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3776
Dominion General Discussion / Re: The stupidest mistake you ever made
« on: November 21, 2013, 06:59:38 am »
While I may have made worse ones, I never felt dumber than the time I opened Scheme/Treasure Map.

I take it you never thought to throne room a treasure map then.

I was going to edge-case this, then realized that no, there's no edge case.

You start with three Harems, a Curse and a Crossroads in hand after an Urchin attack (which was defended by your Lighthouse - the Urchin is from the Black Market, the Lighthouse too - it was passed to you by a Black-Marketed Masquerade). You play Crossroads and draw Library, Throne Room and Treasure Map. Now you have 7 cards in hand, three Harems, a Curse and those actions. Throning the Treasure Map reduces your hand by one more than playing Library with it, and you want that 3rd card (it's the last and you saw it with Pearl Diver). As it is an Action (Scout, which you need because of the extreme Harem-density in your deck, you managed that with a Mint that became that Crossroads afterwards due to a Saboteur attack - the Saboteur came from the Black Market, too), you also need to have an Action left - so no chance to play Throne Room, Treasure Map and then Library. Because of decktracking you also know the remaining two cards are your only Duke (got that for your second Mint due to a Swindler from the Black Market) and a Colony, which is exactly the card you want to buy this turn to end the game and win by three points.

Things like this happen every day.

3777
Dominion General Discussion / Re: Most instructive cards
« on: November 21, 2013, 06:35:49 am »
I bought tons of Alchemists in my first Alchemy game.
In that game i learned i hate Possession.

3778
Congratulations to Fragasnap for winning this. I hoped for a card that would actually support green cards instead of being harmed by them, but i can definitely live with this winner. In general, i thought the avarage quality of this contest was pretty high. Also:

Secret History of Nouveau Riche
The original premise of the card was to be a Baron for all the basic victory cards, especially the cheaper ones. I figured i would make the bonuses go steps from 3 to 1 and give a different reward for each, but with the biggest bonus for Estates, the middle one for Duchies, and the worst for Provinces. +3 cards +2$ and +1 Action seemed natural, and i placed the draw first to make the chance for getting the other two higher. "You may discard a province for +1 action" turned out too weak, and as most "reveal a Province" cards it was almost never useful. I considered making it "another victory card" so that any but Estate or Duchy would work, and decided that was still too weak. So it took the form it has now, where you can discard any victory card for the action.

I was very confident for this card in the Intrigue contest, as it is heavily relies on the "deal with victories" theme of Intrigue. Unlike Duke or Baron it doesn't interact with one type of victory card, though, and unlike them you actually need to mix different victories to get the most out of it. The name is based on the fact that many cards in Intrigue are nobles, and this is a new one which inpolitely steals their spotlight especially for Estate and Duchy interaction - also it originally came from my "Modern Times" expansion.

At last i'd like to remind KingZog (who wrote that "you may discard a victory card" was confusing considering you just did that) that Hamlet uses the exact same wording.

3779
Dominion General Discussion / Re: Most instructive cards
« on: November 19, 2013, 07:39:13 am »
Goons, Bishop, Monument: You can actually win without having to destroy your deck in the end. :)
Apprentice, Graverobber: But sometimes, you can win so much more by literally demolishing your deck in the end. ;)
Really, Remodel teaches this well, but I didn't really appreciate the strength of Trash-for-Benefit cards until I started playing more with these two.

Salvager fits in here. I'd usually think of it before thinking of Graverobber.

3780
General Discussion / Re: Fandoms
« on: November 17, 2013, 10:09:13 am »
Closest to being fan:

Star Trek - Next generation
Pinky & the Brain
Blaz Blue
Dr. Who
Games in general

I also used to like My little Pony - Friendship is Magic - and while the show mostly lost me during season 3, i can state that the first two are much better and more clever entertainment than some of you probably think.

