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Messages - Matt_Arnold

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51
Variants and Fan Cards / Re: A Dominion Fan Card Creation Guide
« on: January 02, 2012, 10:40:03 pm »
I was actually thinking of Governor, and not either of those two. But you're right, there likely won't ever be a vanilla super-lab. I just found it amusing that rinkwork's example of an impossibly powerful card has sort of been made
Now we've even got a card, Hunting Party, that is strictly better than Lab at the same price. But designing fan cards a tad bit better than an existing card at the same price used to be discouraged all the time. What's the worst that will happen? HP and Lab come out on the same board, and it's as if there are 9 stacks instead of 10. So? We already had that with Woodcutter/Chancellor and the game was still fun. But haters gotta hate. What are you gonna do.   ;)   All kinds of stuff can work in this game. I try to keep an open mind.

52
If there is anything you think it needs for improvement, I'm interested to hear it. Gains up to two Coppers and may only trash one. What have you. Etc, etc. Incremental improvement is not difficult to do-- go ahead, try it, you'll probably come up with something interesting.

53
Sounds pretty awesome to me.

54
I think I fixed Grail.

GRAIL
Type: Action
Cost: $4
Gain a Copper, putting it in your hand.
You may trash any number of Treasures from your hand.
For each Treasure you trash this way: Reveal cards from your deck until you reveal an Action. Play the Action. Discard the other revealed cards.

55
Variants and Fan Cards / Re: Pricing Question: "Unfamiliar"
« on: December 16, 2011, 02:10:24 pm »
No, it would have to hurt them/help everyone else instead of helping you/hurting everyone besides you if they didn't discard.
So you mean for instance:

Familitiarer
Type: Action
Cost: $6
+1 Card
+1 Action
Each other player may discard a card. If he does not, each player other than him gains a VP chip.

56
Variants and Fan Cards / Re: Pricing Question: "Unfamiliar"
« on: December 15, 2011, 12:27:53 am »
Familitiarer
Type: Action
Cost: $6
+1 Card
+1 Action
Each other player may discard a card. For each who does not, you take +1 VP.

Wheeeeeeeeeeeeeeeeeeeeeeeeeeee

57
Dominion General Discussion / Ultimate Dominion Storage Solution
« on: December 10, 2011, 09:45:32 am »
Cornucopia has already overflowed the briefcase which I remodeled with custom plastic dividers.

With the announcement that next year's small and large expansion (plus promo card) will be the end of Dominion, we now know roughly how many Dominion cards there will be. Assuming I wish to also carry a few custom-designed Dominion cards, and further assuming we will not have weird-shaped extra bits with next year's expansions, I can create the last Dominion storage solution that I will ever need to build.

I have cheap access to a laser cutter at my local hacker space. The case will have wheels and an extendable handle, containing two shelves of vertically-stacked cards. It will be mostly 1/8" acrylic which I will buy from Alba Plastic. I considered birch plywood, but decided in favor of acrylic's strength.

One of the design challenges is the alphabet. I don't know what letters the forthcoming cards will start with.  I think I should laser-perforate/cut posterboard, engraved with the names of the cards, to make an individual sleeve for each stack of cards, so that they can be re-ordered. Laser-cut foam spacers will stand in for future expansions.

I tried architect modeling board (as most game boards are made from) and extra-thin mat board for the sleeves, but they didn't perforate well, or even fold well when scored. Besides, they're too heavy. I figure I can always just laser-cut more extra posterboard sleeves in case I need to replace them. They're cheap.

I can't laser any styrene or any other plastic with chlorine in it.

Thoughts?

58
Variants and Fan Cards / Re: Cards That Care About The Trash
« on: December 03, 2011, 07:17:48 am »
Do you mean per $3 of total cost of cards in the trash? Or per $3 of the total of treasure in the trash. I think the former is more interesting as it relies on trashing things other than copper and curses (which they want to do anyway).

Also it needs some tweaks; I think its way too powerful as it stands. For example if both players trash their starting estates thats $12 in the trash already
Nope, I meant what I said. Estates don't count. It's worth money based on how much money is in the trash. Treasures with ? in the corner count as zero.
One possible problem with this card is that its the only variable VP victory that is the same for both you and your opponents. So basically it would be a rush to get a majority of them before increasing the value of the cards in the trash. For example if you got 3 and your opponent 5, you wouldn't add anything to the trash as it would just increase your opponents lead. Similarly if you split them 4-4 you wouldn't bother to trash things as it would just be neutral to the score.
I'll bet you would. Its playable benefit is useful. So in the case that the players tie in their race to the River Fords, that's what the card is for, not points.

