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Messages - ThetaSigma12

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General Discussion / Re: STAR WARS
« on: December 15, 2017, 03:48:56 pm »
So the people that liked the model got TFA, and the people that wanted something a bit different got TLJ.

So who's episode 9 gonna please?

Variants and Fan Cards / Re: A Dragon in Dominion!
« on: December 15, 2017, 12:34:46 pm »
What if you skip your Clean-up phase with Ravaged? That seems really wacky.

Dominion General Discussion / Re: Cost Increasers
« on: December 15, 2017, 11:48:00 am »
Check the secret history for Adventures.
Bridge Troll: Seaside had an attack that made cards cost $1 more on other players' turns. It died because it would have been the only duration card to go away other than at the end of your own turn. I figured out a fix for it and used it on Lighthouse but the cost increaser had already turned into Cutpurse. So, new duration cards, time to try that concept out again. It was a one-shot, then a non-one-shot, then a non-one-shot that was non-cumulative. It increased costs by $2 and then just $1. It was getting to be a mess and was still scary. Finally it just cost everyone else $1 via the token, turning into Cutpurse again. Only, it's the Cutpurse that never misses. Increasing costs had a certain charm but man the world does not need to be subjected to it. The upside of the card meanwhile had various forms before settling on Bridge. It's two turns of Bridge, but instead of getting +$1, you make the others lose $1. It worked with Thrones originally but it was too much. Kent Bunn insisted this card be called Bridge Troll (it was Highwayman). When I put in the Adventures theme, okay, Bridge Troll it was.

Edit: Here's the quote on Cutpurse.
Cutpurse: This started out as "Cards cost $1 less this turn, then $1 more until your next turn." That doesn't have the same timing as the other duration cards - it goes away at the end of the previous player's turn, rather than at the end of your turn. The developers didn't like that. I replaced it with "+$2, name a treasure card, each other player discards it." That was quite strong. You don't have to discard Gold very many times before you're sick of it. I reined it in by having it only hit Copper. It's still quite annoying if multiples get played against you early on.

Edit: And some other stuff.
Envious made cards cost more (which has rules issues), then made you discard cards to buy cards.
"Tax Collector:" This turned into Cutpurse. "Cards cost $1 less this turn and then $1 more until your next turn," for $3. There was no duration type or color, but I did have the rule that cards stayed out until the end of the turn they finished doing things. Multiplayer with multiple people playing Tax Collectors would have odd shifts in costs. I play it. On your turn you play another one; you break even. On the next player's turn they are hit by two at once. The 4th player plays one and so is only being hit by one total. On my turn mine goes away but the other two are hitting me.

Dominion General Discussion / Re: Tom Vasel Nocturne Review
« on: December 14, 2017, 06:05:16 pm »
I don't get all the complaints about "They added a whole new phase". Like, it's literally just "you can play these cards only at this time". It doesn't errata previous action cards or makes you go through confusing hoops. Like, it would be bad if "once per turn after your buy phase you may trash a card from your hand to play a cheaper night card from your discard pile." It's just play your night cards, the end.

Dominion General Discussion / Re: New German Promo 'Abbruch'
« on: December 11, 2017, 09:31:11 am »
That's why I wrote "just a Potion" (having Transmute and Vineyard in mind) and "just Debt" (having Engineer, City Quarter, Overlord, and Royal Blacksmith in mind).
Well that's not true either, Alchemist doesn't cost less (or more) than Duchy.
What is untrue in this statement "Cards costing just a Potion or just Debt do not cost $1 or more, so you gain no cards if you trash them." (in Dismantle context of course) - where "just X" means "no cost in coins, but in X only"?

Sorry I get what you're saying now, I was thrown by the wording. I don't know how I'd word it, but I might just say "ignore potion and debt".

Dominion General Discussion / Re: New German Promo 'Abbruch'
« on: December 11, 2017, 08:11:46 am »
That's why I wrote "just a Potion" (having Transmute and Vineyard in mind) and "just Debt" (having Engineer, City Quarter, Overlord, and Royal Blacksmith in mind).

Well that's not true either, Alchemist doesn't cost less (or more) than Duchy.

Dominion General Discussion / Re: New German Promo 'Abbruch'
« on: December 11, 2017, 08:06:44 am »
Some potion cards do cost 1 or more, i.e. Alchemist costs more than Silver.

