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Messages - Doom_Shark

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376
Variants and Fan Cards / Re: A Debt-ification Event
« on: June 12, 2016, 10:48:51 am »
Triggering the event, as you put it, is buying a card. The only way the above would work is if you are possessing someone, but that is already an issue with debt anyway. I suppose if you wanted to avoid that specific interaction, but I don't think it is worth it.
Sorry, another stupid mistake, I forgot that the Event costs 2$.
Not to rationalize this mistake away but I thought about whether the Event could cost . It probably doesn't make a huge difference but it wouldn't be a trivial buff either.
For example if you have 6$ and two buys you cannot buy a 5$ card and Prest. But if the Event costs you could do that.
Not that I'm suggeating this, but even if you were to have the event cost $0, it would still be buying a card. As for having it cost debt, playtest. Try both versions, see if the debt cost is still a balanced card. If it is, great. If not, go back to costing coin.

377
Variants and Fan Cards / Re: A Debt-ification Event
« on: June 12, 2016, 02:26:45 am »
I agree that it should be rewritten. The thing is, the once per turn is redundant. The debt prevents you from buying more cards.
True, but with several buys you could trigger the Event several times. No idea about whether gaining two or more cards plus a huge load of debt in one turn is an issue but I think that one should start with a conservative version.

Triggering the event, as you put it, is buying a card. The only way the above would work is if you are possessing someone, but that is already an issue with debt anyway. I suppose if you wanted to avoid that specific interaction, but I don't think it is worth it.

Quote
Quote
Another thing: This event allows the gaining of any debt cost cards for only . That's a MASSIVE problem.
Kinda embarassing that I missed the third type of cost precisely for an Event which "debtifies". :-[

Dude, it could be worse. It could always be worse.

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Quote
Also, as for having it cover potions, Donald himself has said that potions have no equivalent cost in coins, so if you were to make a special case, I would exclude cost cards from the event entirely.
True. It would obviously be no issue with cards like Alchemist or Apothecary but Possession for 8 is most likely broken.
I also think that the other very expensive Action card, Prince, would be broken. You could buy some cheap Action cards,  once or twice trigger the Event, get one or two Princes, massively go into debt but easily make up for it via Princes that come into play after the second or third reshuffle.

Well, BUYING the event twice isn't a problem, as stated above. Yes, prince might be overpowered to get with this event. Maybe just an upper limit on the cost of the "debtified" card that would solve all of the wierd cost problems and any future wierd costs. Say, $7, so that one could get forge, but, as per the rules, could not get potion or debt cards. Actually, as I say this, maybe $6 is better.

378
Variants and Fan Cards / Re: A Debt-ification Event
« on: June 11, 2016, 09:44:52 pm »
I agree that it should be rewritten. The thing is, the once per turn is redundant. The debt prevents you from buying more cards. Another thing: This event allows the gaining of any debt cost cards for only . That's a MASSIVE problem. So here's what I think the event should look like.

Quote
Prest
Event
Gain a non-victory kingdom supply card that does not have in its cost. Take equal to its cost in .

Also, as for having it cover potions, Donald himself has said that potions have no equivalent cost in coins, so if you were to make a special case, I would exclude cost cards from the event entirely.

379
Dominion General Discussion / Re: Interview with Donald X.
« on: June 11, 2016, 01:43:25 am »
What is your favorite expansion to date?
Related question: What (other than promos) do you consider to be your greatest failure in dominion?

380
Dominion General Discussion / Rats and Vineyard
« on: June 10, 2016, 08:27:54 pm »
So I recently played the following kingdom:



Colony/Platinum and Shelters were included. For the first game (My family plays every kingdom twice) we mostly went for Forager and Prosperity stuff. I crushed them, and since I felt bad, the second time I tried something that was talked about when we started but nobody tried: using the Rats self-gaining ability to enable a Vineyard strategy. I waited to buy Potions until others started greening, so as to focus on getting my actions until then. I surprisingly hit fairly often, and as such got Rogues, to dig more actions out of the trash (e.g. Hermit), and Vaults, to make use of the many, many Rats as Coppers. Somehow managed to buy a Grand_Market. Even got a couple Platinums and a Province! Ended up one action short for each Vineyard to be worth 7 (20 actions in deck). Ended up skipping over Gold entirely. Ended up with 7 Vineyards, one Province, and I think one Estate, for a grand total of 49. I lost, of course, but the question is, is this a viable strategy elsewhere?

381
Insane Bridge Troll Summon explosion. Then, after the game, we realized that bridge troll (and similar cost reducers) don't affect events.

382
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: June 10, 2016, 03:56:36 am »
Maybe Trade Goods should be able to trash itself (to gain e.g. Gold). It's not really the original concept, but it might need that boost. And although it seemed strong at first, buying a $5 Silver that turns into a Gold after the first play probably really isn't problematic.
I would also reword it similarly to scheme, so the bottom half would read:
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At the start of cleanup this turn, you may choose a card you have in play. If you discard it from play this turn, trash it and gain a card costing exactly more than it.
This wording allows the change to let it trash itself and IMO is easier to understand.

