estate. Otherwise he's horrible because you have to give up the cantrip effect if you don't want to gain an Estate.


$5
Super Gardens
+1 card
+1 action
Worth 1 VP for every 20 cards in your deck, rounded down.

Another Great Hall variant. Again very problematic to get to 2VP - you need 40 cards in your deck! Even then, it competes with Duchy. When exactly would you buy this?


$5
Super Horse Traders
+1 card
+1 action
+1 buy
+$1
Discard 1 card
When another player plays an Attack card, you may set this aside from your hand. If you do, then at the start of your next turn, +1 Card and return this to your hand.

Market with an extra advantage and drawback. Not worth it unless there are a LOT of attacks going around. Even if the reaction goes off, you're basically getting a 1-card filter total compared to market and that's it.

Combos with Tunnel and Library and other sicko cards that LIKE discarding effects.


$5
Super Envoy
+1 card
+1 action
Reveal the top 3 cards of your deck. The player to your left chooses one for you to discard. Draw the rest.

Seems insanely strong. +3 cards +1 action in total! We saw when trying to convert Lab to $4 how strong +card is with a cantrip. Now we see it the other way.


$5
Super Salvager
+1 card
+1 action
+1 Buy
Trash a card from your hand. +$ equal to half its cost, rounded down.

If you trash an estate this is a Market. Plus it gets rid of an estate! The problem comes when you start running out of junk in your deck. With Upgrade and Salvager this is (often) no problem because trashing even good cards continually improves your deck with these. But Super Salvager reduces the value of whatever it touches. And like Upgrade it has the conundrum that you have to play it if you want to see your next card, and maybe hope that it's junk. IMO too risky to buy unless it's the only trasher.


$5
Super Monument
+1 card
+1 action
+1 VP

A Great Hall that's worth 1VP for every cycle of your deck. Much stronger than it looks IMO. Crazy in draw-your-whole-deck decks. It'll be worth 1VP per turn in the game!! Alternatively..

$5
Super Menumont
+1 card
+1 action
+$2

Another crazy good card. Compared to Market you sacrifice +buy for +$. Who wouldn't do that?? This is the card Donald originally intended Grand Market to be, and he priced it at $6 (correction: $7!) without the no-copper condition. So this is clearly strong for $5. It seems that no matter how you halve Monument, it looks great as a cantrip. No wonder it's so strong in its terminal form.


$5
Super Moneylender
+1 card,
+1 action
Trash a copper from your hand. If you do, +$2.

Really strong early. Seems too strong for +$2 but too weak for +$1.


$5
Super Militia
+1 card
+1 action
+$1
Each other player discards down to 4 cards in his hand.

Yet another peddler-with-a-bonus. Normally a kind of weak bonus, but hey, so are most of them. Almost everyone is going to have a curse or VP card they don't mind tossing. But this would be great with Council Room and Governor, much moreso than normal Militia because it doesn't shut down your +action/+draw engine.

7
Variants and Fan Cards / Purge
« on: July 30, 2012, 01:52:00 pm »
Inspired by the "Downgrade" card..

Purge
$5
Action

+1 Action
+2 Cards
Trash a card from your hand. Gain a card costing less than the trashed card.


Trashes curses and coppers with no fuss. Trashes Estates (or any other $2+ card) with two hits. Lategame trashes stuff for Duchies/Gardens/Silk Road. Midgame is dangerous to use. Thoughts?

8
Variants and Fan Cards / Stash rewrite
« on: July 26, 2012, 10:43:21 am »
I've always felt that the theme behind stash is really fun but the implementation doesn't work at all. Stash should be "silver on demand" not "silver when you psychically know while reshuffling you're going to want it".

Given that Stash has a unique back, would there be anything rules-problematic with this card?

Stash
$5
Treasure

$2
When you would draw a card, if this is in your deck, you may draw this instead.


The isotropic implementation might be annoying - have 3 stashes in your deck, play an embassy, click "no" 15 times. I'm wondering if some rule might be used to make only the topmost stash trigger the effect (I can think of no way this would be a disadvantage to the player)

9
Dominion General Discussion / Fun 2/5 combo: Embargo/Haggler
« on: July 25, 2012, 10:37:40 am »
Just stumbled onto this by accident. Opened Haggler/Embargo, decided to embargo the hagglers since I already have one and opponent didn't. Then I could gain more hagglers with the haggler gain ability, while my opponent was locked out forever!  ;D

10
Variants and Fan Cards / Pricing dilemma - terminal +cards/+$
« on: July 13, 2012, 01:15:23 pm »
How would you price the following three actions:

+$1, +2 cards

+$2, +1 card

+$3

A terminal gold looks like it should be worth $5 to me.. in a sense it's strictly better than cutpurse (which is +$2 to you and situationally -$1 to the enemy.. YES money's value is nonlinear but still)

But the other two feel like "smithies that draw x coppers" and feel no better than $3 or maybe $4.. and it seems weird that hybrid cards like those would be worse than both pure smithy and pure terminal gold. What do you think?

11
Dominion General Discussion / Why no +card and +$ without +actions?
« on: February 07, 2012, 01:46:54 pm »
See Subject.  With all the vanilla and near-vanilla action cards, it seems weird to me that there isn't one card that gives you cards and money, but no action points.  Is there any particular reason for that?

Side subject: How would you price this generic action?

+$2
+2 cards

$5?  $6?

12
Dominion Isotropic / Isotropic update?? Yay!
« on: December 13, 2011, 09:25:02 am »
IE8, which I have to use at work, used to be very glitchy with isotropic.  Lobby never loaded fully, image version was an unplayable mess, and the game would occasionally freeze up even after repeated reloads, forcing me to quit without explaining to my opponent.  Now today suddenly the first two problems are fixed and I'm optimistic about the third. Are there any patch notes for this change?

13
Dominion General Discussion / Lighthouse: stupidly overpowered?
« on: September 24, 2011, 06:19:12 pm »
Compare lighthouse to silver to which it is very similar:

1.  Costs $2 instead of $3 - big advantage
2.  Played during action phase so it combos like crazy with "draw up to x" cards like minion, watchtower, library - big advantage
3.  Makes you completely immune to attack - wtf???
4.  Delays half the income by one turn.  That's supposed to balance out the above.. but in practice I don't find it hurting at all.  In fact it helps a little bit - by smoothing out your income it delays the need for +buy.  I'd rather have $6/$6 turns than one dead turn and another with $12 where I waste a big chunk of my money.

I just played a board involving Minion and Lighthouse.  I pretended there was nothing but those two cards and Province and just robotically purchased the highest one I could each turn.  My opponent, who was of the ridiculous opinion that other cards matter, got crushed.  It was the least fun Dominion game I ever won.

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