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Messages - Minotaur

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1
So when does it actually matter that you can spend Villager tokens even in the middle of resolving an Action card? I guess it has to be with Diadem being played with Black Market, since you don't know what you'll draw from the BM deck. With Storyteller + Diadem you can just spend the tokens before playing Storyteller. But with Storyteller + Venture hitting Diadem, it matters. I don't know if there are any other situations.

It could matter in terms of if there's always a clear definition of which player is allowed to "act" at any given moment. MTG has the "priority" system which details exactly when a player is allowed to do anything at all; but a lot of newer players who don't understand that system mistakenly think that there is an element of "reaction time" to the game; where you might need to speak up within the next few seconds or you've lost your chance to do something.

It shouldn't matter in Dominion; but there could now exist a situation where a player plays an attack card, and then at the same moment the other player wants to reveal a reaction while the current turn player wants to spend a Villager. If it is really allowed "at any time", then there exists a time in the game where either player is allowed to act, and thus it can come down to which player chooses to speak first. Luckily, it shouldn't ever matter at all...

I suppose you could play a Torturer, and then spend a Villager to increase the chances that your opponent takes a Curse rather than discards; because you're implying that another Torturer is coming. You could do this as a bluff if you didn't draw another Torturer.

Maybe "any time you could spend an Action or Buy, if you had one" works.  But really, just delete Tournament and Possession...

2
On a serious note, would it break anything if you were allowed to spend your Villagers at any phase of your turn you feel like?  This avoids the online "do you want to end your action phase" silliness.

3
Is it a bug that you can't use village tokens while you have no action cards in hand? Or that's the rule?
That does matter when playing diadem.
Did you try clicking on the icon? It may be a bug, or at least, a feature not implemented yet. The idea is to give you a way to use villagers even with no Action cards in hand, for both Diadem and Possession.

It would be easier to delete Tournament and Possession from the game than to fix this...

4
Well.  I used some Seers to draw a bunch of Silvers I gained with Sculptor, and then I Mined one into a Gold and Sculpted a Remodel to turn the Gold into a Province with 4 Silvers to spare.  It was good enough to edge out a win against Lord Rattington... with first-turn advantage.

This is basically the Inception Meme from classic Homage thread.

5
Seems like Recruiter is recruiting Villagers for the revolution.  Now I have a ton of Villagers and everyone else is dead.

This might not be the right game for me.

6
Variants and Fan Cards / Re: Really bad card ideas
« on: September 24, 2018, 08:10:30 pm »
I'm sure some version of this has already been done 90 pages ago, but if so, I forget, idk.  Since you start with 7 Copper, this has to cost more than Vineyard, and the opportunity cost of buying Potions doesn't exist here either.  Thematically, it should cost a lot anyway.  12 Treasures to beat Duchy seems fine, all things considered, but there are probably boards where this would be very strong.  Treasure Trove lololol...

Gilded Hall
Victory
$6

1VP for each 3 Treasures in your deck

7
Variants and Fan Cards / Re: Really bad card ideas
« on: September 24, 2018, 02:28:26 pm »
Experimine
Action
Cost: $3

Return this to the Supply.  You may trash a Treasure from your hand to gain a Treasure costing up to $3 more into your hand.
------------------------
When you gain this, gain an Experimine (which does not come with another)

8
Dominion General Discussion / Re: Homage to the Best Card
« on: September 24, 2018, 04:03:25 am »
Each copy of a Dominion base set  now contains implantable mantis shrimp eyes so people can identify the colours of some of the many new types from eachother.

And then Renaissance comes along and reverses this trend, apparently...

9
Hm, that Lab variants seem not too interesting to me, but, Mountain Village, Priest, Scholar are all rather exciting.

The choice of whether to play them or save them is kind of interesting, and newer players may overlook the fact that there's even a choice to make.  Being able to line them all up with Mountain Village or even Scholar...  I think there are possibilities within this set alone, and even more so if you're just trying to set up a specific combination.

10
Priest-Throne Room-Experiment leads to some weird stuff.  You can Throne Experiments and Priests, and hopefully get $16... but then you're out of garbage cards, and you have to trash the Priests and maybe a Throne Room at the end if you really need the $2...

11
Variants and Fan Cards / Re: Really bad card ideas
« on: September 20, 2018, 03:08:20 pm »
Conservationist
Action-Reserve
Cost: $3

+1 Card
+1 Action
You may trash a card from your hand.  If you do, lose 1 VP worth of tokens.  If you were unable to lose a VP token, gain a Curse.  If you were unable to gain the Curse, trash this card.
Put this on your Tavern mat.
----------------------
When you would trash a card, you may Call this.  If you do, instead return that card to the Supply and +1 VP.
----------------------
Setup:  Each player starts the game with +3 VP


(Rules:  If you prevent a card from being trashed, you do not actually trash the card, and therefore do not lose a VP token, etc.  "Unable to" means you reached that point of the instructions, but the state of the game prevented you from completing the next step due to Supply piles, etc.)

12
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Mine
« on: September 20, 2018, 02:56:50 pm »
I'm not sure I agree with leaving it alone, but I do appreciate the problems with updating, and I can see where other cases were clearly more urgent.  If it were a fully digital game where you could just patch everything, maybe I would be more against leaving it where it is now.

Still, it's niche-at-best and needs Platinum or a cool alternate treasure gimmick to justify it, or a complete lack of trashing and sifting alternatives at the very least.

It's sort of a n00b trap, but it's not quite bad enough to actually be a legitimate n00b trap in the sense of Scout+Action-VP decks.