59
How does that make a difference? Still massively too powerful, probably even at $5.
It's not intended to make it less powerful. It solves the fact which was pointed out earlier, that if your opponent buys Grail with their 3-4 opening split, and you have a 2-5 opening split, you're screwed. With this change, your opponents' opening Grail means you now you have $3 instead of $2, enough to buy Grail, plus your 2nd turn might draw it.

If you're really concerned with the card's power, I could make it this:

Grail
Cost: $3
+$1
Reveal cards from your deck until you reveal an Action. Discard the other revealed cards. Play the revealed Action.
---------------------------
In any cleanup phase when you clean up one or more Grails, each other player reveals cards from his deck until he reveals a Treasure, putting it into his hand. He discards the other revealed cards.

60
Dominion General Discussion / Which First? Duchies or Dukes?
« on: November 29, 2011, 12:37:34 pm »
When going for a Duke victory, should you buy up all the Duchies first?  Or all the Dukes? Or alternate between them? Or buy four Duchies, then all Dukes, then the rest of the Duchies?

61
Jimmmmm, Kirian: I see. Those are some good points. Try this on for size.

Grail
Cost: $3
+$1
Reveal cards from your deck until you reveal an Action. Discard the other revealed cards. Play the revealed Action.
---------------------------
When you buy this, each other player reveals cards from his deck until he reveals a Treasure, putting it into his hand. He discards the other revealed cards.

62
Variants and Fan Cards / Cards That Care About The Trash
« on: November 24, 2011, 04:30:26 pm »
No, seriously. Let's try.

SerikosiaKunigund came up with this one. I tweaked it a bit.

River Ford
Cost: 3
Type Action-Victory
Trash a Treasure from your hand.
If you do, +2 Actions.
----------------------------------
Worth 1 VP for every $3 in the trash, rounded down.

63
Grail
Cost: $3
+$1
Reveal cards from your deck until you reveal an Action. Discard the other revealed cards. Play the revealed Action.
---------------------------
When you buy this, reveal cards from your deck until you reveal a Treasure. Discard the other revealed cards. Play the revealed Treasure.

64
Council Room Feedback / Re: New images for new goals?
« on: November 02, 2011, 11:25:47 pm »
Matt Arnold did the original images for the score based goals.  I am not sure if the zoomed in feel of Archon was intended.
It was intended. It was the best way to give the impression that it is bigbighuge. An Archon is too large and in charge to respect things like image borders.

I still have the original Adobe Illustrator source files.

65
Variants and Fan Cards / Re: Silver Lining - Beta Cards
« on: October 30, 2011, 10:46:07 am »
Some fun cards here! Thank you for posting them.

Regarding Silver Vein: Players can always play their Silvers after Silver Vein, so that Silver Vein can gain a Silver 100% of the time. You could just say "Gain a Silver" and leave off the condition.

However, that would take away the player's ability to play a Silver before they play Silver Vein, to deliberately avoid gaining another Silver. Was that your intention?

Or, did you mean that you only gain a Silver if you did not play any Silvers this turn? In that case, say "During your Cleanup phase, if you have no Silvers in play, gain a Silver."

66
Variants and Fan Cards / Re: Magistrate
« on: October 25, 2011, 10:30:09 pm »
Yeah, I adore Cartographer. I've wanted a card like that for a long time. Seeing it made my day!

67
Dominion General Discussion / Re: Cards That Combo With Tunnel Reaction
« on: October 25, 2011, 10:12:11 pm »
I just played a game with a Mint/Cellar/Tunnel strategy. I got 5 on the first turn and bought Mint to trash it; bought a Cellar on turn 2. Third and fourth turns, Mint a Copper. Then I spent 3 Coppers on a Tunnel, which I started Cellaring a lot because I hardly had anything in my deck.

http://dominion.isotropic.org/gamelog/201110/25/game-20111025-190530-a84d4630.html

Still didn't win though. It was slower than I expected.

68
Dominion General Discussion / Re: Cards That Combo With Tunnel Reaction
« on: October 23, 2011, 08:40:35 pm »
having played around with it a bit... I must say that it is so slow at actually getting Gold into your hand (while clogging your deck in the meantime) that it's quite difficult to find Tunnel strategies that are strong while relying on discarding it during your own turn to produce Gold.
I don't understand. I've never heard anyone complain when they end their turn with $6 in hand and buy a Gold. It's considered the second-best turn you can have (on most boards). But it goes into their discard pile just the same. If you discard one Tunnel, gain a Gold, and have a hand that can't buy anything, how is that worse? Or more clogged? Or slower?

