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Messages - Asper

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4126
Game Reports / Re: Awesome Scout
« on: July 03, 2013, 09:25:02 am »
Rebuild is obviously best here.

I guess the joke is that the kingdom doesn't matter because Rebuild is always best? In that case, i agree.


Kings court-KC-Torturer-KC-bridge-bridge-bridge
Beats Scout I think.

As does the above with goons instead of bridge. Or maybe with bridge.

You definitely don't want harems on this kingdom...

I know it wasn't the best possible strategy. Actually i wanted to go Bridge/Kings Court myself, but i got... distracted. Some of us just like to try something new from time to time, and Kings Court bores me. As i said, i just found it remarkable, and i think it's really like dondon151 said. It's not easy to compete with power cards like Goons or Kings Court.

4127
Variants and Fan Cards / Re: Really bad card ideas
« on: July 02, 2013, 09:40:50 pm »
Count von Count
Action, 0$
Chose one:
Discard 2 cards; or put 3 cards from your hand on top of your deck; or gain 4 Coppers;
Chose five:
+6$; or trash 7 cards from your hand; or gain 8 Duchies;

4128
Variants and Fan Cards / Re: Really bad card ideas
« on: July 02, 2013, 09:29:34 pm »
Sir Iron
$5 Action - Attack - Knight
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.
If the trashed card was...
An Action card: +3 Actions
A Treasure card: +$3
A Victory card: +3 Cards

Very good, but probably not broken. After all, you don't get a bonus if nothing was trashed, and most of the time an Action card gets trashed[citation needed] and that's the weakest bonus.

So if in a 6 player game i trash an action, two Silvers and two Duchies, i get +6 cards, + 3 Actions, +6$? That doesn't sound broken at all.

4129
What plays a big role for this ruling is the fact that any card that causes you to play another card multiple times, be it Throne Room, Kings Court or Procession from that older thread, "locks in" on the card it plays.

I agree that this is the case, but I think this "lock in" rule was invented by DXV on the spot for Band of Misfits.

Quote
This is one of the reasons why you can play a card a second time with Throne Room even if it was trashed.

I don't think it is.

Maybe not. Actually, i have no proof for this, so i'll remove it. In that case, you are probably right about the lock in rule, too. It only matters for BoM.

4130
Game Reports / Awesome Scout
« on: July 02, 2013, 09:20:08 pm »
Disclaimer: I don't claim i had the best strategy on the board. Probably there were much faster ones. Still, i think a setting where Scout produces +1Action, +8$ is remarkable. There's no log because it was a real life game.

Story: We have all the expansions except Guilds, and decided to only use cards from two sets for a game. This one was Intrigue/Prosperity:
Scout
Bishop
Bridge
City
Mint
Torturer
Contraband
Goons
Harem
Kings Court

I opened 4/3 with Bridge/Silver and had 5 Coppers in hand turn 3. I felt lucky enough to buy a Mint and was lucky enough to buy a Harem turn 4 (though it would have worked out sooner or later anyway, as both opponents trimmed my deck with their Bishops). Turn 5 i copied my first Harem with Mint and bought a City. Soon i could trash my remaining money for another Mint and it didn't take long until my deck had no other money but Harem, and two Mints, a Bridge and 2 Cities as the only Actions (no estates). This was the time where i felt i actually wanted some Scouts. Using my Mints to gain up to 2 Harems per turn, my Scouts drew me ridiculous amounts of them. I more than once revealed 4 Harems, and being able to end a turn with a Bridge even gave me the buy i needed to make good use of them. It was absurd. In fact Scouts became so good that i'd rather discard two Harems for Goons then them.

Long story short, i still lost the game by two points, because i was stupid enough to reveal Mint and gain my 12th Harem, powering up my KC/City opponents. Still it was fun, and it made me see that while Scout is an awful card almost always, there are really specific games where it actually shines. Sad that there are so few of them.

4131
What plays a big role for this ruling is the fact that any card that causes you to play another card multiple times, be it Throne Room, Kings Court or Procession from that older thread, "locks in" on the card it plays. As you play Band of Misfits "as if it was" another card, Throne Room locks in on that card and not on Band of Misfits. Those two things together are the reason Throne Room plays the chosen card twice, and not Band of Misfits.

