Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ThetaSigma12

Filter to certain boards:

Pages: 1 ... 56 57 [58] 59 60 ... 62
1426
Puzzles and Challenges / Re: Easy Puzzles
« on: April 24, 2016, 03:34:11 pm »
New puzzle:

My opponent plays an Attack (let's say something fairly harmless, like Fortune Teller), and I play a Caravan Guard from my hand.  I then call Coin of the Realm off my mat, even though the extra Actions it gives me are meaningless during my opponent's turn.  Why?
Your opponent played a spy, putting a province on top of your deck, in a game with peddler. He then played swindler. You were playing BM and your opponent swindled your estate into a COTR. It's near the end of the game and you greened a little to much and you need the extra cash as much as possible and you have no actions in your deck other then a caravan guard that was given to you by a swindler after he trashed your silver.

1427
Variants and Fan Cards / Re: Recycling cards
« on: April 23, 2016, 08:06:52 am »
I think infinite combos are easier with Inheritance than with Band of Misfits.  If you play a Band of Misfits, it becomes Recycle, and thus cannot discard itself from play.  However, if you inherit Recycle, then Estates are still called Estates, and can therefore discard themselves from play.

Consider: Inheritance + recycle + king's court + market
Play Market.
Play King's Court, playing Estate three times. Discard all cards from play and draw them again.
Repeat infinitely, buy the supply.
Exactly.
This is why I suggest the restriction "non-victory" in the op to avoid inheritance issues.
Well, this problem is similar to KC-KC-Goons-Masq. Infinite combo appears only 3 components (KC, RC, and Inheritance) are in board. That's ok.
Um, it requires 4 components. And keep in mind that Donald X. said that he would have prevented that pin if he had caught it.
One purpose of a game like Dominion is to have unanticipated combos. The folks who came up with chess did most likely not guess in their wildest dreams that one day there will be thousands of books written on the game and other folks making a living via playing this very game. A creator is not necessarily smarter than his creation which can take on a life of its own.

So what I am saying is that I would not worry about funky combos that rarely arise anyway but rather think about whether the general concept is good or not. And I think that it is pretty good. In thin decks all kind of funky combos already exist in Dominion anyway and this is not a big issue as a think deck with some powerful cards in it is strong with or without strong combos.
I prefer when I make fan cards for them to be as similar to official dominion cards a possible. Now I realize other people may not be so picky, and that's fine. If you don't mind this combo to exist, than you are certainly free to play with it. I get that this board won't come up very often, but I still would prefer combos like this to be as hard as possible to get if at all. I still don't play with fortress on TfB boards.

1428
Variants and Fan Cards / Re: Recycling cards
« on: April 23, 2016, 07:32:19 am »
I think infinite combos are easier with Inheritance than with Band of Misfits.  If you play a Band of Misfits, it becomes Recycle, and thus cannot discard itself from play.  However, if you inherit Recycle, then Estates are still called Estates, and can therefore discard themselves from play.

Consider: Inheritance + recycle + king's court + market
Play Market.
Play King's Court, playing Estate three times. Discard all cards from play and draw them again.
Repeat infinitely, buy the supply.
Exactly.
This is why I suggest the restriction "non-victory" in the op to avoid inheritance issues.
Well, this problem is similar to KC-KC-Goons-Masq. Infinite combo appears only 3 components (KC, RC, and Inheritance) are in board. That's ok.
Um, it requires 4 components. And keep in mind that Donald X. said that he would have prevented that pin if he had caught it.

1429
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Bureaucrat
« on: April 22, 2016, 03:46:18 pm »
Burecrat pins work best for me with a supporting attack card, i.e. haunted woods. Of course you could always prince 5...

1430
Variants and Fan Cards / Re: Dominion: Seasons
« on: April 20, 2016, 04:29:53 pm »
Dragon Slayer shouldn't have the traveller subtype :)

1432
Dominion General Discussion / Re: Favorite big terminal draw bracket
« on: April 20, 2016, 07:18:09 am »
Library; I used to hate this card but in games with FV or festival it can easily surpass hunting grounds.

1433
1 Chapel
17 Count

9 Mercenary
25 Bishop


4 Masquerade

13 Forager

12 Counterfeit
5 Remake


34 Raze
18 Apprentice

55 Rats
7 Junk Dealer


3 Ambassador
14 Butcher

11 Upgrade
38 Forge

1434
Variants and Fan Cards / Re: ThetaSigma12's Fan cards
« on: April 19, 2016, 09:14:34 pm »
Printed the cards and have begun testing!
First game had secret society, stronghold, scenic village, reinforcements, and trading vessel.
Scenic Village: Seems powerful enough that it might be worth dropping the card. Infinite actions is pretty darn good, but I might be overrating it a bit.
Stronghold: Unintended consequence of giving you +1 coin on the turn you play, will switch to at the start of your turn probably.
Reinforcements: Pretty good. This game had highway and highwayman in the secret society deck and so the +buy was more useful than in most games, even after you play it twice. -1 card is usually better in early game but it's fun when you can deny them a province.
Trading Vessel: Needs testing in a game without cost reduction. I wonder how it would work with the gain a silver and trash a card swapped.

