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Messages - Holger

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26
Quote
Lieutenant • $4 • Action - Command - Attack
Each other player takes their deck's top card and sets it aside face-up. You may play one face-up set aside card, if it is an...: Action, once; or Treasure, twice. Each player discards one card set aside.
:) You can use a player's cards to take advantage of their improved deck and remove it from their use for one turn. 

Discarding the top card doesn't hurt at all on average, so I wouldn't call this an Attack. (Tribute isn't an Attack either.)

Besides, I think it's very swingy, especially in 2 player games: You don't know if it’s terminal or not when playing it (same as Tribute, again), and it does nothing when only green cards are revealed. I think I'd give it at least +1 Action.
 

27
While this is similar to Exiling Attacks, it is different enough to be novel and interesting. But it is also pretty centralizing (if you don’t contest the pile and the opponent play it consistently, 10 cards stay in nirvana) and as the vanilla net effects are those of Caravan, just more delayed, this has to be nerfed somehow.
I would make I terminal. As non-terminal, easy-gainable $3, you want the entire pile even if the attack did not exist.
I feel like it's not quite so strong. In the early game, the attack is actually a benefit more often than not (or doesn't do anything, if you aren't shuffling). If an opponent goes hard for these, that can be counteracted quite easily by getting more Coppers as fodder to remain in play. It forces you to adapt how you build your deck, but I don't think it's too centralizing.

If it were terminal, the vanilla effect would be weaker than Sleigh, and that's a $2 that has other stuff going on as well. The comparison to Caravan is interesting, and maybe I'll up the price to $4, though I think the Horse gaining is significantly weaker than start-of-turn draw.

I also think so. Additionally, the draw is delayed by a full shuffle compared to Caravan, which is a significant disadvantage. E.g. Bandit Camp is a Village that effectively comes with a Gold delayed by one shuffle, for only $5 instead of $3+$6. (Gaining a Spoils each play is actually slightly better than gaining a Gold once, since you can keep the Spoils for the next shuffle if you dont need the $.)

28
Variants and Fan Cards / Re: Revised versions of published cards
« on: May 09, 2023, 03:29:56 am »
This only makes a difference with Black Cat.

No, the change makes Moat nonterminal (i.e. a Lab) whenever an opponent plays an attack. It's a lot stronger than the original card, often better than Guard Dog... 

29
General Discussion / Re: Dominion terms
« on: May 05, 2023, 04:33:30 am »
I'm learning German. I find it interesting how "Koffer" means suitcase and how many English words are translated into German by changing the "c" to a "k". An example: (English) camera = Kamera (German)

Yes, German does not use the C as a single character, it only appears in the combinations CH, SCH and CK (with a few edge cases in words of foreign origin like Café or Cello). I suppose that in most words of Latin origin, the C was changed to K when the German language developed. Or maybe historical English changed K to C in German-origin words, like "können" -> "can"...
It's quite annoying in German Scrabble when you draw a C without an H or K.  ;)

Good luck with your learning!  :D German is supposed to be a rather complicated foreign language to learn, as far as I've heard.

30
OK, I will try something Chinese.
Spring is a special season in Chinese classical poetry. (Of course, the other three seasons are special too.) I selected a very famous and storytelling Tang poem about spring:
Quote
题都城南庄 Written in a Village South of the Capital
(崔护 Written by Cui Hu, translated by Xu Yuanchong)
去年今日此门中,
In this house on this day last year a pink face vied;
人面桃花相映红。
In beauty with the pink peach blossom side by side.
人面不知何处去,
I do not know today where the pink face has gone;
桃花依旧笑春风。
In vernal breeze still smile pink peach blossoms full blown.
I design a Victory card with Heirloom, trying to tell a story about the poet's memories and peach blossoms:

Quote
Poem Notes
Treasure - Heirloom
+
You may discard a Victory card for +1 Villager.
Quote
Vernal blossoms
Victory
2
-
When you gain this, you may remove 2 Villagers from your mat to +2
Heirloom: Poem Notes

AFAICS Poem Notes is clearly worse than Coin of the Realm, which gives you a "double Villager" unconditionally. Even if you draw your deck each turn and can thus play PN twice as often as CotR and always collide it with a VP card, it's usually worse than CotR unless you want the Copper back in your deck immediately.

