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3701
General Discussion / Re: Smash Bros. 4
« on: February 15, 2014, 09:11:05 am »
Must admit i never was overly exited for Little Mac, likely because i never played Punch Out, dislike sports in general and think his design is pretty bland (things that still apply).
I do admit that his preview video makes him look like a character i'd like to try out, though. He obviously has some moves that rely on what would be called "invincibility frames" in a normal 2D fighter, which gives me the hope that his gameplay style will make a connection between SSB and "real" 2D fighters. Might seem a bit stretched judging from the few things we have seen, but he is a martial artist, after all.

3702
General Discussion / Re: Smash Bros. 4
« on: February 15, 2014, 07:50:08 am »
Both have different stages (but the same characters) so I'd imagine they are not compatible.

Didn't they just state "the same number of characters"? I wouldn't be surprised if that meant something.

3703
Puzzles and Challenges / Re: Infinite throne room
« on: February 15, 2014, 07:42:28 am »
3) Any combination of the following that has at least one of the "limited use" cards in it.

Limited use
Action cards that trash cards from your hand to work: Moneylender, Remodel, Expand, Remake, Treasure Map, Develop, Stonemason, Transmute, Trader, Taxman, Mine, Trading Post and Procession
Action cards that remove cards from you hand other ways: Island


No use
Actions that ITR has no effect on: Secret Chamber, Tactician, Outpost, Library, Watchtower, Chapel, Counting House
Non-Actions: All


Depends
Multipliers limited by your hand: Throne Room, King's Court
(Allow playing more than one different card in a turn, which is only relevant if you play with Shelters OR there is a card that does not require you to lower your handsize to do something. Those cards include "no use cards" that still don't get additional benefit from being played by ITR)


Honorable mention:
Rats (which gives actions and cards but doesn't make the card "broken" for obvious reasons)

Edit: Forgot that Procession is a tfb itself and should be in the "limited use" category rather than "no use". Probably the effect isn't really useful most of the time, but nonetheless.
Edit:Removed Forge, Salvager and Altar due to Holger's remark.
Edit: Made a category for TR and KC that can add flexibility (in some cases)

3704
Variants and Fan Cards / Re: Dominion: Pandemonium - Expansion WIP Thread
« on: February 14, 2014, 10:03:45 pm »
I'd lie if i said i have the energy to do more than just some quick remarks, so please don't take it badly if i say something stupid.

Quote
Ambush
Single - $2
When you would gain this, instead put it anywhere inside a supply pile, and take the Ambush token.
---
When this card appears on top of a Supply pile, the current player trashes a card costing at least $3 that he has in play. The player with the ambush token pays it to gain a card from the trash, putting it on top of his deck. Return this to the Supply

Um... "Return this to the supply" means that it will still be on top of a supply pile, doesn't it? Apart from that i don't really get what this is about, and it feels as if putting it anywhere in a supply makes it more complicated than necessary. Probably i want this to block a pile from being bought, but why wouldn't i just put a token on the pile, then? It's not like putting it somewhere in the pile would surprise anyone (you can look through it) - if anything, it makes the card more political ("I put it third so Barbara can buy a Lighthouse, but Steven can't, Harr Harr!"). Not the one i like most.


Quote
Fool
Action/Single - $2
+2 Cards
+2 Actions
Put this card on top of any non-empty supply pile of cards costing $6 or less.

Hm, Fool still has the blocking mechanism but has become a usefool card itself. I like how you can use it to force opponents into buying a card they don't want without making it seem unfair (as the card is not that bad itself). As a second card with a pile-blocking mechanic, i find this much simpler and clean than Ambush.


Quote
Bargain
Reaction - $2
When you would gain a card, you may trash this from your hand. If you do, instead, gain a card costing up to $2 more than it from the supply or the trash, putting it into your hand.

Hmm... It took me some time to get that the gain from the trash means you can gain itself after trashing it, so it basically moats junking attacks. The other use is to make it a one-shot Silver, which i think is not that much better than +2 cards from Moat itself. My feeling is this is worse than or about as "strong" as Moat (defending not every kind of attack). I see that you can chain them on reaction and gain a Province instead of a Curse with four of them in hand (or a Gold/Duchy with three), but as they really are one-shots if you did that and dead Moats until that i'm pretty sure such a strategy wouldn't really work...
Edit: It's funny how LastFootnote seems to have the opposite opinion about this card's power, but i'm too tired to think about it now... Good night...


