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Topics - silverspawn

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26
Dominion Articles / Island
« on: January 06, 2015, 12:19:01 pm »

Island is the combination of two largely unrelated effects in one package: it provides two VP and it thins your deck by one card. The problem with this specific combination is that both effects excel on very different types of boards. A static VP boost is better the weaker the board is, while thinning is mostly valuable in engines, which tend to be strong boards. Because of this, you will almost never see a board where both effects are equally valuable, and likewise, both individual effects are usually too weak to warrant a buy on their own.

So, how do you decide if Island is worth it? If you just want VP and Island is the best option in your current turn, go for it. If you have a nice engine in a slim deck that's afraid of green cards, you can consider it to exile your Provinces, but make sure that the late thinning is really necessary. Mostly you want it for specific combinations. And if the board has none of that, just ignore it.

If you do want Island, when exactly should you pick it up? In a lot of situations this decision is trivial, but if it's not, there is no general answer. It basically works like other trashers, so you'll just have to rely on intuition. Opening Island is only advisable on really weak boards.

This is really all I have to say about the card in general, so the rest of the article will be a list of enablers.

1. Workshop and Variants
While the presence of a workshop type card doesn't really make each copy of Island any more useful, it decreases the cost to gain them significantly. Ironworks is the best as it is a cantrip when gaining Island, and can be considered even on weak boards, just for the VP. Armory and a plain Workshop usually want to be integrated into an engine, preferably playing the gained Island on the same turn.

2. Hoard
Hoard is really straight forward. Buying Duchies or Estates to trigger early Hoards is often a mistake, but buying Island is pretty good. Ask yourself whether you'd take an Island for free; if yes you should buy it over gold itself, if not you might still want to buy it for 4$ or 5$.

3. Copper Trashers
If you can just trash your Coppers but not your Estates or Shelters, using Island to clean the remaining junk out of your deck can be good, if the additional thinning is worth it. Loan and Counterfeit aren't as good for this as Spice Merchant, and Moneylender is most likely a trap.

4. Menagerie
Here we have a case where the fact that Island exiles cards rather than trashing them is the deciding factor. If you use Menagerie as your primary draw, you often run into problems once you pick up your second province, especially if there is no way to discard them mid turn. Island allows you to put that province aside, effectively removing the problem while leaving the points intact. Do this only if other cards allow you to trash down first.

5. Wishing Well/Apothecary
If no better trashing is present and Copper isn't that bad of a card, you can consider using Island to get rid of your Estates or Shelters, and later your Provinces. You'll need a decent payload for this to be worth it.

6. Hovel
Like Great Hall, you can buy Island to trash a Hovel if you draw it with 4$. Unlike Great Hall, however, an Island/Silver opening does not guarantee 5$ on the second shuffle, so think twice about this.

7. Procession
Island can be interesting for Procession, partly because it is a good target (you'll exile two cards, gain a card costing 5$, and leave the 2 VP intact), and partly because its dual type aspect can make it a possible payload. Do this with caution.

Conclusion
Island is a weak card. The most important thing is not to buy it without a good reason, and the most common misplay is to do just that. Still, it has its uses, the key is just knowing when to get it. There is no easy answer about what to do if you draw it without good targets; sometimes it's better to hold it off, but more often you probably just want to use it on a Copper.



Example Games:

Hovel and Spice Merchant: I buy just one Island to get rid of my only two dead cards (Hovel and OE)

Menagerie: Stef brilliantly plays a Menagerie Engine with Contraband, buying Duchies and Islands as VP.

Spice Merchant and Ironworks: Stef is utilizing Ironworks in a Hunting Party engine to exile all of his green cards.

Procession: I play a crazy procession/fortress engine where I use Island as a payload.

Apothecary, Wishing Well, and Armory: Stef plays a beautiful Apothecary engine, using Armory -> Island to set aside his points.

Wishing Well: A case of less support but a high payload, a Wishing Well/Monument engine, also played by Stef.

27
Dominion Articles / I want to write a strategy article...
« on: December 09, 2014, 04:51:10 pm »
...but I don't know for which card. I have a small set of cards I feel comfortable with that deserve an article, but I don't really have any preference. So, instead of picking one at random, I thought I'd just ask which card people care most about. Whichever card gets the most votes, that's the one I'll try to write for, and faust will write one for the runner-up card.

