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Messages - Accatitippi

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1026
Dominion General Discussion / Re: borrow
« on: November 04, 2015, 06:23:52 am »
We're on a forum about Dominion strategy, so, unsurprisingly, people are concerned about things being strategically useful. Obscure edge-cases and endless lists of theoretical interactions are not.

The proper place for arguing for the sake of arguing is a debate club.

Which in this case would be the puzzles subforum.  ;)

1027
Puzzles and Challenges / Re: Strictly better than....
« on: November 04, 2015, 06:06:09 am »
I love how a newbie who's not familiar with f.ds and reads this thread would conclude that gold>platinum and cantrips suck because, gosh!, all those unwanted resuffles must really be bad, since everybody's fretting about them.

1028
Puzzles and Challenges / Re: Strictly better than....
« on: November 03, 2015, 07:42:15 pm »
Platinum instead of gold can also trigger an unwanted shuffle if Storytellered, if we are still caring about that.

1029
Wait a minute.... are they actually misspelling "Trashing" as "Thrashing"??

Well, there are other misspellings around...

I know that possession is consistently misspelled in the code for just such a reason.

Yes but I can understand the posession one. That's not knowing how to spell a word that's not an immediately obvious spelling. Thrashing is not just a misspelling of Trashing, it seems more like they were under the impression that "Thrash" is a Dominion term instead of "Trash".
I think it might be. The "th" sounds are not native for many of us foreigners, and non-proficient speakers may associate/substitute them with sounds that are used in their language, like some form of "T" or "F" in this case. Once you've done that, you'll have trouble remembering which words contained "t" and which "th".
This is a wild guess, as I don't know much about linguistics.

1030
"Rebuild" would be an amusing poke at what MF supposedly did for the last six months.

I love it but it might become confusing, since build and rebuild have actually meaning in context. Or maybe not.

1031
Puzzles and Challenges / Re: Strictly better than....
« on: November 03, 2015, 12:07:11 pm »
Well, actually:
Most cantrips>Ruined Library.

1032
Puzzles and Challenges / Re: Strictly better than....
« on: November 03, 2015, 12:03:36 pm »
In fact, if you do say that prices and names (and Possession) are the only edge cases to ignore, then I do believe that the only real strictly better situations I can think of are:

Butcher > Remodel
Expand > Remodel
Worker's Village > Village
By those rules, I think Mining Village > Village also applies.
Unless you also put click efficiency in the equation, of course.

Edit: I answered just half an hour too late.

1033
Awesome and impressive work, guys.  :o
I suggest Apprentice as a name. It's cute because it's kind of a reimplementation of Salvager (like the cards, in a way) and "learned" from it.
And it also gives hope that one day they'll look at him and learn.  :P

1034
General Discussion / Re: Finally
« on: November 03, 2015, 11:17:55 am »
So it's a month late, but I got Hinterlands as a late Christmas gift! Have them all now. ;D

1035
General Discussion / Re: European Soccer
« on: November 02, 2015, 11:25:52 am »
I'm mildly interested in football, and also I'm from Italy.
Woah Roma or Lazio? Atalanta is the way to go, it's always so exciting to see if they manage to stay in Serie A. :)
Incidentally, have you moved to Rome? Because then it's really unpopular to support Atalanta there. :(
Fiorentina is a nice club, so why not? Unless you plan to go see many matches live, of course.
I've found that I naturally tend to support the home club of where I lived first in a country, as it's what most of my friends will cheer on.

1036
Variants and Fan Cards / Re: Next-turn Village
« on: October 30, 2015, 12:46:46 pm »
+2 cards > +2$.  +2 Actions < +2$.

That's not how it works though.
Then chastise him first.  "It's worse than Wharf because it gives a worse benefit both this turn and next turn."

Be consistent.

Well, I compared two cards with similar in-game roles (making hands bigger without being terminal all the time). But District is actually a village, and I should probably have compared it to villages, rather than terminal draw.
Merchant ship is a strictly payload card, and it shares with them only the "free play" on turn 2.
So I think my comparison was more fair, keeping in mind that Wharf is a god card. That's why I said "much much weaker" - being weaker tha Wharf is desirable, but this is as near stricly inferior as you get without strictly being strictly inferior).

Turn one: You play Wharf, I play District. You get a +Buy, I don't. But let's ignore the +buy now since that's a lot of what makes Wharf such a power card.
Turn two: You get 7 cards, 1 action. I get 5 cards, 3 actions. To get to the same place where you are now, I have to play 2 Districts. So District has (of course) strictly inferior drawing power.

