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Messages - pubby

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51
Rules Questions / Re: Am I playing Skulk incorrectly?
« on: August 02, 2021, 11:41:00 pm »
In addition to what GendoIkari said, Gold is not always a card worth having in your deck. Buying lots of treasures is known as "Big Money", and that strategy rarely wins these days.

52
Advertisements / I'm running a kickstarter: Take-That Towers
« on: July 30, 2021, 03:38:38 am »
I'm running a lil kickstarter for a card game I designed and illustrated.

If you're into the same types of games I am, or if you like the cards I've designed for WDC, you may like this one.



I'm doing this project for fun, so everything's priced bottom-dollar. I just want people to play my stuff.

Kickstarter page

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based on treasure map

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General Discussion / Re: The Shipwreck Arcana and broken logic
« on: May 13, 2021, 03:32:33 am »
The hangman paradox is just confusion about when the prisoner's guess happens.

The first induction step assumes the prisoner is allowed to change his mind day-by-day. But if you allow that, the problem falls apart. Each day the prisoner could say, "I'm expecting to be executed today", and would eventually be right (and not surprised about it).

This can be fixed by redefining the problem as, "each day the prisoner will guess and will always be wrong about it". If you do this, the induction logic works correctly and the prisoner can't be executed. But it's not a useful statement for the judge to make.

But most people understand the judge's sentence meaning, "the prisoner will guess once in advance without 100% accuracy".

55
Dominion General Discussion / Re: Interview with Donald X.
« on: May 10, 2021, 04:00:12 am »
Are there any card names you regret?

56
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 03, 2021, 02:15:31 am »
Borough is cool but Town Hall gives way way way too much coin. It's common to play 15+ action cards per turn, or even more, meaning Town Hall is like a Fortune that costs $4.

57
Possession + Way of the Butterfly was not cute.
(You return opponent's cards to supply gain cards for yourself)

58
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 29, 2021, 07:18:28 am »
As far as I can see it, at least 2 players have to hit $5 to gain an Ambush (despite the fact that early on, other $5 cost cards easily have a higher priority), then at least the player who will be at the receiving end later, had to play their Ambush in order to gain a Purse, and that Purse has to cycle through the deck to be in that players hand, and at the same time another player has to play an Ambush. In the mean time, quite a lot has happened to the players decks. To me that looks like most official Attack cards are too swingy and devastating then.
By early I meant having your first Purse trashed before you can even play it, which seemed frustrating. My real critique though was the attack either does nothing, or does something very strong, but there isn't much middle ground. If it could hit other stuff, such as Silver, then I would be much more on-board.

I did like your cards BTW.

59
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: April 29, 2021, 12:39:15 am »

60
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 28, 2021, 11:11:31 pm »
Let me know what the multiplayer issues were with Beguiler/Hoodwinked.
Imagine a 3 player game where one player never buys Beguiler. The player to their right can play 2 Beguilers and gain 2 cards from the trash each turn. If they do, the other Beguiler player can gain only 1 from the trash, no matter how many Beguilers they play. Essentially one player gets to double-dip, all because of turn order.

There are some other oddities, but this is the most flagrant situation.

61
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 28, 2021, 03:40:00 pm »
JUDGEMENT DAY

It's hard to design a card that steals. I mean, look at all the attempts Donald X has made - most are flops! With this in mind, judging will be somewhat harsh this week.

---

Dark Knight by Holger
I like the straightforward stealing, but this is too devastating in its current form. It's good that one can no longer steal oppononent's Dark Knights, but you can still trash them which causes swinginess. Still, handing out +Coffers means Dark Knight is sometimes a trap, and that makes it interesting.

 Extortionist by silverspawn
I'm assuming this version still gains the trashed card. The fact that it costs $5 and only attacks $3 and under is cool. This makes it not too savage, as in most games you can play with more expensive cards and avoid the attack, and also you can steal your cards back by buying your own Extortionists. The only downside is that if nobody has cheap cards, nobody will buy this attack at all, and that may happen fairly often.

Ambush/Purse by gambit05
Purse is a sweet design, and I like the idea of gaining and attacking the purses of others, but it's too swingy in the current form. If someone kills your Purse early, you're losing $2 and a trash that turn. That's too devastating for something out of your control.

