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 ... 85 86 [87] 88
2151
Variants and Fan Cards / Re: Dominion Fan Card Contest
« on: October 26, 2011, 09:34:16 pm »
Well, here we go.

Aphrodite - Too weak. As in, the opportunity cost of losing a Platinum is not worth it. If the cost was lower, I would like it more, but it still feels odd.

Bacchus - It's an interesting idea. I didn't like it because it does not lead towards ending the game. I thought the card applied to the clean-up hand redraw, but if it did not my opinion of it would be a lot better

Ceres - Thought it was a nice take on the "end game accelerant for $4". I don't know how often you'd use the trashing clause though. 2 dead cards is a lot for a net gain of 2 vp. Seems a tad weak, but I still like it a lot.

Demeter - Honestly did not consider that the curses would slow down your deck. Still, I don't know if any card should ramp up as quickly as Demeter does...

Epona - I like it. The way I see it, if it's mostly a Big Money game, you pick this up, use it as a Silver, and then get some free buys if you need them. I suspect the $2 part would get used the most.

Fortuna - Seems terribly swingy and mean, especially towards the tail end of the game. The rulebook killed it for me as well.

Glycon - Close to the top, except I do not think the $2 cost is right. The issue I see with the reverse City mechanic is that if someone rushes Glycon, and you do not, the other player just stops buying at around 5 copies. If you start buying Glycons, you bought them later, get their effect later, and if you run the pile out your deck is as equally clogged as your opponents. If you don't start buying them, you get steamrolled. So, you both buy them, until someone trashes a bunch of them in one turn while running out the pile. I'm likely being overcritical here, I don't think all of what I said is bad, and I really want to like the card. But I've played with $4 Market before, and it speeds you up so much it's silly. Making it cost $2 is worse...

Hermes - Feels right, just underwhelming

Iris - Hey, it's my card! The lesson here is that designing a Militia effect for $3 is pretty hopeless. The +1 Card was meant to help counteract the discard clause by giving more options ala Young Witch, and to make sure the card was not just a Militia for $3. I couldn't push it up to +2 Cards because now it's just a Militia that cycles more. But the main problem is the double opening. I'm not sure how many people considered how evil opening 2 Irises could be. Performing a Militia effect two turns in a row early on has the potential for a very depressing game. And if you open 2 Irises and they don't collide, you have a reasonably high chance of hitting two $5 hands, albeit at the cost of no chance of hitting $6 (admittedly I haven't done the math on this). If opening 2 Irises is overpowered, then unfortunately opening 2 Irises yourself is actually a reasonably good counter, because after you have a 3 card hand, Iris is better than Militia. If the opening is really that bad, then you open 2 Iris, and then never touch it because after that it's just horrid. I'll tinker with the idea a bit, but I'm likely going to shelve this one. (PS: The original idea came from an MTG card, as if I haven't ripped enough ideas off. Now you get to figure out which one :))

Jupiter - This was either close to a vote, or part of the vote. I can't remember. Either way, it has some very nice utility, especially with starting up a +Actions/+Cards engine.

Kratos - Eh, I don't know. There's a bit of a paradox in this card. It's best when you have plenty of actions, but you need to have plenty of Kratos to actually abuse it. If you bought it while building your engine, you already have Village type cards, and if you didn't you have to transition to heavy actions at a somewhat late point in the game.

Luna - Hey, I've seen this mechanic before. I like it a lot, if me designing Jewels didn't give it away. My one complaint is that the forced discard punishes you and gives you some annoying decisions. If you're mostly treasure, only discarding Gold stops you from losing money. If you have an action in hand, you just got +1 Action! Do you discard the action or play it? If you have colliding actions, then I don't know if a card based around having multiple terminals is the best idea. It's good in the opening turns (discard Estate), pretty bad in the mid game (discard what?), and then silly late game (Province discarding ahoy).

Minerva - Duchy and Province effects are just too swingy.

Nox - I don't like it on the grounds that it can shut someone down very hard. See, with Embargo, you don't get a penalty for playing it, and you can still buy the card if you want. Outright stopping any use is just mean, especially if you got an early Gold and shutdown Silver or something.

