Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - JW

Filter to certain boards:

Pages: [1] 2 3 ... 31
1
You do need Royal Seal even if you drew your deck because Treasurer gains to hand.

2
It would be great to have an option "don't ask me again to discard this card from Exile."  My victory cards can stay there!

3
J plays a Kiln.
J gets +$2.
J plays a Fortune.
J gains a Fortune.
J gains a Gold. (from Gladiator in play)

I was fine losing a few $ from not playing other treasures first. ;D

4
Dominion General Discussion / Menagerie rule book is up!
« on: March 17, 2020, 11:59:00 am »
Get the rules here: http://riograndegames.com/getFile.php?id=2220

This set looks awesome.  Particular highlights not yet revealed: Way of the Seal gives you the effect of Royal Seal! And Cavalry: it's like Villa on gain, but for Cards rather than Actions. I'm sure it will be similarly mind-bending (and hopefully just as fun). Thanks, Donald, for helping us to get through these quarantined times.

5
Variants and Fan Cards / Peon, a poor man's Nobles
« on: February 13, 2020, 11:23:05 am »
Peon
$2
Action
Choose either: +2 Cards; or +2 Actions, +$1.

Inspired by Nobles and Pawn. I like Pawn but it offers too many options that need to be tracked (all of the choices but +1 Card), which makes it slow down in-person games too much.

Because this card has only two options, it should be easy to rotate it sideways to distinguish whether it was played for cards or actions. You're cant draw cards with Peon alone, but you can do so by combining it with either a Smithy-variant or a drawing Village, and its flexibility helps to avoid duds.

6
Variants and Fan Cards / Garrison - an attacking village
« on: February 12, 2020, 03:41:07 pm »
Garrison
$4
Action - Attack
+1 Card
+2 Actions
Each other player with 5 or more cards in hand discards a card.

A village that attacks needs the attack part to be weak and generally not to stack. Garrison's attack intentionally doesn't mimic Urchin ("down to 4 cards") for uniqueness and to avoid negating the disadvantages of Governor/Council Room too easily. As with all hand-size attacks, it becomes less important to get one in 3+ player games because your opponents will often be attacked by a different player anyway.

Original version:
(Same as current)

7
I am sorry but this doesn't excite me (it is obviously mechanically sound). If there are better trashers (and a lot of stuff is better than a Necro which cannot trash Coppers) you will go for them so all this does is provide weak trashing in Kingdoms without better trashers or "en passant" trashing, i.e. choosing that option sometimes instead of the regular Village option.

Hideout's mandatory cantrip trashing is much more exciting as it confuses the entire tempo evaluation concerning trashing. For example if Hideout is your only village, you do perhaps want to trash more slowly than you would otherwise.

Are you saying that this card is too weak, too uninteresting, or both?

8
Variants and Fan Cards / Re: Sea Hag replacement for Seaside
« on: January 23, 2020, 08:16:07 pm »
The 5 price point isn't good on very dominant cards - it gifts the game to whoever gets the shuffle luck to hit 5 first.

At the extreme, imagine starting 5-2 with this on the board.

Updated so that it can only trash non-Victory cards, which should help keep the power level in check.  $5 junkers and trashers tend to lead to sizable advantages for players who start 5-2 (which happens 1/6 of the time) as opposed to 4-3. But Dominion has lots of $5 junkers and trashers, because $5 is the most common cost for Actions.  The main question is whether this card is worse in that regard than is typical.

9
Isolated Village
$4
Action
+2 Actions
Choose one: +1 Card, or you may trash a non-Copper card from your hand.

Inspired by Hermit and Hideout. Even though this card offers choices, it doesn’t require additional tracking like a card that offers variable Actions, Buys, or Coins, because the +1 Card is received right away.  This is particularly useful to avoid slowing down in-person games.  This card seems simple enough that it could conceivably fit in the base set or Intrigue. Replacement for Bureaucrat in Dominion: Third Edition? ;D

Original version:
(Same as current)

10
Tournament & Black Market are likewise bad for this IRL - Tournament has a double whammy of "Ben, stop looking at your phone, do you have a province?" and "oh wow I can pick any prize? let me stop and read all of them", whereas Black Market is mostly selling analysis paralysis.

Page, Peasant, and cards that give hexes also require a lot of time to resolve (including the time to read them!) which slows down the game. Philosopher's Stone would also be in this group if bought, but it's sufficiently weak that it rarely gets bought by stronger players. You also want to avoid cards that require a lot of tracking (such as most cards with multiple options, or King's Court). And no one mentioned this explicitly, but alternate sources of VP other than Province/Duchy/Estate tend to slow down games, particularly games that aren't likely to end on three piles.