Quote
Prospector
Action - $2
Gain a Treasure costing up to $6, putting it in your hand. Each other player gains a copy of that Treasure, putting it on top of his deck.

Why are your 2$s so weak? Compare this to Beggar: It also costs 2$ and gives +3$, but Beggar not only has a downside you can use to your advantage (greening, Gardens) but also is a reaction. Comparing the bonus you get to the bonus for your opponents, this card takes up a spot in your hand and gives +3$ (max) - while, during their second-next turn, your opponents will have exactly the same situation, just without spending a buy or an action on it. In the endgame this might make the difference, but almost certainly not enough to make a strategy of it.


Quote
Conflict
Reaction/Single - $3
When another player plays an Attack card, you may reveal this. If you do, that player gains this card.
---
When you reveal or buy this, gain an Attack card costing up to $5.

Well, of course this is irrelevant if there are no attacks. Given this is a single that doesn't really matter though, i guess. I'm not sure i like the "reveal" part here - it might be intended to be a defense aganst Saboteur, Knights (which can trash the only Conflict for good) and some others, but it still works nicely to be spammed with Hunting Party or Managerie. Hmm... All those Minions... I think if there are cards supporting the spamming, the fact that there's only one of them will make the game really frustrating and unfair.


Quote
Fete
Single - $3
When you would gain this, instead, look at the top 2 cards of the Fete deck, put one on the bottom of your deck, and put the other back on the bottom of the Fete deck. Put a card costing $6 or less from any supply pile on top of the Fete deck.
---
Setup: Make a Fete deck out of one copy of every Kingdom supply pile in the current game.

You must get the impression i hate all your singles :(
Here i don't like the first player advantage. The first player to buy one can hope to gain a nice card (whatever nice kingdom cards there are) and put a Curse on top, effectively halving the chances of a good bargain for every player following.


Quote
Amigos
Action/Duration - $3
+$1
At the start of your next turn, +1 Action
---
When you discard this from play, draw  an extra card at the end of your clean up phase.

I still like this idea, and i still think that giving the +1 action on the turn it is played not only boosts it by a tiny bit (as you can chain them) but also fits the  fact that usually durations are useless the turn they are played. Also i'd try to cost this at 2$.


Quote
Opportunist
Reaction - $3
When any player gains a Treasure card, you may reveal and discard this. If you do, resolve an Event from the Event deck.
---
When you reveal this, gain a card costing up to $3. 

The second reaction isn't as easy to spam as Conflict, and not worse than Tunnel. I see it can work as a defense, and interestingly to discard attacks as well as to attacks that steal from you. It's weird that the Opportunist revealed by another players Spy can trigger another Oppurtunist if it gains a Silver, with your Opportunist in hand reacting to that other Oppurtunist gaining a Silver, too... In general, i think "gain a Treasure" isn't a big enough pause in the game to have a reaction for, especially as it can grow pretty complicated with the events involved.
Sorry i'm so negative all the time here :(


Quote
Scribe
Action - $3
+$2
Place the top card of the event deck face down on your Scribe Mat
---
At the start of your turn, you may reveal and resolve an Event from your Scribe Mat.

I must admit i'm not a huge fan of the events when reading them on the screen, but i don't know how they'd play. Thinking about it, it's probably crazy, but fun. I wouldn't mind having such a mechanic on that new Promo...
Anyhow, i'm not sure the benefit of the card is good enough, especially as you don't know what event you'll cause, yourself. If you did add that (or it was intended that way all along), i think the card would work nicely. Otherwise, i'd rather have Chancellor.


Quote
Tavern
Action - $3
+2 Actions
+2 Cards
Put a card from your hand on top of your deck. Put a card from your hand on the bottom of your deck.
---
When you gain a Province, discard all Taverns from play. If you discarded any, resolve the top Event of the Event deck.

It's +Cards first, isn't it? I still don't get why you would want to trigger events - they can harm you and help you both. I'm not even sure whether the last part is a penalty or a benefit. As this is probably a bit strong as a Village variant, i assume it was intended as a penalty. At least i know i'd hate to let every player draw a card at the end of my buy phase (where i can't use it)...


