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Messages - Destry

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51
Variants and Fan Cards / Re: Fixing Dominion – returns
« on: March 05, 2016, 07:28:24 pm »
Pearl Diver
+1 Card; +1 Action
Look at the bottom card of your deck. Discard it or put it on top.

52
There was this entry in Really Bad Card Ideas along these lines.

Coppersmithy
Action $6

Draw three cards. Copper produces an extra $1 this turn.

53
Variants and Fan Cards / Re: Black Market Auction
« on: October 17, 2015, 02:00:15 am »
Possession is a troublesome case. Maybe I need to reword it so the players who do not gain the card take the Coin Tokens.

54
Variants and Fan Cards / Re: Black Market Auction
« on: October 16, 2015, 06:35:04 pm »
A) The person playing BMA gets two bids, the first and last, as opposed to one. Seems like a significant advantage, maybe too much.

B) I see your point about ties. Rephrasing to "Highest bidder..." to indicate ties aren't allowed.

55
Variants and Fan Cards / Re: Black Market Auction
« on: October 16, 2015, 05:45:23 pm »
without another card that provides Coin tokens it is dead

People keep saying this, but I don't see how?

Because "bidding coin tokens" means you have to have coin tokens, in the English sense.

I see now the intent here may be that having your opponents gain coin tokens is supposed to be the only impact, not losing coin tokens.  If this is the case, the card should say "bid a number", since you aren't bidding coin tokens in your possession.

Can you suggest a better way to phrase it? I tried bid a number above.

56
Variants and Fan Cards / Re: Black Market Auction
« on: October 16, 2015, 05:44:29 pm »
without another card that provides Coin tokens it is dead

People keep saying this, but I don't see how?

I'm confused by this as well. Are you reading this as saying the winner of the bid provides the coin tokens? The coin tokens come from the supply of coin tokens, which can be represented by anything, such as pennies, etc if you don't already have them.

57
Variants and Fan Cards / Black Market Auction
« on: October 16, 2015, 03:40:39 pm »
The debt mechanic (and wording from Mountain Pass) makes this work a bit better.

Quote
Black Market Auction
Cost:
Type: Event
+1 Buy
If this is the first buy of your turn, reveal the top card of the Black Market deck. If you did, after this turn, each player bids once, up to 40, ending with you. If no one bids at least 1, put the card on the bottom of the Black Market deck. Highest bidder gains the card and takes the they bid.

-- previous version --

Quote
Black Market Auction
Cost:
Type: Action
+2 Action
Reveal the top card of the black market deck. Once around, starting and ending with the current player and in turn order, each player may bid a number. If no one bids at least 1, you trash the card. Highest bidder gains the card to hand and each other player take Coin Tokens equal to the number bid by the winning player.

I'm not sure the best way to price this. Most of the cost comes from winning the auction, though the player who plays this card does get some advantages.

-- original --
Quote
Black Market Auction
Cost:
Type: Action
+2 Action
Reveal the top card of the black market deck. Once around, starting and ending with the current player and in turn order, each player may bid Coin Tokens. If no one bids at least 1 Coin Token, you trash the card. The player who wins the bid gains revealed card in hand and each other player gains the number of Coin Tokens bid by the winning player.

rephrased to remove confusion about Coin tokens

58
Variants and Fan Cards / Re: Stitched-Together Monster
« on: September 08, 2015, 05:23:58 pm »
Anyway, a concern with it now is that the Lab event is arguably way better than Island, because you can stash VP away immediately and for lower cost instead of having to wait a shuffle and hoping the Island collides with a good target.  It's not a dealbreaker (the 2VP on Island still counts for something) but it's something to keep in mind.

Yeah, that's a concern. I think the current cost, opportunity and otherwise, are balanced. It's not strictly better than Island.

You have to have a STM in hand to return to the supply, and pay the when you buy the MSL event (Man, I need to change these to shorter names) before you can put 2 cards on the MM. It's a one-shot that can't be throne-roomed.

