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 - Commodore Chuckles

Filter to certain boards:

Pages: [1] 2 3 ... 22
1
Variants and Fan Cards / Re: Dominion: Jackpot
« on: November 20, 2018, 06:21:23 pm »
New card, with a new color combination!



The basic ability is pretty bad: Copper as an Action. The Jackpot ability gets a bit more exciting: you can get a Village effect, or a Copper that retains its ability to not be drawn dead. And then there's the Reaction part, of course: Stop a single Attack cold, at the cost of next turn's Jackpot. Which will you choose?
This card as is doesn't look that interesting or significant, and I would choose Moat every time. I get that as a non-terminal reaction you've avoided the problem of hoarding these, but as Donald says of Moat in the secret history, defending an Attack once is weak. Though with the 'and be unaffected' wording it will work infinitely. Either way, tracking that next turn has no jackpot could be a concern.
Positive points, I like the top half's use as action or jackpot feature, though execution is a bit uninspiring. And losing the next turn's jackpot could have something going for it too.

Hmmm... This is way too close to the current color I'm using. I'll likely have to change it to the brighter green. Though I'm starting to like the more green-ish teal color I posted as well, and I think that color is noticeably different from the Tribe one.
Just to say that I'd have no gripes even if you went with the same turquoise colour. We have so many name overlaps already on the forum, and in time we're bound to see colour overlaps too. Teal would be nice :)

I gave it a buff, and the new teal color:



It now lets you keep playing Actions even if you run out of them, and using up the Jackpot makes you immune to all attacks.

2
Variants and Fan Cards / Re: Dominion: Jackpot
« on: November 20, 2018, 06:03:34 pm »
The more you know: Originally I wanted Subventions to be mandatory, and decided to make it optional because there was an outcry.

Good to know. Inflation is definitely on the chopping block at this point; I still like the basic idea but I'll try to implement it differently.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 20, 2018, 06:00:34 pm »
The megaturn Night card is interesting but too narrow for my taste. If you time it badly you destroy your entire deck.

That's what happens when you play with Bombs.

4
The way it worked was that I drew my whole deck and had Ghost in my hand. I bought Tunnel, putting it in my discard, then played Ghost, flipping the Tunnel and gaining a Gold. The Ghost didn't hit an Action, but I didn't mind because Ghost is discarded on the turn it's played if it doesn't hit anything.
OK, so what I envisaged.

I can't help feeling that simply buying a Gold is simpler than messing about with Haunted Mirror or Exorcist to gain a Ghost, drawing your deck then buying a Tunnel. (-8

I can't remember what else was going on, but it seemed like a good move at the time.

KC + Inventor

wew this rules, it's effectively:

gain a card costing up to $4
gain a card costing up to ($5)
gain a card costing up to ($6)
buy stuff @ -$3

Edit: KCx2 + Inventor x3 = 6 guaranteed Provinces lol

Impressive, but KCx2 + Bridgex3 still has this one beat. Really, it's harder to come up with things KC doesn't have a neat and potentially useful interaction with. The list of Action cards KC doesn't improve (without tokens) is a pretty short one: Library, Watchtower, Counting House, Outpost, Duplicate, Distant Lands, Tactician, Secret Chamber if we include cut cards, Madman and Wish if we include non-supply ones.

5
Dominion General Discussion / Re: Homage to the Best Card
« on: November 20, 2018, 05:40:12 pm »
There was a Sentry picture with a troll face as she turns over two Secret Passages, but I couldn't find it.

6
Variants and Fan Cards / Re: Dominion: Jackpot
« on: November 19, 2018, 10:48:10 pm »
New card, with a new color combination!



The basic ability is pretty bad: Copper as an Action. The Jackpot ability gets a bit more exciting: you can get a Village effect, or a Copper that retains its ability to not be drawn dead. And then there's the Reaction part, of course: Stop a single Attack cold, at the cost of next turn's Jackpot. Which will you choose?

7
I feel like I'm missing something, there. How do you make sure the Ghost discards the Tunnel you just bought?

By default, Ghost ends up in your discard pile. It feels like to make this work you either need Royal Seal / Watchtower / Tracker / Travelling Fair / whatever so you gain it to top of deck, or you need to have drawn your deck.

But if you draw your deck before playing Ghost, you won't draw an action and you're wasting its primary effect?

The way it worked was that I drew my whole deck and had Ghost in my hand. I bought Tunnel, putting it in my discard, then played Ghost, flipping the Tunnel and gaining a Gold. The Ghost didn't hit an Action, but I didn't mind because Ghost is discarded on the turn it's played if it doesn't hit anything.

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 19, 2018, 10:53:19 am »
 

Niiiiiiiice, I really like this one. And I see what you did there with the on-trash.

9
Ghost + Tunnel
Buy Tunnel, play Ghost for an immediate Gold.

10
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: November 18, 2018, 10:47:24 pm »
C plays a Black Market.
C gets +$2.
C reveals a Patron, a Lookout and a Gardens.
C gets a Coffers from Patron.

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 18, 2018, 10:46:36 pm »
Might as well be the one to ask: what's the reasoning behind the unnecessarily convoluted Fibonacci score system? And did you mean to type 34 instead of 24?

12
Dominion General Discussion / Re: old cards that have gotten better
« on: November 17, 2018, 05:02:59 pm »
Beggar has gotten two new combos with Triumph and Monastery.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 17, 2018, 01:39:16 pm »

14
Variants and Fan Cards / Re: Dominion: Jackpot
« on: November 16, 2018, 09:38:10 pm »


Edict mechanic from Asper. I wasn't planning on having any landscape cards originally, but then this silly idea came up, and I think having some when-you-shuffle Edicts could be cool. This was originally going in RBCI, but the more I thought about it, it might actually be fun to have a deck where your Treasure is constantly multiplying. Might lead to some nice TfB tricks, or a combo with a good Kingdom Treasure. What do you think?
This looks like a variant of Asper's Subventions. I like that you can copy powerful Treasures like Colony or Fortune but dislike that you are forced to take at least a Silver.

