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Messages - Erick648

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1
Dominion General Discussion / Re: Homage to the Best Card
« on: May 04, 2019, 07:31:37 pm »
Why-house: Like Cellar Dweller, but with Warehouses.
Charity Worker: Buys Bishop solely for trashing.
"Get Rich Quick" Victim: Tries to get Golds with unsupported Transmutes or Treasure Maps instead of building up economy to just buy them.

And some broader categories:
Rat King: Always plays as many action cards as possible, even if they're likely to do more harm than good.
Try Everything: Buys some of every Kingdom card without any coherent plan to use them together (or variety rewarders).
Easy Reader: Ignores any cards with too much text, regardless of how simple they are in practice ("I have $5 and need more draw. I hear Journeyman is good for draw, but I can't be bothered to read all that text, so I'll just get a Smithy instead.").
The Berserker: Solely focused on playing as many Attacks as possible, ignoring things like greening and non-Attack payload (since those slow down the Attack engine).  Because if I hit you with 8 Spy attacks per turn and you never score a hit on me, that means I'm winning, right?

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 22, 2019, 07:34:38 pm »
Iron Fist
$1 - Reaction
When you buy a card, you may discard this from your hand.  If you do, if the bought card is an...
Action card, +1 Villager
Treasure card, +1 Coffers
Victory card, set aside the top card of your deck, putting it into your hand at the end of the turn

Clarification: If you use this to react to buying a Victory card when your draw deck and discard pile are empty, you discard this first, then when trying to set aside the top card of your deck, you shuffle your discard pile (which only contains Iron Fist barring other interactions) into a new deck, and set aside the top card of that new deck (i.e., the Iron Fist you just discarded).

3
Avengers: Infinity War
Cultist
Harbinger
Lost City
Philosopher's Stone
Tragic Hero

Battlefield

Yes, that's intentional.

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 28, 2019, 12:33:53 am »


The effect is that of a cantrip Cellar. Unlike the Adventure vanilla tokens not necessarily that strong in multiples but of course you still want it on the pile of which you have most copies. I think it can get away with not being restricted to Actions as sifting during your Buy or Night phase is probably not that strong anyway.
The main reason of the Debt cost is to make this available early in Kingdoms in which it is strongest, i.e. without trashers.

And interesting idea for a "vanilla" token, but the event seems overpriced. I think +1 card, +1 action, and + are all much stronger tokens; this event should cost less than those events. It could probably be . But the cheaper it gets, the less reason you have for giving it debt cost.
A cantrip Cellar would probably be too strong for $4 and slightly weak at $5. So from this perspective it is weaker than Lab/Pathfinding yet better than Peddler/Training and Village/Lost Arts*.
The decreasing benefits of playing multiple cantrip Cellars makes it weaker relatively to the other vanilla tokens.
But Debt costs make the card available when it is strongest, i.e. early on (as opposed to getting Training / Lost Arts in the middlegame).

I don't know which of these pluses and minuses weighs heavier but as is pretty similar to I leave it as this price. I also think that the Adventures tokens are a bit too centralizing and don't mind if this Event is on average only bought in every second or third Kingdom.

As you pointed out, at lower costs Debt makes less sense and or even could be too prohibitive: in non-trasher Kingdoms you want that sifter as early as possible.

*- As Lost Arts eliminates the standard matching problem of villages and terminal draw cards (which is the very reason Village and Smithy can be cheaper than two Labs) its effect is significantly stronger than that of he corresponding vanilla card, Village, so this is where this simple comparison fails.
Interestingly, I've had an identical event that I've been using for the past couple years that costs .  It seems to work okay.  Not a star, but still worth considering, with the potential to be very useful in the right deck.

5
Variants and Fan Cards / Re: All Durations?
« on: March 25, 2019, 10:20:06 am »
How you know you're on F.DS:
OP: "What do you think of this Kingdom with all Durations?"
Reply 1: Analyzes Kingdom, but includes the word "payload."
Replies 2-10: Debate the definition of "payload."

Back on topic, I do think that Outpost is strong due to all the ways you can set up your Outpost turn to be worthwhile.  Enchantress is interesting since it hits twice with an opponent's Outpost, but doesn't attack if you play it on your normal turn when you also play Outpost.  Also, all of the Duration effects mean you'll get a lot of your benefits prior to Enchantress hitting, which makes it less likely to seriously harm your turn, and a Duration hit with Enchantress doesn't stay in play, letting you get it back faster.  So on the whole, I'd say Enchantress is weaker than normal here.

6
If nothing else, having an abundance of Markets, coupled with Bridge, Talisman, and seemingly having already bought a lot of cards, creates the possibility of three-piling the moment you get the lead ("With 3 Bridges, many Markets, and a Talisman in play, I buy 2 Provinces, then buy several cheap cards, gaining copies with Talisman, and ending the game due to three piles being empty.").  True, a fast strategy might be able to gain too much of a lead for this, but without knowing what Wolphmaniac was doing, we can't say whether that was a danger here.

