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Messages - crlundy

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226
Dominion General Discussion / Re: Interview with Donald X.
« on: March 09, 2015, 01:56:18 am »
I have never considered Remodel and Vault being similar. Fascinating. Also, I think Mitigaters would be a semantically meaningful and short name, but Supercolliders is catchier.

Edit: Case in point, Supercolliders got a meme in the time I wrote this.

227
Well if you can hold out for a couple of weeks you could be the first guy with a Dominion: Adventures avatar ... guaranteed no one else would have it ... plus your newly minted avatar is really going to stand out from all the other tired old avatars ...
Someone please add "card art" to the poll on this thread. I'd like to change my answer.

And it's not "guaranteed", I could be racing three other Inns...

228
Maybe we should just have a pinned thread with a chart of who's claimed which card for an avatar?  I think I'll go do that.
Sounds tedious, and mostly pointless, but it would be useful for me at this moment haha.

Also bear in mind a fair few forum members use isotropic art for avatars.
I unfortunately discovered the online Dominion community just before the end of the Isotropic era, so I have no nostalgic ties to that art. For me, it's what's this crappy Google images art doing on these cards? I suppose I could also find an original, non-Dominion avatar but man, I'd rather spend that time playing Dominion.

Actually, I seem to remember someone taking both of those.
Ugh, fine, Harem it is.

229
Dominion General Discussion / Re: Coin payload
« on: March 09, 2015, 01:24:01 am »
-Action card
-Giving coin is the focus of the card
-Balanced to give the most coin possible for its cost, factoring in any penalties

D'oh :-[

230
... and then I stopped caring because I was getting into users with fewer than 400 posts.

So it doesn't matter if I keep Inn? :P

Still, I was trying to consider alternatives because, you know, I'd like to build up my forum presence and not cause problems. Seems like University or Doctor might be a safe choice?

231
Dominion General Discussion / Re: small but useful tactics tips
« on: March 09, 2015, 01:05:18 am »
I have Sage and Farming Village in my hand.  Which should I play first?

Is there a right answer?

Yes:

Depends on the contents of your draw pile.

A simpler case purely to highlight that it can matter: You topdeck a Province because of Spy/Bureaucrat. If you have Tournament/Explorer, you may want to play Sage first. Otherwise, you probably want to play Farming Village first.

232
Dominion General Discussion / Re: Coin payload
« on: March 09, 2015, 12:52:55 am »
Diadem? There's the needing actions "penalty", plus the challenge of gaining it.

233
Has anyone mentioned yet how Adventurer is not in Adventures?

234
Is it possible to figure out (easily) which cards' art is not already a member's avatar?

235
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: March 09, 2015, 12:25:59 am »
I already voted in that other thread that I was most excited for Events because I didn't know how they'd work. And now I have even less of an idea how they work and I love it. :)

So if they're not cards, then how is the information presented? I know they may not be cards like the Kingdom, but I imagine the rules for each Event will appear on some kind of reference card.

236
Also, this Inn thing is out of control. Should we settle this on Goko? Losers get Butcher, Baker, and Candlestick Maker for avatars? :P

237
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: March 08, 2015, 07:34:13 pm »
* Please note the above post is not by eHalcyon :P

238
Variants and Fan Cards / Re: Dominion: Adventures^^
« on: March 08, 2015, 07:27:47 pm »
Tbh there was so much written by the time I got here, I didn't read it all. But I love speculating, and here are some random thoughts on things that stuck out to me.

+1 Card.

+1 Action.

+$1 +1 Buy.

Gain a Duchy.

Gain a copy of this.
I think these are unlikely, because they remind me of Ruins, which are "bad" cards. I think/hope the tokens do something more original and exciting, although these are very simple and Donald likes simple. Gaining a Duchy in particular I think is very unlikely. See the Hinterlands outtakes about a Victory card that came with a Duchy. Running out 2 piles at once was no good, so Border Village gets around this by letting you pick a variety of piles to gain from.

