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Messages - JacquesTheBard

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51
Puzzles and Challenges / Re: Easy Puzzles
« on: October 09, 2015, 10:46:47 pm »
Welp... hadn't thought of 2 Madmen, or Counterfeit. I have seen the masters at work. Good job to all of you.
So yeah... easy puzzles indeed.

52
Puzzles and Challenges / Re: Easy Puzzles
« on: October 08, 2015, 07:33:59 pm »
Not sure if this one is "easy" or not, but erring on the side of caution.
There is a combination of five cards I found with incredible collective draw potential. 99% of the time, it is guaranteed to draw your deck. This is the case regardless of what your deck consists of. 50 Curses? The Silver pile? A copy of every card in Dominion? You can draw them all using this specific five-card hand.

The rules for this challenge are as follows:
  • You start your turn with a hand of 5 cards.
  • There are no durations, events, reserve cards, or Prince effects.
  • This is a solitaire game.
  • Your solution may not rely on specific cards in the deck, only in your hand of five. Therefore, Scrying Pool and Counting House are somewhat limited.
  • Your solution must have the potential to draw at least 100 cards. This eliminates, for example, a hand of 5 madmen from competing.


There are two steps to succeeding here. The first is to find the hand that can do this. The second is to find the lowest deck size at which the deck cannot be drawn.

I wish you the best. Let me know if this is too hard, too easy, or somewhere in the middle. Here are some hints, from least helpful to most helpful.

Hints:
1. King's Court is not necessary.

2. A single madman is involved.

3. This test involves three copies of the same card.

Good luck!

53
Dominion General Discussion / Re: Your Adventures experiences
« on: September 19, 2015, 03:40:27 pm »
Yes, 15 cards a turn is actually VERY doable with Warriors, especially if you have a good token to incentivize extra Pages. If Peasant is on the board as well, you should expect a major volume of Travellers in play, and therefore put the Page line at the top of your priority list. If the Warriors kick off before you get your Champion, that will obliterate a substantial section of your deck in a handful of turns.

54
Variants and Fan Cards / Re: Card Idea - Shady Dealer
« on: September 11, 2015, 12:15:08 am »
Insane idea: there are multiple +2 cost stacks. Ergo, The cost of copper might be as high as $4 when you gain a 2nd Shady Dealer. It could get pretty strong pretty fast... Perhaps we could balance this by having +1 cost instead of +2, or choosing to trash Shady Dealer if we take the +2 cost option.

55
Dominion General Discussion / Re: Dominion One-Liners
« on: September 09, 2015, 11:52:28 pm »
Multiple Goons >>>>>>>>>>> Lone Goons.

If you play with Travellers, cycle like your life depends on it.

Look at ALL the cards when you start. ESPECIALLY those that aren't in the supply, or even technically "cards."

In real life, keep track of points. (I don't follow my own advice here, but still worth doing).

Thin before you green. (I didn't think this needed to be said, but I can never forget the poor soul who opened Duchy on a 5/2 and bought Chapels in bulk when the Provinces were low.)

And the most important advice for any board game: Have Fun!!!

56
This is an interesting conversation, but I find IRL that when I offer boosts to beginners or volunteer to take a handicap, they often refuse it. Maybe that's because so many of the players are used to board gaming in general or feel they can pick it up. Maybe they don't feel that competitive, or suspect that they might still lose and don't want the embarrassment of losing to a handicapped player. Maybe the best option is just to nerf yourself without telling anyone.

57
Variants and Fan Cards / Re: Card Names in Search of a Card
« on: August 26, 2015, 08:46:04 pm »
Swamp / Travelling Fair, anyone?

58
I genuinely do not know. Adventures is incredible: between Travelers, Reserves, Events and Tokens we had enough innovation for multiple expansions. I really just hope that if Donald does more, he keeps the overall quality of the cards high.

And although "greatest hits" / "treasure chest" expansions are fun to speculate about, and fun for fanmade cards, I suspect that such an expansion would be VERY impractical to actually make. Too much stuff for Rio Grande to include in the box.

Knowing Donald, he'll consider an expansion if and when he has incredible ideas for new mechanics. That could take some time, but given how much awesome Dominion he's made already, he can take as much time as he wants.

