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Messages - zahlman

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701
Variants and Fan Cards / Re: Super-Pawn
« on: July 03, 2012, 01:01:52 pm »
My concept from a while ago was:

Queen - $6 - Action

Choose three: +1 Card, +1 Action, +$1, or +1 buy. (Your choices may be the same.)

(Also, maybe something about promoting Pawns to Queens... idk)

702
Mini-Set Design Contest / Re: Mini-Set Design Contest, Part 1!
« on: July 03, 2012, 12:04:47 pm »
I've printed both lists in full and will be going over them at work. Since there're just too many cards to compare, my first move will be to immediately eliminate any cards worded incorrectly, with wrong typings, or with gaping rules issues (e.g. on my first read through I saw a number of cursers typed simply as "Attack").

I think it's unfortunate if the community ends up rejecting what they (unknowingly) agree is a superior concept over a technicality. I don't have a good solution, however.

Adara
$2 - Action
+1 Action
+1 Card
+$1
--
When you buy this, gain another [This Card].
While this is in play, you may not buy cards costing more than $6.
>Yes, this card is great for me. I love Alternate VP ánd Bridge/Highway/Princess. I also like the on-gain effect, though I'm not sure it's necessary.

With the on-gain effect, I'm not really sure you need alt-VP/etc. for it to be strong. I'm picturing a City-Adara-Duchy rush.

Quote
Alioth
$2 - Action
+1 Card
+1 Action
You may gain a Copper, putting it into your hand.
>It's a weaker Rigel, and I like both. If I have to choose, I'd go for Rigel because that card isn't worthless* when you choose not to gain.

... but the gain on Rigel is mandatory. I didn't like Rigel. My gut feeling is it's too weak with a mandatory gain, and would be too strong with an optional gain. Based on my experiences with IGG games, "you may gain a copper in hand" is almost as good as an extra $1, especially if there is any kind of copper trashing available at all (since you only take it when you need it to buy whatever it is you're planning to buy - typically, the rest of the stack of that card).

Quote
>wow, Tribute-inspired cards are hot this season!

I think "reveal your hand and match stuff for goodies" plays a lot differently from "reveal an opponent's deck and match stuff for goodies", though. For the same reason that Menagerie is an interesting card.

Quote
Alhena
$5 - Action
+1 Action
+$1
Discard 2 cards, if you do look through your discard pile and draw a card from it.
>With this punctuation, the if/then is reversed, but I'll look past that.

Ha, I suppose it is. Gotta love English. :) I'm not sure I agree it'd be better at $4. Being able to choose your card from the discards is pretty powerful, since you'll have basically half your deck there on average and thus a good chance of picking out a rather nice card. Also, it gets better over time and is pretty weak to start, so why give it a price point that guarantees first-shuffle access?

I'm envisioning this having some synergy with Counting House. Although that seems like a trap.

Quote
Castor
$5 - Action
+1 Card
+1 Action
+$1
At the start of your clean-up phase, you may trash any number of action cards you have in play, including this. Then you may gain a card costing up to $1 per the number of trashed cards other than this, plus $2 if you trashed this.
>I like that this happens in your Clean-up phase, because of the 'keeping track' problem Mining Village has. Almost exclusively relevant in the very last turns; it adds a little excitement to the PPR.

I don't think I approved this one, but now I kinda wish I had. Hmm. The effect would be more interesting with +Buy, but then it would be strictly superior to Market.

Quote
Murzim
$4* - Action
+1 Card
+1 Action
+$1
--
This costs $1 more per Action card you have in play.
>Too expensive. If this started out at $2, it would probably work (because playing Murzims would make buying Murzims more difficult).

I'd say $3. Otherwise it'd be too good to pick up a Murzim on 5/2 openings and then ignore them after that.

Quote
Hamal
$5 - Action
Look at the top 2 cards of your deck. Put one into your hand, discard the other card.
+1 Action
+$1
>Marginally stronger than Alphard, this is correctly priced as a weak $5. Nothing earth-shattering, but I like both cards (though not both/together).

I thought this was really weak (it didn't help that it was listed right next to Alphard). But maybe selecting from the top two cards - explicitly and with full information - is worth more than I think.