3781
General Discussion / Re: Dr. Who
« on: November 17, 2013, 09:51:35 am »
I just got into the show some time ago... Watched the first season which had the eleventh doctor (Smith) and really liked it. I have no access to his next season, so right now i'm watching the first season of #9 (Ecclestone) and while i don't like them as much, it's probably because i'm not used to the doctors old face. Or is it new? Damn that time travelling...

3782
Dominion General Discussion / Re: The stupidest mistake you ever made
« on: November 14, 2013, 03:14:58 pm »
Dominion. I had the game in hand.
Then i stumbled and it fell down the stairs.

Seriously though, we once played a game where nobody had any points because without noticing it, we had caused a three-pile. My real life mistakes are too embarassing to talk about them here, but as for many embarrassing mistakes, "love" was a relevant aspect of them.

3783
JoAT would be less powerful if the things happened in a different order - in fact the given order is the strongest possible one, usually. The weakest order would be exactly the opposite of how it is. Trash first, then draw, then look at the top, then gain. This way if you start with a Militia hand, you have to keep junk in hand to trash it.

I dunno; trash first, then draw leaves you with a 5-card hand, whereas Jack as it is leaves you with a 4-card hand if you trash something.

Good point... I guess it's significantly weaker if you start with a hand without junk, but if you start with junk in hand, it's better. So probably "Draw then Trash" is more plausible for what is supposed to be a after-the-fact-Moat than the opposite. "Trash then draw" goes more into normal deck improvement, because discard attacks harm it more. I guess we can agree that putting the other two things at the end harms the card in general, though.

3784
I remember from the secret histories that Donald did have Inn at $4 with its on-gain for awhile, and he said it was fine but too boring to put in an expansion, and that Soothsayer without the card draw was originally an alchemy card.

One thing I've wondered about it switching up the order on JoAT and whether that would make it more or less powerful.

JoAT would be less powerful if the things happened in a different order - in fact the given order is the strongest possible one, usually. The weakest order would be exactly the opposite of how it is. Trash first, then draw, then look at the top, then gain. This way if you start with a Militia hand, you have to keep junk in hand to trash it. Then you draw, but you don't know the card you draw, and also can't draw a freshly gained Silver. And if your deck was empty now, gaining the Silver before you spy would allow you to decide whether you want to put it on top of your deck, which you can't if you spy before you gain.

How about Horn of Plenty? Is it too strong without the Victory clause?

3785
Quote
Shrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.

Worth 2 VP.

Kind of like Landlord, a Victory card that does something special. It's astounding how many votes Landlord got and how few Shrine got. I preferred this over Landlord and still didn't vote for it.

Because Landlord is an interesting alt-VP where as this is just a shitty action with 2 VP slapped on to make it worth more and is as such, super boring. There is no real reason for this to be a victory card, other than "oh its intrigue and I wanted a hybrid"

Hmm... Maybe i have no good reasons to like it, but i still kind of do... I think some cards have to look/be simple to be good. "Rising complexity" and stuff. But i can definitely understand if somebody disagrees with me on this.

3786
Variants and Fan Cards / Re: Halloween fan cards
« on: October 28, 2013, 05:10:50 pm »
Raven, 4$
+1 Card
+2 Actions
----
While this is in play, when another player gains a card costing 0$, you may set this aside. If you do: +1$ and discard this during your cleanup phase
----
In games using this, add either Witch, Torturer, Sea Hag, Familiar, Mountebank, Young Witch, Cultist, Ill-Gotten-Gains or Soothsayer to the supply.

3787
Variants and Fan Cards / Re: Halloween fan cards
« on: October 27, 2013, 10:16:11 am »
Ok, I have an incomplete idea for Werewolf. It should probably be an Action-Duration-Attack, performing its attack the turn after it is played (gotta wait for that full moon). I also figured it should Curse you when you gain it, but then the attack needs to be appropriately strong. It should also be an agile creature, so cantrip it is?

idk, here's one version, I doubt that it would be stable enough for real games:

Werewolf
Cost: 5
+1 card
+1 action
At the beginning of your next turn, each other player reveals cards from the top of their deck until they reveal a card costing between 3 and 6. Trash that card.
When you gain this card, gain a Curse.

