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2026
Help! / Re: Watchtower, Fishing Village
« on: June 15, 2012, 09:22:59 pm »
I'm wary of Ghost Ship because of how much Watchtower would stop it, especially with Fishing Village + Inn out.

Then again, Ghost Ship + Rabble sounds incredibly mean...

2027
Dominion Articles / Optimizing Play
« on: June 15, 2012, 09:19:41 pm »
If you're looking for strategy about cards to buy, you're not going to find it. This is about playing each hand as well as possible. I've noticed some people making mistakes in how they play their hands. They're small, but they add up fast. So, I figured I'd write a short article about it. I think a lot of people here already know this stuff, but whatever...

I tried to keep this short, but apparently I'm just long-winded like that :/

Using Throne Room/King's Court in an engine.

TR/KC the engine component that you need the most. If your engine relies on TR/KCed cantrips for +Actions, do that. If your engine is in the middle of firing off, TR/KC a +Cards. If you've pretty much drawn your deck, TR/KC a +$ card. TR/KC on a village should be avoided if possible as these effects are much weaker, but if you need to dig further or don't have alternatives then do it. If you only have Villages as non TR/KC actions, then play all but 1 Village and hope you draw into a better action to double/triple. And as always, TR/TR and KC/KC take priority.

Play Golems early in an action chain.

The later you play Golem, the fewer actions you have left in your deck. If you have multiple Golems, you want to make sure as many as possible play 2 Actions. Try to get 2 Actions before playing Golem to guarantee that your chain continues in case you hit 2 terminals. If Golem is being used for +Actions like the TR/KC cantrip scenario above, then play it first.

Watch your reshuffles.

Whenever you would trigger a reshuffle, pause to consider if it's worth losing the cards in play/hand for the next deck cycle. Far too many scenarios to talk about here, but just remember that you're choosing between "play Action, lose cards in hand/play for some turns" and "don't play Action, don't lose cards in hand/play in next deck cycle".

Discard junk (unless you have a plan).

Instead of thinking of Militia as "discard 2 cards", think of it as "choose a 3 card hand". You don't always want to discard junk. For instance, if you have a trasher like Remake/Steward, keep the cards you want to trash. It's not like you're doing much else with your turn. If you don't have much else, then yeah, discarding the bad cards is the right move.

Try to use trash for benefits on high cost cards.

TFBs work terrible on Coppers. The better the trashed card, the better the reward. If you choose Copper to trash, it often means that you've played a terminal trasher that trashes 1 card for little benefit, which is definitely not a good card effect. So, if possible, you generally want to avoid trashing Coppers to cards like Salvager, Remodel, Expand, Develop, etc.

However, there are some noticeable exceptions to this. Apprentice and Upgrade work okay on Copper because they are both non-terminal. Remake trashes 2 cards, which trashes Copper fast enough for it to be worth it. Bishop's VP chips don't increase your buying power this turn, which is why you generally trash Copper to it.

It's okay to trash cards aggressively if you really need to make an important purchase, like Goons or King's Court. On the other hand, if you trash too aggressively, you won't have enough high quality cards left to last in the endgame. You don't always want to trash a Gold or Platinum or Lab, but leave the option open. Of course, if you don't need that Copper and don't have anything better, just trash it anyways.

As a final note: trashing a Curse is considerably better than trashing a Copper, and should be seriously considered. When you trash a Curse, you get an implicit +1 VP. This has exactly the same effect as Bishop trashing a Copper, except without the opponent benefit.

Use cyclers aggressively early game.

Navigator discarding okay hands and Cellar discarding Coppers early is fine. You want that fast reshuffle to get good cards into your draw pile. As the game progresses, tone down how often/how much you discard cards.

Don't give information by playing cards needlessly.

Please don't play treasures one by one, it disguises little. However, if you have to play them one by one anyways (Bank, Fool's Gold), play as many as you need and no more. No point telling people you drew 5 Fool's Gold when 3 is enough for Province. Don't play a Venture if you already have enough $ and might trigger an unwanted reshuffle either.

Play Bank and Horn of Plenty last, play Contraband first.

Bank and Horn of Plenty will give more benefit if they are played last. More treasures in play, and more of a variety in play. Contraband has potential mindgames if you play other treasure first, but I don't think it's worth it.

If I've missed anything, tell me and I'll add it in.

Edit:

Throne Room/King's Court with choice cards.

The options on choice cards can often be split into limiting or expanding options. By limiting or expanding, I mean that the options either let you play more cards or let you play fewer cards in exchange for a guaranteed benefit. Some examples are below.

