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51
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: October 25, 2017, 02:21:25 pm »
Beachcomb has the issue of leading to infinite loops, and I think it's pretty common that they're possible.
E.g. Village, Beachcomb, Market in play, empty deck and discard, 2 Actions.
Play Beachcomb, discard Village, Beachcomb, Market. Draw Village, Beachcomb, Market.
Play Village, Market, we're back where we started, but with +1 coin and +1 buy.
Dang, I forgot it was supposed to not be able to discard Beachcombs from play. But I guess with at least one other Smithy variant and a Village variant in the Kingdom, you can theoretically do infinite turns. I'm afraid there's no way to make this effect work without also enabling infinite turns :(
If you can't discard Beachcombs from play it's probably OK, since that puts a limit on the number of times you can discard other cards from play. Or at least, it does in the absence of ways to trash cards in play combined with gaining from the trash, but we can already go infinite with that kind of combo so I wouldn't worry too much...

52
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: October 25, 2017, 11:29:51 am »
Beachcomb has the issue of leading to infinite loops, and I think it's pretty common that they're possible.
E.g. Village, Beachcomb, Market in play, empty deck and discard, 2 Actions.
Play Beachcomb, discard Village, Beachcomb, Market. Draw Village, Beachcomb, Market.
Play Village, Market, we're back where we started, but with +1 coin and +1 buy.

53
Puzzles and Challenges / Re: Easy Puzzles
« on: October 24, 2017, 07:24:33 am »
I gain a Villa during my turn. Directly after that, it is not my action phase. Why?
Devil's Workshop

54
Dominion: Nocturne Previews / Re: Bonus Preview #1: Crypt
« on: October 23, 2017, 11:46:52 am »
This is good for selective trashing. You get this early, stash away a bunch of coppers, then trash them or Miser them one at a time. Also works like Baker for smoothing.
Speaking of which, it's a way to guarantee Coppers in your starting hand for Ratcatcher.

55
Variants and Fan Cards / Re: Really bad card ideas
« on: October 21, 2017, 12:36:15 pm »
Master Scavenger, my favorite. Here's approximately what it does: "Put you deck in your discard pile. Look through your discard pile and shuffle any number of cards into your deck. Look through your discard pile; you may put a card from it on top of your deck." — they way you get that effect is by discarding from the top of your deck until by chance all the cards you want to discard are at the top of your shuffle, all the shuffled-into-deck are at the bottom, and the topdecked card is topmost among those you want to keep (or you can stop after having discarded those you want to discard and not look at the card on top, hence the reworded topdecking is optional). Recall when I said "by chance"? It's going to take FOREVER for that to happen (or maybe ~n! shuffles); which means that if you're a decent human being you don't actually play this out, you just... meh, I dunno? Chancellor yourself without the money?

TL;DR: very meh card, unnecessary rules questions, extreme imbalance, effect resolution that's slow as molasses. All important ingredients in a well-designed game ;D

There are (n choose m) ways to get your m "good cards" on the bottom of the deck.  For each of these, there m cards which could have been the top card.  For each of these cases, you must go through your deck of n cards.  The asymptotics are probably closer to (n choose m)*m*n cards discarded, times or divided by a constant C>1 to account for variation from the expected value.  (I think you could be more specific with some other Geometric distribution estimate or something, but whatever...)

I think I did that right-ish?  Sort of?
You have to search all the orderings of your deck for one that puts your good gards on the bottom, not go through all the orderings with the good cards on the bottom.

Each time you go through your deck, there is an
Code: [Select]
(n choose m) * m / n! = m / (m!(n-m)!)chance that your deck is in a perfect order. So you're looking at around
Code: [Select]
n*(m-1)!*(n-m)!)discards before you stop.

For n = 30, m = 10 this is about 2*10^25.

56
Dominion Online at Shuffle iT / Re: How do you pronounce "Shuffle iT"
« on: October 21, 2017, 07:23:38 am »
I think normally sh'it, putting a glottal stop between the sh and the it (which I pronounce as it rather than IT).

