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1
Dominion General Discussion / Re: Project - card parallels
« on: June 16, 2019, 06:59:23 pm »
Not strictly worse, for two reasons: (a) debt-cost cards, and (b) trash-for-benefit cards.

It's close enough to strictly better to be considered strictly better, though. Bridge would be roughly the same strength as Woodcutter otherwise, but that's obviously not the case.
Applying the term "strictly better" for something which is not strictly better in more than just fringe cases is pretty dubious.
Just say something like "most of the times Canal is better the Project version of Key/Treasury" or whatever.

Cards that give +Buy, making cost reduction better than +: 53
Cards that want cards to cost more, making cost reduction worse than +: 9
Cards that cost Debt, making cost reduction worse than +: 9

The cases where cost reduction isn't strictly better than + is more of a fringe case than the cases where it is. 53 / 394 ~= 13%; and since there are 10 Kingdom cards in each game, the average game will have ~1.3 cards that give +Buys, making cost reduction better than +. Not exactly a fringe case. Especially when the cards that make cost reduction worse than + are combined 1/3rd as common as the cards that make cost reduction better.

2
Dominion General Discussion / Re: Project - card parallels
« on: June 15, 2019, 12:58:20 pm »
Not strictly worse, for two reasons: (a) debt-cost cards, and (b) trash-for-benefit cards.

It's close enough to strictly better to be considered strictly better, though. Bridge would be roughly the same strength as Woodcutter otherwise, but that's obviously not the case.

3
Dominion General Discussion / Re: Project - card parallels
« on: June 15, 2019, 11:23:09 am »
Considering Poacher is $4, a +$1 project would be $6 or $7. I'd put it at $6 since $ is much less useful than actions at the start of your turn.

+ each turn is strictly worse than Canal. Enough worse that I don't think a + project could exist at any price (too strong for , too weak for ).

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 13, 2019, 07:24:49 pm »
Tough challenge this week.

Rather than come up with a card that would competes with other cards you may prefer to buy, I decided to try something a little different: a 0 card cost, that doesn't do much (and in fact, will sometimes get in the way), but still might be worth an extra buy.

Rabbits are a one shot "throne room" for tokens.

[Note: it gives +1 card before repeating the effect of the token, in order to also work better with my entry from last week: Worshippers. Feel free to ignore them when evaluating (or not)]



Changelog:
v0.1 - initial

FAQ:
ē Recommended to use only with Kingdoms having at least one card that gives tokens.
ē When you trash Rabbits, you repeat the effect of the token, e.g. if you removed a Villager from it's mat, you would get +1 Action (in addition to the Action you got from removing the Villager).

Secret History:
I'm considering making this a base card and having the FAQ say something like, "In games that use Villagers or Coffers [or Worshippers], add this as a base card X% of the time."

Frankly, it's not worded very well. I know what it means due to what you've said outside of the card, but when I first looked at it, I thought "repeat what effect?" It should say "and repeat the token's effect."

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 13, 2019, 04:30:07 pm »
Design
Types: Reaction
Cost: P
At the start of each Clean-Up, if 1 or fewer Actions were played this turn, you may trash this from your hand and gain a card costing up to $5P.
When you buy this, +1 Buy.
I think this should be a Treasure.
I must confess that I don't follow your logic train.
Design can be trashed in response to any turn in which 1 or no Actions were played. You can trigger it yourself by not playing Actions or take advantage of another player's turn misfiring (or using an action-lite strategy). How could a Treasure approximate that effect?

I don't think the wording on Design is clear enough. I assumed that it only worked on your turn. I (and probably faust) didn't realize it worked on other player's turns.

I would recommend something along the lines of "At the start of any player's Clean-up phase, if that player played 1 or fewer Actions during their turn..."

6
Patron + Seer

Spam the crap out of both of them, then whenever you play a Seer, you put the revealed Patrons into your hand AND get +1 Coffers for each one!

Patron + Patrol

Similar to Patron + Seer. Patrol is arguably better, since it draws more reliably and reveals more cards. And in Patron games, you probably aren't going to need any other sources of +Actions anyway.

You're aware that Patron consumes an action in addition to giving you a Villager, I hope? You really will likely need another village if you're trying to draw your deck with terminal draw. The Seer thing is a lot better though.

I really have built draw-your-deck engines with lots of terminals and no Villages thanks to Patron. And yes, I am aware that Patrons still consume Actions. I don't know why I said that Patrol is arguably better, though. Patron + Seer is way better.

7
Variants and Fan Cards / Re: Contest #33: Pure Reaction card
« on: June 13, 2019, 11:48:43 am »


Clarification: The 2nd reaction is worded the way it is so that you can gain an Action card, Blockade it onto your deck, and then put the Blockade onto that Action's pile.
I like this a lot, a great take on the "hot potatoe" card.
I just worry a b it about bootstrapping the whole thing: you have to pay $4 (or forsake a Workshop variant gain) and once draw into the card to get the whole thing going and nobody might have an incentive to do so (as the pile-blocking might also hurt you).