Minion: +$2 (limiting) or draw new hand of 4 cards (expanding)
Pawn: +1 card/+$1 (expanding), +1 Action/+1 Buy (limiting)  (There is an amazing amount of grey area in which options you consider expanding/limiting, so your opinion may vary here.)
Torturer attack: Gain a Curse (expanding), discard 2 cards (limiting)

This matters because when you TR/KC a choice cards, you generally want to choose the expanding option first. This way, if you don't like the results you end up with, you can expand again. You only choose the limiting option if you can guarantee that you will be able to use the benefit. Examples of this would be Minion if you already have plenty of money in hand, Pawn if you have actions in hand you know you want to play, etc.

2028
Puzzles and Challenges / Re: Catching Up
« on: June 13, 2012, 01:38:38 am »
This is definitely not the intended solution.

Your current hand is Trusty Steed, Workshop, Pearl Diver, Crossroads, Estate. No cards in draw pile, and sufficient cards in the discard pile. In this I'm using the notation (a,b), where a = cards in hand and b = actions left.

Play Trusty Steed, +2 act +$2 (4, 2)
Workshop gains Noble Brigand (3, 1)
Pearl Diver (reshuffle), draws Estate (3, 1)
Crossroads draws Crossroads, Bag of Gold (4, 3)
Bag of Gold gains Gold on deck (3,3)
Crossroads draws Gold, Crossroads (4,2)
Crossroads draws Noble Brigand, Diadem (5,1)
Noble Brigand steals Gold (2nd Gold gained this turn) (4,0)

With $8 buy Province. End turn with 0 cards in draw pile, which is the same as the start of the turn.

This solution doesn't work if you count drawing a new hand of 5 as part of the current turn. If you do, I have no idea how to solve it.

Edit: wording fixes.

2029
Puzzles and Challenges / Re: Catching Up
« on: June 13, 2012, 12:35:58 am »
Does $P/$2P count as less than $3?

2030
Dominion Articles / Re: Counting House
« on: May 30, 2012, 01:02:01 am »
Hm. I've just realized something. This is only tangentially on topic, so pardon the ramblings...

The way to think of Counting House in terms of power level is as a terminal source of money. If Counting House was just straight up terminal +$3 for $5, it would get played a ton. Terminal $3 on a card is really strong. Anyone who has played Mandarin will know what I mean. Terminal $2 is just terrible, and terminal $4+ is bonkers.

So, Counting House starts getting interesting when your expected # of Coppers in the discard is >2, preferably >3. If you want CH to be good, then you need some way of getting up to that point. Right now I don't have the time to do detailed analysis on Counting House odds based on # Coppers in deck and # total cards in deck, but what I do know is that the starting 7 is definitely not enough.

Hence the +buy to pick up Coppers.

So, about Warehouse: the question is, does Warehouse on average improve the expected # of Coppers in your discard?

I think it does: you dig further into the deck, and if you would trigger a reshuffle by playing it, you wouldn't play Warehouse anyways.

Does it improve it by enough? You have to consider that in an ideal Counting House deck (the only treasures are Coppers, CH is played with regularity), Warehouse might as well read as "Discard the top 3 cards of your deck", because you don't care whether Copper is in your hand or in the discard. And assuming about half the deck is Copper (check the game logs, this is a little generous), Warehouse is adding +$1.5. Which is okay, but it's still less than a Silver...

There's a lot of other factors involved too, but I'm starting to get convinced that Warehouse is nice for finding Counting House rather than improving it's power. If you already have consistency, it doesn't look as good.

2031
Game Reports / Re: Behold the POWER of Scout!
« on: May 29, 2012, 04:01:19 am »
From this thread I'm getting the impression that Scout is not bad in an engine. Reordering + removing junk from next 4 cards on a non-terminal is a decent effect. It's just that the opportunity cost over an engine component is far too much to justify getting it. If you got Swindled into getting one, it wouldn't be horrible.

Maybe the real problem with Scout is that its effect on the game is one of the least noticeable in the game, even less noticeable than Chancellor's and Cartographer's. How do you judge "remove junk from next hand, but uses up 1 card this turn"? I don't know...

2032
Dominion Articles / Re: tactics: turning off the autopilot
« on: May 26, 2012, 06:54:35 pm »
Or revealing a Province when he plays a Tournament when you know the top card of his deck is an Estate and you want him to draw it so your KC-Rabble will hit more cards.

I'm not sure I get this.
If you do not reveal a Province when he plays a Tournament, he will draw the Estate on his deck. Once that Estate is gone, your Rabble will be able to discard much more actions and treasures.

