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Messages - AJD

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3101
Variants and Fan Cards / Re: Interacting with the Trash
« on: September 27, 2011, 06:11:06 am »
I think this whole idea goes against one of the main and most solid principles of Dominion, that cards cannot be removed from the trash.

One of the cards in the base set can remove cards from the trash.

3102
Puzzles and Challenges / Re: An Easier What's Missing to Relax Your Brain
« on: September 27, 2011, 06:03:21 am »
Honorable mention: Smugglers?

3103
Puzzles and Challenges / Re: Think outside the box: what's missing?
« on: September 26, 2011, 10:42:52 pm »
Well done, Rinkworks! Glad you liked it!

3104
Puzzles and Challenges / Think outside the box: what's missing?
« on: September 26, 2011, 08:59:03 pm »
I don't mean "think outside the box" as in, like, outside the box of Dominion cards or anything. I just mean, you know, the thing these cards have in common is sort of an offbeat property.

What one card will make this list complete?

Duchy
Province
Stash
Vault
Wharf
Witch

Update: also Baker, Cache, Rats, Rogue, and, appropriately, Count!

3105
Puzzles and Challenges / Re: "What's Missing" - Electric Boogaloo
« on: September 26, 2011, 04:21:30 pm »
I don't see why Scrying Pool is an honorable mention.

3106
Variants and Fan Cards / Re: Conquest (WW's Fan Double Expansion) - the 2s
« on: September 26, 2011, 04:12:22 pm »
Assassin
Action
Cost: $4
+2
Every player reveals the top card of their deck and trashes that card.

In the Secret Histories, Donald X has occasionally explained how he'd tried various ways to make this idea work and it turned out to be a total non-starter for several reasons. (Saboteur was the fix that made this card concept viable, and even that's not a very well-liked card.) They're a pretty interesting read, if you haven't taken a look at them yet.

3107
Puzzles and Challenges / Re: An easy "what's missing"
« on: September 26, 2011, 09:22:48 am »
:D I won't press the point.

...Statement of puzzle revised.

3108
Dominion General Discussion / Re: Can there be a second-player Advantage?
« on: September 26, 2011, 08:39:27 am »
How do you feel about double Ambassador opening against Sea Hag? If your opponent opens Sea Hag there's less of a comparative tempo loss and greater importance to fast trashing.

3109
Puzzles and Challenges / Re: An easy "what's missing"
« on: September 26, 2011, 01:38:22 am »
But of course!

3110
Puzzles and Challenges / An easy "what's missing"
« on: September 26, 2011, 12:47:40 am »
This one's intended to be pretty easy but I think it's fun. What one card is missing that would complete this list?

Fairgrounds
Gardens
Goons
Horse Traders
Nobles
Smugglers

Honorable mention: Ironworks

Plus:
Catacombs
Hunting Grounds
Ill-Gotten Gains
Rats
Spoils
Stables
Survivors

Honorable mention: Crossroads

3111
Puzzles and Challenges / Re: Return of What's Missing?
« on: September 25, 2011, 11:14:31 am »
No, because of an easy-to-miss clause in the rules that says that you clean up a Duration card at the end of "the last turn in which it does something". If you don't discard anything with Tactician, it's not going to do anything next turn, so you clean it up this turn.

(This rule doesn't apply to Outpost—i.e., if you play Outpost in such a way that you don't get an extra turn from it, it still stays in play until the next turn you do have—but I don't really understand why.)

3112
Variants and Fan Cards / Re: Fan Expansion: Locomotion
« on: September 25, 2011, 12:10:08 am »
I think that card is safe from that trick, or at least can be.  With a horizontal line there, and "When you buy a card this turn..." being not so dissimilar from "While this is in play...", that suggests that particular effect doesn't duplicate with King's Court.

But that trick doesn't involve duplicating the card with King's Court—or rather, all the King's Court duplicates is the +1 Buy. All that trick depends on is having Caboose in play, and buying 10 cards (which are Peddlers because they're cheap enough) and gaining a Gold for each buy. Actually, if Caboose worked the same way Goons did, Jack Rudd's trick would have gained three Golds for each Peddler since there are three copies of Caboose in play. I think that would be too powerful, but if it could be constrained to—unlike Hoard—give only one Gold per buy even if multiple Cabooses are in play, I think it's fine. I don't think Jack Rudd's trick is broken; if someone can get a hand of KC-KC-Caboose-Caboose-Caboose while there are still 10 Peddlers in the supply, I say more power to them.