Perhaps put one Blockade on a random Action Supply pile during setup?

Blockade v1.1 now gains you a Gold and a Silver if you do the second reaction, giving you an incentive to do so.

8
Patron + Seer

Spam the crap out of both of them, then whenever you play a Seer, you put the revealed Patrons into your hand AND get +1 Coffers for each one!

Patron + Patrol

Similar to Patron + Seer. Patrol is arguably better, since it draws more reliably and reveals more cards. And in Patron games, you probably aren't going to need any other sources of +Actions anyway.

9
Variants and Fan Cards / Re: Contest #33: Pure Reaction card
« on: June 13, 2019, 12:28:36 am »


Clarification: The 2nd reaction is worded the way it is to clarify that you can gain an Action card, Blockade it onto your deck, and then put the Blockade onto that Action's pile.

Version History:
v1.0: Original version.
v1.1: Added Gold + Silver gaining as an incentive to put Blockades onto Action piles.

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 12, 2019, 03:50:34 pm »
I will post an image and name later, but for now:

Cost: 5

When you draw this, you may reveal this and set it aside. If you do, +2 Cards and return this to your hand.

I figure it's basically just a Reaction version of Lab, so it should cost 5. It's not identical, though. There are situations where it's worse and situations where it's better.

"When you draw this" triggers have been discussed before; the issue is accountability... by the time you have drawn it; it's in your hand, mixed with the other cards. How do you show if it was a card you just drew, or one that was always in your hand? Also, when is it worse than Lab?

It can't be Throned, and it makes Militia-like attacks hit you harder if the reaction was one of the initial 5 cards you drew for the next turn.

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 12, 2019, 03:28:56 pm »
A very simple idea; one that I think may have even been discussed many years ago. Also, basically my first fan card ever.



Acts a lot like Gold. But neither strictly better nor strictly worse. It can protect you from junking attacks, and it combos well with Remodel and Workshop variants. But the "exactly" bit makes it tricky; 3 Silvers and a Gold can get you a Province; not so with 3 Silvers and a Buried Loot. Same with wanting to buy a cost card with and a Gold vs and a Buried Loot.

You can get a Province with 3 Silvers and a Buried Loot; just buy a Duchy and react with Buried Loot to gain a Province instead of a Duchy. You don't have to spend all of your money. Similarly, to get a -cost with and a Buried Loot, just buy an Estate and react with Buried Loot.

The only situation in which Buried Loot is not strictly better than a Gold is when you want a card that costs , , or . I think Buried Loot has to cost .

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 10, 2019, 09:03:08 pm »
Reflection
Event - $10
Trash any number of Coppers from your hand. +3VP per Copper trashed this way.

I think it's going to be pretty rare to be able to trash any Coppers with this, unless you're either drawing your deck or in a Platinum/Colony game.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 10, 2019, 05:24:57 pm »
Here's my submission to a Chapel competitor - Sustainable Living! Why bother with Chapelling cards when you could feel just as sanctimonious by reusing your pork rinds, reducing your taxes on the peasants, recycling your cycles; you get the idea...

Basically this card is both an early- and endgame card. The debt part allows this event to be more powerful than Bonfire and encourages early trashing. But the endgame is where this card shines as it will disrupt the usual province/duchy dance tempo. Sure, $20 is expensive to buy two provinces, but trashing $20 worth and gaining the last two in the pile? That could be a gamechanger.

Naturally, drawers and strategic gainers such a Artisan can help you reach that $20 in your hand. And how can you reduce your opponents' chances of hitting $20? Discard attacks and junkers hurt more than regular games.



Sustainable Living -
Event - $3 2D
-
(Once per turn)
Trash up to five cards in your hand. If their total cost is $20 or more, gain two provinces.

I would argue that this would make Chapel even more desirable. Chapel will let you get cheap cards out of your deck more easily than this, since it's cheaper and you only need to buy it once. (Not to mention that you can't trash your Coppers if you need to play them to use the trasher.) Chapel can quickly remove the cheap cards from your deck so you can more easily use this event to gain Provinces quickly.

14
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: June 08, 2019, 10:10:55 pm »
A card that didn't make the cut for this weeks competition. Base-line testing shows this is fairly balanced, but ultimately I wanted to submit something with more pop. The idea is you want a little bit of trashing to play these more often, but not enough so that you don't get the VP tokens. Otherwise, you're paying $6 for what is a $4.5 value.



Any thoughts are appreciated!

It seems way too easy to get the +VP to just cost . It seems like you'd be getting the VP more often than not, unlike with Gardener, which doesn't give and only costs less.