Quote
Tower
Single - $4
When you would gain this, instead, move a tower token to any supply pile.
---
Setup: Place a tower token on each of the Estate, Duchy and Province supply piles. Cards are worth an extra 1VP for every tower token on its supply pile.

Hmm... I can imagine situations where the game (especially a 2-player game) would reach a stalemate where nobody wants to end the game, as that would make the other player's card of choice worth points, and instead the Tower token gets shoved back and forth... Also it's a bit swingy if you are lucky enough to put it on "your" card the last turn. It somehow makes the game less strategical and more luck depandant for that reason, i think.


Quote
Barge
Action - $4
Now and at the start of your next turn; +2 buys, draw until you have 5 cards in hand
Put your deck in your discard pile
---
While this is in play, when you gain a card, you may trash a card from your hand.

More simple, that's nice. I like how the "in play" and the on play synergize. I'm not sure about the (forced) Chancellor and whether it keeps the card from being too weak, though. Like the idea, though.


Quote
Beauty
Action/Attack - $4
+2 Actions
Each player (including you) discards any number of cards from his hand until he can reveal a hand of only Actions, Reactions and Treasures.
Draw until you have 4 cards in hand.
---
When you reveal this, +1 card.

I don't know about the "reaction". It only matters for Tunnel and some of your own, doesn't it? Truth be told, it feels a bit specific. Also it very obviously defends against itself, and while i'm not sure i like that in general, it's nice that there's no first-player advantage here. Like Conflict, this is crazy with Hunting Party or Menagerie...


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Labyrinth
Action - $4
Do all three of the following in any order:
Draw until you have 5 cards in hand
Discard a card
Trash down to 3 cards in hand

Interesting. I thought about a card where you can order choices too, but it didn't work. I like yours better. Also like the name. Nice.


Quote
Oppressor
Action/Attack - $4
+1 Action
Look at the top 5 cards of your deck. Put any number on the bottom and discard the rest. 
Each other player reveals the bottom card of his deck and gains a Cell from the Cell pile if it’s any other card, putting it on the bottom of his deck.

It's a bit like a fixed Scout, isn't it? A bit complex with the Cells, the bottom-decking, the ordering of cards down there... Not that bad.


Quote
Philanthropist
Action - $4
+1 Card
+1 Action
Choose one of the following for everyone to Gain. You put the gained card in the location in brackets;
A Copper (in hand), A Silver (on top of your deck), A Gold (on the bottom of your deck)

Of course the Copper gain qualifies as an attack, and yes, i know, the others don't. If i'm not mistaken i allready proposed a way to solve this (without attack type): "Choose one: Gain a Copper in hand; Gain a Silver, putting it on top of your deck; Gain a Gold, putting it on the bottom of your deck; Each other player may reveal a Reaction card from his hand. If he doesn't, he gains a copy of the card you gained."
Obviously that's not a beautiful wording, but still i'd prefer it to a junker that's not an attack. Apart from that the card is fine, though not overly strong.


Quote
Plantation
Action/Victory - $4
Worth 1VP if you have the fewest Plantations of any player.
---
+1 Card
+1 Action
Reveal cards from the top of your deck until you reveal a victory card. Put it in your hand and discard the rest.

This is... interesting. I'm not sure how it plays, but it's definitely something new. I do remember playtesting a Victory card that wanted you to not gain too many of them, but this is different.
Also combos with Scout ;)
  

Quote
Rear Admiral
Action/Attack - $4
+3 Cards
Each player with 5 or more cards in hand puts a card from his hand anywhere in his deck.
---
When you gain this, resolve the top event from the event deck.

I see. The event is used as a way to keep this from being "strictly better" than Smithy (which isn't that far stretched thinking about how many of them are worse when resolved at the end of your buy phase). The attack might be beneficial to other players sometimes, but a single card doesn't really help setting up something enough to make giving a good one out of hand worthwile, usually. Then again this can only hit each player once a turn, and there is a restriction... I'm not really sure, but it might be okay for 4$.


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Repair
Action/Reaction - $4
Trash a card from your hand. Gain a card that shares a type costing up to $3 more, putting it on top of your deck.
---
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a cheaper card that isn’t a Single.

Yay, a terminal Rebuild. On second look, i like how it is worse when used for victory cards and how it is worse than Mine or Taxman for Treasures. But then again, it is more flexible and also defends against junkers. Two of these can even work as a Remodel. I feel the reaction is a bit too much, the card is pretty good for 4$ even without that.


