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7926
Hm... looks like I've overrated Chancellor, Workshop and Oasis, while underrating Black Market and Village.

Chancellor... I don't think is a great card. But I think it's advantages (faster shuffling) outweigh the cards beneath it. I probably overrated it a little, but I'd say it outweighs the very situational Tactican/BM deck, Woodcutter, Oracle... quite a few of the +$2 terminals, actually.

Workshop is generally bad, but it has those occasions that it's so good: Gardens and Silk Road, and other cases when there are great $3 or $4's out. Again, I think I overrated it, but I think people underestimate what it can really do (especially the Ironworks argument... yes, it's worse in games with Ironworks, but what if there isn't and you want some $4's?)

Oasis I just don't have enough experience with, but in games with no trashing it feels pretty good, and discarding a card can be taken advantage of, with Menagerie, Library and other similar cards. I think my opinion might fall as I use it more.

Black Market was mentioned already, but really asides from Tactician, all you can really do with BM is hope to hit a really good card early. Unless the BM deck is really good, that doesn't happen most of the time. You might win big with this card, but more often, you'll lose slightly. And Dominion isn't a game that cares about the magnitude of your wins.

Village... everyone knows about village :P. Actually, I didn't underrate this by THAT much, but as a source of extra actions I find it pretty mediocre in general.

7927
Thanks for the feedback.

Sect: Hm... you're right about the potential problem here. It's similar to the Black Market/Tactician setup, but so much easier to do. I can think of one potential cure that might work. 'If you've played at most one treasure card this turn, then gain a curse and...' which still allows some shenanigans, but far fewer.

Ceremony: Being able to get +$3 from a single play certainly did seem powerful in playtesting, but when you put it like that, you're right, it does seem too powerful. I'll try and work something out to weaken it.

Illusionist: Whoops, that was just me misremembering the text of Tournament. It wasn't supposed to be an important part of the card, I'll just remove the comment from my, uh, comments. And are you sure you read the card text correctly? From what I can tell, you seem to be assuming it reveals all of your hand, it doesn't, you choose 3 cards to reveal (or otherwise everything left in hand). I... could make the +1 card a fixed bonus, so even if you can't hit the condition you can risk it to try.

Mystic: Witch is one of the most powerful $5 cards - I'm fine with making a cursing attack that's way worse than it. I realise they're an obvious comparison, but... either way, I think you're actually underrating it a bit. In general, I'd say Witch is probably better, but just like e.g. Torturer, this fits very nicely into a draw engine, which can slow others down as you cycle through your deck, and well in general, +3 cards is a much bigger advantage than +2 cards. If I do decide it's too weak, I'll probably give it a +1 buy again.

Redecorate: You'd be surprised just what this card can do. I can't remember exactly what it did before the current one, but it was similar, but completely bonkers. This one's been tested a few times, and it's seemed okay, actually quite powerful. I think more playtesting with it should reveal exactly how powerful it is.

Developing Village: Hmm... this certainly felt very powerful during playtesting. I think you might be right, but I'll see what else I learn from more playtesting.

Palace: Sounds fun, but that's about it...

7928
Dominion General Discussion / Re: Ill-Gotten Gains - bad for the game?
« on: January 04, 2012, 09:42:41 pm »
Buying nothing buy IGG and Silvers for several turns pushes your average card value much higher than $1.  Gaining Coppers you do not need is almost always going to be reducing the average value of your deck.  Geronimoo has simulated this and stated that gaining extra Coppers reduces the win rate.

That's strange. I've just tested vs. the IGG bot in the simulator, and IGG rush gaining coppers beats out the normal IGG rush, scoring 46.6-44.6. Of course, it's possible that this IGG isn't optimal, or that he's talking about win rate vs. other strategies, but that seems pretty vague and hard to define.

7929
This is a set of cards I've been working on for a while. These ideas are in, I guess, the alpha stage - I'm still creating new ideas and testing them, although me and a friend have started playing with many of these cards. In that way, there's been a little playtesting, but nowhere near enough to have a really good feel for the cards.

Also, because I'm still in the early design stage, I haven't started making images yet. If I do that, it'll be close to when I'm happy to try and make the cards.

