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Messages - Gazbag

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1

- Nothing stops you from revealing this repeatedly when an attack is played and taking unlimited coin tokens.


Why does this "you can reveal a reaction card an infinite amount of times" rule exist? It seems completely unnecessary and only causes rule confusion.

It's to do with accountability as the contents of a player's hand is hidden information to the other players. So if the rule wasn't there then players could easily cheat by for example revealing a single Firth Guild 2 times when their opponent plays an attack claiming that they have 2 Firth Guilds in hand.

2
Riches and Tomb Raider -- NO! I'm an MLA snob! Okay, I'll sleep on it.

To be consistent with existing cards the period should be outside, see Bureaucrat or Gardens for reference. Inspector, Moundbuilder Village, Profiteer and maybe more I missed should be changed too.

3
I'm actually toying with making the Silver rule "Discard a Silver from your hand for +2 Cards." It makes it like a Lost City, which I don't want too many of, but the net power level is less. It makes you have to gamble, do you want a silver bird in the hand, or two in the bush?
It still isn't increasing hand size, so I wouldn't say it's a Lost City. Also means you can't just get +1 Card from all the Agora's once you draw a Silver so should be more interesting?

4
You could just make Agora give +1 Card if you reveal a Silver from your hand. Obviously it's a bit different because you can't draw the Silver later and still get +1 card but I think it does the job well enough? It's also nice because the reaction puts the Silver into hand, so it has an aesthetic thing going for it too.

5
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: July 06, 2018, 05:20:40 pm »
I believe Smithy BM takes 14.8 turns on average for 4 Provs, if I'm understanding the simulator right lol.
It's probably worth mentioning that as this can't draw actions dead it should play much better with the rest of the kingdom and blow Smithy BM out of the water in a real game of Dominion. Also worth mentioning that Smithy BM is a terrible strategy.

To touch upon the Great Forest thing again, you can have more options for 3vp without it being strictly better than Duchy. At the moment there's no decision here, you just get the Great Forest because it's cheaper and better when it's in your deck. If it had a similar level to Duchy then there'd be a meaningful decision on which you buy, more like Distant Lands vs Duchy. I know Distant Lands is 4vp but that's just a number really, it's more that you have to buy them at a different point in the game as Duchy and there's skill in knowing when it's too late for Distant Lands over Duchy or whether your deck has the terminal space and whatnot. Great Forest has none of this which makes it boring, boring and powerful isn't a great combination in my book.

6
Fool/Diplomat Lost in the Woods turns your Diplomat into a Lost City.

Beware Sea/River's Gift!

7
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: July 02, 2018, 05:37:14 pm »
This is getting a bit too into the theory-crafting nonsense that I try to avoid, but Holunder you're just underrating the effect of Adventurer, it wasn't Scout! Like it was absolute trash at $6 but at a cheaper price it's actually a reasonable tool to use to reach those higher prices. I don't understand why you think it sucks later either, it'll start drawing Silvers or better later if you aren't playing badly. Like I'm not arguing it's actually a powerhouse or anything but it seems much better than Navigator or Chancellor(rip) or whatever in many situations where they're good.
I'll just add that Asper/Cookielord's Lumbermen is basically what I'd do to fix Adventurer, aside from the below the line bit, would have to play with that to know whether I like that  :P. Anyway I think that's enough on why I think Adventurer is fine at $3, I'll stop with that and focus on Kudasai's cards.

I think that being able to add or remove a token from Adventurers (or whatever then non-restricted to treasures version is called) would add a lot of play to the card.
The thing with Great Forest is that you can just not play it, so it doesn't have any downsides next to Duchy (apart from interactions with action type, but I think that makes it better more often than not anyway?). Also I don't get the Forest giving out Coin thing, I assumed it was a Great Hall reference?

8
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: July 02, 2018, 04:23:57 pm »
I think the main thing is that it's a much better opening buy than Moat and imo enough better to cost $3. But it would be a terrible card either way so who cares right?

How is it a good opening buy?

Guarantees at least +$2 so good for hitting $5 and cycles at least 2 cards so you'll shuffle your turn 3 buy in a turn sooner.

Yeah but how often do you open Duchess? I mean you do it sometimes, but it's rare, at least for me.