It should put up to two cards on the MM so you can build a worthwhile monster that can be played a couple times before falling apart. Even then it may be too slow. I need to mock up some cards and try it out.

59
Variants and Fan Cards / Re: Stitched-Together Monster
« on: September 08, 2015, 03:52:35 pm »
Depending on the board, no, I usually wouldn't be buying Gardens just to trash them.  I'd be racing to build my engine and end the game before those Gardens get big.
Of course, everything depends on the board. As a general rule, though, denying your opponent points is a worthwhile tactic, especially in the example I gave above.

Quote
Even if that were a comparable situation though, the Potion cost makes it different.  If you are already going for this card, you'll have Potions to buy it.  If I hadn't gone for it from the start, then doing it just to deny you is a losing strategy.  It's slower (I have to get a Potion or two first) and when I do start buying Monsters, they are going to be much weaker than yours.  Trying to follow your strategy late when it's weaker for me is just a losing proposition.  Either I should focus on what I was doing in the first place or I should have gone for Monsters from the start.  If it counts all VP cards, then the latter is probably the case and the card becomes very centralizing.
I agree, that's why I changed the card above so all the cards are on the Monster Mat are returned to the respective decks at the end of the game before scoring, so they cannot be worth any VP. I liked the idea of Stitched-Together Monster could be worth Victory Points at the end of the game, but I don't see a way to make it work (yet).

60
Variants and Fan Cards / Re: Stitched-Together Monster
« on: September 04, 2015, 01:52:28 pm »
On second thought, yeah, you're right. That can be a huge strategy.

I'll change it to
"Cards on Monster Mats are returned to the owner's deck at the end of the game before scoring."

Now STM will not be counted as Victory Cards, since the Monster Mat will be empty when scoring."

61
Variants and Fan Cards / Re: Stitched-Together Monster
« on: September 04, 2015, 01:40:30 pm »
Let me give a different example. Two player game with the Main set, Workshop, Gardens, Chapel in the set. You go for a Chapel based strategy, your opponents goes for Gardens strategy. You're going for a trim deck where Gardens are worth few points. Do you buy Gardens? Of course, you buy 'em and trash 'em, because any VP you deny your opponent is equivalent to gaining them yourself.

This is a similar situation, except whenever your opponent increases the value of their Gardens, they're returning one to the supply, giving you a chance to keep it from them.

Yeah I do see your point. Still, I think the card can be tweaked enough to keep this from being an automatic strategy without a special rule for Victory Cards. Currently, the opportunity costs make it difficult to buy 2 provinces and put them on the Monster Mat. Making the cards on the MM not return to your deck at the end of the game will blunt the effect slightly.

62
Variants and Fan Cards / Re: Stitched-Together Monster
« on: September 04, 2015, 11:53:31 am »
It still shouldn't allow you to put VP cards on the mat.  Or if you do, it shouldn't be worth VP at all, no matter what's on the mat.

Why do you say that? I think I messed up the wording a bit, but if it worked as intended, ie each STM is worth the value of Victory Cards on the Monster Mat at the end of the game, what's the problem? If anything, it's a bad strategy.

Take a two player games. If you puts, say, 2 Estate cards on the MM, the value of the STM increases by 2 VP for you. Also for your opponent, since denying the other players VP is the same as gaining them. Since putting the cards on the MM involves returning a STM to the supply, you reduce the total victory points in your deck, and give your opponent more chance to steal them away from you. You're doing all the work for them.


63
Variants and Fan Cards / Re: Stitched-Together Monster
« on: September 03, 2015, 02:47:02 pm »
Perhaps bits should fall off again?  When you play Stitched-Together Monster, one card is discarded, and the others return to your mat?

That sounds good. It should either fall apart or escape.

Latest version
Quote
Mad Scientist Lab
Cost:
Type: Event
Return a Stitched-Together Monster from your hand to the supply. If you did, put up to two cards other than Stitched-Together Monster from your hand face up on your Monster Mat.
Cards on Monster Mats are returned to the owner's deck at the end of the game.