The theme of the set, as the name implies, is of a wedding: There's all kinds of celebrations going on, and lots of people are busy with the marriage ceremony itself. And as it's such an important wedding, all kinds of new people have come to the palace, hoping to enjoy the fun, or perhaps make a profit from the experience. But there's also a few shady characters who've turned up...
Mechanically, it's slightly vaguely about being able to do clever and/or sneaky things. Part of that ended up being cards that do something when you buy or gain them (I had that theme before Hinterlands came out...). Other parts are cards that are more powerful under certain conditions, and cards with choices.

What I'm looking for mainly is feedback. Have I missed something about a card that makes it too good? Or too weak? Could a card break the game? Perhaps there's a combo that does. Is the wording bad? I intend to eventually make these cards for use, although that might be a way off yet.

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Sect
Action - $1
+1 action
Trash a card from your hand
When you buy this card, gain a curse then return to the action step of your turn, and +1 card, +1 action, +1 buy.

Alright, the cards are in cost order, so we get the craziest card first. I wanted something that could help balance out bad draw luck, but with a cost. Returning to the action step is a pretty funky way of doing that. The card itself is pretty weak: It CAN possibly trash that curse it came with, and maybe trash some Estates, but in general, the card is just going to slow you down. This card has had some testing, and it felt okay to us - it's interesting to try and take advantage of, and better in games which already have a lot of cursing. It has a cost of $1 because, well, spending $1 to try and take advantage of your hand is sometimes worth it. Spending $2 rarely is. It does change how certain trash for benefits cards work which ask for exact costs, but, well, that's just a new thing sometimes.

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Merchants
Action - $2
+1 Card
+1 Action
+1 Buy

And then we get to a nice, slightly boring card. Probably the simplest way of getting an extra buy yet, and yet because of it's cheap cost, it can really change things. You're never hurt by having this card, but then again, by the time it could really help, maybe you don't want to buy it? In testing, this felt the right power.

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Ceremony
Action - $3
Reveal the top card of your deck and put it into your hand.
If it is an:
Action card: +2 actions
Treasure card: +$2
Victory card: +2 cards
Curse card: Trash a card from your hand.

It's like a Tribute that hits yourself! In fact, there's a certain positive synergy about this card. Building a big actions deck? Well, you're more likely to hit action cards and get more actions. Big money? You're probably going to get more money from it. Greening early? Uh... well, have some more cards? I guess that one doesn't really work... but either way, this is a nice, slightly risky, cheap card. My friend who I've been playtesting with seems to really like it (as in he buys it a lot)... I've bought it a bit less, I think.

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Monopoly
Action-Reaction - $3
$2
---
When another player gains or plays the card your monopoly token is on, you may reveal and set aside this card. At the start of your next turn, discard this card and +$3
---
When you gain this card you may place or move your monopoly token onto any kingdom supply pile.

A card relying on other people’s strategies. If this card fails to hit, it’s a terminal silver. If it succeeds, it’s essentially a Gold. How do you make it hit? choose a pile your opponent is likely to play a lot. Most significantly, this will deter others from focusing on a single card, lest you play the game with essentially cheap Golds the entire way. Might be too powerful in multiplayer, especially when there’s a real dominant card in the setup.

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Statue
Action - $3
+2 Cards
You may reveal a statue builder from your hand. If you do, +1 action.
---
You may only buy or gain this card if you have a statue builder in play or reveal a statue builder from your hand.
---
Setup: Choose another kingdom pile in the supply costing at most $4 (if possible). Cards from that pile are the statue builder cards.

The full rules for choosing the other kingdom pile are: Choose one costing at most $4 if possible by any means (random recommended). If that can’t be done, choose the cheapest pile. So... just what is this card? It’s a cheap lab, if it works. If not, it’s pretty poor. It might actually be a bit weak at $3, but it’s a very nice card, especially when it comes up in a strange place. Navigators are Statue Builders? Hm, okay, do I get a Navigator to power my Statues or just avoid them? (this one has come up - I managed to build a very slick deck around them). It can really encourage the use of unusual cards, far more than Young Witch might. But it could also make a dominant card even more dominant...