3113
Variants and Fan Cards / Re: A Noob's Expansion - Come Rip it Apart...
« on: September 24, 2011, 04:29:46 pm »
It's not strictly better than Caravan, since you can chain Caravans for multiple extra cards next turn. It still seems a little overpowered to me, though, but the "gain a copper" option makes it kind of interesting and confuses me about what the right price point for it might be.

3114
Puzzles and Challenges / Re: So what else is missing?
« on: September 24, 2011, 03:40:31 pm »
Correct! Maybe it wasn't that much of a toughie after all.

3115
Variants and Fan Cards / Re: A Noob's Expansion - Come Rip it Apart...
« on: September 24, 2011, 02:24:02 pm »
Shyster is extremely powerful—since it's non-terminal and self-replacing, it's really easy to use a bunch of these to paralyze your opponents to a zero-card hand (see <a href="http://forum.dominionstrategy.com/index.php?topic=699.msg9669#msg9669">Rinkworks's item 7 here</a>). There's got to be some "oppenents with hands of more than n cards" stipulation on it.

3116
Puzzles and Challenges / Re: So what else is missing?
« on: September 24, 2011, 10:24:59 am »
The answers to these "what's missing" conundrums are usually way simpler and more well-defined than that....

3117
Council Room Feedback / Re: New probability of winning graphs for 2p games
« on: September 24, 2011, 03:19:01 am »
What exactly do they represent?

3118
Puzzles and Challenges / So what else is missing?
« on: September 24, 2011, 01:51:45 am »
This one is a bit of a toughie, I think. What one card can be added to complete this list?

Black Market
Embargo
Golem
Pirate Ship
Trade Route
Transmute
Treasure Map

Honorable mention: Curse

(Hope I haven't missed any....)

And now also: Crossroads, Cultist, Duchess, Fool's Gold, Madman, Rats, Spoils

3119
Puzzles and Challenges / Re: What's missing again?
« on: September 24, 2011, 01:30:00 am »
Okay, so I had the right idea with Tactician also, in that it doesn't give you +buy the next turn if you don't have a card to discard with it. But I missed Pawn, which is more obviously right. Good job, ftl!

3120
Puzzles and Challenges / Re: What's missing again?
« on: September 23, 2011, 05:05:44 pm »
Without reading DStu's guess or the hints (well, I read the Very Small Hint), my guess is Tactician.

...Reading the larger hint makes me think I'm probably right.

3121
Variants and Fan Cards / Re: Fan Expansion: Locomotion
« on: September 23, 2011, 02:56:36 am »
Trade Route just works complementarily to City, though—instead of "X happens if Y supply piles are empty", it's "X happens if Y supply piles are not full" (roughly speaking). The mat is just to make it easy to tell at a glance how many Victory piles have been gained from.

It just seems odd and a little inconvenient to have every player in the game individually having to keep track something, from the beginning of the game, for the sake of a card they may never gain (and, indeed, that there may even be only one of, in the Black Market deck), is all.

3122
Variants and Fan Cards / Re: Fan Expansion: Locomotion
« on: September 23, 2011, 12:51:36 am »
True, although it seems a lot weirder for Coal Mine than for Trade Route, since the Trade Route mat belongs to the game as a whole, rather than to individual players. I'm not saying it's out of the question, but it is kind of weird; and moreover if it is what Tejayes intends, it's not all that clear from the card description.

3123
Variants and Fan Cards / Re: Fan Expansion: Locomotion
« on: September 23, 2011, 12:22:12 am »
...Even if you haven't gained a Coal Mine yet?

3124
Variants and Fan Cards / Re: Fan Expansion: Locomotion
« on: September 22, 2011, 11:16:57 pm »
I don't understand how Coal Mine is supposed to work without the requirement that it be in play. Does it mean that you put a token on your Coal Mine mat every turn that you meet the stated requirement about money and buys, even if you didn't play Coal Mine that turn?

3125
Tactician is a Duration. It says "Duration" on the bottom of the card.

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