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Messages - Ankenaut

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101
Variants and Fan Cards / A card that combos with Scout
« on: April 10, 2016, 09:13:40 pm »
There's another thread with a bracket for cards that combo with Scout. Here's my favorite. Unlike the other cards I've posted in my short time posting here, I've actually playtested this.




102
Variants and Fan Cards / Re: Fan cards I have printed so far...
« on: April 10, 2016, 10:16:47 am »
I think it's a great idea to make a high-quality version of each card. I have been using proxies without even printing out a version of the card, but that makes it hard to keep track of more than one at a time (and I have been scared to permanently mark my blanks). Like, what if I write a black 'A' but I wish I had gone with a red triangle? Sometimes I stress about non-important things.

I have been thinking about sleeving all my cards so that I can play with fan cards, but that's a big expense, and my wife is really against playing with sleeved cards. So, inspired by you, I printed my first set of fan cards (just regular paper) and put them in the few sleeves that I have. If I develop/find any that I'm really happy with after testing, I think I will go ahead and print a high-quality version like you. Thanks!

103
Variants and Fan Cards / Re: Events enabling you to get coin/VP tokens
« on: April 10, 2016, 10:07:43 am »
I changed Grift to require you to also discard to get the Coin token. I think this significantly weakens it from where it was and helps with the bad scaling. In this form, $7 seemed like too much, but I don't really have a good sense of where this should be priced.

104
Variants and Fan Cards / Re: Events enabling you to get coin/VP tokens
« on: April 09, 2016, 11:08:34 pm »
I agree that the on-play is tough to balance with Grift, but I didn't want it to be exactly the same as Invest.

What if it also gave other players a cheaper cost for that pile or something like that?  Kind of like how Council Room gives an on-play benefit to opponents while otherwise being strong for the cost.

Or, maybe you get one coin token per turn an opponent plays it? That still may have the scaling problem with the number of players, but maybe it's not as big of a deal then.

105
Variants and Fan Cards / Re: Technology Cards
« on: April 08, 2016, 03:12:44 pm »
Here's a base card that's always added when at least one Technology card is in the Supply:

Instead of the unusual wording on Battery (that it puts Technology cards into the Supply), wouldn't it be easier to have an under-the-line text on each Technology card that 'you may not buy this unless you have a Battery in play'.

I think it's the other way around. Technology cards are Kindom cards that you can put out like any other, and you only put Batteries out when they're there. I agree that it would instead be better to put the rule on the Technology cards - maybe say "you may not gain this unless you have a Battery in play".

106
Variants and Fan Cards / Re: Technology Cards
« on: April 08, 2016, 03:09:13 pm »
Agreed.  How is this concept really different from Potion?

I think the original idea (though not if it's a treasure) also allowed Battery to enable you to gain cards (like with Workshop et al.), and potion-cost cards don't work in those situations. Plus, since Battery also has some other effects besides just being the potion-like resource, that helps. I guess maybe I just wish this is how potions actually worked.

107
Variants and Fan Cards / Re: Fan cards I have printed so far...
« on: April 08, 2016, 11:51:06 am »
OK cool, great info. I hope you don't mind me grilling you with some follow-ups:

Just to clarify - you stick a printed-out fan card to a real dominion card and then just have it sitting out to remind you what goes with each blank proxy? So you don't end up actually having to shuffle a printed-out card into your deck, and you could get the same effect by printing on card stock or something?

Do you find playing with several different proxies at once to be cumbersome? Do you just use letters and numbers for the proxy symbols, or is there something else that works better?

108
Variants and Fan Cards / Re: Fan cards I have printed so far...
« on: April 08, 2016, 10:34:13 am »
Given that you've printed lots of cards made by different people with different resolutions, etc. Do you have any tips for printing fan cards? Also, how are you doing it, do you print on paper and just sleeve everything?

109
Variants and Fan Cards / Re: Technology Cards
« on: April 08, 2016, 10:23:34 am »
I really like the mechanics and the theme.  Although, if Battery is a treasure, doesn't that mean that you can't use it to gain technology cards during your Action phase? Is that intended?

