Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - CPiGuy

Filter to certain boards:

Pages: [1] 2 3
1
Dominion League / Re: Season 25 - Results
« on: January 23, 2018, 04:56:27 pm »
D2: CPiGuy 4-2 Hugovj

2
Dominion League / Re: Season 25 - Results
« on: January 17, 2018, 11:24:11 pm »
D2:

CPiGuy 1-5 GraysonEK

3
Variants and Fan Cards / Re: Really bad card ideas
« on: January 14, 2018, 12:56:30 am »
Don Quixote
Action-Duration-Ruins
Cost: $0

Discard this at the start of your next turn.
While this is in play, all other Action cards gain the Attack type.
While this is in play, Attack cards do not affect you.

Doesn't synergize with Mill.

4
Dominion League / Re: Season 25 - Results
« on: January 08, 2018, 11:10:35 pm »
D2: gjduckworth 6-0 CPiGuy

5
Variants and Fan Cards / Re: Crazy Night/Victory card idea
« on: January 03, 2018, 12:37:44 pm »
Here's another idea for a Night/Victory card that also involves tokens on a mat.


6
Dominion Online at Shuffle iT / Re: Is it okay to buy Possession?
« on: December 28, 2017, 09:14:54 pm »
Donald just asked me to temporarily ban possession until we get the banned cards feature up.
I agreed to do that and will release it in a day or two.

I guess that settles this threads question.

Just curious, will this feature be part of your previously announced Thursday update, since you haven't implemented it yet?

The Possession ban is already implemented.
http://forum.shuffleit.nl/index.php?topic=604.msg10646#msg10646

I was referring to the banned cards feature.

AFAIK, it's implemented server-side, but it still needs a UI counterpart in the client. I haven't seen any ETA for that.

It's been a while; is there any ETA on implementing the banned cards feature yet?

7
Dominion League / Re: Season 25 - Results
« on: December 16, 2017, 01:24:49 pm »
D2: CPiGuy 2-4 Klaus

8
Variants and Fan Cards / Re: Dominion: Pioneers [v0.3]
« on: December 15, 2017, 11:56:12 pm »
I've made a couple of changes.

Territory is now also interesting.

Stockade no longer gives you the opportunity to gain another Stockade.

Demolition has been replaced with a new card, Construction, for being boring. Incidentally, this makes Pioneers an incredibly good set for Courtier, with by my count 9 cards with at least three types.

Edit: Posse has been nerfed.

9
Scheduling / Re: Season 25 - D2
« on: December 10, 2017, 09:08:54 pm »
Hi!

So, my schedule is looking fairly free, since my classes are about to finish for the semester. So, if you would like to play a match, you should message me (here or on Discord), and let me know what times work for you, and likely some of them will work for me also.

10
Haunted Woods vs Night Cards

Opponent played a Haunted Woods? Better not buy anything if you want to play your Night cards.

Specifically, Guardian is crap vs. Haunted Woods

Actually, by my reading, the Guardian should go into your hand anyway, since Haunted Woods is on-buy. So, what happens is you buy the Guardian, you topdeck your hand (sans guardian) as a side effect of having bought it, and then you gain the Guardian, to your hand.

Edit: the online implementation confirms this behavior is correct.

11
Variants and Fan Cards / Re: Dominion: Pioneers [v0.2]
« on: December 06, 2017, 11:22:00 pm »
I've made a number of edits to cards. Here's the changelog:

Pilgrim now costs straight-up 4D.

Prospectors now costs 8D, is slightly less likely to gain Gold, and is also a sifter (because I realized I didn't specify what was happening to the revealed cards, and this makes it strong
enough to justify often gaining a Ruins).

Purchase is now an Action with a mild on-gain trash effect, which is far more interesting.

Stockade now gives +Buys, in case there aren't any anywhere else in the Kingdom.

Fur Traders is a Peddler variant, since "trade equal-value cards" is not actually a super powerful ability. Also, fur traders are peddlers of a sort.

Treaty no longer doubles your opponents' handsize.

Cyclone only locks opponents out of games if you can trash Victory cards (specifically Provinces, since Duchies only decrease handsize by 1.)

Duel now has cleaner wording.

Bank Robbery is no longer limitless.


Changes I still need to make:

Territory should not be a Treasure, but I'd also like to make it more interesting than a SuperDuchy, so I've held off of editing it.

I'd like to perhaps provide a means to trash Stockades rather than just cycling them around the Supply.

I'm still concerned this set has too many terminals as a portion of Actions, and that not enough of the cards are draw cards. I'm going to try to compare this to actual sets to see if I'm right in this belief, but if I am, I'll add some draw cards, and maybe some of them will be nonterminal.