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Revolutionary
Action/Attack - $4
+1 Action
+$1
Reveal your hand. Each player may choose any number of cards from it. Discard the chosen cards.
Draw until you have 6 cards in hand.

Interesting. Reminds me a bit of Advisor, only that this is either worse or better, or probably both. Don't know if i'd like playing with it, but i'd definitely try it out.


Quote
Enchanter
Single - $5
When you would gain this, instead, move the hex token to any Action supply pile.
---
When a player discards a copy of the card with the hex token from play, if that player has no actions remaining, each other player gains a Curse. Place the Hex token on the Enchanter supply pile at the start of the game and when it’s on an empty pile.

"Starting my third turn, i play Smithy. Now i play six Coppers, buying Enchanter and placing the hex token on Copper. Six Curses for each of you guys."
Even if you forbid Treasures, this is still mostly a swingier, stranger, stronger Ill-Gotten Gains. Swingy because you might have a terminal in hand to play after all those Hamlets you had (so you can give out a Curse per Hamlet). Strange because the player buying it may put the token on a card that the player after him will play, too - just without spending 5$. Stronger because you don't have to gain that awful "half-Silver" IGG is.


Quote
Patrol
Single - $5
When you would gain this, instead, gain a cheaper card, and each other player reveals the top card of his deck, gaining a Cell from the Cell pile if it’s any other card. Each player puts any cards gained this way on top of his deck. 

Fine. Like Border Village is overpaying to 6$ to gain an additional Village, this is overpaying to 5$ to have an attack. Why not, it's simple and i like it.


Quote
Package
Single - $5
When you would gain this, instead, gain 3 differently named cards that are neither Singles nor Victory Cards with a total cost of up to $7.

Like the name. Not sure whether it's good enough most of the time - probably if you want to load up on cheap cards like Lighthouse, Fishing Village, Menagerie etc... Still feel that "differently named" is very restrictive, especially as you can't gain more than two 3$s, anyhow. Unless of course you have cost reduction, in which case this is absolutely able to go crazy...


Quote
Pioneer
Single - $5
Gain 2 cheaper Action cards, placing them on the Pioneer mat.
---
During your turn you may play a card from the Pioneer mat instead of from your hand. If you do, trash it.

Not the worst single. I'm not really a fan, but i see it has some appeal. Heck, it's easy in a way, so i guess i like it after all.


Quote
Rival Markets
Action/Duration/Single - $5*
+$2
+2 Actions
+2 Cards
+2 Buys
At the start of your next turn, return this to its own pile.
---
While this card is in play, it is also in the Supply, and costs $4.

He he, i see what you did there. I like the idea of a card players can buy from other players, but i'm afraid this will likely just be passed around in turn order. Hmm... Is there any way to avoid me gaining my own Rival Market with Workshop? It would be nasty if a player could make sure it's his forever.


Quote
Cargo
Treasure - $5
Worth $1
When you play this, trash a card you have in play. Gain a card costing exactly $1 more than it.

Fine. Maybe the trashing could be optional.


Quote
Conqueror
Action - $5
Gain 2 Cards with a total cost of up to $7.
Each player (including you) looks through his discard pile and either trashes a card from it or puts a card from it on top of his deck.

I get it. This can be "gain a Gold, each other player may [...]". A bit more flexible, but i think it's okay. what i don't like is that it allows gaining Provinces with cost reduction, of course, and the name fits much more for an attack, i think. That aside i guess it's okay.


Quote
Escape Artist
Action - $5
+2 Cards
Each player may reveal a Cell from his hand. If he doesn’t, he gains a Cell from the Cell pile, putting it in his hand.
You may play a Cell from your hand.

Not strictly better than Lab, but very close. Unless you have absolutely no junk in hand (or don't have another action you want to play, which isn't that unlikely), it is. Guess i'd have to playtest it to know for sure, though.


Quote
Pariah
Action - $5
Gain a card costing up to $6, putting it anywhere in your deck. Each other player may gain a Curse, putting it anywhere in his deck. If he did, he also gains a copy of the card you gained.

I don't know. Putting a Gold on top of my deck is great, and even if an opponent may gain the same card (for gaining a Curse and putting it in his deck, too), that doesn't really seem like a relevant penalty most of the time (Watchtower aside). Then again it's probably fine from the power level. Funny how this is worse when you gain a Duchy - your opponent may be able to trash the Curse he draws later, while still gaining a Duchy and putting the same number of bad cards in his deck as you. Probably fine as far as i can see.