Fairly often on 5/2 I'd say, well pretty much always if it's alongside a non-terminal $5 and sometimes if it's with a terminal. It's probably the most common time I get Duchess tbh, adding economy to your deck early is great!. I think Adventurer is significantly better than Duchess if we're ignoring costs too.

9
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: July 02, 2018, 03:52:03 pm »
I think the main thing is that it's a much better opening buy than Moat and imo enough better to cost $3. But it would be a terrible card either way so who cares right?

How is it a good opening buy?

Guarantees at least +$2 so good for hitting $5 and cycles at least 2 cards so you'll shuffle your turn 3 buy in a turn sooner.

10
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: July 02, 2018, 02:48:56 pm »
I think the main thing is that it's a much better opening buy than Moat and imo enough better to cost $3. But it would be a terrible card either way so who cares right?

11
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: July 02, 2018, 12:58:22 pm »
I don't know about Adventurer at $2, it's comparable to a terminal Silver with the potential for quite a bit of upside so seems more in line with $3-4? I mean it doesn't really make much difference between 2, 3 and 4 in this case anyway.

One thing about Adventurers is that the Coin token is mandatory and there doesn't seem to be a way to remove them, which puts a cap on how many times you can play Adventurers which seems a little unnecessary to me.

12
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: June 30, 2018, 04:18:49 pm »
It might be fine at just 2VP or just increase the cost to $6, although I think it might just have a problem where it almost always gets emptied because it's a cantrip and it incentivises your opponents to go for it. I think self-countering cards are a bad idea in general honestly, they're either super oppressive like Ambassador/Knights or just get emptied every game if they're cantrips or whatever. Oh yeah I guess that's what you're getting at too with those suggestions?

How about its just a cantrip that gives your opponents +1 Card when you play it? So it's either a stop card for you if you don't play it, like a regular victory card, or like -1 stop card to your opponent sort of if you decide to play it. Maybe that isn't the most interesting way to take it but I don't think the bonus to other players needs to be contingent upon them following with their own Great Forests.

I guess I can say something on the others, Burial Ground has odd wording, I think the ... is superfluous and the you at the start of the last sentence should be capitalised. Either way this seems too easy to turn into a Gold? You can choose what order you play treasures in so unless you're chaining a million actions you should be able to slot this into your Coppers to make the numbers match. The Action trash being after you get the $ is also strange, although I think in practise either way it'd be relegated to just trashing trashers that you're finished with.

Adventurers is just complicated Adventurer? I don't know, personally I don't miss Adventurer. But I guess it's fine?

13
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: June 30, 2018, 02:20:23 pm »
Great Forest is better than Duchy for $3?

14
Another one similar to Exorcist is to trash to a Bat.

15
Rules Questions / Re: Infinite Tunnel reveals on a Possession turn
« on: June 27, 2018, 12:53:23 pm »
It does seem like you could exploit this when discarding multiple cards right? Like discarding 1 Tunnel and some Coppers to Warehouse and then lying and revealing the same Tunnel 3 times because the Coppers are hidden from the other players?

16
If you had an empty Gold pile then Tunnel wouldn't be covered up. Of course it wouldn't do anything then anyway so revealing infinitely would just be like revealing Moat infinitely to an attack. You could even get fancy and empty Silvers and then react to the Gold gain with Trader, that wouldn't cover up Tunnel either and could matter I guess if there was another card that reacted when you would gain something, which will never happen but still!

17
That new Stronghold seems reasonable to me on first glance. I guess it comes down to how good putting any card in your deck into your hand is. It seems strong in money to me, so I guess it depends on how useful it is alongside Villages. Well my guess is that it's strong at least, if that makes any sense...
I'm not sure whether the reaction works with Remodelling though, I think because it prevents the trash you wouldn't gain a card? Not sure on that, or was that the intention?

Looking through the album there are a few things that stick out:

Inspector could/should say "discard 2 cards from your hand, revealing them." to match with Shepherds wording.

Pharaoh needs to specify where the cards are trashed from.

Riches is still giving $3 more than it should. Seriously, this a powerful Copper trasher, why is it giving +$4? Just compare it to Moneylender, it's basically better in every way?

Shipwreck's twin cost thing is probably confusing with a lot of cards. It could probably just ask you to pay an extra $2 when you buy it or something?

I'd suggest a different name for Token, just because Tokens are already things in Dominion. I guess it'd have to fit the art though.

