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Messages - heron

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1076
Introductions / Re: Well since I feel like posting stuff....
« on: June 08, 2012, 07:33:31 pm »
Well, I don't speak French, but the pictures were great!

I'm excited for the Origami USA convention, but, I guess I won't b e seeing you there, considering you probably live in a French-speaking region.

No, I am not Jeremy Shafer.

Brokoli, you are awesome.

1077
Dominion General Discussion / Re: Zark Games
« on: June 08, 2012, 07:29:52 pm »
I hope y'all don't attack me for thread necromancy, but I don't know what else to do...

My Vanillage card, is, well, um, absent without leave.
There is a .001% chance one of my friends has it.
I hope y'all don't attack me for losing Dominion Cards either.

Anyway, has anyone actually bought anyone from Zark Games?
Do we know that they're actually going to send you the cards?
Has anyone found any other way to purchase individual cards?
...
Should I just pop Donald X. a message and ask him if I can buy a set of ten villages (still got the randomizer) at a discounted price?

Any help is appreciated.
You guys will understand my horror after realizing that one of my cards is MISSING!

1078
Introductions / Well since I feel like posting stuff....
« on: June 07, 2012, 10:30:50 pm »
Hi everybody!

I'm a math-lover, an origami-lover, a juggling-lover, and, believe or not, a dominion-lover.
You've probably seen me post a few things; I've been lurking around since March-ish.
I'm fourteen years old, for those who find such things important.

If anyone knows what a closed-unsink is he/she is AWESOME!
Especially if they complain about how annoying it is to execute.

...

Other awesome things include the explicit formula for the Fibonacci sequence, Goldbach's Conjecture, and Mill's Mess.

1079
Puzzles and Challenges / Re: What Card Is Missing?
« on: June 07, 2012, 10:24:47 pm »
Hmmm, this is a tough one.
May I ask: Is this a mechanics puzzle, or a card text puzzle?

1080
Puzzles and Challenges / Re: Two puzzles
« on: June 07, 2012, 10:21:42 pm »
For the first puzzle, could the answer be Vault?
I kind of doubt it, but...

1081
Puzzles and Challenges / Re: A what's missing puzzle...
« on: June 07, 2012, 05:12:59 pm »
I would think that both Cutpurse and Torturer should work.

1082
Variants and Fan Cards / Re: Card Idea: Exhibition
« on: June 05, 2012, 09:35:52 pm »
You're right.

If it was made into a reaction, it would have the awkward problem of: When you reveal this, you may reveal this to gain a silver.  :P

1083
Variants and Fan Cards / Re: Card Idea: Exhibition
« on: June 05, 2012, 09:07:52 pm »
Neat card.

I think, though, that the most important thing to worry about here is the reveal and rearrange portion. I might be wrong, but I think it could be pretty powerful, maybe too powerful. I think it's reasonable to say that I could buy ~4-5 of these pretty quickly, like around turn 7-8. At this point, about 1/4 of your deck is Exhibition, so most turns, you can do the following: Play exhibition, reveal four cards, reveal exhibition, gain silver, play another cantrip, play exhibition, buy gold.
This could be a really powerful strategy. Of course, eventually those silvers will water down your decks power, but at that point, hey, you're buying provinces anyway. So I think it needs a slight nerf, maybe it should only reveal three cards.

However, what do I know? Playtest an Exhibition-only strategy, see how it does.
Also, change the type to Action-Reaction.

1084
Puzzles and Challenges / Re: Yet another reorganization puzzle...
« on: June 05, 2012, 05:38:03 pm »
Yep, that's the solution, GendoIkari.
I wish there was a card for the missing slot.
Funny how a bunch of perfect 10 puzzle spring up right after this.


Edit:

Actually, Platinum would be down below even colony

1085
I like your new wording idea for polycephaly.
Also, you were totally right about not having a navigator effect on Vice Chancellor, that would be too powerful.
One thing I have to say is about librarian (and similar cards)
You say that librarian reacts with library because normally you don't want too many libraries.
But why not just have it react with estates or duchies or something? You don't want many of those either.

1086
Puzzles and Challenges / Yet another reorganization puzzle...
« on: June 04, 2012, 10:34:50 pm »
Alright here it is:

[I know of no  card that fits the desired constraints]
Estate
Ambassador
Fool's Gold
Transmute
Great Hall
Bag of Gold
Silk Road
Lighthouse
Pawn

Sorry that one of the cards is missing, if anyone can think of something to put there, tell me.

Some notes:
A puzzle similar to this has been done before.
The text on the card is what matters, although it doesn't matter what the card actually DOES, if you catch my drift.

Hints will be provided if this is too hard.

1087
These are some new ideas!

(Sorry for the wall of text)

Here is my feedback:

Baldachin: I've always wanted to have some sort of card that takes things out of play. The only problem I have is the following:
Say you have a hand of King's Court, Baldachin, Level 3 City. Play City. Play KC-Baldachin. Take Kc, Baldachin, and Level 3 City out of play. Rinse and repeat. This will give you infinite money and infinite buys.