Maybe you could allow PN to discard up to 2 VP cards (or even any number of VP cards) for +1 Villager each?

Edit: I just noticed that Poem notes is designed as an Heirloom rather than a kingdom card. So ignore what I wrote above.  :-[

31
Kings feast: A throne room where you can make it become a Kings court by giving each other player a copy of the played Action card.


Quote
Kings feast - $5 - Action

You may play an Action card from your hand twice. You may give each other player a copy of that card. If all other players got a copy, replay the Action card.

A concern of mine is that a infinite loop may be possible with this, is that the case?

edited it so the kingscourt effect only triggers if all other players got a copy of the throned card

At best it's a Kings Court for you, so I don't think an infinite loop is possible, except for the ones KC already enables itself.
What do you mean by "give"? Does the copy come from your hand or the supply? I assume the latter, otherwise the card would be extremely weak.

32

Two cards doing similar things! I think they're mostly balanced but in games with lots of attacks Usurper might be too good.

I think Usurper may already be too strong on its own as you can trigger its second effect just by buying another copy of it yourself (until the pile is empty, but by then you'll have gained dozens of Loots).
Compared to Cutthroat, it gives an extra Throne Room after fulfilling their respective gain condition, which is a huge advantage.

Blood Crown is better than Platinum when you can play another Loot or a Gold with it, or a Grand Market+Throne Room when playing an Attack with it in your Action phase. But it might be fine since you wont always have such a collision.

33
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: February 02, 2023, 01:16:35 pm »
Local stable $4
Action
+1 action
Play up to 3 treasure.  +1 card per treasure played this way
-
In games using this, whenever an player gains an victory card, they gain an copper.



Might look strong, but it is an conditional libary, with some potential upside.

I'd say it is a conditional double Lab, since it's nonterminal (unlike Library). So it seems very strong to me...

34
Weekly Design Contest / Re: Weekly Design Contest #175 - Super Expensive
« on: January 20, 2023, 07:25:04 am »
Gentrification
Project
$12

Set aside a non-Victory Action card from the supply next to this and place your project cube on it.
_______________________________________________________________________________
When scoring +2VP per card you have from that pile.


Notes
- Not happy with the wording regarding the scoring but I am trying to imply that if this is put on a split pile all cards in that pile score 2 points each.
- The non victory clause is to prevent a player claiming the Castles pile by setting aside one that is also an action.
- I am a bit unsure of the pricing for this. For the number of points it can potentially score without adding cards that clog your deck it needs to be expensive. I feel it has to be more then Colony but other than that I am not sure.

I don't think this is really worth the price. You need a LOT of cards from a given pile to justify spending $12 on it imo.

In the common case where a 10-card pile runs out, you'll get 10 VP if you split the pile 5-5 (so it's a marginally more expensive Colony that doesn't give you a dead card in your deck), or 12 VP if you win the split 6-4. (I suppose the set-aside card also gives 2 VP?) In either case, you have to buy Gentrification before the pile has emptied.

So I think this is competitively priced if you tie or win any Action pile split.

The best-case scenario is setting aside Rats -  you'll rapidly get 40 VP.  ;)

35
Dominion General Discussion / Re: Plunder is online
« on: December 28, 2022, 04:31:18 pm »
That was my precisely my point. Actions are not the „standard“ while Treasures are some weird funky edge case that need any rationale. Especially not in an expansion with a lot of Treasures.