Quote
Retreat
Action - $5
+1 Buy
Trash a card form your hand. Place a number of cards equal to its cost in coins from the top to your deck face down on the Retreat mat.
---
While this is in play, when you gain a card, set it aside on the Retreat mat. You may look at the cards on the retreat mat at any time. Put all cards on the Retreat mat in your hand at the start of your turn.

Not sure it needs the "while in play". That aside it's fine, though a bit similar to Pioneer.


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Town Crier
Action - $5
+$3
+1 Buy
Resolve the top Event from the Event deck

Fine.


Quote
Whittler:
Action - $5
You may do this up to three times:
Reveal an action card from your hand. Play it, then trash it. Gain a card costing less than the trashed card, putting it in your hand.

Not sure about the power level. At first glance, the cost decreases, and so this should be worse than King's Court. But then again you might be able to combine cards that synergize (Smithy/Village from the top of my head) and can play good cards you draw for the first two. Then again you have to trash the cards you play, so i assume it's okay at 5$.


Quote
Archer
Action/Attack - $6
Each player reveals cards from his deck until revealing one costing $3 or more. He either discards it or puts it back (you choose), then discards the other revealed cards.
+3 Cards

Fine. Not sure about the power, but probably it's stronger than it seems.


Quote
Baroness
Victory/Single - $0*
Worth 2VP for each Estate left in the supply.
---
This card costs $1 for each Estate left in the supply.

Like the name. It's interesting, i like it.

3705
Variants and Fan Cards / Re: Really bad card ideas
« on: February 13, 2014, 09:00:35 am »
What is does do is potentially discard victory cards that fall beyond the top 4 cards.

Not really, as it reveals as many cards as it needs to get to 4 non-victories. Think about it as setting up a hand with at least 4 good cards. You could even use two Doesn't-combo-with-Scouts, two Golds and a Silver to have a "golden deck" that never chokes on Victoy cards (very bad draw luck after reshuffles aside). I'd say it's pretty much better than Scout, at least without Hybrids.

3706
Variants and Fan Cards / Re: Really bad card ideas
« on: February 13, 2014, 04:43:49 am »
Doesn't Combo With Scout
Action -$4

+1 Action
Reveal cards from the top of your deck until revealing 4 cards that are not Victory cards. Put those cards on top of your deck in any order and discard the rest.

It's funny how this is pretty much a better Scout.

3707
Dominion General Discussion / Re: 206th card
« on: February 11, 2014, 09:09:10 am »
The thing about promo cards is that they are designed as promotional tools.  I don't know the history on the existing promos, but wasn't Stash published to commemorate Dominion winning the SdJ?  And Governor and Walled Village for anniversaries of Puerto Rico and Carcassonne?

What is happening this year that would prompt a promo?  My guess is that this will be the online-only promo intended to promote Goko.

Goko
Action - $3

+2 Coins. Each player trashes the top card of their deck, representing their favorite online gaming platform, and gains a sucky card of supposedly equal value that you choose.

Hmm…

Goko
Action - $4

Trash a card costing $0 from your hand. If you do, the player to your left chooses a card in the supply costing $3 or more. Gain that.

Why hasn't this got any upvotes? Not only is it funny, it's also not that bad as a card concept to work with.

3708
General Discussion / Re: A joke thread
« on: February 09, 2014, 08:45:52 am »
There are two kinds of people i don't like. People who can't count, racists and blacks.

3709
We sometimes make fun of the cards names.
These only work in german, but i'll translate them nonetheless.

"Eisenhütte" (Ironworks) is "Eisenhüte" (Iron Hats).
"Komplott" (Scheme) is "Kompott" (Compote) or "Kompost" (Compost)
"Bauerndorf" (Farming Village) is "Bauerndoof" (Farming Stupid)

I recognize we are very childish...

When playing with my father, we always call "Gewölbe" (Vault) "Gewölle" (hairball)

A friend of mine misread the german card Bureaucrat (Bürokrat) as "Office worker" (Bürokraft). Since then I call this card like that.
Similar story goes for someone misreading Militia (Miliz) as "Melt/Spleen" (Milz). This ruined another card. :P
Also I like to call Farmland (Fruchtbares Land) as "Awful Land" (Furchtbares Land).
And when I play with younger people I call Altar (Altar) as "Dude" (Alter). ... Ok I admit, I like to call it that way whenever I play.