I suppose if you also know there is a Goons 3 cards below the Estate, then you'd want to get rid of that. But generally I would think that the 4 card hand + no money from Tournament is better

2033
Variants and Fan Cards / Re: Team dominion- new take
« on: May 23, 2012, 10:01:46 pm »
(Serious answer ftw)

Working under the regular Ironworks-Trader rules (when you replace Estate with Silver, Ironworks no longer knows anything about the card you were supposed to gain and you get nothing), the situation would be:

1. The Ironworks gain for player A is replaced by a Player B gain. I'm arguing that without Trader, player A gets +1 Card because Ironworks still knows that the card gained is an Estate. It's a change in player gaining the Estate, not a change in the card being gained, so the card is still "known information".

2. If player B reveals a Trader, then Ironworks will not know the card like in the regular Ironworks-Trader scenario and player A gets nothing. Player B gains a Silver instead, but Player A will actually gain it because of the gain-swapping.

2034
Game Reports / Re: Harvest's don't work if you draw your deck
« on: May 23, 2012, 01:25:13 am »
Merchant Ship is a terminal +$2 this turn and a +1 Card +1 Action +$2 next turn. That next turn effect is pretty good.

As for whether it's better than Lab/Stables, idk. Engines like the pure card draw more, although Merchant Ship isn't terrible in engines as a source of money in case of terminal collisions. BM likes Merchant Ship a lot and Lab/Stables less so.

2035
GokoDom / Re: Kirian's Bracket, Week 7
« on: May 21, 2012, 01:30:07 am »

2036
GokoDom / Re: IsoDom 5: The IsoDomening
« on: May 20, 2012, 11:55:32 pm »
Isn't the answer to that is to add a drop option if you don't want to keep playing? I think people are more likely to not disappear if they have the option of leaving, rather than having to play through all the rounds regardless.

Edit: Wait, yeah idk what I meant by tiebreaker. I think I meant tiebreaker for the top 8.

2037
GokoDom / Re: IsoDom 5: The IsoDomening
« on: May 20, 2012, 11:48:32 pm »
I'd think, rounds won, games won as tiebreaker.

2038
Dominion Articles / Beyond Beyond Copper
« on: May 20, 2012, 11:45:51 pm »
Before I start, let's make some things clear:
1. I haven't actually played a game of Dominion in over 2 weeks.
2. I don't know what I'm talking about here? I just need something to spiel about for a bit.
3. Look I like the title too much to not make this.

---

Copper sucks.

You know, it's the core of your starting deck, but it still sucks.

That's why we like trashers so much. Get rid of all that stupid Copper. Make the treasures in your deck all shiny, shiny Silver and Golds and Platina and...uh sure Potions are shiny too. Who'd want Copper? I suppose Gardeners like it because Copper is awesome fertilizer, and Counting House likes it because it's cool to count money out in $1 increments.

But, in real life, what do Silver and Gold do? Well, they cost a lot, I guess. You know what Copper is used for in real life? Wiring. Makes the world go round, you know? Look, this is a pretty tortured analogy, and I'm regretting adding it at this very moment. Especially because there are plenty of real world applications for silver and gold. The point is that Copper deserves a little more credit.

The point of Copper is to stabilize your economy. If your deck has 4 Golds and nothing else as treasures, you're going to get some potentially ugly variance problems. But if your deck has 4 Golds and, say, 7 Copper, your hands will start averaging out more. The more treasure cards you have, the closer your 5 card hands get to the average money per hand.

Unfortunately, this comes with a tradeoff. Copper is absolutely going to drive down your average $/card, not to mention the whole problem with having a larger deck. And most of the time, you aren't going to buy Copper. It's free! You're only going to buy it if you have extra buys and no money, and a strategy that wants the averaging out effect, and is cool with a less than stellar $/card ratio. Like Gardens and Duke. Maybe Silk Road, depends on whether you're going for a rush or a long term "get >50% VP" strategy. If you wanted stability in any other situation, you'd just buy a Silver.

No, the main reason you'll have Copper in your deck is because you start with 7. And that's fine. 7 Copper is good enough to stabilize your economy. And maybe you'll trash some with Loan or Chapel, and it'll all look fine at the start. If you're building an engine, it'll look great, as long as you don't trash too many in the start and absolutely wreck your economy.

But if you're deck is decidedly more Big Money like, it's not going to help nearly as much.  Once you start greening, having few Copper looks a lot worse. Especially when you consider that all those Victory cards you add are giving you +$0 money. I mean, that's worse than Copper! And being worse than Copper is pretty difficult.

Anyway, I'm just going to cut this short.

If you're going for an engine, you don't care about Copper. Drawing your deck every turn means you don't care about this variance in $ stuff. You care a lot more about the variance in engine components.

