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Messages - Asper

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1
Variants and Fan Cards / Re: Mixed bag of cards
« on: Today at 04:40:27 pm »
Hum, I too see where you're coming from. The thing with Rogue is just, it's another Rogue that steals the card. Or a Lurker, or Graverobber, or whatever. In any case, it's a card that the person benefitting picked up themself. They worked for it, perhaps cleverly used an opponent' s strategy to their advantage. I have no problem with that, in fact it's the type of thing that makes 3P more interesting than 2P in my book.

I certainly see why for a 2P game a mat feels awkward and unnecessary, though.

2
Variants and Fan Cards / Re: Mixed bag of cards
« on: Today at 11:14:26 am »
I do like the idea of Spider, but from a thematic perspective, I feel that Spider itself should be able to gain what it put into a web. Especially as it feels like being able to gain another player's webbed card might actually benefit some opponents, and Spider not being able to seize that benefit just feels weird. So if it manages to trash a Web, instead of just removing it, it could also gain the card inside the web. Like this:

Webbing, Action, 3
+1Action
Trash this.
----
When this is trashed during your turn (by you or another player), return it to its pile and gain a card costing from 3 to 6 from the trash.

I don't know... are fantasy spiders known to capture things in web and then convert them to their side? Seems like they'd just eat them right? I think on reflection it's best to not let spider eat the web so Spiders doesn't have the potential to trash the entire deck though. Trashing things and then stealing them is also Rogue's thing so I'd want to avoid that.

These kinds of thematic things are always quite subjective I guess. And then you have to make concessions for balance's sake, like Vampire not being able to gain more Vampires...

I think my issue is the fact that attacking other players may benefit some of them, for example the one who can gain a Lab after losing a Silver, but never ever benefit the Spider player themselves. That just feels so unrewarding.

If every player had their own web mat, it would just be the Spider against its victims, not the victims stealing stuff from each other. The Spider being able to steal stuff by trashing webs was just another route to making Spider feel like it's you who gets the greatest advantage out of playing it.

3
Variants and Fan Cards / Re: Mixed bag of cards
« on: May 25, 2018, 10:01:47 am »
I do like the idea of Spider, but from a thematic perspective, I feel that Spider itself should be able to gain what it put into a web. Especially as it feels like being able to gain another player's webbed card might actually benefit some opponents, and Spider not being able to seize that benefit just feels weird. So if it manages to trash a Web, instead of just removing it, it could also gain the card inside the web. Like this:

Webbing, Action, 3
+1Action
Trash this.
----
When this is trashed during your turn (by you or another player), return it to its pile and gain a card costing from 3 to 6 from the trash.

4
Variants and Fan Cards / Re: Dominion: Ice Age
« on: May 25, 2018, 05:14:37 am »
I like Bastion. I feel it looks more innocent than it is, though. Very cute.

5
Dominion General Discussion / Re: Trashing the Engineer
« on: May 23, 2018, 03:34:01 am »
Trashing Engineer is a no-brainer when you can't afford  buying the second 4 and taking the difference in debt is better than not getting it this turn. And pile control in the end. That's it, as far as I can think of.

6
Sarcophagus could say "Trash it when it leaves play". At least from my latest point of knowledge, a card is still in play while leaving play (Band of Misfits can do Hermit's discard stuff), so lose-track doesn't apply. Unless that has changed, too, by now. Lose-track applies to me.

7
Variants and Fan Cards / Re: Dominion Card Image Generator v1.3
« on: May 21, 2018, 07:10:16 am »
Why hasn't this been sticky'd? (+bump)

Agreed. It's a great tool and this thread should be sticky.

8
Variants and Fan Cards / Re: Seprix's Card Creation Emporium
« on: May 21, 2018, 06:30:51 am »
Gain Meister Action-Reaction $5

+1 Action
+1 Card
+1 Buy
----------------------------
When you would gain a card, you may play this to instead give that card to the player to the left.

It can send over Curses, Coppers, and it can be a Village too. It's a cute versatile card.

And it's a directed attack, too.

9
Variants and Fan Cards / Re: Card idea: Errand Boy
« on: May 12, 2018, 10:01:18 am »
To be honest, I like the OP more than any of the "fix" suggestions. Including the card token makes it a Lab, it's just such an obvious choice. And how is an Heirloom less convoluted than putting it in your fist at startup?

