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Messages - GendoIkari

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1
Dominion General Discussion / Re: Expansions for expansions
« on: May 24, 2018, 01:32:01 pm »
I haven't done the math, but have we not already passed the point where it's not reasonable to expect more than 1 Potion-cost card in the same Kingdom with full-random?

2
Assuming yours looks the same as this one?

https://cf.geekdo-images.com/original/img/TtW5SqvwdTSOdw5DOF12FUa6698=/0x0/pic3229621.jpg

The action cards are in alphabetical order. Coppers and Curses are in the middle presumably because they need a much bigger slot; and the insert is just easier to produce if the large section is in the middle. The other every-game cards are at the end; I think it would make more sense to put Gardens in with the action cards; as it's still just a Kingdom card.

3
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 22, 2018, 01:25:26 pm »

While it is easy to argue that the card is broken I think it is worth nothing that Commander only becomes a Lab if you play 2 cards afterwards; the first one retroactively makes Commander into a cantrip.

No, Commander by itself is a cantrip; as it is in play when you finish resolving Commander.

4
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 22, 2018, 01:24:28 pm »
I don't see Army as being broken or strong at all... it's super weak the times that you choose the first option; costing you an action and 2 cards from your hand.

Compare it to Native Village... if anything, I think that Native Village is often stronger. Native Village gives you 2 actions the turn you play it, and only costs 1 card from your hand instead of 2. Also, it gets rid of junk from your deck. Army requires you to remove good cards from your deck in order to get a benefit from it. Army gives you basically unlimited +actions for the turn you pull stuff off your mat, but a handful of Native Villages works just as well.

*Edit* Oh, I totally missed the "leaving them there" part. That makes it quite different. No idea how to judge the power, then. I guess it works kind of like Pirate Ship or Miser; quite weak the first several times you play it, but then possibly super strong after that.

5
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 22, 2018, 01:20:12 pm »
I'm surprised that Commander hasn't been compared to Pathfinding yet. It seems like mostly a weakened version of Pathfinding.

Disadvantages compared to Pathfinding:

- The +1 card only works if you have any actions remaining after playing the action (though you aren't generally using Pathfinding on a terminal action if you don't have extra Villages anyway).
- The +1 card is after the action, not before. Before is better for most things; after is only better for draw-to-x.
- You have to buy multiple copies, and play it multiple times; as opposed to just buying once and being done.

Advantages:

- Works on more than 1 kingdom pile. Huge advantage to be sure; but I think Pathfinding is already going to make you very likely to draw your deck anyway; so even more draw isn't going to matter as much.
- Potential to stack with multiple in play.

6
Introductions / Re: 4 days, 0 minutes
« on: May 21, 2018, 09:00:46 am »
I'm trying to figure out what it says that I am in the top 6 in terms of post count, yet a large number of posters have more than double my total time logged in.

Lurkers gonna lurk.

That too, but I think it's mostly what Awa said. I wouldn't be anywhere near the top 10 post count if Mafia posts counted.

7
Dominion General Discussion / Re: Card alchemy revelation....
« on: May 19, 2018, 09:34:40 pm »
Here's how I see the equation:



I have no idea why Donald X. is equal to imaginary negative 315.

Hint: Inn^2 = InnInn

Still confused... if DXV = 515; then you shouldn’t need any of the other cards or math operations there.

8
Dominion General Discussion / Re: Card alchemy revelation....
« on: May 18, 2018, 08:18:15 pm »
Well if we're doing other games...














9
Introductions / Re: 4 days, 0 minutes
« on: May 18, 2018, 01:48:09 pm »
I'm trying to figure out what it says that I am in the top 6 in terms of post count, yet a large number of posters have more than double my total time logged in.

10
Rules Questions / Re: Inheritance interaction
« on: May 18, 2018, 10:33:46 am »
Quote
Once per game: Set aside a non-Victory Action card from the Supply costing up to $4. Move your Estate token to it. (Your Estates gain the abilities and types of that card.)

Simple question, but I have not seen it asked yet, and I apologize if this does nothing to further the discussion, but once an Estate is no longer yours, it loses the abilities and types it had when you inherited it. For simplicity's sake, let's say you inherit Embargo, then Throne Room an Estate. The first time you play it, Throne Room looks at the Estate, the Estate trashes itself, and puts an Embargo token on a supply pile. The second time it gets played, Throne Room checks the estate (like it does for Band of Misfits or Overlord), the estate is no longer yours, therefore doesn't have the abilities and types it inherited (because it is no longer your Estate). Playing the Estate does nothing the second time Throne Room plays it because it's just a victory card at that point.