57
Dominion: Nocturne Previews / Re: Is there any update on Nocturne?
« on: October 18, 2017, 04:29:54 pm »
Quoting the Adventures rules:
Quote
In your Buy phase, when you can buy a card,
you can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then
doing the effect of the Event.

There isn't a single dominion thing that includes Events when it says cards.

Quoting the previous-but-one sentence of the Adventures rules:
Quote
Adventures has Event cards.

58
Pretty certain playing Crown in your Buy phase is still playing an Action card and counts for Conspirator.

59
Dominion General Discussion / Re: Forced Wins Training Sessions
« on: October 05, 2017, 04:21:01 am »

Play Copper, Lighthouse, Villa = $12,  5 Buys.
Buy Menagerie and Villa, play Villa = $6, 4 Buys.
Play Steward, drawing HoP and Menagerie.
Play 3x HoP for Hoard, Hoard, and Menagerie. Buy Villa, play Villa = $3, 4 Buys.
Play Menagerie, drawing Hoard, Hoard, Menagerie.
Play Hoard, Hoard = $7, 4 Buys.
Buy Estate, gaining 2x Gold. Buy Villa, play Villa. $2, 3 Buys.
Play Menagerie, drawing Gold, Gold, Estate. Play 2x Gold. $8, 3 Buys
Buy Villa, play Villa. $5, 3 Buys.
Buy Menagerie, Estate, gaining 2x Gold. $0, 1 Buy.

Horns of Plenty, Menageries and Villas are empty, you have 2 points. You win!

60
Open Thief, hoping to trash your opponent's Coppers so your Tributes are more likely to give +Cards and +Actions, both of which are in short supply on this board otherwise. If your opponent is an engine fanatic too, they'll do the same thing, which is good, because this strategy is a lot better when mirrored! Then, if you both do the Scout/Great Hall thing, your Tributes get even better!

61
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: September 19, 2017, 11:26:57 am »
How about

Artifact
Treasure $4
$1
The first time you buy a Treasure card this turn, you may play that card and get +1 Buy.

62
Puzzles and Challenges / Re: Easy Puzzles
« on: September 15, 2017, 04:43:50 am »
I was going for the Crown one, but apparently all those work, too!

I suspected that was the one you were thinking of!

(Also work: Fortune with a Gladiator in play; Harem or Small Castle with a Hoard in play).

63
Puzzles and Challenges / Re: Easy Puzzles
« on: September 14, 2017, 03:41:16 pm »
Crown, with Defiled Shrine also in play.

Rocks.

Masterpiece, overpaying 1.

Edit: any 3- or 6-cost Kingdom Treasure, so Loan, Masterpiece, Small Castle, Harem, or Hoard, having played a Charm (second option) earlier.

64
Puzzles and Challenges / Re: Easy Puzzles
« on: September 05, 2017, 06:43:39 am »
In a 3 or more player game with other people buying Masquerade, you could get 3 Necropolises and so 4 points from Orchard.

If the Coppers are empty but you only have 4 of them, then Tower would end you up with 4 points. Or, slightly more plausibly, Wolf Den is there as well and you have 13 Coppers plus your starting Shelters.

65
Variants and Fan Cards / Re: Fan expansion: Pandemonium
« on: September 01, 2017, 07:24:20 pm »
Betrayal: a lot of people here won't like the fact that this can end opponents up pinned. I assume that is deliberate, so I'm not going to critice that of itself, but I think that if you're going to do that then its vanilla bonus shouldn't be +cards, because Betrayal's attack is only a problem if you can stack several of them, which requires some kind of engine, and having +cards on Betrayal gives you a significant part of that engine already. +$2 would be a significant improvement. It still has the potential to be horrible, but it isn't as automatic.

Annihilation: I can see where it's coming from, that having to trash all but two cards in your hand makes it hard for you to do stuff too when you play the attack, but (a) that trashing is generally a good thing early on (b) if there's virtual money you won't have to trash things you want to keep until you have 3 Provinces (and potentially not even then).

