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Messages - Asper

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3351
Puzzles and Challenges / Re: Buy but don't gain?
« on: January 25, 2015, 09:08:22 pm »
Farmland trash a $4 into the last farmland (I hope nobody has ever done this)

I want the Farmlands and just  use the opportunity to trash the $4 card. Like Rats. Or a Hunting Grounds (Quarry). Or a Scout/Thief somebody swindled into my deck. Or a Moneylender that became useless. You get the idea.

Edit: I should have read all answers before posting this. You're getting old, Asper...

3352
Rules Questions / Re: Black Market + Trader
« on: January 25, 2015, 08:43:33 pm »
As far as i remember, Wishing Well does not tell you where the revealed card goes if you guess wrong, so there's a precedent. Furthermore i think that all cards that reveal multiple cards include the "any order" phrase so people don't have to remember the order they were in originally.

All in all the ruling to put it back on top can be deducted from the reveal ruling, but i can't blame Goko for treating them like unbought cards. IThe way it works certainly doesn't look like a deliberate design decision.

3353
General Discussion / Re: Brag Board
« on: January 25, 2015, 08:30:08 pm »
I want to play adventures, too  :'(

3354
General Discussion / Re: Brag Board
« on: January 25, 2015, 08:46:26 am »
Donald X gave a +1 to my cheap-ass storage "solution" on boardgamegeek.com.

3355
Dominion General Discussion / Re: Corrections to some wiki articles
« on: January 25, 2015, 08:07:04 am »
So should the Scout page say "You'll never want to buy this card"?

I'm *so* looking forward to 30 more "How does this combo with Scout?" threads.  I don't think we ever did one for Prince.

Prince actually DOES help to remedy some of the problems certain "nombos" have, mostly a lack of +actions or the need to play a card very often. Scout fits in neither category and so i assume it would still be one of the worst princeable cards.

3356
Personally, i would not allow the card to give you a negative coin total. Even Poor House, which may give you negative coins on its own, can't make your turn's total negative. And why should it? Usually you don't want to buy stuff for $0, anyhow. Of course there are cases (Fairgrounds, Gardens, cost reducers, Goons...), but introducing new rules just to close some harmless edge case (that could just as well be considered a feature) seems like overdoing it. To me, at least.

3357
Variants and Fan Cards / Re: Asper's Cards
« on: January 23, 2015, 11:17:55 am »

Quote
Politician Action, $3
+$3
For each other player, choose one of the following he may do (choices must be different):
Draw a card; Trash a card from his hand; Gain a Silver; Put his deck in his discard; Gain +1VP

Comment one:
When you say "choose one" I would think that "choices must be different" is unnecessary?

Comment two:
The choices you have for what your opponents can do will sometimes be awful for him (and I assume that you want them to be good for him).  Let us say he has built up a strong deck with the use of Chapel or another trashing mechanism, you risk that he has only strong cards in his deck.  And is putting his deck in his discard always a good thing?  I think I would choose "Put his deck in his discard" most of the time.

Comment three:
I really liked the idea of this card.  What if your opponents could choose themselves?  I think that could be cool.  It might set the cost down to $2?

Thank you for the input.

Comment one: The "choose one" is to make clear that i can't have player one do all five things so player two can't do anything. "choices must be different" makes clear i can't let player one and two do the same thing. But you are right and it can probably be shortened. "For each other player, choose another one of the following he may do".

Comment two: Yes, most of the choices are not exactly great under certain situations. That's on purpose - you can for each opponent pick whatever choice you think helps him the least (well, unless another opponent allready got that benefit). Trashing is awful if all your opponent has is good stuff. Silvers can harm a trimmed engine. Drawing can trigger reshuffles (but is still pretty good). The +1VP is never a drawback, but it's also the only one that can never benefit your economy. The Chancellor effect doesn't stack. That aside, i think people generally underestimate how good it is at speeding you up. Nonetheless you are most certainly right, you don't always want it. That's why players only may do the bonus and are not forced to.

Comment three:
Well, the point of the card is to make it deliberately political, which means that you have to be the one who chooses who gets what. There are quite some "friendly interaction" cards allready, and most of the effects on this card have been on those allready. The fact that you choose is what makes it special.

3358
General Discussion / Re: Brag Board
« on: January 23, 2015, 05:32:46 am »
Before i saw the picture i imagined it was a "Vote Republican" advertisement ;P

Oh wait, this is not the politics thread... Ignore me.

3359
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: January 23, 2015, 05:26:59 am »
The problem with Harbor is that it's redundant with Dignitary and Dignitary is better.

That really depends on preferences. Harbor is a simple card that seems very much like it would work on its own (like the Seaside reference, btw) while we obviously struggle to get Dignitary in line. More effects =/= better cards.

Sorry for the edit, i try to stop doing that...

3360
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: January 22, 2015, 11:52:45 am »
I like Harbor, and i'm not too much a fan of Smithy+ usually. It also reminds me of Mandarin and Harvest. Harvest looks a bit weak in comparison, but it's not strictly worse.

