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1
Dominion General Discussion / Can Patron ever be the bane card?
« on: February 22, 2019, 06:19:55 am »
I was reading the wiki for Patron and came across this:

Cards that can reveal Patron:
...
Exceptional cases: ... Young Witch (with Patron as Bane)

As Patron is $4, it cannot be the bane? While there are cost reducers, these cannot apply during setup, and can't affect Patron. Or is there something I'm missing, like maybe some card that can turn cards into other cards or something?

2
Dominion General Discussion / Re: very short strategy article
« on: February 28, 2018, 10:11:16 am »
Would Nomad Camp at $2 have been fine? Maybe this will make people go ooh a card better than Woodcutter... wait why is this cheaper? Oh, the top-decking is a drawback? Never would have thought of that!

It's like how the mandatory putting back of a card in Secret Passage may seem like a benefit to some until you compare it to Laboratory.

3
Dominion General Discussion / Re: very short strategy article
« on: February 24, 2018, 08:29:36 pm »
Words and phrases used for discussion are created out of convenience. Its pretty intuitive what "strictly better" means. Clearly no one in Dominion will use strictly better to include cost. I also find it hard to believe the term came from Magic.

What's wrong with "strictly better" having a different definition in Magic and Dominion? Words are meaningless without context anyway.

I can tell you that if I say "Workers Village is strictly better than Village", nobody is going to argue with me that " but Workers Village costs more".

4
Dominion General Discussion / Re: very short strategy article
« on: February 23, 2018, 07:56:18 am »
It makes no sense to redefine the Magic term; it just leaves you communicating poorly with Magic players, all so that you can say something dull about Ruined Market or whatever. You get zilch out of it other than communicating poorly; zilch I say.

"Strictly better" is when one card is always better than another, ignoring stuff like "what if I take control of your thing, now you want the worse thing." In Magic, strictly better/worse cards appear in most sets. In Dominion, I don't make them. Magic initially had some, for a while tried to avoid them, then gave up as it was impossible and hurting the sets. Dominion has a tiny fraction of the cards and isn't trying to sell people stuff they already have.

If you want to talk about how one Dominion card is better than another, say "better" and you will do a better job of communicating.

Now Dominion does have printed cards that are strictly better than others, just going by the printed wording; for example 2E Throne Room is strictly better than 1E. However the idea is that you play the 1E version as the 2E version, leaving them the same.
Well I disagree, because defining "strictly better" to include cost in a Dominion context is completely meaningless because then no card is strictly better than another other than E1/E2 variants.

Simply "better" can't communicate the meaning across. For example most players would say e.g Mountebank is better than Beggar, but of course isn't strictly better because Beggar's abilities are different from Mountebank's.

5
Variants and Fan Cards / Re: Concept: Season token
« on: February 22, 2018, 09:42:30 am »
I think it would be neater if there were a shared season token. In any game with only 1 season pile, it would work exactly the same. But it would add some neat interactions when you have multiple.

The simplest comparison is to the journey token from Adventures. That flips each time you play the card, rather than each time the card is gained.
I guess this is possible? The issue I have with this is that the cards are balanced differently, and you are supposed to be able to have a face up Season card and face down Season cards at the same time, and flipping the token for one card also flips the other. Like how I intentionally made it always easy to flip Card A but not Card B when they are on their good side for balance purposes.

Then again, this will not matter all that much because the chance that we see both in a kingdom is close to zero.
Another option is to have 2 different versions of each card, with a little season symbol on them. Then you make a "split" pile of the two types interleaved.
This misses the point of the token completely. It depends on how many cards are left when you play it, not when you buy it. For example look at Card A. The card becomes completely different if you put the sub-Warehouses in the odd positions and the Labs in the even positions.

Any feedback on the card themselves?

6
Variants and Fan Cards / Concept: Season token
« on: February 20, 2018, 09:52:13 am »
One day I was thinking about what good unexplored ideas there are for non-attack player interaction. Then the concept of counting if a pile had an odd or even number of cards in it came to my mind. But I realised that would be too cumbersome in play, so instead I decided it would be better to use a token to keep track of this, by flipping the token whenever a card from the pile is gained, which works the same way barring a few edge cases. Then I realised I could extend the token flipping concept to other triggers.

All these cards have the card type "Seasonal". It means, this pile starts with a Season token on it (face up), and you flip it whenever you gain that card (unless stated otherwise). Also, when a card refers to " the Season token", it refers to the one on its pile (unless stated otherwise).

Card A $2
Action-Seasonal
+2 Cards
+1 Action
If the Season token is face up, discard 2 cards.