Yeah, I did see Subventions. The reason you're forced to take a Silver is I wanted something that can balloon out of control no matter what, like real inflation.

15
patrol is probably from pate (foot) so eventually from PIE *ped-

This is definitely wrong. In Latin "foot" is pes, genitive pedis. I don't know where you got "pate" from. Getting the form "pate" from *ped- is not a thing in any language as far as I know. My sources tell me patrol is actually from PIE *pent- ("path").

Regardless, cool combo.

16
Variants and Fan Cards / Re: Dominion: Jackpot
« on: November 15, 2018, 11:17:23 pm »
Updates:

In light of Scepter's introduction, Royal Blessing has been changed again. It now fully keeps Actions, Treasures and Nights within their own phases, which I like.

Black Cat's wording has been changed to match Swamp Hag's.

Also, new cards:



Edict mechanic from Asper. I wasn't planning on having any landscape cards originally, but then this silly idea came up, and I think having some when-you-shuffle Edicts could be cool. This was originally going in RBCI, but the more I thought about it, it might actually be fun to have a deck where your Treasure is constantly multiplying. Might lead to some nice TfB tricks, or a combo with a good Kingdom Treasure. What do you think?



Another overpay card. The on-play is weak, but getting rid of some of those $0 cards can get easier if you use the overpay to replace them with 2s. And of course, you can also use the overpay to get some extra points or empty a pile at the end. It's like VP for overpay but not broken.

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 14, 2018, 08:05:24 pm »
Here is a quick shot at a mitigated Knight attack:



Mitigated? This seems more brutal than the Knights, possibly much more brutal. With the Knights you're relieved if you can feed them a Silver instead of one of your precious actions. Here that's not possible, and then it Sea Hags you a Ruin as well... Yyyyyikes! They can hit the Ruins themselves, of course, but that seems about on par with the Mountebank block clause; it only makes Mountebank a bit less scary.

18
Dominion General Discussion / Re: Why Peasant Will Be On My Ban List
« on: November 13, 2018, 07:42:10 pm »
the most unfair card in Dominion though is Trade Route.

I'm still struggling to get the joke...

19
Dominion General Discussion / Re: Spices > Gold
« on: November 13, 2018, 07:40:29 pm »
How good is Gold if you don't have to buy it?

Much better but still a mixed bag. A lot of engines simply don't like Treasures at all, and even if your deck likes Gold it still needs to be strong enough to draw all of them. Also, the best use for Gold usually isn't playing it but feeding it to trash-for-proportional-benefit cards (remodelers, Apprentice, etc.) Like all cards, you have to ask if it will be more useful than harmful before getting it.

20
Variants and Fan Cards / Re: Aggressive Reserve cards?
« on: November 12, 2018, 04:56:26 pm »
Ambush
$3(?)

+1 Action
+1 Card
Set aside a card from your hand face down.
When another player buys a copy of the set-aside card, you may call this to return the set-aside card to your hand, that player gains a curse.

I could be wrong, but it doesn't seem like it would be worth it often to gain a good card, then remove it from your deck in the hopes that they'll buy a copy of it soon. Also, it might be difficult to remember the cards you set aside if you play a whole bunch of these.

21
Bandit Camp + Guildhall

Ever put your +1 Action token on Baker and wished, "Man, I wish these things also gained Spoils"?

No...

But it still sounds cool.

22
Dominion General Discussion / Re: What's the Weirdest Engine You've Seen?
« on: November 12, 2018, 10:23:43 am »
Very little can beat the joy of a golem-scout-great hall engine to provide actions in an ambassador game.

That reminds me of the time I got actions with Golem + Caravan Guard.

23
Dominion General Discussion / Re: Why Peasant Will Be On My Ban List
« on: November 12, 2018, 10:14:51 am »
All this time, and no one has mentioned how swingy Urchin/Mercenary is. Urchin really rubs it in your face when you are less lucky than your opponent, as you keep getting attacked. And there are no guarantees concerning when you will finally get a Mercenary. And then of course the other player's Mercenary attacks your own Mercenary hand. Like Peasant, it's not monolithic because you need other cards to win, but it's trashing, and maybe it's the best trashing and you have to go for it with a dumb double or even triple Urchin opening.

The worst part is the "lol no skill noob super lucky get good" saltiness it induces online. This might be the biggest reason for me to ban it.

Urchin is maybe less "centralizing" than Peasant as it is probably skippable in more games than Peasant. The snowball effect on it is still unreal.

Well, that's probably because this is a thread about Peasant, instead of just any card you hate. Regardless, everything you said is true. Unlike Peasant, I do hate Urchin, and would ban it in a heartbeat if I could.

24
Dominion General Discussion / Re: What's the Weirdest Engine You've Seen?
« on: November 11, 2018, 09:40:40 pm »
I once did a thing where I drew with Jack of all Trades and then trashed the Silvers with Spice Merchant for +$2 +1 Buy. I was behind the whole game but then eked out a win with a double Province on the final turn.

25
Dominion General Discussion / Re: Spices > Gold
« on: November 11, 2018, 06:57:29 pm »
Sorry. I changed my picture to Farmland as a joke a while back and I haven't bothered to change it again.

Pages: [1] 2 3 ... 22

Page created in 0.13 seconds with 19 queries.