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Messages - Hamlet

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1
Variants and Fan Cards / Re: How much does information cost?
« on: September 27, 2011, 06:59:38 pm »
So what are we saying here
--> (every turn this card is in play)

The card is in play on your opponents turn.

I'd love to see permanent duration cards that change the game play.  For old Magic players think Howling Mines.  The OP's card idea could be like Revelation from Magic.

Yeah, I wrote that poorly. It's meant to only apply on the players turn, not for everyone else. The idea of the card is to only apply for the player who used it, which rushes other players to decide whether it's a big enough threat the take out or not.
Making it global would give no incentive for another player to play another one. I'm sorry, I should have taken out that provision.

2
Variants and Fan Cards / Re: Conquest - The 3s
« on: September 27, 2011, 11:59:11 am »
Bah, that's my mistake in interpretation. Sorry about that. If you discard it then it could work out. Never mind.

3
Variants and Fan Cards / Re: Interacting with the Trash
« on: September 27, 2011, 11:48:44 am »
Donald has several times said something along the lines of "if it's fun, do it", but as stated in rinkworks' excellent guide to fan cards the cards in the trash are there for a reason.

What it also says is playtest your cards. So, how is it?

I haven't playtested it personally, I just wanted to discuss theory to see if I'm not the only one interested in investigating this area. I may find it fun, but I imagine others can find this idea repulsive.
I haven't had a free moment recently, but I think I'll playtest Davio's card here next I time I play; the card I initially posted was strictly theoretical.

4
Variants and Fan Cards / Re: Conquest - The 3s
« on: September 27, 2011, 11:44:34 am »
Well, this is the main reason I'm 100% against the player using the reaction in response to their own discarding in this way:

Hamlet plays a Cellar
...Discards an Estate, reveals a Rage, draws two Estates.
...Discards an Estate, reveals a Rage, draws two Estates.
...Discards an Estate, reveals a Rage, draws two Estates.
...

:/

5
Variants and Fan Cards / Re: How much does information cost?
« on: September 27, 2011, 11:14:00 am »
The only good way to have a perpetual duration card (and a fun way, I think) is to only allow one to be used at a time. For example:

Trojan Horse
Action/Duration
Cost: $5
+$2
+ 1 Buy
 (every turn this card is in play)
If another player plays a Trojan Horse, discard this card.

I'm not saying this card is perfect as is, but this is the only way to have a good duration card that lasts more than one turn.

As to the telescope, I agree that most of the time looking through other's hands isn't as useful as it could. It's highly situational, but I wouldn't be suprised if a card in this form came up somehow.

6
Variants and Fan Cards / Re: Interacting with the Trash
« on: September 27, 2011, 11:03:44 am »
While Donald X may not have thought about the trash being used, it's not about his intention, it's about whether it's possible within the scope of the game.
As an attack, I think it is doable. Actually Davio's first card works far superior to the one I proposed where the trashed cards are redistributed. I could see a politics issue here with trashing a card specifically for the next player, but there aren't many trashing cards that grant an extra action anyways to utilize this easily.

7
Variants and Fan Cards / Re: Interacting with the Trash
« on: September 27, 2011, 12:16:24 am »
My initial idea for this was to use the Trash as an endless supply to punish people trashing cards they don't want (coppers, curses, etc.) I still think that's the way to go; trashed cards generally are trash.

8
Variants and Fan Cards / Interacting with the Trash
« on: September 26, 2011, 10:11:10 pm »
And I mean that in the best possible way.
Anyhow, I was thinking about a card that allows players to draw old cards from the trash. What good would that be? How about keeping curses in play? Now this could lead to longer games, but I think this is an interesting area to investigate.
Here's a sample card for the idea.

[Shinigami]
Action
Cost: 5
+2 Cards
Shuffle the trash pile and place it upside down. Each player draws two cards from it and adds to their hand. Replace the trash pile face up. You may trash up to two cards.

Obviously not perfect (and possbly even broken,) but what do you think? Should trashed curses and coppers stay trashed?

9
Variants and Fan Cards / Re: Conquest - The 3s
« on: September 26, 2011, 09:12:58 pm »
Mercenary could let the player return a curse card from their hand to the supply if they want instead of a +1. Or trash.
Being honest, I'd rather see this one cost $5 and gain a +2 money (to be more in keeping with the series) but it doesn't have to.

