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Messages - CPiGuy

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1
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.

2
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.

3
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.

4
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?

5
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).

6
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.

7
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".

8
Variants and Fan Cards / Re: Weird Dominion Variants
« on: November 15, 2017, 12:12:58 am »
An acquaintance of mine proposed bughouse Dominion: four people sit at a table playing two games of Dominion; turn order is up to you but I prefer A1 - B2 - B1 - A2. Whenever you gain a card, it is gained to your partner's discard pile (or wherever else it would go). Whenever one of the two games ends, sum both partner's VP points. Team with more wins.

9
Variants and Fan Cards / Re: CPiGuy's Cards
« on: November 14, 2017, 12:26:32 pm »
Roving Bandits - $5 Action-Attack-Looter-Reaction-Duration
Now and at the start of your next turn, each other player gains a Ruins, and if they don't, discards a card and draws up to 4 cards in hand.
-
When another player gains a Gold, you may trash this from your hand, to instead gain that Gold.
Two players react with this at once, who gets the Gold? Better they gain their own Gold and let the buyer keep theirs. I feel either this would never be bought for $5 because there's no definite benefit to the buyer or it would because the Attack is imbalanced hitting twice in one play.

This is a good point; my ruling is that you go in turn order, so the first player to the left of the one gaining the Gold is the first one with the opportunity to use their Bandits. The second person could then trash their Bandits to take the Gold from that player, though, so perhaps I should adjust the wording:

"When another player gains a Gold, you may trash this. If you do, they trash that Gold, and you gain a Gold."

I don't like that. If I know I'm not the only player with this card, it comes down to a game of chicken. Should I react, or wait a few more minutes to see wheather somebody else does so first? The obvious solution to this is to not strip the first gainer of their Gold at all.

Using the later wording, I would rule that if A gains a gold, and B and C both trash bandits, they both get a Gold, and A trashes their Gold. I would also keep the ruling that this goes in turn order -- each person has one opportunity to trash or not trash their Roving Bandits (but I don't know why B wouldn't reveal it even if they thought C also had a Roving Bandits, since C couldn't take theirs.

For that matter, here's another wording tweak:

"When another player gains a Gold due to a card other than a Roving Bandits, you may trash this. If you do, they trash that Gold, and you gain a Gold."

While I still don't like the fact that turn order matters, and actually think that stealing something a player spent good money on is rather unfun, here's a wording suggestion:
"When another player gains a Gold, you may trash this, to put that Gold in your discard pile."

That is also good.

I think turn order mattering is a) unavoidable and b) something that is already rather common in real Dominion cards, many of which involve interacting only with the player to your left.

10
Variants and Fan Cards / Re: CPiGuy's Cards
« on: November 13, 2017, 10:05:55 pm »
Roving Bandits - $5 Action-Attack-Looter-Reaction-Duration
Now and at the start of your next turn, each other player gains a Ruins, and if they don't, discards a card and draws up to 4 cards in hand.
-
When another player gains a Gold, you may trash this from your hand, to instead gain that Gold.
Two players react with this at once, who gets the Gold? Better they gain their own Gold and let the buyer keep theirs. I feel either this would never be bought for $5 because there's no definite benefit to the buyer or it would because the Attack is imbalanced hitting twice in one play.

This is a good point; my ruling is that you go in turn order, so the first player to the left of the one gaining the Gold is the first one with the opportunity to use their Bandits. The second person could then trash their Bandits to take the Gold from that player, though, so perhaps I should adjust the wording:

"When another player gains a Gold, you may trash this. If you do, they trash that Gold, and you gain a Gold."

I don't like that. If I know I'm not the only player with this card, it comes down to a game of chicken. Should I react, or wait a few more minutes to see wheather somebody else does so first? The obvious solution to this is to not strip the first gainer of their Gold at all.

Using the later wording, I would rule that if A gains a gold, and B and C both trash bandits, they both get a Gold, and A trashes their Gold. I would also keep the ruling that this goes in turn order -- each person has one opportunity to trash or not trash their Roving Bandits (but I don't know why B wouldn't reveal it even if they thought C also had a Roving Bandits, since C couldn't take theirs.

For that matter, here's another wording tweak:

"When another player gains a Gold due to a card other than a Roving Bandits, you may trash this. If you do, they trash that Gold, and you gain a Gold."