Since I skimmed through this I might be wrong, but I think my impression of Events was different. I imagined Events weren't going to be like the other Dominion cards. Sure the information will probably be on cards, but they won't go in decks or come from the Supply -- I'm thinking like a different card frame and everything. I feel like they'll be able to be used in any game (even ones without Adventure cards), like Platinum/Colony in Prosperty-less game, although the rules may suggest some condition to include them. Therefore I feel like they won't need particular Kingdom cards to trigger them. Without thinking this through, here's a rough idea:

  • In games using Events, randomly shuffle together some of the Events (probably same as the number of Curses you use). You know, Donald and Dominion are big on variety.
  • Events might be things like "Victory cards cost $1 more", "All players start their turns with +$1", "Pay $6 during your Buy phase so each player gains a Curse". (Obv not Dominion-wording.)
  • Then each event has a trigger for when you discard it/put it on the bottom and reveal the next Event. I dunno, maybe "when a player buys a Victory card", "a player may pay $5", or in the case of the last example above, just when it happens.
  • Some Events would probably also reference these tokens and idk how exactly they might be used. Initial thoughts are that they go on piles and do things like "copies cost $1 less for you, $1 more for them" (since that was an outtake card, but this would become more complicated when multiple colors of tokens are on a pile, so it'd probably be something simpler).

Reserve cards I imagined just being like normal that sit around on your Reserve mat when you buy them until you want to play them. Basically like Activation cards but rather than sitting in play, they sit on a mat. Maybe you pay a cost to get to play it, or the benefit is simply getting to use it whenever you want, or maybe some do something cool while it's on your mat but some other awesome one-shot thing so you're like "do I lose this lasting ability to use this awesome thing once?" But if that's the first thing I think of, then it's probably not right. Plus the playtesters seem to tease Reserve cards more than the Durations and Events, so I feel like they must be particularly inventive or exciting (as in, not the idea I just suggested).

Ugh, I feel less confident about my guesses as I reread them. I'm sure parts of this are embarrassingly wrong but if anything is in the realm of resembling something from Adventures, I will feel accomplished. I'm guessing (hoping?) there will be a Durations preview, a Reserves preview, a tokens preview, and an Events preview so we can get all our questions answered.

240
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: March 08, 2015, 02:02:35 pm »
Huzzah! I guess I was reading too quickly. Glad to see it lives on, I like trashing. I suppose it looses certain combos with Council Room and whatnot, but those won't come up too often anyway. Only thing is, shouldn't it say "+2 Cards" at the end instead of "draw 2 Cards"? "Draw" is only used when opponents draw cards (exceptions: draw-to-X, Outpost, Envoy).

241
Dominion General Discussion / Re: Interview with Donald X.
« on: March 08, 2015, 06:32:07 am »
A couple more questions about how you playtest:

Are there certain cards every new card gets tested with? Like Throne Room, Bridge, or cards it's particularly similar to? Do you make a point of getting every published card in a game with each new card? Or is random playtesting sufficient?

How do you decide when a card is sufficiently playtested? Does it have to survive a certain amount of games/time without being tweaked? Or do you just judge when it's hit the right balance of power, interesting-ness, and originality?

These questions must not always be interesting to answer, but I find all the behind-the-stuff fascinating. Thanks!

242
Dominion General Discussion / Re: Rate the Expansions!
« on: March 08, 2015, 03:29:41 am »
This is so difficult. There aren't any I dislike and it's really hard to compare expansions of other sizes; in larger sets it's just more likely there will be cards I love. Guess I'm just considering themes/mechanics, not the specific sets of cards

I don't want to play every game with Platinum/Colony, so I didn't vote for Prosperity.

I love Cornucopia because it doesn't just add a new mechanic but encourages you to do something you usually don't: pursue variety. For me, this is a more interesting different experience than Platinum/Colony. The variety will play differently in every Kingdom while Platinum/Colony will more or less have the same impact for me every time. Plus there's some sweet cards, and I don't mean Tournament, there's more there than that.

Trashing also feels so fundamental to me that I couldn't live without it, and Dark Ages obv brings that for me. I like attacking, so Knights are cool. Shelters are interesting. I usually go for Rats if it's reasonable. Plus the combos are fun to pull off. Rebuild, you say? Well, no expansion's perfect.

And then there's Intrigue. Maybe not as fine-tuned as later expansions, but it opened the door for what the Dominion expansions would do. Choices, multi-type cards, and possibly my favorite card (Masquerade). Probably not my very favorite expansion, but it's what got me hooked and it's probably in the top.