10
Variants and Fan Cards / Re: Conquest - The 3s
« on: September 26, 2011, 07:30:33 pm »
I love the concept for Rage. Trashing it seems a little bit extreme; perhaps discarding it instead?You could rewrite the action portion if you are only intending to discard it if an opponent forcing you to discard. I could see this being insane if you discard cards with Cellar and then draw even more cards on top of that. It's a tricky situation.

Deflection looks good the way rinkworks modified it.

I'd take the +$1 off of Mercenary and then make the cost $4 and you'd be set.

11
Variants and Fan Cards / Re: Conquest (WW's Fan Double Expansion) - the 2s
« on: September 26, 2011, 05:14:42 pm »
In the Secret Histories, Donald X has occasionally explained how he'd tried various ways to make this idea work and it turned out to be a total non-starter for several reasons. (Saboteur was the fix that made this card concept viable, and even that's not a very well-liked card.) They're a pretty interesting read, if you haven't taken a look at them yet.

Yeah, I've read them, but I still like the idea. Having everyone (including the player) trash the top card will prevent people from playing it too often unless they're trying to reduce the clutter in their deck. If someone's deck is too small they don't have to trash a card. I remember he mentioned that having someone's deck reduced to nothing being terrible, but that is why I provided the provision that small decks don't have to do it. It probably would be better priced at $5 though.
Another way around it would be to have it worded like this:
Every player reveals the top card of their deck. If it is an Action, Treasure, or Curse card, they must trash it. If it is a Victory card, they may trash it or return it to the top of their deck. If there are 10(?) or less cards in their deck they don't have perform this action.

12
Variants and Fan Cards / Re: Solving the Good Curse Card problem?
« on: September 26, 2011, 05:01:26 pm »
One thing that will make the card more balanced would be having it as a Action/Curse type; the actual card also being worth -2 or so on top of using the -1 Curse Chips.
Another way you could change this is is to use it opposite of Goons; that is, take a Curse Chip per buy.
The reason I wouldn't buy it would be to see if it could be beaten without it. As it looks, though, it's an insanely powered card. It's reward outweighs it's risk by a lot, but I'm not sure how to weaken it without entirely crippling it.

13
Variants and Fan Cards / Re: Conquest (WW's Fan Double Expansion) - the 2s
« on: September 26, 2011, 03:58:02 pm »
Quote
Chancellor reads "You may immediately put your deck into your discard pile."  So, indeed, the moment you play the card, not at the end of your turn.
Bah! Shows you how much I play with Chancellor. :P But long Kings Court turns are annoying enough as it is without bothering with shuffling your deck THREE TIMES just so you could draw one card per shuffle. So yes, that's what I meant.
I was thinking about assassin, and I think it's doable as a $5 terminal action the way you have it. However, how about this:

Assassin
Action
Cost: $4
+2
Every player reveals the top card of their deck and trashes that card. (This does not apply to players with less than ten(?) cards in their current deck)

Destructive? Yes, but that's what Assassins do. The current player has ways to use it effectively (Spy, Scout) and other players can, too (by ensuring a small deck size at the end of their turn or just by keeping a small deck.) Take it or leave it, I'm just throwing out an idea.

14
Variants and Fan Cards / Re: Conquest (WW's Fan Double Expansion) - the 2s
« on: September 26, 2011, 12:26:23 pm »
Novice doesn't seem like a bad card, but it isn't overpowered either. It's kind of just... boring. I could see it being beneficial initially but not in the long run. Pretty much a weaker Workshop with an +1 action on it. I think it works.
Renew is a cool idea, but the wording on Chancellor is specifically for Throne Room or King's Court. It says to discard your deck at the end of your turn if you want to, not the moment you play the card. If the wording was changed, it would look great to me.
Very cool idea with Assassin, but I agree; it is way too strong for just $2. Also, looking through an opponent's hand could be somewhat time consuming for some people. Rinkwork's version makes more sense, as no other card gives the attacker such an advantage over someone's next turn thus far.
You have a lot of really cool ideas with these, can't wait to see what you come up with next.