7
#10 Envy: Apart from weird hypotheticals involving not wanting to draw with Storyteller, never.

#11 Delusion: Never. Fewer options is always worse.
Don't forget, Envy can protect you from Delusion and vice-versa. 

For example, if you have a hand of Gold-Gold-Silver-Province-Province and your opponent is playing a lot of Doom Attacks, you may be happy to get Delusion.  Likewise, if you're building an engine with virtual coin and your opponent is playing a lot of Doom Attacks, getting Envy will make you feel safe in the knowledge that you won't be stopped from buying more engine parts. 

Sure, it's quite situational, but so's the rest of this list (Hexes aren't meant to be beneficial, after all).

8
#7 ▼1 Lost Arts (Adventures)
Turning a cantrip into a village gives a lot of flexibility to many kingdoms.
While turning a cantrip into a village could be useful if, say, there's a cantrip you want a lot of, no actual villages, and multiple different terminals you want to play multiples of, I'd think the main use of Lost Arts is to turn a terminal draw into a super-Laboratory (which is a lot more reliable).

9
Plaza+Swashbuckler
Don't have a discard pile for Swashbuckler, perhaps because you have a deck-drawing engine? Plaza will give you one, and help you get to 4 Coffers for the Treasure Chest in the process. 

And speaking of engines, Plaza is a Village variant and Swashbuckler is a Smithy variant, meaning you'll already want to play a Plaza before your Swashbuckler.  So not only do you make Swashbuckler's bonus more reliable and effective, but you get this by doing exactly what you wanted to do anyway. 

10
Dominion General Discussion / Re: Homage to the Best Card
« on: December 24, 2018, 02:24:49 pm »
Quote from: panama_camel

I ran out of shortening the other day, decided to get more, so I called a cab
The driver pulled up and asked "where to?" but I just punched her in the face and ripped all the upholstery out of her car
Because trashing a cab is like gaining a lard


For the fools not in the discord.

The only thing that even sounded like Dominion was "trash".
The punch line:
"Because trashing a cab is like gaining a lard."
"Trashing a card is like gaining a lab."

11
Dominion General Discussion / Re: Taking Notes - Against the Rules?
« on: December 24, 2018, 11:09:31 am »
Yeah, the rules are not moral imperatives; you can do whatever you want as long as everyone's okay with it (my group's always used a lot of little rule changes, e.g., making Throne Room optional before 2nd edition came out).  If someone brings a notepad to the table and starts taking notes, and no one objects, you're fine.  If some secretly hides a notepad on his lap and starts taking notes under the table, that's a problem (if you have to hide the fact that you're doing it, it's probably cheating).  If you want to scrawl notes on your belly in your own blood, and no one says "That's disgusting, stop that!" scrawl away.

12
Scepter + Royal Carriage

Neat, I can set aside the Royal Carriage I called for next turn... oh wait.

Took me a couple seconds longer than it should have to see the "anti" part of the synergy...
...What is the "anti" part? Does the "still" on Scepter mean that if it's been on the tavern mat it can't replay it even if it's in play when you play Scepter?
I'm guessing so.  There's probably also a similar problem to Princing a Reserve: Scepter doesn't know if the Royal Carriage you called is the same one you played.

13
Dominion General Discussion / Re: Pirate Ship + Capitalism
« on: November 09, 2018, 12:24:31 pm »
This may rival Scheme-Conspirator as my new favorite combo flavor-wise:

"Arr, it was a sorry voyage. We went out searching for Treasure, but found naught but a couple of Merchant Ships, and came home empty-handed."
"Why didn't you just capture the Merchant Ships?"
"Ye grogswilling landlubber! We were seeking Treasure, not some ships."
"Yes, but you could sell the ships and their cargo for good money. Anything profitable can be a Treasure on the open market."
"Eh? Just what ye be a-saying, lad?"
"Treasure isn't just things like Silver or Gold. Literally anything can be a Treasure as long as you can make money off of it. That's just basic Capitalism."
"Arrggg! Shiver me timbers and hoist me mainstay! Ya hear that, ya lily-livered bilge rats? Put down yer grog and get over here! This lad's gonna tell us all about this 'Capitalism.'"

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 04, 2018, 05:59:15 pm »
D&D (Pays homage to D&D)

Quote
+1 Action
Roll 2d4. For each die, if it was a:
1, +1 Card
2, +1 Action
3, +1 Buy
4, + $1

(A d4 is a 4-sided die.)