Dominion General Discussion / Re: New German Promo 'Abbruch'
« on: December 09, 2017, 09:56:49 am »
But you can still make Mint jokes.

But who can tell the difference?

Variants and Fan Cards / Re: Dominion: Ice Age
« on: December 07, 2017, 06:03:29 pm »
I'm just going to point out that you can (somewhat) control and track when you shuffle your deck. If you do it at the start of your turn there is strategic play in when to gain Venturer or Mountain Village, and even more strategy when comboed with Secret Passage or something.

Dominion General Discussion / Re: farmer's market is pretty good
« on: December 07, 2017, 04:27:30 pm »
King's court and X is a fun combo, where X is the set of all action cards.

Cue the edge cases.

Treasure Map.

EDIT: Fool.

Dominion General Discussion / Re: Interview with Donald X.
« on: December 07, 2017, 09:57:21 am »
Why does Treasury no longer have a dividing line?

Variants and Fan Cards / Re: Dominion: Ice Age
« on: December 06, 2017, 06:29:54 pm »
Couldn't the last one just be "Hunting" to allow a better font size?

General Discussion / Re: Random Stuff Part III
« on: December 06, 2017, 02:30:42 pm »
and the relentless onslaught of bad puns.

Man, if you have a problem with those why are you on FDS?

General Discussion / Re: Random Stuff Part III
« on: December 06, 2017, 12:42:13 pm »

Holy crap is BGG giving away a huge amount of geek gold this year.

Variants and Fan Cards / Re: Dominion: Ice Age
« on: December 04, 2017, 09:49:51 pm »
but then I'd have to think up at least 9 other events for this set,

Donald has said before that thinks 8 is the minimum for bringing back Landmarks/Events, so if you're going by normal dominion expansion standards you'd only need 7 more. But for a fanspansion, only 2-3 events is perfectly fine.

Variants and Fan Cards / Re: Dominion: Ice Age
« on: December 04, 2017, 05:17:36 pm »
I think the idea of Ice tokens is very cool. And I like a lot of the card concepts. I do think that instead of having 11 cards that use them, you'd be better served focusing on 5 or 6 of the simplest and best ones.

I agree with this.

Snow Hag is probably too similar to Witch and a little strong at 4.

Yeti is probably too similar to Giant and a little weak at 5.

Venturer is nice, and seems to work well, but it might be too good with strong trashing.

Rediscover is probably too similar to expand, but if you could add another twist to the remodel-ice thing I would love it.

Mountain Village is cool.

Ice Cave (should have Buys then coins) looks nice, but does need better wording.

Glacier seems overpriced. I think it could cost 5.

Frozen Cache, meh. We have Cache and Treasure Trove and this doesn't seem interesting. I would consider cutting it.

Frost Spirit is good.

Cold Storage is boring, I like MultiTalented's Exotic Traders better.

Citadel only gives you 1 Ice token, so it seems like you could cut it easily.

Variants and Fan Cards / Re: Fiddler
« on: December 04, 2017, 02:56:40 pm »
I dislike the card as is. It seems like a neat concept at first, but I think it's not as cool as it looks. With Spammable +Buy (Market, Market Square, Candlestick Maker) I think it's too good. A cantrip that turns your Markets into Trained Lost Cities looks broken. With limited +Buy (Skulk, Druid) you need another Village to activate it, so it's hit or miss whether it will be interesting. And with another Village, it loses some power because you'll already have extra actions. By itself, it's "Choose one: +1 Buy; or +1 Card and +1 Action." At that point, it's just a worse Pawn.

If I were to fix the card, I would make it
Fiddler, /

+2 Buys
You may spend any number of buys, for +1 Action each.
You may spend any number of buys, for +1 Card each.
- It's more interesting on its own. Moat, Necro, or Cantrip?
- It's not as powerful with Market (Square) as you get a card or action.
- You can use it with terminal +Buy because it's a village now too.

How are we counting "a game of Dominion"? Does it count if somebody resigned or quit? Does it count if you played against bots? Does it count if you proxied fan cards/custom rules? Does it count if you accidentally played the wrong rules? What if it was a playtesting session for a set? Food for thought.

