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Messages - J Reggie

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2401
Dominion League / Re: Season 13 - Announcing Livestreams
« on: February 24, 2016, 04:55:29 pm »
Will most likely be streaming my D3 match with SaintO at midnight EST, in 7 hours from the time of this post. 

Edit: not playing tonight, will be playing on Saturday at noon EST.

2402
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Guide
« on: February 24, 2016, 02:14:27 pm »
Guide is also a hard counter to Torturer, because you can just discard every time and then draw back up to 5 with Guide (unless you have a good hand you want to keep).

2403
Variants and Fan Cards / Re: J Reggie's expansion
« on: February 24, 2016, 10:43:54 am »
Just a few comments:

For Support cards, I feel the fact that they are something other than just actions adds something new here.  You can play them during your buy phase with treasures, and it's very unlikely to draw them dead.  Especially for Chambermaid, I have a feeling opening with it and a Smithy variant could be quite strong.  It also means you have to consider which card you're playing the Support card with, because if it gets trashed, the Support card gets trashed as well.  With Convoy you could still play any treasures that you drew in your buy phase (think IGG, it's not drawing but it's similar), along with any other Support cards, so this could present a whole new strategy.  And I personally find the interaction between Inscription and Highway charming, although I haven't actually playtested it yet.  It could be just too confusing to be worth it, I guess I'll see. 

I'm also thinking to make Night Market a cantrip when you play it, to make it worth buying. 

Anyway, here's another set of cards.  These ones are even less polished and will probably need more work, but the ideas are there.  I'll update the OP to include all the ideas I've posted so far, as well as any changes to cards. 

Quote
Imposture
Action
Set this aside with a card from your hand. For the rest of the game, on your turns, cards from this pile are that card.

Here's a strange one.  What do you do with it?  You can get one early and set aside a key card so there are more of them for you.  You can set aside a card that you need more of but is gone now.  You can set aside a card from the Black Market or a Prize, wouldn't that be lucky?  Or you can set aside a Province, but then you realize it's not your turn when you're counting up VP at the end of the game and you're sad. 

Quote
Manifest
Action
Reveal your hand. For each differently-named card you revealed, if it is an:
Action card, +1 action
Victory card, +1 card
Treasure card, +1 buy
Support card, +

This is kind of what Crossroads started off as, and I get the problems with that, but we do have other cards that you have to keep track of how many actions they gave you.  This could be really weak or really strong. 

Quote
Township
Action
+2 actions
Draw or discard cards until you have 5 cards in your hand. + per card you discarded.

Another idea for a draw-to-X village, which seems to be a popular theme in fan cards.  This one always leaves you with 5 cards in hand, but gives you a bonus if you have to discard to get there. 

Quote
Ward
Action - Reaction
+1 card
+1 action
Next time you play an action which would draw a card this turn, for each card you would draw, instead look at the top card of your deck and either trash it or discard it.

When one of your cards is trashed, you may discard this from your hand for +2 cards.

Yep, I know about the thing with Library.  I really like this idea, and it's gone through a lot of changes from its original state but still needs a lot of work to be playable.  Any thoughts?


So these are some weirder cards that may or may not work, but they're cool ideas at least.  Feel free to go different places with them as you see fit. 

2404
Do keep in mind, though, that putting the Curses in your opponent's hand can be brutal with Ghost Ship, kind of like Torturer.  This could end up giving the first player an even bigger advantage.  Not sure how much that will come up, but it is a consideration. 

2405
Variants and Fan Cards / Re: J Reggie's expansion
« on: February 23, 2016, 11:02:31 am »
I'm actually getting more excited about getting this expansion to a playable state, so I'm going to keep posting cards here, probably in sets of 4.  I have about 20 ideas for cards, which of course will continue to be tweaked and whittled down.  I've really appreciated the feedback for Alleyway, and I'm going to start testing it at different price points and with different bonuses or penalties.  Looking at these cards though, I think this thing could work someday.