Stitched-Together Monster
Cost:
Type: *
This is the cards on your Monster Mat and share their types and abilities.
When played, discard a card from your Monster Mat.
Setup: Add Mad Scientist Lab Event.

This fix addresses the two main issues. It's over-powered if you can just dump VP cards on the Monster Mat, but then you risk losing control of the Monsters. Or you can create a power combo, but then the Monster falls apart and you have to rebuild it.

It looks like the numbers still need to be tweeked. Currently set to what I think are the cheapest costs. I switched it back to cards are returned to decks at end of game since that's the usual behavior.

64
Variants and Fan Cards / Re: Stitched-Together Monster
« on: September 02, 2015, 06:05:47 pm »
That's valid - it is a crazy card.

There are some combos - such as Fortress/Feast which would allow you to gain all the cards 5 and under in one turn, unless Bridge is on the table. Then you'd gain all the cards.

Still, I'd like to see if there was a way to make it so it'd be playable on most tables.

65
Variants and Fan Cards / Re: Stitched-Together Monster
« on: September 02, 2015, 05:54:37 pm »
Here's some of the thinking that went into the card.

version 1
Quote
Stitched-Together Monster
Cost: Cost of Monster Card 1 + Monster Card 2
Type: Types on Monster Card 1 and Monster Card 2

This card is the two Monster cards with the type, text, and cost combined.
When you play this, play as if each Monster card in either order and each other player gains 2 VP tokens.
---
Setup: Select two cards not in the current kingdom. Those cards are the Monster cards.

The basic idea is simple. It's two cards in one - the cost, text, actions, everything  and you get to play both cards in a single play. (Inspired by jotheonah CopperSmithy in the Bad Card Ideas thread).

And irrevocably broken. Overpowered, over expensive (unless way under priced like Secret Chamber/Poor House). I made a feeble attempt to nerf it by giving the other players victory points on play, but that feels off theme and pasted on. And usually the card would be too expensive. By the time you could reliably afford it, you'd be in the end game. I gave up on it for a while.

version 2
Quote
Stitched-Together Monster
Cost: $3
Type: Action*
Choose one:
Return this card to the supply. If you did, add a card from your hand to your Monster Mat.
--or--
Play this as if were the cards on your Monster Mat in any order. This is those cards until it leaves play.
This card shares the type of the cards on your Monster Mat. Cards on Monster Mats are returned to your deck at the end of the game.

Now this is better. The card is functionally still expensive, but now the cost is spread out. To build your monster, you have to buy parts, and keep rebuying monsters. I like the mini-game of competing for monsters. And feels thematic that you could loose control of the monster.

But now it's more like a super Band of Misfits. Instead of being the cards at all times, it's just the sum of its parts while in play.

And what if you put a Stitched-Together Monster on your Monster Mat? Can't let that happen.

version 3
Quote
Stitched-Together Monster
Cost: $3
Type: Action*
If there are no Stitched-Together Monsters on your Monster Mat, this is the cards on your Monster Mat and share their types and abilities. You may put this card on your Monster Mat.
Otherwise, return Stitched-Together Monsters on the Monster Mat to the supply, and if you did, set aside a card from your hand face up on your Monster Mat.
Cards on Monster Mats are returned to your deck at the end of the game.

Aagh! Too many words. Solves the problem with putting Stitched-Together Monster on the Monster Mat, but can be better. Maybe splitting it in two.

version 4
Quote
Mad Scientist Lab
Cost: $2
Type: Event
Put a card other than Stitched-Together Monster from your hand face up on your Monster Mat.
Cards on Monster Mats are not returned to the owner's deck at the end of the game.

Stitched-Together Monster
Cost: $2 Potion
Type: *
This is the cards on your Monster Mat and share their types and abilities.
Setup: Add Mad Scientist Lab Event.