I don't think Village vs Peddler vs Market Square is that bad, either. So if the Kingdom has no Villages, but a few cantrips, why not take the Peddler still? What if it lacks both the Village and +Buy, or rather the way to access each isn't that great? I seriously doubt it's going to be that trivial.

Anyhow, if you are really worried about Peddler being superior, you could make it draw two djscard two. That way it's either Inn sans on-gain, Oasis+ or a Market Square variant. The sifting should perhaps support a real engine more than simple cantrip chains, or at least make it behave slightly different to just a Village.

10
Variants and Fan Cards / Re: Asper's Cards
« on: May 12, 2018, 04:37:22 am »
To me, it's like this: I mostly believe that Cliffside Village is fine as is. However, some people think it's too strong and some people think it's too bland. Adding some small (!) Disadvantage is an attempt to please these people.

Alternatively, I could add a setup clause that changes the game in a way which makes Cliffside Village less relevant without harming the card itself. Like "each player puts their plan token on (some base card pile like Gold)." or "each player replaces a starting Estate (or Shelter of their choice) with a Copper."

That would be more gentle as a nerf, simply because it makes getting this trasher slightly less useful (and more accessible). If none of these is satisfying, well, I'm fine with it being Village-Chapel.

11
Variants and Fan Cards / Re: Asper's Cards
« on: May 10, 2018, 04:40:04 am »
I decided to add an interactive clause to Mountain (er, I mean Cliffside) Village to have it be better balanced. My considerations were giving the other players a coin token on gain (much too strong) or letting them trash a card on gain (already has been there). Also I thought about allowing them to gain a cheaper card (reverse Border Village) or allowing to discard cards to draw cards (either on gain or play, but on play seemed too slow, also it was there already). And then I thought about allowing them to gain a Copper in hand, which they'll probably just use to buy another copy, trashing the Copper later... Maybe allow them to discard two cards to put a Silver in hand on gain? That bonus combos much more poorly with other Mountain (Cliffside!) Villages, as you can sift junk away and Silver isn't the worst card ever to have in your deck. Only problem is it kind of was there already, but it has a nice theme.

Any ideas? Is there one you guys like?
Personally I like the Silver one and the gaining of cheaper cards most right now, although both have some special implications I'm not sure I like that much...

I think trashing a card is too good for others. Gaining a silver to hand, discarding two cards, is arguably better than Explorer early on, since you only end up with one less card in hand than with Explorer, but it doesnít cost an Action. I donít think the Copper one would ever be taken, aside from weird boards. A free 4$ of their choice also seems like too much, maybe if they had to discard two cards for it. Is Cliffside village really *that* strong at 5$?

Hum, I kind of assumed everyone with 4$ in hand would take the Copper in hand. After all, it's easy to get rid of it again once you have that Cliffside Village.

Personally I originally thought it was fine - after all unlike Junk Dealer, the additional Action isn't all that valuable early on. Gazbag insists it's too good. He's a better player than me and I decided that nerfing it a tiny bit couldn't hurt it enough to make it actively bad, while also potentially making it less bland. Two birds with one stone, eh? Unless you prefer that simple elegance. Tbh I believe a Cliffside Village could just as well stay as it is in the respect that it creates interesting strategies even if it is OP strong. I mean, it enables great engines, but doesn't do that much itself. But a little extra doesn't hurt and possibly makes it more fun for people who like things slightly more exciting and/or even.

Hey!
That sounds like a fair assessment, it's kind of hard to say which on-gain looks like the best fit without playing any games with them. I do usually prefer an on-gain drawback to an on-play one though. I'd be up for some testing games in about a month or so when I'm not quite so busy with things if you're interested.
Cool, I'm looking forward to it  :D

12
Variants and Fan Cards / Re: Asper's Cards
« on: May 10, 2018, 04:29:20 am »
Is Cliffside village really *that* strong at 5$?
I think it is. At the first glance Junk Dealer looks stronger: Peddler is better than Village, especially when you trash early and run into economy problems. But in the later part of the game you might need a Village more and unlike Junk Dealer Cliffside Village can still be played when you are perfectly thin. Something that is of similar strength as Junk Dealer is definitely a powerhouse. Whether it warrants a nerf is a different question.

One simple Nocturnish (Blessed Village / Fool) idea would be: When you gain this, discard the top Boon. Each other player may (discard a card to) receive that Boon.
There is a 1/6 chance this does nothing (Field, Forest) and Sky is also not the greatest Boon to get when it is not your turn.

I considered Boons for a brief time, but I really don't like them. Thanks for the suggestion, though.