69
Dominion Articles / Re: Request: Diadem
« on: October 23, 2011, 11:09:58 am »
So the story goes, it was too powerful to be a Kingdom card. What I would like to do is try play-testing it as a Kingdom card with this adjustment:

Crown
Cost: $2, 1 Potion
Worth $2.
When you play this, +$1 per unused Action you have (Action, not Action card).
----------------------------
This costs $2 more for each Kingdom card in the supply at the start of the game that can give more than 1 Action.
TYPE: TREASURE

The "can give" phrasing makes sure Hamlet and Crossroads count.

70
Variants and Fan Cards / Re: Create a card inspired by another game
« on: October 22, 2011, 08:40:10 pm »
Caveman Cost: $4, 1 Potion. TYPE: ACTION
+1 Action.
Choose one:
On each Kingdom card in the supply with a pawn of your color on it, in any order, tip over your pawn, and follow the instructions on that card. Restore all your pawns to right-side up.
Or:
Each player places a pawn of his color on a Kingdom card stack in the supply with no pawn on it.
If someone cannot: Return all pawns to their players.

---------------
Setup: Divide sixteen by the number of players, rounded down. Each player chooses a color, and takes that number of pawns in that color.

71
Dominion General Discussion / Cards That Combo With Tunnel Reaction
« on: October 22, 2011, 02:02:45 am »
"The Tunnel reaction seems excessively situational." Thus sayeth some of my compatriots at game night. Oh, not so, my friend.

Cards that can discard from your hand:
Cellar
Secret Chamber
Warehouse
Tactician
Hamlet
Horse Traders
Young Witch
Embassy
Inn
Oasis

Cards that can discard from your opponents' hand:
Militia
Minion
Torturer
Goons
Followers
Margrave

Cards that can discard from your deck:
Spy
Library
Adventurer
Lookout
Navigator
Envoy
Scrying Pool
Golem
Loan
Venture
Farming Village
Harvest
Hunting Party
Cartographer
Duchess
Jack of All Trades
Oracle

Cards that can discard from your opponents' deck:
Pirate Ship
Spy
Thief
Tribute
Sea Hag
Scrying Pool
Jester
Duchess
Noble Brigand
Oracle

I guess Saboteur, if Bridge has been played?

<Edited: Thanks for reminding me of Pirate Ship!>

72
Variants and Fan Cards / Re: A Dominion Fan Card Creation Guide
« on: October 09, 2011, 09:46:14 pm »
This is an excellent series of articles, and should be stickied.

For your point "(5) Powerful cards that incur negative VPs or gain Curses", I agree with your advice about "Gain a Curse. If you do..."

The negative force that balances such a card should be that it makes your deck a little bit worse when you use it. Even if there are trashing cards in the set, the cost should be the opportunity cost of having to buy a trashing card when you otherwise might not have needed it, hope it will draw with the Curses, and spend Actions to trash the Curses. It's not an insignificant problem.

One of the favorite cards I have designed is one that lets you return Curses from your hand to the supply for +1 Card, +1 Action, +$2 each. And if you don't, it hands out Curses to everyone else. It also gives you +Buy so that you can buy Curses for yourself.

Players wonder aloud why they should ever buy that card, because they can't wrap their brain around the idea that they should buy as many Curses as possible and get rid of them by game end. Until someone does that and cleans their clocks.

73
Simulation / Re: Dominiate: a Dominion simulator that runs on the Web
« on: September 11, 2011, 05:55:54 pm »
Never mind; I found state.current.chips += 1

74
Simulation / Re: Dominiate: a Dominion simulator that runs on the Web
« on: September 11, 2011, 05:52:27 pm »
So let me make sure I understand this. I decided to experiment with how I could code Monument in cards.coffee. There's a difference between being VP and accumulating VP tokens, but I'm not sure I see these represented differently in your code. Perhaps your intent is that at the end of the game, each Victory card will be "played" once, thereby activating their "vp" property and accumulating tokens? Therefore, Monument would just use the property "vp: 1". Is this a correct assumption?

75
Simulation / Re: Dominiate: a Dominion simulator that runs on the Web
« on: September 11, 2011, 05:43:05 pm »
Awesome. Fantastic. I have forked and will submit my proposed file change soon.

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