Osiris - Seems like your opportunity cost is too high for this to be good. Even in a Gardens deck, you're going to want the copper with extra buys because you need all the money you can get if you want to end the game early.

Pluto - So, I can play this as a Lab, and in exchange everyone else gets a free Lab. Unfortunately, too weak.

Quirinus - This was definitely in my vote. The power level seems okay, with the only possible issue being that they actually trash the Gold or Silver. Compared to Jester, that could be game-breaking.

Roma - Hey, I've seen this mechanic before too! I do like how it limits the effect to the first line that is true, which helps get around the potential problem of hybrid cards making it overpowered. But it's too swingy in the late game. Discard Colony, gain Province for free much?

Sol - Well my god, that the swingiest card I've ever seen!

Terra - Liked the card, but didn't vote on the grounds that it was not a new card.

2152
Here's a card I came up with recently. Hopefully it's not a repeat.

Hidden Village
Cost: $4
+1 Card
Reveal your hand. +1 Action for each action card in your hand.

Rewards heavy action density, when used in multiples you get an obscenely high amount of actions. I wouldn't be surprised if optimal strategy was to pick up a decent number of these and just buy pure actions, forgoing money as much as possible. Overlaps with scrying pool a lot.

2153
Variants and Fan Cards / Re: Dominion Fan Card Contest
« on: October 21, 2011, 12:11:28 am »
Jeez, I was so tempted to just submit Goop, because that is by far my favorite design. But might as well try something new, right?

2154
Variants and Fan Cards / Re: Really bad card ideas
« on: October 16, 2011, 11:38:45 pm »
Once Again With Style
Cost: $7
Action
Each player trashes all cards they own. Each player, starting with you, takes 10 cards of his or her choice from the supply. This is that player's new starting deck.

You know, if you limit it to non-victory cards, it might not be half bad. Still insane though.

2155
Variants and Fan Cards / Re: Really bad card ideas
« on: October 13, 2011, 07:33:33 pm »
Turbo
Cost: $7
Each other player draws or discards cards until they have the same number of cards in hand that you do.

Draw cards equal to the number of cards in your hand.

2156
This may get updated at a somewhat frequent rate. Who knows! Many of these cards are potentially in a custom set, so they are meant to be somewhat balanced.

Modal card idea = A card that has more than one possible effect (ex Minion, Pawn, Menagerie)

Commoner's Pride
Cost: 4
Action
Reveal your hand. If there are no cards costing $5 or more, +3 cards. Otherwise, +2 cards, +$1


It was originally 2 cards and +$2 if you had card costing $5 or more, but then I'm pretty sure it would be way too good. However, the value does drop off in the late game quite drastically, so it might need it.

War
Cost: 4
Action
+1 Card
+2 Actions

Each player simultaneously reveals the top card of their draw pile. If the card you revealed has the highest cost, +$1 (Ties count as wins)


In it's current state, absolutely no cost balancing can happen because of Village and Bazaar. I vaguely remember seeing a card similar to this in really bad card ideas. Hopefully I didn't accidentally rip someone off...

Satchel
Cost: 4
Action
Reveal the top card of your draw pile

If it is a treasure card, +$1 and play that treasure.
If it is a victory card, +4 cards.
If it is an action card, +1 card, +2 actions.
If it is a Curse, you may trash it.


Ohhhhhh boy. Based off an MtG card of a similar name. Originally, the card was +$2 if treasure, +3 cards if victory, with the rest the same as the current version. However, after I tried testing it a bit, it felt weak. It was still runnable, but the problem was that whatever effect you got was an effect you could have gotten from a card that costed less than $4. Additionally, you had little control over the effect, so you couldn't try to build an engine around it.

To make the randomness worth it, you have to make at least some parts  better than $4. So, it's either a Venture, a draw 4 which guarantees drawing at least one victory card, a village that guarantees you have an action to use the added actions, or a mini-trasher. It looks dangerous, and I'm still a bit scared about the power level, but I think the lack of control makes it safe.


2157
Variants and Fan Cards / Re: Very very silly card
« on: October 12, 2011, 05:34:59 pm »
Like I said, maybe not the most balanced card. Also, it's only an infinite loop if you include it in counting total VP after the VP value is determined.

