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 - Titandrake

Filter to certain boards:

Pages: 1 ... 84 85 [86] 87 88
2126
Game Reports / Re: Dear My Opponent: I am Sorry
« on: November 23, 2011, 03:26:20 pm »
I'm recently playing some games with my mother to show her the 2 newer expansions, few cards per game.
One game went like this:
First turn, I buy a Tunnel, she buys a Noble Brigand, revealing a Tunnel and a Copper, giving me a free Gold right before my second turn which made quite a difference. Now that was nice. :)

Please tell me she stole the Gold right back when she played Noble Brigand.

To aahg: Sorry for using KC/Jester to thoroughly ruin your day...
http://councilroom.com/game?game_id=game-20111122-222042-ddead094.html

2127
2011 / Re: 2011 DominionStrategy.com Championships Registration
« on: November 23, 2011, 12:27:43 pm »
Titandrake
GMT - 8

2128
Dominion Articles / Apprentice
« on: November 20, 2011, 02:18:41 am »
Apprentice is one of those cards that is straight-up powerful. It is a heavy game-accelerator, likely one of the fastest, and has excellent utility overall.

First of all, Apprentice is a trash-for-benefit. All the trash-for-benefit cards speed up the game, but Apprentice does it on a new level. This is because Apprentice
1. Keeps the deck small
2. Is non-terminal, so multiple Apprentices are chainable
3. Cycles through the deck very quickly, both by drawing cards and trashing cards.

Generally, the only reason you should be Apprenticing Coppers is if you already have enough money for what you plan to buy this turn. It's not worth Cutpursing yourself for absolutely no benefit. Apprentice is much better used on cards that cost >$0. Even in the worst case scenario, trashing a 2 cost gives you net +0 cards, which isn't a terrible price for getting rid of an Estate.

As an example, consider Apprentice-trash Silver, which is usually your choice of trashed card. This gives a net +1 Card, on par with Lab. But more importantly, it does so while keeping the deck small. Although you do lose a Silver, there is a good chance of you gaining a Gold in it's place thanks to the cards you just drew. Do this enough times, and eventually you will have enough Gold to be able to afford to trash those. At that point, Apprentice just becomes insane.

http://dominion.isotropic.org/gamelog/201111/19/game-20111119-224955-0e112a2a.html

The above is a solitaire Big-Money Apprentice game I played, which shares some similarities with Annotated Game #2. It gets 4 Provinces by turn 12, then does Apprentice -trash Gold/Province before the deck stalls too much to quickly empty the Province the pile. You want more than 1 Apprentice in your deck. I follow "Buy the 2nd Apprentice after the first Gold", although I personally don't know when you should buy it.

The other less explored part of Apprentice is using it to minimize the effect of terminal collisions. Apprentice is unique in that it handles terminal collisions pretty well: just trash one of them! This allows you to overbuy a terminal, play it more often than normal, then use it as Apprentice fuel when you don't need it anymore. See the Apprentice/Sea Hag topic for a potential application. There are likely other cards you could use for this, but whatever terminal you use, it has to be strong, strong enough to make it better than going for Big Money.

Apprentice tends to work the best when you have a source of +Buy to use your large card draws on, which has the added effect of fueling your Apprentices even more. They tend not to work as well in Curse games, where both your supply of >$0 cost cards and your general card quality make Apprentice chains much more difficult.

And just for fun, here's a game of debatable merit where I tried some Apprentice/Trader shenanigans. Lots of free Silver, right?

http://councilroom.com/game?game_id=game-20111103-011729-ff0462cb.html


2129
Variants and Fan Cards / Re: Plague (Fan Expansion for Dominion)
« on: November 19, 2011, 11:55:37 pm »
With regards to Medicine:

I am pretty sure that $2 cost is too low for Medicine. I regularly buy Upgrade at $5 for the main purpose of trashing Coppers, which is essentially -$1. Sure, Upgrade lets you change Estates into Silvers (and Upgrades into Gold), but even the Copper trashing utility is quite good. I would maybe try it out at $4.

