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Messages - crj

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676
Variants and Fan Cards / Re: Really bad card ideas
« on: August 06, 2018, 10:43:56 pm »
Harbinger Makework
Action
Cost: $1

+1 Card
+1 Action
You may discard the top card of your deck.

AKA Spy
It's almost exactly Zombie Spy. The only difference I see is that Zombie Spy lets you (strictly, compels you to) look at the top card of your deck before choosing whether or not to discard it.

677
Rules Questions / Re: Inheritance interaction
« on: July 27, 2018, 11:56:40 am »
Except for the edge case from Hell: all this madness is happening while the player is Possessed.

678
Variants and Fan Cards / Re: Royal Seal fix
« on: July 25, 2018, 10:27:32 am »
To state the obvious, Dominion would be less fun if every card in every kingdom was the best of its kind. It is interesting to have weaker and more expensive top-decking sometimes, so people have to think harder about how much they really want it.

(The problem for Royal Seal is that, in the case of top-decking, the answer is "not much".)

679
Rats is actually a surprisingly brutal card to have miss the shuffle. If you can’t have 2 rats in your deck by the third reshuffle [...]
Remember you can often buy a second Rats on T4 if you need to. The opportunity cost is not buying something else, but if not having two Rats after the second shuffle is going to be a disaster, you can mitigate.

680
Lookout can handle a 2:1 ratio just fine though after 2nd reshuffle there is an actual possibility he decides to bite you in the balls.
Just once, I was playing online against someone who forgot Treasure Map topdecked its Gold and played Lookout later that same turn...

681
Rules Questions / Re: Deluded + Black Market
« on: July 23, 2018, 11:12:49 am »
It bears mentioning that there's a rulebook, which often answers questions such as these:
Quote from: Nocturne Rules (p10)
This prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.

682
The Curse being worse than a Copper doesn't matter so much given that there's a cantrip trasher in your deck so the Copper would likely just be getting trashed the next time you draw it anyway.
That's not a given.

Firstly, you need to get the Curse and the trasher to collide. And until then you're down $1 spending money each time you draw the Curse instead of a Copper.

Secondly, every time you trash a Curse, you're forgoing the opportunity to trash something else. Granted, you'll try to prioritise trashing your starting Estates and the Curses you've given yourself over trashing Copper, but my intuition is that you'll find yourself inconveniently at the mercy of shuffle luck.

Thirdly, given the Curses are going to run out quite quickly, you do need to be a little careful the game doesn't end on piles before you've managed to trash them.


As an afterthought, hasn't Chapel demonstrated that it's pretty hard to wreck the game by having too much trashing available, too cheaply? This card is only a cantrip trasher/Curse gainer.

683
Junk Dealer and Upgrade are considered to be top $5's. Having the ability to effectively optionally trash an extra card is arguably stronger than +$1 or the gaining, the optionally is super important here.
Poacher has demonstrated that +1 Card +1 Action +$1 costs >$4 even without a buff. I understand, of course, that you can't just sum up notional values for each part of a card to reach a right price for it, but even so it feels like you'd have to discount the price of Junk Dealer quite a lot for omitting the +$1.

Also, "You may gain a curse. If you do, trash up to two more cards from your hand." is nothing like as strong as "You may trash a card from your hand." Early game, you'll in effect be swapping Coppers for Curses. And if both players opened Contract/Contract, pretty soon that clause would be neutralised by the Curses running out, leaving you to spend subsequent Contract plays on trashing your residual Curses.

684
Dominion General Discussion / Re: Interview with Donald X.
« on: July 21, 2018, 11:36:48 am »
This article shows what his prototype cards look like. Plenty of random stuff off Google image searches, not all of it entirely sensible.

On the other question, I gather he used to use Isotropic a lot for playtesting, even after it stopped being available to the general public because of commercial online offerings, but the author of Isotropic finally packed it in before Nocturne so it got rather less online playtesting, mainly via beta implementations of the new expansion on dominion.games late on in development.