I have pretty mixed feelings about Mine, and it's sad, because I always wanted to like Mine.

13
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Mine
« on: September 19, 2018, 12:47:23 pm »
I kind of like +1 Action instead of having it cost $4.  Considering everything else you could get for $5, would that be all that strong?  Probably not?  It would make Explorer look pretty bad, I guess.

14
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Mine
« on: September 18, 2018, 03:09:14 pm »
Is Mine still regarded as almost always ignorable in 2018?  And if so, should it have been updated in 2nd Edition?

If "+$1" were added to Mine, would it make a difference?  Would it be OP as a cantrip?  Would it be strong if it had "+1 Action"?  What if it gave +$2 (and would it then have to cost $6 or $7)?

For example, imagine if it had +1 Action and you had it on the same board as Bureaucrat.  Probably not necessarily a top-tier combo, but without +1 Action tacked on, trying to combo Mine with Bureaucrat and enough Villages is completely unreliable and not worth taking on the failure rate.

15
Variants and Fan Cards / Re: Really bad card ideas
« on: September 10, 2018, 05:16:52 am »
Foo
Action
Cost: $0+

Play this as if it were a different Action in the Supply costing at most the same amount.

----------------

You may overpay for this by $n^2.  If you do, place n of your +$1 Cost tokens on the Foo pile.  (Each player's +$1 Cost tokens are active only during that player's turn)



Bar

Copy-Paste the Foo card text, where you replace "Foo" with "Bar" and "Action" with "Treasure".  Oh crap, I could probably refactor this.  Do I have to refactor this?

16
Variants and Fan Cards / Re: Really bad card ideas
« on: September 08, 2018, 03:34:04 pm »
Fizzbuzz
Count your deck, then your hand, then your discard pile. In each case, if the number of cards is:
A multiple of 3, +1 Card
A multiple of 5, +1 Action

Senior developer job plz $80/hr

17
Variants and Fan Cards / Re: Really bad card ideas
« on: September 07, 2018, 07:43:26 am »
Even better:

Perfected Counting
Action
Cost: $4
If the number of cards in your deck is...
Even, +1 Buy
Odd, +1 Action

If the number of cards in your deck is...
Even, +1 Card
Odd, +1 Card, +1 Action

If the number of cards in your deck is...
Even, +1 Buy
Odd, +2 Actions

This is just +2 Buys if you've already drawn your deck...

18
Variants and Fan Cards / Re: Really bad card ideas
« on: September 06, 2018, 09:41:15 pm »
The joke is that by forcing you to choose 3 times, it's a nightmare on online Dominion too.

Now that I've explained the joke, it's funnier!

Oh, right.  Pretty weak buff.  Like, maybe you need a Market Square when you could've had a Laboratory, just because it's the only Buy on the board.  But yeah, my fault for not reading.  Man, this card sucks to use in a real game.

19
Variants and Fan Cards / Re: Really bad card ideas
« on: September 06, 2018, 04:55:54 pm »
Doesn't really need 3 buys.  Just put +1 Buy at the top and keep the rest like the original.

20
Variants and Fan Cards / Re: Really bad card ideas
« on: September 06, 2018, 02:34:29 pm »
Counting
Action
Cost: $4

If the number of cards in your deck is...
Even, +1 Card
Odd, +1 Action

If the number of cards in your discard pile is...
Even, +1 Card
Odd, +1 Action

If the number of cards in your hand is...
Even, +1 Card
Odd, +1 Action

Online Dominion gets another buff.

21
Dominion General Discussion / Re: Homage to the Best Card
« on: September 03, 2018, 12:39:29 am »
The best(?) part of this is that I'm horribly allergic to cats...

22
Variants and Fan Cards / Re: Really bad card ideas
« on: August 29, 2018, 06:18:30 pm »
Pretty far from a true RBCI overall.

But gaining Copper isn't that great, even into your hand.  Maybe still bad with strong trashing, but definitely bad without it.

23
Variants and Fan Cards / Re: Really bad card ideas
« on: August 06, 2018, 05:05:40 pm »
Harbinger Makework
Action
Cost: $1

+1 Card
+1 Action
You may discard the top card of your deck.

AKA Spy

Spy's Apprentice?  Bargain Brand Spy?

24
Variants and Fan Cards / Re: Really bad card ideas
« on: August 01, 2018, 03:41:07 pm »


Harbinger Helper
Action/Reserve
Cost: $4

+1 Card
+1 Action
Put this on your Reserve mat
-------------------
During your Action phase, you may Call this.  When you do, set aside the top card of your deck, put your deck into your discard pile, and place the set aside card on top of your deck.

25
Variants and Fan Cards / Re: Really bad card ideas
« on: July 24, 2018, 04:51:38 pm »
Comic requested by Pyan.

You can put tokens on tokens now.  There are also Morning, Brunch, Naptime, and Brunch Night phases now.  It's easy, though - Morning, Brunch, Action, Naptime, Buy, Night, Cleanup - it's just MBANBNC.  New players have no trouble picking it up in playtests, so we're pretty happy with it.

Morning Joe
Morning
Cost: $2

+4 Actions


Business Meeting
Brunch/Action
Cost: $3

If this is your Brunch phase: +2 Cards.
If this is your Action phase: +1 Card, +1 Action.


Oversleep
Naptime
Cost: $3

Put any number of cards from your hand on top of your deck.  Skip your Buy phase this turn.


Sleepwalk
Naptime/Night
Cost: $4

If this is your Naptime phase, +2 Cards.  If this is your Night phase, +5 cards.

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