You know, now that I think about it, there aren't that many non-terminal trashers. Of the ones that exist (Apprentice, Upgrade, Governor kind of), they all cost $5 or more. The ability to chain them together is a strong effect that I find sometimes goes underrated.

2130
Variants and Fan Cards / Re: Really bad card ideas
« on: November 17, 2011, 11:29:39 pm »
Shuffle Provinces, Copper, Silver. Now what? It is cute though.

Investment
Cost: $3
Action-Duration
When you play this card, choose a supply pile from outside the game. Add it to the game.
At the start of each of your turns, discard a treasure card, or reveal a hand without a treasure card, discard Investment, and remove the added supply pile.
Whenever a player buys a card from the added pile, place an Investment token on that pile.
At the start of your buy phase, +$1 for each Investment token on piles you added.

2131
Puzzles and Challenges / Two Puzzles I Don't Know the Answer to
« on: November 17, 2011, 01:16:00 am »
1. In a solitaire game with perfect shuffle luck, what is the minimum number of turns needed to empty the Copper supply pile?

2. Same as the above, except empty the Gold supply instead.

Notes:
You do not necessarily need to have all the treasure in your deck, as long as the supply is empty.
Outpost and Possession turns count.
Solitaire only tricks (like playing Envoy and choosing for yourself) are allowed, because why not.

Bonuses: Can you beat 6 turns for Silver, and 5 turns for Platinum?

2132
Variants and Fan Cards / Re: Notes About Set Design
« on: November 17, 2011, 12:29:00 am »
Wow this has gone completely off topic hasn't it.

Anyways, with all the talk about Ambassador, might as well talk a bit about the design of it. It is absurdly powerful, is very game-warping, and yet it exists. I suspect that it's for similar reasons as to why Chapel exists. Ambassador is a card that plays differently as a player's experience with the game increases. It is only game-warping when you realize it is. Personally, I didn't realize how good Ambassador was until Obi Wan Benogi opened Amb/Amb against my Chapel/Silver and crushed me. It doesn't say "trash" anywhere on the card, does it? Just some mentions about "returning to the supply"...

So, it appears that from Chapel and Ambassador, we can derive a general rule.

"If a card has to be overpowered, it should be overpowered in a subtle way"

A major component of Dominion is the puzzle aspect, where the players try to figure out interesting card interactions and how to best exploit them. So if cards you design all have a straightforward purpose, that's not good. Multipurpose cards => more interesting cards. Don't let complexity creep sneak up on you though.

And just for fun, here's the opposite of that statement, which has some element of truth.

"If a card is underpowered, make the card seem overpowered."


2133
Puzzles and Challenges / Re: How many players?
« on: November 15, 2011, 11:32:59 pm »
Slight edit/improvement to my solution:

Edit: Nvm, the improvement didn't work.

2134
Puzzles and Challenges / Re: How many players?
« on: November 15, 2011, 07:46:02 pm »

Out of curiosity, what was your solution?

Also, on second review, I'm not sure how to optimize my solution, so 11 players might actually be optimal. The only place there might be is in a different starting combo for player 11 that requires less Noble Brigands to cause a reshuffle. Otherwise, every buy from each player is useful. I'm a bit surprised it fit so perfectly.

2135
Puzzles and Challenges / Re: How many players?
« on: November 15, 2011, 02:10:41 am »

Fairly sure this is not optimal, but it works. There may be some empty buys here (i.e. buys that do nothing, and are leftover from previous attempts to solve this).