11
General Discussion / Re: Brag Board
« on: November 04, 2019, 08:28:05 am »
My wife and I now have our own little imp!  I’m looking forward to teaching him Dominion, any day now.

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 22, 2019, 05:26:27 pm »
Quote
Charity
Action - Command - $4
Trash a card from your hand. Play a non-Command Action card from the Supply costing up to $3 more than the trashed card, leaving it there.

The play of the action from the Supply appears to be mandatory.  Was that intentional? There could be some kingdoms and situations where you'd prefer not to play an action costing $3 or less as a result of trashing a copper (in particular, the most common such situation seems to be when the only actions you could play are forced trashers, and you don't have any other cards you want to trash).

13
J buys and gains a Cursed Village.
J takes Locusts.
J receives Locusts.
J shuffles their deck.
J trashes a Cursed Village.
J gains a Necromancer.
J discards Locusts.

14
Dominion General Discussion / Re: Epic Fails Thread
« on: October 03, 2019, 03:47:53 pm »
Bought Mint with multiple Crowns in play.

15
Variants and Fan Cards / Re: Replacement for Royal Seal in Prosperity
« on: September 26, 2019, 04:51:50 pm »
I don't think limiting it to actions is enough of a difference to warrant a price decrease. Granted Royal Seal is a weak , but if your card is balanced at , then so is Royal Seal. The vast majority of times that you use Royal Seal's ability, it would be on an Action card anyway. You wouldn't use it on Victory cards, and often using it on Treasures would be a bad idea as well, as you would rather draw into your treasures near the end of your turn instead of top-decking them.

Regardless of whether Royal Seal is balanced at $4, we're not going to get a reprint of Prosperity that changes its cost to $4.  Similarly, we're not going to get a combination Woodcutter-Chancellor at $3, even though that would certainly be balanced.   So the question is more whether this card is too strong at $4 and not what that says about Royal Seal.

One possibility for weakening this card is to limit it to once a turn: Once this turn, when you gain an Action card, you may put that card onto your deck.

16
Variants and Fan Cards / Replacement for Royal Seal in Prosperity
« on: September 26, 2019, 12:46:39 pm »
Scribe’s Seal
$4
Treasure
Produces $2
While this is in play, when you gain an Action card, you may put that card onto your deck.
 
Royal Seal’s effect is useful, but at $5 it faces too much competition.  You’d rather get that key $5 than get Royal Seal and hope its effect lets you topdeck that key $5 later.  I envisioned a replacement for Royal Seal that costs $4, but hopefully isn’t going to be an auto-buy (or have the pile empty too often).  Another consideration in making Silver with a benefit for $4 is to avoid powering up treasure heavy strategies too much, which, like Patron, this should accomplish.

I know that Donald X. hasn't even revised Seaside yet, but I can dream that we'll someday get revised versions of Seaside and Prosperity as well. Base 2e and Intrigue 2e are some of my favorite Dominion sets. If only Harbinger had cost $2!

Original version:
(Same as current)

17
Variants and Fan Cards / Sea Hag replacement for Seaside
« on: September 24, 2019, 11:12:17 am »
Ocean Hag
Action - Duration - Attack
$5
Each other player gains a Curse. At the start of your next turn, you may trash a non-Victory card from your hand, for +1 Card.
 
Donald X has commented that there are two reasons that if he ever updates Seaside, he’d likely replace Sea Hag with a different cursing attack.  First, players don’t like attacks that don’t provide any benefit. Second, Seaside has two <$5 cards that can junk your opponent (Ambassador), which is too many, and Ambassador is more unique.
 
Here I’ve envisioned its replacement.  The Ocean Hag happens to be a perfect counter to a Sea Hag because it can trash curses from Sea Hag right away, even though this wouldn't matter much in practice as someone probably wouldn't own both.  Like Ambassador, it can give junk to your opponent while getting rid of yours.  But, unlike Ambassador, the fact that it’s a $5 duration and gives junk that runs out (Curses) should keep it from being too powerful.

Dominion doesn't have trashers limited to non-Victory cards.  That's probably because, unless a junker is present, the most commonly trashed cards are Treasures and Victory cards, so saying Treasure is simpler.  Because Ocean Hag is a junker, it's a great candidate to be limited to non-Victory cards. This also should keep the power level of the card in check, relative to the original.
 