59
Dominion Articles / Re: Combo: Artificer and Tactician
« on: August 10, 2015, 10:59:01 pm »
While the synergy is genuine, the "payload" turns sound somewhat less impressive than good old Tactician-Vault. Nonetheless, I will admit that Artificer is better at building the deck up to begin with, especially with the gaining and topdecking of $5 cards.

60
Variants and Fan Cards / Re: Return of Jacques's Fan Cards
« on: August 10, 2015, 10:52:40 pm »
Asper, thank you for showing me how to format better. Scott, I'm considering giving Plantation a terminal silver effect on top of everything else. +2$, discard everything. It might not be very interesting as a big pile of cash, though, so I might just replace it altogether.

By the way, Salary has been converted into an event, and Appraiser is dead. The concept really grew out of control with 3+ copies, and it was really weak in the opening. In the end, not worth keeping.

I've been thinking about Genius. Would the effect work better if you chose the kingdom cards in advance? Say, each player chooses three Kingdom cards not in the supply, and when they play Genius they add one of those cards to the supply?

If that effect isn't possible, I have some other ideas to play with. Teacher and Champion are a tough act to follow; Genius needs to be outlandishly powerful while still leaving interesting player decisions.

61
Variants and Fan Cards / Re: Return of Jacques's Fan Cards
« on: August 10, 2015, 06:52:59 pm »
I've done more work on the cards I already posted, and brainstormed a few more. Here they are, with a little commentary from me.

Quote
Reworked cards:

Alloy: $4P Treasure.
Worth $3P.

Somewhat dull, and shares almost nothing with other version, but I enjoy having cards other than Potion that give P.

Quote
Engineers: $2P Action.
+2 Actions, flip your journey token. If it is face-up, gain a card costing up to $5 and put it in your hand.
My first game with Engineer showed it to be very overpowered. One particularly brutal problem was that once a player reached a tipping point, they could use Engineers to gain more Engineers and play them, snatching up most of the pile in one turn. A Potion cost prevents that, and should make them harder to spam. Engineer now costs as much as University, which sounds about right. It doesn’t gain components as quickly, but more than makes up for that by letting you use them immediately.

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Excommunication: $4 Action-Attack.
+1 Action, +1$. Each other player gains a curse. Each other player may trash a card in their hand.
If there are more cards in the trash than in the supply, trash this and gain an Interdict

Interdict: $0* Action-Attack
+1 Action, +2$. Each other player gains a curse from the trash
The only real change here was the price. I might consider moving the cost back to $3 and taking away the action, depending on which version is more fun.

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Help: $2+ Action
+1$. Trash a card from your hand
You may overpay for this. If you do, when you draw your next hand, trash a number of cards equal to the amount you overpayed.

It turns out that the original version of Help, although interesting, had a potential infinite loop problem with a +1 Card token and Fortress. Although I have kept the “card that replays itself” mechanic below, I don’t think Help is the right card for that. I gave it a handsize-reducing but more accurate and affordable version of Doctor’s effect, which should allow it to play a useful role in openings. I don’t know how different it really is from the Doctor effect, though.

New Cards:
Quote
Abbey: $4 Action
+1 Card, +2 Actions
When you gain this, trash a card from your hand

Village with a built-in trashing token. Sounds all right to me! Note that the trashing is mandatory, which could be a problem if you thin quickly and need Abbey as your main village for an engine.

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Apparition: $5 Action-Attack-Duration
+1 Card, +1 Action. Each other player may discard a card costing $0. If they don’t, they gain a Ruins.
On your next turn, all Attack cards cost 2 less
Apparition is a variation on the Cultist/Torturer model of a super-stackable effect. Although an optional Cutpurse certainly isn’t the worst attack on the market, it gets quite vicious when stacked. Note that Ruins themselves can be discard fodder for an Apparition, and that only playing one every other turn should slow it down. However, the discount on the 2nd turn means that picking up more Apparitions is quite doable, and other attacks are always welcome…

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Aquaduct: $5 Action
+2 Cards, +1 Action, +$2. Discard two cards
Originally, this only gave +1$, and was intended to be a sort of Peddler variant. I think the $5 price point deserves something a little nicer. Most vanilla card in the set.

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Highwayman: $5 Action-Attack
+1 Buy. Every other player gains their -1$ token.
While this is in play, when you buy a card, gain a spoils.