1st turn

Player 1: Buys Noble Brigand. The rest now have 3 cards left to draw. Players discarded Copper + Estate, players 7-10 discarded 2 estates and gain a copper for it.
Player 2: Buys Embassy, players gain Silver -> Reshuffle, draw Embassy + Silver + Copper + 2 Estates.
Player 3: Buys Embassy, players gain Silver -> Reshuffle, draw Embassy + Silver + Copper + 2 Estates.
Player 4: Buys Masquerade. -> Reshuffle, draw Masquerade + 4 copper
Player 5: Buys Masquerade. -> Reshuffle, draw Masquerade + 4 copper
Player 6: Buys Masquerade. -> Reshuffle, draw Masquerade + 4 copper
Player 7: Buys Embassy -> Reshuffle, draws whatever.
Player 8: Buys Worker's Village. -> Reshuffle, draw Worker's Village + 4 Copper
Player 9: Buys Stables. -> Reshuffle, draw Stables + 3 Copper + Estate
Player 10: Buys Throne Room. -> Reshuffle, draw Throne Room + 4 Copper
Player 11: Buys Jester. ->Reshuffle, draw Jester + 2 copper + 2 estates

2nd turns
Player 1 has 0 cards left to draw and has not reshuffled.
Players 2,3,7 have 8 cards left to draw
Rest have 9 cards left

Player 1: Buys Pawn -> Reshuffle
Player 2: Play Embassy -> Draw 4 Copper, 1 Estate -> Discard 3 estates -> buy KC. After embassy, 3 cards left in draw. so when player 2 draws the next hand -> Reshuffle.
Player 3: Repeat what player 2 did -> buy KC -> Reshuffle
Player 4: Play Masquerade.

8 passes Worker's Village to 9. 9 passes Stables to 10. 10 passes Throne Room to 11. 11 passes an estate to 1. Don't care what the others pass, so let's just say they passed coppers to each other.

Buy Bridge. 2 cards left to draw before the reshuffle after drawing a new hand.

Players 5, 6: Repeat what player 4 did -> buy Bridge

9 passes Worker's to 10, 10 passes Stables to 11, 11 passes estate to 1. Rest pass coppers.
9 passes Estate to 10, 10 passes Worker's to 11, 11 passes Copper to 1. Rest pass coppers.

Player 7: Buys Noble Brigand.
Player 8: Buys Noble Brigand. Players 4,5,6 reshuffle.
Player 9: Buys Noble Brigand. Player 7 reshuffles.
Player 10: Buys Noble Brigand. This totals to discarding 8 cards for player 11, so that player currently has 1 card left to draw and will reshuffle as soon as he/she needs to draw a 2nd card.

Player 11: Play Worker's Village
Play Jester.
Player 1 discards Pawn
Player 2 discards KC
Player 3 discards KC
Player 4 discards Bridge
Player 5 discards Bridge
Player 6 discards Bridge
Players 7-10 discard whatever, and player 11 makes them gain the card instead.

Play TR-Stables. Discard Copper -> Reshuffle -> Draw Pawn, KC, Copper.
2nd Stables -> Draw KC, Bridge, Bridge.
Play Pawn for 1 card, 1 buy. Draw Bridge.
With last action, play KC-KC-Bridge-Bridge-Bridge. Have 12 buys, Provinces cost $0. Buy the 12 Provinces.

2136
Variants and Fan Cards / Re: Fan Expansion: Ingenuity (temporary name)
« on: November 13, 2011, 02:38:18 am »
Irrigated Land
Treasure/Victory
Cost: $4
Worth $1, and 1vp
When you buy this, you may trash a card from your hand. If you do, +$2

I personally like the idea. My main issues with it is that the +money is useless without +Buy. Also, it seems like you'd only use this to trash estates and curses. The trashed card has to be from your hand, so buying Irrigated Land to trash a copper means you forgo buying a $5 card to replace your copper with a copper that gives 1 VP. I agree it's definitely not broken, and that it's okay as is, but I would look to see if there's a way to make it slightly better. Maybe even something simple like making it give 2 VP instead of 1, assuming that doesn't make it too strong in games with +Buy.

2137
Variants and Fan Cards / Re: Notes About Set Design
« on: November 11, 2011, 09:55:15 pm »
The base set is nice because of how it has every element it needs in its simplest form. Donald X already has a post on complexity creep, but it's worth mentioning. You want to keep the complexity as low as possible. If you must have a complex effect, then it should ideally be tied into the card's flavor, because it makes the effect easier to keep track of.