Variants and Fan Cards / Re: Town Planner
« on: December 01, 2017, 09:15:43 pm »
Town Planner
2$ Action - Reserve

+2 Actions
Put this on your Tavern mat.
At the beginning of your turn, you may call this, for +1 card.
In games using this, when you buy a Province, you may reveal a Duchy from your hand.  If you don't, return it to the Supply.

The below the line doesn't seem to fit the rest of the card. And the top seems like it would be worth more than , Necro/Lab for ? Yes please!

Variants and Fan Cards / Re: Asper's Cards
« on: December 01, 2017, 05:49:08 pm »
Just use the SHiT one. It looks pretty hard to replicate accurately.

Variants and Fan Cards / Re: Dominion: Pioneers
« on: December 01, 2017, 05:04:48 pm »
So is this a selection of your cards with some new ones? I'd like it if I could see all your other cards too without overlap. Anyways, some of the cards look great. But some of them are... weird. Are these card ideas, or have you done some playtesting with them? I guess here's some feedback.

Prospectors: Here we are, here's a good example. Why is this a Gold Gainer, Village, and Looter, with a cost? It seems weird and uncohesive. Unless I'm missing something without playing, it seems boring.

Railroad Village: I prefer SettingFraming's Mountain Outpost, which was I think:
+3 Cards
+3 Actions
Discard 4 cards.
When you gain this, gain a Copper and an Estate.
It cost . More interesting than yours.

Wanderer/Pack Horse: The wording on Wanderer should be "When you gain this, +1 Buy if you've gained no copies of this this turn." if you want to stick with an accurate wording, or "The first time you gain a copy of this each turn, +1 Buy." if you want to be shorter. It's just that "Once per turn:" doesn't really work. The card looks fun though. Thematically I'd make it like "Wilderness/Wanderer". The Wilderness does barely anything, but the Wanderers will find it.

Gold Pan: This seems too good for . I don't know how it fares, but I'm willing to accept it.

Tailor: Nah, we have Transmogrify. This is too similar.

Pilgrim: So um, why does this have a cost? A flat would be fine. Heck, it might need to be . It seems pretty good, although I remember a big discussion on it.

Hustlers: This can gain Assets really fast, but I don't know how much of a problem that is. But if it's a problem to spam Assets this can make you get 3 easily.

Land Grant: I've reviewed this one before and it hasn't changed methinks. It's like my fan card named Escort, except I like mine more, because it's like mine.

Purchase/Territory: A less interesting Castles. I think it would be hard to save this one.

Stockade: I like it.

Credit: I did like it, but it's very similar to Capital, so meh. It needs something more unique going for it.

Demolition: Seems good on its own, but I think it's just a more boring version of Ritual.

Fur Traders: Why do so many of the Trader cards give +? It seems like some Cards/Buys would be nice.

Homestead: Seems like an elegant card. Good in Shepherd decks methinks.

Native Guide: I think this could be fun to play around with.

Outfitter: I feel like this should be able to gain any price card. It's less words anyways. It should clarify the copy comes from the Supply though.

Township: Hmm. I think it's good but it could get too crazy. If it does, I think having it give you + instead of cards if you have 5 or more in play seems good.

Trapper's Camp:
Every set needs a Village. Looks fine.

Treaty: Should say up to 4 cards in hand. Right now you play one and everyone else gets to draw 4 cards.

Cyclone: This can empty out hands completely.

So, is there something happening here?

Qvist is updating the database and will post on FDS in a couple days.

Dominion General Discussion / Re: The Dominion Engine Alignment Chart
« on: November 30, 2017, 01:26:45 pm »
I think Radical Engine Anarchy makes a good point.

Dominion General Discussion / Re: Empires cards I still don't get
« on: November 30, 2017, 10:35:07 am »
I don't know about you, but I got all the Empires cards. They were in the box neatly packaged in plastic wrap too!

Dominion General Discussion / Re: Homage to the Best Card
« on: November 30, 2017, 10:13:39 am »

Uh, the 8$ in treasures do...?

Edge Case: He donated down to one Idol and three Silvers (or he trashed most things with Chapel and trashed Chapel with Bomb)

How is that an edge case? Wind's Gift discards after it draws so he would fail to draw 2 cards then discard 2 silvers.

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