Drunkard: Seems rather situational. Normally, you'll get the estate trashing one or two times, and the potion trashing once, I would guess. Unless you've set up some sort of crazy draw engine, I don't think it's worth spamming potions just for this card. But I could be totally wrong here.

Polycephaly: I like this card as-is, except for a wording fix: Reveal your hand. For each card that you have revealed two copies of, you may choose to those two copies of the card. Actually, I don't really like my wording that much either. Yours is ambiguous, and mine's clunky.

Troll: This card needs to be changed. It seems weak to me, with or especially without villages. But more importantly, how it reacts to cards like tribute, fishing village, or even itself needs to be clarified.

Vice Chancellor: I think it might be better to give the revealed cards a navigator-like discard choice, as just discarding four cards seems like it's incredibly useless, and also I would get really annoyed if it discarded my good cards.

Carpenter: This seems weak too. Its action part is worse than just plain old +$1, +1 Action. The reaction portions cool, but not all that much better than a simple top deck reaction, and a whole lot more confusing. I would recommend changing this to a $2 action, changing the action to $1, 1 action, and making the reaction simply top deck.

Exorcist: Slight spelling error in the title. I think that this should say up to four cards rather than 1 to 4, as it doesn't change the card much and also is simpler. Also, for the cure-y part, I think again that the card is a tad weak and could read "if you trash two or more cards and none of them are curses." Or even "three or more cards and none of them are curses."

Hourglass: This is a good idea, but it has a common problem: It's strictly better than silver and only costs $4. If this is in the supply, silver will almost never be bought. I think it needs to get a decent buff and then have the price increased to $5. I'm not sure what a good buff would be though.

Librarian: Wowsers. Well, first off, I would get rid of the -1 action. It adds rules confusion, but it doesn't add much to the card. Also, wording change: "You may reveal any number of cards from your hand, and either discard them or put them on the bottom of your deck. You may trash a library. If you do, (this looked fine). Otherwise, +cards equal to the number of cards revealed. Another thing is, I don't like how you need to connect it with library, a card that you normally wouldn't want very many of. I think it would be better off if it reacted with, estate, silver, or any card that costs at leads $5 ($4?).

Sawmill: Good card, although, like you can probably guess by now, I would like it better if it just reacted with estate or something, like baron does.

Turncoat: I think I need an explanation on this one. Half of the wording I do not understand, and the other half seems impossible to make use of, even with council room.

Copper Smelt: My favorite card of the set.  MY only nitpick is situational-ness. In a gardens or hanging gardens game, this is an INSANE power card. In all other games, it seems like a fool's gold with a small bonus that (now that I think about it) might eventually disappear. Like, if one player spammed these like fool's gold, would the coppers empty? Actually, I just changed my mind: since this card can be used for $4 all the time, it's a lot better than fool's gold. I like it a lot; maybe it is balanced with gardens and hanging gardens. I've convinced myself that it's perfect as-is.

Galvanize: Not really sure here, but maybe this is over powered?  Does this card upgrade cards that are already in play? I guess if it doesn't, this could be alright, but what about market? I play village-galvanizer and turn my markets into grand markets, buying two to three provinces per turn. Your markets become cantrips. Unless you buy a galvanizer as a counter, there is basically nothing you can do if you are pursuing a similar strategy as me. I don't like that the only real counter is buying more galvanizers. I also don't like its situational-ness. In a big money game, it's totally useless.

Hanging Gardens: I like this card a lot too. However, I think it is needlessly complex. I would probably just bump the price to six and make it a straight victory card. Actually, maybe leave it at five, because at six all those coppers you bought to boost your hanging gardens prevent you from buying hanging gardens. I love the picture.

Accurst/Blasphemy: I would change "play an action card from your hand" to "+1 action." It's almost the same thing. Well, keep it for the newly gained $4 card. Also, two curses with a gold is a steep penalty, I might change it to one. Actually, what I would do is (you guessed it) get rid of the gold gaining thing altogether. Also, I might change it to +$2, but I'm not sure how powerful this card is. I like love blasphemy as-is, but it might need to be a reaction card.

All in all, the main problem is the over complex nature of the cards, as well as a few of them being too weak. A lot of the time the complexness is either unnecessary (like changing play another action from your hand to +1 action) or would be better but into another card (accurst gold-gaining thing). The wording was a tad confusing, but it got the point across for everything but turncoat, which I still don't understand.

I really like some of the ideas here, especially Baldachin, Copper Smelt, and Hanging Gardens. A lot of the time I feel like I'm seeing the same old cards over and over here in the variants forum, but most of these are brand-new.

Please take my probably-too-harsh criticism with a grain of salt, however, because I am by no means a fan card expert. That would be Rinkworks, though he/she will try to deny it.