You make it sound like a complete coincidence that every other card that works the same as an action or a treasure has been an action so far. Clearly actions are some sort of default; or at least they always have been until now.
Ain’t just me dude. The designer himself said in the other thread that there was no deeper meaning, no fine-tuning or whatever behind converting an Action into a Treasure. Also pure coincidence that Shaman did not end up as a Treasure.

Has he said that? Previously Donald clearly stated that only specific cards should be Treasures:
Treasures should make money; I made an exception for a card that wanted to be played in the buy phase. They should feel like treasures - they make money, or, there's Horn of Plenty again, gain cards.

36
Dominion General Discussion / Re: Plunder is online
« on: December 21, 2022, 06:27:28 am »
It's interesting that in games with Looting, you just don't ever buy Gold.
Well, maybe sometimes there is no Loots left, or there are only Endless Chalices left.

Hammer can also be worse than Gold when you don't want any (more) $4- cards.

37
Dominion General Discussion / Re: Plunder is online
« on: December 21, 2022, 06:18:47 am »
It's interesting that in games with Looting, you just don't ever buy Gold. Technically in games with Delve you don't ever buy Silver either, but at least there you still get Silver.

It's similar to Wedding, which also makes buying a Gold practically obsolete (paying 1 debt extra for 1 VP is a real bargain) , but Wedding does still gain the Gold.

38
Weekly Design Contest / Re: Weekly Design Contest #172: Trait Me Right
« on: December 20, 2022, 02:49:06 pm »
Warm
Trait
At the end of your Buy phase, if you have at least $4 unspent, gain a Warm card.

This is likely overpowered with a $6+ card - you could effectively "buy" a Warm King's court or Grand Market for only $4, without even using up a buy.
It's also clearly better than Cheap with any $6+ card, but underwhelming with a card costing $3 or less...

39
Dominion General Discussion / Re: * Plunder Previews #4: Next Time *
« on: December 15, 2022, 01:56:52 pm »
Does Inherited work from the top of the pile first, or are we all starting with a Fortune this game?
No, you all get a Gladiator. Except in a 6 player game, then the last Player is the lucky one :-)

Is that the actual rule for Inherited split piles? Seems very unfair at least with Glad./Fortune, almost game over before turn 1...

40
Dominion General Discussion / Re: * Plunder Previews #3: Loot *
« on: December 14, 2022, 03:28:04 pm »
For my money Dominion has all the randomness it needs in the shuffle. Cards like Castles and Tournament are my least favourite, introducing unnecessary randomness by giving players different opportunities by (mostly) pure chance. Loot looks to have the same problem, tho hopefully in a less swingy way as the loots are more similar to each other than, say, Princess and Followers.

I think it would have been better to take the most interesting 2 or 3 loots and make each of them a regular treasure.

I suppose it can be game-deciding to get e.g. an early Prize Goat on a board with no other trashing. In rare cases, it's possible to gain a Loot turn 1: e.g. buy Wealthy Village with 3 Coppers and 2 Heirlooms...

I'm surprised that Cheap exists: If most kingdom cards are designed to be as cheap as possible without breaking things, making a card still cheaper unconditionally should be problematic. Especially when it turns a strong $5 card like Witch into a $4... ???

41
Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 14, 2022, 01:15:55 pm »


Extra gaining as penalty as opposed to reward.
Another possible way to neatly balance what you can gain with this would be "costing up to $7" (or up to $6). You notably miss out on cards like Platinum and Prince (and King's Court if you go for up to $6). I think that is an acceptable compromise.
Nah, that is broken with cost reduction.

I don't think so. If Province's cost is reduced to $4 or less with stacked cost reduction, Summoner is no better than Workshop in gaining Provinces. If Province's cost is reduced to exactly $5, Summoner is still clearly worse than a $5 gainer like Altar. And a cost reduction to $6 or $7 would make gaining a Duchy preferable to gaining a Province plus two or three curses in most cases.
There's 10 Curses in a 2 player game. The first and second Province come with 4, the third with the last two, and the fourth through eighth are free. I don't know if it's too much of a rush to try and gain all eight this way, but I'd still rather avoid winning off eight plays of this.