1435
Dominion General Discussion / Re: House rules you use
« on: April 18, 2016, 05:01:11 pm »
If we play with multiple cards requiring a mat (Except Native Village), then we just use one mat for it all. We don't bother getting out the mats at all for VP tokens.

I'm not sure if that counts as a house rule. The physical location of things "on a mat" doesn't affect rules.
True, but Islanding a card to the tavern mat is doing something different from what the card says, so it's counts as a house rule in my book at least.

Wait, so Islanded Distant Lands give you 4 VP at the end of the game?
Technically yes, but on the off chance both of those show up together I'll make sure to grab the Island Mats.

1436
Dominion General Discussion / Re: House rules you use
« on: April 18, 2016, 04:44:32 pm »
If we play with multiple cards requiring a mat (Except Native Village), then we just use one mat for it all. We don't bother getting out the mats at all for VP tokens.

I'm not sure if that counts as a house rule. The physical location of things "on a mat" doesn't affect rules.
True, but Islanding a card to the tavern mat is doing something different from what the card says, so it's counts as a house rule in my book at least.

1437
Dominion General Discussion / Re: House rules you use
« on: April 18, 2016, 02:50:37 pm »
If we play with multiple cards requiring a mat (Except Native Village), then we just use one mat for it all. We don't bother getting out the mats at all for VP tokens.

1438
Variants and Fan Cards / Re: ThetaSigma12's Fan cards
« on: April 18, 2016, 02:29:41 pm »
I did change siege to cost reduction only on events you have not bought this turn. It reads to the effect of: While this is in play, all events which you have not bought this turn cost 1 less, but not less than 0. This should prevent infinite buys and the whatnot.

1440
Seems Good! I'm going to go ahead and mock it up with a better image I've been saving for a while.

1441
Variants and Fan Cards / Re: ThetaSigma12's Fan cards
« on: April 17, 2016, 01:34:31 pm »


1442
Variants and Fan Cards / Re: ThetaSigma12's Fan cards
« on: April 17, 2016, 12:47:41 pm »
Maybe for seige all events could lose their cost reduction once you buy them: All events which you have not bought this turn cost 1 less.

1443
Variants and Fan Cards / Re: singletee's cards
« on: April 17, 2016, 07:22:45 am »
Prodigy might be a little OP compared to bazaar. It drops the card for a sometimes a card and, if not, it has 1/5 VP attached to it?

1444
Variants and Fan Cards / Re: ThetaSigma12's Fan cards
« on: April 17, 2016, 07:20:43 am »
A few notes about events:
Siege seems slightly broken. With Travelling Fair and your events which give +2 buys, get 2 of these in play and immediately have unlimited buys. That might be a cool feature with Travelling Fair, but with your Decay, that's a combo that instantly empties the supply. I think there's a reason you can't change the cost of events.
Also in your description of Market Day, out seems like you're assuming that Travelling Fair's top-decking is mandatory. It's optional. Not sure if that will make you reevaluate Market Day, but just something to note.
Overall, cool cards.

Edit: a wording thing (and I don't know if this has been said), but I'm pretty sure events aren't in the supply. Is this right?
Actually now I'm not re-visioning market day, but travelling fair. Not sure about events in the supply though.

1445
Variants and Fan Cards / Re: ThetaSigma12's Fan cards
« on: April 17, 2016, 07:17:22 am »
Siege
Like I said earlier, I find the 'not buy events' clause a bit too bruttle. Also in terms of fun: you add (at least) one more evnet and then you end up not using any of them? I mean; if it's strong events, I am definitely buying siege... But now everyone does it, and nobody gets to use any events. I'd use the 'gain a curse if you buy event' (or even: 'gain a curse and a copper' kind of punishment, or something.)
That will be fixed in the next update. I thought it would be fine compared to swamp hag as it only blocks 3 cards, swamp hag affects 16. But I do see that with multiple players the events might never get used.

Escort
It's a lot of text, but I guess it works. I am not entirely sure it's also it's own best defense, which might lead to a pile out. But it's not the strongest of all attacks, so maybe not.

Fortified Village
Niche, but cool. I don't like trashing my villages, though.
Yeah, but the thing I like about this one is it still might be useful on a board with other villages.