11
Variants and Fan Cards / Re: CPiGuy's Cards
« on: November 13, 2017, 09:45:25 pm »
Revision to Circle the Wagons:

Circle the Wagons, $2 Event.
Once per turn: +1 Buy. Take a Circle the Wagons token.
-
When anyone plays an Attack, you may return a Circle the Wagons token, to be unaffected by it.

12
Dominion Online at Shuffle iT / Re: Is it okay to buy Possession?
« on: November 13, 2017, 12:30:39 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.

13
Dominion Online at Shuffle iT / Re: Is it okay to buy Possession?
« on: November 12, 2017, 05:38:58 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?

14
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: November 07, 2017, 10:19:34 pm »
Turn 1: buy Courtier
Turn 2: buy Travelling Fair, buy Ruined Village, buy Donate, trash all Coppers and Estates

15
Variants and Fan Cards / Re: CPiGuy's Cards
« on: October 31, 2017, 04:41:31 pm »
Roving Bandits - $5 Action-Attack-Looter-Reaction-Duration
Now and at the start of your next turn, each other player gains a Ruins, and if they don't, discards a card and draws up to 4 cards in hand.
-
When another player gains a Gold, you may trash this from your hand, to instead gain that Gold.
Two players react with this at once, who gets the Gold? Better they gain their own Gold and let the buyer keep theirs. I feel either this would never be bought for $5 because there's no definite benefit to the buyer or it would because the Attack is imbalanced hitting twice in one play.

This is a good point; my ruling is that you go in turn order, so the first player to the left of the one gaining the Gold is the first one with the opportunity to use their Bandits. The second person could then trash their Bandits to take the Gold from that player, though, so perhaps I should adjust the wording:

"When another player gains a Gold, you may trash this. If you do, they trash that Gold, and you gain a Gold."

16
Is there a way to make strategies which involve putting the Training, etc. tokens on certain piles? If so, how?

17
Variants and Fan Cards / Re: CPiGuy's Cards
« on: October 31, 2017, 12:52:55 pm »
I don't like Spymasters as it has already been considered by DXV (Secret History of Empires: "I tried a giant Pawn briefly.").
It would probably be OK at 6 too (mostly used as Lab) and I don't think that some hyperflexible card leads to interesting play.

Demagogue should feature a non-Demagogue clause (to prevent infinite loops) is cool and is probably OK at 4 due to the strong alternative option.

I have no idea how to play well with the DarkAge-y Kurgan but I like it.

Commission is a Treasure version of a something a bit weaker than Caravan Guard aka delayed Peddler (as the card and not the coin is delaed). Nothing fancy but balanced.

Foothills
isn't  bad but boring: it rewards what you want to do anyway.

Ancient City on the other hand creates a nice incentive to not go for mono-card strategies and, come on, who doesn't like Cornucopia-esque variety-rewarding cards.

My thought with Spymasters being 7 was not "having one copy of this card is so good it ought to cost 7"; it was more "this card is so good in lots of multiples that I want to make it hard to obtain several". I agree it's not the most interesting of ideas, but it's still fun to think about, and it's nice because it would basically never be dead.

Good catch on Demagogue. I'd like to actually play with this card to see how strong it is, but I agree that 4 isn't unreasonable.

I think the play with the Kurgan landmark would be interesting, because obviously you can get lots of points from keeping a Copper, but so can your opponent, so in that regard it's a lot like Fountain. I think the interesting bit would be where you want to trash actions that you have a copy of, or not play self-trashing actions. The Victory card would reward trashing single copies of actions you have, at least if you win the Kurgan split; I think it works better as a Landmark because it doesn't suffer the problem with victory cards based on the trash where whoever loses the split has no incentive to make their copies better, since they're based on a common resource, and basically no way to make them worse.

Here's another card, which I admit that I came up with entirely for the gimmick of having a card with five types, but which I think is actually a decent card.

Roving Bandits - $5 Action-Attack-Looter-Reaction-Duration
Now and at the start of your next turn, each other player gains a Ruins, and if they don't, discards a card and draws up to 4 cards in hand.
-
When another player gains a Gold, you may trash this from your hand, to instead gain that Gold.