Much better. At a point where it could be play-tested. Adding a potion cost to Stitched-Together Monster means I can't indirectly put one on the Monster Mat via Band of Misfits or Inheritance. It also delays how fast you can play it. Thematically, it feels like an Alchemy card. (To be honest, I don't feel potions get enough love.)

On the principle of testing the simplest card possible, I removed the requirement to return the Stitched-Together Monster to the supply. I'm tempted to require a Stitched-Together Monster in play for the Mad Scientist Lab. Currently it can be used independent of the Stitched-Together Monster as a highly inefficient trasher. I changed it so the cards are not returned to the decks at the end of the game - putting Provinces on the Monster Mat seemed too powerful otherwise.

I still need to tweak the pricing, and maybe a better name for the event. Starting with a cheap price, just to see how it works out.

66
Variants and Fan Cards / Stitched-Together Monster
« on: September 02, 2015, 05:49:11 pm »
The basic idea is you're building your own card from the parts you supply.

Latest version
Quote
Mad Scientist Lab
Cost:
Type: Event
Return a Stitched-Together Monster from your hand to the supply. If you did, put up to two cards other than Stitched-Together Monster from your hand face up on your Monster Mat.
Cards on Monster Mats are returned to the owner's deck at the end of the game before scoring.

Stitched-Together Monster
Cost:
Type: *
This is the cards on your Monster Mat and share their types and abilities.
When played, discard a card from your Monster Mat.
Setup: Add Mad Scientist Lab Event.

The Mad Scientist Lab event allows you to assemble the parts. What's on the menu? A Chancellor? A Peddler? Maybe a Copper or an Estate.

The Stitched-Together Monster is nothing until it has something on the Monster Mat. It could be a super action card, a combination Bridge/Lab/Festival. Or put a Copper and an Silver on the Monster Mat to turn it into a Gold. How about a Copper/Pearl Diver, which can be played either during the action phase or buy phase. (The extra action gained during the buy phase won't do much good unless you have Diadem).

--edited to "Cards on Monster Mats are returned to the owner's deck at the end of the game before scoring."

--older version--
version 4
Quote
Mad Scientist Lab
Cost: $2
Type: Event
Put a card other than Stitched-Together Monster from your hand face up on your Monster Mat.
Cards on Monster Mats are not returned to the owner's deck at the end of the game.

Stitched-Together Monster
Cost: $2 Potion
Type: *
This is the cards on your Monster Mat and share their types and abilities.
Setup: Add Mad Scientist Lab Event.

67
Variants and Fan Cards / Re: 2 ideas on IGG
« on: April 23, 2015, 02:55:51 pm »
This is the curse event I came up, using an alternate curse.

Quote
Forgery - Event
Cost 1 Potion
+1 Buy
Reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play or discard that Treasure.
Each other player gains a Bad Penny (from the Bad Penny pile).

Setup: Add the Bad Penny Supply with the same number of Bad Pennies as Curses.


Bad Penny - Treasure/Reaction
Cost 0
1 coin
Victory Cards can't be bought while a Bad Penny is in play.
--
When you gain this, trash this, or discard this from play, put it on top of your draw deck.

It turns potions into an attack card, which is a way to avoid rushes on the event. Since attack cards without any player benefit are a little weak, it turns the potion into a random treasure.

68
Since the value scales up with the number of players, how about a variable cost? Have it cost $1 + $1/player, and be worth 1VP/2 victory cards in the trash.

Seems like it could be enormously swingy depending on the boards, which can be fun.

69
Variants and Fan Cards / Re: Online-Only Cards
« on: August 19, 2013, 01:32:08 pm »
Tracking all the possible victory points is too much hassle in person, but is open information. How about a catch-up card?

Friar
Action - $2

+2 Action
If any opponent has more victory points than you, +1 Card and you may trash one card
If all opponents have more victory points than you, +1 Card and you may trash one card.