Another
Werewolf (originally was named Vampire)
6$,  Action
+3 Cards
+1 Action
+2$
Each other player may reveal a Silver. If anyone does, gain a Curse and trash this if you don't gain one.


Zombie
4$, Action
Trash a card from your hand. +1 action per $ it costs.
+2 Cards
----
When you trash this, put it in your discard pile and trash a card from your hand.

3788
Alright, let's talk about other cards:


Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

I didn't vote for this. Why? I just didn't think it did something new. I guess it plays as "get as many Landlords as you can". Hmm... Of the cards i didn't vote for, i think this is one i wouldn't mind winning.


Quote
Dance
Types: Action – Attack – Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.

When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.

I assumed this card would be fixed by a "Each player with at least X cards in hand" clause. I think people who didn't vote for it because it can destroy turns forgot that you should also vote for cards that you think can be fixed. This is very easy to fix. I also think it should allow putting the deck in other players discards additionally to the topdecking attack. Other than that i like how subtly the attack and the reaction synergize.
I admit that when i think about it, there probably were cards who deserved my vot more than Dance, though. Maybe even one or two i didn't vote for - no accounting for taste.


Quote
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.

I like cards that make players go for different stragies. This makes you be a Village Idiot, and i think it's a hilarious/clever idea. As the card starts as a Necropolis, it's probably pretty bad on it's own, which makes it even more interesting to me.


Quote
Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

I think this is clever, but it just isn't good. If the first card you reveal is a Victory, it does basically nothing (yeah yeah, edge case, Harem, actions left...). Then again, it's allready almost a Duchy. I don't like how it anty-synergizes with itself and is so much against Intrigue's "deal with Victory cards" theme.


Quote
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.

It's okay, but i think it fits more into Prosperity with its non-attack interaction and ability to gain expensive cards... Also i think the downsides might be too big.


Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

Ugh... First, it has 1st player advantage. Second, it introduces tokens and mats and still is just a iunreliable bundle of allready known effects. The card is a lot of old things, put together with new things that make the card more complex or unfair without need. I never thought "choices" should be seen as typically Intrigue, and this is the perfect example of a choice-card that has nothing to do with Intrigues other main themes - hybrids and dealing with victory cards. Let alone the mat is absolutely un-intrigue. It's probably balanced or can easily made balanced, but i think it shouldn't take a spot that could be filled with a card that actually fits Intrigue.


Quote
Shrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.

Worth 2 VP.

Kind of like Landlord, a Victory card that does something special. It's astounding how many votes Landlord got and how few Shrine got. I preferred this over Landlord and still didn't vote for it.


Quote
Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.

I liked it, but it didn't get my vote. It's also not so intrigue-ish, but i don't mind it.


Quote
Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.

Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.

Encourages decks you usually don't want and really goes with Intrigue's victory theme - even has choices, hooray. Also don't see why some people didn't get the wording which is basically Hamlet's. I don't know if it's as much fun when playing as is when looking at it, but i think it's a very good fit and could come straight from Intrigue.


Quote
Secret Plot
Types: Treasure – Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.

Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.

People allready wrote a lot about this, and while i'm still not sure how strong it would be, i think this gives too many points to be ignorable if you can get many of them. I don't like cards you can't usually skip (see Rebuild), and so this didn't get my vote.


Quote
Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an… Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.

Forgot to comment on this one above - i liked it. You think +2Actions or +1Action,+1$ is terrible, but as it is basically a nonterminal small Scavenger (with the risk of finding an empty pile)/Herbalist, is allready has something to speak for it. Maybe should cost 2$ and have another name, though.