And yes, cost distribution is important. You know, not really sure what gives me the right to talk about all this stuff when I have barely playtested my set at all :P

2138
Variants and Fan Cards / Re: Yet another oddball card
« on: November 11, 2011, 02:09:23 pm »
To elaborate: TR/KC becomes a rules issue, not a power issue. If you don't keep TR, would the second copy of Rebirth still trigger? Not that this would usually matter, your deck is already 10 cards.

Also yes I do like the idea of "game-reseting" effects, although if M:tG teaches anything, it's that such effects are very powerful. This isn't a game-reset though, it's better. Once Again With Style is more blatantly broken than this though.

Just as an exercise, let's compare Rebirth to Chapel. Let's say you play Rebirth on turn 8, which I think is reasonable when you account having to reshuffle Rebirth in, and is obtainable by money alone. Operating under the "1 turn = 1 more trashed card rule", Rebirth trashes 8 cards for you, which is 2 turns of Chapeling. However, 2 turns of Chapeling = 2 turns of buying nothing, while playing Rebirth = 1 turn of buying nothing. So, what we have is a card that can trash more efficiently than Chapel, and will likely do so right around when the long-term benefits of early Chapeling kick in.

To popsofctown, I don't see what you mean by stacking your deck. My best guess is

"Choose 10 cards you own. Discard the rest, then put the ten cards on top of your deck"

which is still dangerous because it lets you set up combos that normally wouldn't happen (see perfect shuffle luck puzzles for examples).

What it comes down to is this: If it costs above $7, it shouldn't exist, cost won't be able to balance it. So the only way it stays in is people generally like the card more than they hate it.

2139
Variants and Fan Cards / Re: Yet another oddball card
« on: November 10, 2011, 11:53:56 pm »
Curse Games. Let your opponent buy cursers and get up to 10-0 curses. In the meantime, focus on engine cards and money. This way, it should be possible to hit 7 once and play Rebirth, trashing up to 10 curses, 7 coppers, 3 estates and leaving you with all the good cards you bought during that process.
So a cost of 7 sounds low, 8 should be possible to reach this way, too, and the higher you price it, the less interesting the card becomes in most setups, especially in Province games.

Could work. You probably don't want to get up to 10 curses, but you do want to buy Rebirth as soon as possible before the deck gets bogged down too much. Then you can just play it whenever you want. It is possibly undercosted, although I really don't want to bring it past $7. You only need to play it once to start the silliness. Could add a drawback that says you can't pick Rebirth as a card to keep.

You do have to consider that although your opponent wastes buys on buying cursers, they're doing so without getting cursed back if you follow this strategy, so they can buy a Rebirth of their own.

Also, TR/KC Rebirth is just an enormous can of worms.

2140
Variants and Fan Cards / Yet another oddball card
« on: November 10, 2011, 12:53:57 pm »
You know, earlier I said I would spare posting every card from the custom set I'm working on, and would only post the tricky ones. Well, it seems like I'm posting cards from there in installments.

Rebirth
Cost: $7
Action
Choose 10 cards you own. Set those cards aside, trash the rest, and put all cards set aside this way in your discard pile.


Rulebook: Cards you own means cards in your deck, discard pile, hand, in play, or set aside by another effect (i.e. Island).

Random thoughts on it (once again, I haven't had the time to playtest it's effect thoroughly enough):

Cost is up in the air. Priced it at $7 because it's an odd effect, because you don't want it until later in the game, and because it compares to Forge reasonably well. It leads to interesting scenarios where you can buy the components of an engine that normally would be too slow, and then start it up in one shot. On the other hand, $7 is a really high cost to have that happen. You could choose to keep Rebirth in your new starting 10, but playing it effectively takes away your current turn, and it gets better when your deck is bigger, so repeated plays probably are not optimal. Well, unless you have enough money producing actions, and then it seems like Tactician silliness is better.