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Street Performer
Action - $3
+$2
At the start of your cleanup phase, choose two of your cards other than Street Performers in play and shuffle them into your deck.

This started life as a Chancellor variant (something like, when you discard this, set your deck aside, shuffle your discard pile and place it as your deck, then discard the set aside cards). That was insane, just, totally ridiculous. This is amusing now something of an anti-chancellor - it slows down your next shuffle! But in exchange, you hopefully get two of you better cards twice this shuffle. It’s a bit weak early on, when you’re probably returning coppers and maybe a Silver, but later on, you can really notice the benefit of shuffling a Gold back into your deck. Might want to bump this one’s cost up... so far, it’s seemed okay, a little on the strong side, but we’ll see.

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Celebration
Action - $4
+1 Action
+$1
You may put a Celebration from your hand onto this card. If you do, +2 cards, +1 action, +1 buy, +$2

I like to think of this as being a mini-festival. If you can get Celebrations together, your net benefit is essentially +1 action, +1 buy, +$3, compared to Festival’s +1 action, +1 buy, +$2, -1 card. So that’s a card and coin better than a Festival. If you can’t, it’s a copper. This one’s had a bit of testing, but it needs more to work out exactly what benefit(s) it gives. Fortunately since it’s just lots of basic bonuses, it should be easy enough to adjust around.

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Cobbler
Action - $4
+3 Cards, +1 Action
Put two cards from your hand on top of your deck.

It lets you organise part of your current and next hand. It’s a bit like Secret Chamber’s reaction, in that way. Sound bad? It’s surprisingly powerful. You might also compare it to Warehouse, but... that’s not a hugely fair comparison, discarding and returning to your deck are hugely different after all. This does give you 1 more card in hand compared to warehouse, so I guess it’s essentially a Cantrip. Like Sect, this one helps avoid some shuffle luck, letting you balance part of your hands out. I’d say the most similar comparison this has is with Courtyard, but, this is non-terminal, and you return two cards.

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Con Artist
Action-Attack - $4
+1 Action
Each player (including you) may discard a card. If they do, they draw a card.
Each other player reveals their hand. They discard a card you choose and then draw a card.

The first (but not the last) attack, and it’s an interesting one. This started without the second line (with you revealing in the second part), and while that was generally fine, I could see it would very often be totally brutal, completely ruining someone’s hand, especially in multiplayer. So to compensate, it gets a benefit to other players first. First, so the card will still usually hurt. Because of that, it’s easy to damage someone’s hand, but very hard to completely wreck it. In playtesting, this managed to really hurt me one game as it hit my Mystic (coming later!) three times in a row - but I think that was before I added the weakening clause.

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Illusionist
Action* - $4
Reveal three cards from your hand. If you reveal exactly one treasure, action and victory card, +1 Card, +1 Action, +1 coin. Return the revealed cards to your hand.
---
When this card is visible, you may choose what type this card has.

Firstly I need to define what makes a card 'visible'. In short it's when someone else can see the card. A card is visible if it is revealed, in play, in the supply or is about to be put into play. This means it can be played during your buy phase, if you want (which could be useful if you draw it dead... and have another action in hand). It's also (supposed to be) visible in any corner case I might have missed that other people could see it (like... on your island mat). Now what does choosing what type it has mean? It means say, if you gained one with an Ironworks, you can choose for it to be an Action-Victory-Treasure card. If you play an illusionist and reveal a Great Hall, a copper, and an illusionist, choose for it to have no type (or be a curse, or whatever). Also as a rules point: You can choose Illusionist to have any type of a card currently in the game. So it can be an attack (if you wanted) only if there's an attack in the game, or a prize only if Tournament is in the game (but that DOES mean you can gain one from winning Tournaments... if you really wanted).

Well that's a lot of rule clarification, but hopefully you can imagine situations this card can do interesting things for you. And if there aren't any... well, it interacts with itself.

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Wedding
Action - $4
Choose one: Trash two cards. If you do, gain a Duchy, putting it on your deck. OR Trash two victory cards. If you do, gain a Gold.

