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Dominion Online at Shuffle iT / Re: Why is the server so fuct right now?
« on: November 10, 2019, 10:25:31 pm »
Laggy games for weeks now. 3 of my last 4 opponents were ultimately disconnected and made to resign.
Thanks for the shout-out, Honkeyfresh
As others pointed out, Donald X has no interest in taking inspiration from fan cards. That is his choice and it's fully understandable. Dominion is his baby, and you don't give your baby away. I used to be frustrated over this and we even had an argument about it, but I have no desire to force my cards on him anymore.
It's perhaps easier now with his most recent expansion returning to a more easy-to-digest approach, which I was advocating for for years.
Anyhow, maybe some people will have fun with those cards, so thanks
Also, he is actually getting help with playtesting from certain fan designers, or at least one; Last Footnote.
Again it seems like you think that Dominion is a form of multimillion dollar industri. It's really not, but it is succesfull enough to still be a living game worth creating new expansions for and having àn active community still . That's awesome enough, for now.
When it comes to the actual fancards they indeed do seem very cool sometimes, I kinda wish there was an official possibility to create and play with fancards but I doubt DXV is very interested in looking into that.
Cards with foolish names do foolish stuff (e.g. Fool)That still doesn't explain Transmute
Roots and Renewal has the following themes:
Interaction with the Supply
Manipulation of the opening turns
The Prime token mechanic (see next paragraph)
The Prime token increases the cost of all cards from the pile it's placed on by $1 and annuls all previous, current and future cost reductions of those cards. As soon as the Prime token is removed from that pile, this effect is made void retroactively, meaning that all past and current cost reductions now apply to cards from that pile even if they are result of resolving cards that have been played when the Prime token was still there.
There is only one Prime token, shared by all players. When a player is by a card, event or landmark instructed to move the Prime token he may choose to move it to the pile it’s currently on (hence leaving it there).
Seasons
Seasons is an expansion Co0kieL0rd and I did together. In it, you use the Season board above (left), which spans 4 Seasons wih 5 sections each. The Season Token starts on the first section of Spring, and is moved forward after the last player in order did their turn (if you want to be picky, it's actually right before the first in play order does their regular turn). Therefore, Spring marks the opening and early phase, Summer the buildup phase, Autumn the late phase and Winter the part where the game will probably end. The cards do different things depending on the current Season. Use the Season Reminder above (right) to make sure you don't forget to move the token.
The cards in this thread are my re-takes of Seasons. Check out the original cards (some of which are more similar to the current take than others) by following this link.
Sojourner returned to an older version, but the Winter effect has changed.
Snow Witch now gives the Curse in hand, to avoid player order mattering as much.
Peltmonger now gives more money all around, and the buy is also on-call.
Student, Ball Room and Sanitarium didn't change.
Restore now uses the wording that is best in Summer. Untested yet.
Timberland now gets progressively worse, though you can tfb it. Considering there are Castles around now, it might be a bit meh.
Plantation now can only move the token backwards and gives a more straightforward bonus.
Spellcasters & Spells
When at least one Spellcaster card is in the kingdom, add 2 random Spells to the game and each player gets 5 Spell tokens. Spells can be bought like Events and take one buy to purchase. When you buy a Spell, you "prepare" it - this means you take one of your five Spell tokens and place it on the Spell card. Each Spellcaster allows you to "cast" a Spell. This means removing one of your Spell tokens from a Spell and then doing what the Spell says. Spells are not cards and can never be gained, and you can have a max of 5 prepared. Generally, they are relatively strong effects to add on your card, but you have to re-stock on them regularly - make sure to not run out of buys.
Awesome, another cool thread where I want to post something, but I can't think of anything clever enough.
The picture just shows how worthless it is. Three miners in the whole mine (which is small, you can see the beginning of it) and only one of them is actually mining. The other two are pushing a cart. Seriously, one of those guys is going to get his feet run over.
Just had a sweet deck with some crazy synergy.
Shephard + seaway + counterfeit + training + crazy shit
Adding 2 tokens to any card is going to make the card crazy good.. not so sure what's special about Shepherd here.
i'm with u. How is this even close to that low. It thins ur dek, turns estates into useful cards.
It doesn't thin your deck, it replaces stop cards with other stop cards, and it is itself a stop card that requires you to get another stop card (Potion) before you can even get it. Turning Estates into Gold is not as great as it sounds when you can only start doing that on your third shuffle after adding in two glorified Curses to your deck.
honkeyfresh: 2 in a roq
honkeyfresh: row
Rilakkuma: yes...
honkeyfresh: huh
honkeyfresh: how did u gain a hermit and buy a province?
honkeyfresh: must be a glitch
Rilakkuma: cuised coin
honkeyfresh: doesnt matter
honkeyfresh: shouldnt cause u to get a hermit
honkeyfresh: onlty get that is no buys that turn
Rilakkuma: mad man -> fv -> hermit -> smuggle
Rilakkuma: smuggler then used 8p to buy a province
honkeyfresh: no it says u gained a hermit to that turn
Rilakkuma: strange
Rilakkuma: i used smuggler to gain it from your turn
honkeyfresh: yeah hermit was glitching with innovation
honkeyfresh: in renaissance preview
Rilakkuma: strange
honkeyfresh: i think its a hard card to code or something
Rilakkuma: lol
To be fair, even the Laws of Duplicate Bridge are 166 pages long.
It's because, if you have cost reduction, you can gain a free copy of a card whose baseline cost is more than $6.