But it's also a village! Problem is, it is worse than most villages out there, simply because I have to buy twice as many, and get a very unreliable engine  out of them.
If I'm driving an engine, I'll probably want to play a fixed number of Districts per turn, +/-1.
After I've duration'd one, and played one, I'll be at +2 actions, +1 cards, the same as an activaded city, or lost city, but this is only if I manage to connect them. If I am so unlucky as to skip a connection one turn, then I'll have to start up again my engine one or two districts at a time, since I'll be left with no extra actions next turn.
So, I think it's an interesting card, but I personally would price it at 4.

The comparison with non terminal draw is also interesting, and also leads me to want to price it like that.

Please chastise me if you want, but I'd be the first one to be chastised in this thread.  ;)

1037
Variants and Fan Cards / Re: Next-turn Village
« on: October 30, 2015, 06:55:29 am »
I think it is probably weak. The main point of comparison here is obviously Wharf (which is crazy good). Your card is much much worse than it since it gives a worse benefit both this and next turn, at the same price. Giving it +3 cards might help it, but then it sort of becomes an almost-all-in-one engine enabler, potentially making or breaking most games by how it splits.

I think as written is best priced at four, and still arguably worse than Caravan.

1038
Oh boy, you can make your own very unique game now and get rich!
I mean, this beats japanese maids so easily, not to speak about dull "build your castle". You've got a bestseller there.

1039
Dominion General Discussion / Re: JSH's True Art Rankings
« on: October 29, 2015, 03:33:18 pm »
i wonder if the issue in europe is some weird thing against the word "sorceror"?  i know they had problems with "ninja" for a while, which is why TMNT was called Teenage Mutant Hero Turtles there

Well, I don't know about the rest of Europe, but they have always been ninjas in Italy, afaik.

1040
General Discussion / Re: Let's count each other!!!!
« on: October 29, 2015, 03:45:41 am »
14, I knew I'd make it into the top 20 sooner or later!  :D

1041
Dominion General Discussion / Re: JSH's True Art Rankings
« on: October 28, 2015, 08:52:51 pm »
How'd they get that stone into that bottle though?
The Philosopher's Stone isn't a stone. It's a substance, typically imagined in powder form (as here).


Sounds like Harry Potter got it wrong then.
That was a Sorcerer's stone...

Only in America.

Because long words in the title would turn off the readers. Too much stuff to read, apparently.

Three syllables = fine
Four syllables = WHAT? WHAT IS THIS...WELL, SORCERY?

No, it's ph'losophy.

1042
Variants and Fan Cards / Re: Card ideas for gift
« on: October 28, 2015, 08:45:20 pm »
I think that for Tedious Tale you could use the same template of all 6-cost hybrid victory cards, that is being worth 2p+benefit (this would be being passed left immediately on buy). I think this hits a good balance with Duchies, which are in the same cost class but can keep their attractiveness, while at the same time being significant for scoring. The ability of being passed all around might slow down 2-3 player games as players hopelessly fight to clean their deck instead of advancing the game, much like the early game with ambassador (or a whole multiplayer ambassador game).

For me the star of the set is Retirement Fund, which (if you meant what Deadlock39 has paraphrased) uses a fun workaround to the endless game problem that is often brought up with regards to nonterminal vp token cards.
My suggestion is that you might want to try and icrease its max woth by one point. I'm not sure how often I'd use one precious early game buy to get an early Duchy that won't give me any benefit other than offering me a very good deal on a second (and potenially a third) Duchy in the endgame.
But maybe this would make them worth too much, so you'd probably have to test them before printing them.
But since you seem to be mostly after interesting rather than balanced, you'll be allright any way :)

1043
Goko Dominion Online / Re: Playing Worse on the New Client
« on: October 28, 2015, 07:28:44 pm »
On this front what I really miss is the ability to instantaneously check a prettified log to analyze interesting games. The in-game log is not only unpretty, but it doesn't tell you what hidden cards are (like, uh, your own hand) nor does it help you remember what is in each players' deck at any point of time. So it's pretty useless, not to mention that the web version comes up the day after you played, when you are usually not interested in looking at old logs.

1044
Variants and Fan Cards / Re: Asper's Cards
« on: October 28, 2015, 12:23:08 pm »
I like the idea of Sheriff... but isn't it almost automatic to open double Sheriff? Handing out 2 curses until turn 4 is just so strong. I guess that's not as big of a problem as you can do that even with 5/2, but it does seem a tad boring.