If you're going for BM and there isn't a trasher, you're not getting rid of Copper this game. Just deal with it, it's not so bad.

If you're going BM, light trashing doesn't help as much because you're removing the foundation of your deck's economy for little gain. If there's a perk added on to the trashing (JoaT/Trading Post Silver, Steward's +$2 when you've trashed enough), then consider it.

If you're going for alternate VP, you may or may not want Copper with extra buys. Use common sense, don't buy extra Coppers in Vineyard games.

If there are Cursers, Coppers start getting more useful, because you really need a good number of treasure cards to deal with the influx of non-treasure (Curse) cards. I don't know if I'd actively pick up Copper with extra buys. Just don't trash your starting Coppers as much.

That's all I have to say. See you later.

2039
Dominion General Discussion / Re: The first Dominion quiz
« on: May 20, 2012, 03:15:38 am »
Many of the questions are strategy questions that require much more context than you supply.
So you scored poorly and going to blame it on the questions ? ;)

No, seriously, I think the answers are going to be true in the huge majority of contexts.

If there are also cheap Villages out, and there often are, I'd often take Wharf over Lab in the Tac/Secret Chamber example.  I'd rather spend the couple turns to build a larger, more durable double-Tac deck than one that just settles for $8 while it can.

Yeah, guess which question I got wrong.

(ed: of course, if there aren't Villages then Lab is stronger and the question is right.  But I do think the answer to this one is not so clear-cut.)

If cheap Villages were available, wouldn't it be faster to just build a Wharf engine without Tac? Maybe that's just my "can't get double Tact to ever work" bias.

(Not actually relevant to question because of the Tactician opening specification.)

I want to say that assuming cheap Villages are available is assuming extra information, but assuming there aren't any villages might as well be the same thing.

2040
Variants and Fan Cards / Re: Dominion: Friendship is Magic!
« on: May 06, 2012, 11:25:16 pm »
Wall of text incoming!

First, the general stuff about the set.

If it wasn’t clear already, the theme of the set is mutual benefit. You’ve got the standard +1 card, the Bishop drawback, the Vault drawback, and then some odder drawbacks like Boutique.

 The side theme is number manipulation. I’ll be honest and say that the side theme came about entirely by accident, but it’s a really awesome accident for reasons I won’t divulge.  Jewels divides by 2. Weather Factory adds 4. Iron Pony Competition compares cost. Cutie Mark counts cards. And Science has “2 = silver, 2 more = gold.”

Because of all the card draw, this set is fast. Like, a 14 turn game average fast. Because of this, although on the surface it’s all friendly and about cards that help out all players, in practice it is relentlessly quick and very rewarding of tight play. If you mess up, you don’t get much of a chance to get back in the game.

The card draw also has a side effect of increasing the value of +Buy. Now, +Buy is still really important in regular Dominion, but in here it is even more so. When you start essentially playing with 7 card hands, you start consistently getting >$8. If one player doesn’t pick up +buy, the extra cards might as well not matter after a point. As part of an effort to combat this, Dear Princess Celestia and Science were added as ways to deal with extra cards.

There’s a lot of flavor in the set, but it’s reliant on actually watching the show, so I won’t go too in-depth on it.

Finally, the set closely follows the Base Set cost distribution. This led to some tighter design constraints, but the set plays better for it.

Now, onto Card by Card design history.

Dear Princess Celestia This was added when I realized the set didn’t have a sifter. So here’s a Cellar variant. Entered set as is. Personally, I like how much the drawback fits the card: you sift, but so do your opponents. I’m making the wording less ambiguous.

Elements of Harmony This should be buffed, but right now I can’t think of good alternative. It has a problem in that you need to rush Friendship to make it worthwhile, but you don’t want to rush this card because it’s a terminal Copper and that’s horrible. Maybe I’ll increase the friendship and get rid of the +$1. I don’t know.

Workhorse Oh, this card. This card has been a problem for a while. This started out as “Choose 1: 2 cards, 2 actions, $2, 2 buys.” It was really unsatisfying, because you either got a disappearing Village or a weak terminal you didn’t want in the first place.
So, I changed it to “Choose 2: 2 cards, 2 actions, $2, 2 buys. Each opponent draws a card.” and added the Friendship clause. BAD CALL. Horribly broken. The +Buy meant you could pick up a ton really easily, and then  you kept doing +2 Cards +2 Actions, +2 Cards +$2, rinse and repeat with some +Buy thrown it. It was awful. If both players rushed Workhorse, the game ended on turn 7. If one player rushed it and the other didn’t, the Workhorse player would have 5 Provinces by turn 9. I tried raising the cost to $3, but that didn’t help. After a while, I realized it was the +Cards and the +Buy that made it so problematic, so they got nerfed. The current card is the result. It’s still plenty good, but not game-breaking. It’s also incredibly fun.

