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Messages - spiralstaircase

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1
Dominion General Discussion / What size are the newer rulebooks?
« on: May 09, 2022, 02:21:52 pm »
I keep my Dominion cards in three (probably soon to be four) ring binders.  The earlier Dominion sets came with A4 rulebooks, which was great; I've got them in the binders in A4 document pouches.  The later ones come with rulebooks that are slightly shorter and much wider - more like 234 x 285 mm.  I don't see anything even close at https://papersizes.io.  Is there a name for this paper size?  I'd like to order some document pouches in this size.

2
Dominion General Discussion / Re: Interview with Donald X.
« on: March 08, 2020, 03:51:27 am »
What's your favourite bird?

3
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: October 07, 2019, 03:38:46 pm »
When the cards do get new printings, I'll have the opportunity to tweak them, and for this issue, which I think does not affect games irl at all but which I could still fix, the easiest fix is to care about printed cost rather than current cost, on Band of Misfits and Inheritance. That would also kill the BoM / Captain / Ferry loop, that survived this round because people clung to using BoM as a duration.

It feels like this would suck fun out of the game in a way that adding "may" wouldn't.  Ferry + Inheritance + Grand Market is fun; telling me I can't do it... isn't fun.  Telling me that I "may" play a card from the supply instead of just telling me to do it... sure, OK.

4
Dominion Online at Shuffle iT / Re: Chat broken on iPad
« on: August 19, 2019, 03:02:31 am »
What happens when you try to? I haven't had issue with this lately, though occasionally (1 in 20 games) the app will crash if I click the chat text. Force quit fixed it.

Sorry I didn't see this back in May.

The keyboard pops up as usual for me to chat, it lets me type into that keyboard popup, and then when I hit done, it doesn't show that I've typed anything into the chat window.

Exactly this.  Force quit doesn't fix it.  Reloading without content blockers doesn't fix it.

5
This is wrong. "Leaving it there" means that the played card doesn't move to your play area when played, which has implications for all cards. It does not refer to "effects of the card being played that move it". Without the clause, you would actually "gain" all cards you played, not just Reserve cards.

Do you gain them?  I'd imagine it would work like Masquerade.  Or is that why the "quotes"?

6
Dominion Online at Shuffle iT / Chat broken on iPad
« on: May 20, 2019, 03:21:04 pm »
Hi,

When I play on an iPad, I can't post anything in the chat.

This is partly a bug report, and partly an apology to anyone who I've been giving the silent treatment.  Sorry!

7
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 22, 2019, 12:57:14 pm »
I assume you mean Laboratory? It might be fine to not have the Lab-effect be conditional on successfully gaining the Curse; but the problem is in games where Curses can run out in any other way, this becomes nothing but a cheaper Laboratory.

Yes.  The intention is that it's a Lab-for-a-curse until the curses run out.  After that, yeah, it's a cheaper lab; but at that point there's a good chance that people's decks are so junked that a cheap lab isn't game-breaking, and you're a pile down so the game's starting to end anyway.

8
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 21, 2019, 06:28:33 pm »
[Wood Witch]

Well, that's annoyingly close to my entry.



Quote
Devil's Bargain
Types: Action
Cost: $3
+1 Card
Look at the top card of your deck.  You may put it in your hand.  If you do, +1 Action, and gain a curse.

9
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 11, 2019, 04:26:00 am »
Also I suppose that cards from the trash should technically be gained?

I like that it's "put" instead of "gain".  I understand that to mean that on-gain effects don't trigger, similar to how it works for the -1 card token.

10
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 03, 2019, 05:05:33 pm »


Look, somebody had to use this combo

People keep doing this joke.  I can't help but feel flattered.

11
Dominion Articles / Re: Glossary Update
« on: February 27, 2019, 02:33:55 am »
Rats is not TFB; it doesn't care what you trashed. It does work well with TFB cards.

I guess what I'm saying is it also works well with TF-no-B cards.  Maybe TFB is the combo, not the trasher?

12
Dominion Articles / Re: Glossary Update
« on: February 26, 2019, 01:09:54 pm »
Rats is TFB, but you don't get the benefit by using Rats' trashing.  Maybe Hunting Grounds is a better example of what I'm getting at.

Honestly, I don't think TFB needs an entry.  You trash, you get a benefit.  It's not jargon.

13
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 25, 2019, 02:59:57 am »
Promise and Interest are probably overpowered, but maybe I am wrong.

Quite possibly.  I was assuming that it's OK for a traveller other than the initial one to be slightly overpowered for their cost, as they're harder to get, and scarcer.  And the existence of a traveller earlier in the chain which you'd like to hold onto makes getting the later ones seem like they cost more, so that's probably a balancing effect.

That said, I was more worried about Promissory Note :-)

Edit: I meant "quite possibly" they're overpowered, not "quite possibly" you're wrong :-)

14
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 24, 2019, 10:57:15 am »
Sorry, this got a bit out of hand.



Quote
Pelt
Cost: $2
Types: Treasure - Traveller
+$1. You may discard a Victory card from your hand for +1 Buy.
-
When you discard this from play, you may exchange it for a Promise.

Promise
Cost: $3*
Types: Treasure - Traveller
+$1.  Reveal the top card of your deck.  If it is a Treasure, play it.  Otherwise, you may discard it or put it back.
-
When you discard this from play, you may exchange it for a Hacksilver.