3789
Dominion General Discussion / Re: Homage to the Best Card
« on: October 27, 2013, 07:06:03 am »

http://www.ehow.com/how_4671616_use-bureaucrat-dominion.html

Ha ha, actually i do know that site... I remembered it had some pretty stupid advice but didn't read what it said a bout Bureaucrat...

3790
Dominion General Discussion / Re: Homage to the Best Card
« on: October 26, 2013, 05:36:33 pm »
Treasury is a pretty good $5, Militia is a very good $4 and Copper is a very bad $0. So, at $4, Bureaucrat is extremely powerful. Probably the best card in all of Dominion.

Very funny. I see you really thought about what i said - or was it just about how to make fun of it?

Treasury, Treasure-Duration, 5$
Each buy phase this is in play it produces 1$.
---
Do not discard this during cleanup.
---
While this is in play, when you buy a Victory card, discard this.

Treasury is basically a Copper that stays in play until you buy a Victory card.

Bureaucrat decreases the number of useful cards in your opponents hand and gives you money (like Militia). It does both things next turn (though i admit Silver gain/+2$ is not a perfect match).

Edit: Also Copper is basically the best 0$ there is, which further invalidates your "point".

Bureaucrat really only has its effect one of the turns, though.  Either that victory card is useful this turn (Nobles, Harem, with a Baron, with a trasher, etc.) or it's dead weight.  In the former, then it's not a dead card next turn.  In the latter, it's not a dead card this turn.  And it only gives you the money next turn.  So it's really straddling the duration.

(Edge case: If opponent has Baron, Estate and three Copper, then top-decking their Estate hurts them this turn and it's a dead card next turn if they don't have anything else to use it.  It similarly can mess the opponent up if he has something like a Chapel.)

I don't mean "Duration" as srictly as you probably think - Sea Hag and Ghost Ship are also cards with delayed effects and just happen to reach it without staying in play another turn. So while they don't need the Duration type, they clearly go with Seaside's concept. Treasury is a good example for a card that manages to do a "Duration" effect without needing a Duration type.

3791
Dominion General Discussion / Re: Homage to the Best Card
« on: October 26, 2013, 05:29:49 pm »
Treasury is a pretty good $5, Militia is a very good $4 and Copper is a very bad $0. So, at $4, Bureaucrat is extremely powerful. Probably the best card in all of Dominion.

Very funny. I see you really thought about what i said - or was it just about how to make fun of it?

Treasury, Treasure-Duration, 5$
Each buy phase this is in play it produces 1$.
---
Do not discard this during cleanup.
---
While this is in play, when you buy a Victory card, discard this.

Treasury is basically a Copper that stays in play until you buy a Victory card.

Bureaucrat decreases the number of useful cards in your opponents hand and gives you money (like Militia). It does both things next turn (though i admit Silver gain/+2$ is not a perfect match).

Edit: Also Copper is basically the best 0$ there is, which further invalidates your "point".
I'm not sure if you missed it, have forgotten it, or just never thought it was funny in the first place, but I was referring to the guide on some site which claimed that Bureaucrat was the best card in all of Dominion (I'm actually not sure if these were the exact words on the article, but that was the point anyway). The site had other pretty interesting and unique views about things in other Dominion related articles, too.

I didn't know that this site existed (and never would have guessed it). I'm sorry for my rudeness and would like to thank you for the explanation.

3792
Dominion General Discussion / Re: Homage to the Best Card
« on: October 26, 2013, 10:35:53 am »
Treasury is a pretty good $5, Militia is a very good $4 and Copper is a very bad $0. So, at $4, Bureaucrat is extremely powerful. Probably the best card in all of Dominion.

Very funny. I see you really thought about what i said - or was it just about how to make fun of it?

Treasury, Treasure-Duration, 5$
Each buy phase this is in play it produces 1$.
---
Do not discard this during cleanup.
---
While this is in play, when you buy a Victory card, discard this.

Treasury is basically a Copper that stays in play until you buy a Victory card.