28
Variants and Fan Cards / How do you make an effect un-thronable?
« on: November 27, 2014, 05:29:47 am »
Example: I want to make Ruined Village unthronable (so that, if you play TR or KC on it, you still just get +1 Action). How do you do that?

original:
Quote
+1 Action

clean but tedious version:
Quote
Set this aside. If you do, +1 Action. At the start of Clean-up this turn, discard it.

potentially working but confusing version:
Quote
When you put this into play, +1 Action

version that is restricted to some effects
Quote
While this is in play, you have one more Action

clean version that mostly works but has some unsolvable problems
Quote
If this is the first time you play this card this turn, +1 Action

good version:
---

29
Game Reports / A strange game
« on: November 19, 2014, 12:59:29 pm »
With two very exotic plays, that are almost never correct, but both were game changers here.



Code: [Select]
Native Village, Vagrant, Ambassador, Masterpiece, Urchin, Marauder, Sea Hag, Wandering Minstrel, Highway, Rabble
log: http://gokologs.drunkensailor.org/static/logprettifier.html?20141117/log.5182cd42e4b05e4ebc88aeed.1416262511031.txt

Unconventional Play #1: on turn 4, I buy Ruined Market from the top of the ruins pile (never did that this early before), thankful that he didn't do it before me. As planed, that almost doubles the strength of my deck (I even managed to not accidentally trash it with merc), and I get far ahead. The next ruin is not a market, so no-one touches it for the rest of the game.

Knowing that I'm in full control of this game now, I overbuild a little bit, because why not. Play it safe. I then mess up on turn 16, where I exile the market instead of a dead card with my only native village, because I somehow think it will be discarded by Wandering Minstrel. An unfortunate misstep, but I'm still in an unloseable situation. the next turn I get it back. Three provinces are left in the supply, i have two buys, he is 6 points ahead, so I choose to buy one of them and a rabble, knowing that, if he buys a province, I can province/duchy and win, and if he doesn't, I can double province and win; either way, my ruined market is unstoppable. After all, there is no way he can get more than one province out of the supply without buys... r-right?

Unconventional Play #2:
Itay Bavly   plays Ambassador
Itay Bavly   reveals Province
silverspawn    gains Province
Itay Bavly   plays 2 Silver, 1 Copper, 1 Gold
Itay Bavly   buys Province
Itay Bavly   gains Province


And it was a tie. a very aggravating result indeed. It felt like the win was snatched right out of my grasp.

30
Mafia Game Threads / some probabilities
« on: November 11, 2014, 07:25:14 am »
so I wrote this simulation for probabilities in mafia earlier today, and I thought it was kinda interesting. The syntax is, X/Y: Z% means, in a game with X town, Y scum, no powers, and random lynch targets, town has a Z% chance to win. Town will no-lynch whenever the total amount of players is even, and lynch randomly whenever it's not. Scum will always nightkill a town.

I doubt that these are really useful for anything though, because normal games have so many other factors. it's mostly a thought experiment.

2/1: 33.3%

3/1: 33.3%
3/2: 13.3%

4/1: 46.6%
4/2: 13.3%
4/3: 5.71%

5/1: 46.6%
5/2: 22.8%
5/3: 5.70%
5/4: 2.54%

6/1: 54.2%
6/2: 22.8%
6/3: 11.4%
6/4: 2.54%
6/5: 1.15%

7/1: 54.2%
7/2: 29.8%
7/3: 11.4%
7/4: 5.77%
7/5: 1.15%
7/6: 0.53%

8/1: 59.3%
8/2: 29.8%
8/3: 16.4%
8/4: 5.77%
8/5: 2.93%
8/6: 0.53%
8/7: 0.24%

9/1: 59.3%
9/2: 35.2%
9/3: 16.4%
9/4: 9.06%
9/5: 2.93%
9/6: 1.49%
9/7: 0.24%
9/8: 0.11%

10/1: 63.0%
10/2: 35.2%
10/3: 20.7%
10/4: 9.05%
10/5: 4.98%
10/6: 1.49%
10/7: 0.76%
10/8: 0.11%
10/9: 0.05%

I found that most of the numbers were lower than I expected.

31
Puzzles and Challenges / another puzzle
« on: November 08, 2014, 07:28:25 am »
given is the following list of cards:

Bank
City
Duke
Expand
Forge
Goons
Harem
Hoard
Inn
Mine
Mint
Peddler
Prince
Spy

What is their common property?