685
This is why a cantrip trasher cannot cost less than $4 (just imagine when you would not open Cantrip Trasher - Cantrip Trasher).
If there was some hypothetical "Foo: +1 Card, +1 Action, Trash a card from hand" I feel opening Foo/Foo is worth comparing with opening something like Steward/Silver. It's not clear the Foo/Foo option is better at all (on T3/T4 the extra +Action from Foo/Foo is useless, and +$2 is better than +2 Cards). Even if it does turn out to be slightly stronger on some boards, it doesn't feel like a game-breaking no-brainer.

686
Contract
$3 - Action
+1 Card
+1 Action
Trash a card from your hand.
You may gain a curse. If you do, trash up to two more cards from your hand.
I can tell you right now that a cantrip trasher is way too good for $3. This would probably be balanced at $5.
Ratcatcher? And Monastery isn't a cantrip, but is at least a Night card and lets you both spend and trash Copper. Loan is a $3 Treasure giving $1 which can trash your treasures without needing to draw them, and most people think it's weak.

687
To some extent, Castles and split piles are the non-fiddly implementation of that aspiration.

688
Variants and Fan Cards / Re: Grey makes a boring card now and then.
« on: July 20, 2018, 09:10:44 pm »
How are you expecting people to use that second card? To get any really nifty benefit from it you need to be playing two or three, which involves having two or three other cards in hand to trash with them. Doesn't that mean you either have to incorporate it into a fairly powerful engine which can do plenty of nifty stuff anyway, or people will end up turning Copper and Curses into Copper and Curses until two piles are empty? (-8

The first of those can probably cost $2. It looks pretty tricky to arrange for the Reaction to be anything more than a moderately good counter to trashing attacks, and gaining a card costing exactly $1 more is way weaker than Remodel's up to $2 more.

689
This all reminds me that I should play Modern Art some more. The dynamic in it makes no sense, which may mean it's an accurate model of the world of modern art. (-8

I'd never given Fool's Gold that much thought; I guess I'd assumed that people could tell it apart from real Gold, but if you showed them enough of it they started believing it was the real stuff and the real Gold was actually the fake. And then when someone buys a Province you switch it for real Gold while everyone's distracted?

(Also, I know this isn't Dominion's problem, by why Fool's Gold rather than Fools' Gold? There's more than one fool in the world!)

690
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: July 19, 2018, 12:24:34 pm »
Firstly, Platinum and Colony are in the Base Cards set, so you don't need Dark Ages in order to play with them.

But secondly, that wording didn't surprise me, so I'm guessing it was also in first edition.

691
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: July 18, 2018, 12:31:57 pm »
If you're playing by the official rules, there is no way to have Colony/Platinum in the game unless you have at least 1 Prosperity card in the Kingdom.
Quote from: The official rules
Prosperity includes two new base cards, Platinum and Colony. You can include them whenever you want to; they are always used together. If you want to determine when to use them randomly, choose a random Kingdom card being used, and if it is from Prosperity, use Platinum and Colony.

692
Dominion General Discussion / Re: Interview with Donald X.
« on: July 17, 2018, 05:47:19 pm »
A lot of Dominion's Attacks can actually help your opponent in certain circumstances. Do you have any particular tricks for making sure those Attacks remain balanced rather than ruining some kingdoms, being too swingy or whatever?

693
Variants and Fan Cards / Re: Grey makes a boring card now and then.
« on: July 17, 2018, 04:01:26 pm »
I think what LFN doesn't like is that the other players will have to keep doing stuff (and making decisions) as you play them, slowing down the game. It's better when attacks either don't stack or don't require decisions.
Is that really a problem, if the decisions are fairly simple? I mean, Masquerade is great fun. Or am I the only person who feels that way about it?

694
Dominion General Discussion / Re: Best cards to learn specific rules?
« on: July 17, 2018, 02:59:27 pm »
I also notice that some players, when buying a card, tend to take that card into their hand, and then do clean-up
I don't see that one. But I do see people confusing their play area and their discard pile quite frequently: gaining to in-play, or playing to the discard pile.