To continue this, we recently acquired Guilds. "Berater" (Advisor) is now "Brater" (a person frying something).
My friend also thinks that Baker resembles Candace from the show Phineas & Ferb and always calls her that...

3710
Well, I don't think anyone minded this time around. The contests were put together so we could look at new cards, and everyone in this subforum has been hanging out in the Enterprise threads for the past week or two. The time was certainly well spent.

Thinking of it now, maybe the pause is also a good thing for the contest itself... I can't talk for anybody else, but it gave me the time to go over my cards again without stress, and i think i might have something for Dark Ages, Intrigue and Prosperity now. Hope it will have the same effect on others so we'll see some clever new designs then :)

3711
Variants and Fan Cards / Re: Attack against other attacks
« on: February 06, 2014, 07:04:36 am »
Here's the tweak I would make:

Poisoner
Action - Duration
Cost 4$

+2$
Until the beginning of your next turn, each time an other player discard an attack card from play: Trash it.
—————————
When this card is in the supply, attack cards cost $2 less, but not less than $0.

I think this would just make for a crazy game. The idea is that the attacks are basically turned into oneshots. Maybe the attacks would be too cheap at $2 less and it should be $1 less.

This…is…awesome. I wish I'd thought of it.

I'll open Goons/Village, and likely get away with an attack before your Poisoner hits the board.  Or better, I'll open Witch/Poisoner...

No.  This is too huge.

You bought a Militia for 4$ and all you got was an additional +1 buy, +1/2 VP. That's not game-warping at all. Witch for 3$ is nice, but as you will probably lose it again soon it's not that good either.

3712
Variants and Fan Cards / Re: Really bad card ideas
« on: February 06, 2014, 07:02:36 am »
Hubschrauber - Action - 5$

When you play this, drop it onto the table from any height you choose. For each spin it does during its flight, draw a card.

Why exactly is this german...? Is there a joke i'm missing?

3713
Variants and Fan Cards / Re: Attack against other attacks
« on: February 05, 2014, 07:03:52 pm »
By the way, if you play the card while being Possessed, do you intend it to hurt yourself? By the rules this shouldn't work under the attack type (as you are not "another player" when you play it).

Not sure what you mean by this.  When you possess someone, you do not play their cards.  They are still playing their own cards and it is still their turn.  It's just that you get to see everything they do and give them "advice" that they can't refuse.

Well... I know that. The reason i asked was that it seems duration attacks are often misinterpreted as a way of making an attack possible that hurts "while it is in play" instead of affecting you on play (Itchiko's answer to LastFootnote's question shows this a bit). Possession shows it can't work this way and that "until your next turn" and "other player" are not necessarily tightly connected. I probably worded my concern poorly.


I also missed to point out that if a "duration" attack is properly made (like i proposed, by marking), it doesn't actually need a duration type. Here's an example for how i think it should work:

Ghost Light, Attack
+1 Card
+1 Action
Each other player gains a Copper and sets it aside face-up. At the start of his next turn, if he has any Coppers set aside this way, he discards down to three cards and puts those Coppers in his hand.

Edit: By the way, the reason i made up another card was to illustrate a way how you can mark a player without the use of tokens. I couldn't find one for Poisoner.

3714
Variants and Fan Cards / Re: Attack against other attacks
« on: February 05, 2014, 06:14:53 pm »
For tracking issue i think they are actually more easy than you think. If you have a Moat in your hand at the start of the turn you know you are protected for that turn. same for lighthouse you know at the beginning of any turn if you are under poisoner for that turn or not.

Just some points:
  • Moat only protects you if you reveal it when another player plays an attack card. Having it in hand at the start of my turn doesn't mean i revealed it. For example somebody could have played a Council Room or Minion.
  • Also even in the absence of such cards i don't have to reveal Moat. In a six player game where everybody has Moat, can you always recall who revealed Moat and who just has it in hand now? For an example where not revealing Moat could be a wise choice, think of Cultist. Cases where this comes together with hand changes will be especially fun.
  • By the way, if you play the card while being Possessed, do you intend it to hurt yourself? By the rules this shouldn't work under the attack type (as you are not "another player" when you play it).