Rushing Wheeee! is very similar to rushing Gardens, likely better. I'd probably guess 8 VP, which means you need to either buy 2 estates (which is doable), but if you get all the estates, you have 11 estates which is still within the range. But doing this means buying a duchy could ruin your plan if the other person refuses to buy out the estates, so you'd want to guess just a bit higher...

I'm wondering if making the predictions public would make it more interesting.

2158
Dominion General Discussion / Re: Interesting board - what would you do?
« on: October 12, 2011, 04:48:47 am »
I probably would have gone Remake/Silver, but on retrospect, the odds on getting $4 one hand and being able to trash the 2 coppers you want to trash might not be that high. If you get a bit lucky, the remake might be better, but potion/silver is probably safer.


2159
Variants and Fan Cards / Very very silly card
« on: October 12, 2011, 12:12:26 am »
Wheeeeee!
Cost: 4
Victory
Setup: At the start of the game, each player secretly writes down a prediction for his or her total VP at the end of the game.
This is worth 4 VP if your total VP is within 3 of your prediction. Otherwise, worth 2 VP (do not include this card when finding total VP).

Wheee! This came about because I like the idea of having a secret goal from the start of the game. Or maybe I like subgames too much. There are so many possible tweaks that actually balancing this is probably insane, and that might detract from the fun anyways.

You could write down a low number if there's something like Woodcutter and go for ending the game quickly. Or you could just buy it as a bonus if you happen to get close.

Edit: Added a baseline if you get the prediction wrong, otherwise would be a bit too punishing.

2160
Variants and Fan Cards / Re: Conquest - the 4s
« on: October 02, 2011, 11:28:25 pm »
I really don't know what to make of Salt. I think my biggest gripe with it is that if no one buys a victory card, it's completely useless. It's not like that doesn't happen with other cards too (ex Lookout in a trimmed deck, Sea Hag with no curses), but Salt seems especially bad in comparison. It seems very much like a late game card with an early game cost (so it's basically a trade route :P)

Straits is yeah, not especially interesting, but I don't think it's unbalanced.

I do like Logistician, but it might be a tad strong. I don't have much experience with Tournament-chains in the early/mid game, but that + deck cycling might make it worthwhile. Still, power level seems safe.

2161
Variants and Fan Cards / Re: A Dominion Fan Card Creation Guide
« on: October 02, 2011, 05:40:59 pm »
Very nice article.

I'd also recommend reading through the Secret Histories/other Donald X. comments because it does help a lot in seeing the design process. Also, don't try to make every card idea you have work. If you have a particularly hard to balance a card, that's a good sign you might not want to make that card anyways. For the custom set I'm working on, I'm getting about one good card every four bad ones...

2162
Variants and Fan Cards / Re: A Noob's Expansion - Come Rip it Apart...
« on: September 30, 2011, 01:38:25 am »
Fool's Choice seems a bit weak when you compare it to Smithy. But then again, Smithy is pretty good. I think five cards is the right number, because then you could always take at least three cards, albeit not the good ones, which I think balances out? 4 cards seems fine though.

It's worth noting that splitting the cards only really matters if you still have actions left. Otherwise, it's just "split the money you draw evenly into two piles".

2163
Variants and Fan Cards / Re: Bit of a silly idea
« on: September 30, 2011, 12:18:33 am »
Yeah, making it discard the revealed card if it is a victory card could work.

The main issue I have with the card is that until you get your first Gold, I don't even see it as a good chance of being Silver. It's a silver when you have a $4 or $5 card to reveal, which means either you have a special treasure, or you have a terminal collision (or a useless action, like Moneylender with no copper). I think the main balancing part is about the post-first Gold phase, where it starts reaching $3+. It might have to go up to $5 after all.

Then again, I haven't playtested the card that much, so all of that might mean nothing anyways.

2164
Variants and Fan Cards / Bit of a silly idea
« on: September 29, 2011, 12:43:49 pm »
Jewels
Cost: $3
Treasure

When you play this, reveal a card from your hand. This is worth half the cost of the revealed card, rounded down.

I do want to make this card work. However, it currently has some issues. You basically never want this card early on, because it's not more than a Silver unless you have an unplayed action that is $4 plus. But it the late game it suddenly becomes amazing.