18
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: June 24, 2018, 01:15:29 pm »
I think the idea of Smugglers Cove is that people can counter it by gaining the card from under it, which is why it's so cheap?
I don't really love that idea myself - it's kind of getting into single target attack territory but i think that's the thought behind it being cheap.

19
Variants and Fan Cards / Re: Holunder's cards
« on: June 23, 2018, 12:06:15 am »
OK, here is a quick, wonky idea for an $5 or $6 Action:

Put your hand on top of your deck. Trash this. If you did, gain a Province.

It is like Tactician as it wants virtual Coins, it is like Distant Lands as you do not want to get it too late in the game and it is a Haunted Woods attack against yourself.

Interesting! Cards that lower the Province gaining threshold are always cool. I'm also a fan of top decking cards to setup the next hand. Being restricted to only Province gaining is a bummer though. It seems you'd have to go through a lot of hoops to make this work and then you're only able to gain a single Province per turn. I'd prefer something with more strategic wiggle room. Something that didn't top-deck my whole hand and could gain other non-Province cards.

Not sure if you were looking for feedback or suggestions, but I came up with this:



It can do the same thing as your version, but adds some flexibility in play. If this proved too strong, you could make it check the top-decked cards for different card types, names, or something else completely.

I think the problem with this is that it costs $6, so because it's a one-shot you kind of need to gain a Province anyway to really get anywhere with it?

20
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: June 18, 2018, 09:35:15 pm »
Oh hey some travelling cards! There are things that I can appreciate here but I think there are many problems too.

Grand Witch: I'm starting here because it's the end destination and you kind of have to think about the travellers in the context of the whole line. I think this is very lacklustre, not just compared to Teacher and Champ but seeing all the cards in the line and how weak they are on a whole. With the cards in the line being overall very weak you'd expect some huge payoff at the end and I don't think this cuts it, even without the -6VP which means I have to gain 4 Victory cards before actually making any points off this I don't think this would be particularly exciting.
Another thing that makes no sense to me is that it seems like you made this a Curse type so that it enables the cards in the line that care about having Curses, but then it's a permanent Duration so if you play it you'll never see it again and it also doesn't actually interact with Mountain Hag, and you probably won't want to discard it to Witch Hunter, and it's very difficult to ever gain a copy of it so it doesn't work with itself... so yeah not sure what that's all about. I do like that being a non-supply card answers the question of whether you can gain a copy if an opponent plays a Witch, although I'm not sure if I can block Mountebank with this, or even discard it to Witch Hunter?

Orphan: A thing that comes with being a traveller is that people have to read 5 cards (6 in this case because of the state!) to understand what the card actually does instead of the usual 1. This means that you ideally want the cards to be as simple as possible and cut anything that isn't pulling its weight (this is true for any card imo but travellers especially). So like, why is this removing vp tokens? It only matters if you already have vp, probably from Grand Witch and Grand Witch is already giving -6vp for some reason so why is this doing that too? I don't think the cards need any of this -vp for balance reasons and it's just adding more clutter and confusion to them.

Witch Hunter: As is this doesn't really make Curses pay off or even mitigate Curses much in its current form because it's such a weak card by itself. Playing this and discarding a Curse leaves you at a net -1 card and +$2, +1 Buy up, and I guess you sift the Curse, but if you're adding the Curse yourself to enable this then that's kind of net-neutral. Given that by itself this is just 1 Pawn option and that Curses are Curses though it really isn't much of a payoff at all. I think this could totally just give +1 Card on top of what it already does and still be fine.
Think of the lengths Shepherd goes to to make Estates appealing cards, Pasture making the worth more vp for free and discarding any number of them for +2 Cards each! With this you have to go through the rigmarole of getting a Grand Witch for the extra vp from Curses, you have to go through Orphan to even get one of these and it can only discard 1 Curse. Oh and you don't start the game with 3 Curses in your deck for this to use.

Heretic: This could be a cool card, but I don't think it fits as a traveller. Okay so probably another long tangent, I think with travellers you want to find the sweet spot of a card that's worth doing, but wouldn't just be better as a regular kingdom card. A good example of this in the official travellers is Disciple, it's a really cool card, but it would be completely broken as a kingdom card because Discipling a Disciple would gain another Disciple... that's too many Disciples! Being a traveller fixes this as it can't gain copies of itself and it's also difficult to get many of them. Heretic on the other hand does 2 things that I think are problems for a traveller:
1. It introduces a State to the line, so now we have to parse 6 card-shaped-things to understand the line, on top of this Hunted is also a particularly difficult thing to understand, it took me 3 or 4 reads of Heretic and Hunted to actually get what they were doing, it's really confusing man!
2. Heretic has a completely different mechanism of exchanging than all the other travellers, which frankly I hate.
You also can only ever put tokens on Hunted once per game because you never lose Hunted so you can only take it once per game and you only put tokens on it if you take it, not sure if that's intentional?