It has less in common with Highway than I’d hoped. However, I thought the name went particularly well with the mass Spoils collection. I am still unsure of this card’s overall efficacy. On one hand, high money density means that that extra +buy can pick up better cards. On the other hand, too many spoils could slow your deck to a crawl.

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Indentured Village: $3 Action
+1 Card, +2 Actions. If there are 3 Indentured Villages in play, return them to the Supply and gain 3 Silvers.
Village + cards are typically priced at $4 or higher, and defective Villages are priced at $2. Indentured Village is very nicely on the line between those. Although gaining three Silvers can be very good, the simultaneous loss of three villages will utterly implode any engine that relies too heavily on Indentured Villages. Note that the Villages are returned to the supply, and not simply trashed. This gives you the option of gaining them back. A very strong engine might be able to use the Indentured Village effect to its advantage, gaining large quantities of payload at exactly the right moment. I suspect this will be a high-skill card.

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King in Exile: $3 Action
+1 Card, +1 Action. Gain a Ruin and play it 3 times.

Incredibly swingy, but it seemed like interesting Ruin interaction.

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Laborer: $3 Action
Gain a Silver. You may discard two Coppers. If you do, play this again.

Discarding two cards instead of one does a good deal to prevent the infinite loop from +1 Card tokens. Laborer is a straightforward Silver Flooder, converting copper into still more Silver. I am curious about how it will compare to Masterpiece, but it doesn’t seem to be either obviously better or obviously weaker. I think the replay mechanic works better here than on Help, especially given the fact that many decks don’t want so much Silver.
Quote
Pariah: $4 Action-Reaction
Trash this. Play it as if it were an Action in the Supply costing up to $5.
When a player (including you) trashes a card, you may discard this. If you do, gain a card costing up to $2 more than the trashed card.

I’d been very attached to this reaction after Appraiser kicked the bucket. Pariah is something of a reverse Band of Misfits combined with Feast, which makes it reasonably useful in its own right. The added reaction gives it a flexibility and versatility that should make it appealing on a high number of boards. Note that the trashing comes before the copying, in order to prevent Fortress shenanigans.

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Patron: $4 Action-Duration
Now and at the start of your next turn, choose one: gain a Spoils, take a coin token, or take a VP token.
Straightforward merger of elements from several expansions.

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Plantation: $5 Action
Discard any number of cards from your hand. For each Action you discard, +$2. For each Treasure, take a coin token. For each Victory card, +1 buy.

Not a lot to say about this one. I hope you like it.

Quote
Revolutionary: $3 Action-Reserve
+1 Card, +1 Action. Put this on your Tavern Mat.
When you play a Revolutionary, you may call this from your Tavern Mat. If you do, +1$, and each other player with 4 or more cards in hand discards a card.

“Do you hear the people sing, singing the song of angry men?” I care a good bit about theme when I make these cards, and Revolutionary does a great job in that regard. The Revolutionaries are sent to prison one by one, until they finally escape and seize control of the city. I created this card to round out a few perceived gaps in the set (Reserves, cantrips, $3 costs) and I think it turned out pretty well. I especially like that it’s a Reserve card called by other copies of the same card!

With that, I have some requests on further tinkering. I received feedback on Dominion: Fealty that my cards didn't feel like a cohesive set, which was honestly pretty spot-on. Are there any blind spots in my existing cards? Not enough attacks, not enough $3 costs? If it's meant to be a "treasure trove" expansion of previous mechanics, do I need to fit more in there? What are some design spaces that could use further exploration?

And what do I do with Genius?

62
Dominion General Discussion / Re: Promo Event card in Germany
« on: August 08, 2015, 09:19:06 pm »
I notice that there is no "Once per turn" clause, which might turn Summon into a bit of a megaturn enabler.
For example, Summoning multiple draw cards simultaneously would be excellent, as would cards with effects that self-synergize like the Bridge family.

Are there any Summon targets that will let a player re-purchase summon on a consistent basis? There are numerous cheap actions that can easily generate $5, but some (like Secret Chamber) aren't worth buying over and over again.

63
Variants and Fan Cards / Re: Return of Jacques's Fan Cards
« on: August 08, 2015, 02:11:15 pm »
As for my current assessment of card quality, here is how I would rate them. I would appreciate fabricate on all, including the ones that I am already proud of. Even great cards can be made better.

