Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Erick648

Filter to certain boards:

Pages: 1 [2] 3 4 ... 9
26
Dominion General Discussion / Re: The bad luck thread
« on: October 28, 2022, 05:10:32 pm »
Started 2/5 on a Fisherman board..

With Lucky Coin heirloom in first hand
I guess that coin wasn’t so lucky after all.

27
Variants and Fan Cards / Re: Fan Card Mechanics Week 45: Singletons
« on: October 21, 2022, 08:14:38 pm »
Here's my entry:

Quote
Freeloader
$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.
Guess 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?"

It took me a while to find a good wording, but I eventually found something that I think is reasonably easy to understand and consistent with published cards.  The on-gain ability lets you play it when you buy it (or gain it with Workshop, etc.) to make it a reasonable purchase (cf. Bonfire), and also makes you play it when you trigger its transfer ability even if you don't want to.

I considered not giving it any of the basic "When do I play this?" types (Action, Treasure, and Night) because it won't normally be in your hand, but I didn't want to render it unplayable in edge cases (e.g., Exiling it from the Supply with Camel Train).  I chose to make it a Night card because it fit the flavor better than the Treasure type and making it an Action would let you break the effect with Ways and might create some other edge cases.  There aren't many cards that specifically do things to Night cards, so that seemed a bit safer.  The transfer ability is limited to the gaining player's turn to prevent excessive interruptions---I wouldn't want him taking a tour of the table every time someone chooses Governor's Gold-and-Silver option, especially if the Kingdom has on-trash effects that might set off a chain reaction with each visit.

As a bonus, here's an outtake that I rejected as too wacky (maybe it would work for a special, less serious set):

Quote
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.

My first thought was for a Bottle Imp, but it's impossible to get the penalty right, especially in a 2-player game where any penalty to the owner is an equally massive benefit to the other player.  For it to work, it would probably have to be a new sort of card that's only used in games with 5-6 players.  I also briefly tried a milder design based on the Greater Fool Theory, but I couldn't get it to work right.  Here are the ideas I had if you're curious:
Quote
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}.
Quote
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.

EDIT: Fixed the image links.

28
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.

29
Variants and Fan Cards / Re: Fan errata on pre-existing cards
« on: September 23, 2022, 12:02:42 am »
Black Market
$3 - Action
+$2
You may buy an Event from the Black Market deck once this turn.  If you do, +1 Buy.

Setup: Make a Black Market deck out of 5 unused Events.  (You may look through the Black Market deck at any time.)

Note: If you play multiple Black Markets, you may buy the same Event multiple times (unless the Event is once per turn/game) and/or buy multiple different Events.

I've been using this for a while in my IRL games, since using Events makes setting up and putting away the game so much easier.  It also eliminates the randomness and asymmetry of Black Market (the two largest complaints).  The simplified wording (borrowed from Donald X) does remove playing Treasures in the Action phase, but there are other ways to do that now so we don't really need Black Market for that novelty.

30
Variants and Fan Cards / Re: Dominion: Monet
« on: August 25, 2022, 02:17:59 pm »
Great concept.  I always like additional landscapes, especially for the single-expansion ones like Projects and Ways.

Quote from: Ekklesia Image
Ekklesia
$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.
Ekklesia is probably too strong (nerf suggestinos welcome).
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.

It's swingy based on the Kingdom because it's a lot more powerful if there's a way to get good cards into Exile.  With something like Camel Train, it lets you pseudo-trash a card a turn until your junk-to-useful ratio gets too low, then it lets you get your Exiled cards slightly faster.  With no other Exilers, it still lets you pseudo-trash a card a turn until your junk-to-useful ratio gets too low, but then forces you to take a probably-useful card out of your deck for a turn every second turn, which probably makes it too weak.

It's also swingy based on shuffle luck because one player could successfully Exile junk several times in a row while the other gets unlucky and exiles good cards.  I don't want to be the player who opens Silver-Ekklesia and then winds up Exiling the Silver on Turn 3 while my opponent who opened Ekklesia-Silver has successfully Exiled two junk cards.  Deck-stackers like Courtyard won't usually help (barring edge cases like Prince of Courtyards) because you draw your new hand after the deck-stackers take effect and before Ekklesia triggers at the start of your next turn.  While many official cards have this problem to some degree (I've had horror stories from both Rabble and Noble Brigand), it's still something that should be minimized as much as possible, IMO.