32
Variants and Fan Cards / Two different ideas
« on: November 01, 2014, 08:41:55 am »
The first one is inspired by Cookie Lord's and Last Footnote's Poacher and Barrister. They both exchange one of the 10 starting cards with a unique, non-supply card, but neither of them change the number of coins in your deck. that got me thinking, what if you do change it, and give, say, Forest Hut in exchange for copper.

that sounded like a neat idea for a while, but it's probably not good. if you start with 6 coppers and essentially 4 estates, and there are no strong 2$'s, 3/3 has a huge advantage over 2/4, and that's gonna happen a lot. You can also not really choose anything, so it's swingy without a real reward. Going to opposite way would be neat, but it's a lot like Baker.

So, what I came up with instead, is this

Quote
XXX - Action - 2$
+1 Card
+1$
You may play an XXX from your hand.
-------
Setup: Each player (starting with Player one) may trash any number of coppers from his deck.

The top part should be a simple, balanced effect for 2$, that benefits from a small deck, but not so much that it becomes an auto-buy. There aren't many effects that fit these conditions, so I took this one that was suggested uh somewhere, I can't find the thread. This is going to increase the luck/swinginess of the first couple of turns a lot, but it might also increase the skill for these turns. I usually don't try super luck dependent cards, but maybe this is worth it? I think how many coppers you want in your starting deck is a non-trivial decision, but I could be wrong.

The second one is inspired by another thread that I can't find. it had a "set number of things total to X" theme.

Quote
YYY - Action - 4$
+2 Cards
Set your number of Actions to 2. Discard a card per Action gained this way.

This might seem strong/difficult to judge, so here are a few things it can do. Play one, it's an Inn. Play a second one, it's the "+2 cards, +1 Action, discard a card" thing that never wanted to be an official card. Play if after playing two villages, and it's a moat.

Play two in a row, and you have exactly the same effect as a warehouse and a village. If you already played a village, it can sift without decreasing your hand size. it will almost never be a dead card, so that's an advantage.

33
:) ahem. Showdown did all of these, I just provided the ideas. So, here are our "fixes" for some official cards. I tried to leave the inherent function of each card intact, and only tweak it a little bit. They are hd images, so they should be easily printable and handily replace the original card.

Talisman, Harvest, and P3$ cards to come. And, if someone has suggestions, we could do those too.


Quote
Adventurer - Action - 6$
Reveal cards from your deck until you reveal 3 Treasure cards. Put those Treasure cards into your hand and discard the other revealed cards.



Quote
Rebuild - Action - 5$
+1 Action
Name a card. Reveal cards from the top of your deck until you reveal a Victory card that is not the named card. Discard the other cards. Return the Victory card to the Supply and gain a Victory card costing up to 3$ more than it.



Quote
Scout - Action - 4$
+1 Action
+1$
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.



Quote
Transmute - Action - P$
+1 Action
Trash a card from your hand.
If it is an...
Action card, gain a Duchy.
Treasure card, gain a Transmute.
Victory card, gain a Gold.



Quote
Transmute - Action - P$
Trash a card from your hand.
If it is an...
Action card, gain a Duchy.
Treasure card, gain a Transmute.
Victory card, gain a Gold.
---
When you buy this, +1 Buy.



Quote
Talisman - Treasure - 4$
Worth 1$
---
While this is in play, when you buy a card costing 4$ or less, gain a copy of it.



Quote
Scrying Pool - Action - 2P$
+1 Action
Reveal cards from the top of your deck until you reveal one that is not an Action. Put all revealed cards into your hand.



Quote
Harvest - Action - 5$
Reveal the top 4 cards of your deck, put one back and discard the rest. +1$ per differently named card revealed.


Quote
Minion - Action - 5$
Choose one: 2$; or discard your hand and +4 cards.


Quote
Alchemist - Action - 2$P
 - Ability unchanged -


Quote
Familiar - Action - 2$P
 - Ability unchanged -


Quote
Philosopher's Stone - Treasure - 2$P
 - Ability unchanged -

or click here to view them all

34
Rules Questions / Does Prince remain set aside?
« on: October 26, 2014, 06:45:15 am »
If I Prince an Action card, and at the end of the game, I have 18 cards in my deck, not counting Prince + the card set aside. Are gardens worth 1VP or 2VP?

35
Variants and Fan Cards / An exotic mix between TR and Golem
« on: October 20, 2014, 11:56:27 am »
Quote
?? - Action - 4$
Dig for an Action card. Play it twice.