Mountain Hag: Should say its pile, not it's pile. Minor grammar fixes aside, reading this I was expecting to see the big payoff for having Curses in your deck, Grand Witch sort of mitigates the -vp, Witch Hunter makes them slightly less bad, but we need a big payoff! And the big payoff for having Curses in your deck was... a Cursing attack? That doesn't make much sense here at all! The whole point of this traveller line was seemingly to make Curses desirable cards to have, so why would you want to send a Curse over to your opponent? Isn't that the opposite of what you want to be doing? Grand Witch is even worded as to give you vp if you gain a Curse, so it kind of counters this attack. I really don't get this, apart from that it would be weird to have a Witch that doesn't give out Curses.

Some final words on the powerlevel of these...
  • Orphan is Abandoned Mine with a drawback.
  • Witch Hunter is worse than Pawn unless you line it up with Curse.
  • Heretic is Page that you have to pay $3 for if you want to exchange it right away.
  • Mountain Hag's +3 Coffers probably would be fine as a regular $5 and the Cursing makes no sense given the context of the traveller line.
  • Grand Witch represents a fairly modest amount of vp given the -6. I can see that this is trying to be more of a late-game thing than Champ or Teacher so you wouldn't rush out of the gate for Orphan or exchange Heretic as fast as possible but really there are way too many drawbacks here for what the end reward is.

Sorry if this was too harsh, I think these still need a lot of work before they're up to the best standard and I just want to help.

21
Scheduling / Re: Season 28 - F1
« on: June 18, 2018, 11:42:16 am »
Unfortunately Captain_Hannibal has had to be removed from the league this season, it seems unlikely that we'll have a suitable replacement so this means you'll probably just have 1 fewer match to play, sorry!  :(

22
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: June 15, 2018, 04:40:46 pm »
Sorry, looks like I already modded the card in my head: "Gain a card costing less than the card with your Guard token on."



If one just wanted the passive side of this one could implement it as an Asper-ian Edict.

You could also try an Adventures style token Event, I actually think I tried one like that once.

But yeah I don't like the wordiness of my wording or the playing cards in my opponent's buy phasiness of Kudasai's version, so I guess you just have to choose what you think is the lesser of two evils.

23
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: June 15, 2018, 03:59:56 pm »
I don't like this castrated version as it lacks the key trade-off of the original version (that applies of course only for "passive" play but the "active" part of the card is fairly boring): do I put the token on an expensive card to be able to gain an expensive card or do I put it on a cheaper engine component to make it more likely that I gain a card at all.

If you use your version passively you can just switch the token between the village and the Smithy variant pile and be able to gain 5s while the opponents are building. Now you can have your cake and eat it too.

I don't understand what you mean, I think you're misreading the original card? Mine functions the same as the original (aside from cost reduction/Adventures token weirdness). The card that you gain doesn't depend on the cost of the card with the token on.

24
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: June 15, 2018, 03:46:46 pm »

See, so much better. You're welcome to stick with this re-theme Kudasai!

25
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: June 15, 2018, 03:19:51 pm »
Border Guard: Not sure about this playing from the supply thing, can't it just  gain a card costing up to $5? I don't think that's really adding anything to the card. Border Village says less than this so you can't just gain the entire pile after playing 1 Highway, this doesn't face such problems. Seems like a cool spin on Artisan apart from that though! Might have to watch gaining Duchies off the token though.
I think you miss that when you play the card the second time you can put the Guard token back on the Province pile or in a Colony game the Colony or Platinum pile.
But more important, early in the game you might prefer a cheaper pile! Suppose both player are building draw engine with a $4 village and a $5 Smithy variant. You'd rather put your token there as it increases the likelihood of you gaining a card and as it makes your opponent not want to get the good card.

This interactive element is the cool thing about Border Guard; without it would just be a bland Artisan variant.

I mean the token could just spell it out instead of weirdly playing it from the supply.

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