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Dominion General Discussion / Re: The bad luck thread
« on: October 28, 2022, 05:10:32 pm »Started 2/5 on a Fisherman board..I guess that coin wasn’t so lucky after all.
With Lucky Coin heirloom in first hand
Started 2/5 on a Fisherman board..I guess that coin wasn’t so lucky after all.
With Lucky Coin heirloom in first hand
FreeloaderGuess who's coming to visit? You'll probably be happy to see him when you have junk you want to unload, but once you've thinned a bit, you may find he's overstayed his welcome. Not to worry, though, because he'll off for greener pastures as quick as you can say, "Did you hear that the neighbors just got some new Silver?"
$0 Night - Duration - Single
Now and at the start of each of your turns until you lose this: Trash a card from your hand.
Until then, when any other player gains a Treasure on their turn, they gain this.
When you gain this, play it.
White Elephant
$3 Action - Reaction - Single
+$2
When another player would gain an Action card, you may set this aside to gain that card instead of them. If you do, they gain this card.
Bottle Imp
$2 Action - Victory{?} - Single
+1 Action
Gain a card costing up to $6 to your hand.
Then each other player may gain this to their hand. {They'd do this in turn order with later players not getting a chance if earlier players do, similar to when you play Young Witch with only one Curse left in the Supply.}
When scoring, {insert some massive penalty}.
Tulip Bulbs
$0* Treasure - Single
+$2
Each other player may gain this from your play area by taking (Debt) equal to its current cost. If any player does, you get +$1 per $1 it costs, then add a token to the Tulip mat. {Again, other players would get the opportunity to take this from you in turn order, and later players couldn't take it once it's been taken. The Tulip mat would be a shared tracking mat like the one Trade Route used.}
This card costs $1 per token on the Tulip mat.
Each other player with 5 or more Actions this turn is: 2+This is probably true enough. I don't think many infants or 1-year-olds play Dominion.
Ekklesia doesn't seem overpowered so much as swingy, both based on the Kingdom and based on shuffle luck. Note that unlike Cathedral, it only looks at one card for something to get rid of instead of (usually) five.Quote from: Ekklesia ImageEkklesiaEkklesia is probably too strong (nerf suggestinos welcome).
$4 - Project
At the start of your turn, choose one: Exile the top card of your deck or discard a card you have in Exile.
What's even funnier is that I was this close to giving Colleague another +1 Action, albeit in the on-play ability rather than the on-trigger ability. I didn't want to make the on-trigger ability a village because my idea for the card is that you're saving draw for later---there are already plenty of ways to save +Actions for later (e.g., Coin of the Realm). I decided against making it non-terminal because I didn't want to make it too easy for a deck with virtual coin and inadequate thinning to spam Colleagues until you ran out of cards in your hand. I also considered making it a Treasure or Night card (for the equivalent of an on-play +Action) but letting you play your Treasures first made it even easier to play it when you had no useful cards left in your hand. While I don't have a problem with the card having edge cases where a deck with virtual coin (or Villa, Calvary, Black Market, etc.) can "cheat" by playing it with only 0-1 cards left to discard (you can already do that with cards like Horse Traders), I didn't want to make that too easy. Also, I thought the terminal version felt balanced enough---even as a terminal, I think I'd buy it most games to add a copy or two to my engine before greening and/or try to keep a copy in play as "dud insurance."QuoteColleague
$3 Action - Activation
Discard 2 cards.
When you trigger this, +3 Cards and +1 Action.
If you help your Colleague now, your Colleague will help you when you need it.
Amusingly, LastFootnote, the creator of the Activation mechanic, actually has a card with this exact effect except with +2 Actions instead of +1 (and costs ).
Colleague
$3 Action - Activation
Discard 2 cards.
When you trigger this, +3 Cards and +1 Action.
I think that’s the name of a bot, not some new card.lol, so I think if you use Messenger to give a copy of Secret Passage to Revenge Witch, she eventually plays the card and can't decide what to do. Because the AI is based on them never owning cards it isn't going to buy or gain? Crazy.
This should probably be a comic or meme somehow but I don't have a plot yet.
Revenge witch?
KC/KC/Scheme/Scheme/X - best if X is + cards or +$This is an old trick, but it’s good enough that it’s worth mentioning again.
A killer guaranteed to get you a province or colony every turn and can't be stopped.
You get to keep the same 5 cards every hand.
The only way this doesn't work is if there is a hand size attack or a masquerade or some other card that makes you trash a card from your hand.
Even a hand size attack only slows it down.
With the new Tax, Black Cat can give your opponent debt (assuming it's reacting to a Victory card they bought or otherwise gained during their Buy phase)If you can then trash your opponent's last money or gainer, this can serve as a pin, albeit likely too difficult to be a problem.
I'm not sure if that would ever be a particularly strong effect, but it's certainly a novel one, since up till now there's never been a way to give someone debt (the -$1 token being the closest thing)
Yeah, each Copper is a Lump Of Lead (Treasure: +$0) and a Peddler. I think. Except you get to play the Peddler before Moneylender trashes the Peddler for $2 and a Lab. Sort of.And buying Alchemist removes a Lump of Lead from your deck, but for some reason doesn’t give you Gold in its place.
A question:I'd assume not, or combining Fortress with a self-trasher would let you play it infinite times.When you play it, you execute all on-play instructions of the set-aside cards in order. That's it! Effectively, all the cards you combine become a single card!Can a Combination card do below-the-line things like reacting, or "while this is in play" things?
And Prince of Chancellors.Is there a place for just taking 4-5 Tide pools, and taking half as many turns? That's a huge penalty, of course, but it seems relatively easy to set up, and if there's no other way to build an engine, it might be competitive with the money deck. It's definitely more compelling than trying to do the same thing with Lich.So I just realized that there's a problem with this strategy, which is also a problem for the Voyage/Mission/Outpost strategies. If you play a bunch of tide pools to draw deck, then during cleanup, you shuffle your deck without the tide pools, and draw a new hand. The next turn, you discard your hand, but you still have the rest of the shuffle to get through before reaching your tide pools again.Is there a place for just taking 4-5 Tide pools, and taking half as many turns? That's a huge penalty, of course, but it seems relatively easy to set up, and if there's no other way to build an engine, it might be competitive with the money deck. It's definitely more compelling than trying to do the same thing with Lich.
Well, you already need to play 3 TPs in one turn to get an effect comparable to Lich (net +6 cards vs. net +5 cards +1 Action). So your deck needs to be small enough that you can reliably draw >3TPs per non-skipped turn for this to be better than Lich. Probably doable with good trashing available.
To prevent shuffling, you could leave the last 5 cards undrawn in your deck, which however might contain a TP or two...
This is where I think Outpost is the best combo with Tide Pool. If you can play an Outpost, you only need to leave 3 cards on your deck in order to avoid the shuffle, and make sure your TPs end up in your deck (after they take out your hand on your Outpost turn). Other things that can help (and avoid having to leave 5+ cards on your deck) is Borrow (you can take the -1 Card token anyway, even if you don't need the $1) and Royal Seal et al (so you can put the cards you gain during your Buy phase onto your deck).
Fancy Drawing RoomI can't begin to imagine a Dominion in which King's Court has been removed.
Emperor's Palace
$10 Action
You may play an Action card from your hand four times.