Might be better to make it discard the revealed card, although in that case it's not useful until you're getting victory cards (who wants to discard gold?)

2165
Variants and Fan Cards / How much does information cost?
« on: September 27, 2011, 02:31:49 am »
Just a random idea I've been thinking about.

Telescope
Cost: ?
Action - Perpetual (This stays in play during the cleanup phase)
On the turn you play this, +1 Action
While this is in play, each other player reveals their hand.

At what cost would you consider buying this?

My current guess is $3. I haven't tried playtesting this card at all, although I tried testing a version that was a Duration card, which revealed everyone's hand and replaced itself for $2. I never had a good justification to buy it. However, changing it to last the entire game makes it a lot more significant. I'd imagine it would clearly be more valuable in certain games than others (in a Big Money game the Silver is probably going to be better). However, I can't think of a game where I would want to buy this for $5+.

2166
Game Reports / I notice I am confused
« on: September 22, 2011, 09:43:10 pm »
(MoR reference! Yay!)

http://dominion.isotropic.org/gamelog/201109/22/game-20110922-183339-7993dbc3.html

I miscounted VP at the end, which cost me the game. Even so, I was terribly confused for the entire game anyways.

Maybe someone can figure out the dominant strategy for this. For instance, Minion + Salvager + Peddler looks promising...

2167
Game Reports / Re: Let's give Chancellor some love
« on: September 21, 2011, 08:18:10 pm »
I've had some limited success with Chancellor in a Minion game. Opened Caravan/Chancellor and then quickly began buying Minions. The early tempo helped quite a bit, and Chancellor allowed me to discard the deck once I had enough Minion money, increasing Minion draw chance.

2168
Game Reports / Re: Dear My Opponent: I am Sorry
« on: September 17, 2011, 03:42:06 am »
http://dominion.isotropic.org/gamelog/201109/17/game-20110917-002527-e2414e42.html

What is pictured here: Me winning partly due to going first, and mostly because drawing 2 copper + 3 estate on turn 4, then Bishop and no estates on turn 5 really really hurts.

What is not pictured: I literally spent at least 2 minutes, probably closer to 4 minutes with an action in between, trying to figure out how to make $22 on the last turn. It's too bad you can't see my hand in the log...Let's just say that King's Court + Bishop + Horse Traders + a big enough hand that playing even one more card than needed could make me discard a Platinum I needed for the $22= really big AP.

(If people are curious my hand after KC-KC-Rabble was 2x Horse Traders, 1x Bishop, 1x KC, 1x Haven, 1x Plat, 2x Silver, 1x Copper, 5x Victory cards. I thought I was out of treasure, and I could only get up to $21. Eventually just played the Haven and ended up drawing another Plat, rendering all the previous minutes pretty useless)

2169
Variants and Fan Cards / Best way to playtest cards?
« on: September 15, 2011, 08:28:11 pm »
I think it's pretty clear that judging how Dominion cards play without actually playing them can be inaccurate. However, I don't have any good methods for playtesting cards.

I can't make very good proxies because I don't have that much good cardstock. Can't use isotropic, because it doesn't support custom cards. And using general CCG software works, but is pretty annoying to set up and play with because you're forced to do all the rule enforcing yourself.

The point being, is there a nice way to playtest cards I haven't seen yet?


2170
Dominion Articles / Re: Courtyard/Venture or Loan
« on: September 10, 2011, 01:05:12 pm »
Also works quite well with Apothecary.

2171
Dominion Articles / Re: So You're Losing
« on: September 09, 2011, 07:19:40 pm »
Honestly in the end there is a lot of variation in how you define losing, ahead, and there isn't really a clear-cut way to play. The article was written more in terms of when you're losing badly or beginning to lose badly.

In case 1, I meant to say that although you still want to follow the dominant strategy, you don't want your opening to be a subset of your opponent's.  I'll edit the post, some of it does look bad in retrospect.

2172
Dominion Articles / Re: So You're Losing
« on: September 09, 2011, 03:38:47 am »
I have the exact opposite suggestion for case 3.

Well, it depends on the definition of being ahead I guess. It seems that you define being ahead by having more points at the current turn. This seems to suggest that the point is actually based on the situation where you jump-start at the VPs too early.