If you have more cards in your hand than in play, trash this.
(dig = reveal cards from your deck until you reveal X, discard the other cards)

what do you think? the restriction is pretty much PoE of possible conditions, so there's no grand plan behind it. It's kind of a semi one-shot.

edit:

36
Rules Questions / Black Market/Hermit
« on: October 16, 2014, 03:13:35 pm »
If you play Black market, buy a card, play hermit, don't buy something in your buy phase, should you gain a madman? Hermit clearly says, "if you did not by any cards this turn", so I think you don't, but goko says you do. My guess is that this is just incorrect implementation... or is it correct?

37
Dominion General Discussion / silverspawn's card list
« on: October 16, 2014, 09:31:31 am »
In this thread, heavily inspired by jsh's art rankings, I will rate all official Kingdom cards by how much I like their design. This is most closely related to how fun I find them to play with, and may or may not include other aspects as well. The purpose of this thread is to spawn discussion, promote good cards, and generally as an excuse to talk about dominion. And, of course, this is all just my personal opinion, and it's even more subjective than power level.

I won't do ruins, individual knights, and prizes, because they're really impossible to rank. Is ruined library a better card than followers? Well yea, probably. But that's silly. Oh and, I will of course start with the worst cards, so there'll be a lot of negativity, but only in the beginning.

Onto the list.

38
So, as you all noticed, Merudo did this, then Donald posted this, and I got inspired to do this.

To do this, I have rated all cards in powerlevel and given them a value on a scale from zero to ten. This is my personal opinion, and it parts of it differ drastically to both Qvist's and WW's rankings.

In my list, I consider rankings of nine and ten overpowered, and rankings of zero, one, and two underpowered. Everything in between is okay. Now, before I post my list, I want to point out one thing. If a card is underpowered, that's a bad thing. If a card is overpowered, that's not necessarily a bad thing. Two of my 10's are Fishing Villlage and Wharf, I'm sure most people consider both to be pretty fun. Being overpowered is, in dominion, only a bad thing if the card leads to uninteresting strategies, like Rebuild does. If you always buy it, but then the game can go in completely different directions, like it is the case for chapel, then that's fine. On the other hand, if a card is underpowered, that's inherently a bad thing, because it takes up a space and usually doesn't do anything. Whenever I had to choose between level 2 and 3 for a card, I asked myself: does the fact that the card is weak actively hurt it? If yes, than that's underpowered, and it goes under two. Examples for cards that barely made it to three are Philosophers Stone and Beggar. These are weak, but not so weak that it makes them bad cards.


Now, the List:

10
Chapel

Masquerade

Fishing Village
Wharf



Mountebank
Goons




Rebuild


9
Throne Room
Witch


Steward
Swindler


Ambassador

Vineyard
Scrying Pool


King's Court

Tournament
Hunting Party


Jack of all Trades
Border Village


Hermit
Urchin
Procession
Wandering Minstrel
Ironmonger
Cultist
Altar


Stonemason

Governor
8
Smithy

Courtyard
Minion
Torturer


Lighthouse
Warehouse
Tactician


Apothecary

Watchtower
Grand Market
Peddler


Hamlet
Menagerie
Remake


Fool's Gold
Highway
Margrave


Fortress
Junk Dealer


Doctor
Butcher


Black Market
Envoy

7
Militia
Moneylender


Duke

Bazaar
Ghost Ship


Apprentice

Quarry
Worker's Village
Vault
Hoard
Rabble


Horn of Plenty
Jester


Embassy
Haggler
Ill-Gotten Gains
Inn
Stables


Market Square
Bandit Camp
Counterfeit
Catacombs


Soothsayer
Journeyman


6
Village
Laboratory
Library


Bridge
Conspirator
Ironworks
Upgrade
Nobles


Cutpurse
Salvager
Sea Hag


University
Alchemist
Familiar
Golem


Mint
Forge


Young Witch
Fairgrounds


Scheme
Spice Merchant


Squire
Scavenger
Count
Hunting Grounds


Candlestick Maker
Herald
Plaza
Baker
Merchant Guild


Walled Village
Prince

5
Cellar
Remodel
Workshop
Council Room
Market


Mining Village
Harem


Haven
Lookout
Smugglers
Caravan
Outpost
Treasury



Bishop
City
Bank


Farming Village
Horse Traders


Develop
Cartographer


Vagrant
Forager
Sage
Storeroom
Armory
Marauder


Masterpiece
Advisor


4
Moat
Gardens
Festival


Pawn
Baron
Shanty Town
Wishing Well
Trading Post


Navigator
Treasure Map
Merchant Ship
Native Village
Embargo


Possession

Loan
Monument
Venture
Expand


Fortune Teller

Oasis
Oracle
Tunnel
Silk Road
Trader
Mandarin
Farmland


Band of Misfits
Graverobber
Mystic
Rogue
Knights



3
Spy

Great Hall
Tribute


Island
Explorer


Philosopher's Stone

Trade Route
Royal Seal



Noble Brigand
Nomad Camp


Beggar
Feodum
Rats
Pillage


Taxman

Stash
2
Chancellor
Woodcutter
Bureaucrat
Mine


Coppersmith

Pearl Driver

Herbalist



Cache

Poor House
Death Cart



1
Feast

Secret Chamber

Pirate Ship


Talisman
Contraband
Counting House


Harvest

Duchess



0
Adventurer
Thief


Scout
Saboteur



Transmute






-1
Bomb






And, stats. I wrote a java program for this, dunno if I made zero mistakes. I was pretty careful when I typed everything in, but I didn't double check it. So, it might be off. Of course, this is not actually an interval scale, so the mean doesn't really make sense, but hey, it doesn't hurt to include it.

Base
Overpowered: 3 (12%)
Underpowered: 7 (28%)
Mean: 4.68
Median: 5

Intrigue
Overpowered: 3 (12.0%)
Underpowered: 4 (16.0%)
Mean: 5.12
Median: 5

Seaside
Overpowered: 3 (11.54%)
Underpowered: 2 (7.69%)
Mean: 5.538461538461538
Median: 5

Alchemy
Overpowered: 2 (16.67%)
Underpowered: 2 (16.67%)
Mean: 5.5
Median: 6

Prosperity
Overpowered: 3 (12.0%)
Underpowered: 3 (12.0%)
Mean: 5.6
Median: 6

Cornucopia
Overpowered: 2 (15.38%)
Underpowered: 1 (7.69%)
Mean: 6.38
Median: 7

Hinterlands
Overpowered: 2 (8.0%)
Underpowered: 2 (8.0%)
Mean: 5.44
Median: 5

Dark Ages
Overpowered: 8 (22.86%)
Underpowered: 2 (5.71%)
Mean: 5.91
Median: 6

Guilds
Overpowered: 1 (7.69%)
Underpowered: 0 (0.0%)
Mean: 6.31
Median: 6

Promos
Overpowered: 1 (16.67%)
Underpowered: 0 (0.0%)
Mean: 6.67
Median: 6 & 8


A summary
Strongest set: Cornucopia (runner-up: Guilds)
Weakest set: Base (runner-up: Intrigue)
Most underpowered: Base
Least underpowered: Guilds

39
Puzzles and Challenges / I also wanted to try this puzzle thing
« on: October 05, 2014, 12:45:15 pm »
There are two cards that complete this list. Which are they?

Thief
Graverobber
Hermit
Rogue
Dame Natalie
Altar
Count
Rats
Stonemason
Jack of all Trades
Noble Brigand
Develop
Trader
Horn of Plenty
Forge
Treasure Map
Governor

Honorable Mentions: Mint, Embargo

(I think this is pretty hard)

40
Thank you for the amazing Salvager extension.

I am quite lazy. What I would love to see is a tracking display that shows my current deck size and my cards even during the game, like this screenshot from the gamelog:

If you do that, I'll quit playing Dominion.

41
Dominion General Discussion / Horsie Traders/Minion interaction
« on: August 01, 2014, 04:55:49 pm »
So, in a game earlier today I realized the following: when you have horse traders in hand and your opponent plays a minion, you can choose between this hand and a new hand (since if you do reveal horse tradres, minion attack doesn't affect you because you only have a 4card hand). however, when you choose not to reveal horse traders in order to get rid of a bad hand, your opponent can choose not to let you discard.

so, it should also be possible to fake a bad hand by not revealing horse traders, possibly stopping your opponent from doing more in his turn because he doesn't want to help you. this only works because of goko's implementation, you know that your opponent has horse traders in hand even if he doesn't use it, but it seems interesting. anyone ever done it?