Possibly too strong for 2-player. I like the idea of deliberately buying a curse to active the Friars, and trying to time when to pull ahead.

70
Ruined Lookout - Trash the top card of your deck


71
Game Reports / All 5 prizes + a Duchy in a single turn w/o King's Court!
« on: February 08, 2012, 06:34:58 pm »
(Moved here as more appropriate.)

All 5 prizes and a Duchy w/Tournament in a single turn in a three player game - without King's Court!

dominion.isotropic.org/gamelog/201202/08/game-20120208-102048-3de236c1.html

Code: [Select]
      — Destry's turn 13 —
      Destry gets +1 action and +$1 from the Fishing Village.
      Destry plays a Tournament.
      ... getting +1 action.
      ... drawing 1 card and getting +$1.
      Destry plays a Tournament.
      ... getting +1 action.
      ... drawing 1 card and getting +$1.
      Destry plays a University.
      ... getting +2 actions.
      ... gaining a Tournament.
      Destry plays a Scrying Pool.
      ... getting +1 action.
      ... revealing a Gold and discarding it.
      ... making browncoat73 discard a Native Village.
      ... revealing a University, a Tournament, a Tournament, a Hunting Party, a Ghost Ship, a Hunting Party, a Tournament, a Hunting Party, and a Potion and putting them in the hand.
      Destry plays a Hunting Party.
      ... drawing 1 card and getting +1 action.
      ... revealing 2 Masquerades, 2 Ghost Ships, a Province, 3 Tournaments, a University, a Potion, and 2 Hunting Parties.
      ... revealing a Hunting Party and a Native Village.
      ... putting the Native Village into the hand.
      ... discarding a Hunting Party.
      Destry plays a Tournament.
      ... getting +1 action.
      ... Destry reveals a Province.
      ... Destry discards a Province and gains a Trusty Steed on the deck.
      ... drawing 1 card and getting +$1.
      Destry plays a Hunting Party.
      ... drawing 1 card and getting +1 action.
      ... revealing a Trusty Steed, 2 Masquerades, 2 Ghost Ships, 3 Tournaments, a University, a Potion, a Hunting Party, and a Native Village.
      ... (Destry reshuffles.)
      ... revealing a Tournament, a Hunting Party, a Tournament, and a Province.
      ... putting the Province into the hand.
      ... discarding 2 Tournaments and a Hunting Party.
      Destry plays a Tournament.
      ... getting +1 action.
      ... Destry reveals a Province.
      ... Destry discards a Province and gains a Followers on the deck.
      ... drawing 1 card and getting +$1.
      Destry plays a Hunting Party.
      ... drawing 1 card and getting +1 action.
      ... revealing a Trusty Steed, 2 Masquerades, 2 Ghost Ships, 2 Tournaments, a University, a Native Village, a Followers, a Gold, and a Potion.
      ... (Destry reshuffles.)
      ... revealing a Province.
      ... putting the Province into the hand.
      Destry plays a Tournament.
      ... getting +1 action.
      ... Destry reveals a Province.
      ... Destry discards a Province and gains a Princess on the deck.
      ... drawing 1 card and getting +$1.
      Destry plays a Trusty Steed.
      ... drawing 2 cards and getting +2 actions.
      Destry plays a Hunting Party.
      ... drawing 1 card and getting +1 action.
      ... revealing a Princess, 2 Masquerades, 2 Ghost Ships, 3 Tournaments, a University, a Potion, a Followers, a Gold, and a Native Village.
      ... (Destry reshuffles.)
      ... revealing a Province.
      ... putting the Province into the hand.
      Destry plays a Tournament.
      ... getting +1 action.
      ... Destry reveals a Province.
      ... Destry discards a Province and gains a Bag of Gold on the deck.
      ... drawing 1 card and getting +$1.
      Destry plays a Ghost Ship.
      ... (Destry reshuffles.)
      ... drawing 1 card.
      ... browncoat73 puts 2 cards back on the deck.
      Destry plays a Tournament.
      ... getting +1 action.
      ... Destry reveals a Province.
      ... Destry discards a Province and gains a Diadem on the deck.
      ... drawing 1 card and getting +$1.
      Destry plays a Followers.
      ... (Destry reshuffles.)
      ... drawing 1 card.
      ... gaining an Estate.
      ... browncoat73 gains a Curse.
      ... browncoat73 only has 3 cards.
      Destry plays a Tournament.
      ... getting +1 action.
      ... Destry reveals a Province.
      ... Destry discards a Province and gains a Duchy on the deck.
      ... drawing 1 card and getting +$1.
      Destry plays a University.
      ... getting +2 actions.
      ... gaining a Tournament.
      Destry plays a Princess.
      ... getting +1 buy.
      ... reducing all costs by $2.
      Destry plays a Bag of Gold.
      ... getting +1 action.
      ... gaining a Gold on the deck.
      Destry plays a Ghost Ship.
      ... (Destry reshuffles.)
      ... drawing 2 cards.
      ... browncoat73 only has 3 cards.
      Destry plays a Diadem, a Potion, and 2 Golds.
      Destry buys a Fishing Village.
      Destry buys a Fishing Village.
      (Destry reshuffles.)
      (Destry draws: a Province, a Tournament, and 3 Hunting Parties.)

