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Messages - crj

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1
Variants and Fan Cards / Re: Really bad card ideas
« on: March 30, 2022, 12:18:09 pm »
Terrifying synergy with Overlord!

2
Variants and Fan Cards / Re: Really bad card ideas
« on: March 03, 2022, 04:28:47 pm »
Mountaineers - Ally
After each turn, if at least one player gained a Province, auction 6 VP to whoever bids the most Favors.

3
Variants and Fan Cards / Re: Really bad card ideas
« on: March 03, 2022, 04:26:42 pm »
Hireling Guild looks like a sensible idea, apart from it needing to be per N favours, instead of per favour.

I'm guessing it's such a good idea that in due course we'll see a Secret History that explains the difficulty is finding a workable value for N.

4
Other Games / Re: The Mind
« on: February 05, 2022, 02:48:48 pm »
Another thought we've often had on this game is at what point would the levels start getting easier again?
I've known ensemble musicians to do very well at the game simply by playing in strict ♩=120 tempo. Each round takes precisely 50 seconds, no mistakes.
But that's against the spirit of the game and not much fun once they've shown off the stunt once to their friends.

The game currently maxes out at a third of the deck. And I suspect that was chosen because if you go much higher you force players into a boring, precise rhythm.

5
As Donald X noted in the Secret History, Border Village is another. (He buffed it by increasing its cost from $5 to $6.)

6
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Transmogrify
« on: September 12, 2021, 07:58:53 am »
I did once have a variant on this work really well, though: turn your deck into Duplicates and Transmogrifies then three-pile by turning everything into Duchies while your opponent is still gearing up to buy Colonies.

7
Dominion General Discussion / Re: Interview with Donald X.
« on: August 28, 2021, 07:28:14 pm »
January? Fingers crossed I resume playing board games face to face with a backlog of only one Dominion expansion, then!

8
Dominion General Discussion / Re: Interview with Donald X.
« on: August 11, 2021, 10:43:20 am »
Given that apparently sets with the same name as previous cards are now a thing, it could be Dominion: Distant Lands.

9
Variants and Fan Cards / Re: Really bad card ideas
« on: July 20, 2021, 07:27:19 am »
You could probably safely price that at $2, and leave people struggling to figure out why it's not necessarily as good as Chapel. (-8

Alternatively, you could turn it into trash any number of cards, then gain any number of cards, provided the products of the prices of the gained cards equals the products of the prices of the trashed cards. That's a really really appallingly bad idea, the moment someone notices they can trash a copper to gain a copper and all the victory cards...

10
Variants and Fan Cards / Re: Really bad card ideas
« on: July 16, 2021, 01:01:15 pm »
It's got the potential to become genuinely interesting: put a good Boon and a bad one in pile A, put a synergistic pair of medium-good Boons in pile B, for example.

11
Variants and Fan Cards / Re: Really bad card ideas
« on: July 15, 2021, 06:22:16 pm »
I can see a variant on that which might be actually-passable:

Take the next four boons. Arrange them in two pairs. Player to your left chooses which pair you receive. I kind of "I cut, you choose" mechanic.

12
Desperate to maximise their chance of being the first to play Mountebank, whatever the cost?

(Clutching at straws, here...)

13
Variants and Fan Cards / Re: Really bad card ideas
« on: July 10, 2021, 11:57:23 am »
You seem to be relying on the online implementation, not the rulebook?

14
Rules Questions / Re: Moving action cards when you play them
« on: July 09, 2021, 10:37:49 am »
Putting a card into play isn’t a separate step that is caused by playing a card
And yet the rules literally say "playing an Action card has three steps...".

15
Rules Questions / Re: Moving action cards when you play them
« on: July 09, 2021, 01:26:47 am »
Hmm.

Maybe what this boils down to is determining what does and does not constitute "an effect"?

16
Variants and Fan Cards / Re: Really bad card ideas
« on: July 08, 2021, 09:06:16 pm »
Way of the Butterfly says yes.
So far as I can see it's silent on the matter?

17
Rules Questions / Re: Moving action cards when you play them
« on: July 08, 2021, 09:03:32 pm »
Ooh - I missed that erratum. Good to know, thanks!

18
Rules Questions / Re: Moving action cards when you play them
« on: July 08, 2021, 02:43:18 pm »
I think anything along the lines of "X is a special Y" definitely needs mentioning, if it's a rule!

19
Rules Questions / Re: Moving action cards when you play them
« on: July 08, 2021, 02:05:55 pm »
The Stop-Moving rule.
But it doesn't.

