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Messages - Accatitippi

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1126
Other Games / Re: board game suggestions?
« on: May 28, 2015, 04:28:25 am »
(anything with a score of 8-10 is very good, 6.5-8 is usually still a good game as well but maybe has some detractors).

Man, only 7 games on BGG score better than 8!

My general rule of thumb is:
7.5+ Excellent, but might not be my cup of tea
6.5+ Probably Good
<6.5 Might still be worth it

Then, when you've found a game that looks intriguing, you read the Reviews. Almost every game rated more than 6 has multiple reviews, of which many are very high quality.
And don't fall in the trap of buying stuff just by rating/rank. :)

1127
Dominion General Discussion / Re: Making poor buying decisions
« on: May 27, 2015, 05:29:04 pm »
We purchased a house at the height of the housing bubble.  A very poor decision, but alas only in hindsight.
This goes to show - never green too early.

1128
Variants and Fan Cards / Re: Really bad card ideas
« on: May 27, 2015, 07:18:14 am »
Spoiler
5$ - Event
Remove this Event from the game.
Name a player. When the game ends, that player is the only winner.

1129
Variants and Fan Cards / Re: Really bad card ideas
« on: May 26, 2015, 06:26:05 pm »
Nuclear Power
Action - Reaction
Cost: 3$+1P
Discard a Potion. If you did, +3 Coins. If you didn't, gain a Potion.
---------------
When another player gains a card, you may reveal and discard this from your hand. Their choice: you either gain a copy of that card, or they gain 10 Curses.

1130
Variants and Fan Cards / Re: Really bad card ideas
« on: May 26, 2015, 10:13:04 am »
This card has no type, name nor cost.
It is not considered a card for the purposes of resolving other cards.
You may at any time discard this from your hand to draw a card.
When you buy a Curse, gain this.
(You may refer to this card as an Anomaly.)

1131
Variants and Fan Cards / Re: Some Card Ideas
« on: May 25, 2015, 01:25:23 pm »
Quarry doesn't make a difference...
It does! You avoid gaining the Copper.

1132
Non-Mafia Game Threads / Re: Dominion Zendo!
« on: May 24, 2015, 05:33:36 pm »
Rule: Cards worth 2 VP?
Even though I think liopoil got it.

1133
Non-Mafia Game Threads / Re: Dominion Zendo!
« on: May 24, 2015, 01:30:26 pm »
Action-Treasure cards have buddha state? (I know that set is empty)

1134
Non-Mafia Game Threads / Re: Dominion Zendo!
« on: May 22, 2015, 08:07:53 am »
Colony?
Fool's gold?

1135
Non-Mafia Game Threads / Re: Dominion Zendo!
« on: May 22, 2015, 02:05:07 am »
chapel?

1136
Non-Mafia Game Threads / Re: Dominion Zendo!
« on: May 21, 2015, 02:41:41 pm »
Mining Village?

1137
Variants and Fan Cards / Re: Really bad card ideas
« on: May 21, 2015, 02:27:21 pm »
Dominion:Gambling?
Gambler - Action
Cost: 5 Coins
+1 Card
+1 Action
Reveal a card from the top of your deck. If it is an Estate, gain a card costing at most the number of Estates in the Supply in Coins.

It comboes with cards that rearrange your deck, just like Sco-oh no, wait, no.

1138
Puzzles and Challenges / Re: Easy Puzzles
« on: May 18, 2015, 02:02:07 pm »
Play Chapel, Trash Squire, gain Relic.

Edit: next page ninja, but I think maybe Chapel makes more sense... maybe not... depends on if "church" or "clergy" was the important word.

I thought it was an altar, but that would make two holy artifacts.
Better not to investigate too closely about what constitutes those relics. Seriously.

1139
Variants and Fan Cards / Re: Make a flavorful X or Z card
« on: May 14, 2015, 06:29:07 pm »
Last one, then I'll give you back the thread:

Zeitgeist - Action - 5$
Name one of the cards of which there are fewest copies in the Supply among those that still have at least one copy in the Supply.
Either you gain a copy of it, or every other player does.

It can gain Provinces outright at the start of the game!

1140
Variants and Fan Cards / Re: Make a flavorful X or Z card
« on: May 14, 2015, 04:49:26 pm »
Trusty Zebra - Action 6$
Choose two: +1 Card +1 Action; or +1$ and gain 3 Silvers; or +1 Card +1$; or +1 Action and gain a Silver and put your deck into your discard pile.
(The choices must be different.)