42
Variants and Fan Cards / Peddler variant for 5$
« on: July 29, 2014, 02:14:18 pm »
Quote
?? - Action - 5$
+1 Card
+1 Action
+1$
---------
When you gain this, set aside any number of cards from your hand. Discard them immediately after the next time you shuffle your deck.

a peddler that can pseudo-trash some cards from your hand, making them show up a little bit later. carnival made me think of it.

another (stronger?) version:

Quote
??_2 - Action - 5$
+1 Card
+1 Action
+1$
---------
When you buy this, set aside any number of cards from your hand and all treasures you have in play. Discard them immediately after the next time you shuffle your deck.
sort of a reverse mandarin

43
Variants and Fan Cards / Move
« on: July 25, 2014, 11:47:46 am »
democracy n stuff.

44
General Discussion / log war
« on: July 21, 2014, 04:03:11 pm »
log!

45
Variants and Fan Cards / wording issue: believer
« on: July 19, 2014, 01:26:03 pm »
so, i have this card named Believer that allows you to put an action card from the play area into your hand and play them again if you have actions left. the original wording was simply:

Quote
Choose an Action card you have in Play. Put it into your hand [...]

that causes tracking problems with duration cards though; i target a wharf, i play it again, now i have +4 cards next turn instead of +2, but no card is there to remind me of that. for a while i thought that was okay, because procession does it too, but it still irks me.

so, now I'm searching for possibilities to avoid this. ideas I (and Showdown35) have come up with

Quote
[...] if it's not a duration card [...]
clean, but now you also can't target duration cards that kicked in from last turn, which sucks

Quote
[...] if it's not a duration card which you played this turn [...]
this works, but I don't want to reference cards that aren't either in my expansion or in the base game. duration cards are in seaside.

Quote
[...] if its effect doesn't influence your next turn [...]
sort of works, but what if you play TR - TR - Wharf - Believer, can you target the TR's now? I'd say yes, but it's debatable, which is bad.

Quote
[...] if it would normally be discarded during your next Cleanup phase [...]
sort of works, but what about treasury?

none of these is really satisfying. anyone has an idea for a better wording?

46
Goko Dominion Online / f.ds platform for scheduling goko games
« on: July 17, 2014, 09:14:32 am »
I don't like goko, I don't like waiting between games, I don't like playing uneven opponents, and I don't like caring about my rating. I'm most comfortable playing against someone whom I know and respect, preferably a series of games, where you discuss the matches in between games and where you're going to have luck on both sides. I'm realizing more and more that a visible rating is inevitably bad for my play.

We have automatch, which is a huge improvement over just playing with whoever is in your lobby, but it's far from perfect. We have the outpost thread, but noone is using it. We have the dominion league, which is amazing, but it's less than one game per day.

What I would love to have is a platform for players on f.ds to schedule series of games in advance, just like we do for the dominion league, but on a much broader scale. Ideally, this would replace as much of the conventional gaming (i.e. logging into goko and playing whoever is on) as possible. No league or any sort of rating involved.

If we're doing this, I imagine an online calender as the best item for scheduling, where you can mark your preferred time to play, and whenever two players choose an overlapping time spawn, the calender will ask both of them if they're fine with playing each other, and if they are it'll be a semi-obligatory date. Obviously, you could also change your entries, and we would expect players to be reasonable about it (don't spam, don't cancel dates on a regular basis.) Needless to say it should be straight-forward and simple to use. Sometimes you don't know when you'll have time, then you can still make a spontaneous post in the thread, and if noone is there you can still just go on goko and play with whoever is online. The details here are all open for discussion.

This is not that thread, this is just instead just asking to see how many of you would even be interested in something like this. If the majority is fine with using automatch/lobby systems, there is no point in doing it. If not, I would like to have a more professional approach than the outpost thread, to make it a platform that people are actually going to be using.

To summarize: these are the advantages that I see using a system as proposed:

Quote
-> More even games
-> Less waiting between games
-> More games in a row with the same opponent
-> Independence from goko pro-mode. You don't have to play every board anymore, you don't have to do full random, and you can resign more freely.
-> Less fuzzing over the vp counter, you can now do compromises
-> More games with people you know from f.ds

So... - who's interested?

47
Goko Dominion Online / stuck at loadscreen
« on: July 10, 2014, 02:18:10 pm »
a guy also mentioned this in the chat, so I assume it's not me. anyone else being unable to start games because it keeps freezing at the loading screen? It happened 5 times to me today, and I did lose rating every time. It might even count as quit%

yea dunno. it sucks.