The possibility of the curse pile running out is  independent from cost reduction.

You'd have to gain the entire Province pile in one turn together with the entire curse pile - otherwise the opponent will happily gain the remaining "curse-free" Provinces with their own Summoners.
KC-KC-3 Summoners would manage it, but it's as hard to pull of as the equivalent KC-KC-3 Bridges.

42
Are you able to use two Traits in the same Kingdom? I'm guessing you are, since you didn't specify in your post

I suppose so, since I had an online game with two Traits yesterday.

43
Maestrom enables a semi-pin in which you can limit your opponent to owning just 4 cards.  Have them draw up their deck using Council Room and then buy Maestrom a bunch of times.

In principle this could work, but even with 10 CRs played they usually won't have drawn their entire deck. Also, with $40 and 10 buys to spare, you can usually just win the game instead of pinning your opponent. ;)

44
Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 11, 2022, 07:05:26 pm »


Extra gaining as penalty as opposed to reward.
Another possible way to neatly balance what you can gain with this would be "costing up to $7" (or up to $6). You notably miss out on cards like Platinum and Prince (and King's Court if you go for up to $6). I think that is an acceptable compromise.
Nah, that is broken with cost reduction.

I don't think so. If Province's cost is reduced to $4 or less with stacked cost reduction, Summoner is no better than Workshop in gaining Provinces. If Province's cost is reduced to exactly $5, Summoner is still clearly worse than a $5 gainer like Altar. And a cost reduction to $6 or $7 would make gaining a Duchy preferable to gaining a Province plus two or three curses in most cases.

45
Nah, make the mouse card Fool. That adds an heirloom to your hand and Will-o-Wisp to the non-supply piles.

Even better, use Page for Mouse and add another split kingdom pile instead of the Page pile, increasing the number of cards you can have in your deck from 69 to 72 (not counting the ungainable Mouse card Page itself).

You can't get anything else from the Page line with Mouse Page.

Oh right, exchanging doesn't work when there's no Page pile. :-[

So if the goal is to get the highest number of different cards into your deck, Jack Rudd's suggestion of using Fool would be the best, getting you to 71 cards.

(Trade Route as Mouse doesn't help to give you extra cards because by the usual rules, Colony/Platinum can only be included if one of the 10 kingdom card piles is from Prosperity.)

46
Nah, make the mouse card Fool. That adds an heirloom to your hand and Will-o-Wisp to the non-supply piles.

Even better, use Page for Mouse and add another split kingdom pile instead of the Page pile, increasing the number of cards you can have in your deck from 69 to 72 (not counting the ungainable Mouse card Page itself).

47
Amazing so many new sets since I posted this
Has anyone tried to determine the 'largest' number of cards that are allowed without playing a variant, and have
Black Market have the recommended minimum (or all in the setup?)

Without Black Market, you can now improve GendoIkari's 2017 list by replacing Urchin and #8-10 from his list by four Allies split piles, for 7 more cards, and add Horse through an Event like Ride. So we go from 61 to 69 cards (plus two Landscapes).

48
Hero's Demise 4$
+2 cards
+2 actions
If you have 3 or more unused Actions (Actions, not Action cards), set this aside and trash it at the start of clean-up.

Its a Lost City that punishes you for being the village idiot. The additional draw compared to village helps you finding your terminal. It sets itself aside to prevent the mining village problem of forgetting the additional actions. The name is of course a play on tragic hero, who mirrors this to a degree. Feedback would be highly appreciated!

It's a great idea, but I wonder if it may be too strong - the first copy played each turn has no trashing risk at all* and is therefore a must-buy at $4, as good as Lab and Vanillage combined. And usually you'll be happy to buy enough terminals so that you can play all of your HD's without trashing them (barring bad shuffle luck).

