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 - Adrienaline

Filter to certain boards:

Pages: [1] 2 3
1
Other Games / Re: What other games are as good as Dominion?
« on: March 28, 2013, 09:19:31 pm »
Whereas I completely disagree.

Princess and Dragon, with at least one other mini expansion thrown in (The Tower for that real backstab flavour).

Then again, I actually like The Catapult, and I prefer playing Carcassonne with more than 2 players. For two player games, the vanilla Carc with I&C and T&B is fine, but still kind of boring, imo.

2
I didn't keep the log, and I ended up losing the game anyway, but on a game on iso, I was losing quite heavily, and accidentally was reminded that Saboteur skips over everything $2 and less (after I had played about 6 Highways, it was a bit of an odd trashing/draw engine). I then used Highway more appropriately to make sure the Saboteur only hit my opponents provinces.

Is this normally viable, or does it only work under a few circumstances?

3
Game Reports / Emptying the duchy pile on turn 13
« on: December 24, 2012, 08:29:32 am »
http://dominion.isotropic.org/gamelog/201212/24/game-20121224-052247-7909e459.html

The only thing I feel bad about is not noticing the bridge pile was near empty and ending the game a turn early. Workers Village + Steward + Bridge combo to buy all 12 of the duchies in one turn. It had to be done.

Did I actually play this optimally though, or was I just lucky?

4
Mini-Set Design Contest / Re: Contest Idea: Unique Mechanic
« on: September 24, 2012, 03:47:23 am »
The idea of a dexterity themed card interests me (then again, I liked carcassonne catapult)

Dealer
$4 - Action/Action
Pick up one of every card in the kingdom from their supply pile in alphabetical order in 10 seconds or less.
If you successfully complete this, return them to their supply piles, gain a kingdom card, and
+1 action
+$2

5
There's no reason not to do a $2 treasure/victory for the challenge though. It'd be tough to balance, mind.

6
Other Games / Re: Looking for lunchtime games (easy and mess-proof)
« on: September 05, 2012, 01:40:35 pm »
The dice version of Ticket to Ride still uses the big expensive boards, so I wouldn't recommend it. Also, it's not very fun compared with the cards.

7
I was going to submit this, but I think it's too out there even for those that like customisable cards

Legacy- $3
Action/Attack?
You may add the "top sticker" to the remaining *card names* in the supply, in your hand and in your discard pile, if you do rip this card up, destroying it. If not, trash this card.
Discard the top card of the "sticker cards" to reveal a new "top sticker"

Sticker cards: +1 card, +1 action, +$1, +1 buy, everyone else gains a curse

Set up: Before play, shuffle together all the previously used *card names* and create a kingdom pile from these.

Special rule: Stickers are not allowed to cover previous stickers. The card area for the stickers is big enough for three stickers in a line. __/__/__
Special rule: The sticker cards are five random cards that are shuffled together, with the top one revealed so that players will know which sticker can be applied the next time *card name* is revealed.

8
Does it have to be trash/return to the supply/set aside? If we can come up with another mechanic for the card to no longer available after you play it, is that ok?

9
Puzzles and Challenges / Re: The Mystery Hand
« on: August 24, 2012, 01:52:35 am »
I am guessing the original rules mean Golem doesn't help, as you have to play the action cards after it is played?

10
Mini-Set Design Contest / Black Knight/Beryl
« on: August 16, 2012, 01:30:15 pm »
Re-revision based on cost issues pointed out during voting

Black Knight - $5
Action-Attack
+$2
+2 cards
-2 cards
Everyone else discards 2 cards and gains 2 coppers to their hand

I actually think the non-attack nature of this card is highly thematic, like a knight being chilvarous to a weaker enemy, but beating down on a stronger one. And the fact that it actually benefits alt-VP to your opponents is an added bonus. Have revised the attack portion so it hurts big money at least a little most of the time.

The overall goal was to go for a JOAT style card.

Can this card be balanced, and, more importantly, should it?

11
Now I'm confused, negative comments about black knight on this one, positive comments about my card on the potion cost challenge, but this one scored more points... odd.

12
In trying to adjust for one problem with my card, I created a huge other problem that I didn't realize. Yeah, my card is awful!

I second this emotion.  Although I'm really, really new to making up cards, it's fun to read just how far off my thinking was!

Same, didn't realise how bad my card was.

13
Dominion Isotropic / Re: 2 Things.
« on: July 28, 2012, 11:17:35 am »
And they're not identical, he drew different cards. If he drew the same hand twice as well, that would be cool (although potentially, would have led to three turns the same in a row).

14
Variants and Fan Cards / Re: Clasic_Cards #11 - Scavenger
« on: July 27, 2012, 01:35:46 am »
Oh god... this would make tunnel strategies suck :(

15
Dominion Articles / Re: Scout
« on: July 27, 2012, 01:33:18 am »
Again, some of the key points missed?

Scout works well when it collides with a few other action cards as well. Most obviously Vault/Secret Chamber/Tactitian/Crossroads, but less obviously Baron/Explorer/Tournament. I have heard the comment made on other boards discussing Scout that replacing the fourth tournament with a scout may be good play. The interactions with Baron and Explorer may be more hypothetical, and less useful in practice, mind, though I'd honestly say buying one, and just not playing it if they don't collide may not be a bad idea.

On the other hand, to say Scout actually makes your deck worse is a huge call. At the worst, your better cards miss the next reshuffle because you used it with less than 3 cards in your deck and they are all gold. Could easily say the same thing about Cartographer/Council Room, and no one says you have to play the Scout each time. It gives less green cards in your next hand. There are usually better things you could be doing, but this doesn't make your deck worse, does it?