1141
Variants and Fan Cards / Re: Make a flavorful X or Z card
« on: May 14, 2015, 02:39:32 pm »
Xenophobe - Action Attack - 5$
Each other player either gains two Curses or reveals a hand with no Foreign cards.
+2 Actions, +2 Cards, you may not play more Foreign Cards this turn.
-------------
Setup: Randomly pick 3 extra Kingdom Cards to use in this game. These cards and Xenophobe are Foreign.

A sort of reversed young witch. :)
I like that Xenophobes hate each other.

Edit: as pointed out, the world is not ready for my Xenophobists.

1142
Goko Dominion Online / Re: Gokoins/payment discussion
« on: May 14, 2015, 01:17:49 pm »
If I may chime in (late), I think a subsctiption system is a bad idea because experienced but occasional players will disappear.

Forcing new freetoplayers into their own, Base-infested ghetto is not a great way to keep those players if they don't shell money in the first week of play or so (even adding the occasional "on trial" card to the free set - say one or two different cards per week - Base Dominion gets stale pretty fast).

I, like many others before, suggest selling cosmetical upgrades for money - and not just the base cards. You could sell alternative ("shiny") versions of existing popular cards (with less popular artwork - say Harem), backgrounds, avatars, personalized cardbacks...
In general, people are more likely to buy such nonessential stuff if said non-essential stuff is visible to other players.
You could make alt-art skins for coppers and estates, and people could buy them to personalize their starting deck. So, no in-game difference as cards only care about names, but your opponent will be green of envy when you play a bunny copper, a limited edition Adventures pre-order copper, and a "Tournament: first place" copper to buy a Silver, while all they have in hand is five lousy, cheapass coppers.
(maybe add the rule that they become vanilla coppers and estates as soon as they leave your ownership, to avoid masq/ambassador weirdness).

1143
Variants and Fan Cards / Re: Holy Cow
« on: May 01, 2015, 04:33:51 am »
I definitely like that this is testable within Goko. All it would require is people agreeing ahead of time to treat Pawns (or Candlestick Makers) like Holy Cows. This would only not work with TfB cards but if you're going for Holy Cows, you probably don't want to do that anyway.

I'd definitely be up for a Holy Cow game some time.


Definitely.
Good idea!
If you're still interested in playing with it we can do it sometime this weekend. Sending you a PM. :)

Quote
At the end of the game, trash a Curse from your deck.  If you do, +3 VP.
Now if cows >= curses, you get +3 per curse.  If curses > cows, you get +3 per cow, -1 per excess curse. 
Could this make it more interesting?
Quote
Holy Cow
Action, cost 4$
+1 Action
+1 Buy
-
At the end of the game, trash a Curse from your deck.  If you do, +2 VP.
In games using this, curses are worth -2VP (instead of -1).
I thought about this possibilities, but won't this make them an easy, brainless buy?
They're definitely worth trying.

Sounds like Urchin.. Must buy. I don't like it. Why don't people stop making cards that make curses good?
While I respect your right not to like the card, I actually think it is a bit on the weak side. At 4$, it's a weaker point generator than Gardens - which are often worth 3vp at the end of the game - and it also needs to be activated (by gaining a useless card, even!). I don't know if the +Buy really offsets these disadvantages.
Playtest report:
I've played another "goldfish" game against a BM-Smithy strategy. I had all components for an engine on board, so I overbuilt a Village-Smithy-Workshop engine (enabled by Remodel) and quickly gained all Cows and then bought all Curses.
I won with my opponent having gained 4 Provinces (didn't count the turns). Had they pursued an engine strategy (or had better luck) I don't think I'd have managed to end the game before they got to 5+ (which is where Cows can't go alone) I also would have had problems with Village availability, since my deck relied heavily on terminals (it had 7 Villages, 5 Smithies, 1 Remodel, 3 Workshops, 4 Coppers and 6 Cellars).

I have nothing to add about the card's functionality. I will comment on the card's name, though: "holy cow" and "sacred cow" mean different things; are you sure you chose the right one? :)
Whoops. :)
But I like Holy Cow, so I'll keep it until I'm sure that I'll add it to my set. Then I'll find a real name (Sacred Cow is definitely out of theme).
I was thinking about Doves, or Holy Water. They are surely easier to find paintings for than Indulgences.

1144
Variants and Fan Cards / Re: Holy Cow
« on: April 29, 2015, 03:51:51 pm »

Action, cost 4$. Holy Cow
+1 Action
+1 Buy

At the end of the game, if you have at least as many Holy Cows as you have Curses, your Curses are worth 3vp instead of -1vp.