Thieves Den/Burglarized by anordinaryman
It's nice how this card triggers only when others buy VP. It avoids the problems similar designs have and prevents the game from getting in weird states. But I'm not sure I understand how the card works in multiplayer. If multiple people have Thieves Den, who gains the card that gets trashed? FWIW I think this card could work as a duration attack.

Ambush by X-tra
This is a funky, funky card. Like gambit05's Purse, it has the problem of being swingy, as trashing good cards out of hand can be really, really devastating. But you can defend against this attack somewhat with your own Ambushes, as trashing them betters your hand. Overall, I like it. Here's a variant to consider btw: "each other plays an Attack from their hand, trashing it (or reveals they can't)." and then drop the bottom text.

Lupin by majiponi
It's really cool how this gives out Coffers, and it's certainly a better design than Thief or PShip. But like Thief and PShip, it has the issue you don't want to trash opponent's Coppers. That's probably fine, but man, if you hit Copper you're helping your opopnent more than yourself.

The Beast by Jupaoqq
Cool design. I love the concept of a one-shot stealer, and think pairing it with +3 cards or +$3 works well. Sounds like fun in multiplayer. In 2P though, it's a quite expensive, as losing a $6 card to gain a $4 card just isn't worth it most of the time.

Corrupt Official by Xen3k
Another cool one-shot design, but the first sentence helps your opponents way too much - they can use it to Exile bad cards early, and VP cards later on. The attack only hurts if they have 5 truly good cards in hand, which is rare, and for that reason it's desperately in need of a buff. I do quite like the concept though.

Clutter/Cleaning by mathdude
Clutter obviously compares to Talisman. Talisman is already weak, and I think Talisman has a better wording, but I like how Clutter cost $3 and can gain victory cards too. Cleaning is interesting. If I understand correctly, it gains a single card of N price, and not N cards costing up to $3. This means you can gain Provinces and such, which is cool. The attack is reasonably balanced, but man, everything just insists on there being lots of good $3 and under cards, and I don't see enough games having those.

Highjacker by Timinou
This design gets trashing from opponent's hand right. It does help your opponent a lot, but the huge amount of coin you get is pretty sweet. It's not at all obvious when you want to go for this or not, which is fantastic. Overall, a nice and innovative design that I would enjoy playing with.

Spoiler Heir by fika monster
It's quite terrible to trash opponent's Estates, but there's a slight consolation prize in getting to Exile them. Overall, this is probably too weak in that you really don't want to trash the bad cards of opponents.

Tyrant by NoMoreFun
Cool design. I suspect most of the time players will top-deck bad cards instead of trash them, which really slows the game down to a slog. I so want to love this, but the total, utter slogginess makes me fearful. 

Masterwork by spineflu
Love the reverse stealing, but +$4 is a crazy amount of coin for a treasure - too much really and too dominant. In every game you'd want these, as 2 copies gives enough coin to buy Province. I suspect the card would be more interesting if it didn't give such crazy amounts of money, as otherwise it's a guaranteed buy.

Wrangler by Aquila
I absolutely adore how this hands out curses and horses at the same time. That's really clever and a nice way to make a weaker-than-witch junker. As per negatives, the stealing part feels a bit tacked-on, and it's confusing to see +2 Cards on a card that gives horses as you can't play any that you drew. Some lovely ideas here, just wish they were packaged differently.

Carnival by Shael
It's nice to see a masquerade-like effect. Unfortunately, this one's too bonkers when discard attacks are involved. If you make opponents discard down to 3, then play this, you're ruining their hand while also stealing good cards. It's also not clear how this behaves when they moat it. But if those two issues were resolved, I'd quite enjoy playing with this card.

Siege by mxdata
It's good to see some Saboteur-like cards! This one's definitely an improvement of the original Saboteur, and hitting $3 to $4 seems like the ideal price. The debt price is kinda clever, but creates an advantage to open 3/4 vs 4/3, and really I think having it cost $5 would be enough. Cost reduction just isn't common enough for the debt cost to be justified. If anything I'd be more worried about the swinginess of stealing villages. If one player gets all the villages, it's very hard to come back from that.

Beguiler/Hoodwinked by Mahowrath
This one's really cool and clever. It's usually only a weak attack - which is a good - and gives interesting decisions to all players in the games. The card has some oddities in multiplayer, which is an issue, but not a very big one. Overall a sweet design.