Oh, forgot one:

Quote
Capella
$3 - Action
+1 Action
+1 Buy
If there are 1 or fewer empty piles in the supply, +1 Card. If there are no empty piles in the
supply, +$1.
> The variance hides it a little, but this card is weak. It's a copper with a buy first half of the game, then a cantrip with a buy after that. Again: I'd rather see a copper with a buy if that's what it effectively is. If it's the only source of +buy, I would probably pick one up.

Uhh? No, it's a Market in the first half of the game. "No empty piles" qualifies for "1 or fewer empty piles" as well. It's actually ridiculously powerful, except for the part where everyone wants them, but nobody wants for them to run out. (Ignoring them initially and then buying the last one probably isn't a viable strategy, since the damage is done by that point.)

703
Mini-Set Design Contest / Re: Mini-Set Design Contest, Part 1!
« on: July 02, 2012, 11:50:20 pm »
Edge case: Elara is stronger against Library!

How?

Edits to avoid multiple posts...

----

Bellatrix seems way too strong; it basically lets you carry forward up to $10 of unused money to future turns for free (not to mention TR/KC), and gives the player in the lead a much easier time ending the game on piles.

----

Despina
This produces 2$ less than Loan.  Loan is weak.  This compares really poorly to Loan and Sea Hag.
Too weak.

I'm not so sure. It does a bit of what Loan does *and* it curses. And you surely remember how underrated JoaT was initially... on a board with a lot of engine potential, being able to get rid of your Copper and slow opponents down at the same time seems pretty valuable. I could see an argument that it should give $1 though.

(But I don't know what you mean about producing $2 less than Loan. Loan only produces $1 if I'm thinking straight.)

----

With Nix, would you get +2 cards by discarding a Harem?

704
Mini-Set Design Contest / Re: Mini-Set Design Contest, Part 1!
« on: July 02, 2012, 10:21:46 pm »
I don't see how Altair meets the requirements? You can't discard and play the same copy of the card... Also, it seems like Elara is strictly worse than Witch?

705
Game Reports / Re: thieved to oblivion
« on: July 02, 2012, 12:29:16 pm »
I actually like the MV trash here; I'd do the same. I also agree with the MV opening. Once your opponent has committed to thief, he's basically also committed to losing the governor race. I agree that you should not have gotten a thief of your own.

I'd try to buy only mining villages and governors, trying not to use the gain gold option till my deck was at the stage where it could reliably draw and trash the gold on that same turn.

What benefit are you hoping to get out of the MVs, considering Governor is non-terminal?

706
Variants and Fan Cards / Re: Really bad card ideas
« on: July 02, 2012, 11:49:48 am »
Not village
+2 cards
+1 action

... you mean Laboratory?

707
Game Reports / Re: coppersmith shining - with a little develop's help
« on: June 29, 2012, 06:55:49 pm »
Nicely done.  I guess it's good to remember this guy when you can manage to get buy and big draw without trashing.

Also don't forget (as demonstrated in this game) it stacks with itself and can be throned/kinged. Though I don't think I've ever seen it get really ridiculous... the $7 per copper seen here on the last turn is already quite good. I guess the game just doesn't normally last long enough :)

708
Donald could also add a ruling about that to Dominion, I suppose.  My guess is that it would be functionally equivalent to "you may" in most cases; the thing just doesn't happen.  That would make intentionally "forgetting" a legal loophole instead of rules violation:  ethically dubious but not forbidden.  I'm not sure if I like that or not.

Actually, Donald, if you're still reading this, can you make a ruling about that?  E.g. what if somebody plays a Haggler, buys a card, and forgets to gain another one?

Personally, I'm against having a game designer make a ruling on this sort of thing at all. My position is: it is not part of the purpose of the rules of a game to (a) tell you how to follow the rules of the game; or (b) tell you what happens if someone fails to follow the rules of the game (whether or not deliberately, and whether or not intent can be demonstrated). That's on a meta-level, and it's why tournaments for games have their own rulebooks that go beyond the rules of the game itself. The overwhelming majority of players don't need it because they aren't competitive enough to (a) consider trying to exploit a loophole like that; (b) care about the results of doing so.

709
Dominion General Discussion / Re: Kombo: Golem + Oasis + 2 Terminals
« on: June 29, 2012, 10:56:08 am »
... I don't think I understand why multiple Golems are helpful vs. just one here when you aren't trying to build some kind of megaturn engine.

710
Dominion General Discussion / Re: Double Terminal Opening on 4/3
« on: June 28, 2012, 06:42:14 pm »
Trader-x. Again, the collusion is fine.