I don't think that wording will work. I also think that this is basically saying 4VP for $4 as long as you maintain one HC per Curse.

I see nothing wrong with the wording. As for the balance; it's like 4 VP for $4 but spread out over 2 cards, both of which are pretty bad in your deck. So it could be balanced.

I think it would be cleaner though if they gave some VP for each Curse in your deck, instead of changing the value of Curses. With the all-or-nothing thing like it is; it could be way too swingy. It means that a single lucky play of an opponent's Witch at the very end of the game could cost you 37 points.
I don't think a "VP per curse in deck" would be a good idea, because in cursing games it would be a no-brainer (unless there's good trashing, then it's probably a bad idea) and a hard counter to all cursers . This needs dedication to pull off for big amounts of curses, so it doesn't destroy cursers altogether (but it creates swinginess, true).
About the swinginess: It's all about the Cow split, I think. It's not much about whether you get a last-turn curse that screws you (curses are usually the first pile to run out if a regular curser is around) but rather losing the Cow split can seriously set you back, since you already have invested a lot in them.

I don't like it. The problem is that curses are always supposed to be a negative thing; it makes people timid to go for cursing attacks in two player games (wondering whether or not playing their card will actually hurt them). It also doesn't scale well; in a 4p game with cursing, it is utterly useless.
"Curses are always supposed to be a negative thing"
This is a matter of preference. Note that this is still better than a "VP's per curse" Victory card. In this case you have to finely control the bad thing to make it a good thing.

"It makes people timid to go for cursing attacks in two player games (wondering whether or not playing their card will actually hurt them)."
Also a matter of preference. Cursers are often a no-brainer in games with curser. (I'd have to check the stats for Wins without Witch but no time)
"It also doesn't scale well; in a 4p game with cursing, it is utterly useless."
Good point, I'll think about it.

1145
Variants and Fan Cards / Re: Holy Cow
« on: April 29, 2015, 02:07:55 pm »

Action, cost 4$. Holy Cow
+1 Action
+1 Buy

At the end of the game, if you have at least as many Holy Cows as you have Curses, your Curses are worth 3vp instead of -1vp.

I don't think that wording will work. I also think that this is basically saying 4VP for $4 as long as you maintain one HC per Curse.
Re:wording: Why not? English is not my first language, sorry. Would: "If your deck contains..." work?
Re:4VP for 4$: uh... yes, but there's the fact that if you get behind and they run out then you've bought a lot of crap for minus points (again: unless trashing). Still, even if you manage it they are 2vp/useless card, which is not that good, is it?

It would also be cool to play with the relative quantities of cows and curses in the Supply, if it became a victory card it would get worse in 2p due to supply limitations.

edit: added quote box

1146
Variants and Fan Cards / Holy Cow
« on: April 29, 2015, 01:28:37 pm »
Hi, I'm a quite old but still fairly inexperienced player who mostly plays against AI due to convenience (and internet gaming shyness).
I have this weird card idea, which I only playtested once against myself, I know it sounds pitiful but I don't play much f2f dominion since my group is pretty "meh" on it.
So, before bothering to switch from really-tiny-scale playtesting to very-small-scale playtesting, I'd like to know if you think that the card has any issues that would make it worthless to playtest.

Action, cost 4$. Holy Cow
+1 Action
+1 Buy

At the end of the game, if you have at least as many Holy Cows as you have Curses, your Curses are worth 3vp instead of -1vp.

The name is a placeholder, I like animal-themed cards but I think something religious like Shrine or Indulgence would be more appropriate.
The idea is that it can provide an alt-vp strategy on its own (with an inbuilt counter: if your opponent goes for the same strategy - or actually if he buys even just one Holy Cow, you'll have to find a way to trash a Curse to end the game on piles)
If you're running an Engine for Provinces/Colonies it should be able to compete with other +buys - it's really weak for its price but it is not terminal and it will give you a single free out-of-supply duchy at some point during the game.
If cursers are on the board, stuff gets a bit more complex, but I don't think it hard counters most cursers, since buying Holy Cows will slow down your deck even more (and then the +buy is worthless). Still I think they might be worth going for.

After my really very extensive and thorough playtesting I'd consider adding a Chancellor effect to avoid it getting trivial: on the last run through your deck, every time you draw Cow, buy a Curse. With a shuffle, those curses would have time to hurt you, and managing to play many Cows in the very last turn would be rewarded (a sort of Curse Frenzy megaturn).
I'm not really sure about how many VPs it should give for curses.
Thoughts?

(Edit: words. They are hard)

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