I’ve already mentioned this card elsewhere (in a thread with a worrying similar name to this one, I think). And I’ve already mentioned it’s very swingy, which I think I’m going to fix. A possible change is making the trash two victory cards gain something slightly weaker... maybe a card costing $5 or less? I’m not sure.

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Mystic
Action-Attack, $5
+3 cards
Choose one: each other player gains a curse, placing it on his Mystic Mat. or each other player puts a curse from his Mystic Mat onto his discard pile.
---
At the end of the game, return all cards on your Mystic Mat to your deck.

Yay, cursing attack :). And in terms of actually being an attack, it’s by far the tamest curser so far, splitting the damage of curses into two parts, the -vp, and the actual card. I suspect this will often alternate between the two options, at least until near the endgame. It originally had +1 buy but slightly weaker wording, that didn’t really feel overpowered, but I liked this version more and have enough +buy cards in the set.

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Dowry
Action - $5
+2 Cards
+$2

The only other basic card, but still an interesting one. This can be interesting in both an engine (where the +$2 makes up for the small drawing), or as a single card BM deck (I suspect it’d comfortably beat single/double Smithy... with a 5/2 opening). Despite being possibly the 2nd oldest card (behind Cobber IIRC) in the set, it still needs more testing for me to get truly comfortable with it’s effect.

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Redecorate
Action - $5
Trash this card. Put your deck into your discard pile. Search your discard pile for up to two cards costing up to $6, reveal and trash them. For each trashed card, gain a card costing at most $1 more than the trashed card.

How do you describe this card succinctly? A one shot trash-for-benefit, I guess? Unlike most TfB cards, it’s very open in what you can do (trash any cards in your deck, gain any cards costing up to $1 more), but it IS a $5 one shot. This card can really lead to some interesting strategies - in particular, you can essentially change strategy on the fly, which can cause all kinds of interesting things. You can also use it to gain 6 VPs in the endgame from Duchies, if you time it right... It used to have a no victory card condition. I might change that to an action or treasure card clause, and remove the up to $6 clause. But in playtesting it didn’t seem too bad.

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Smelt
Action - $5
+3 Cards
Reveal your hand and trash two Copper cards. If you do, gain a Silver, putting it into your hand. Each other player may trash a Copper from their hand or gain a copper, putting it into their hand.

This started life as a one shot Smithy - +3 cards, trash this card and any number of coppers. It was okay, but you either bought it turns 1 or 2 or never at all (it also cost $4, then $3). Now it’s a smithy with trashing benefits. Unsurprisingly, that was too powerful, and so it got a benefit to other players. So far I managed to have my opponent buy one of these, making me decide I’d use it to trash my coppers, and throne room it, when I had no coppers in hand (7 of about 16 cards in my deck), and then proceed to Redecorate it into a Gold. I was not amused. Still, it won him the game.

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Developing Village
Action - $5
+2 Cards
+2 Actions
Discard a card.

I had such a sad when I first saw Inn, as it was this but more interesting. Oh well. I’d say it’s different enough to still exist... just about. The net benefit is just village, but choosing the best 5 of 6 cards (usually) is a lot better than just drawing a card.

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Palace
Victory - $6
2 VP
When you gain this card, gain a Duchy.

I had all kinds of visions of this card doing interesting things when I first imagined it. Then... nothing really happened. It just sits there, until the endgame, when it gets bought if you have $6. On top of that, Farmland kinda did what it was trying to do, only a lot better. Darn you Donald and your good card design. I need to find something to replace this, ideally that’s something similar, but a bit different.

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Unnamed card
Action - $3
+2 Actions
+1 coin for every two actions in play, including this.

Yeah I haven’t thought of a name for this one. Perhaps unsurprisingly it also hasn’t been tested yet. It’s kinda like a village combined with bank. You might need this in order to play lots of actions this turn, but then it probably won’t give you much (or any) money. And you really need to play a lot of actions for it to provide much money, but if you do, it can provide a lot. The whole idea might just break down in big action chain decks, if this can quickly start giving like $4 or more easily... but I’ll have to see.