Reanimation: compare this to Procession. This has an effective +2 Cards if you can get them into your discard pile in the first place (and Settlers and Bustling Village teach us this is harder than it seems), but then trashes two of your Actions rather than one *and* doesn't gain a replacement. Basically, it feels like the cost of playing those actions is too high.

Angel: I would probably just scrap the attack, it's not a fun attack even when it is effective. If you want the theme of it protecting you, give it a Moat effect instead?

A lot of my other thoughts have already been said. Church seems weak. I would consider dropping the self-trashing (so it keeps gaining Heavens) and making it reveal to protect from attacks rather than discard. Desolation needs to do something for you this turn; compare it to Enchantress, which has a potentially nasty attack and guarantees the +2 cards will come next turn rather than even later. I really like Fallen Angel. The disadvantage on Forsaken Village is pretty bad; making it the -1 Card token would improve things a little as it wouldn't then stack if you buy more than one (and if you gain them mid-turn it's less bad too).

66
Variants and Fan Cards / Re: Fan expansion: Pandemonium
« on: September 01, 2017, 05:40:10 pm »
Chappy7, I think you're misunderstanding Desolation: my reading of it is that you play it (spending an Action, and getting nothing immediately), and then it stays in play until another player gains a Victory card during their turn, at which point you discard it and get +2 Cards. Which is still I think too weak - compare to Enchantress, which for the same price gives you +2 Cards next turn whatever, and has a potentially damaging attack - but not as bad as it seems to you.

There are a bunch of these where the wording could be better, particularly the Durations. For example, for Desolation I would maybe say:

Desolation Action-Duration $3
This stays in play until another player next gains a Victory card on their turn. When that happens, discard this and +2 Cards.

Or, alternatively, and more cleanly, you could do it as a Reserve:

Desolation Action-Reserve $3
Put this on your Tavern mat.
---
When another player gains a Victory card on their turn, you may call this, for +2 Cards.

67
Variants and Fan Cards / Re: Dominion: Revolution and other ideas
« on: March 11, 2017, 09:31:26 am »
I suggest to post less cards at once. I understand why you would want to share all of your ideas at once with us, but given there are no pictures, this is an incredibly long wall of text. Many people won't even start reading it, as they will get tired of it before finishing. I'm saying this before taking any look at your actual cards, just as a friendly tip: Less at once means more detailed feedback, and probably more altogether.


Definitely this.

Quote
Quote
Executive - Action, +1 card. Discard any number of Treasure cards. Take an Action Token per card discarded. While this is in play, when you spend an Action Token you may use the action on the last one you played.
I don't get the last part. Is the +1 Action Token supposed to be something like Royal Carriage? Because if it's just "When you play an Action card, you may use an Action token to get +1 Action", what would "use it on the last one you played" even mean?
I assume it's meant to be
Quote
While this is in play, when you spend an Action token, you may replay the last Action you played instead of getting +1 Action.
Although I can't find a perfect wording either, I think that's clearer?

68
Dominion General Discussion / Re: Rules mess ups you've seen?
« on: March 06, 2017, 08:07:48 am »
My pet peeve is people shuffling their deck before they need to draw. Everyone does it, and it is not even that absurd of an edge case that this really makes a difference.

IMO this saves enough time that it's worth letting people do it. If they do end up needing to discard before they draw, make them shuffle the discarded cards in.

69
Puzzles and Challenges / Re: Easy Puzzles
« on: February 02, 2017, 04:14:28 am »
I play Storyteller, then three Treasures.  However, once I'm done resolving them, I don't end up drawing any cards from Storyteller.  How?

Trivial answer: Birdge Troll/Ball and three Horns of Plenty.  There's another answer that doesn't involve not producing any .

Have your last treasure you play be crown, which crowns a poor house and you have lots of treasures in your hand.
Similarly, have the last Treasure be Crown, which plays Black Market where you spend all the money from the other Treasures you played.
Or, indeed, another Storyteller.