I played with that card and we thought that it was too strong. It should cost $ 4, because every play is literally:

+ Card
+ 1 Action
+ $
+ Buy

In the worst case, this is +1 Action +2 Buys, but it is often a Lab or a Peddler, which are both very strong cards.
I disagree.  Maybe you got some lucky rolls, but it looks to me like overall, it's pretty weak.  Specifically, it has the following probabilities:

12.5% chance each of:
Village (+1 Card, +2 Actions)
Market Square (+1 Card, +1 Action, +1 Buy)
Peddler (+1 Card, +1 Action, +$1)
Necropolis-with-buy (+2 Actions, +1 Buy)
non-duration Fishing Village (+2 Actions, +$1)
Pouch-as-an-action (+1 Action, +1 Buy, +$1)

6.25% chance each of:
Laboratory (+2 Cards, +1 Action)
failed first Crossroads (+3 Actions)
non-terminal Buys (+1 Action, +2 Buys)
virtual Silver (+1 Action, +$2)

While the Laboratory effect is strong, it only happens 1 in 16 times.  Most of these effects would be balanced on a $2-3 card, and some wouldn't even be worth $2.  And then you need to discount it for being random (since you won't always get the effect you want and will sometimes get Actions or Buys when you have no use for them). 

On average, playing two of these will give the same effect as playing Village+Market Square, only with more unpredictability (and without the option of using Market Square's reaction).  Given that the unpredictability is a bad thing rather than a good thing (since it makes it much harder to work the card into an overall strategy), I'd probably price it at $2, or possibly [3debt] (since having a debt-only card makes it easier to use the +Buys if you get them at an inconvenient time).  Certainly, I don't think it should cost more than $3, since two of these are pretty clearly worse than a Village plus a Market Square (both of which cost $3).

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 04, 2018, 02:58:03 pm »
When throned, you can set aside two cards and take two cards per turn into hand (unintuitively for those who've played Agricola, you can take both copies of one card on the first turn and both copies of the other on your second turn, or even set aside only one card and take both copies into hand on your next turn; I couldn't find any way to "fix" this that wasn't unnecessarily complex).

Based on how Archive works, yours should work the intuitive Agricola-y way: "If you Throne Room an [Agriculture], keep the sets of cards separate; you get one from each each turn". You could tweak the wording to be more like Archive. Also, the second sentence should probably say "if you do".

Agriculture would be really fun with Potion and Debt cards, for the free copy!
Thanks!  I hadn't seen the ruling on Archive; I'll reword my card accordingly.

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 03, 2018, 08:47:03 pm »
Here's one I've had for a while based on Agricola:
Agriculture
$5 Action - Duration
You may set aside a non-Victory card from your hand.  If you do, gain a copy of that card, setting it aside with that card.
At the start of each of your turns, put one of those cards into your hand.

Note: It gets discarded at the end of the turn when it gives you the last card (the second turn after playing it).  If you don't set anything aside, it gets discarded at the end of the turn you play it (like Haven) and has no real effect.  When throned, you can set aside two cards (or three with King's Court), make a separate pile for each, and take one card from each pile at the start of each turn (per the FAQ on Archive).

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 18, 2018, 11:50:38 am »
This should address both of the issues you brought up. Thanks for the heads up. Not sure I really like this card, so I may scrap it or toy with it more in the next few days.


But what if Ferry is in the kingdom?
How about this wording:
"While you have gained fewer than two other cards this game (including other copies of Lumber Camp), this costs $2 less (but not less than $0)."
That should match the spirit of the card without creating too many rules issues (there may be rare timing-based complexities with dual gainers, e.g., Stonemason, but I don't think those are any worse than you'd find in an official card).

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 10, 2018, 08:08:06 pm »
City Founders
$3 Action-Reserve
+2 Villagers
Put this on your Tavern mat.
Place a Coin token on a non-Victory Action Supply pile.
-
When an opponent gains a non-Victory card, you may call this, to take the Coin tokens on that card's Supply pile as Coffers or Villagers.

Note: I had to specify "non-Victory" both times to prevent weird interactions with Trade Route.
This is interesting - however, it seems kind of weak. Assuming that you have a way to make your opponent gain a certain card (e.g. cursers) it gives you +2 Villagers and +1 of either coffers or villagers, which seems pretty good in the right situations, but still not particularly powerful. However, outside of that, you're playing a card for +2 Villagers (kind of like a more flexible Necropolis) and hoping your opponent buys a card with the tokens on top of it sometime soon, so that you can get your bonus and play the card again. Since its a village (and you're presumably going to want to be able to play them consistently), this makes it seem pretty weak.

However, the villager tokens probably alleviate some of the inconsistency problems and I haven't ever played with them, so maybe this is stronger than I think it looks.