18
Variants and Fan Cards / Re: CPiGuy's Cards
« on: October 26, 2017, 01:45:24 am »
And here are a couple more cards. One has two versions, and I am debating which one I like more, or whether I should keep both (but rename one).

Demagogue - $3 Action
The player to your left may reveal an Action card from their hand. If they do, play this as that; it's that card until it leaves play. Otherwise, +2 Cards and +2 Actions.

Kurgan - $6 Victory
Worth 1VP per differently named card in the Trash of which you have a copy.
---
Setup: Put a Copper and an Estate in the Trash.

Kurgan - Landmark
When scoring, 1VP per card in the Trash of which you have a copy.

I think I like the Landmark more.

Dolmen - $4 Victory
Worth 1VP per 6 cards you have costing $2 or $3.

Commission - $3 Treasure - Duration
$1
-
At the start of your next turn, +1 Card.

Bountiful Land - Landmark
When scoring, +1VP for every card you have costing $5 or more, and -1VP for every card you have costing $3 or less after the first 5.

Foothills - Landmark
Once per turn, if you play two cards costing $6 or more or four cards costing $5 or more in a turn, take 1VP from here.
-
Setup: Put 6VP here per player.

Ancient City - Landmark
If you end your turn having played five differently named Actions, take 2VP from here.
-
Setup: Put 6VP here per player.

[Also, I've been uploading all of these new cards to the GDrive link in the OP if you'd like to take a look at the art.]

19
Variants and Fan Cards / Re: CPiGuy's Cards
« on: October 25, 2017, 11:28:22 am »
Tailor, $2 Action-Reserve
+1 Card
+1 Action
Put this on your Tavern mat.
-
At the start of your turn, you may call this, to trash a card from your hand, and gain a differently named card to your hand of up to the same cost.
I don't know. If you got Curses and Ruins in your deck you rather want a Ratcatcher and if you wanna get rid of your Estates you can transmogrify them into Silvers. With decent 2s around this is of course preferrable to Transmogrify but I don't think that it does enough new stuff (OK, it does provide some 3-pile control) to be worthwhile.

So, I see Transmogrify as being useful for making your deck better but also for insane pile-outs. This card is designed to stop that (or at least make it harder), and my intent for it was really so that you could swap around engine components. Drew two Smithies? Tailor one of them into a Walled Village. Drew a Throne dead? Tailor your Gold into a Nobles!
I don't think that it is much harder to pile out with Tailor than with Transmogrify. Like with all Remodelers you gotta closely watch the Province pile but Tailor is cheaper and draws.

Eh, it's harder to run a single pile, though. and you don't have to watch the Province pile, since you can't tailor a card into itself.

Also, some new cards. (I've also made some Night cards, but I'll hold off on those until Nocturne is officially released, in case they end up not working with unreleased mechanics or something.)

Spymasters - $7 Action
Choose three (the choices don't have to be different): +1 Card, +1 Action, +1 Buy, +$1.

[To pre-empt the obvious rules question: you make your decision on all three before you do any of them, so you can't draw your first card and then decide you'd rather have a Village than a Poacher.]

Reanimate - $2 Action
Trash a card from your hand. Choose at least one: gain a card costing up to the same price, or gain a card costing up to $4 more from the trash.

[If you do both, you can do them in either order.]

20
Wow, these cards are really cool!

Raider seems like it could be incredibly brutal, though, especially in games with dominant strategies (like a Rebuild game, or one in which both players buy lots of Labs).

Can your opponent discard a Raider to your Raider?

21
Dominion: Nocturne Previews / Re: Nocturne Teasers Speculation
« on: October 20, 2017, 11:33:42 am »
Baseless speculation on some of the cards that have been revealed so far.