I'd actually vote to split Dignitary up and make Harbor real.

3361
Other Games / Re: Which Smallworld game to get?
« on: January 22, 2015, 11:42:46 am »
It's less about me than about the people i play with. One difference between Smallworld and Dominion is that if you forget what a Dominion card does, looking at the card itself will answer 99% of your questions while the Smallworld race/ability tiles only give vague hints most of the time. For example nowhere on the Halfling tile does it say that they can enter the board anywhere.

Anyhow, the more i think about it the more i believe that you are right - the base game has some rather complex abilities itself (Fortresses, for example), so the expansions are not really different in that respect. I do think they ran out of classic fantasy factions, which was another reason for me to not buy it, but that's beside the point.

3362
Other Games / Re: Which Smallworld game to get?
« on: January 21, 2015, 07:47:46 pm »
I see, thank you.

3363
Rules Questions / Re: HoP + Counterfeit
« on: January 21, 2015, 04:09:34 pm »
(this makes no difference in practice since the HoP is already in the trash and there are no effects conditional on it being trashed)

Well, it does not open a new window for discarding Market Square. Only the real trashing (the first play of HoP that causes a Victory card gain) does. I think it does not matter for practical purposes anyway.

Damn. I was foolish enough to think there was no edge case there. How silly of me. :P

I don't think there is a real edge case. There is never a reason that it matters if you are discarding Market Square to the first trash, or the second (if you could discard it to the second). So even if there were a second trash, no play decisions could ever be different because of it.

It does if you want to topdeck the cards you gained with Watchtower, and the order you want them in is Victory card lowest, the other gain inbetween and the Gold on top.

3364
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: January 20, 2015, 10:15:05 pm »
Late again today, but i'll write a little something nonetheless... I'll not write something about every card, though, because i'd have to force myself to and i'm too nice to force things on people. So let's see.

Quote
Relocate (Action - Duration) $4
Set aside a card from your hand. At the start of your next turns, as long as there is a card set aside from this, trash it and gain a card costing exactly $1 more. You may set aside the new card.

It's an interesting concept, but it's very strong in kingdoms that have a connected range of costs ($7 cards) and much worse if those are missing. anyhow, it drains piles pretty quickly if you want it to. Still, i think it's something interesting and fresh.
Edit: Given that cards costing $2, $3,$4,$5 and $6 are in every kingdom (this card itself is the $4), this is probably a bit too strong compared to Remodel as you can "Remodel" Estates into Gold. You can't use the card in the meantime, that's true, but considering it and the card you gain would be in your discard pile anyhow, i'm not sure how much this weights in.

Quote
Transport Ship (Action - Duration) $4
+2 Cards
+1 Action

At the start of your next turn, discard down to 3 cards in your hand.

I'd limit it to 4. 3 are pretty harsh. Other than that i think a card that punishes you next turn could be something interesting. On the other hand, it might feel very unpleasant if your next turn seems like it would have been great otherwise.


Quote
Ambush (Action-Duration) $2
Now and the next time an opponent buys a Victory card, +2 cards.

Does it stay in play until it is resolved?


Quote
Wagoner (Action - Reserve) 0*
+1 Action
Return this to the Wagoner pile.
(This is not part of the supply.)
The Wagoner pile consists of 16 Wagoners.

Quote
Traveller's Village (Action) $4
+1 Card
+1 Action
Gain a Wagoner from the Wagoner pile. Play it.

Isn't this just a Village that partly fails if the pile is empty? I really don't get the point of it.


Quote
Wainwright (Action) $4
+$3
Gain a Wagoner from the Wagoner pile.

I guess the Wagoner is a drawback here? Maybe it harms you too much, but i'm not sure.


Quote
Toll House (Action) $3
+2 Cards
+1 Card per Wagoner you have in play.

When you gain this, gain a Wagoner from the Wagoner pile.

Resembles Death Kart in a way and also reminds me of those "Bonus for Curses" cards. I never really saw one of those i liked, which i think is a bad sign for Toll House... :/


River (Action) $3
+2 Cards
Return this to your hand.

This is no doubt the most amazing card i ever read and Donald should immediately make an expansion consisting entirely of 45 piles of this.


Army (Action-Attack) $4
+$2
Each other player turns the top card of his deck face-up. When he would draw the face-up card, he turns it face down instead.
(Something like that could work with tokens as well.)

I never saw this before. Interesting concept for an attack, though it reminds me a bit of Bureaucrat, which achieves a similar thing more easily. Still a direction one could keep in mind.


Quote
Round Village (Action) $4
+1 Card
+2 Actions

When this is in play at the end your buy phase, you may pay $1. If you do, put this on top of your deck.

I see why it doesn't say "if you have at least $1 left" - that would allow you to topdeck more than one at the same time. Still i'm not sure the concept is worth introducing an entirely new mechanic.
You could let it gain a "return" token for -$1 on play, but maybe that's not a very good idea.