Iron Pony Competition This was originally a $4 card, with +1 Card +2 Actions, +$1 if you are the iron pony. This was pretty boring, as you’d just pick it up if you needed a village and the +$1 was just a small bonus. This swapped costs with a $3 card that I’ll get to later, and it was changed to the current card. One turn Fishing Village or Bazaar? Not as good as Fishing Village, but Fishing Village is darn good.

Jewels This originally had you reveal a card instead of trash it. This was pretty much impossible to balance. High variance, worth lots of money but generally only after the first Province, no thinking involved. Just auto-pilot playing. So I changed it to trash. After doing some more testing, it’s now far too weak. Should give +$1, and I’m changing it accordingly.

Parasprite If no one picks it up, then everything’s fine. But as soon as someone takes one, they start multiplying and…well, then you have a problem with infestations and terminal collisions. That’s why it’s an attack btw, after a point you really don’t want these. There’s some interesting depth to this card. Early Parasprites will absolutely wreck engines. However, the longer you take the less effect they have, and against BM Parasprites don’t hurt nearly as much. And if the engine player can get their deck to work, they can start bombarding you back with Parasprites while maintaining a slim deck, which makes any engines of yours less feasible. I still haven’t figured this card out.

Stew Oh look everyone’s tossing their cards into the pot. Kinda like a Steward. It's good enough for starting engines, and later on you can still play it for $1 and not trash anything if you have to. It might not need the trash card drawback, not sure on this yet.

Boutique This used to cost $3, and also gave out Friendship. Way too good. Switched costs with IPC, removed Friendship, and then it was fine. It looks like a Coppersmith, but it’s secretly a Merchant Ship. Think about it.

Cutie Mark Oh no it’s the bully card! This used to not have the +2 Cards, but also didn’t give cards to the players who gained Curses. Oh, and it costed $5. The problem being that in 2 player it was bad, and in multiplayer it looked scary. So I added the +cards to make it a bit more forgiving. I’m actually really pleased with how this turned out. It’s questionably strong, especially in multiplayer, but then all Cursers are. Still, it’s its own Moat. And that’s iffy, because it means that you need to pick it up to defend against it, and as you gain Curses the odds of blocking it goes down. Compare to Sea Hag: Sea Hag is 4 card hand for you, 4 card hand next turn for opponent. Cutie Mark is 6 card hand for you, 6 card hand for opponent.

DiggerUsed to be “+$1, +$1 for each Digger in your discard pile.” This was kinda boring, especially once Hinterlands came out and it had to compare itself to Fool’s Gold. So I changed it to “dig” for good Treasure. I’m changing it to make it closer to my intentions. Now you name a treasure you want on top. So you could play it as a +$1 Chancellor on a treasure, which is the card I actually wanted to make.

Earth Pony The flavor behind this was about preferring cheaper things. In practice the “drawback” It’for having a $5 cost in hand is pretty much the same (and maybe a bit better) than a third card. Really, this is just a filler card to add more viable BM strategies. When you draw so many cards, good BM strategies start getting rarer, so this helps with that.

Pegasus I just wanted a Monument allegory :(

Ponyville Used to have the “Cursed Scroll” effect: name a card, reveal a card at random from your hand, get bonus if the revealed card has the same name. And just like Cursed Scroll this triggered way too often. So now it’s a Wishing Well, although I’m considering changing it to a self-Spy.

Satchel Inspired by Druidic Satchel from M:tG. It’s random, but all the effects are reasonable. Either a Village ($3 cost), a +1 Card +1 Action +$1 ($4 cost), or a +3 Cards ($4 cost). There’s some cool stuff here: if you reveal an Action, you’re guaranteed to have the actions to play it. If you reveal a Victory, you’re guaranteed one dead card, which helps weaken the +3 Cards.

Showboater This card used to be “+5 Cards, discard 4 cards” Entirely different! Also horribly broken. Showboater-BM = 13 turns for 4 Provinces. Waaaay too fast. Changed it into the weird Thief spinoff see here, except instead of you gaining both cards, you gained one, and your opponent gained the other, and if only one non-Victory card was there you had to gain it. Which was way too wordy for my tastes, and wasn’t easy to grok. So now only you gain the cards. The old version is why this is still an attack, but it really isn’t. It’s definitely weak. Might change to “you may gain the card”, but on the other hand I sort of want there to be one spectacularly bad card.

Unicorn Entered as is, moving on.