As for a potential fix, maybe something like:  "At the start of your turn, look at the top card of your deck.  You may Exile it.  If you don't, put it back and Exile a card from the Supply costing up to $4."  This does remove the ability to let you un-Exile cards whose supply piles are empty (most notably Stockpile), and maybe that was part of the point of the card, but this change makes Ekklesia more consistently decent.

31

Quote
Colleague
$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 ).
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."

Colleague actually started out with the on-play and on-trigger abilities swapped, so you got the benefit now and the cost later (effectively "borrowing" draw from later), but that was too much like Experiment---the only difference is that it's concentrated in a single card and you get it back by spending an Action and two cards instead of by spending a Buy and $3.  Then I think it was briefly a Night card with its final text, which I rejected for the reasons discussed above.  I also toyed with having it give +2 Cards and +2 Actions on one "side" and only discarding one card on the other side, but I ultimately decided that it was more interesting if it only "stored" +Cards rather than +Actions.  Even though this version gives you the benefit later, I don't think that makes it weaker because you can use it when you need it most and save it if you wind up not needing it.

32
Variants and Fan Cards / Re: Really bad card ideas
« on: August 20, 2022, 04:34:59 pm »
Chapeau
$2 - Action
Set aside up to 4 cards from your hand, placing them on top of your head.  Whenever any falls, put it in your discard pile.

33

Quote
Colleague
$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.

34
Dominion General Discussion / Re: Homage to the Best Card
« on: August 05, 2022, 11:05:47 am »
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?
I think that’s the name of a bot, not some new card.

Revenge Witch
$5 Action - Reaction - Attack
Each other player gains a Curse.
-
When another player plays an Attack card, you may play this from your hand twice.

35
Dominion General Discussion / Re: GPT-3 designed Dominion cards
« on: July 28, 2022, 11:05:07 pm »
If an AI can create the card text, why not the art, too?  Presenting the first AI-generated Dominion cards:


36
KC/KC/Scheme/Scheme/X - best if X is + cards or +$

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.
This is an old trick, but it’s good enough that it’s worth mentioning again.

37
Variants and Fan Cards / Re: Set Expansion Contest
« on: July 10, 2022, 02:45:29 pm »


New Year's Service
$2 Action - Reaction - Holiday
+3 Cards
Discard 3 cards.
You may rotate the Holidays.
If the next card you play is a Spring Dance, +1 Action.
When you trash this during your turn, you may play it.

Spring Dance
$3 Action - Victory - Liason - Holiday
+1 Action
+2 Favors
You may play a Summer Fair from your hand.
Worth 1VP per 3 Favors you have (rounded down).

Summer Fair
$4 Treasure - Holiday
+1 Buy
This turn, cards you have copies of in play cost $2 less.
Play up to 2 Treasures from your hand.  If at least one is a Harvest Festival, +$1.

Harvest Festival
$5 Treasure - Duration - Holiday
Choose one: You may trash a non-Duration card you have in play or in your hand for +$3 and if it's your Buy phase return to your Action phase; or at the start of your next turn, +3 Cards.

EDIT: Limited Harvest Festival to trashing non-Durations, similar to Procession.  Thanks, Meta, for pointing that out.  I also made it optional to avoid accountability issues in the rare case where you don't have any non-Durations in play and don't want to trash anything from your hand but still want to play Harvest Festival for its first option for some reason, since if it was mandatory you could lie and say you had only Duration cards in your hand.  I suppose I could change the next turn option to "if you don't" instead of having it as "Choose one:" but since this is the Allies set expansion contest I want it to be compatible with Elder.

38
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)

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)
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.

39
I just had a game where I managed to Inherit Destrier in a Kingdom where the only other possible Inheritance target was the non-spammable Bounty Hunter (Supplies, Anvil, Fishing Village, Monkey, Bounty Hunter, Investment, Festival, Hunting Lodge, Mine, Destrier, Inheritance, Way of the Ox, Colonies).  I used Supplies and Anvil to get the required two gains (I also had Festival, but didn't wind up needing to buy a Copper), and then used Anvils to gain more Estate-Destriers.  It should be noted that the player to the left of me didn't think to go for Monkeys, or that might have given me pause about gaining so many cards a turn (pointing out that possibility at the end of the game got Monkey vetoed from future games by the player to my right, since she couldn't have benefitted from Monkey like the player to my left could have).

I also discovered a minor synergy between Exile thinners like Bounty Hunter and Inheritance:  Normally, Inheritance games make you choose between trashing your Estates to reach Inheritance faster and keeping your Estates for when Inheritance kicks in, but Bounty Hunter lets you thin your Estates from your deck short term and still get them back once they're actually useful.  It might not be too helpful on faster boards, but it's still better than trashing your Estates.