I'd think you'd need Conspirators for that... ;)

711
Game Reports / Re: A different "Golden Deck," and a crazy Goons game
« on: June 28, 2012, 01:25:51 pm »
22 turns seems slow

Really? I'd be surprised if I've yet played a game where Goons were on the board and it took less than 22 turns. Discard attacks + the constant pressure on both players to play Goons for VP + the constant pressure to buy junk for extra VP slows things down a lot. (Obviously Watchtower helps a lot with this, but without draw and +actions you don't necessarily have it in hand all the time.)

712
Puzzles and Challenges / Re: Playing A is similar to playing B then C
« on: June 28, 2012, 01:00:17 pm »
Peddler = Village + Pawn (used for card + $1).

713
Game Reports / Re: Games that would make noobs quit Dominion
« on: June 28, 2012, 12:52:32 pm »
KC + sab were out. The final deck compositions really say it all. http://dominion.isotropic.org/gamelog/201205/14/game-20120514-092916-e6b18ea9.html

714
Player B observes player A's mistake. Player B now has an opportunity to call out Player A on his mistake. By not doing so, he is cheating (according to Gigaknight's idea of cheating).

This is certainly unethical, but I don't think the communities for most board/card games would label it outright cheating. Just speculating, though. I imagine that in some games, it's hard to draw a line with that kind of ethical obligation, anyway (between reminding a player of their legal options, and actually giving them strategic advice).

715
It can't be witch. It's really strong at 5, it would be stupid at 4.

Definitely. In fact I think I recall something from the secret history about it being tried at 4 and everyone really, really hating it.

Anyway, count me among those who are basically positive the card Donald was talking about was Mine.  It's still a $5 card, but it's definitely the weakest of the $5 cards in the base set and the only one I don't think would break at $4.

Hmm. We can change cost parameters etc. with the simulators, right? I'm thinking, hack in a $4 Mine and test BM+Mine vs BM+Smithy on a 4/3 opening...

716
Variants and Fan Cards / Re: Really bad card ideas
« on: June 27, 2012, 11:16:07 pm »
Pwn - Action $2

Choose two: +1 Card, or +1 Action, or +1 Buy, or +$1, or haxxor each opponent (they gain a haxxor token, worth 0VP). (Your choices must be different.)

717
... ... gaining a Reply.
... and plays an Introduction.
... ... gaining a Reply.
... and plays an Introduction.
... ... gaining a Reply.

FTFY?

718
Hello, folks. I've been playing on Iso for the last couple months or so while silently lurking ds and f.ds, and ground my way up to lv 18. Don't really know what else to say here... oh, shout out to dondon151, who I recognize from elsewhere on the internets. 8)

719
http://dominion.isotropic.org/gamelog/201206/27/game-20120627-150302-f354d10c.html

We had some great banter during the game and both learned something (me from doing it, opponent from seeing it). Monument and the one Talisman (should I have taken a second?) were also big factors; not sure how essential they are, though.

I'm thinking that trying to compete on Cities (and he really shouldn't have been able to split them evenly; as you can see I messed up turn 11, and probably others too) was actually the worst thing he could have done. Probably he should just go for BM+Vault or something yeah? The two Expands really didn't do him very much good. Is it a mistake on my part to ignore Quarry? It seems like getting to 5 for the Cities is easy enough, but with Talisman and +buy available, I may well have missed out.

I suppose 43 points/18 turns is not super fast, but I really like how the Pawns work here - they get their own +buy to get more Pawns quickly, which power the Cities, which allows using the Pawns for +$1 instead of +1 Action (while they can still dig for Cities). Like any other cantrip, they also insulate against discard attacks (not that there were any on the board, but just as a general consideration), and are fodder for upgrade/remodel/TFB effects. (I wonder if using picking up an Expand to use it for Pawn->City is viable here?) It just felt really neat to play out this synergy (albeit a lot of clicking) and it makes me wonder if there's article potential here (I'm really not good enough to write that up, though).

720
Dominion General Discussion / Re: Double Terminal Opening on 4/3
« on: June 27, 2012, 08:30:26 pm »
Another category of double-terminal openings are Golden Deck strategies.  Chapel/Bishop is the superstar there

Sigh... so apparently this is well-known. At least I can claim I thought of it myself :/

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