Original version:
Ocean Hag
Action - Duration - Attack
$5
Each other player gains a Curse. At the start of your next turn, you may trash a card from your hand, for +1 Card.


18
Dominion Articles / Re: Core Concepts of Dominion Endgames
« on: August 27, 2019, 02:22:12 pm »
In correct play, you want to be spending all your gains on Actions, then flip a switch and spend all your gains on VP until the end of the game. Because of this, the 3rd choice of "do a bit of both" is something you want to do at most once, if you're on a in-between turn between deck improvement and cashing in your deck for points. If you end up doing this multiple times, you're probably playing loose, or the game's just weird.

One common situation when it's correct to keep picking up Actions while also buying cards that give VP has nothing to do with endgame conditions but just the lumpiness of $ that your deck generates.  If your deck generates $12 and 3 buys, there's a period of time (when the game isn't about to end) when you're going to pick up Province and another action (Smithy, Village, etc.), rather than Province and 2 Estates.  Of course, another element of building your deck is planning how much $ you build your deck to generate so that you can do the right amount of buying VP at the right time. In this example, building to $16 so that you can double-Province may be well worth it.

19
Dominion General Discussion / Re: Interview with Donald X.
« on: August 24, 2019, 11:09:46 am »
The reason why there’s no attack that can inflict a specific hex each time is presumably that some of the hexes wouldn’t work if you could reliably inflict them every turn. For example, Delusion prevents a player from buying actions for their next buy phase. If it was easy to build a deck that inflicted Delusion every turn, that would be no fun.

20
A high skill multiplier might mean that it's difficult to master the card, or it involves little luck such that small skill differences really matter, or that it's better known to good players (e.g. some players might know the base cards but not the expansions). A single number can't really tell apart 3 reasons, but for Black Market the total effect is that the better player wins more than expected. Hence, even if there was more "luck" involved, there is even more "skill" needed.

To add another possibility: a card isn't that good (or it's fine to get one, but you shouldn't buy a lot), but it takes a more skilled player to recognize that.  For example, less skilled players often overvalue coffers, and therefore go for mass Candlestick Maker strategies (which are usually terrible), and mass Baker strategies (which are often sub-optimal).

21
Just played 10 games with someone and they all had black market. I'm guessing both of us had market as "liked" and that's why it appeared 100%. Either way, it got pretty dull playing with that card every game, though I usually like it.

Anyway, I'm deleting my "liked" list because of it.

That sounds extremely unlikely. The probabilities are supposed to be multiplicative so you would only have a 4x chance of seeing it each game, which doesn’t yield more than a minuscule chance of 10 in a row. This suggests that either something is going wrong with the feature or Black Market was actually set as a required card in those games.

22
Let's Discuss ... / Re: Let's Discuss Hinterlands Cards: Develop
« on: July 31, 2019, 01:24:33 pm »
My favorite Develop combo is using it with Fortress and a 5 cost that gives 2 cards and 2 actions to empty Develop and the 5-cost at once (if they have the same number of cards left). Develop Fortress into Lost City and Develop, play a Lost City to draw them, repeat. You can empty piles very suddenly and if you have extra Lost Cities already you can pick up some Duchies for points.

23
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Mine
« on: July 25, 2019, 07:34:33 pm »
Hard disagree.  I've played many games where I go Rebuild/BM, and maybe once if at all each game do I play multiple Rebuilds in a turn.

In non-mirror situations with Rebuild, you want to buy more Rebuilds than in mirrors. Rebuild would be weaker against engines if you never buy more than, say, 2 Rebuilds. In Wandering Winder's great Rebuild video series, I recall that he almost always buys at least three Rebuilds.

First video here:

24
Game Reports / Re: Golden Deck with City Gate and Native Village
« on: July 16, 2019, 10:29:56 pm »
Cool interactions, but for most people this might as well be in the "neat combos" thread. This post illustrates how discussion of online Dominion games has been harmed by the lack of a well-formatted log available after Dominion Online games to anyone with the hyperlink, regardless of subscription (like the old log prettifier). It's too much effort to reload games, and you need a subscription as well.

25
Titandrake, the Smithy-Big Money players may be buying Duchies too early in the simulations. With two of them and one Gardens player, they can probably collectively improve their chances by holding off on Duchies to help empty the Provinces faster. Of course in an actual game they’d find it hard to coordinate in this way.

Pages: [1] 2 3 ... 31

Page created in 0.148 seconds with 18 queries.