Weather Factory Entered late when I needed a gainer. Luckily it worked out. Still feels awesome to play this naming 2 to gain a Gold. This used to not have the non-Victory clause, but it was too good.

Cloudsdale Yeah yeah it’s a Wharf. It’s very good, but it’s intentionally good. Can’t remember exactly who said it, but it’s okay to design strong cards if you want to encourage people to play a certain way.

Fruit Punch I really really tried to not make it a Minion variant, but in the end the Minion route was the cleanest route. All my other tries weren’t nearly as good.

Grand Galloping Gala Used to be Festival with +1 Card for everybody, including you. No buy restriction. It was, well, a Festival, except a bit worse. The set had too many Villages, so this was changed to look more like a Grand Market. I mean, they share the word Grand, come on. It’s high class! You need some good money to get in here. You know, like a Terminal Silver + 1 Gold. You’re normally picking up Provinces by this point, it’s not really worth going for unless you’ve got an engine.

Safe Compare to Treasury. Worse early, better late. It’s also where the name came from. Balanced, boring, but it fit.

Science! This originally had the “trash Victory for Gold” Transmute effect. Alchemy turns into Science! If you didn’t trash a Victory you gained a Silver. Was bad, so changed to gain in Hand and added Bishop drawback. Was too good, and too many trashers in the set, so changed to the current version. It’s nowhere near as good as it looks. Think of it this way: by the time you get a Science!, your hands are going to be $4+ a lot of the time, with at most 1 Victory card. So Science for Silver is +$2 +1 Buy if you’re lucky, and Science for Gold is about +$2. All in all, it’s not that good unless you’ve got a lot of cards to burn.

Sweet Apple Acres Similar to Lab and Governor, similar power level, moving on.

Canterlot This was originally “+2 Cards for every friendship token you have. Each opponent gets +1 Card for each friendship token they have.” After I realized making a card reliant on other cards was a bad idea, it got changed to the current version. (Elements of Harmony at least gives you friendship for playing it.) This intentionally doesn’t have +Buy. The point is that it’s excessive to the point of being unpractical. Adding a +Buy would make it both practical and too strong. Buy double Province, opponent can only buy single Province? No thank you.

Rebirth This card is…interesting. It has some rules headaches, but I still really like the whole Phoenix idea. Think of it as “Trash one card for every turn that has passed.” That’s not quite true in a +Buy game, but it’s close enough. That 10 cards is pretty tight, especially if you want to maintain an economy while greening.

Final notes:
The coolest combo (and I’m kinda sad no one found it) is Weather Factory/Fruit Punch. Play a +Actions, play Weather Factory naming 7438219847, gain a card (usually a +Buy if there is one), then play Fruit Punch and draw your entire deck. If you gained a +Buy, now you can play it. As long as you track your opponent’s deck well, you can do more with your entire deck than he/she can.

Earth Pony and Ponyville effects used to be switched. I liked the idea of the three main towns costing $4, $5, $6 in order of wealth and all being terminal card draw. Dominion “Village = +actions” flavor overrode that idea.

All the three pony races (Earth Pony, Unicorn, Pegasus) cost $4. And at one point I wanted them to all be engine components, but I scrapped that idea.

There used to be a VP for Friendship alternate Victory card that was always in play if a Friendship is Magic! card was in play. I cut it because it was too much of a headache to balance. When Friendship is worth it, you pick up the alternate Victory and never end the game. You just keep playing Pegasus and get way too much VP. Even Vineyard incentivizes you to buy Actions. When Friendship isn't worth it it's a dead card. It just didn't work.

Anyways, if you actually read this entire thing, holy crap you’re insane. People generally estimated power levels correctly, with only a few errors. I'm going to add some templating fixes + some card changes I mentioned above.

2041
Variants and Fan Cards / Re: Dominion: Friendship is Magic!
« on: May 04, 2012, 08:42:52 pm »
I'm sticking to my "wait 3 days before discussing cards" rule.

Just realized I forgot to add in the Card Rules. There's nothing really important in there besides some clarification on Dear Princess Celestia and Rebirth. It's edited into the original post.

2042
Variants and Fan Cards / Re: Dominion: Friendship is Magic!
« on: May 04, 2012, 03:22:03 am »
Personal reasons.

Also because it was funny.

You're welcome.

I'm glad to see this came out... I'm sorry I forgot to respond to the mass-email sent  :'(

but still:

1) You're a terrible, terrible person.
2) You remade cutie-mark to be not nearly as evil...
3) Will you be returning this summer and shall we be using this set??  :D

1. Being a terrible person is great because it means you get to grow as curly a mustache as you want and it'll still fit your character.
2. No comment right now.
3. No, but if someone actually prints it out...well that would be pretty awesome.