I also see a lot of people throwing their Victory cards into play along with their Treasures. Which can matter.

I'm not sure there's any specific card or cards which demonstrate why these are wrong, though. Any engine will do.

695
Variants and Fan Cards / Re: Grey makes a boring card now and then.
« on: July 17, 2018, 02:56:01 pm »
OK. Slight further tweak. How about:

Each other player discards a card and draws a card. If they did not discard an Action or Treasure, they gain a Copper.

That means you can always keep four of the cards in your hand by repeatedly cycling the fifth. Apart from the Copper gaining, that's more benign than discarding down to four.

696
Variants and Fan Cards / Re: Grey makes a boring card now and then.
« on: July 17, 2018, 01:11:08 pm »
Here's a closely related alternative that I've just thought of:

Each other player discards a card. If it is an Action or Treasure they draw a card, otherwise they gain a Copper.

My instinct is that might play a little better? It can bite more than once, but it softens the blow a little by helping sift any extra Copper they accept.

697
Dominion General Discussion / Re: Best cards to learn specific rules?
« on: July 17, 2018, 01:03:26 pm »
the thing about Vassal is that it's in Base. I tried to give examples using Base, or at least earlier expansions, where possible.

Hence my hoping for a good illustration of Lose Track using Vassal instead of cards from Hinterlands, Dark Ages and promos.

698
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: July 17, 2018, 12:56:42 pm »
Are there expansions you do hate? If so, why?
Not that I hate, but honestly I'm not much liking what's happened to Dominion in the past couple of years. Empires, Nocturne, the second-edition changes to Base and Intrigue, "you may X for Y", the new reshuffle rule and especially that "Coffers" change to Guilds don't thrill me. )-8

Adventures was great, apart from the manufacturing fubar. I'm really hoping I'll like whatever happens next that much.

699
Dominion Articles / Re: Combo/Synergy: Courtier + Werewolf
« on: July 17, 2018, 12:42:59 pm »
So what price would you put on a straight Attack-Night card that hexes your opponents, i.e. just the night-phase part of Werewolf?

My own view is that Hexes are nasty, and I agree they're especially nasty because multiple hexes stack more effectively than other attacks, but it's still not worth building your deck around. If you're going to turn the game into a slog, I'd rather have four Duchies than four Werewolves when the piles run out!

As for the comparison between 2 Skulks and 2 Smithies v. 4 Werewolves, remember that at the start of the game $5 is a much higher price than $4, especially when you're avoiding buying Skulks and/or Smithies to help reach it.

700
Dominion General Discussion / Re: Best cards to learn specific rules?
« on: July 17, 2018, 12:15:57 pm »
In your Buy phase, you first play Treasures, then start making purchases: Mint

+1 Action means you add 1 to the number of actions you can play this turn, not that you immediately play an Action: Throne Room on a cantrip.

When you trash multiple cards, you select which cards to trash, then trash them all together: Chapel+Rats

Follow the instructions on the card in order: Wishing Well

If you can't do everything a card says, do what you can: Trading Post (trash 1 card for no benefit if it's all you have in hand).

If it matters, when each player does something, they do it in order starting with the current player. (Spy, or Duchess now Spy is gone.)

The Lose Track rule: Vassal + ...what's simplest?

Duration effects apply even if the card itself leaves play, but while-in-play effects do not: Procession + Lighthouse

While-in-play effects don't apply double when you play the same card twice: Throne Room + Goons

The game only ends if the requisite piles are empty at the end of a player's turn: Ambassador

Pay attention when effects are restricted to specific phases: Peddler + Remodel

A cost of 1 Potion or 1 Debt is neither more nor less than a cost of $1: Chariot Race

The number of cards you've played is not the same as the number of cards you have in play, and if you play a card twice it counts double: Throne Room + Conspirator

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