Alloy: 3/10
Appraiser: 5/10
Astronomer: 4/10
Chosen One: 6/10
Crop Rotation: 9/10
Dwarf: 7/10
Engineer: 7/10
Excommunication: 6/10
Heir: 8/10
Help: 5/10
Jeweler: 7/10
Salary: 6/10
Surplus: 4/10
Tomb: 8/10
Tower: 6/10

Heir is difficult to break down in terms of balance, but the biggest concerns to me are Debtor, which uses an odd and swingy extra-turn mechanic, and Genius, which has a very fun effect that can nonetheless cause brutal analysis paralysis. Advice on names and theme would be nice as well.

64
Variants and Fan Cards / Return of Jacques's Fan Cards
« on: August 08, 2015, 02:04:15 pm »
Dominion: Fealty was something of a bust, but I have come up with some great ideas since then. I am aware of inadequacies in the format relative to official cards, and am prepared to accept criticism. Hopefully a few cards survive. My attempt was to go with a sort of "treasure chest expansion" model, which is why you will find smatterings of mechanics from different expansions. I suspect I have a lot of corrections to make.

Here are the cards as they currently stand:

Alloy: $4P Treasure

When you play this card, put a treasure card in your hand on the Tavern mat. Alloy produces $ and P equal to the total output of the treasures on the Tavern mat.

Appraisor: $4 Action-Reaction

+1 buy, +$ equal to half that produced by the player to your right on the previous turn (rounded down)
When another player trashes a card, you may reveal and discard this from your hand. If you do, gain a card costing up to $2 more than the trashed card.

Astronomer: $3P Action
+1 Card, +1 Action. Place your +1 card, +1 action, +1$ or +1 buy token on Astronomer.

Chosen One: $7 Action
Name a card type. Reveal cards from your deck until you reveal three of that type. Put them into your hand and discard the rest.

Crop Rotation: $5 Action
Set aside a single copy of each differently named card in your hand. Draw until you have 5 cards in your hand, and return the set aside cards to your hand.

Dwarf: $5 Action
Discard any number of cards from your hand. Draw cards equal to the number you discarded + 3.

Engineers: $4 Action
+2 Actions. Flip your journey token. If your journey token is face-up, gain a card costing up to $5 and put it in your hand

Excommunication: $3 Action-Attack
+1 Action, +1$. Each other player gains a curse. Each other player may trash a card in their hand.
If there are more cards in the trash than in the supply, trash this and gain an Interdict

Interdict: $0* Action-Attack
+1 Action, +2$. Each other player gains a curse from the trash

Heir: $2 Action-Traveler
You may discard an estate. If you do, +$2.
When you discard this from play, you may exchange it for a Profligate

Profligate: $3* Action-Traveler
Choose one: +3 cards and take your -$1 token, or +3$ and take your -1 Card token
When you discard this from play, you may exchange it for a Debtor

Debtor: $4* Action-Traveler
Put this on your Tavern Mat
If you have $5 unspent at the end of your turn, call this. You may take an additional turn. If you do not, exchange this for an Innovator

Innovator: $5* Action-Traveler
+3 Cards, +1 Action, every other player gains a card costing up to $4
When you discard this from play, you may exchange it for a Genius

Genius: $6* Action
Choose a Kingdom card that is not in the Supply. You may treat that card as if it were in the Supply.

Help: $2 Action
+1$, Trash a card from your hand. You may discard a card from your hand to play this again.

Jeweler: $6 Action
+2$, Trash any number of treasures in your hand. Gain up to three treasures with a total $ output equal to that of the trashed treasures.

Salary: $5 Treasure
+1$, +1 Buy. You may forfeit any number of +Buy. +1$ per Buy forfeited.

Surplus: $2 Action
+1 Buy. Name three cards in the supply. The player to your right chooses one. That card costs $3 less this turn.

Tomb: $6+ Victory
You may overpay for this. Take VP tokens equal to half the amount you overpayed, rounded down, and put them on your Tavern mat. This card is worth VP equal to the total VP tokens on your Tavern mat.

Tower: $4 Action-Reaction
Flip your journey token. If face-down, trash a card from your hand. If face-up, +3 cards and trash any number of cards from your hand.
When another player plays an attack, you may flip your journey token

65
Puzzles and Challenges / Re: Easy Puzzles
« on: July 30, 2015, 07:22:19 pm »
Well, I suppose that calling 10 Guides would successfully draw 50 cards. You wouldn't have more than a normal 5 card hand, but you certainly would draw a lot of cards.