Each turn, you presumably buy 1 card (ignore +Buy for now). So for each turn that has passed, Rebirth has the potential to trash one more card from your deck. Which is actually not terrible, now that I think of it

2141
Puzzles and Challenges / Re: Another pointless puzzle to keep people busy
« on: November 08, 2011, 02:33:37 am »
Yet another 7 turn solution.

Turn 1: Buy Bridge.
Turn 2: Buy Silver.
Turn 3: Bridge, Silver, 3 Copper -> buy KC
Turn 4: 4 Copper, Estate -> buy Crossroads -> Reshuffle
Turn 5: 2 Estates, Estate, Crossroads, Silver
Draw KC, Bridge, Copper -> buy KC, Bridge, Bridge, Crossroads (cards left to draw: 6)
Turn 6: 5 Copper -> Duchy -> Reshuffle
Turn 7: Copper, 3 Estates, Crossroads
Draw KC, Crossroads, Duchy.
Don't use KC, draw KC, Bridge, Bridge, Bridge.
KC-KC-Bridge-Bridge-Bridge -> Provinces

2142
Retroactively naming "Stupid Village"

KC - KC - Stupid Village - Stupid Village - Stupid Village then playing Diadem is $2^9 = $512.

Yeah that's just silly.

Edit: Forgot that because it's inside the KC, playing it doesn't take up an action. So it's actually...$1022

2143
This is Stupid.
Cost: $4
+1 Card
+1 Action
Multiply the number of actions you have by 2.
Now that would be a fun card to King's Court.

Yes, if you want more actions than you know what to do with.

2144
This is Stupid.
Cost: $4
+1 Card
+1 Action
Multiply the number of actions you have by 2.

2145
Dominion Articles / Re: Combo: Apothecary/Native Village
« on: October 31, 2011, 12:37:16 am »
Here's a quick log where I tried it.

http://dominion.isotropic.org/gamelog/201110/30/game-20111030-213059-a2df6d9d.html

It gets 4 provinces by turn 14, which is pretty respectable. Took a couple tries to get this though.

I followed these rules (or tried to, I messed it up a bit):

1. Open Potion/Copper
2. Get a Native Village and an Apothecary.
3. If you have an Apothecary, play it. Priority for ordering the top of the deck should go Apothecary > Native Village > Victory cards. The exception is if you have a NV in hand. Then, you will want to put 1 victory card on top, and then use the previous ordering.
4. If at any point a victory card is on top, use Native Village. This is why there is an exception: you want to use NV as soon as possible to make Apothecary look at the maximum number of new cards.

5. During the buy phase, buy a Province if you can. If you can't, buy Apothecary. If you can't, buy nothing.

I'll try it out more, see what happens.

EDIT: Yeah, it seems to be somewhat swingy. I'm getting results around turn 14-16 for 4 provinces.

2146
Variants and Fan Cards / Re: Notes About Set Design
« on: October 30, 2011, 01:51:03 am »
Thanks for the comments.

Yes, you should read the secret histories too. I'll admit I haven't read them recently, so I'm not exactly up to date.

Prosperity is an odd set. The idea of "expensive but better" is much closer to a flavor theme than a mechanical one, but when compared to VP tokens, I can't argue that it is not the dominant one. It shows up a bit mechanically when you look at Bishop and Peddler as well. If I recall the Secret History talks a bit about Peddler and variable costs.

A lot of sets have these interesting subthemes, sometimes coming from themes that don't fill an entire set.

Also, one last thing. This normally comes with themes, but a set should have synergy with itself. Examples: Workshop/Gardens, Ironworks/Great Hall, Minion/Conspirator, Vault/Grand Market, Embassy/Tunnel, University/Vineyard. This should come about naturally, either from your theme or just because it happens, but it's worth keeping in mind...

2147
Variants and Fan Cards / Notes About Set Design
« on: October 29, 2011, 01:55:55 am »
Disclaimer: I in no way claim I am a professional designer, or even an average one.

