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Messages - Fangz

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251
Puzzles and Challenges / Re: Blooki's Puzzle #1 - Sad Saboteur
« on: July 28, 2011, 01:45:34 pm »
So, let's say he plays TR TR Princess Saboteur (remaining card doesn't matter). That least our hero free to have any $4 or less card. I don't see how an attack would help in this situation, though, unless we are talking a familiar.

252
Puzzles and Challenges / Re: Perfect Hand
« on: July 27, 2011, 07:33:18 am »
Depending on how you define this turn, KC KC Possession Possession Possession.

253
Variants and Fan Cards / Re: The negatives
« on: July 26, 2011, 08:26:37 pm »
I can't see the value of this. With most cards, it's useless: it turns provinces into a substantially worse than normal fairgrounds. With ambassador or masquerade, it's a horrible attack.

254
Variants and Fan Cards / Re: Really bad card ideas
« on: July 26, 2011, 04:36:43 pm »
In an effort to stay relevant!

DLC
$3
Treasure

When you play this card, send any number of dollars by mail in a brown paper envelope to Donald X. This treasure is worth coins equal to the number of dollars sent (rounded down).

Quicksave
$3
Action

Reveal this card. Everyone reveals their hands, decks, and discard piles. Make a note of all of this, as well as the supply piles and trash piles.

Quickload
$3
Action

Restore the game to the situation last recorded by 'Save'.

255
Variants and Fan Cards / Re: Some card ideas
« on: July 26, 2011, 04:33:13 pm »
Hmm, what about boosting Freakshow to a $5 buy, so that it isn't workshoppable/ironworkable? It'll still be preferable to a duchy if the user has more than three curses, and if not, if could be something to grab if the player has lots of +buy to spend on curses, or has a clever set up with embargo.

256
Variants and Fan Cards / Re: Some card ideas
« on: July 26, 2011, 10:42:41 am »
Well, cutpurse also provides +$2, while bribe is a straight attacker. It's also balanced by the 5 or more cards thing - this ensures it can't stack, unlike oldCutpurse which if played by multiple players would strip all the treasures from your hand. The main role of Bribe is a defense against single strong cards - e.g. possessions, treasure map, single early golds..., and as an in hand deck inspector, which could be useful with some strategies. Possibly it can do with a +1 action so it's easier to make use of. Compared with Sea Hag, Bribe hits this turn and hits much harder, but isn't lingering, and doesn't run out of usefulness in the late game.

Scientist I think would be a strong card for use in the late part of the game. With peddlers, it'd be terrifying, of course, but its main point is smoothing variance in draw engines. Stuck with 2 $5 drawers? Turn one of them into a village. Alchemists not turning up potions? Turn an excess terminal into one. You might even want to downgrade cards into estates to facilitate a baron. This is especially the case with games where players are laden down with duchies - losing 3 VP is a price I'd usually be glad to pay for a chance of getting a big turn. It's an insurance policy.

The difference between Freakshow and Gardens is that the cards you get are guaranteed to be useless. Workshop gardens for example relies on a good $2 buy (cellar, haven, pawn, etc) to grease the workshop engine, and at worst you are buying coppers which will let you get other stuff. Freakshow/Workshop leaves you possibly stuck with a deck filled with curses, and it's a fairly obvious strategy because it requires a large number of turns to acquire curses and freakshows, giving your opponent time for countermeasures like saboteuring, rabbling, or acquiring curses themselves.

257
Variants and Fan Cards / Re: Thought exercise: nerfs and buffs
« on: July 26, 2011, 08:37:58 am »
Er, wha? Chapel is incredibly powerful. One of the reasons to play double BM is to increase your chances of getting the only chapel in a game without good trashers.Oops I misunderstood. In any case, Chapel makes almost any other deck better. The fact that it even improves BM is an asset, and the way it more or less obseletes all the other trashers makes it overpowered.

The rarity of potion using cards is a balancing aspect.

258
Variants and Fan Cards / Re: Thought exercise: nerfs and buffs
« on: July 26, 2011, 08:17:36 am »
Quote
Nerf Alchemy altogether, it's so sad they made cards which require Potions. I think these cards would have been perfect with normal costs. This expansion is so crappy, it isn't even funny. Sure it has some good cards (University, Familiar, Golem), no denying that, but the whole Potion deal is awful and the fact there are only 13 cards in the box. Swing and miss imho.

The alchemy cards generally require the use of potions to work as they do. If they just cost coins, then they would play very differently. For example, the whole point of vineyard is that it's good for an otherwise treasure less deck and require exactly one somewhat difficult to obtain card to play. Making it $4 would make it the same as gardens. In general, the potions there is to introduce an additional form of cost - you don't just use up a turn you could have bought something else with, you also risk gumming up your deck with potions that you can't use to buy other things with, plus the potion requirement slows down the aquisition of these very powerful cards to usually 1 per reshuffle. And the alchemy cards are very powerful - the prices you give are very wrong. For example, $4 for scrying pool, a spy that draws good cards more often than not and with the right setup can draw half your entire deck? $4 for apothecary, a scout that self replaces and draws coins as well? $2 for transmute, almost guaranteeing a turn 3/4 gold? (Compare potion transmute, which requires much more turns to acquire, and possibly a lot of wasted money if you draw a 1 potion and a ton of coins.)


Quote
King's Court is a beast and the main cause for lop siding a lot of games. You draw KC with Chapel? Bad luck. I draw it with Mountebank and you have no Curses in hand? You lose. I think the difference between TR and this is bigger than $3, would like to see this costing $8, but this makes it another problematic target for Swindled Provinces.

I don't think $1 will make much of a difference. The lop sidedness is more a factor of the card's expense and power - you get a KC early if you are lucky, and that enables you to get more KCs, until you chain a half dozen KCs per hand and so win the game. As a possibility, how about increasing the KC's cost according to how many KCs you already own? This will cut down on the massive KC chaining.

259
Variants and Fan Cards / Re: Thought exercise: nerfs and buffs
« on: July 26, 2011, 05:01:15 am »
I'd nerf Chapel, really. It renders all other trashers essentially superfluous. How about making them single use like embargo?

Another thing is to remove the self-gaining power of Grand Market. How about pseudo-reversing the buy condition: only treasures can be used to purchase grand market. i.e. +$ from action cards do not count for it.

260
Variants and Fan Cards / Some card ideas
« on: July 26, 2011, 04:55:12 am »
Some card ideas I've been batting around in my head. Apologies if they've been mentioned previously.

Freakshow (cost $4)

Worth 1 VP for every curse you have.

---

Think of it as consolation gardens you pick up if you've been screwed over with curses and have no trasher. One will cancel the VP effect of curses. More will be duchies, or even better. Also offers an alternative route to victory for players finding themselves with vast amounts of +Buy.

Scientist (Cost: $6)

+1 Action
Do this twice: Return a card to supply and gain one of equal or lower cost into your hand.

---

The idea is to add versatility to a hand and rescue it from an early mistake. For example, failing to grab a cheap +Buy. Also will save you when you draw a bunch of KCs and nothing to play with them. Returning to supply is important - trashing would make this extremely effective at depleting the provinces pile.

Bribe (Cost $4)

All other players with more than 4 cards in their hand reveal their hands. Choose one card for each player. They must discard it.

---

Laser guided militia or cutpurse that is effective in the late game.

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