The next set of 4 is a whole new card type which I came up with some time ago: Support cards.  These cards are played along with a host card, which can be any other card that you play.  That means you can play a Support card with an Action, a Treasure, or even another Support card.  They each alter or interact with the host card in different ways.  They will be attached to the host card until it goes back into your discard pile, so if you trash the host card or set it aside, the Support card gets trashed or set aside as well.  There are still some kinks in the mechanics to be worked out.  I'm thinking bright turquoise as a color for this type; there aren't many distinct colors left considering the differences due to printing.  Here are the four pure Support cards:

Quote
Chambermaid
Support
When you play this, trash a card from your hand. When you discard this from play, trash the host card.

You can trash two cards while still playing one of them.  I'm not sure how well this compares to other trashers, but Chapel is a hard one to beat.  Chambermaid makes up for the lesser trashing by allowing you to still build while trashing two cards.  You can't trash two estates though, unless you have Inheritance, and then why would you want to?

Quote
Convoy
Support
Every time you play a copy of the host card (including that card), you first get +1 card.

So it's kind of like a weird Lab/Pathfinding variant which alters a certain card for one turn.  Draw it with a cantrip early on and you're in luck, but it might end up later in your shuffle and then you don't get as much benefit.  Balanced at ?

Quote
Inscription
Support
Add 1 to all numbers on the host card.

I know Donald tried out something like this in Alchemy and it was confusing, but I like how it works with the Support mechanic.  With vanilla cards it's weaker than Throne Room, but it has some pretty crazy combos with the likes of Storeroom and Highway (cards cost less, but not less than )!

Quote
Mold
Support
Gain a copy of the host card.


You can gain any card that you can play, at the cost of a non-terminal stop card in your deck.  This one's pretty simple, what do you think?


So anyway, there's my big new thing for this set of cards, although I still have some pretty crazy ideas up my sleeve.  Now I'm really looking forward to playtesting these cards and making them playable.  Suggestions, corrections, comments, questions?

2406
Variants and Fan Cards / Re: J Reggie's expansion
« on: February 22, 2016, 05:34:20 pm »
Alleyway might be too strong. I think a flat

"+1 Action. Look at the top 2 cards of your deck. Put one in your hand and discard the other" might possibly be an ok on its own.

Yeah, I'm going to test Alleyway at $3 and see if that's balanced. I agree that it's strong for $2. If it's too weak at $3 I might add an on-gain bonus.

2407
Variants and Fan Cards / Re: J Reggie's expansion
« on: February 22, 2016, 01:54:04 pm »
Thanks for the feedback, guys!

Night market is a cool idea, but it is strictly inferior to Market in games without Durations, because this isn't worth buying if you're only cancelling other people's Night Markets. It also seems like it would make Durations unbuyable in multiplayer.

Do you think I should add a small vanilla bonus when played?  Or maybe a stronger duration bonus?

I like Alleyway, but it seems almost strictly superior to Vagrant. Vagrant's not a world-beater or anything, but it's something to think about.

I get what you're saying.  It's not strictly better than Vagrant, but most of the time it does basically the same thing with more flexibility.  Do you think it's overpriced at ?

Luthier is way OP with Ruins and seems super-strong on a 5/2 opening with Shelters. Maybe you'd need to have it only use Actions costing $3 or more or something?

Woah good point, I didn't even think about this.  I'm considering making it +2 cards, and therefore similar to Cultist.  Don't know if that's too weak though. 

I agree with Haddock that the tracking on Viaduct would be very difficult. Maybe you could have it set itself aside (on a mat, or the Tavern) if you take the cost-reduction part, returning it to your deck during clean-up?  Also, a second Viaduct can gain more Viaducts. Is this a feature or a bug?

Probably I'll have some recommendation for how to track which ones were used for cost reduction (turning them horizontally or putting them in a different row or something).  Also, you need to play 2 of these for cost reduction before you can gain them, since it gains a card costing up to

I'm probably going to playtest some of these in solo games, and try to see if I can find some people to playtest them with me.  If anyone feels inclined to playtest any of these on their own, let me know how it goes!

Next update, I think I'm going to introduce a new type, one which stands alone most of the time. 

2408
Variants and Fan Cards / J Reggie's expansion
« on: February 22, 2016, 10:02:59 am »
The cards as they stand so far:

Quote
Alleyway
Action
Look at the top two cards of your deck.  Discard any number of them.  Put the rest in your hand.  +1 action per card discarded.