12
Dominion League / Re: Season 25 - Signups
« on: December 03, 2017, 07:24:32 pm »
I'm in.

Username: CPiGuy
Timezone: America/New_York

13
Variants and Fan Cards / Re: Dominion: Pioneers
« on: December 01, 2017, 11:01:19 pm »
I'm particularly interested in feedback on the Assets, both the general mechanic of Trade piles and the balance of them (I tried to ensure that they were all cards that would actually be priced at $3 or $4 were they Kingdom cards).

Cards with vanilla bonuses always list them in the order [Card, Action, Buy, $, VP].

This is true, and I was aware of this rule, but appear to have subconsciously violated it in the case of sifters. Good catch.

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.

This is some of my cards (selected for flavor and theme mostly) with some new ones (including all the Assets and some of the events). I also changed a couple cards (for example, Blockade is now Stockade for flavor reasons, and Circle the Wagons is no longer an unmotivated mess), and turned a couple cards (Drought and Emigration) from bad cards into better events.

Thanks for the feedback! Responses:

The first part of Prospectors that I came up with was the revealing-cards part, with the idea being it would be a higher-variance Gold gainer that could sometimes gain you two or three, but sometimes give you junk. Then the set didn't have very many villages (or nonterminals at all for that matter) so it got +2 Actions as the extra bonus. Then it got a 6D cost because I thought it was strong for 4 but underwhelming at 5.

I'm pretty satisfied with Railroad Village, but you're right that it's not super interesting.

With regard to Wanderer, I interpret "once per turn" as meaning "whatever follows this only takes effect once per turn". This wording has the added effect of not giving you unlimited buys of Estates when you've inherited Wanderers.

I think Gold Pan is pretty strong for $2, but then again so is Fool's Gold, and also it tends to get in the way of itself since getting it in multiples invariably adds cards to your deck that are not Gold Pans, and then you can get rid of them but you get even more cards in return.

Tailor is in fact similar to Transmogrify, although it lacks the ability to easily pile out with a stack of them. However, there are actual cards which are very similar to previous cards (Guardian/Lighthouse comes to mind), so I think it's different enough to justify including.

I seem to remember that the result of the Pilgrim discussion was that $4 is probably too much, since on-play it's a choice you have little control of between two cards which are worse than or equal to $4, and when you have two of them they're either a Smithy and a dead card or a Village and a Lab. I didn't want to make them a flat $3 though because I didn't want you to be able to use gainers on them.

Hustlers can gain Assets very fast, but I don't think Assets are any better than other $3 or $4 cost cards, so I don't think that's a huge deal.

Purchase/Territory is probably first to go if I cut anything, yeah. It's pretty boring and not even a new mechanic.

Fair point about Fur Traders -- this set is kind of lacking in nonterminals and +Buy, so perhaps I'll make Fur Traders +1 Action +1 Buy.

Homestead and Shepherd... yikes!

Outfitter can't gain $0-$2 cost cards because I don't want people junking the Trade piles out of spite if their opponents have more Trader cards.

I think your proposed change to Township, while you're right that it can get kinda crazy, is a bad idea, since after playing five Townships you're going to have drawn 15 cards, and you'll probably have other things at that point and so you're going to have your whole deck drawn, and so if you want to draw your whole deck with Townships you're going to need more Townships than the "ideal" amount since shuffle luck works that way, so rewarding people for drawing dead Townships will just make the card more powerful.

Good catch on Treaty... that was certainly not my intention.

I'll probably change Cyclone so that each player draws up to 3 unless the card you trashed was a Victory card, since if you've built an engine that can draw your whole deck, trash multiple Provinces to Cyclone per turn, and still win on VP, you deserve the win.

14
Variants and Fan Cards / Dominion: Pioneers [v0.3]
« on: December 01, 2017, 02:30:03 pm »
It's time for Dominion to take a trip to the New World... presenting my fan expansion, Pioneers.

Themes include cards which interact with the Supply, a Trade mechanic with piles that all players can add to and take from, and cards that let you trash or gain several cards at once. There are a total of 30 Kingdom card piles, 12 Events, and 9 Assets (part of the Trade mechanic, which will be explained below).

Without further ado, the cards:

Debt cost


$1 cost (Wanderer/Pack Horse is a split pile)


$2 cost


$3 cost (Purchase/Territory is a split pile)


$4 cost


$5 cost


$6 cost


$8 cost


Events:










You will notice that some of the cards mention Trade piles and have the Trader type. In any game using Trader-type cards, the 18 assets (two copies each of 9 cards) are shuffled into three piles of six, from which you can only see the top card. They are not in the Supply, but cards in them can be gained by some Trader cards, and altered by some Trader cards. Here are the 9 Assets.