First issue: which, if any, consequences is Throne Room allowed to anticipate when it provokes the play-an-Action-card effect. This interpretation of the rules relies on it anticipating that playing the Action card will put it into play, but not any of the other effects of playing it. Nothing in the rules states that's the correct interpretation.

Second issue: when Mining Village is being played a second time, is it the Throne Room or the play-an-Action-card "effect" which needs to correctly anticipate the card's location? This interpretation of the rules relies on it being the Mining Village that has to anticipate it. Again, nothing in the rules states that's the correct interpretation.

20
Rules Questions / Re: Moving action cards when you play them
« on: July 08, 2021, 01:30:43 pm »
Sure, that's a plausible rationalisation. But it's not an actual printed rule of the game, so far as I can see.

Look at this another way: I'm playing a real-life game of Dominion against someone and they Throne a Mining Village. On the first play, they trash it. On the second play, they bring it back into play from the Trash. Where is the rule I can point at to prove to them this isn't allowed?

21
Rules Questions / Re: Moving action cards when you play them
« on: July 08, 2021, 12:25:03 pm »
I'm aware of the Stop-Moving wall, of course. But it doesn't seem to apply in this case.

It's not playing Throne Room that puts the card in play; Throne Room plays the card, and then playing the card puts it in play.

Surely, if we argue that Throne Room can determine that playing Smithy will result in it being in play, we can also argue that Throne Room can determine that playing Embargo will result in it being in the Trash? Why would Throne Room know one but not the other?

22
Rules Questions / Moving action cards when you play them
« on: July 08, 2021, 11:44:38 am »
I can't believe I'm really asking this, after years of playing Dominion, but I've just gone down the rabbit hole in considering the repercussions of a fan card, and I didn't like what I saw. So...

What happens when you play an Action card? The rules seem superficially simple enough:
Quote
Playing an Action card has three steps: announcing it; moving it to the "in play" area - the table space in front of you; and following the instructions on it, in order, top to bottom.

If you're playing a card from your hand, all is well.

If I Command an Action, it explicitly says you play the card "leaving it there"; is that just a clarifying remark, or would it otherwise have ended up in your "in play" area?

When you use Innovation or Summon, it seems clear playing the card moves it to your "in play" area. That also suggests there's no requirement for a card to be in your hand in order for playing it to move it to your "in play" area.

When you Throne a card and play it for the second time, it doesn't much matter whether or not you move it to the "in play" area, since that's where it is already. Except...

When I Throne a Mining Village and trash it on the first play, when I play it for a second time, what actual rule of the game stops it being moved from the Trash to my "in play" area?

23
Variants and Fan Cards / Re: Really bad card ideas
« on: July 08, 2021, 11:32:04 am »
Ah, but can you really not "return" a card to its pile when it's already there?

I can see two potential objections. The first is that the "exchange" ability expects the card to be in play, the second that you can't move a card to somewhere it already is. While both seem plausible, neither seem to be spelled out anywhere.

On the first point, Vampire and Bat are the only cards that currently exchange themselves from play. I've thought for a bit, and I'm struggling to come up with any way you could possibly cause either to be played without being put into play, or to have left play before reaching the "exchange" instruction. So I don't think there's a ruling on that, yet.

On the second point, I've just gone down a rabbit hole that reaches a deeply absurd conclusion. I think I need to post a rules question. (-8

24
Variants and Fan Cards / Re: Really bad card ideas
« on: July 07, 2021, 05:37:41 pm »
My main worry is that I'm not sure it's completely clear how the Exchange mechanic interacts with the Stop-Moving rule. Presumably the intent would be that a Throned Foal didn't let you exchange it twice, but I suspect that would need a special ruling. Using the existing mechanism would be simpler.

Yes, that would also prevent you playing what you exchanged the Foal for on the same turn as the exchange, which also seems like a good idea. (I note that if you get especially creative, say, using a Monastery to trash a Cultist, it is possible to draw a Vampire/Bat, and therefore play it, the turn you got it; I assume that was deemed OK because it's an alternation more than an upgrade?)

25
Variants and Fan Cards / Re: Really bad card ideas
« on: July 06, 2021, 11:06:18 am »
Sure, it doesn't especially matter for a RBCI, but Foal would need a "when you discard this from play" big-background-arrow thingy like the Page/Peasant lines, rather than a flat-out "exchange". Otherwise you end up in corner-case hell.

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