Am I talking crazy here or does this make sense?

If I read things correctly, it was confirmed in this thread that that is all correct. The Estate will still be "played", though it stays in the Trash, and nothing in the game cares whether it was "played" or not.

11
Yeah there's definitely official rules. Not just Procession, but Bonfire. Duration cards definitely don't have to do their normal thing next turn. The official rules would also cause Sarcophagus to stay in play until next turn.

Hmm, according to the Procession wiki article:
Quote
If you use Procession on a Duration card, Procession will be discarded in the same turn's Clean-up, since the Duration card will no longer be in play.

If I'm understanding this correctly, the Sarcophagused card will be trashed immediately after it is first played (before the 'next turn' is resolved) and Sarcophagus will be discarded. Then the next turn effect will trigger anyhow, but without the card being in play.

I dislike this a fair bit, but it is the official rules.

Right, forgot that rule was actually changed. In the Seaside rules (first edition); cards that played Durations stayed in play until the Duration was done doing anything. But it was later errata'd to be discarded when the Duration is discarded.

Actually the new rule's wording seems inaccurate; it says they are discarded at the same time as the Duration card, but in the case of Procession; that Duration card is never discarded. It should say discarded during the cleanup phase of the turn that the Duration left play.

If you don't like the effect it has on Sarcophagus, there's 2 options...

1) Limit it to non-Duration cards.

2) Trash the card next turn instead of this one. But that's kind of terrible; you have to make Sarcophagus a Duration also, and then it only makes sense when playing other Durations.

12
Hmm, I just realized that there is no official ruling on what happens to the effect that occurs on your next turn if you trash a Duration card that is in play.

I would assume that there is a Variants and Fan Cards precedent, though. If so, can someone tell me what it is?

Otherwise I will have to make a ruling, which may very well be that Sarcophagus stays in play until the Duration card is finished, then trashes it.

Edit: Ignore me; Procession has the same quirks.

Yeah there's definitely official rules. Not just Procession, but Bonfire. Duration cards definitely don't have to do their normal thing next turn. The official rules would also cause Sarcophagus to stay in play until next turn.

13
In retrospect, I do wish we'd tried Sentry with: "Reveal the top 2 cards of your deck. You may trash one. You may discard one. Put the rest back in any order." Hindsight is 20/20 and all that.

That's a lot of power to lose for the sake of simplicity. Maybe for $4?

Is it really so much power? I think being able to trash 2 cards is problematically powerful for a cantrip $5, so removing that seems great to me. It removes the games where one player gets super-lucky with their early Sentry and just cruises to victory. And then you have the late game where you'd like to discard both cards. But unless they're both Provinces, sometimes you can just discard one and trash the other. You might not have drawn it again before the game ended anyway. Maybe that is too much weaker, though. I don't know, I think it could afford to be weaker and still sit comfortably at $5. A $4 cantrip that trashes from your deck sounds nuts to me.

EDIT: In case it wasn't clear, the idea isn't just simplicity. It's that Sentry is sometimes crazy strong.

I'd actually like even more simplicity: Look at the top 2 cards of your deck. You may trash one. Discard the rest.

I can see players being annoying by feeling like being forced to discard good cards sucks too much; but I also feel like new players shouldn't have to think about in which order to put 2 cards on top of their deck.

14
EDIT: Oh, OK. I misunderstood you. You're saying people could be misinterpreting "+$3" as "$3". Well, that's valid and I don't think we realized that possible misinterpretation when Donald X. was deciding this stuff. Hopefully in practice people aren't confused very often. Sorry for misreading your post!

Right, imagine an ability that allows you to buy a card, like Black Market, and also gives you money if you do.

Old wording:

You may buy a card. If you did, +.

New wording:

You may buy a card for +.

Of course, I would imagine that if such a card existed, Donald would have used the old wording to avoid the confusion; but the new wording sure makes it sound like you can either buy a card for the cost of , or that you can buy a card for more than the normal price.

15
Dominion General Discussion / Re: Card alchemy revelation....
« on: May 17, 2018, 01:18:07 pm »
A more obvious/simple one...



Ok, you could do a bunch of different ones with that basic idea.