13
Variants and Fan Cards / Re: Dominion: Industrialization
« on: May 09, 2018, 12:58:50 pm »
I kind of feel that Banknote, Slums and Boom Town do the same basic thing, making each individually less interesting. In fact the second version of Smog also does it. I like Slums the best out of these and feel it would shine more without the others.

Sewers has tracking issues if you discard two Sewers (or discard a Sewers and put another card on top): First because of nested Sewering, secondly because of lose-track (you can play a temporarily covered up Sewers, but not move it into play), third because of accountability. Suggestion: Only allow playing the second discarded card. Eg: "+3 cards, discard a card. Discard another card and if it is a Sewers, play it.". Sewers also seems too strong, being superior to Lab when chained.

Police Station will force players to always discard their bad cards last, which seems annoying given that most of the time it won't do anything.

14
Variants and Fan Cards / Re: Asper's Cards
« on: May 09, 2018, 11:13:44 am »
Hi Gazbag,

I never tried it, although now that you mention it it seems like a fine fix. It seems more bland than an on-gain bonus at first glance, but probably leads to interesting decisions still. (EDIT: Actually probably more interesting than when-gain).
That said, I will test it against some on-gain options simply because I like player interaction and positive interaction between players. It speeds the game up and suits the multiplayer IRL games that my (recently rare) Dominion sessions usually are.

15
Variants and Fan Cards / Re: Asper's Cards
« on: May 07, 2018, 02:56:07 pm »
Was going to comment, but canít seem to find Mountain village in the OP, what does it currently do?

He he ^^
I don't know what it is today... First I confuse Outpost with Lookout, and now I'm confusing my own Cliffside Village with a card that probably somebody else made... ;D

Cliffside Village is a Village for 5$ that also allows you to trash a card. Sorry for this. I forgot my own card name ^^'

Shows that I haven't played Dominion in ages.

16
Rules Questions / Re: Resolve and Discard Hex
« on: May 07, 2018, 02:47:27 pm »
Wasn't it so that when you trash a Rat with Outpost, you draw the card below the other two revealed cards? I was pretty sure that's how it goes. It kind of implies that revealed cards are in a special place. So that would imply Locusts does indeed miss the shuffle.

You meant Lookout, right?

Yes, thanks  :)

17
Rules Questions / Re: Resolve and Discard Hex
« on: May 07, 2018, 11:38:31 am »
Wasn't it so that when you trash a Rat with Outpost, you draw the card below the other two revealed cards? I was pretty sure that's how it goes. It kind of implies that revealed cards are in a special place. So that would imply Locusts does indeed miss the shuffle.

18
Variants and Fan Cards / Re: Asper's Cards
« on: May 07, 2018, 05:57:25 am »
I decided to add an interactive clause to Mountain (er, I mean Cliffside) Village to have it be better balanced. My considerations were giving the other players a coin token on gain (much too strong) or letting them trash a card on gain (already has been there). Also I thought about allowing them to gain a cheaper card (reverse Border Village) or allowing to discard cards to draw cards (either on gain or play, but on play seemed too slow, also it was there already). And then I thought about allowing them to gain a Copper in hand, which they'll probably just use to buy another copy, trashing the Copper later... Maybe allow them to discard two cards to put a Silver in hand on gain? That bonus combos much more poorly with other Mountain (Cliffside!) Villages, as you can sift junk away and Silver isn't the worst card ever to have in your deck. Only problem is it kind of was there already, but it has a nice theme.

Any ideas? Is there one you guys like?
Personally I like the Silver one and the gaining of cheaper cards most right now, although both have some special implications I'm not sure I like that much...

19
Variants and Fan Cards / Re: Holy Order
« on: April 26, 2018, 04:49:55 pm »
Charity costs nothing?

The cost was TBD. Seeing how long the thread has been dead, I doubt there will be one officially determined anytime soon.

What does TBD mean?  :)

"To be decided".
Not "To be denounced", as I used to think for some time...  ;D

20
Variants and Fan Cards / Re: Dominion:Cities
« on: April 19, 2018, 04:18:31 pm »
I'm afraid I don't know how in this situation I can give you the benefit of the doubt anymore.