So that’s what I have so far. 18 cards, including 2 attacks, 1 reaction, 1 victory card. I’m intending to get up to roughly full Dominion size (~25 kingdom cards), but if I don’t make it, oh well. Still, some feedback and ideas for polish might be nice. Thanks.

7930
Help! / Re: What went wrong in this big draw board?
« on: January 04, 2012, 08:55:06 am »
Hm, yeah, I did feel like I got unlucky after the 2nd shuffle, but wasn't quite sure it was my deck stuttering or not. And perhaps he did get better value from those silvers. I should probably learn to avoid Governor more when it's out...

7931
Help! / What went wrong in this big draw board?
« on: January 03, 2012, 10:14:25 pm »
http://dominion.isotropic.org/gamelog/201201/03/game-20120103-191042-ccc5cb8d.html

Both of us had the same idea. Build a big draw engine, draw most/all of your deck, buy lots of cards. We both did... reasonably similar things. I went slightly more into Governors to get some Golds, he went more into Rabbles for the extra draw. But yet, I got totally destroyed, 6 provinces to 2, and probably would have been 7-1 had I not broken PPR to risk catching up. Looking back at the game, I had quite a bit fewer +actions, but that's really about all I can make about why I lost this one.

Anyone got any clever ideas about it?

7932
Dominion General Discussion / Re: Statistics: Right # of Cantrips in deck
« on: January 03, 2012, 06:58:48 pm »
Firstly just to be correct, note that it's the difference in number, not the absolute number. And considering that, I'd say it might (to a small degree) come down to races for them: Most Isotropic games are 2 player, and when you're racing for Cities, or Highways, the difference will always be a multiple of two (you have x of them, your opponent has 10-x, meaning the difference in no. is 2x-10). And in those cases, the winner is often the person who got more of them.

Of course, not every game with those cards will be a race, and when it isn't, it probably means they aren't so good (and so the win rates are lower for odd numbers, which rarely occur in a race), or that while their is a race for them, it isn't so vitally important, and so there are still some left in the supply: In that case, again, odd numbers can occur. But in the key cases, when they're a vital card that sells out from the supply, you'll always get an even number difference, and the person with more probably wins, forming this pattern.

In short, this pattern is a result of strategies, not a cause of it.

7933
You can't King's Court an Embargo...  just saying.
Of course I can...

And you even get it's full benefit three times, as opposed to the also false statement "You can't King's Court a Goons" which while untrue, has an inkling of fact in it (in that you can't get the main benefit three times).

*sigh*

The main benefit of Embargo is that you get to trash a bad card. That bit you can only do once. Obviously.

7934
Thanks for compiling this.

The overall order of the $2 cards has no real surprises, but I guess it's been discussed to death in another thread. The surprising thing in my eyes is that three people ranked each of lighthouse and fool's gold #2, and that 3 people ranked courtyard #8 or worse.

I'm going to admit to both of those (edit: Fool's Gold and Courtyard, I put Lighthouse 4th (edit 2: Actually, I put Courtyard 7th. I thought it was 8th. Guess I can't count)). Courtyard is a card which, I'll be honest, I've rarely actually used, and done well as a result. According to my Council Room page, I've only gained it in 25% of games it's been available, and my win rate given available is 1.65 (1.73 with, 1.62 without). So it's always felt a bit weak to me. But I've only got 43 games with it, so perhaps it's just that I've never really had good boards for it. I'm warming up to the idea of it being a good card, but currently, it still doesn't feel that good to me.

As for Fool's Gold, I guess it's the opposite. My Council Room log doesn't seem that accurate since I remember seeing it a fair bit more than it says there, but perhaps that's just games in person. But from what I have seen, when it's good (which is quite often), it's incredibly good. In retrospect, I probably did overrate it a little, but I would definitely still put it in the top 5.

Finally, I think this ought to really help me improve my analysis of various cards. Looking at this, it seems I underrate Courtyard, Moat and Crossroads, but overrate Pawn and Fool's Gold.