Bureaucrat decreases the number of useful cards in your opponents hand and gives you money (like Militia). It does both things next turn (though i admit Silver gain/+2$ is not a perfect match).

Edit: Also Copper is basically the best 0$ there is, which further invalidates your "point".
Edit: I have been rude here because i didn't get the joke.

3793
Dominion General Discussion / Re: Homage to the Best Card
« on: October 26, 2013, 07:34:10 am »



3794
Dominion General Discussion / Re: Cards you always remember wrong
« on: October 26, 2013, 07:23:46 am »
Another one, i always believe Embassy gives a buy. I always mix it up with Margrave and/or Council Room.

3795
Is it your card, perchance?

If it is, defending it so vigorously is bad form. I - as probably one or two others - think my card is the best here, but i don't walk around saying "Vote for my card."

Edit: Anyhow, i think i can say those are the cards i voted for: Dance, Acropolis, Homestead, Nouveau Riche

3796
Dominion Strategy Wiki Feedback / Re: Card Combos on the wiki
« on: October 24, 2013, 02:44:48 pm »
How about Storeroom/Philosopher's Stone, then?
Storeroom makes it a lot easier to get to 3$P and also provides the buy needed to help PS take off and make use of it once it has. It's not worse than the existing "Combo" PS/Herbalist, i think.

3797
Dominion Strategy Wiki Feedback / Re: Card Combos on the wiki
« on: October 23, 2013, 05:59:22 pm »
Say, another idea: Would you guys consider Scheme/Pirate Ship a combo? Scheme is cheap and nonterminal, and makes it much easier to play Pirate Ship often (it also avoids a terminal collision between two Pirate Ships). While you usually want a card to be played several times during the same turn (better one good turn than two mediocre ones) Pirate Ship as a Seaside card just wants to be played often - so it profits more from Scheme than many other cards (theoretically).

But i might be overestimating what is just a positive interaction. What do you think?

3798
Could somebody tell me why people can still vote after the results allready show? This makes it a whole lot easier to manipulate the voting. Also it makes the thing pretty disappointing to those of us who have to see their card dropping. I think my intrigue card was the best i sent in for any of these contests, and it dropped about 0.3% after the initial voting closed... :(

Also the obvious winner is a card that doesn't fit in Intrigue and uses a mat - which was originally forbidden for place reasons (i guess the knights stack, a thing i would like to use, is still not allowed.). Overseer isn't bad, definitely not - but it's as much Intrigue as Ironworks is Cornucopia (probably less).

I'm sorry for being such an ass.

3799
I don't know why Overseer go so many votes. I'm not so fond of it, mainly because I find it's a bit too much going on for one card, as well as the choices all being rather boring.

It seems pretty divisive. Some people love it, others hate it.

Also remember that we're voting more based on ideas than exact implementations. While it isn't the most complete card, I think people are excited about the possibilities for how it could be tweaked.

I think it doesn't fit in Intrigue, it's more like a Promo. I hope whoever did Overseer doesn't take this against him, but i'm really disappointed :-/
But maybe that's also because i had my hopes high for my own card this time :(
*sigh*
I didn't vote for any of the top cards, either.

3800
Variants and Fan Cards / Re: Parody cards
« on: October 21, 2013, 12:14:47 pm »
Stupid card idea - but it seems almost balanced!

The One Ring, $1
+1 Card
+1 Action
+1 Buy
+$1
+1VP
Discard a card.
Trash a Card
Gain a coin token
Gain a curse

Gain a curse.  If you do... [all the rest except]: this card has type curse and cannot trash curses.

maybe remove the +action.

Rather:

The One Ring, $1, Action - Curse
Gain a Curse. If you do:
+1 Card
+1 Action
+1 Buy
+$1
+1VP
Discard a card.
Trash a Card from your hand that is not a Curse.
Gain a coin token

Anybody else who read it as "Onion Ring"?

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