Treaty (Reaction) $4
When the player to your right discards an Action from play, you may reveal this from your hand and set it aside with that action card. Play that Action at the start of your next turn. When you would move it from play, put it on the discard pile of the player to your right instead, then discard this Treaty. When you discard this from your hand, you may reveal it and put it on top of your deck.

It's a bit of a targeted attack if your opponent reshuffles - probably not more than Possession, though. Maybe use a card from the supply instead?

3365
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: January 19, 2015, 10:28:48 pm »
From my personal experience, threads with less cards get feedback more easily. That many cards are overwhelming, to me at least.
Another option would be to make hawt pics (of the cards).

I'll try to remember to take a look at your cards and give feedback to some of them tomorrow. It's a bit late today...

3366
Other Games / Re: Which Smallworld game to get?
« on: January 19, 2015, 10:21:25 pm »
It seems you heavily played one of the two newest expansions. I must admit that, as much i like to expand my games, i found the last two to be extremely complicated (as far as i could judge by just reading the rule sheet). The Shrubmen are certainly simple, but Ice Witches, Skags, Igors and most of the special abilities (Giant or whatever it's called as well as fireball) were so much text that it actually made me not buy the expansion after all. Say, did you find the contents of the new expansion to be reasonably simple to grasp all in all?

3367
Variants and Fan Cards / Re: Cage
« on: January 19, 2015, 07:20:28 pm »
It's a Lab when looking at how many cards you draw, but usually you'll be discarding Coppers, i guess. So you really have to draw at least two Coppers and a card worth about the same as Cage to make this worthwile. Not as easy early on, i may say.

I wonder whether it would be too weak like this:

Cage $4, Action
+1 Action
Discard two cards. If they share names: +4 cards

To make this clear, i'm not 100% certain how much this or your original should cost.

3368
Variants and Fan Cards / Re: Dominion: Pestilence
« on: January 19, 2015, 06:56:45 pm »
Why is cantrip trashing considered so good? You have to play 4 in a row before you can do what one chapel does, and then what are you gonna do with all those trashers in your ultra thin deck? They'd get too risky to cconsider playing.

1. You don't always trash 4 cards when you play Chapel.
2. You can trash all but one of your trashers if you don't want them anymore.
3. A cantrip trasher trashes less cards at once, but has one more card to choose from.
4. A cantrip trasher means that even turns you trash something in can be worthwile, and if it's just playing Militia to annoy your opponents.
5. Generally, your ability to do things doesn't suffer as much during your trashing phase, which makes up for the fact it takes a bit longer.

3369
The mats are actual mats to sit more comfortable, as each game with the new expansion will take much longer to play and set up. You'll be grateful.

3370
Variants and Fan Cards / Re: Asper's Cards
« on: January 18, 2015, 11:36:46 am »
Updated the OP list of cards after some time of being rather unproductive as a fan card designer. As always, i'm grateful for opinions. :)

Edit: If you have no opinions, i take credit cards, too.

3371
Puzzles and Challenges / Re: Easy Puzzles
« on: January 18, 2015, 09:57:12 am »
The IGG pile is embargoed ten times as you buy one. Enraged, you wipe the game off the table, emptying the IGG pile.

3372
Dominion General Discussion / Re: Always Losing.
« on: January 17, 2015, 03:10:41 pm »
Just one word to those accusing Seprix' question of being rude: Asking why you are always losing recently doesn't imply you think that all your opponents are morons. It just implies that you don't think they all became much better than you overnight. Which is reasonable, i might add.

In defense of those people, before he edited the OP, it called people he lost to all the time "complete idiots", which does indeed imply that.

Oh. That changes things.

3373
Dominion General Discussion / Re: Always Losing.
« on: January 17, 2015, 02:09:41 pm »
Just one word to those accusing Seprix' question of being rude: Asking why you are always losing recently doesn't imply you think that all your opponents are morons. It just implies that you don't think they all became much better than you overnight. Which is reasonable, i might add.

3374
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: January 17, 2015, 08:12:58 am »
There is a difference between revealing Moat infinite times and resolving Dignitary, at least under certain conditions. You can always choose not to reveal Moat, but if you reveal Dignitary with 5 Fortresses in hand (whyever you would do that), you are automatically trapped in a neverending state of trying to apply a mandatory instruction. You can never stop, even if you wanted to. There are quite some ways to artificially stretch out the game, and you can technically achieve it even by mundane things as not to do anything at all for 20 minutes. That's entirely different from Dignitary's unescapable loop where choice doesn't matter (once it's started).

Edit: I should probably clarify that i'm talking about the hypothetical "down to 4" wording, not the card as it is currently, to avoid confusion.

3375
Puzzles and Challenges / Re: Easy Puzzles
« on: January 15, 2015, 06:04:32 pm »
Pass it with Masquerade and let Thief steal it after that.

Your opponent never gains or in any way receives a Prize.

Drat! Should have read more carefully (or at all)...

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