383
Variants and Fan Cards / Re: Black Market Auction
« on: June 10, 2016, 12:25:14 am »
Monopoly mechanic? If the player doesn't buy it, then bids can be made.
I think the idea of the card is the auction itself. The player who buys the event already has significant advantage in being allowed to bid last, so he/she doesn't need the added bonus of being allowed to buy the card outright before betting begins.

384
Variants and Fan Cards / Re: Black Market Auction
« on: June 09, 2016, 08:25:35 pm »
I agree with removing the +buy. I would also suggest adding a minimum bid of the cost in coins of the card revealed. I'd like to see what happens when one person bids highly on a card to keep another player from, e.g. improving his engine, and how much it warps his/her strategy after the fact. I do not agree, however, that it would be bought very often. There is way too much variability in what type of card you are bidding on. Maybe do like the original Black Market, and have the person who played the card choose one of three. Lastly, you need the setup clause adding the black market deck. If black market isn't in the kingdom, there is no black market deck to reveal cards from.

385
Let's Discuss ... / Re: Let's Discuss Dark Ages: Feodum
« on: June 05, 2016, 06:09:18 pm »
Oh, and as for trashing it, that's only good when you have more feodums than the value of your feodums. I realize that sounds weird, but essentially, you need to get more points back than the feodum you trashed is worth, otherwise that move actually is detrimental.

386
Let's Discuss ... / Re: Let's Discuss Dark Ages: Feodum
« on: June 05, 2016, 06:05:27 pm »
I find feodum interesting just because of how different it is. I have yet to play it in a kingdom with travellers, but treasure hunter might actually be good in that instance. Trader and masterpiece seem to be the way to go. Overpay masterpiece for silver, trash it with trader for more silver. Of course, we all know that overpaying masterpiece by only one coin is pointless, and that you may as well by silver.

387
Rules Questions / Re: Possession rule
« on: June 02, 2016, 03:01:47 am »
Tokens put on piles, such as, uh, the -2 cost token a la ferry, aren't taken, either. So tje guy quoted in the OP was actually wrong in assuming that it would be his token

388
Dominion: Empires Previews / Re: Empires Previews #2: Split Piles
« on: June 02, 2016, 12:43:12 am »
I'm guessing I can't play Actions in my Buy phase if my +1 Action token is on Rocks?  But if I buy a Villa, I will have that extra Action when I revert to my Action phase?
Same goes for fortune, and the only thing so far about this card is how much the art sucks.

389
Edit: although that begs the question, do the existing rules for the overpay mechanic allow the use of potions? It wouldn't do anything, but just as something interesting if this were to become a thing.

You can gain Potion-cost cards with Stonemason by overpaying with Potion (e.g. buy Stonemason, overpay with Potion, gain 2 Transmutes).
Well that clears that up. It's an interesting idea, though, having the option to use potions to make the card better.

390
As for expansions to expansions, Guilds is top of my wish list. It was a small expansion so there's still a lot of design space. Overpay on events would be sweet. I would enjoy alchemy but it wasn't as well received as guilds so it should come first IMO.
What if you did both? An option to overpay with a potion could be awesome! Or maybe that's just wishful thinking, and it might just suck as a gameplay mechanic. How to find out: fan cards and playtesting.

Edit: although that begs the question, do the existing rules for the overpay mechanic allow the use of potions? It wouldn't do anything, but just as something interesting if this were to become a thing.

391
Quote
Iron Furnace
Cost 2  - Action
Reveal a card from your hand. If it's an action, play it. If it's a treasure, +$1. If it's a victory card, +1 card. In any case, trash the revealed card.

This is super-weak, even when trashing bad cards. It's nice that it's flexible, but I don't think that saves it. I suggest you double all the bonuses, like so…

Quote
Iron Furnace
Types: Action
Cost: $2
Reveal a card from your hand. If it's an Action, play it twice. If it's a Treasure, +$2. If it's a Victory card, +2 Cards. Trash the revealed card.
The only issue here is that it is now strictly better than tr, as it has the base tr effect and is useful even when you have no actions, even more so if you have a dual-typed action. I think with the doubled bonuses, it should be minimum $5, probably more, or some on-gain penalty.

Side note: I literally haven't read the rest of the thread yet, tjat post just caught my eye. So if this has been addressed alrady, my apologies.

392
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Market
« on: April 11, 2016, 11:31:55 pm »
I've been posting in these a lot, but honestly, I don't have any strong feelings about this one. It's a good card, but it doesn't strike me as, "Wow! Look at this card!" like a lot of the other $5. I don't know wether I've been desensitized to the base set after all this conversation about it or what, but other than being the only card that's one of everything, it just isn't very interesting. It isn't really ever something I would skip, but it isn't exciting.

393
Black Card: When all else fails, _ BM.
Black Card: And the award for worst card ever goes to: _.
Black Card: Why do I play Dominion? Well, it's really for _.
Black Card: Someone should really make a _ variant.
Black Card: This should be moved to the _ thread.
Black Card: The next expansion's theme should be _.
Black Card: 1 really good _ is better than 2 pretty good _.