16
That's not a perfect analogue to the Thief situation, but man. I think it's totally fine if the game hints that Coppers are bad. Anybody who thinks hard enough about Moneylender is going to realize that it's a terminal Silver that removes a Copper from your deck. Why would I even buy this over Silver if Coppers are good?

That's an interesting thing I hadn't thought of. Indeed I haven't generally heard new players think of Moneylender as a worse-Silver because you lose a Copper. And yet... new players DO often buy a Copper with an extra buy! (As well as force opponents to discard Copper with Spy, etc).

It's almost like the opposite of the Endowment effect... players want to buy more Coppers, yes they aren't concerned about losing a Copper to Moneylender.

If I had to guess, I would say that new players don't think of the "math" of losing a Copper from your hand, and so they think of Moneylender as more like a Gold than a Silver, because it gives +.

17
Well I put it to you that the game does a fine job of teaching you "Coppers are usually bad" without needing a terribly weak card to do it. Moneylender teaches it. Chapel teaches it. Buying Coppers teaches it. Thief isn't special in this regard. And why have a terrible card solely for the purpose of teaching a redundant lesson.

To this particular piece, I feel like you're responding to the opposite of what CRJ was saying. The complaint was that second edition is TOO good at teaching that Coppers are bad, by spelling out right on the attack that it won't trash Coppers. If I read you right, you're response is pointing out that second edition does a good job of teaching it. CRJ was saying he liked how first edition did NOT teach it.

18
General Discussion / Re: Random Stuff Part IV
« on: May 17, 2018, 10:07:33 am »
A little under half of all members of this forum have 0 posts. Well over half have either 0 or 1. (As far as I know, that doesn't include any posts they might have in the forum games section).

19
Thanks for the feedback and interest, guys!

After careful consideration, I've decided to give some significant nerfs to Sarcophagus. Sarcophagus will now only play the targeted card once, and will only be able to target cards that cost "up to $2 less than it."

Overall, I realized that this makes Sarcophagus still better than Band of Misfits, a $5 card, as it will trigger on-gain and on-trash events, and retain its own on-buy Curse event. While this makes the Sarcophagus less attractive than when it was an OPAF throne, it's still a lot of power to pack into a mere $1 cost increase vs Band of Misfits.

It's not always better than Band of Misfits though, as it loses any while-in-play abilities of cards. To me, the big questions is if it's different enough from Band of Misfits to be worth having. And I think the answer is "probably". But it's still best to think of it as a Band of Misfits variant. One that benefits from on-gain and on-trash, while not benefiting from while-in-play. And also has the interesting side effect of draining piles. Also, with things like Watchtower, you can keep the card, which sounds like a powerful combo. Oh, you also get to keep any Reserve cards you gain with it. That might be too good.

20
General Discussion / Re: Random Stuff Part IV
« on: May 17, 2018, 09:49:58 am »
In 2011, someone made a thread called "1-card Combo" on f.ds.

The card in question was Farming Village.

Even though the OP way way wrong; I feel like the welcome to a new poster could have been more welcoming. No idea why Theory locked that thread.

21
Dominion General Discussion / Re: Card alchemy revelation....
« on: May 17, 2018, 01:59:25 am »

22
I just switched them to imgur "Large Thumbnails". Let me know if that helped.

Edit: now when they expand they fit in your screen, too.

Much better!

23
Recommend making smaller versions of the images for the purposes of posting online (and post just links to the high-res versions if people want to print them out). Not sure if it's because of Imgur's speed or what, but this thread is taking an extremely long time to load for me.

24
Variants and Fan Cards / Re: Mixed bag of cards
« on: May 15, 2018, 09:53:38 am »
I feel like Giant Spider is too much like Dame Sylvia. Except for the trashed by other Knights part, it's just a weaker version, as it generally will allow the player to get their card back (or get a different card back if they want).

Don't forget that Webbing is a stop card, so it's kind of like a -1 card token attack too.

True; but assuming the trashed card is something you want, it's probably better to be able to take your -1 card token to get the card back; vs never being able to get it back.

25
Variants and Fan Cards / Re: Mixed bag of cards
« on: May 15, 2018, 09:36:31 am »
I feel like Giant Spider is too much like Dame Sylvia. Except for the trashed by other Knights part, it's just a weaker version, as it generally will allow the player to get their card back (or get a different card back if they want).

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