2043
Variants and Fan Cards / Re: Dominion: Friendship is Magic!
« on: May 03, 2012, 08:02:31 pm »
I would like to preface this by saying, I actually think some of these cards have interesting interactions and would be fun to play with.

That said, WHY!? FOR THE LOVE OF GOD WHY!?!?
Personal reasons.

Also because it was funny.

You're welcome.

2044
Variants and Fan Cards / Dominion: Friendship is Magic!
« on: May 03, 2012, 07:30:50 pm »


Once upon a time, far away, there existed the magical land of Equestria.  And somehow, you have gotten there, with all of your ambitions and desires for new land intact. It’s a strange land, where everything is candy-colored and the inhabitants are all ponies. You’ve heard rumors of this place. And by rumors, you mean what a random passerby (passerpony?) told you when you asked her nicely. Everybody (everypony?) seems to be working together to build their dominions.  How will you decide to enter into this world of ponies and their magical, adorable ways?  Will you hoard your money and resources to yourself?  Will you insist on the same time-told techniques that have served you for so long? Or will you truly discover that Friendship is Magic?

Dominion: Friendship is Magic! is a 25-card fan expansion that has been in development for several months now. And that's pretty much all you're going to get at this moment.

I'm very interested to see what people's first impressions of the set are, so here's how things are going to go down. Everyone here gets 3 days to look over the set and make any comments about the theme, structure, balance, etc. that they want. In ~3 days I'll post my feelings about it.

Here's what you do get right now:
1. This set was playtested in about 30-50 2 player games using a customized Isotropic clone. I may release based on whether there is enough interest for it.
2. This set was balanced stand-alone, so there are likely to be some questionably strong combos with official Dominion cards.
3. There are a few cards that are simply tweaks of official cards. If you're looking for total originality, you're not getting it.
4. The effect of friendship is, "At the start of your turn, draw an extra card for every 8 friendship tokens you have, rounded down."

---$2 CARDS---




---$3 CARDS---




---$4 CARDS---







---$5 CARDS---





---$6+ CARDS---



Card Rules

EDIT: I don't think many people will see this. Stealth functional edits were made to Digger, Elements of Harmony, and Jewels. The original versions are below.

Digger
$4
Treasure
Worth $1
When you play this, reveal cards from your deck until you reveal a non-Copper treasure. Put that card on top of your deck, discard the other revealed cards.

Elements of Harmony
$2
Action
+$1
+2 Friendship
Has Moat reaction if you have 8 or more friendship. No discarding to attacks, no friendship on discard.

Jewels
$3
Treasure
Worth $0
When you play this, trash a card from your hand. +$ equal to half cost.

Wording changes that didn't change functionality added on Dear Princess Celestia, Cutie Mark, Weather Factory. Balance changes  are in the works for some cards here, updated versions will be uploaded here at some point.

2045
GokoDom / Re: Kirian's Bracket, Week 5
« on: April 23, 2012, 08:50:56 pm »
My thoughts:

Game 1: Double Goons is huge. Double Goons is a lot harder with 2 Goons and less card draw.

Game 2: Trade Route opening was a bad call. Thought it could be nice with Talisman: normally it's net +1 card, with Talisman it's net +3. But guess what, Warehouse makes getting Talisman+3Cop for double Talisman/WV a lot easier, and WV-Talisman = +4
cards.

Game 3: Still feel buying down for Quarry was the right move. Quarry-GM is just too good.

Game 4: Going in I thought Scrying Pool would be too slow (no Village, only way to get extra actions is KC-Scrying Pool. This is why KC is constantly vetoed over other possible choices like Goons). Decided on Bishop-Goons-BM for 8 Provinces. Changed my mind partway through, but dghunter Scrying Pools constantly discard my Potion, so I get a really late Pool, and it's just all bad from there. Looking back Bishop-Goons-BM would definitely have been too slow.

Game 5: Awesome turn 4 tech of spending $6 for NV. My feeling was that if Goons gets Smuggled I am just really sad (even though I'd already have one). So I buy down. Lose NV split because of Smugglers and less aggressive buying in general. This is where I transition to money, skipping Golds for Banks so that Smugglers only get Silver. I didn't intend it, but when going for a NV-super turn, constantly gaining Silvers from Smuggler might be a bad idea. I'm not sure.

Game 6: Not quite sure what to think of this one. Later Expand gives me less versatility, but we both went for the same strategies. Gold pile runs out! Bishops constantly give 4 VP from Gold trashing! And this is actually sneakily close to Annotated Game #11.