But the opposite case is also important. If you find yourself ahead (in the true sense of ahead, i.e., ahead in the engine/treasure cards if say you and your opponent play similar strategies),  sometimes it is very important to capitalize that lead so that it is not wasted. I've played numerous games that I became behind in the early/mid game due to bad draws while my opponent kept buying more gold, for example. The problem is that you only need so many gold so that your deck will not stall before 4 provinces for a 2-player game. Too many of them, might still not make  double provinces, and lose your timing to the duchies. It is quite common, in this case, to find that you end up with a significantly better deck but still lose.

Yeah, I don't want to give the impression that you should keep buying treasure until your opponent catches up. Ideally, if you have the better deck you want to buy duchies when your deck can handle it and their deck can't. It comes down to playing enough games to notice when it's time to switch.

2173
Dominion Articles / So You're Losing
« on: September 09, 2011, 01:25:05 am »
You were winning, but now you're suddenly losing quite badly. Or maybe you were losing from the start. Either way, isn't your day. Here's some tips.

Case 1: Your openings are different
Let's say you open 5/2 instead of the 3/4 you wanted, in a game with Steward. The early trashing from Steward is key, and unfortunately if you want it, you're going to have to buy nothing with your 2. So don't open Steward unless you have to. Presumably your opponent will open Steward/Silver, or some variant thereof. If you try to follow the same opening as your opponent without the silver, you're purposefully placing yourself in a worse position from the start. Try to see if there are any other cards, particularly $5 cards, that are reasonable openings. If there is really no better alternative, buy the Steward, and hope you have better luck or enough play skill to overcome the gap. Even if there is a $5 card you want, you still want to pick up a Steward turn 3 or 4 though, because it's too strong to ignore entirely.

Case 2: Your opponent is ahead 2 or more provinces
It's hard to explain how exactly you want to play in this situation. On one hand, if you don't buy duchies, you're going to get blown out when the other player buys them. But if you buy too many, your deck will just die, and you won't be able to do anything. Remember that your opponent's deck is getting clogged as well. Watch to see if their deck seems to falter or slow down. You will want to buy more duchies than you think you need. However, if your opponent's deck has faltered, and you're near a reshuffle, consider getting a Gold over a Duchy. This increases your variance for the better. If you have enough good cards, you'll have a reasonable chance of drawing a pretty good hand that can help swing the game.

Case 3: You were ahead, but now you're not
The best way to deal with this by far is to try not to have it happen in the first place. If you're ahead by a comfortable amount, you can afford to buy one or two non-victory cards. Although this doesn't help increase your lead, it does help you improve your deck's ability to continue functioning, especially if it's an engine deck that requires certain combinations of cards.

If you're already in this situation, it likely happened because your deck has stalled, often because of all the victory cards you've been buying. Unfortunately, if you had a lead, then lost it, the game is probably going to end very soon. Play like you normally would, except you're probably going to break the PPR. Your goal at this point should be to last long enough to trigger a reshuffle, because that gives you a second chance at drawing a good hand.

Above all else, remember that it's not the end of the world if you lose.  :)

Edited to fix typos, missing words, etc.

2174
Dominion General Discussion / Re: How do I play King's Court?
« on: September 09, 2011, 12:58:01 am »
You play King's Court by buying it as soon as you can, and buying a second as soon as you can as well.

That may not be strictly true, but it is a surprisingly high amount of the time. Most of the time, there is some action that you want to KC. Whoever plays the first KC has the advantage, so you want to set that up by buying enough actions to have KC hit (but not too many). I think that even if you only have 1 other action, you should still get it when you can, and then pick up more actions.

2175
Variants and Fan Cards / Re: Messing with Treasures
« on: September 06, 2011, 07:39:55 pm »
Supply Variations is interesting, gold rush seems a bit strong but is possibly okay, don't like shortage because of the lock out of game potential (pirate ship/theif away their treasure and kill the coppers). Boom Town seems pretty bad without actions giving money and maybe too good with the right actions, especially with minion. Paper Currency just seems mean, because odds are the person who's ahead buys it, and then everyone has a hard type buying Paper Currency.

Overall I like the idea behind modifying treasure though.

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

Page created in 0.076 seconds with 18 queries.