Simplest idea. Can be a cheap Lab, but at worse is worse than Warehouse. This card is in the bad state when the pile is empty, so it will not be broken.

Card B $4
Action-Seasonal
+2 Cards
If the season token is face up, trash any number of cards from your hand and gain an equal number of Coppers to your hand. Otherwise, you may discard 4 identical cards for +3VP.

I like the idea of trashing cards and gaining a Copper to hand in return. The top part is a Vault-ish effect, and the bottom rewards an engine, but being in the odd state cannot generate VP forever.

Seasonal Village $5*
Action-Seasonal
+1 Card
+2 Actions
---------------------
This costs $3 less if the Season token is face down, but not less than $0. When you gain or trash this, flip the pile token.

Varying costs with the Season token sounds like a good idea, but I can't find a good card to tack it on to. Good with TFB, bad otherwise, even though you still probably want them. (Making this a TFB itself sounds like a bad idea)

7
Dominion General Discussion / Re: Homage to the Best Card
« on: February 19, 2018, 03:16:19 am »

8
Variants and Fan Cards / Re: Really bad card ideas
« on: February 18, 2018, 09:11:17 am »
Phone
Action-Reserve $0
Put this on your Tavern mat.
---------------------------------------------------------------------
When you lose this, you may call this, to find it.

9
Variants and Fan Cards / Re: Really bad card ideas
« on: February 06, 2018, 04:38:45 am »
Blessed Gold
$4 Treasure
Worth $3
-------------------------------
When you play this, set aside an Estate from the supply. Gain it now or at the start of your next turn.

10
Variants and Fan Cards / Possession alternative?
« on: January 28, 2018, 08:47:49 am »
Possession Alternative $6P
Action-Duration
At the start of your next turn, +1 Buy.
---------------------------------------------------------------------
While you have a Possession Alternative in play:
When another player gains a non-victory card, you may gain a copy of it.
When another player ends their buy phase, they reveal their hand. Take a coin token per Treasure they revealed and remaining unspent coin.


So Possession has many problems:
1. It is unfun (to watch people use your deck, especially multiple times)
2. It can be swingy
3. Can be political in multiplayer
3. Too many wonky rules interactions, especially in newer sets

Thinking about these problems, I tried to make a card similar to Possession without having the above problems. What Possession does is to take an extra turn out of your opponent's deck. Following that, I tried to simulate that by giving you what you could've gotten out of your opponent's turn.

So I ended up with gaining a copy of whatever your opponent gained. To make the game not a complete deadlock, I disallowed gaining victory cards, as well as wording the bottom part to make it unstackable. To disallow opponents from evading it completely, I added the bottom clause to discourage such behaviour.

I needed it to do something on the next turn to make the card work (like with Swamp Hag, Haunted Woods, Enchantress), so I decided to give +1 buy to go with the extra coins amassed.

This scales in multiplayer, but I think it's better to affect all opponents equally to make it less political.

I haven't tested this and I believe there are ways to improve this, please give suggestions if you have any.

11
Variants and Fan Cards / Re: Really bad card ideas
« on: January 24, 2018, 07:44:00 am »
Torch
$0 Action

You may look at any card that you cannot normally see. (e.g. the 5th card of your deck, the second card in your opponent's hand, the bottom card of the Knights pile)

12
Puzzles and Challenges / Re: Easy Puzzles
« on: January 21, 2018, 08:52:40 am »
Much easier puzzle:

I play Chariot Race. I reveal a card, and the player to my left reveals the same card. However, I still get +$1 and +1VP. Why?

13
Puzzles and Challenges / Re: Easy Puzzles
« on: January 21, 2018, 08:50:20 am »
With all 13 Imps in their pile at the start of your turn, gain all of them before ending your action phase.

Never mind, I messed something up. May still be possible, just haven't thought of it.

Found a way again, but not 100% sure it actually works due to potential wording issues. Pretty sure it works.

Hand is 8 Crowns, 8 BoMs, 7 Tormentors (you bought lots of Expeditions the turn before). Play Crown on Crown etc. Final Crown's first play is BoM as Raze trashing itself, then BoM as Lurker gaining Mandarin, topdecking all the Crowns.

Then each Crown's second play is BoM as Raze trashing itself, BoM as Procession playing Tormentor.

Not exactly my solution but has the same spirit and much simpler too. The most important part is to play many Crowns, then BoM as self trasher then gaining a Mandarin on the second play to remove everything from play.

From here you have many Throned actions so it becomes easy by using BoM as self trasher then X. Procession works, but I forgot about it and ended up setting up some weird Overlord-KC-Necromancer chain  ;D

I wonder, what is the maximum number of Imps (assuming infinite pile) that can be gained with this restriction? This method can be extended to 18 Imps with 10/10/9 Crowns/BoMs/Tormentors, but I believe even more is possible.