This explanation is probably a bit more than you wanted, but if you want to know why it's like that - that's the reason.

4132
Variants and Fan Cards / Re: Dominion - Leitmotif
« on: July 01, 2013, 08:57:46 am »
Transcript cards and Nobody bats an eye. Make a mistake and everybody loses their mind.

4133
Puzzles and Challenges / Re: Edgecasing
« on: June 30, 2013, 07:51:37 pm »
You want to overpay for a card.

Edit: I see SirPeebles kind of covered this, allready. Then: Your opponents play Swindler like mad and there's only one 4$. You want to set up a cheap two-card combo. The game is near end and Duchies are out. You just hate Band of Misfits.

4134
Variants and Fan Cards / Re: Dominion - Leitmotif
« on: June 30, 2013, 07:26:42 pm »
Quote
Mad Scientist
Action, 2$
+ 1 Card
Trash a card from your hand. If it was...
An action card: +2 Actions + 1 Buy
A treasure card: + 1$
A victory card: + 1 Card

When the player to your left gains a card costing 4$ or less, you may reveal and discard this from your hand. If you do, either you or he gains another copy of that card, your choice

I think the reaction part is really unfair. If my right neigbor has a MS strategy and another player plays cursers, i have lost allready.

Quote
Observatory
Action, 3$
+ 1 Action
Reveal the top 3 cards of your deck. If you revealed at least one Victory card, put all the revealed cards in your hand. Otherwise, discard them.

Fair and some kind of a fixed Scout. I guess it's better than the original, but then this doesn't say a lot.

Quote
Sacred Cavern
Action, 4$
You may trash a card from your hand. If you do: + 4 Cards
Each other player may trash a card.

This is quite strong. I kind of like it.

Quote
Recreate
Action, 4$
trash a card from your hand. If you do, chose one: Gain an action card costing exactly 1$ more then it, putting it in your hand. Or: Gain a silver.

Might be overpowered.

Will post text versions of the rest, but this for now before somebody starts doing the same.

Edit: Second part

Quote
Ghost Town
Action, 5$
+ 1 Card
+ 2 Actions
Trash a card from your hand. If it was a card costing 3$ or more: + 2 Cards

As i compared this to Junk Trader, it first seemed overpowered. The fact that you only get cards if the trashed one costs 3$ or more makes me think it could be balanced.

Quote
Elixir
Treasure, 5$
2$
You may trash this card immediately. If you do: +1$, gain a Silver.

Reminds me of my "Stocks". I think it's balanced.

Quote
Philosophers (Ver 1)
Action, 4$
+ 2 Cards
Gain a card costing less then this. if it was a Curse: +1 Card, + 1 Action, + 1 Buy, +1$

A bit too strong for me. The effect without the curse clause alone is at least a 3$ (Silver is almost always a nice thing to gain), but if there's good trashing on the board, it's even better.

Quote
Philosophers (Ver 2)
Action, 5$
+ 3 Cards
Gain a card costing less then this. If it was a Curse: + 1 Action, +1 Buy, + 1$

So this is a Smithy with a Workshop, which is a 5$ by itself, methinks. The Curse clause makes this not that much better, but still...

Quote
Coven
Action - Attack - Looter, 5$
+ 2 Cards
+ 1$
Discard three cards from your hand. If you discarded three differently named cards this way, each other player gains a Curse and a Ruins.

I don't know yet whether i find this too weak or to hard an attack. Maybe both? I really don't know.

Quote
Commander
Victory, 6$
2 VP
When you buy this, gain a Reenforcement card, putting it on top of your deck.

Add an extra kingdom card pile to the supply costing 5$ or 6$. Cards from that pile are Reenforcement cards. Reenforcement cards can not be bought.

Can they be gained? For example by Altar? If not, they are not part of the supply. Just saying.