16
So I'm the only person who thought a discard pile to deck mechanic was too strong as most of the other entrants that used it had it? Interesting.

And I was happy with Convicts... Though I can see why it needed a +action. Looking too much at Mine for my comparison.

Congratulations to the winners.

17
Hmm, I see your points on Barterer. If I raise the cost to $2 it seems to balance it a lot better, otherwise it's too good at the moment.

View needs at least to be every 4 treasure cards, otherwise it is strictly superior to estate at the start of the game, something no other alt-VP that can be improved is. I think 5 is a good benchmark thus far, after a bit of testing. It is still broken with trader in most kingdoms, particularly with +buy, and it works really well with horn of plenty and cache as well.

I do still think there's room in the $0 region for the no-treasure restriction, but maybe something a bit less powerful. Such as the following.

Messenger
$0- Action
At the end of your clean up phase this turn, draw seven cards instead of five.
You may not buy this if you have any treasure cards in play.

With the specific wording so it is vulnerable to handsize attacks, and can't be stacked.

I've been tossing around the idea of doing a set of these, but the catch is then the "a useless rock" problem is more likely to enter play with more cards that have a no treasure restriction, so it might not be a good idea.

I don't know how I managed to make my cantrip-curser that can't be spammed having the name "Victory", it was supposed to be called "Traitor". Maybe that's why there weren't any comments about that?

18
I get about a third to a half of the cards having a gaining ability, which would enable getting these cards, or virtual money, which would make such a scenario unlikely (though admittedly not impossible). Assuming a quarter of the cards having this ability for the sake of simplicity, and one of these style cards in the kingdom leads to about a 3% chance that the kingdom will turn these cards into "a useless rock"s.

Unless you're suggesting a potion/young witch style card which always has to be in play to remove this possibility altogether? Keep the spirit of the theme?

Smelter
$0 - Action
+1 action
+$1

19
I freely admit that I don't know if you have considered this mechanic before (I haven't come across it on these forums), but I though it was a fairly unique way of making slightly different cards that didn't require a potion cost (and therefore don't require a dead potion card or the infamous 2+P problem with Familiar). However, as it is easier to do, the cards can't be quite as powerful as the potion cost ones. I'm thinking ones with a cost of 0 or 2 with this restriction, as they will be accessible on more boards.

Such as

Victory
$2 - Action/Attack
+1 card
+1 action
Each other player gains a curse to their hand or discards a curse, putting a Silver on top of their deck
You may not buy this card if you have any treasure cards in play

I liked the idea of a non-spammable cantrip, was considering it without the restriction with a Gold replacing the Silver, but then thought it would almost never get played.

View
$2 - Victory
Worth 1VP for every 5 treasure cards in your deck.
You may not buy this card if you have any treasure cards in play

What I thought was an interesting mix between having to buy more treasure to power the card, and having to buy actions to get the card in the first place. Is 5 treasures = 1VP enough?

Barterer
$0 - Action
+1 action
+1 buy
+$2
You may not buy this card if you have any treasure cards in play

A spin on the grand market idea, less powerful, but harder to get. Might combo too well with a good $2? Makes duchess and embargo more useful, but the lack of +cards stops it being overpowered? Or should it be costed at $2 (same restriction)?

Thoughts on the idea?

20
Wow, I thought Lady/Kudu was overpowered compared with library, because of the innate ability to skip past the Estates and always have at least a 7 value hand. Go figure I'd mess up on the mechanics for my own card...

I guess I was completely wrong. Quite happy with 7 points for a vanilla library variant.

21
Quote
Gilbert
$5 - Action
+1 Buy
Reveal and discard the top card of your deck.  In its place, you may gain a Treasure costing up to the value of the card you discarded.
Weak, weak, weak.  Good (basically) if and only if you discard a Province to gain a gold, but even that compared to Explorer is nothing special.  Most of the time you'll gain a silver, which is worse than Bureaucrat.

Err, alt treasure? I can see this being awesome with Venture, Bank, and potentially useful with FG

22
I'm a little disappointed you haven't done science based names. I'd love to decide whether Carbon seems more powerful than Oxygen, or whether Boron is good value for money :)

23
What about Scout + Baron, Tournament or Explorer (or if there are similar style cards in the expansions to come), pairing off cards with what you need to make the cards work?

Or is this considered one of the "niche" uses of Scout?

24
Mini-Set Design Contest / Re: Mini-Set Design Contest, Part 2!
« on: July 17, 2012, 05:40:19 am »
Someone voted for Blacksmith/Lark? Not my best work, but I'm cool with that :)

25
Mini-Set Design Contest / Re: Mini-Set Design Contest, Part 2!
« on: July 12, 2012, 01:07:55 pm »
Isn't Meerkat way too strong early game? Buy a goons or gold, top deck it with meerkat, then draw it? I like the idea, but surely it can't be with a drawing action.

The wording on Fossa needs changing, but otherwise it's a solid concept. Like Tactitian, but worse/better depending on the board. Encourages Big Money heaps, but I suppose these sorts of cards usually do.

I'm not sure what to make of Wildebeest, considering how many terminal silvers and remodel like cards are out there (this could make develop good!) it seems too easy to get for the asking price. But then, often you won't be able to buy another card. Encouraging of early greening maybe?

I like Aardwolf a lot, though it could be very swingy, hitting your only green card as the second card vs not at all, for example.

Oryx I see as tricky to play with when using real cards. Couldn't you say from the top and then discard one to the bottom?

Kudu with a 5:2 split... Nominate Estate. Gold, then Gold, then Gold, Nominate Copper then Provinces. It would make for a very short game. Needs to be priced higher.

Pages: [1] 2 3

Page created in 0.243 seconds with 18 queries.