It's also kind of neat how this card interacts with itself if the other player also has it. If you both have City Founders on your tavern mat, who will be the first one to buy a card with coin tokens on it? It seems like in this case you'd probably want to deny your opponent their City Founders though - having the ability to chain actions is usually much more powerful than any single card (this isn't an issue if there are other villages). I like the concept of it only being able to be called when your opponent gains a certain card, though - it just seems like it might work better on something that's not as integral to a deck as villages are.

Also, how does it work in multiplayer?
Yeah, I intended it as a non-attack interaction card.  I originally made the tokens stay on the piles permanently, but that seemed too powerful since it got exponential (your opponent gains a key card with three tokens on it; you call your five City Founders for 3x5=15 Coffers).  In multiplayer, players get the option to call City Founders in turn order, as with Reactions, etc.  Note that you can call it even if your opponent gains a card without tokens on it, if you just want to play it again (meaning that you can play it every turn unless your opponent gains no non-Victory cards).  And yes, you can poach your opponent's tokens if he gains the card first.

It's hard for me to gauge how strong it is, but you're probably right that it's a little weak.  I've edited it to add two tokens instead of one.

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 09, 2018, 06:43:46 pm »
City Founders
$3 Action-Reserve
+2 Villagers
Put this on your Tavern mat.
Place a Coin token each on two different non-Victory Action Supply piles.
-
When an opponent gains a non-Victory card, you may call this, to take the Coin tokens on that card's Supply pile as Coffers or Villagers.

Note: I had to specify "non-Victory" both times to prevent weird interactions with Trade Route.

20
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: October 04, 2018, 05:23:29 pm »
Quote
I'm also banking on the fact that so few $5 cost gainers exist that the problem will rarely come up. I'll have to test this all out though.
University, Smugglers, Artificer, Altar, Artisan, Vampire and, most importantly, all Remodelers.
LibraryAdventurer's wording gets rid of all these "strictly better than Lab" problems with gainers.

I think that you could then get away with reducing the cost by $1 though. Getting $2 for a Curse is not the sweetest deal in the world, most of the times you gotta draw into that Curse before you can trash it and then you still had to pay $4 for a Peddler that only becomes better after you shuffle again.
Why not make it cost $4+1Debt or $3+2Debt? That would make it cheaper, and eliminate most of the potential for using gainers (you could still Butcher an Engineer or something, but that would be rare enough to not be problematic, IMO).  It might look odd (especially if you go for $4+1Debt), but I do feel there's something thematic to "Steam Engine" having Debt in its cost.

21
I love how flavor-friendly Recruiter's synergies are (despite being the standard trash-for-benefit synergies):  The best place to recruit from is the Fortress.  The Border Village is also a useful target (someone has to guard that border).  Also, you can Recruit from your starting Estates but not your starting Coppers (at least not effectively).

Of course, this breaks down if you start recruiting Rats (maybe he's friends with the Pied Piper or something).

22
Clearly, this is why Bridge TrollRuined Market is the single best card in the game. :)
FTFY

23
Rules Questions / Re: Watchtower+Market Square
« on: September 01, 2018, 02:11:37 pm »
The rulings on Inheritance confirm that a card is yours for on-gain triggers and for on-buy triggers.  The latter is unintuitive to me.
To be fair, in real life, there's a legal principle called equitable conversion that says that when you sign a contract to buy a piece of real estate, it counts as yours (for some purposes) as soon as you make the contract, even if you're not going to be deeded the property until later. 

In other words, when you buy an estate IRL (at least in certain countries and cases), it becomes yours on-buy, and not just on-gain.

24
Dominion General Discussion / Re: A Dominion Chronology
« on: August 07, 2018, 02:46:43 pm »
I'd put Seaside last.  Some of the cards (Native Village, Tactician) seem to be 18th-century, or 17th-century at the latest.  I'd also put Prosperity after Renaissance, since colonialism came after the renaissance in real life.  Both "Pirate Ship" and "Colony" should objectively be post-renaissance.

Then you have cards like Oracle, which seems to come from the same time period as Empires despite being in Hinterlands (and, honestly, always seemed out of place for the set).  I would put Hinterlands more in the medieval era, though (just because it has Asian cards, that doesn't mean that it's from a time when Europeans directly interacted with Asia rather than trading indirectly via the Silk Road).

I'd also put Adventures next to Nocturne since the both have a "legendary" feel (don't Bridge Trolls and Giants belong alongside Pookas and Pixies?).  I might even put Dark Ages and Nocturne in the same time period, with Dark Ages in continental Europe and Nocturne in the British Isles. 

25
If you Prince a Poor House on Turn 5, you can't exchange Changeling for Prince because Prince is no longer in play (it's set aside).  The only way you can get a Prince from Changeling is to choose not to set it aside (so it does nothing but stays in play and gets cleaned up like normal).  Fortunately, you can Prince both Poor Houses on Turn 6, so the only loss is the ability to buy a $4 card on Turn 6.

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