Edit 2: Just found out that "Leitmotif" is an actual english word. *Shiver* As a german, that a misspelling of "Leitmotiv" irritates me.
Edit 3: For all those who can't see the images: Many look really good. I like Elixir most. :)

4135
Variants and Fan Cards / Re: Spell Cards
« on: June 30, 2013, 07:14:03 pm »
You're right I totally missed that. 4 per pile seems fair then.

If you want to make sure, do 6. There are enough Ruins for a 6-player game, too.

4136
Rules Questions / Re: Cardcassonne card game - question about a rule
« on: June 29, 2013, 06:37:08 pm »
Both are cool, Carcassonne and Hive. I heard that Dominion was supposed to be tolerable, too...

4137
Rules Questions / Re: Cardcassonne card game - question about a rule
« on: June 29, 2013, 12:56:59 pm »
Thank you for the answer and help! :)
I can not wait to play the game now, sounds nice! :)

And sorry 1 more question.
Those cards that do not have followers, and so after the round they will not taken off can remain and will be played by the next round (when each of us when we play 2 get 6 another cards and start to place them?)

Yes, all cards that are not taken by a follower stay. This also goes for cards added to a row after a follower has been placed - the follower can only take the part between itself and the start (or himself and another follower for that matter). Also only cards that players take will be revealed. The player who puts his follower in play last will be the one to give out cards during the next turn.

Have fun.

To add something Dominion-specific: "Cardcassonne" is based on the same game, "Carcassonne", as the promo card Walled Village. In fact, in german Walled Village is named Carcassonne.

4138
Variants and Fan Cards / Re: Fan cards
« on: June 29, 2013, 09:55:19 am »
+2 cards, +2 actions, and being able to block attacks is worth much more than $4.

I was talking about Nobles without Victory points, so probably that was misleading. It's neither attack-blocking nor can you chose actions and cards.

Edit: Forgot Nobles has 3 cards, not 2.

Smithopolis
Action, less than 4$
Chose one:
+ 3 Cards; Or +2 Actions
How can this be less than $4? It's strictly better than Smithy.

Because i'm an idiot.

4139
Dominion General Discussion / Re: Homage to the Best Card
« on: June 29, 2013, 09:51:41 am »


Clearly planning to passive-Governer Mint to Altar, using Bakers coin token or Altar to get Ambassador and play Necropolis/Ambassador/Altar to gain/trash a Catacombs and hand out a Curse every turn. The Curse is also a defensive measure to avoid being swamped by other opponents opening Mountebank and keep the engine working.

4140
Variants and Fan Cards / Re: Fan cards
« on: June 29, 2013, 09:28:25 am »
+2 cards, +2 actions, and being able to block attacks is worth much more than $4.

I was talking about Nobles without Victory points, so probably that was misleading. It's neither attack-blocking nor can you chose actions and cards.

Edit: Forgot Nobles has 3 cards, not 2.

Smithopolis
Action, less than 4$
Chose one:
+ 3 Cards; Or +2 Actions

4141
Variants and Fan Cards / Re: Fan cards
« on: June 29, 2013, 09:24:14 am »
I disagree that Shipwreck is too weak. Sure, it's not as strong as some of the other +3 cards $5s, but hey, they can't all be Torturer. I think this card fills an interesting niche as "cards that let you get money if you need it", like nobles is "cards that let you get a village if you need it". You 'never' buy Nobles to use as a village, you buy it for cards, but sometimes you're happy the other option is there. Shipwreck feels the same to me.

I guess it's not awful. Probably i was too hard to it. Nobles has VPs, though. As a Necropolis/Moat Smithy alone, i'd buy it for 3$ 4$, but not for 6$.

4142
Rules Questions / Re: Cardcassonne card game - question about a rule
« on: June 29, 2013, 09:20:49 am »
if for example we play it 2 on each round we get 6-6 cards. And we also have the followers which we can place anytime. Lets suppose that i place my follower after my 3rd card. What will i do with my other cards? Do i have to place them as well after i placed my follower?

The answer is: Yes, you have to place them all. A round end when all the players cards are played and their followers are placed. So if you placed your follower after card 3, you still have to use up the remaining 3 cards. You may even put them in a row with a follower, but on the other side of the follower. A row may contain more than one follower this way, where the first one gets the cards from the start to him, and the other gets the cards from follower one to him.