15
Tournaments and Events / Re: Noctournament (Dualset)
« on: November 29, 2017, 05:36:55 pm »
Gazbag 5-1 CPiGuy

(ID, expansion, start, win)
9178748 Empires       CPiGuy  Gazbag
9179280 Dark Ages     Gazbag  Gazbag
9179675 Seaside       CPiGuy  Gazbag
9180188 Corn/Guilds   Gazbag  Gazbag
9180608 Alch/Promos   CPiGuy  Gazbag
9181141 Prosperity    Gazbag  CPiGuy

16
Tournaments and Events / Re: Noctournament (Dualset)
« on: November 26, 2017, 03:38:30 pm »
You wrote in the OP that the second player chooses the expansion, other than Nocturne, from which cards are selected. But we have to pick the Kingdom cards first, start the game, and then the client decides who's going first at random. So how does this work?

I believe the advanced settings on the client allow you to choose player order.

17
Dominion General Discussion / Re: Google translates Dominion
« on: November 24, 2017, 01:28:16 pm »

18
Watchtower - Villa

Me: Hmm, let's grab that Watchtower. Put down all the coins, buy Villa, play Villa, gain enough Action to re-stock my hand, sounds like a plan.

System: "It looks like you are going to gain a Villa. Do you want to topdeck or trash?"

If it's not letting you simply gain the Villa, that's bad... you should be able to simply not reveal the Watchtower.

19
Variants and Fan Cards / Re: Split pile: Attendants/Old God
« on: November 19, 2017, 06:53:51 pm »
One worry would be that I think you often don't want more than one Attendants, thus Old God won't be revealed very frequently. Which I guess is a nice thematic touch, but gameplay-wise not ideal.

I disagree. I think that you want at least two, because gaining to your hand is very strong in the presence of any other gainer. Without other gainers or Potion cards on the board, you will probably not see many purchases of Attendants.

20
Puzzles and Challenges / Re: Courtier's Wet Dream Kingdom
« on: November 19, 2017, 05:37:00 pm »
Are there any types I'm missing so far?
Shelter and Ruins are easily dealt with.

But then there are Heirloom, Gathering. Prize, Zombie.

And since there are no double-types that use two of the last four, the answer to the OP question is no.  You need at least 11 piles.

But Heirloom will show up with one of the Nocturne cards mentioned above. (There are also Spirits, but any Fate cards will have Spirits.)

Pretty sure Knights, Castles, Peasant, Caravan Guard, Werewolf, Fool, Marauder, Wild Hunt, Tournament, Necromancer does it.

21
Rats + Training + Dominate

As long as you find a way to spike 6 early to get Training, and your opponent doesn't pick up six Rats, you can be Dominating four or five times by turn 16, for 9VP each plus 6VP for the last one.

22
Tournaments and Events / Re: Noctournament (Dualset)
« on: November 16, 2017, 09:58:50 pm »
I'll play this.

What will be used to select the kingdoms? Our RNG of choice, or something else?

ETA: will the kingdoms necessarily consist of 5 cards from one set and 5 cards from the other? If so, and if YW is in the kingdom, can the Bane card come from either? What about events and landmarks?

23
Variants and Fan Cards / Re: CPiGuy's Cards
« on: November 16, 2017, 11:45:40 am »
So, I have some new cards which use Nocturne mechanics. Now that Nocturne is out, here they are.

Philanthropist - $4 Action
+1 Card
+1 Action
Reveal two more Boons than there are players from the top of the Boon deck. Take two, give one to each other player, and discard the last one. For each Boon, the player who got it chooses whether to receive it now or at the start of their next turn.

Ultimatum - $5 Night-Duration
Name a card type you didn't gain any of this turn. Until the start of your next turn, nobody can buy any cards with that type.

Sexton - $4 Night
You may trash a card from your hand.
+1VP per card you trashed this turn.

Tombstone - $4 Night-Reaction
Trash a card from your hand. If it's...
an Action, gain a Tombstone.
a Treasure, you may gain a Silver.
a Night card, draw an extra card for your next hand.
-
When another player plays an Attack, you may first set this aside. If you do, return it to your hand at the end of your next Buy phase.

Mausoleum - $5 Night-Duration
Choose one:
Play a Night card from your hand twice,
or set aside an Action card from your hand face-down, and at the start of your next turn, -1 Action and play that card twice,
or set aside an Action you have in play and play it at the start of your next turn.

Charterhouse - $4 Night-Victory
Trash a card you have in play. If you do, take a Charterhouse token.
-
This card is worth 1VP for every 5 Charterhouse tokens you have (round down).

24
Variants and Fan Cards / Re: Cultist City
« on: November 16, 2017, 11:17:02 am »
It's actually slightly weaker than every second, because if your opponent already has one or more Ruins in hand, or they have some terminal collision or an action they don't want to play, they will escape it.

25
Variants and Fan Cards / Re: Cultist City
« on: November 15, 2017, 11:56:54 pm »
Some other possible names:

Colonial Village
Barbarian Village
Soldiers' Camp
Plagued City
Frontier Village

I think the not-giving-out-ruins-twice-in-a-row is very good; otherwise this would be very strong. I think it's well-priced at "slightly less than $5".

Pages: [1] 2 3

Page created in 0.125 seconds with 18 queries.