48
Variants and Fan Cards / collection of ideas
« on: July 02, 2014, 10:01:47 pm »
untested ideas!

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c4 - Action - ?
+1 Action
Choose one: +1 Card; or look through your discard pile, and put a card from it into your hand.

A little bit like scheme, a little bit like the card that searches for any card you want.

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c10 - Action - 5$
Dig for a Victory card, putting it on top of your deck. You may put up to three revealed Treasure cards into your hand. Discard the rest.
sort of a less terrible Adventurer variant. you dig like this.

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c11 - Action - 5$
+1 Card, +1 Action, +1$
---
When you buy this, set any number of cards from your hand and all Treasure cards in play aside. Discard them immediately after the next time you shuffle your deck.
A peddler+ with a pseudo-trash effect on-gain. Sort of a reverse mandarin.

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c13 - Treasure - 5$
Worth 1$
+1 buy
---
While this is in play, when you buy a card, gain a Silver.
A simple silver gainer. I really need some cards with +buy.

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c14 - Action - 4$
Reveal the top 3 cards of your deck. Put the revealed c14's into your hand and discard the rest. You may play a c14 from your hand. Trash a card from your hand. Gain a card costing up to 1$ more per c14 you have in play.
One more attempt at a card that counts itself.

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c15 - Treasure - 4$
+1 buy
If there are no Provinces missing from the supply, this is worth 3$. Otherwise, it's worth 1$.
Dunno if this idea is new, it probably isn't. The card is most similar to quarry, but it's different.

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c16 - Action - Reaction - 4$
Trash two cards from your hand. Gain a card costing less than both of them combined.
---
When another player's card is trashed, you may discard this. If you do, +2 Cards.
A new remodel attempt. I'm hoping for a cute interaction/combo with knight attacks

request: cards that are dropped/moved to testing
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c1 - Treasure - ??
Play this as if it were a Treasure card in Play that you choose. This is that card until it leaves play.
I already knew about Counterfeit, but I also saw this exact card in the outtakes. That's probably enough reason not to try it.

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c2 - Action - ??
+1 Action
Look at the top X cards of your deck. Put one of them into your hand and discard the rest.
It's honestly just not original enough for my tastes...

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c3 - Action - 2$
+1 Card
+1 Action
You may put your deck into your discard pile
causes too many reshuffles IRL, and not really interesting either.

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c5 - Action - 4$
You may play a c5 from your hand
+1$ per c5 in Play.
too similar too fools gold

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c7 - Action - 5$
Reveal your hand. +1$ per non-Treasure card in it.
this might not be terrible, but the usage seems narrow, and you can already do similar things with discard for $ -> redraw. it just seems like a less interesting take on the same idea.

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c8 - Action - 4$
+4$
+1 buy
Each other player may trash 2 cards from his hand and gain a card costing less than both of them combined, but no less than 0$
morphed into c16

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c12 - Victory - Reaction - 3$/4$
2VP
---
When you gain a card costing 0$, you may discard this. If you do, gain a Prayer from the Prayer pile.
I want to like it... but I don't see it working, except in slogs.

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c6 - Action - 5$
Reveal your hand. +1 card per differently priced card in it.
-> testing

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c9 - Action - 2$
+1 Card
+1 Action
Set a card from your hand aside. Discard it immediately after the next time you shuffle your deck.
-> testing


49
Variants and Fan Cards / Dominion - Reverence
« on: June 16, 2014, 12:55:05 pm »
This is the current version of my fan expansion: "Reverence". The theme of the set is "conditional effects," which means things that you need to work for to make them happen. Nothing new, but there are some things left to do. This set doesn't use any new mechanics, and no Kingdom cards from other expansions are referenced, so you only need the base cards to use it. Art and image design by Showdown35. The stars indicate how much confidence I currently have in the card.

Some cards use the key word "dig", which means this. It's a term not defined by official cards, but it should be, because a lot them do it, and always spell it out.

The cards:

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Prayer
Types: Action
Cost: 0$*
+3 Cards. +1 Action. Discard a card. Return this to the Prayer Pile (This is not in the Supply.)
The set's one-shot. Just like spoils, it's not in the supply, so it can only be gained by cards that reference the pile.
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Believer ★★★★★★☆☆☆☆
Types: Action
Cost: 2$
When you buy this or play it, choose an Action card you have in play. If it is not a Believer, put it into your hand or on top of your deck, your choice.
An innocent-looking but crazy strong Throne Room variant.