15
Dominion General Discussion / Re: The Most/Least Fun Dominion Cards
« on: September 24, 2011, 08:54:51 pm »
I third the motion on Masquerade. It's funny every time. We also do the same thing with village (Y-M-C-A!)
While I hardly see it used anymore, but when Adventurer works, it is awesome, especially a TR/KC Adventurer with multiple buys. Pretty much anything with TR/KC is awesome. (Montebank is devasting with a KC)
Least fun card to play with is Sabateur. I always end up apologizing for trashing Provinces when I use it, and no one feels bad when they do it to me. Moral of the story; not fun.

16
Variants and Fan Cards / Re: Solving the Good Curse Card problem?
« on: September 24, 2011, 08:37:53 pm »
Quote
But what's "proportionate to its usefulness"?
Obviously, the card has to go through the deck a few times. My original idea for this was a treasure card that was worth $4, cost 5 and was worth -2 or -3. By itself, it isn't much but if players buy quite a few of them then problems could occur. What I meant by "proportionate" is the negative number on that specfic card in realtion to it's usefulness.
I do like the curse token theory, but honestly, I would not buy a card that would force me to end up with a permanent -1 chip unless it would guarantee me a ridiculous amount of points later on to compensate, and that could end up broken if I end up being able to play it a lot.. If there was a way to "purge" it, then I would go for it, but a card that says "Remove Curse Chips from the pile" seems a little too easy to use for the amount that you're bringing up. There could be a provision that instead of gaining VP chips you can discard Curse Chips, but even then it seems a little bit too easy to get rid of, compared to the luck factor necessary to trash Curses with a specific card.
I'm not sure which would be the most fair without playtesting it, but this is definetely an idea worth trying.

17
Variants and Fan Cards / Re: Fan Expansion: Locomotion
« on: September 24, 2011, 06:40:44 pm »
That version is borderline useless without attack cards in the game.

Moat is borderline useless unless there are attack cards in the game. Some cards are built for specific situations. Maybe adding +1$ would help.
I don't know how to fix Caboose without nerfing by a retarded amount.

18
Other Games / Yggdrasil
« on: September 23, 2011, 10:58:10 pm »
Any of you play this?
I like the coorperative aspect of it, but I played it with some friends the other night. The guy in turn order before me had Thor and I had Thoddin. He was retarded in his turns and never gave me a set up EVER because he was depleting the amount of Vikings in the bags while that is the only power Thoddin has.
Still, it was entertaining but incredibly frustrating. Anyone else had a chance to play this?

19
Variants and Fan Cards / Re: Solving the Good Curse Card problem?
« on: September 23, 2011, 09:08:46 pm »
I think this is actually something that is going to come up in Hinterlands, or something that could be in the immediacy set.
The actual curse of buying or gaining cursed cards is the moment you buy it. Use a chapel is a way to "repent" of this misdeed. So here is how I see it.
When you buy or gain the card, curse cards should come with it. If it's a Treasure/Curse, it should be powerful and take victory points by itself proportionate to its usefulness. It should also force the player gaining it to take at least two curse cards with it.
The VP chip solution would be funny, too, but that seems like a strictly Prosperity thing.

20
Variants and Fan Cards / Re: Fan Expansion: Locomotion
« on: September 23, 2011, 08:38:50 pm »
Still, Manifest should be nerfed. Imagine a train (no pun intended) of Manifest cards. For $3, it shouldn't have the Swiss-Army-Knife power of Goons or Market. I would rather use this for a milder effect:

MANIFEST ---
+ 1 Buy
-
When an opponent plays an Attack card, you may reveal and discard this card from your hand. If you do, gain a Manifest token. At the beginning of your next turn, +$ equal to the number of Manifest tokens. At the end of of that turn, return all those Manifest tokens to the supply.
--
Action/Reaction - $4


21
Puzzles and Challenges / Re: Make "Bad" Cards Shine!
« on: September 22, 2011, 04:33:46 pm »
Throne Room - Harvest is just beastly, and every time I've seen a Harvest played in my group of friends a Province has been purchased. Kings Court - Harvest is even more so.
Adventurer (by the point you can buy it and with a well-trimmed deck) will guarantee at least an extra 4 if not an extra 5. That is awesome! I think there is a lot of hate for these two cards because of the random factor; however, imagine the possible strategies usable with Stash and these two.
The most forgettable card for me still has to be Feast, but maybe I'm picky.

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