Hope that helped :)

4143
Rules Questions / Re: Cardcassonne card game - question about a rule
« on: June 29, 2013, 09:10:30 am »
I don't play Cardcassonne, but i know where to download the original german rulebook. I'll go find it and try to answer your question, just give me a minute.

Edit: Or five, the hansImGluck-server is deadly slow tody...

4144
Variants and Fan Cards / Re: Cost thought experiment: Villar
« on: June 29, 2013, 09:05:34 am »
I think 3$ is perfect. It can be better than Village, but only if you discard two or more cards. That's not easy, because otherwise we'd have to compare Cellar to Lab and have it cost 4$.

4145
Variants and Fan Cards / Re: Fan cards
« on: June 29, 2013, 08:53:49 am »
Hi and welcome to the forums :)

I was thinkin a couple cards:
Shipwreck
5$
Action
+3 cards or +2 coins and +1 buy
When you trash this you may gain a silver

This is a 5$ which can chose between two effects. Smithy (which is a 4$) and Woodcutter (which is a 3$, and a weak one on top of that). I think it is too weak. For example, compare it to Band of Misfits. That card is a 5$, too, and can chose between the effects of any action card costing less than 5$, as long as that card is in the supply. Allthough your card is not dependant on the supply, its choices are more than mediocre. Considering that there allready are 5$s that give +3 Cards and an attack and how weak Woodcutter is, you should definately rethink the effect. Maybe add a weak attack that happens no matter what choice you make?
I kind of like the on-trash, but of course we have seen something similar on Feodum.

Haunted village
4$
Action
+2 actions
Each other may discard an estate, if didnt they take a curse

This is a nonterminal Curser. They tend to be extremely strong, and even if the bane was "any victory card" instead of "Estate", it would still be too much. Of course the card also lacks an attack type.


Grey economy
5$
Action
+2 coins
+2 cards or trash up to 2 cards

+2$, +2Cards is very strong by itself and probably too much for 5$ on its own. The choice of another, strong option makes this even stronger. Charge more for it or add a noticeable drawback to balance this card.

4146
Puzzles and Challenges / Re: Guaranteed Familiar
« on: June 28, 2013, 05:53:47 pm »
No dignity required in the Puzzles and Challenges thread.  Dumb mistakes abound. 

Example: this whole exchange.

Thank you, that made me feel a lot better :D


That's not "using" my idea, that is my idea.

It's an homage.

To the best card?

To Warfreak. Both, if Warfreak happens to be a boyscout.

4147
Puzzles and Challenges / Re: Guaranteed Familiar
« on: June 28, 2013, 04:55:44 pm »
Well, at least my solution works for any opening split, and not just 2/5.

Which is quite awesome. I was looking for a solution for a 4/4 or 5/3 split for days, before i even knew turn 3 was possible (remains in my messed up memory were the reason this thread was asking for turn 4 before). I'm sorry i ever doubted you.


Aww, Asper disrespected me  :-[

Here you go (*+1s*), it's my own fault i can't read.
I believed you because i thought "It's SirPeebles, surely he's right" ;)

Also yeah, GDs solution is mine.

You deleted one of your posts!  :P

I erased my past to keep at least some dignity. That didn't work out.

4148
Puzzles and Challenges / Re: Guaranteed Familiar
« on: June 28, 2013, 04:48:22 pm »
Aww, Asper disrespected me  :-[

Here you go (*+1s*), it's my own fault i can't read.
I believed you because i thought "It's SirPeebles, surely he's right" ;)

Also yeah, GDs solution is mine.

4149
Puzzles and Challenges / Re: Guaranteed Familiar
« on: June 28, 2013, 04:33:41 pm »
That's not "using" my idea, that is my idea.

It's an homage.

4150
Puzzles and Challenges / Re: Guaranteed Familiar
« on: June 28, 2013, 04:28:26 pm »
Very good, guys.


Can you do it without opponents helping? I can.

Edit: It's even easier ;)

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