Game 7: Yeah, looking back idk why I bought Prov/Est. In the end it likely wouldn't have mattered: double Duchy ties me up, dghunter buys Province, if I buy Province I lose on turns so I have to hope for good luck. Vault-GM too slow.

2046
Variants and Fan Cards / Re: Really bad card ideas
« on: April 20, 2012, 03:49:17 am »
Cell
$1 - Action
Discard any number of cards.

2047
I interpreted it as "If Rabble reveals a Curse, they put it on top and your Swindler does nothing." It's the issue of your opponent dictating what potential effects Swindler can have.

2048
Dominion Isotropic / Re: Bug report: Drew my Warehouse on turn 2
« on: April 18, 2012, 04:03:25 pm »
Neat, thanks. I see how the NB would beat it -- I guess I just have that glued into my head as a bad card still.

I don't get the Gardens path, though, especially how Tali and Expl would help it. Don't (the better) Garden strats try to 3-pile quickly instead of deck-bloating?

*sigh*, I have so much to learn. Anyone else have the experience of "I am a god at this game!" in real life, and then "I know so little about this game" on Iso?

This is somewhat off topic, but has anyone had success with a Gardens deck that stalls out the game, similar to Duke/Duchy?

You'd probably need a deck that can at least maintain some economy for Duchies as well, and I don't know how it stacks up when some of the Gardens get blocked. Duke/Duchy has the advantage of 2 victory cards the opponent would have to contest vs 1 for Gardens. So contesting Duke/Duchy often ends badly if you don't prepare for it, whereas contesting Gardens might not.

Thoughts?

2049
GokoDom / Re: Kirian's Bracket, Week 4
« on: April 18, 2012, 01:03:27 am »
My thoughts:

Game 1: My plan was to play Oracle-BM. The problem was that I came up with that plan partway through the game. Warehouse opening was to hedge bets, in case ednever opened YW - Warehouse isn't a terrible opening card anyways. Then I was a bit too worried about collisions so I held off Oracle, probably too long. But in the end, it didn't matter. Apothecary engine just didn't quite work out against the safer BM strategy.

Game 2: The random NV I pick up in attempts to pseudo-trash kinda help, but don't really do much. Herbalist returning Philosopher's Stone is pretty good when you know Stones are going to be worth it. Gives you more $ output.

Game 3: Not really anything to say. I was planning on straight up Courtyard-BM, but picked up a Potion along the way. Possession gets better the more times you play it, and in an 8 Province game...Got some nice luck with decent Possessed turns against a clogged deck by using University.

Game 4: Going into it I wanted to do some weird Embargo-important cards with Remodel to get around it. Don't pick up Remodel until the Peddlers are emptied (which I totally missed was possible this game). This game is why I don't like Possession; incentivizes slowing down deck improvement.

Game 5: I had 5 Apprentices at the end? I really don't remember buying that many. Anyway, trashing Golds and Duchies knowing that you'll get more Golds and Duchies thanks to +Buy is nice.

Game 6: I don't pick up FV and trash the only Rabble I bought to Apprentice. Then I lose to Rabble chains. Essentially I was in a bind all game: I need Lighthouse to block Familiar, then later I needed it to block Rabble ruining my next hands. Probably could have switched to Silver/FV at some point, but once the engine got going it was done.

Game 7: I delay potion buying. I'm not sure if this is the right call with $3P as the lowest potion cost. Doesn't work. I was thinking I could get some Forged-GM with big Alchemist hands. Uh...yeah that was way too slow to work.

I think it's interesting how much divergent strategy we had. It made the whole series pretty interesting. And I also didn't feel any unfair luck regarding Possession/Familiar (although me getting T5 potion is better with lighthouse out), which was surprising to me.

Nice playing with you :)


2050
Dominion General Discussion / Re: Homage to the Best Card
« on: April 17, 2012, 03:31:41 am »
Better than turn 5.
Why?

Not challenging, just trying to learn.

If I had to take a stab, I would say that on T5, the collided cards stay in your discard for longer as the deck was reshuffled to deal out the entirety of the hand that turn.  Is that correct?  Or is there something else here?

That's pretty much it.

Cards you draw on T5 "miss the reshuffle", because you have to shuffle to draw your hand of 5. Generally, you get to play a card you bought once per deck cycle (ignoring weird cases like Scheme). If it misses the reshuffle, you get to play it once in both deck cycles.

Bah someone else can probably explain this better. There's a Deck Control article somewhere out there that goes into more depth.

EDIT: Ninja'd whyyyyyy.
Idk if turn 3 collision is any worse than turn 4 collision though. Later on early collision is probably worse, but turn 3 vs turn 4 collisions probably don't matter?

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