For comparison, Tragic Hero has a weaker penalty, but it wouldn't be overpowered even if it had no penalty at all (it would still be worse than Margrave).

*At least if you play it before any other village - but I'd usually not want any other villages anyway when this is available.

49
Puzzles and Challenges / Re: Don't let your opponent do something.
« on: October 31, 2022, 05:22:00 pm »
(How) can I retrieve the game log given the game number?

Checking now, this game won't actually reload, there's an "internal error" bug when I try to do it, but in other cases:

You can't get a text log really, but if you have a subscription you can create a table, load old game, put in the game number and use Load from End.

I see, thanks for the info. I was wondering how you got started with Cavalry instead of Port, but I've now figured it out myself (buy Caravan, Butterfly into Guildmaster twice, assuming you have at least 5 Coppers among your first 7 cards).

If I've calculated correctly, buying all Estates, Provinces, Silvers and Importers and playing all basic Treasures leaves you with only $278-$230=$48, so there's many cases where you can't empty the supply without further support:
 - at least one 8 debt card or Possession is in the supply
 - a $7+ Action card is in the supply, but no $6 Action
 - Platinum/Colony
 - at least two $3 kingdom card other than Importer are in the supply (and no $2 Actions)
 - four or more $2-$3 kingdom cards other than Importer are in the supply
 - 2 or more Potion cost cards are in the supply

and a few other combinations.

But either of Bridge, another stackable cost reducer, Nomads or Training would take care of all cases except the last one. (With Bridge, you can use the whole $278 to buy the debt cards, except in the extremely unlikely case of all 4 pure debt cards being present.)

Overlord is fine actually since you only have to pay for 9 of them and they can give you $3 back, and the Potion part isn't correct (you could even have 3 and be fine if it's Vineyard / SP / Apo, it all just depends on the costs in coins). I didn't try to list it all because it's not clean.

How do you buy out 2 or more potion-cost piles (at least 18 cards, even if one of them is Vineyard) with only 16 Potions? There's no way to replay treasures in this kingdom AFAICS. Even if the potion-cost cards have consecutive $ costs, using Butterfly doesn't save you any potion - e.g. with SP and Apo., you need to buy SP 20 times to empty both piles (butterflying it 10 times), so you'd have to pay 20 P (and $40) total.

You're right about Overlord; playing each of them as a terminal gold gives you back $30, so they only cost you a net $72-$30=$42 (plus 8 debt that you never repay). It's fine as long as you don't have to pay extra for any other kingdom card.

50
Puzzles and Challenges / Re: Don't let your opponent do something.
« on: October 30, 2022, 04:57:54 pm »
(How) can I retrieve the game log given the game number?

Checking now, this game won't actually reload, there's an "internal error" bug when I try to do it, but in other cases:

You can't get a text log really, but if you have a subscription you can create a table, load old game, put in the game number and use Load from End.

I see, thanks for the info. I was wondering how you got started with Cavalry instead of Port, but I've now figured it out myself (buy Caravan, Butterfly into Guildmaster twice, assuming you have at least 5 Coppers among your first 7 cards).

If I've calculated correctly, buying all Estates, Provinces, Silvers and Importers and playing all basic Treasures leaves you with only $278-$230=$48, so there's many cases where you can't empty the supply without further support:
 - at least one 8 debt card or Possession is in the supply
 - a $7+ Action card is in the supply, but no $6 Action
 - Platinum/Colony
 - at least two $3 kingdom card other than Importer are in the supply (and no $2 Actions)
 - four or more $2-$3 kingdom cards other than Importer are in the supply
 - 2 or more Potion cost cards are in the supply

and a few other combinations.

But either of Bridge, another stackable cost reducer, Nomads or Training would take care of all cases except the last one. (With Bridge, you can use the whole $278 to buy the debt cards, except in the extremely unlikely case of all 4 pure debt cards being present.)

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