Hacksilver
Cost: $4*
Types: Treasure - Traveller
+2 Coffers
-
When you discard this from play, you may exchange it for a Promissory Note.

Promissory Note
Cost: $5*
Types: Treasure - Traveller
+$2.  Draw two more cards for your next hand.
-
When you discard this from play, you may exchange it for an Interest.

Interest
Cost: $6*
Types: Treasure - Duration
Now and at the start of each of your turns: +$2, +1Buy.

Usual parentheticals apply here - four lots of "This is not in the supply" and one of "This stays in play" - but I omitted them for reasons of space and readability.

15
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 18, 2019, 01:39:56 pm »
$4 card that could net you 8VP
If you manage to draw Eyre, a TR variant and 2 Fairgrounds respectively a Province and a Cemetery. Otherwise 8VPs seems like a pretty arbitary number given that Eyre could net you anything between 0 and 30 VPs (KC+Eyre+3 Colonies).

Not so much arbitrary as wrong; I meant 6, but thinko-ed it to 8.  Yes, Iím aware it can make more with the right support, but 6 is guaranteed to be possible.

16
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 16, 2019, 05:21:32 pm »
It needs a better peripheral benefit than a delayed Ruined Village though; as it is now it's too weak.

I think it's a delayed Necropolis, but yes, it is weak.  I wanted there to be something, but for a $4 card that could net you 8VP, it had to be something weak.

17
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 16, 2019, 11:27:12 am »


Quote
Eyre
Cost: $4
Types: Action, Duration, Victory

You may set aside a Victory card from your hand under this card.  At the start of your next turn, +1 Action, and discard all cards under this card.
-
At the end of the game, if this was in play, add up the worth of all the cards that were under this card. This is worth that amount.

It's Throne Room, but for Victory cards!  It only lasts one turn, so you have to time it well; it can be used to tip yourself over the edge, or to stop your opponent from ending the game.  If you don't, well, at least you get your Action back so you can play one again next turn.  I suppose on a board with no Villages, you might even buy it for that, but probably not.

It counts all the cards under itself in case you use Throne Room on it.  I was going to specify that it had to be a non-Eyre card, but since that Eyre wouldn't have any cards under it, you'd just end up doubling nothing, which... sure, go right ahead.

(I've just seen that "victory" should be capitalised.  I may go back and fix it at some point.)

18
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 23, 2019, 05:51:14 am »


Quote
Gruel
Cost: $0
Types: Gruel
When you gain this in your turn, + $2, +2 Actions.
When you trash this in your turn, + $2, +1 Buy.

A card you could buy, but probably wouldn't.  I'm thinking that there would be a class of cards, Orphans, who care about and cause you to add Gruel the way Looters do for Ruins.  But other cards would care too - any gainer, TFB, or source of +Buy would work with these.

19
Dominion General Discussion / Re: Dominion trash mat
« on: January 21, 2019, 07:09:35 am »
I don't know how to get trash mats. I will say: if anyone ever made a trash tray, with a lip around the edge, I'd be quite tempted to invest.

Yeah, something like this but Dominion-themed would be quite nice.

20
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 16, 2019, 12:10:46 pm »
My real submission.



Quote
Countess
Types: Action, Reaction
Cost: $4
+1 Action
+1 Buy
-
When you would gain a card, you may discard this from your hand, to instead choose one of: +$3, or trash your hand, or gain a Duchy.
(+$3 has no effect if it's not your turn.)

It's very much a cut-and-shut of other cards, but I don't think those particular pieces have been put together before.

21
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 16, 2019, 08:55:38 am »
Contest #15: involve Duchies.
It can be anything you like, just have the design feature Duchies somehow.

This is my submission:

Masquerade
Well yeah that fits the brief... Probably the more closely involved Duchies are the better chances of winning, unless you really convince me otherwise, so Masquerade wouldn't be a likely candidate.

Apologies, I was attempting a joke.  I'll post a proper submission as soon as I think of one.

Quote
Still, changed the brief to say "have your design..."

That seems entirely fair.

22
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 15, 2019, 08:10:25 am »
Contest #15: involve Duchies.
It can be anything you like, just have the design feature Duchies somehow.

This is my submission:



Quote
Masquerade
Types: Action
Cost: $3
+2 Cards
Each player with any cards in hand passes one to the next such player to their left, at once. Then you may trash a card from your hand.

23
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 13, 2019, 03:45:53 am »


No idea, how well this is going to work. Just giving it a try.


It's a fun idea, but I don't think I'd ever buy it since people can discard estates for points. I feel like it should punish opponents for discarding victory cards

As written, don't the VP chips and coffers come to the active player?

24
Dominion General Discussion / Re: Are promos worth it?
« on: January 12, 2019, 03:25:47 am »
2) Make the Black market deck from the blue-backed placeholder cards. Sure, you'll be able to identify tell if a card in someone else's hand came from the Black Market, but that's a minor bit of info leak in exchange for much easier setup.
Doesn't help those who leave out randomizers.

"Doctor, it hurts when I do this"

25
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 08, 2019, 08:52:46 am »


Quote
Rising Tide
Types: Action, Attack
Cost: $4
Reveal this or a card from your hand costing at least $3.
All players (including you) draw or discard cards until they have as many cards in hand as the revealed card has $ in its cost.
+2 Cards

Clarification: You draw cards up to a number, or you discard cards down to a number. You don't get to do one then the other.

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