Still, there is a way to do it: Mark players who were hit, and - if it matters - how often. The overdoing variant to do this is give them tokens, but letting them set aside cards works, too. Of course that approach works best for discard attacks or junkers.

3715
Dominion General Discussion / Re: How important is cycling?
« on: February 05, 2014, 02:05:57 pm »
Whenever i play a Cellar with two junk cards in hand, i tell myself i actually played a Laboratory...
Of course, i didn't. First, you have the risk of reshuffeling with that junk staying in your deck. Second, when Cellar is best, Lab is worst - a lot of junk means you are less likely to draw actions you want, and if that happens even Laboratory is just an expensive Moat. Apart from that i like Cellar and think it's a nice addition in decks that like to green early or have no other defense against (notable) Cursers. Playing other actions more often is a nice bonus, but i think cycling itself isn't that good. If you have to use Cellar that often (say: if you gain that much junk) your deck isn't really likely to become noticeably better each reshuffle (likely worse until the middle to late game).

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Dominion General Discussion / Re: Question about 'trash' cards
« on: February 02, 2014, 02:34:39 pm »
I don't know if this went into any of the consideration, but I wonder if forge costs 7 so that it's not overpowered with self-synergy. At most other prices, you can load up on a bunch of them, and it would not be a problem, because you can easily forge it into something else once your are trashed down. At 7, it is harder to forge a forge into something else.

Yes, that's what i meant when i said "they might not work for 6$". I just don't think that they work at 7$, either, which probably means they don't work at all.

It's funny how Kings Court and Expand are both just 4$s with the "2" in their text replaced by a "3" to make them cost 7$, and how one is so strong it's game-changing sometimes, while the other just isn't.

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Variants and Fan Cards / Re: NoMoreFun's Expansion WIP Thread
« on: February 02, 2014, 12:41:39 pm »
Sigil
Treasure/Victory/Trinket - $0*
Worth $1, +$2 for each empty supply pile

Wait, why is this a Victory card? Sorry if this was asked before.

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Rules Questions / Re: tunnel + scavenger
« on: February 02, 2014, 06:52:02 am »
... say "if you buy or gain" when it should be just gain.
You can call it a superfluos expanded translation, but it causes no wrong doing, so those does not belong in that list.

Don't say that. We once had a game where my aunt bought a Farmlands with Watchtower as her only card in hand. Technically, she could have top-decked trashed the Farmlands with Watchtower before trashing WT for a 5$.

Or think Royal Seal/Mint.

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Dominion General Discussion / Re: What cards would you happily do without?
« on: February 02, 2014, 06:49:04 am »
Quote
I think jaybeez's point is that you buy Mandarin because of the on-gain ability and Count because of the trashing, so they are totally different cards. I mean, that's like saying that Silver is strictly better than Ill-Gotten Gains once you have it, and claiming that IGG shouldn't exist because of that. And I'm pretty sure that Noble Brigand vs. Thief is much closer to being strictly better.

i know that, i didn't say mandarin is strictly worse. still, there's something to it, because once you have it, mandarin is truly, entierly worse than count, and that's unique in the game, whether that's a problem is debatable. igg is not actually worse than silver, there are quite a few edge cases where you rather have igg, including every trash for benefit, bank, gardens, and counterfeit.

and thief at least has some rare platinum games in which it shines

IGG isn't a very good comparison, but think Masterpiece instead. It's worse than Silver in any respect once it's in your deck, and still nobody would claim it's actually always worse.

Mandarin has a unique ability that makes buying it for this effect alone worthwile sometimes, just like Inn. Buying a Mandarin usually (discard attacks aside) means you can spend just as much or more money next turn, which not only allows set-ups for expensive buys but also lowers it's opportunity cost by a lot (for example, you can open Mandarin and still buy Count after that).

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Rules Questions / Re: tunnel + scavenger
« on: February 01, 2014, 06:30:01 am »
ah, thanks. Ja, the german translation problems :)

gesammelte Übersetzungsfehler (=collected translation errors)

I'm shocked every time i read that list. And it's not even complete, for Smugglers, Watchtower and Royal Seal all for no reason say "if you buy or gain" when it should be just gain.
There are some more i can't think of right now...

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Dominion General Discussion / Re: Question about 'trash' cards
« on: January 31, 2014, 07:07:26 pm »
There are much more of these so-called "trash for benefit" cards, and if you want to compare them, i suggest you just take a look at the Dominion Wiki.