Goblin Workshop by grep
I love how it gains cards with the same name as those in the trash. That's awesome. The attack side is fairly balanced too. My only complaint is that it can trash copies of itself. Sound frustrating!

Magic Wardrobe by emtzalex
This one takes some building to use. Either you need two copies of Magic Wardrobe, or you need something like Scrying Pool. I like that about it, as it keeps the relatively strong stealing effect from becoming bonkers. Overall, good balance. The big flaw with this card though is that it's political. If you know the top card of each player's deck, you get to decide which one to target. That goes against my advice in the OP to not allow stealing from 1 player only.

---

Winner: Highjacker by Timinou
Runner-up: Beguiler/Hoodwinked by Mahowrath

62
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 26, 2021, 03:07:50 pm »
24 hour warning

63
Small Castle + Necromancer was cute

64

edit: added a weak +buy option

65
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 24, 2021, 02:11:12 pm »
I have a strong preference for Attack cards, and think the judging will be more consistent if everyone has Attack card designs.

With that said, I'm not going to disqualify your entry, or similar entries, because as I said, "the rules are loose if the flavor is there".

66
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 21, 2021, 12:48:47 am »
Does this 2-card max include any non-card entities, like states or markers?
Yep. Please don't design more than 2 components.

Are you sure about the 'has to have the attack type' criterion? You didn't say that you have to steal something valuable, so technically, a card that steals in a non-attack way but attacks in an unrelated manner would pass. This doesn't seem ideal.
I think it's fine.

67
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 20, 2021, 03:19:17 am »
The rules are going to be somewhat loose, but I want to see long-lasting effects, not effects that last 1 turn only.

Exiling your opponent's cards fits this contest (it can harm them for several turns). Getting $2 is not (it benefits you for this turn only). Stuff like the -1 tokens, or even Coffers, can be long-lasting and so will be allowed in the contest, but they are not ideal entries.

68
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 19, 2021, 10:21:11 pm »
Ha, that's up to you decide. I put that on there in case someone had a crazy idea, without thinking through what it actually meant. I'll remove the line from the OP, but anyone is welcome to try and answer the question, "How can one steal a turn?"

69
Weekly Design Contest / Weekly Design Contest #112: Steal the Show
« on: April 19, 2021, 10:02:45 pm »
WDC 112: Steal the Show

Design an Attack card that steals from other players.



Rules:
- It must have the Attack type, but it doesn't have to be an Action.
- Other players must lose something that persists across multiple turns and you must gain something that persists across multiple turns. You do not have to gain the exact thing they lost - Bandit and Pirate Ship are OK, but Jester is not.
- The effect can be delayed - Rogue is OK.
- The stealing can involve any resource that persists across turns - cards, tokens, states, etc. Effects that only last a turn (e.g. you get $2) do not count. Effects that go away almost instantly (-1 coin token or Coffers), are discouraged.
- It's fine if you want to do a split pile or non-supply card , but please cap entries at 2 designed cards max.

Judge's Opinion:
- Don't give players the option to steal from 1 player only. They should steal from everyone (like official cards).
- If I must squint, you have too much text
- The rules are loose. You can get away with many designs if they have thieving flavor

70
Thanks for judging, silverspawn!

I wonder what I'll do with all this enlightenment.

71
With all that said, I think Bright is town.

Vote: Scolapasta

His posts have seemed auto-pilot to me. As if he asks lots of basic follow-up questions without contributing any answers at all.

72
The two interactions between Bright and mathdude that stood out were:

Also I was inspired by mathdude's du and de and made this:


Where Bright makes an image of his name for some reason?

But having 1 other person paired with you (and they supposedly invited you) doesn't seem very helpful to us.

Where mathdude says the fortress is size 2 before that was public information.

73
Pubby, what is your opinion of brighty?
Scum Bright only exists if Didds/Galzria/Awaclus contain his partners. Otherwise he would have jumped on my voting bloc idea and used me to vote town off.

74
I don't think it's broken. Lots of $4 cards are better than it - I'd rather open a Moneylender or Spice Merchant or Shepherd, which tends to be better than a $4 Lab too. Obviously the first copy you buy is strong - perhaps too strong - but you're extrapolating that to mean the whole stack of Businessmen will break the game when in reality it's just a single above-average card in your deck. It's not going to do *that* much.

75
My only power is the parade thing.

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