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Messages - Erick648

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1
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."

2
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.

3
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.

4
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.'"

5
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:

+ ½ Card
+ 1 ½ Action
+ ½ $
+ ½ 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).

6
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.

7
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).

8
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).

9
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.

10
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.

11
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.

12
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).

13
Clearly, this is why Bridge TrollRuined Market is the single best card in the game. :)
FTFY

14
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.

15
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. 

16
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.

17
So, I just had a (full random*) Kingdom with the following: Save, Courtyard, Haven, Native Village, and a $2 fan card that lets you save Action cards for later.  There were also 5 non-hybrid Victory cards (as well as Triumph and Basilica).

*-With all sets and some fan cards, but 12 Kingdom cards (and 2 Events and up to 2 Landmarks) and a special rule for Potion-cost cards (if there are fewer than 3 Potion-cost cards, roll them over to the next Kingdom and replace them).

18
Dominion General Discussion / Re: Card alchemy revelation....
« on: May 19, 2018, 03:47:10 pm »



19
Dominion General Discussion / Re: Card alchemy revelation....
« on: May 16, 2018, 02:51:41 am »


20
Game Reports / Re: the funniest game in the whole entire world
« on: May 15, 2018, 12:41:08 am »
It seems that the funny part is that starting on Turn 7, Lord Rattington played Merchant-Merchant-Chapel every turn for the remaining 105 turns (having trashed everything else), buying nothing, while Chase continued to build with all the time in the world (and Gardens to reward his large deck).

21
Dominion Articles / Re: Villa Quarry: A PSA
« on: April 26, 2018, 07:31:57 pm »
One thing to keep in mind, though, is that you don't necessarily want all of the Villas.  If you don't need additional actions or buys, Villa is basically just a Copper (that can be drawn dead, costs more, etc.), and gaining a bunch of Coppers to your hand is probably not the best move.

So while this combo is certainly useful, you should take care not to do it unthinkingly just because you can; make sure that every Villa you buy is making your deck stronger rather than weaker (or denying your opponent, moving towards a three-pile, or serving some other purpose that makes it worthwhile).  Even without this combo, I've often seen inexperienced players overbuy Villas just because it's convenient even when those Villas did them more harm than good.
Even though your point is totally true, I feel inclined to point out that in this case villas don't cost more than coppers.
I was referring to their cost once they're in your deck, for things like Remodel, Bishop, etc. (especially if Quarry is your cost-reducer).  That is, even if they're only Coppers on-play, they could still have the same trash-for-benefit uses as, say, Rats (as long as you play your trash-for-benefit card before your cost-reducers).

22
Dominion Articles / Re: Villa Quarry: A PSA
« on: April 26, 2018, 03:20:52 pm »
One thing to keep in mind, though, is that you don't necessarily want all of the Villas.  If you don't need additional actions or buys, Villa is basically just a Copper (that can be drawn dead, costs more, etc.), and gaining a bunch of Coppers to your hand is probably not the best move.

So while this combo is certainly useful, you should take care not to do it unthinkingly just because you can; make sure that every Villa you buy is making your deck stronger rather than weaker (or denying your opponent, moving towards a three-pile, or serving some other purpose that makes it worthwhile).  Even without this combo, I've often seen inexperienced players overbuy Villas just because it's convenient even when those Villas did them more harm than good.

23
I just won a game against a very skilled opponent in which I bought a Transmute but never played it.
Was Fairgrounds or Museum involved?

24
Here's the ones that I can think of offhand:

Feast: Added +1 Action.

Scout: Added +1 Card and reduced the deck inspection to 3 cards (so basically, the first card's free).

Masquerade & Throne Room: I was applying the 2e versions before 2e made them official.   8)

Tribute: Made it discard the bottom card of the player to your left and the player to your right (in 2p, your opponent is both to your left and your right and so discards the bottom two cards).  This wasn't really for balance purposes so much as to make it feel like less of a "single-target attack" (it's not, but tell that to someone who keeps getting good cards discarded; it was either make this change or have the card vetoed entirely).

Scrying Pool: Removed the attack (but kept the self-spying).  It speeds things up, and the card's plenty powerful without the attack.

Pearl Diver: Added the option of discarding the revealed card so you don't get stuck repeatedly revealing the same Province.

Smugglers: Let it copy any opponent, not just the player to your right.  This was because of a game where two experienced players both went for a strategy where winning the split of a certain 5-cost card was crucial, and the third, less-experienced player, messed around with cards that weren't that helpful.  Needless to say, the mirror player on the left won the split by a large margin due to Smuggling from the other mirror player, leading to the realization that the next time this situation happened, we'd know that whoever sat to the left of the newbie would be at a disadvantage, and no one would want to sit there.  Letting it copy everyone means that no one's stuck with an inferior Smuggling target.

Black Market: Replaced the Black Market deck with 5 Events; each Black Market gives you a Buy that can only be spent on one of those Events (and all of those Events are available for every Black Market play).  This was designed primarily to ease setup/cleanup (so I didn't have to keep fishing single cards out of my binders), but also serves to remove a lot of the weirdness associated with Black Market (i.e., random selections with potential unfairness where one player gets access to a vital card and the others don't; it also eliminates playing Treasures and buying stuff in the Action phase, which wasn't really a problem IMO, but it does simplify things to avoid it).

Walled Village: Changed the below-line text to "At the start of Clean-up, you may spend an Action to put this onto your deck."  Since it's a card I paid for specifically, I wanted it to actually be relevant.

Boons in general: I replaced the random deck with a semi-randomly generated "Boon map" that you maneuver around, removing the unpredictability and potential unfairness.  I also tweaked Sacred Grove (Boons that provide money are no longer excluded, since we use markers to track it anyway) and Druid (can now grant any Boon without moving around the map; we don't even use the map if Druid is the only Fate card) to fit the new system.

25
Lucky Coin–Changeling–Potion was a good combo.

Exchange Silvers for Changelings, then trade in the Changelings so you can gain more Alchemists than you have Potions to spend.
Edge case: Transmute is in the Kingdom instead of Alchemist.


It would be such a different interaction.
So I guess you could generalize it to "[Silver gainer]-Changeling-[good Potion-cost card]" (since it would still be useful with something like Amulet-Changeling-Scrying Pool).

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