1088
A copy of each card must be in your deck, but it doesn't matter how they got there.

1089
Well, the flavor paragraph says it all: A varied deck is a successful deck in base dominion.

No wait; that's cornucopia.

In base dominion, often the best strategies involve just one or two cards:
Smithy.
Festival/Library.
Witch.

Well, this time it's going to be the other way around.
Challenge: End the game on piles after buying a copy of each card in the supply.
You may empty the province pile, but at the end of the game three piles must be empty.
At the end of the game, a copy of each card from the supply must be in your deck.
The winner will be determined by the following scoring method:
Score=Points-5(Turns)
Only cards from base dominion can be used.
Deadline: June 14th. Will be extended if there are too few entries.

Bonus awesomeness will be awarded if you trash a few woodcutters because they were cutting down your trees

1090
Dominion General Discussion / Re: Which Cards are the least fun?
« on: June 03, 2012, 10:48:41 pm »
Envoy
Despite the fact that this card has one of my highest win rates gjven available, I cannot stand it.
There is no depth to this card.
Playing BM? Buy one or two and no other actions.
Playing an engine? Don't buy it.

Also, I get really angry when my opponent discards my good cards.

@Tdog: Isn't it required that you discard a curse for the built-in mountebank defense, not just reveal  it?

1091
Solo Challenges / Re: My fourth solo challenge: Banker
« on: June 03, 2012, 10:16:09 pm »
I have the same questions here as I did with Insomniac's challenge: There is not enough information on the scoring method.

Is it:
Highest value bank, turns as tiebreaker?
Quickest to reach a value of X (20?) with bank?
Highest value of bank minus the number of turns?

Also, do we need to end the game, or can we just resign whenever we reach a high bank value?

1092
Dominion Isotropic / Re: Strange Browser interaction?
« on: June 03, 2012, 07:48:10 pm »
I apologize for my unhelpful contribution to this thread, but I just cracked up when I saw
...Internet Exploder...

1093
Solo Challenges / Re: On the road to the land of waffles
« on: June 03, 2012, 07:45:00 pm »
I would like some clarification on the scoring method:

By most points in fewest turns, do you mean that you try to end the game in the fewest turns, and points is a tiebreaker?
You try to get the most points and the turns is a tiebreaker?

Or, some more interesting (in my opinion) possibilities:
Try to get the maximum number of points from silk road in the fewest number of turns.
And:
The challenge is scored by taking the number of points scored from silk road and subtracting double (triple?) the number of turns taken.

1094
Variants and Fan Cards / Re: Really bad card ideas
« on: May 30, 2012, 06:00:37 pm »
Theater: $8 Action

When you play this card, play it as if it is an action card in the supply that costs less than this.
Theater costs $2 less per action card you have in play.

1095
Dominion Articles / Re: Taking risks & driving the P2 seat
« on: May 28, 2012, 07:22:06 pm »
My preferred example for the "p2 likes variance, p1 likes certainty" is the following game:

First to 43 points wins. Each player has two available strategies:

-Safe: 43 points in 20 turns, no matter what
-Risky: 10% chance of getting 43 points in 15 turns, 90% chance of self-destructing and never getting 43 points.

p1 will always play the safe strategy, and p2 the risky one.
I guess I should respond to this, since I meant to earlier but apparently forgot. Shouldn't p2 also always take the safe strategy, because it ensures him the tie? 100% ties is better than 10% win and 90% loss, no? But in any case, this game has very little resemblance to Dominion.

"first to" means P1 wins, much like buying out provinces (its not in the normal 1-1-1-1-1-1-1-1 that BM games give us, but for 3-3-2 or something that engines can give us..

And it does have a resemblance. People have posted game after game that demonstrates that the second player often should take a riskier strategy. The mathematics is sound in the basic game systems, and the logs demonstrate that those concepts apply to dominion too. (OK, yes, anecedotal evidence does not prove statistical concepts. But you also rejected simulation as a viable method, so you seem to be unreasonable picky here.)

I'm a bit confused by this example.
If when P1 and P2 both play safe, P1 wins, does that mean that if both P1 and P2 play risky and fail, P1 wins?

If so, I think the P1 should always play risky too, given that the players' strategies are not known to each other.
For example, if P1 plays safe and P2 plays risky, obviously the result is P1 90%, P2 10%.
However, if both players play risky, and P1 wins if both fail, the result is P1 91% P2 9%.

This is why I'm leaning toward WanderingWinder's point of view on some of this—most often, if P2 can increase his win chance by playing riskily, P1 can do the same.

Actually, this is more of a psychological game: P1 can think, well, P2 knows I can force a guaranteed win if I play safe, so he'll play risky, and therefore I will too.
P2 might think: Well, P1 might think [the above thought process], so I'll play safe.

Kind of a rock paper scissors kind of game.

1096
GokoDom / Re: IsoDom 5: Sign-Up Thread
« on: May 27, 2012, 11:09:23 pm »
I'd like to give this a shot, if I'm not too late.

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