Quote
Chambermaid
Support
When you play this, trash a card from your hand. When you discard this from play, trash the host card.

Quote
Convoy
Support
Every time you play a copy of the host card (including that card), you first get +1 card.

Quote
Imposture
Action
Set this aside with a card from your hand. For the rest of the game, on your turns, cards from this pile are that card.

Quote
Inscription
Support
Add 1 to all numbers on the host card.

Quote
Luthier
Action
+3 cards
You may play an action card from you hand of which you do not have a copy in play as if it were a Luthier.

When you gain this, reveal your hand.  Put one of each differently-named action card you revealed on top of your deck in any order.

Quote
Manifest
Action
Reveal your hand. For each differently-named card you revealed, if it is an:
Action card, +1 action
Victory card, +1 card
Treasure card, +1 buy
Support card, +

Quote
Mold
Support
Gain a copy of the host card.


Quote
Night Market
Action - Attack - Duration
Each other player discards a Duration card from play and cancels its effects for future turns.
At the start of your next turn:
+1 card
+1 action
+1 buy
+

Quote
Township
Action
+2 actions
Draw or discard cards until you have 5 cards in your hand. + per card you discarded.

Quote
Viaduct
Action
+1 action
Choose one: Cards cost less this turn (but not less than ); gain a card costing up to ; trash a card from your hand costing .

Quote
Ward
Action - Reaction
+1 card
+1 action
Next time you play an action which would draw a card this turn, for each card you would draw, instead look at the top card of your deck and either trash it or discard it.

When one of your cards is trashed, you may discard this from your hand for +2 cards.






I didn't really want to create fan cards, because frankly, I think that Dominion is really Donald X's creation and I like it that way.  But I can never suppress my creative side (that's why I'm a composer), so it was bound to happen eventually.  So these are just some ideas for cards that I came up with.  They're supposed to be part of an expansion that deals with changing other cards, and I will add more cards as time goes on.   Because of its theme, this expansion has somewhat of a variety subtheme, which I'm okay with.  I haven't playtested any of these yet and don't know if I will; I just wanted to share them with you guys to get your input on them.  Please do tell me what's wrong with these cards, even if they never actually see the light of day. 

These first four are some of the simpler ones:

Quote
Alleyway
Action
Look at the top two cards of your deck.  Discard any number of them.  Put the rest in your hand.  +1 action per card discarded.

I actually really like this card for its simplicity.  It's a Moat, a cantrip, or a Necro, and it always cycles.  Is it well-priced at ?


Quote
Luthier
Action
+3 cards
You may play an action card from you hand of which you do not have a copy in play as if it were a Luthier.

When you gain this, reveal your hand.  Put one of each differently-named action card you revealed on top of your deck in any order.

This one might be OP.  I play a village, then play Luthier, then play Chapel for +3 cards, then play Sea Hag for +3 cards, and I still have an action left.  What do you guys think?


Quote
Night Market
Action - Attack - Duration
Each other player discards a Duration card from play and cancels its effects for future turns.
At the start of your next turn:
+1 card
+1 action
+1 buy
+

This is an idea I had a while ago, of attacking other players' Durations directly.  Of course it has to be a Duration itself.  The main thing I'm worried about is the potential snowball effect.


Quote
Viaduct
Action
+1 action
Choose one: Cards cost less this turn (but not less than ); gain a card costing up to ; trash a card from your hand costing .

I really don't know how balanced this one is; I feel like it would need a lot of playtesting to get to a good state.  I just like the idea of an optional cost-reducer that can do things with the reduced costs. 


So there they are.  I have a bunch more ideas for cards which aren't fully worked out yet, some of which are much wackier, so I'll probably end up posting those at some point.  Let me know what you think.  I'm open to criticism and I'm not Goon Garden. 

2409
I'm not sure Pilgrimage works here. You need to turn over your Journey token once to gain anything.

2410
Introductions / Re: Hi there!
« on: February 17, 2016, 06:00:36 pm »
Hey Mr. Durdle!  Since there's now more than one outlet for organized competitive online Dominion playing, you can take your pick, or join both, or join neither. So many choices!

I look forward to your contributions.