14
Puzzles and Challenges / Re: Easy Puzzles
« on: January 21, 2018, 03:25:42 am »
Nice work, but I actually meant within a single action phase. Which means going to your buy phase, buying cards/events and going back to your action phase does not count. Otherwise I'd just have said something like "only with Tormentor and no Exorcist/Devil's Workshop". I've edited the question to make this even clearer.

15
Puzzles and Challenges / Re: Easy Puzzles
« on: January 20, 2018, 10:06:35 am »
With all 13 Imps in their pile at the start of your turn, gain all of them before ending your action phase.

Never mind, I messed something up. May still be possible, just haven't thought of it.

Found a way again, but not 100% sure it actually works due to potential wording issues. Pretty sure it works.

16
Something I've been thinking about is that if some old cards had been made now, they may be made more elegantly with the new mechanics introduced in newer sets, which weren't present in older sets.

One example that comes to mind immediately is Horn of Plenty. It would make much more sense as a Night card than a $0 Treasure.

Another one is perhaps Trader. I'll say the reaction part would be better written with "exchange", as "When you gain a card, you may reveal this from your hand to exchange it for a Silver". This eliminates all the wonky "would gain" interactions.

What do you think? Are there any other cards that can be similarly made better?

17
Puzzles and Challenges / Re: Easy Puzzles
« on: January 19, 2018, 09:33:50 am »
With 5 Champions in play, play Tribute with card, action, coin, buy tokens. Opponent reveals Harem and Estate inheriting Crown for +4 cards, +4 coins, +2 actions.

18
Dominion General Discussion / Re: $3 Cost Card Rankings Bottom Half
« on: January 17, 2018, 06:33:52 am »
Glad to see Workshop much much higher this year.

19
Variants and Fan Cards / Split Pile + Event
« on: July 05, 2016, 11:33:21 pm »
So I thought of an idea which incorporates split piles and Events.

So you have a normal pile of 10 cards, but once they are bought out, instead of having nothing there, a new event is available. It still counts towards 3-pile ending. If Ambassador etc causes those cards to be returned to the Supply, the event become unavailable until the pile is empty again.

For example:
Flea Market $2 Action
+1 Card
+1 Action
+$1
----------------------------------------------------------
When you discard this from play, take a Debt token, then you may pay off Debt.

Vendor $5 Event
Gain two cards each costing up to $2 + $1 per Flea Market you have in play. If either of them is a Victory card, trash all Flea Markets you have in play.

20
Rules Questions / Trader with no Silvers left
« on: June 24, 2016, 04:20:44 am »
I gain a card, and choose to reveal Trader to it, hence gaining a Silver instead of that card. However, the Silver pile is empty, so I end up effectively gaining nothing.

Have I gained a card this turn, and therefore, will I be able to get VP from Baths?

21
Variants and Fan Cards / Cheap filterer with tokens
« on: June 24, 2016, 03:14:02 am »
<Card Name> - $2 - Action
+1 Action
Take a <Card Name> token.
Look at the top card of your deck. Choose one: Put it into your hand; or discard it and spend a <Card Name> token, and if you did, repeat this step.

Basically what it does is keep discarding cards from the top of your deck until you find one that you like. However, you have limited tokens, so you can't do so infinitely (or even for long). I'm not sure how to phrase the bottom part better.

Is it good? Too strong/weak?

22
Empires Previews / Re: Empires Previews #6 - Jack...
« on: May 24, 2016, 01:28:13 am »
Too bad this card doesn't have the Gathering type.

23
Puzzles and Challenges / Re: Easy Puzzles
« on: December 05, 2015, 07:37:11 am »
Easy puzzle: Make Peddler cost exactly $7 in your buy phase.

24
Variants and Fan Cards / Re: Really bad card ideas
« on: December 03, 2015, 08:28:22 pm »
Word Upgrade
Action -

Trash a card from your hand. Gain a card whose name contains the name of the trashed card.


Can turn:
Market into Grand Market
Copper into Coppersmith
Village into various better villages.
A few different cards into ruins

Witch into Young Witch (but why??)
Gold into Bag of Gold (or Fool's Gold)
Trader into  Horse Traders or Traderoute
Venture into Adventurer
Bank into Mountebank

Prince into Princess
Count into Counterfeit or Counting House
City into Lost City

Surprisingly Inn can't be turned into anything.

Market can also be turned into Market Square, Black Market or Ruined Market.

25
To be fair I haven't played with any of the adventures cards, but I can see Quest making Moat-BM a legit strategy, no?

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