Personally i play Dominion for quite some time, and i too find Forge (as well as Expand) to be absurdly expensive. They might not work for 6$ (i don't know about that), but unless Quarry or a lucky Coppersmith happens, they never seem to make a difference for me.

Trading Post on the other hand is a trasher, but it also gives you money (+2$) and gains a card. It is pretty good at increasing your "money density". Strangely i thought about it just today and found it interesting that the card is better the worse your deck is - more noticeably than other trashers, i daresay.

Develop often forces you to gain cheap cards you don't want, especially if you trash more expensive cards (trashing a Gold for example is usually just giving you a worse card on top of your deck). It can help you build an "engine" under certain circumstances, i guess, but i must admit that i never got it to work really well, personally.

Remodel on the contrary is happy to trash expensive cards, and you would usually refrain from trashing Coppers with it (often you would have to gain an Estate), but trashing a Gold at the endgame can be a clever move. It is - in a way - more flexible than Develop.

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Coppersmith is nice if you want to take a chance and get a very expensive card early. if you are lucky, it can buy you a Province by turn 3 (Tournament), or get you a Forge, Bank, King's Court, overpay for Doctor to trash your Coppers... I don't usually see it as viable card apart from that, but some cards that care about and/or give you Coppers work, too.

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Rules Questions / Re: tunnel + scavenger
« on: January 31, 2014, 06:20:17 pm »
I assume that a translation error on Scavanger is what Lord_Snow's trouble is about.

In some languages, like german, the card actually does (analogously) say "discard your deck". That's a mistake, though. It is meant to be "put your deck in your discard pile", which does not interact with Tunnel.
For this reason, physical copies of Dominion in german have a section in Tunnel's FAQ to explain that Scavanger (and Chancellor for that matter) do not trigger Tunnel's reaction, even if the text makes it appear so.

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Variants and Fan Cards / Re: How similar is too similar?
« on: January 31, 2014, 06:14:24 pm »
Quote
The only real cards that I thought were too similar to real cards were fixed versions of other cards (Thief/NB, Chancellor/Scavenger, WW/Mystic), which if anything makes me annoyed the original went to print over good out takes.

Why do you people keep saying these cards are "fixes"?? They certainly aren't!!

Thief can trash any treasure, while Noble Brigand can only trash Silvers and Golds.

Wishing Well is a potential Lab, while Mystic is a potential Conspirator.

And even though Scavenger is better than Chancellor about 90% of the times, it may force you to put a bad card on top of Deck if you don't want to discard your Deck.

Yes, that's true. Chancellor might be a better opening option than scavanger on some boards with relevant 4$ cards (possibly Potion to get Familiars early, though i don't know if Scavanger's topdecking doesn't make up for the lost turns). And even Thief is not as bad at multiplayer games as it is often considered here.

But Rebuild made me see, that while we might want to see Dominion as a perfectly balanced game where every card has a reason to be, there are just cards which are worse than others. And it's only natural, because it's impossible for them all to be the same. Thief is worse than Noble Brigand. It is not strictly worse, but no card is. In some situations even a 5$ Wishing Well would be better than Laboratory (no unintentional reshuffle trigger), but that doesn't say much. It's still worse.

Consider a world where Donald made Noble Brigand first. Would you consider Thief worthwile after that? No +1$, no on-gain attack, trashing Coppers for opponents... Uh, what...? And wouldn't you have wondered why Donald gave us this new "Woodcutter" when we allready have Nomad Camp? What could be so good about the lower price it's worth a card slot? And as we allready have Scavanger, why in the world would we need a weaker version?

You see if you think about it that way, it's pretty obvious that they are worse cards. The thing is just that they allready exist, and having ideas to "fix" them doesn't change that. So in a way you are right, they cannot be fixed. At least they won't. Anyhow, i still play Chancellor from time to time, and sometimes it's a good thing i do. I just like the card, it might be my favourite card even. Game-warping power cards are much worse.

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Puzzles and Challenges / Re: Edge Case Challenge: Drawing a Blank
« on: January 31, 2014, 12:35:06 pm »
Becomes harder to remember where you put your Stashes.

Hmm... Assuming you actually
write out the necessary info on a blank and use it as a replacement
you can also draw something on the backside to make it recognizable.

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