2411
Feedback / F.DS is awesome!
« on: February 17, 2016, 11:58:44 am »
So I'm relatively new here, but I really like this forum and all of the people I've met through it so far. All the recent drama and negative energy has been rather sad to see, and I think there are so many great things about this place that we take for granted. I wanted to start this topic as a place for people to say all the wonderful things that they love about F.DS and hopefully move past recent events. (Let's not talk about those recent events though, just the good stuff.)

Personally, some of my favorite things are waking up in the morning and reading a new strategy discussion over breakfast, and the fact that Donald X himself posts here and participates in the witty banter on the site. I also really like that this is a hub for people to announce live streams, so I can watch people I didn't even know existed play Dominion and talk about it. What are everyone else's favorite things about F.DS?

(Also, I'm not really sure where to put this topic. I thought this might be a good place since it's discussion about the forum. Mods, feel free to move it if there's a better place.)


2412
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Ferry
« on: February 17, 2016, 02:27:45 am »
A nice interaction I could think of is Ferry-Stonemason. You could of course put the -2 cost token on a specific Action Supply pile. You could also put it on Stonemason. Which would mean, for the original cost of a Card you could always get two copies of that (if you pick up a Stonemason). And you would never have to shift the -2 cost token, if there are several cards you'd like more copies of. As long as Stonemason is still in the supply, having the -2 cost token there is somewhat like putting a -2 cost token on all the cards. Not literally of course, because it's not exactly the same, but you know what I mean.

I'm sure this is actually really good most of the time, but all I can think about is a game where two of my opponents opened with Ferry on Stonemason and each got two Duplicates turn 2, then proceeded to empty the Duplicates really quickly with no plan in mind.  I was kind of sad because it looked like an interesting kingdom and I wanted a good challenge. 

Also I feel like Ferry combos to some extent with scaling trash-for-benefit, because you can buy things in multiples at a reduced cost and then move the token and trash them later (kind of like Peddler).

2413
Dominion League / Re: Season 13 - Results
« on: February 16, 2016, 10:42:50 pm »
D3: J Reggie - JP Gerber 2:4

2414
Dominion League / Re: Season 13 - Announcing Livestreams
« on: February 16, 2016, 06:58:37 pm »
I'll be streaming my match against JP Gerber in D3 at 9:30 EST tonight. That's 2 and a half hours from now.
http://www.twitch.tv/j_reggie_

I guess I'm the first person to stream a League match this season!

2415
Dominion Videos and Streams / Re: Dominion Live Streams
« on: February 13, 2016, 09:31:57 pm »
Going live again! http://www.twitch.tv/j_reggie_

2416
Puzzles and Challenges / Re: Easy Puzzles
« on: February 11, 2016, 08:57:42 pm »
I bought a Pilgrimage and gained a Victory card.  There are no multi-type Victory cards in the Kingdom.  How did I do it?

Border Village, I would assume.

2417
Variants and Fan Cards / Re: Really bad card ideas
« on: February 10, 2016, 02:12:58 pm »
What I think of whenever I see Shanty Town:

Shantier Town Action
+2 Cards
Reveal your hand.  If you have no Action cards in hand, +2 Actions.

2418
Puzzles and Challenges / Re: Easy Puzzles
« on: February 10, 2016, 09:14:46 am »
Another card belongs on this list. Which one?

Squire
Masquerade
Jester
Hero

These can all get potion-cost cards into your deck (not necessarily gain them) without you having to play a potion. Is the missing card Disciple?

2419
Dominion General Discussion / Re: Copper or Ruined Market?
« on: February 09, 2016, 10:16:32 pm »
Are you planning to add a fifth option for Curse?

2420
Tournament, Island, Monument, Pillage, Madman and Baker all only have their normal types. Sure, you only need to get out VP tokens, coin tokens, Island Mat, Prizes or Spoils if they are used. But you could just as well imagine they always are there. It's inconsequential to the game if you put VP tokens on the game and no +VP card is in the kingdom.

I think the difference between these cards and the Spellcasters, and what made me think of this, is that the Spellcasters add an extra step to setup where you have to somehow pick which Spells are being used in that game.  I'm not sure how far you're planning on going with this expansion, but if you were to create a rulebook, it would be much easier to say something like "If any Kingdom card has the type Spellcaster, randomly select 3 Spells to be used in this game" and then whatever suggestions you want about how to select the Spells. 