7935
Variants and Fan Cards / Re: Auction - a new card
« on: December 30, 2011, 07:08:17 pm »
I like the idea, but I also agree with your assessment, and often, all of those cards will not be in play (if my maths is correct you'll have none of those cards (ignoring herbalist/alchemist) just over 50% of the time... but I feel like I've missed something in my calculation: (146!/136!)/(156!/146!)) assuming you have every set. I think a bonus of +$1 per treasure played is too much, and +1 card is generally going to be quite insane (chances are you'll have say 2 treasure cards at least in an average hand, making this a super lab with an attack attached - and often more).

Its attack effect might be enough to make it worthwhile, though anyway - but more importantly because this card can be spammed, it could very easily end up pinning someone if you can get your density of them high enough - just as long as they have 5 or more treasures in their deck. So I think something needs to be done about that.

7936
Can I ask how you're rating players? Just using Isotropic ratings I guess? I think that's a good idea.

7937
Variants and Fan Cards / Re: Wedding Card
« on: December 29, 2011, 11:08:32 pm »
That sounds like a good idea. I could even do the same thing with the general trashing effect, or even simplify the card using it (e.g. something like 'trash two cards. Gain a treasure card costing at most the sum of the costs of the trashed cards in coins').

But that might be a little weak. Time to adjust and go back to playtesting.

7938
Variants and Fan Cards / Re: Wedding Card
« on: December 29, 2011, 08:10:26 pm »
I like theory's idea. I'm having a hard time imagining what I'd generally want to do in response to it. I do think, tough, that it's unfortunately political and will rarely help you with the actual gaining effect (it essentially lets other players give you a card, that they want, turning it into a one shot lab. Hm, actually, I guess any $3 or $4 will often be accepted in a 3+ player game, but again, it is still political).

I feel like I should mention, my currently in playtesting fan expansion has a card called wedding, which currently looks like this:

Wedding
Action - $4
Choose one: Trash two cards. If you do, gain a Duchy, putting it on your deck. OR Trash two victory cards. If you do, gain a Gold.

I'm not 100% happy with it currently, but the thematic idea is that you combine the stuff of you and another person (trashing two cards) and get something expensive out of it. Mechanically, it's main problem is right after the first shuffle, where getting a gold while trashing two estates is super powerful while trashing say an estate and copper for a duchy on deck is meh.

7939
Both of these questions are very difficult to give a solid answer to, because both depend on what's out on the board. If there's a solid $5, like say Mountebank, it wouldn't be surprising for you to pass up Gold twice to pick a few up. On the other hand, if the only $5's on the board are Explorer and Counting House, well, you're probably making the right choice grabbing Gold every time. Most boards of course are somewhere in between, and really it's judging those which is half the skill of the game. A good start is to get out of the habit of $6 instantly meaning Gold: Consider if one of those $5's might be more useful, and if you're likely to reach $5 again before shuffling.

As for Silvers, it depends on what kind of deck you're building. A deck which is treasure heavy (such as any 'big money' engine) should never stop buying silvers unless you're going for Colonies, and even then, I don't think you'd be going too wrong picking up more Silvers. On the other hand, if you're building an engine, you need to weigh the options carefully: Will an extra silver help with your buying power, or will it just clog up your engine? Some engines want Silvers pretty much indefinitely (e.g. a Cellar-Festival-Library engine would like Silvers to the end, I suspect) while others don't care or outright dislike them beyond the earlygame (e.g. most chapel engines would like to stay at about 1-2 silver, so they can grab those golds/good actions more often)

7940
Dominion General Discussion / Re: Happy Christmas
« on: December 25, 2011, 02:13:20 am »
Tables plays a Festival
... Tables get +2 actions, +1 buy, and +$2.
Tables plays a Feast
... Trashing the Feast
... Gaining a Festival
Tables plays a Chapel
... Trashing a Copper

And other such related Christmassy things

7941
Dominion General Discussion / Re: Homage to the Best Card
« on: December 23, 2011, 08:11:19 am »
You need to copy the image url, and put it is image tags. I like that your current user rank is Swindler, it fits.

Anyway here's your meme:


7942
Dominion Articles / Re: Combo: Salvager / Spice Merchant
« on: December 22, 2011, 08:57:05 pm »
True. Or Spice Merchant-BM.

Running vs. Salvager-BM, this loses 49-46.5 over 100,000 games, when it buys the Salvager first. Buying Spice Merchant first lowers the percentage to 50.5-45, again, over 100,000 games.