72
Dominion General Discussion / Re: Greatest Isotropic Moments of 2011
« on: February 08, 2012, 02:00:21 pm »
Moved to Game Reports as more appropriate.

73
Dominion General Discussion / Re: Greatest Isotropic Moments of 2011
« on: December 16, 2011, 05:04:48 pm »
My opponents were distracted by the pretty Fishing Villages and Universities and didn't see the Tactician/Treasure Map/Courtyard combo. And who looks at Treasure Maps when there aren't any trashers.

http://councilroom.com/game?game_id=game-20111209-092730-3b9c83fe.html

   --- Destry's turn 5 ---
   Destry draws 5 cards and gets +1 action and +1 buy from the Tactician.
   Destry plays a Courtyard.
   ... drawing 2 cards.
   ... putting 1 card back on the deck.
   Destry plays a Bazaar.
   ... drawing 1 card and getting +2 actions and +$1.
   Destry plays 7 Coppers.
   Destry buys a Treasure Map.
   Destry buys a Treasure Map.
   (Destry reshuffles.)
   (Destry draws: 2 Coppers and 3 Estates.)

....

   --- Destry's turn 8 ---
   (Destry reshuffles.)
   Destry draws 5 cards and gets +1 action and +1 buy from the Tactician.
   Destry plays a Treasure Map.
   ... trashing the Treasure Map.
   ... trashing a Treasure Map from hand.
   ... gaining 4 Golds on the deck.
   Destry plays a Bazaar.
   ... drawing 1 card and getting +2 actions and +$1.
   Destry plays a Courtyard.
   ... drawing 3 cards.
   ... putting 1 card back on the deck.
   Destry plays a Courtyard.
   ... drawing 3 cards.
   ... putting 1 card back on the deck.
   Destry plays 6 Coppers and 3 Golds.
   Destry buys a Province.
   Destry buys a Province.
   (Destry reshuffles.)
   (Destry draws: a Copper, 2 Estates, a Gold, and a Bazaar.)

I was even saved one of the Golds for next turn.

74
Dominion Isotropic / Re: Decline of civility on isotropic?
« on: August 17, 2011, 01:06:17 pm »
The one pet peeve I have is when someone quits out of a 3 or 4 player game, especially without warning. I'm building my deck, and suddenly cursing cards get much more powerful (too many curses) and card like jester and pirate ship get much weaker (fewer targets).

75
Dominion General Discussion / Re: You may...
« on: August 15, 2011, 01:39:01 pm »
Actually, when I play, I only choose the number of Coppers I need for my purchase(s), just to keep the info from my opponents.

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