40
I play most of my games IRL, but I generally agree with with policy that it's better to play quickly with undos than have to think about what should be routine moves to ensure you don't overlook any edge cases (or misclick if online).  As a result my general policy is that undos are fair game as long as (1) they don't go back a ridiculous amount of time, and (2) the undoing player doesn't change any decisions based on information gained via the undone decisions.  So as long as no new information was gained from the undone action, I think undoes are fair game.  If new information was gained, it's really a matter of trust, although I trust the people I play with IRL not to abuse this. 

Of course, if it's a situation where it could easily have been a misclick (e.g., you play a card with optional trashing and accidentally trash the card you wanted to play next because you forgot to hit "Done Trashing"), I'd allow undoes even if there was new information.

41
Presenting: Equipment you can fully equip.



Smithing Guild
Ally - Equipment: Halberd x3, Kite Shield x3, Royal Helm x1
When you gain an Action card, you may spend a Favor to Equip a card or Combine a non-Action Equipment from your hand with the gained card.



Kite Shield
$0 Reaction - Equipment
When you trash this (except by its own text), put it into your hand.

When another player plays an Attack card, you may first reveal this from your hand, to be unaffected by it.

Halberd
$2 Reaction - Attack - Equipment
When another player gains a card with the same cost as this, you may set this aside from your hand.  If you do, then at the start of your next turn, each other player gains a Curse, then play this.

Royal Helm
$4 Reaction - Liason - Equipment
Directly after you finish playing a card, you may choose one: Play this from your hand to get +1 Favor per type that card has; or spend 2 Favors to play this from your hand three times.

Note: Royal Helm can be played in your Buy or Night phases, at the start of your turn, or even on an opponent's turn in edge cases.  The Liason type is meaningless here since it's only in the Kingdom if you already have an Ally, but it seemed wrong without it.

42
Dominion General Discussion / Re: Homage to the Best Card
« on: June 23, 2022, 02:47:47 am »
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.

43

Convent
$3 Action - Blessing
Draw until you have 6 cards in hand.
You may trash or Exile a card from your hand. The player with the Rosary may trash or Exile a card from their hand.

Note: If you have the Rosary, you get to trash or Exile twice: once as "you" and a second time as "the player with the Rosary."

I considered having it say, "You and the player with the Rosary may each trash or Exile a card from hand," but I think the version I have, while longer, makes it more intuitive that you get to do it twice if you have the Rosary.

44
Rules Questions / Re: Not enough Banes
« on: June 06, 2022, 03:00:14 am »
For this to happen, you would need 8 specific cards to be in the kingdom: Candlestick Maker, Doctor, Fortune Teller, Hamlet, Masterpiece, Menagerie, Stonemason, and Young Witch.  There are 25 possible cards you can choose from.  By my calculations, this places the odds of not having a suitable bane at 1 in 24,035, and that’s if you only own Cornucopia & Guilds and the Base Cards (and play full random), which is likely rare to begin with. 

How many players have decided to start their collections with just the Base Cards and Cornucopia & Guilds, and how many random-kingdom games have they played while only owning those sets?  I’m not sure this situation has ever arisen or will ever arise.

45
Dominion General Discussion / Re: Prosperity 2E Preview 3
« on: June 01, 2022, 03:13:21 am »
So Collection only combos with Watchtower to the extent there are Ruins or other non-spammable cheap Action cards, but Collection’s VP clause does work with Tiara (or Crown).  It also has more of a cap on its VP since you don’t have a huge pile of Coppers to get VP from.  It will be interesting to see how often it gets strong games like Goons did.

46

Bookkeeper
$4 - Action
+1 Buy
Gain a Treasure costing up to $4.  This turn, whenever you discard a copy of that Treasure from play, you may set it aside, putting it into your hand at end of turn.

Replaces Counting House.

47
A question:
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?
I'd assume not, or combining Fortress with a self-trasher would let you play it infinite times.

48
Dominion General Discussion / Re: Seaside 2E Preview 2
« on: May 21, 2022, 02:04:09 am »
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).
And Prince of Chancellors.

49
Dominion General Discussion / Re: Prosperity 2E
« on: May 07, 2022, 04:34:46 pm »
I 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.
Fancy Drawing Room
$1 Action
You may play an Action card from your hand.

50
Voyage + Vassal/Herald/Courier/Captain/etc.
"...you can only play 3 cards from your hand."

Pages: 1 [2] 3 4 ... 9

Page created in 1.783 seconds with 18 queries.