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 07, 2019, 04:31:05 pm »

Because of tracking issues, Worshippers should specifically disallow in-play Duration cards. "...for each token removed, you may trash a card from your hand or a non-Duration card you have in play."

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 07, 2019, 12:01:24 am »

Action - $4

+2 Cards
+1 Buy

----

When you gain or trash this, you may trash a card from your hand.

---


Basically Chapel is skippable when tempo is super important (think like a rush to a megaturn) and when you can trash while doing other things. Easiest way to do this would be Masquerade, Remake, etc. but those all already exist; "draw and trash" and "trash and gain" respectively.

Opening this / Silver gives you phenomenal odds of hitting $5 (need the sombrero to miss it). You can buy more copies to thin more, and if you have too many you can trash one with the other and still trash another card. For a board with lots of Highways or Bridge Trolls or other hyper explosive payload, you can probably skip Chapel.

With trashing, +2 Cards terminal draw is better than its given credit for, and of course the +Buy makes it easier to buy more.

Since you don't seem to have a name for it, I suggest Cloister.

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 06, 2019, 05:46:34 pm »
My entry is very much a WORK IN PROGRESS. But I want to post the mechanic and first 3 cards, in case the idea needs significant re-work. FEEDBACK IS VERY WELCOME!


First, we had Coffers, tokens used in your Buy Phase; then Villagers, tokens used your Action phase. Now we have, Worshippers, a new type of token that you can use during your Clean up phase:



Quote
During your Clean up phrase, you may remove tokens from here: for each token removed, you may trash a card instead of discarding it

*Phase, not phrase.

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 06, 2019, 11:52:11 am »

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 06, 2019, 02:36:51 am »
let me know if bull isnít their I think I just fixed it. Although I donít know for sure cause I saw the original bull just fine.

It is fixed now.

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 06, 2019, 01:54:00 am »





I don't know if this is on your end as well, but I only see Pile of Dung. The other is just a "the image you are requesting does not exist or is no longer available" message.

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 05, 2019, 12:33:13 am »
Just some minor feedback for future judges -- please include links to the entries when judging comes around. It's a pain in the @ss to look back and find every entry to know what you're talking about, especially when some people don't have easy-to-spot, fancy mockups for their cards.

22
It's worth pointing out that we're talking about the fringe case of more than 2 players and the presence of a cheap card that causes you gain something else when you buy it.

I almost never play with just 2 players. There are some games that are fun with 2, but Dominion usually isn't one of them IMO.

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 04, 2019, 12:28:52 pm »
because of a criteria I made up just now."

Without getting too involved, I have to point out that he listed his criteria in his initial contest rules post, and it was the same criteria he re-listed a couple posts ago. Balance was one of those criteria.

His point was that he was trying to give the award to the card that he felt was objectively overall the "best" card, which can be different than "personal favorite". It's like me saying that personally I enjoy the movie The Golden Child more than Apocalypse Now, but also acknowledging that Apocalypse now is objectively the better film. It's the difference between personal preference, and objective criteria.

Looking back at his OP, I can see that he did say that. What you've said makes his criteria make a lot more sense now. Thanks. Sorry to anybody I offended.

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 04, 2019, 11:15:32 am »
Especially since the only reason was because he deemed my playtested card unbalanced for an arbitrary reason.
Price is not an arbitrary criterion. Some folks don't mind mispriced cards, some do.

The notion that a card which has not been posted outside of this contest and went through several changes while thsi very contest has run is highly dubious.

It was playtested after the latest change. So not very playtested, but it didn't seem OP. And the reason I call the reason for it being OP arbitrary is because the reason he gave was because of empty piles, which in my experience happen pretty rarely for something to balance a card around.

25
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 04, 2019, 10:41:50 am »
Seriously dude, stop endlessly whining about not having won. The point of these contests is not to win but come up with cool cards, see other people do the same and analyze cards together.
Kudasai has been incredibly nice to everybody (he even offered another poster to host this last contest!) and analyzed all cards pretty well.

Calling the poster, MeNowDealWithIt, who has won this week's contest with a sound and interesting card a "random person" is pretty rude.

Sorry, I wasn't intending to be rude to MeNowDealWithIt. I'm not mad about losing either -- I've lost almost all of these contests, that's not my problem. I'm just upset by the judging criteria being different from literally every previous contest. Especially since the only reason was because he deemed my playtested card unbalanced for an arbitrary reason. I suppose I should have mentioned it being playtested. And like I said, he made up that criterion on the spot, after we had already submitted all our entries. I know that isn't what he intended with what he said, but the way he said what I quoted in my previous post feels like it's just rubbing our otherwise-victories in my, naitchman, and Aquila's faces. I would have rather not known that I was close.

Oh well, congratulations anyway, MeNowDealWithIt.

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