70
I kind of feel that the Supplements are complex enough that they'd be better off as Kingdom cards that just aren't in the Supply rather than making it feel like an 11, 12, 13... card Kingdom.

71
Puzzles and Challenges / Re: First Turn VP Chips
« on: January 13, 2017, 04:16:56 pm »
I'm sure there should be some way to get an arbitrarily large amount.

I don't think so. I see no way to play any non-starting card except Villa on turn 1 without Mission. Therefore you're limited to buys with at most 8 (?) Coins, which limits the amount of VPs you can get.

Didn't somebody somewhere empty the supply turn one?  I feel like you could slightly modify it to get some Highways and a Goons with Trader in hand and some Forums to buy.

That use Mission, which is explicitly banned in this challenge.

72
Puzzles and Challenges / Re: First Turn VP Chips
« on: January 13, 2017, 05:04:59 am »
Baker, Villa, Death Cart, Border Village, Shelters: Alms for Villa, buy Borrow, use Baker coin, play 3C = $6, 1 Buy. Buy Travelling Fair x2, $2, 3 Buys. Buy Advance trashing Necropolis (+1 VP from Tomb) gaining Border Village gaining Death Cart gaining 2 Ruins, +2 VP from Labyrinth; $2, 2 Buys. Buy Curse, +2VP from Basilica, +5VP from Defiled Shrine; $2, 1 Buy. Buy Travelling Fair, $0, 2 Buys. Buy Copper. Buy Triumph, gaining Estate, +2VP from Battlefield, +8VP from Triumph. Total 20VP.

edit: removed Hovel trash, as pointed out by faust. We only need 4 cards here, can anyone do anything with the 5th?

73
Puzzles and Challenges / Re: First Turn VP Chips
« on: January 12, 2017, 12:05:19 pm »
Two ways to get 16 VP tokens:

Villa, Cache, Border Village, Baker, Shelters: Alms for Villa, buy Borrow, use Baker coin, play 4C = $7. Buy Travelling Fair x2, $3. Buy Banquet gaining Cache, $0. (+2 VP from Labyrinth). Buy Advance trashing Necropolis (+1VP from Tomb), gaining Border Village gaining Cache. Buy Triumph. You've gained Villa, 2x Cache, 6x Copper, Border Village, Estate = 11VP. (+2VP from Battlefield). Total 16VP.

Villa, Death Cart, Baker: Alms for Villa, buy Borrow, use Baker coin, play 5C = $8. Buy Travelling Fair, $6. Buy Death Cart gaining 2x Ruins, $2, so +2VP from Basilica + 2VP from Labyrinth. Buy Travelling Fair, $0. Buy Curse, getting 4VP from Defiled Shrine. Buy Triumph, gaining Estate, getting 6VP, plus 2VP from Battlefield. Total 16VP.

74
Rules Questions / Re: Villa and Wine Merchant?
« on: January 10, 2017, 10:01:49 am »
If I'm watching a film, and half way through I go to make dinner, and when I come back I've forgotten what's happening and start the film again from the beginning, I had two "start of film" events but only the one "end of film" event.

75
Dominion General Discussion / Re: The Wiki moving into the 2nd Edition
« on: January 09, 2017, 06:30:27 am »
I could see those kingdoms going on the "removed cards" page.

For the reasons I was thinking about people wanting them (i.e. not just historical trivia) it seems like they ought to be accessible from the Intrigue and Base Set pages respectively.  Maybe as a link or maybe as a "1st edition Recommended Kingdoms" section or maybe as a note on the kingdoms that replaced them or something?

I'm imagining my friend who has Intrigue, Base, and like Seaside and that's it, and won't get the upgrade packs looking up recommended kingdoms for some reason (maybe rulebook loss) and just finding the ones with the 2nd edition cards, and that seems less than ideal.

The vast majority of Dominion and Intrigue sets in existence are first edition. The wiki should *not* follow the example of some on this forum in pretending that those sets don't exist.

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