Lagoon
Sucks with nobles. But cool card nonetheless. It feels strong, though. It's basically a useful laboratory. (Ok, you loose at least 2 cards, but one of them is the useless estate.)
It was meant to have a self synergy. Opened 5/1? Now you have something good to buy. Hand full of estates? Draw a few more cards. I mean it sucks in shelters games, but so does baron so hey.

Market Day
Cool. Not sure how useful it is. But cool.

River
Interesting. I am usually not a huge fan of making 'bad' cards (curse, ruins) into something useful. But it's a cool interaction with the trashing/not-trashing decision.

Settlement
+1 Card
+1 Action
+1 Buy
+$4
for sacrificing 2 vp's? Seems worth it.
$6 is a fair price. Cool design.
Is it though? I mean what are you going to spend the extra $3 on that will get the 2 VP back.

Trading Vessel
Changing coppers/estates/curses into silver for $3? Sure, why not. There is use for this.

Decay
It feels strong, but might be possible.

Cottage
Like it. The phrasing is clear what you mean.
In the next update I'm going to change the whole spend a thing to take your -$1 token/-1 card token.

Reconstruct
I am not sure about the reaction part. It feels like 'let's do something with this card, when it stops being useful on the top side, no?
I mean; I don't know if it's balanced, but more important, I don't know if it's just a lot of words for a non-fun event.

Scenic Village
This looks absurd, imo. I like that even with villages, you still have to be careful with actions. (I am also a bit uncertain why it even gives '+1 Action' to begin with? I mean, for what? Are you going to procession it and for that reason you want to also have it give +1 Action?

I also just don't like it general. I have a card that's basically a +1 Action hireling and that's need (I think) because it allows for the difficult decision of buying at a great expense, and even when you do have it, you still have to make the choice of what action to play. With this card... you just do. (Champion is different, because you have to work towards it.)

So it might be balanced, but I don't know. It would take away something I consider to be fun about dominion.
I gave it +1 action because I wasn't sure the bottom effect would kick in after you played it. Actions are the cheapest resource so unlimited for 1 turn isn't much of a problem IMO. I know some people just don't like champion, but all I can say is that this card is not for them then.

Stronghold
I like it, but I think I like trade port (from Seasons) better, although that one is slightly weaker.
I liked trade port to, but this doesn't require all the setup. I mean, if I'm going to play with the season cards I want to use at least 3.

Reinforcements
Pretty straight forward and it's good.
I like how it stacks exactly twice. It might be a little OP so maybe I will drop a card and give it +1 buy.

The other cards aren't mine, so I'll refrain from commenting on them.
Comments in bold.

1446
Variants and Fan Cards / Re: Fan cards I have printed so far...
« on: April 17, 2016, 07:03:36 am »
Dang, it should say put the cards back. As soon as I have time I'll get around posting an improved improved version. This the the first car I mocked up so mistakes were made.

1447
Variants and Fan Cards / Re: ThetaSigma12's Fan cards
« on: April 16, 2016, 08:20:16 pm »
Definitely think Secret Society should cost 4, not 3.
Done! Oh, no credit to takashmen on the last one, fixed that too!
I really appreciate all the comments you have posted, especially Nflicner for his optomism and c0kiel0rd for his help! I'm glad at least 3 of my cards haven'nt needed major edits.  :)

1448
Variants and Fan Cards / Re: Fan cards I have printed so far...
« on: April 16, 2016, 12:55:09 pm »
Update: Revised version of Battle Strategy

1449
Variants and Fan Cards / Re: ThetaSigma12's Fan cards
« on: April 16, 2016, 12:49:36 pm »
Also, I think the B in Buy should be uppercase when you say  +1 Buy.

That is correct.
Fixed!
Which templates do you use? I grabbed my templates and coin icons from different places, and the card-lists coin doesn't match the coloring of the card cost coin. 
I grab my coin icons from LastFootnote and Asper's cards, and my templates are from GeneralRamos.
Is there any reason that Stronghold is at the start of each Buy phase instead of at the start of each turn? Those two things are only different in the case of Storyteller, and changing $1 into 1 card isn't strong enough that you have to make Stronghold worded so that can't happen.
It's just different. Other than storyteller there is: Black Market, Poor House, Cottage, and Suq, the last two being fan-made cards. It could be action phase but I don't think there is much of a difference either way. If I have two I'll just post two different mock-ups one with buy phase and one with action, and you can take your pick. Also added improved mock-up of Secret Society and Stronghold.

1450
Dominion General Discussion / Re: Favorite Peddler variant bracket
« on: April 16, 2016, 12:43:35 pm »
Artificer/Baker
Both unique cards unlike the boredom of junk dealer and all grand market has for it is the copper clause which is just annoying to me.

Pages: 1 ... 56 57 [58] 59 60 ... 62

Page created in 0.099 seconds with 18 queries.