I too like the idea of a "limited uses" card. (We could call it "Freemium". You get a sucky terminal silver for free, but if you want the cool curser you have to pay a membership fee. Only one coin per curse!).

Maybe pricing it 3+ could be an ok nerf? It's a Curser, so it probably wouldn't obsolete it (people are still quite happy to buy self-junking silver that can ever deal out only a single curse, and that one costs 5$). :)
And making it strictly inferior (at 3$) to other 3$ terminal silvers should not be a problem, because, you know, Masterpiece.

1045
Accatitippi, I think there are lots of good ways to try the card, so don't be discouraged. I just suggest trying one of the simpler versions even if it doesn't do exactly what you originally envisioned.

Why, thank you for the cheer-up. :)
I think I'll try "+3 Cards, you may discard a Curse to get +2 Actions", when I get a chance.

EDIT: Oh, and thanks everybody for the feedback! ^^

1046
I would actually like some sort of delay when I'm playing with Possession because the log doesn't tell me what cards I have in my hand. I don't know if it's possible to make it happen for just Possession though, probably not.

The correct solution isn't a delay, the correct solution is to allow you to toggle to view your hand.  Though doesn't the log show what you drew from the previous turn?

Maybe this has been answered elsewhere, but are you allowed in F2F Dominion to look at your previous hand during your Possession turn? At that point it's not your turn with your deck. It's your turn with your opponent's deck. I could see how someone would interpret the rules such that you can't look at your own deck during this Possession turn.

Well it's technically their turn, and I don't see why you shouldn't be allowed to look at your hand during other players' turns. ;)

1047
Am I missing something, or does this do what you want?

+3 Cards
+2 Actions
You may discard a Curse.  If you didn't, gain a Curse.

This card is better than the original once Curses run out, since you will still get +2 actions even if you have no Curses to discard.  But at that point, does it matter?  Your deck may be full of Curses then anyway.  If you find it too strong, you can nerf it by moving the vanilla bonuses to the bottom, which will force you to gain Curses more often.

In any case, I'm personally not a fan of the "strong card that curses the user on play" concept.

Well, your version is just a "strong card that curses the user on play".
The purpose of mine was letting you build a deck which uses curses as an Engine component, and which ideally is built and plays differently enough than village smithy. I just failed, it seems.


Unless Curses run out, yours is the exact same thing... Meaning yours is also it's a strong card that curses the user on play...

Well, that's what I get for posting card ideas before thinking.
Move along folks, nothing to see here.  :)
(I'll find a way to make it work... sometime)

1048
Dominion General Discussion / Re: JSH's True Art Rankings
« on: October 26, 2015, 01:06:57 pm »
Oh, and Scrying pool for me is the example of cartoony artwork done well, and fitting in well.

I'd never thought of explorer as cartoony.  :)

1049
Dominion General Discussion / Re: JSH's True Art Rankings
« on: October 26, 2015, 01:03:55 pm »
How'd they get that stone into that bottle though?
The Philosopher's Stone isn't a stone. It's a substance, typically imagined in powder form (as here).

Sounds like Harry Potter got it wrong then.
That was a Sorcerer's stone...

Only in America.

Because long words in the title would turn off the readers. Too much stuff to read, apparently.

1050
Am I missing something, or does this do what you want?

+3 Cards
+2 Actions
You may discard a Curse.  If you didn't, gain a Curse.

This card is better than the original once Curses run out, since you will still get +2 actions even if you have no Curses to discard.  But at that point, does it matter?  Your deck may be full of Curses then anyway.  If you find it too strong, you can nerf it by moving the vanilla bonuses to the bottom, which will force you to gain Curses more often.

In any case, I'm personally not a fan of the "strong card that curses the user on play" concept.

Well, your version is just a "strong card that curses the user on play".
The purpose of mine was letting you build a deck which uses curses as an Engine component, and which ideally is built and plays differently enough than village smithy. I just failed, it seems.

Replying to LF:
-the mandatory curse gain to have it play differently than Smithy. This is probably the easiest part to get rid of while respecting the basic idea.
-the card sucking once the Curses run out, since otherwise the whole point of "lets build a deck that uses Curses as Villages" is lost, as you don't really need the curses in there.

If I'll print this (and it's unlikely as I'm on exchange right now, without printer nor gaming group) I think I'd try "You may discard a curse or gain a curse. If you did..." It's flexible, more broad and probably lets you build some fun decks around it.
It might also be badly OP.

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