Seems like there are multiple people who are considering making custom sets. This is a list of various pointers to help with the designing process.

1. The set needs a theme.

So far, the official Dominion expansions have had the following mechanical themes.

Intrigue: Choices
Seaside: Durations
Alchemy: Potion costs
Prosperity: VP tokens
Cornucopia: Rewarding variety
Hinterlands: Effect on gaining/buying

I'm ignoring Base because it was the first set. You could argue its theme is simplicity.

A mechanical theme keeps the set together, and makes sure each set is distinguishable from the next. This also has the effect of allowing the players to choose the gameplay they want, by selecting sets with effects that they want to play with.

Sets should have a flavor theme as well. Dominion is not a purely mechanical game; a card like Witch or Thief would initially feel different if they were named something else. However, flavor tends to be easier to add, as the name of the card can always be adjusted, and to be honest not all cards have names that make sense.

2. Do not forget bread and butter effects.
If you have not read the stickied Fan Card Creation Guide, you should. It does a good job of describing what a card should and should not do.

What it does not address is how cards interact with each other. For instance, say you have a batch of 20 well-designed, balanced cards. You decide to try playing with these cards. And the experience is awful. Why? Because although all your cards are good, you have no Village effects. Or you have no good card draw. Or you are missing some other general effect that is part of what makes Dominion play the way it is.

As far as I remember (and you can correct me if this is wrong), all Dominion sets have the following cards:

Cards with +2 Actions or more.
Actions that are terminal Silvers with a bonus.
A card that gives out curses.
A card that gives terminal card draw.
A card that synergizes with itself (i.e. a one card engine.)
A card that trims the deck.
A card that gives +Buy.

Some of these effects need to show up more often than others (you don't 10 trashers in one set, and you need more than 1 +buy card in a set). But all of these effects should show up at least once.

3. Playtest the set. With other people. A lot.
It seems that the one constant about card design is that without playtesting, we are terrible at judging power levels. Don't get me wrong, it doesn't take a genius to know that a $2 cost Action that gives +5 Cards, +3 Actions is horribly broken. But it's difficult to see how an idea plays out without actually playing it.

I had other stuff to say, but I seem to have forgotten what it was. I'll edit it in if I remember it, I think I typed enough of a text wall already.

2148
Variants and Fan Cards / Re: Create a card inspired by another game
« on: October 28, 2011, 01:28:39 am »
Power Grid
Cost: $5
Action

Play any number of treasure cards you have. You may buy any number of Cities from outside the game for $5 each.

(Let's say there's no cap on Cities bought to make it funnier)

2149
Variants and Fan Cards / Re: Dominion Fan Card Contest
« on: October 27, 2011, 08:45:13 pm »
Dominion is a very unpolitical game. You can look at the Donald X. post on it, but I believe this is because whenever you add politics, you increase game time. You have people deciding whether to use a card, whether to try to ally with someone, pretending to think about using a card while not having it to try to give no tells, and so on.

Sorry to say it Karrow, but in your rant you generalized way too much. And it didn't help that your card wording wasn't exactly polished

2150
Variants and Fan Cards / Re: Dominion Fan Card Contest
« on: October 27, 2011, 07:04:26 pm »
Nice comments on Village Riot. From what I got, the main thing to notice was that as a Village, it's easily chainable, and as a $4 cost card, it isn't terribly difficult to rush.

As for Iris, I still like the card, but it's either way too good or way too bad, and that is a huge strike. You can look at my previous post to see me figure out how ugly the double opening is... Don't see how it's good with Minion though, they'll only have a 4 card hand and won't be affected by the attack. Just falls into the non-terminal non-replacing synergy camp. Which happens to literally be the only synergy the card has. Interestingly, I basically designed the card in ~5 minutes, submitted it because I thought it was cute, and then went through the implications. In hindsight, that might not have been the best idea.

Well, not every design can be good.

Pages: 1 ... 84 85 [86] 87 88

Page created in 0.117 seconds with 18 queries.