Changeling - maybe something like BoM or Overlord where it imitates stuff, or maybe something along the lines of "choose three" from a long list of options?
Cobbler - Forge lite, somehow? or a remodeler?
Crypt - probably a sifter
Cursed Village - maybe something like "+2 Actions +1 Card; you may gain a Curse for [more benefits]"?
Exorcist - a trasher, maybe? or a Reaction? maybe something Death Cart-style along the lines of "Trash a Curse from your hand; if you did, +$5", that might even induce you to buy Curses?
Ghost Town - I'd like to think this is a Village that involves topdecking somehow, since there's a general theme that ghosts scare cards from your hand back onto your deck. so maybe
+2 Actions +2 Cards, topdeck a card.
Guardian - probably a Reaction, maybe something like Lighthouse (does Nocturne have Durations?)
Leprechaun - this had better be a Gold gainer.
Monastery - trasher?
Necromancer - this is a Dark Ages sequel, so this probably gains cards from the trash. Or maybe there's a non-supply pile of Zombies or something that it gains you.
Night Watchman - maybe this is a Reaction, maybe this is something you play in your Night phase to give you protection from attacks? who knows
Raider - "each opponent reveals their hand; for each opponent, choose a card costing between $3 and $6 and gain a copy of it".
Sacred Grove - probably alt-VP. a cool mechanic would be something like "every time you trash a card, take a Sacred Grove token; your Sacred Grove is worth 1 for every 4 Sacred Grove tokens you have" or something. it'd have to have on-gain trashing, though, to pull that off without making it completely and utterly dead sometimes.
Secret Cave - maybe something along the lines of "put a card from your hand on your Secret Cave mat, or pick up your Secret Cave mat / take a card off your Secret Cave mat".
Shepherd - I really hope there's a non-supply pile of Sheep.
Tracker - deck inspector? this sounds awfully similar to Scout; perhaps an improved Scout much like Noble Brigand was an improved Thief?
Werewolf - I bet it's like "each other player may reveal a Silver, otherwise they [get attacked]".

I think that Blessed Village and Cursed Village are going to be two cards which take up one "Kingdom slot", kind of how Young Witch comes with a Bane, wherein you include both of them and that pushes the number of piles to 11. They'll probably just be both vanilla villages, except if you played a Cursed and not a Blessed that turn, it hurts you (maybe "gain a Curse", or you get a Hex, whatever those are), and if you played a Blessed and not a Cursed that turn, it helps your opponents (maybe they gain a Silver, or draw an extra card for their next hand, or get a Boon, whatever those are). So, you're going to want to balance them. Now, I'm probably completely wrong, but this is a fun idea.

22
Variants and Fan Cards / Re: CPiGuy's Cards
« on: October 19, 2017, 03:48:22 am »
Tailor, $2 Action-Reserve
+1 Card
+1 Action
Put this on your Tavern mat.
-
At the start of your turn, you may call this, to trash a card from your hand, and gain a differently named card to your hand of up to the same cost.
I don't know. If you got Curses and Ruins in your deck you rather want a Ratcatcher and if you wanna get rid of your Estates you can transmogrify them into Silvers. With decent 2s around this is of course preferrable to Transmogrify but I don't think that it does enough new stuff (OK, it does provide some 3-pile control) to be worthwhile.

So, I see Transmogrify as being useful for making your deck better but also for insane pile-outs. This card is designed to stop that (or at least make it harder), and my intent for it was really so that you could swap around engine components. Drew two Smithies? Tailor one of them into a Walled Village. Drew a Throne dead? Tailor your Gold into a Nobles!

23
Variants and Fan Cards / Re: CPiGuy's Cards
« on: October 17, 2017, 06:55:55 pm »
Pilgrim, Action, $2+1D
Flip over your Journey token (it starts face up). Then, if it's face up, +3 Cards. If it's face down, +3 Actions.
This looks a bit strong for its cost.

Well, my thoughts are that it's half a Lost City (since you need two of them to get the same effect as one Lost City). Perhaps a straight $3 or even $3D would be stronger? I think it's worse than Smithy, so $4 is too much.

Also, a new card.

Tailor, $2 Action-Reserve
+1 Card
+1 Action
Put this on your Tavern mat.
-
At the start of your turn, you may call this, to trash a card from your hand, and gain a differently named card to your hand of up to the same cost.

24
Variants and Fan Cards / Re: CPiGuy's Cards
« on: October 14, 2017, 05:56:25 pm »
Another card.

Pilgrim, Action, $2+1D
Flip over your Journey token (it starts face up). Then, if it's face up, +3 Cards. If it's face down, +3 Actions.

25
Variants and Fan Cards / Re: Really bad card ideas
« on: October 10, 2017, 02:22:08 am »
Tactical Outpost
Action-Duration, $10
Discard your hand. If you discarded any cards, take another turn after this one, and at the start of that turn, +5 Cards, +1 Action, and +1 Buy.

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