FAQ:
If you target a duration that you played this turn, Believer stays in play as a reminder that you played it. Whether you put the card on your deck, in your hand, play it again or not makes no difference, Believer always stays out. Likewise, it doesn't matter if the effect is triggered on-play or on-buy, it always stays out.

If you target a duration from last turn, Believer doesn't stay out, because that duration would not have affected your next turn.
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Temple ☆☆☆☆☆☆☆☆☆☆
Types: Action
Cost: 2$
+1 Action. Name a card. Reveal the top 3 cards of your deck. Set aside all matches, discard them immediately after the next time you shuffle your deck. Put the rest back in any order.
A card trying to utilize the "super discard pile" idea. You can remove dead cards from your deck, and they even stay out for another shuffle.
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Royal Sanctum ★☆☆☆☆☆☆☆☆☆
Types: Action
Cost: 3$
Dig for an Action card that's not a Royal Sanctum. Play it twice. If you have more cards in hand than in play, return this to the supply.
Another Throne Room variant. Just like Believer, it's a lot stronger than it looks, maybe too strong.
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Monastery ★★★★★★★★★☆
Types: Action
Cost: 4$
+1 Card. +1 Action. If you have exactly 5 cards in hand, you may trash a card from your hand. If you didn't trash a card, +1 Action.
A village that can trash. Pretty average powerlevel.
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Shrine ★★☆☆☆☆☆☆☆☆
Types: Action
Cost: 4$
Gain a card costing up to 4$. You may trash this. If you do, trash a card from your hand per Action card you have in play.
A workshop that can trash. If you want to keep it, you can use it go gain a copy of itself before sacrificing it.
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Crusade ★★★☆☆☆☆☆☆☆
Types: Action
Cost: 4$
+2 Cards. Reveal your hand. If at least half of it are copies of crusade and cards that cost 0$, +1 Action.
A card... thing.
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Zealot ★★★☆☆☆☆☆☆☆
Types: Action
Cost: 4$
+2$
Dig for an Acolyte card. If no cards where discarded, play it. Otherwise put it on top of your deck.
---
The first player go gain a Zealot chooses an Action card pile from the Supply. Cards from that pile are Acolyte cards.
Kind of a mix of conspirator and Scavenger, but also its own card.
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Sacred Village ☆☆☆☆☆☆☆☆☆☆
Types: Action
Cost: 4$
+2 Cards. Set your number of unused Actions to 2. Discard a card per Action gained this way.
Credit for the idea goes to Scott Pilgrim. This card can be draw, sifter, or village, depending on your current Action count.
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Holy Ground ★★★★★★★★☆☆
Types: Action, Reaction
Cost: 5$
+1 Action. Reveal then discard any number of cards. +1 Card per card discarded. If you revealed a Treasure, an Action, and a Victory card, gain a Prayer from the Prayer Pile.
--
When another player plays an Attack card, you may discard this. If you do, gain a Prayer from the Prayer pile, putting it into your hand.
A cellar variant. With a lot of text. Maybe too much? I like to think that the mechanic is simple, but being a reaction takes a lot of space, as does referencing another pile. This card suffers from doing both.
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Inquisition ★☆☆☆☆☆☆☆☆☆
Types: Action, Attack
Cost: 5$
+2$. Each other player gains a curse. Each player who does may trash a card from his hand costing 3$ or more. If he does, he trashes the curse and draws a card.
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Priestess ★★★★★★★★☆☆
Types: Action
Cost: 5$
Reveal your hand. +1 Card per differently priced card in it.
A rather innocent terminal draw.
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Grail ★★★☆☆☆☆☆☆☆
Types: Treasure
Cost: 5$
Worth 2$
+1 buy
While this is in play, when you buy a card, gain a Silver.
A silver that gains more silvers. It's pretty strong.

50
Variants and Fan Cards / Action Cards with -VP
« on: February 26, 2014, 04:34:12 am »
Has this been tried before? An action card that's too strong for its cost but has -vp
f.e.

Action - Victory - ? - 5$
+3 Cards
+1 Action

Worth -2 VP
When you trash this, discard your hand

the on trash part is necessary to make the -vp a real disadvantage, otherwise you can just get rid of them in the end. you might still do that with a forge-megaturn or something, but it's much harder.

this specific card will probably not be balacned, but what about the idea?

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