Hinterlands is solid and man, everyone knows it. No need to wax on here. I like the actions subtheme of Alchemy, but it usually results in megaturns, which I don't like because it leaves long stretches of time when you're opponents aren't having much fun. (Apprentice is notable, and wants to be in Hinterlands again anyway.) Durations are neat, but I gotta draw the line somewhere. I wish Durations had been used here and there in later expansions; I just never thought the rules length was a reason to miss out on more good ideas and I guess Adventures got over that. Coin tokens and overpaying, well, I guess they never felt like a strong theme on their own. Oh, and Base. Doesn't really have a mechanic, the theme's just simple. And simple is never bad.

Don't know who cares about my opinions and wow this went on too long, but I guess that's what this thread's for.

243
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: March 08, 2015, 01:17:26 am »
I know this thread has moved on from Dignitary, but I've only just caught up on what's happened in the long while since I've checked this thread. The reaction part of Dignitary may have gotten left behind when Harbor sailed in, but I think you said that was the idea behind the card and I thought it might still be on the back-burner of things to fix up. Has this wording been considered in avoiding the Fortress loop?
Quote
When another player plays an Attack card, you may reveal this from your hand. If you do, choose 4 cards in your hand and trash the rest.

Cf the original text. My suggestion is barely longer, but I know that can make all the difference.
Quote
When another player plays an Attack card, you may reveal this from your hand. If you do, trash all but 4 cards from your hand.

And if you think the top suggestion could be misconstrued as trashing the rest of all your cards (since all printed cards using "the rest" refer first to a set of revealed cards), then it'd have to be the longer still
Quote
When another player plays an Attack card, you may reveal this from your hand. If you do, choose 4 cards in your hand and trash the rest of your hand.

244
Dang, new guy on the block and I'm already confusing people. I mostly just read instead of posting, so I hadn't noticed this before. Inn's always had my favorite art but perhaps another thing to be excited about here is the possibility that Adventures will have my new favorite card art?

245
I'm most interested in finding out about Events. Iirc, Events was a theme originally considered for Intrigue before deciding that was mainly a way to add variety and Dominion had plenty. So there must be something more to these Events to make them worth doing. Also, I feel like I might be able to imagine how Reserve cards might work (something like when you gain it, set it aside on your Reserves mats, then various triggers to when you play them?) because they're cards, but I have no idea how Events will even work. Something other than cards (and tokens that just count things) that does something? Now that sounds new and intriguing.

I also hope the previews start to "level the playing field" so there isn't so much tension between the playtesters and everybody else. I mean, some of you might have started playing Dominion years before each other and nobody's making a big deal out of that. The advantage of a couple month's head-start will blow over soon enough imo. I don't like scrolling through negative posts.

Oh and I'm also excited for card names. Will I learn more new words like Mountebank and Margrave? Will the Durations still have a sea-theme? Will we ever get a card named Dog & Pony Show??

246
Variants and Fan Cards / Re: Activation Cards
« on: September 30, 2014, 12:06:01 am »
The rules don't seem to stipulate the Duration effects need to be on-play...
But they do. If they didn't, Lighthouse would never leave play.

Well... dang. Just when I thought I'd thought everything through. Makes me appreciate the subtleties of Duration cards.

247
Variants and Fan Cards / Re: Activation Cards
« on: September 29, 2014, 09:56:13 pm »
The rules don't seem to stipulate the Duration effects need to be on-play... And certainly a new type shouldn't be the same color as another; I was just suggesting you could get away with calling them "Action - Duration - Activation" and piggy-backing off Duration's orange color (because we're kinda running out of colors!). But ultimately the color is cosmetic, so as long as you like it, that's good enough for me!

Also, great job as always with the card mock ups!

248
Variants and Fan Cards / Re: Activation Cards
« on: September 29, 2014, 04:20:04 am »
I am also very intrigued by this mechanic! I think these may be more similar to Duration cards than I noticed on first blush; they are essentially Duration cards where you pay an action to resolve the "next turn" ability on any next turn you like. I'm excited to volunteer myself as free playtesting and see how different they feel from Duration cards.

Also, because of the similarity, I recommend they be orange. Possibly they could even have type Duration; the rules say Duration cards stay in play until the last turn in which they do something, which seems to describe Activation cards. They could be potentially be rephrased to be pure Duration cards, e.g., "During the Action phase of a future turn, you may spend an action. If you do..." Definitely clunky and "spending actions" would have to be defined.

(But your Activation cards differ from Duration cards in their interaction with TR/KC, so maybe not Duration. Urrrgh. I still probably recommend orange.)

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