7943
Dominion General Discussion / Re: Making Bridge/Native Village better?
« on: December 22, 2011, 07:25:46 pm »
Well, I guess. It's one of those cards I see people say is a strong $2, yet I rarely ever find it worthwhile.

7944
Dominion General Discussion / Re: Homage to the Best Card
« on: December 22, 2011, 11:48:40 am »
scumbag admin

able to edit out annoying quoted images

needs a meme to jolt him into action


Adventurer is not a meme.

But Adventurer is not a meme could be a meme...

I think you miss the point that the Adventurer is theory's (our administrator) avatar.  And YES I'M QUOTING THE IMAGE.  MWAHAHA.

No, I know that.

7945
Dominion General Discussion / Re: Homage to the Best Card
« on: December 21, 2011, 09:57:42 pm »
scumbag admin

able to edit out annoying quoted images

needs a meme to jolt him into action


Adventurer is not a meme.

But Adventurer is not a meme could be a meme...

7946
Dominion General Discussion / Re: Making Bridge/Native Village better?
« on: December 21, 2011, 11:38:34 am »
I've had a think, and I think the best support card you can get might just be the lowly Courtyard. It's easy to buy, it improves your hand, and in the likely case you've played one NV and (after Courtyard) got another NV in hand, you basically choose what to send to your mat.

7947
Dominion General Discussion / Re: Making Bridge/Native Village better?
« on: December 19, 2011, 10:23:27 pm »
My initial gut feeling is that Wishing Well will help. Wish for a card you don't want to bury on your mat. If it is one of those, well, Native Village happily. If it's a card you don't want to put on there, well, don't.

As for other cards... Hm. Some attacks might help - obviously they won't speed you up, but they'll slow the opponent down. Of course, those same attacks could slow you down too, so it's a double edged sword. The most useful might be Ghost Ship. It'll slightly help you if the opponent plays one insofar as you can choose what to NV from your hand, which at least takes the edge off it, and if the opponent is building a different deck to you, it will probably hurt him.

7949
Variants and Fan Cards / Re: Dominion: Tributary - seven fan cards.
« on: December 18, 2011, 12:54:43 pm »
I think Endowment would be clearer with slightly different wording, such as 'If this card is trashed, ...'. Also I think that section should be separated by a horizontal rule. Similarly, Endowment should probably say, 'you may gain a copper in hand, and play it immediately' due to the issue Eistee pointed out.

7950
Dominion General Discussion / Re: Ignoring actions
« on: December 17, 2011, 04:21:58 pm »
Talisman/nothing with treasure is as good as big money on a 5/2 split. The simulator suggest you have to go very deep into the vp purchasing rules to split them.

Fair point. I would probably replace it with Lookout or Outpost then. Or maybe Inn?

A little testing in the simulator shows BMU+Inn goes pretty much equal the BMU, if the Inn is bought at the right time. This program went 46.3-45.5 up against BMU.

Quote

<player name="Big Money Ultimate + Inn" author="Tables" description="Testing to see if buying an Inn can improve BMU">
 <type name="Optimized"/>
 <type name="UserCreated"/>
 <type name="Province"/>
 <type name="Bot"/>
 <type name="BigMoney"/>
 <type name="TwoPlayer"/>
 <type name="SingleCard"/>
   <buy name="Province">
      <condition>
         <left type="getTotalMoney"/>
         <operator type="greaterThan" />
         <right type="constant" attribute="18.0"/>
      </condition>
   </buy>
   <buy name="Duchy">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="4.0"/>
      </condition>
   </buy>
   <buy name="Estate">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Gold"/>
   <buy name="Duchy">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="6.0"/>
      </condition>
   </buy>
   <buy name="Inn">
      <condition>
         <left type="getTotalMoney"/>
         <operator type="greaterThan" />
         <right type="constant" attribute="18.0"/>
      </condition>
      <condition>
         <left type="countCardsInDeck" attribute="Inn"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Silver"/>
</player>


Lookout and Outpost... I couldn't get to work. So possibly replacing Talisman with Outpost/Lookout should work?

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