Right now it feels like you're either:
A) a troll after all (what a riot)
B) a young guy who is genuinely bad at Dominion and who lies about winning so he won't have to admit that
C) a young guy who made up some bad fan cards and who lies about his experiences implying those were good ideas
D) someone who's intellectually incapable of drawing the right conclusions from the evidence provided, namely that the cards are bad and the strategy mentioned can't compete (edit: and that the strategy being bad implies the cards being bad)
E) both genuinely bad at the game and lucky to an unfathomable degree, enough to make himself believe he won due to a sub-par strategy
F) any combination of the above


Whoa this is going way too far. I'm not any of those things I promise. This is my first attempt to make fan cards okay. I've learned how my fan cards can be better with my future fan expansions I am going to think about what you guys have said.

Sorry, that was malinformed by me. I know too little about how matchmaking in Dominion online works, so I assumed you'd have to be losing all the time over there unless you were lucky. Should have just kept my mouth shut instead of assuming. I'll try to make up for it in the future.  :-\

21
Variants and Fan Cards / Re: Dominion: Revolution
« on: April 18, 2018, 04:37:25 pm »
Fun fact: Weather cards that change conditions of play every turn for all players also are an expansion to my favourite non-Dominion board game, Lifeboat.
I think the conditions there were Stormy, Rough Seas, Foggy, Dead Calm, Rain, Muggy, Hot, Windy and, for reasons that I'm not entirely sure of, Sunday. Clear Sky did nothing but shuffle the discards back into the pile.
This is nice. So Clear Sky makes things a bit more random than the Weather here and sometimes there will be a weather that never shows up? I don't know the game Lifeboat, but I imagine in Dominion you'd prefer to have an idea what's coming and strategize, than have it fully random. Changing may be unpleasant for this reason.

Sorry, meant to reply to this earlier. Clear Skies also has the effect that there are more rounds without weather effects, without having to print more than one blank. But yes, there absolutely can be games where one weather never comes up. It's not as much of an issue in Lifeboat, because the game is heavily communication based and randomness can be cancelled out by convincing others to backstab somebody, but I certainly see that people might dislike the fact that a card they wait for fails to appear in Dominion (or another appears too often). It wasn't so much of a suggestion, more like an interesting anecdote, or so I thought.

22
Variants and Fan Cards / Re: Dominion:Cities
« on: April 18, 2018, 04:06:40 am »
I'm afraid I don't know how in this situation I can give you the benefit of the doubt anymore.

Right now it feels like you're either:
A) a troll after all (what a riot)
B) a young guy who is genuinely bad at Dominion and who lies about winning so he won't have to admit that
C) a young guy who made up some bad fan cards and who lies about his experiences implying those were good ideas
D) someone who's intellectually incapable of drawing the right conclusions from the evidence provided, namely that the cards are bad and the strategy mentioned can't compete (edit: and that the strategy being bad implies the cards being bad)
E) both genuinely bad at the game and lucky to an unfathomable degree, enough to make himself believe he won due to a sub-par strategy
F) any combination of the above

23
Variants and Fan Cards / Re: Dominion:Cities
« on: April 17, 2018, 01:15:26 pm »
Let's look at this from another angle: Chase, have you ever played Dominion against someone other than your family? For example, have you tried out Dominion online? If not, I definitely recommend you do. It should help you put your strategies in a broader perspective. And even if you lose, you'll learn some new tricks to impress your family with.  :)

24
Variants and Fan Cards / Re: You may turn your journey token over...
« on: April 11, 2018, 12:51:40 pm »
$2 Blinking Castle
Turn your journey token over (it starts face up).
Then if it's face up, +$1, +1 Buy,+2 cards and +2 Actions.
Blinking Castle is on average a Market so definitely too cheap for $2.
By my math, each pair of Blinking Castles cost you 2 actions to play and 2 cards to draw and gives you back those 2 actions and cards, so each pair nets you +$1 and +1 buy. Each pair, not copy, has the same net benefit as one Market.
What a blunder by me, you are of course totally right.
Now the question is whether a half-Market is balanced at $2 or $3. I'd tend towards $3 but I am not sure.

Pawn is a half-Market, and it's sold for $2!  ;D

Two Pawns are less than one Market, though. They would both have to be cantrips and give a bonus on top of that to do what Market does. I assume you're being funny, but the Pawn comparison isn't that bad, actually. It certainly looks more like a 3$ to me.

25
Variants and Fan Cards / Re: "Demon", the Druid of Hexes
« on: April 10, 2018, 02:10:15 am »
Pretty sure this card was brought up in another thread already. I remember suggesting it to give a Hex based on the attacked player's choice, too. There never was any real discussion though, so it's nice to see it here.

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