What you say about it not mattering if Spells are available in games without Spellcasters makes sense to us as humans, but Dominion is supposed to run like a computer program.  I think without this rule it would imply that if you own this expansion, randomly select 3 Spells for every game and just let them sit there (if that makes any sense).  I'm just imagining having this on MF and for every game having 3 random Spells on the next page, whether or not they're doing anything.  But maybe I'm taking this too far.  Anyway, that's just my thought process for this.


Edit: Okay, another thought just came to me: All of those cards that you mentioned are either the only card that adds its thing to the game or deal with tokens (or both; in the case of Baker it's the only card that gives you a token to start with, but it says that on the card.)  With the tokens, it doesn't change the game in any way to have the tokens sitting there.  For instance, in my post here I noticed that one of the bots had a Journey token next to his avatar, even though there was no Journey token card in the game.  This, however, didn't change anything about the game, as there wasn't anything he could do with his token.  But with Spells, it does actually change the game, however inconsequentially, as it gives you more options (you can buy them), and there's more than one card that deals with them.  So I guess that's another part of my reasoning for why there should be a card type to decide when to include Spells. 

Okay, I'm done now.  This mechanic is really cool, by the way!

2421
Another kind of wording thing: have you considered adding a card type to the spell-casting cards to signify that Spells should be available, similar to how Looters add Ruins to the supply?  Not sure if this is entirely necessary as the Spells aren't actually in the supply, but it might be neat and could potentially help with clarity/rules questions.

2422
Goko Dominion Online / Re: Waiting for Adventures On-line
« on: February 08, 2016, 03:29:28 pm »
I was playing a game against the bots and I noticed one of them had a journey token next to their avatar. 

Has anyone else noticed this?  I wonder if there are going to be more random features from Adventures appearing.

2423
Dominion Videos and Streams / Re: Dominion Live Streams
« on: February 07, 2016, 05:15:04 pm »
Hey everyone, I'm going to try streaming for a bit if anyone wants to come watch.  This is mostly a test to see if my system works but I will be playing Dominion so there's that.  And if this works you can expect more streams later!

http://www.twitch.tv/j_reggie_

2424
I think Travelling Fair's top-decking is important here.  I was able to play CSM turn 2, getting 3 CSMs and a copper before my first shuffle.  In general, it sped up the game a lot, as I could play CSMs the turn after I gained them.  The coin tokens also really helped in making sure I always hit even amounts of money.  I don't think piling the coppers would have been possible if none of my opponents had contested, but then I would have had more Gardens anyway, and could have just gone for the estates.  I guess the point that's most interesting here is the usefulness of Travelling Fair's top-decking in rushes, however much that may be. 

2425
Game Reports / Travelling Fair and Candlestick Maker as Gardens enablers
« on: February 03, 2016, 11:07:18 pm »



Code: [Select]
Candlestick Maker, University, Oasis, Smugglers, Envoy, Gardens, Cache, Count, Embassy, Inn, Travelling Fair, Raid
So I have a group of people whom I play with IRL weekly, using all expansions except Empires, because it isn't out yet.  This is one of the more intriguing games that I've come across (despite not having any cards from Intrigue in it).

Looking at the board, there seems to be a potential for an engine here, but it just doesn't seem worth it versus the Gardens rush.  I actually opened with Travelling Fair, buying a copper and putting a Candlestick Maker on top of my deck, enabling me to get two more Candlestick Makers next turn.  Normally, I wouldn't see Candlestick Maker as a Gardens enabler particularly, but with Travelling Fair it seems to work pretty well.  I got Cache a few times before just going straight for the coppers.  It took my opponents a little while to catch on (this was a 4P game), but the Gardens and Candlestick Makers were gone in no time.  The third pile ended up being Copper, making this the second time that's happened to me (the first was a Mountebank game). 

I have no idea if I played this board well at all, but I did win, so there's that.  I'm a big fan of rushes like this that involve a synergy between three or more cards (or events); they provide a nice break from the usual engines and 2-card combos.  How do you guys think Travelling Fair works with Gardens?  Would this normally be too slow?  Is Cache good here?

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