66
Puzzles and Challenges / 20 Events Puzzles
« on: July 30, 2015, 07:17:11 pm »
As we all know, the options of having more than two Events in a game of Dominion can become truly dizzying. Introducing all 20 onto a table would lead to absurd degrees of analysis paralysis. But what if we eliminate... the Kingdom Itself?

How quickly can Provinces be emptied with all 20 Events present and:

1. No Kingdom Cards available (BM only option)

2. Scout as sole kingdom card

3. Smithy as sole kingdom card

Obviously, further questions can be spun from this, but for now, we have more than enough complexity.

67
Help! / Re: Something went wrong and I'm not sure why
« on: July 28, 2015, 06:04:51 pm »
This is really excellent. Usually commentary on engines talks about the importance of adding reliability and buys, but I don't hear much about the need for adding payload. This does a great job of balancing the discussion.

68
Guys, can we stop bullying Seprix?

69
Dominion Articles / Re: Combo : Counting House/Travelling Fair
« on: June 16, 2015, 12:29:10 am »
So... I guess this means we can't put Counting House on the bottom of Qvist's $5 list anymore.

70
Dominion General Discussion / Re: Cards you hate!
« on: June 05, 2015, 06:27:42 pm »
Hey, can we pivot back to the cards we hate? I think things are getting a little too personal between Adam and SCSN, which is a real shame given what great contributions they've both made to the forum. Stopping to count to 10 would help.

That said, AdamH is completely correct...
About Shanty Town. Such a frustrating and unreliable card.

Other than that, the worst thing I can say about a card is that it's boring. Woodcutter might be the supreme example, given the presence of Market as a much more enjoyable +buy source.

71
Game Reports / Re: Crazy Board
« on: May 31, 2015, 03:19:19 pm »
Was this a randomly generated board? Because the likelihood of these many powerful cards lining up all at once has to be VERY small.

72
Dominion General Discussion / Re: Homage to the Best Card
« on: May 25, 2015, 08:08:53 pm »


I might consider this someday. After all, if you open Plan/Chapel, you guarantee that you have a Chapel in a 10 card deck, which prevents your Chapel from missing the shuffle. Yes, there's less economy, but I wouldn't completely rule out the idea if there are heavy junkers and a Turn 5 Chapel could cost you the game.

73
Discipling Disciples does not work, because you can't gain cards that aren't in the supply.

I find that Teacher is best on boards with easy "spam" targets. If all of your cards are reserves such as transmogrify or Guide, it becomes much less profitable to add tokens, because you will only use the on-play effect every other turn at best. Durations pose a similar issue. Cheaper cards and cantrips are generally much more powerful, especially if you have ample +buy to acquire more copies of the card in question upon Teacher's arrival.

You seldom need a 2nd copy of Teacher; one is usually enough to get out the tokens you need, as often a simple +card or +action token will grant you an extraordinary advantage. However, I do recommend multiple Peasants if the opportunity strikes. Disciple is an outstanding card in engines, and barring the rarest of boards, you CAN build an engine if Teacher is present. Surprisingly, Soldier works well as a payload in the late game if the board contains a large number of attacks. A recent IRL game of mine ended in a megaturn where I made nearly $40 from soldiers alone. Often, this will be redundant, because an engine enabled by Teacher is often strong enough not to need the minor detour for extra coin, but it's a useful trick to keep in mind.

I have yet to find a kingdom where Peasant did not prove worthwhile. I enjoy it more and more the further I play with it, and look forward to whatever new things the forum discovers about it over time.

74
Dominion League / Re: Birthday Party
« on: May 19, 2015, 05:50:28 pm »
I can't believe that my Kingdoms 3 and 10 made it in! Shame that the Stonemason/Market Square board choked, but you can't have everything.

I see that in the only log for kingdom 10, there was a sort of Rebuild mirror. No surprise, given Duke. Still, I aimed to build a board where Rebuild in an engine would be hypothetically possible. Did I succeed? Is a Double-Tac viable here with the various supports, or is it a lost cause?

75
Dominion General Discussion / Re: Adam is bad at kingdom design
« on: May 19, 2015, 05:45:46 pm »
Words can not explain how much I love designing kingdoms. Do you mind some adventures cards in the mix?

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