White Card: variants
White Card: Donald X.
White Card: Goons
White Card: Gardens
White Card: potatoes
White Card: unnecessary sequals
White Card: Dominion: Renaissance
White Card: Peddler

394
Variants and Fan Cards / Re: Idea based on Storyteller
« on: April 10, 2016, 02:52:59 am »
Been playing Adventures more recently and thinking about the 'pay' mechanism. What do you think of something like

Action -- $6

+$1
+1 Buy
Pay up to 4 Actions (Actions, not Action Cards), +$1 per Action paid.

Basically, an Action version of Diadem. It has to be worth it if there are no villages on the board, so I'm not sure of the other benefits to the card, or if it should cost $5 or $6 -- if it's too cheap, it'll get too cwazy on Champion boards, etc, if it's too expensive, well, it's a ridiculously expensive Herbalist if you have no actions remaining. Maybe paying this many actions is rather niche, and it could even cost $4.
Not a fan but I like the more general underlying idea of converting vanilla stuff into each other.

That could maybe be turned into a theme or, more likely, sub-theme for a fan set.

395
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Library
« on: April 09, 2016, 02:00:44 am »
Can I just say that everyone loves his brother in blue, watchtower?  Also, if ypu look at exactly what it gives you, a lot of times it could be considered a smithy variant. One that allows you to be (somewhat) selective. So yes, it would be overpowered at four.

396
Variants and Fan Cards / Re: Technology Cards
« on: April 09, 2016, 01:52:04 am »
I get the theme, but I just want to say this...the idea of a battery-powered steam engine...

I would also like to address this:
Here's a way to include gainers like workshop:

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Battery
$3 cost - Treasure - Reaction
+1 Buy
Worth $1
-
When you play an action that tells you to gain a card, you may play this from your hand.

I would reword the reaction part:
When you would gain a card, you may first play this card from your hand.
That limits certain possible edge cases (like Farmlands, which has you gain a card but is not an action, or transmogrify, which us "called" and not "played"), and, to me at least, is a simpler wording.

397
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Laboratory
« on: April 07, 2016, 10:43:59 pm »
Not really sure. Other than gardens, village, and maybe witch, I think this is the only base card that really aged well as more and more expansions came out. Take a look at adviser, for example. That's a laboratory variant, if you look at what it does. And yes, Donald does try to keep the cards that are "strictly better" priced higher and "strictly worse" priced lower, but the price point of adviser still fits really well. I still consider it probably the best non-terminal draw power to date, as it is simple and effective. So there's my thoughts. Let the debate...BEGIN!!!

Lost City is best non-terminal draw.

Forgot about that one. My bad. Although I tend to like City better, as it doesn't give other players a card. I tend to rush cities so that the first empty pile is city, which is easiest when quarry is available. but I'm getting off topic. In it's most basic form, yes, lost city is technically better, but I don't like giving the other player's stuff. The exceptions being council room, because I get so much out of it; and margrave, because it's an attack.

398
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Laboratory
« on: April 07, 2016, 10:18:08 pm »
Not really sure. Other than gardens, village, and maybe witch, I think this is the only base card that really aged well as more and more expansions came out. Take a look at adviser, for example. That's a laboratory variant, if you look at what it does. And yes, Donald does try to keep the cards that are "strictly better" priced higher and "strictly worse" priced lower, but the price point of adviser still fits really well. I still consider it probably the best non-terminal draw power to date, as it is simple and effective. So there's my thoughts. Let the debate...BEGIN!!!

399
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Miser
« on: April 05, 2016, 08:26:00 pm »
I agree that TR variants make this card very good.I still like opening miser copper, then getting a second miser. (Or if alms is out, then get two misers right away and buying the one copper later.) Then find an excuse to chain the misers, puttung yourself at a province per play. And I woll also say that these guys love mountebank, especially when the curses run out.

Yeah this doesn't sound right... Miser is good when it can get rid of your copper... you don't need to make it worth $8, and even if you did want that, you would want to get that last copper way later, when you've cleared out your starting 7 and can draw your deck.

Well, I don't profess to be an expert, but I have won with this before. So either I'm right; or you guys are right and my family just sucks at Dominion.

400
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Council Room
« on: April 05, 2016, 08:22:28 pm »
Certainly Margrave is the better of the two cards, but if Council Room and Margrave are both available, consider building the engine out of a mix rather than going pure Margrave. Yes, getting hit by 3 Margraves is a meaner attack than getting hit by 2 Council Rooms and then a Margrave (because you have less information when you have to choose what to discard) but this marginal difference in attack power often doesn't outwiegh the extra cards from the Council Rooms, especially in terms of reliability.
I actually would prefer hitting them with council room-margrave than margrave-margrave, because after the first margrave, subsequent ones tend to then improve the initial three-card hand anyway. The effect is actually pretty much the same. With margrave-margrave, they discard from six to three, then draw one, which is either junk and discarded, or improves the hand. With Council Room-Margrave, and the same cards, the junk card they might have drawn still gets discarded, and the good card they might have drawn still gets kept in favor of another card, which would still be discarded in the original scenario.

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