110
Variants and Fan Cards / Re: Usurp the Throne: Event/Variant
« on: April 05, 2016, 11:42:44 am »
Is there a reason that it won't work for Kingdom Treasures? Throning Treasures is obviously a thing, because of Counterfeit. I don't see how putting the Throne token on say, Venture would be any better or worse than putting it on Rabble or Laboratory.

I tried doing that with some other events that I've proposed ( http://forum.dominionstrategy.com/index.php?topic=14986.msg580477#msg580477 ), but apparently people don't know what it means when you say "Kingdom pile". I guess Plan and Inheritance were originally worded that way, but they had to change it to "Action supply pile" so that people would understand it can't go on Gold, Province, etc.

111
Variants and Fan Cards / Re: Usurp the Throne: Event/Variant
« on: April 04, 2016, 10:34:36 pm »
It's definitely a fixed order - not random. I'd do it by cost (then alphabetical for tie-breakers), but that was too many words for the card so I just said "determine an order". I'm open to better wording.

112
Variants and Fan Cards / Usurp the Throne: Event/Variant
« on: April 04, 2016, 09:43:45 pm »


The idea is that the Throne token moves around the Action cards every turn in a predictable order - say the order you lay the cards out in, from smallest to largest cost. When you play a card from the pile with the Throne token, it's like you played it with a Throne room. You can buy the event to move the token (and with +buy, you can move it several spaces in one turn), presumably to get it to land on an important card during your turn or to prevent opponents from having it on the piles beneficial to them.

113
I've played a few games with this, but paying 2 for the event just to get the buy never left me with enough for the second card I wanted.

There's the Counting House super combo, but other than that I'm not sure how I should be using this.

Maybe you can use it on your opening turn to top-deck an Action for turn 2? Maybe you can get a trasher and have a small deck on the first shuffle?

114
OK, here's my take on some of the ideas in this thread. You could do this with almost any kind of card that could be made into a permanent duration, but here are two ideas for a trasher and perma-throne-room. I don't like the permanent moat since there's already a card like that (Champion). Personally, I kind of like the idea of the building token costing you a buy. In these examples, the first few building tokens are harder to get because they cost you a buy, but after that it gives +buy. They'd be good to combo with each other. I didn't know if it would be right to limit the number of building tokens you could buy per turn, so I tried one of each.




115
Variants and Fan Cards / Re: Events enabling you to get coin/VP tokens
« on: March 20, 2016, 02:29:59 pm »
OK, "Action supply" it is.

116
Variants and Fan Cards / Re: Events enabling you to get coin/VP tokens
« on: March 20, 2016, 01:54:06 pm »
If you have a fixed player count ( I never play Dominion with 4) you can just scale the price accordingly. I would stick to action cards though, otherwise it might just be a no-brainer to Investify Gold or Province.

Again, Gold and Province aren't Kingdom piles, so you couldn't invest in them. Kingdom piles are the 10 piles you swap out for every game. I suppose you could restrict it to "Action supply" instead of "Kingdom", but as an on-gain trigger, I don't see a problem with it working on Talisman or Feodum or something.

117
Variants and Fan Cards / Re: Events enabling you to get coin/VP tokens
« on: March 20, 2016, 01:38:13 pm »
Invest into Curse, then Double Witch = gg
Invest into Copper is also very strong, if +Buy is available.

But Curse and Copper aren't Kingdom cards.

118
Variants and Fan Cards / Events enabling you to get coin/VP tokens
« on: March 20, 2016, 01:31:22 pm »
Has anyone tried an event that allows you to modify a card so that it gives you coin/VP tokens when gained/played?

Some possibilities:

Invest $3
Event
Place an investment token on an Kingdom Action supply pile. Whenever a player gains a card from that pile, you get +1vp.

Grift $7
Event
Move your grift token to an Action supply pile. When another player plays a card from that pile, take a coin token.


I kind of like the idea that you benefit from something someone else does, but it'd be tough to balance for 2 vs. 4 players. What do you think?

Update: images

Update 2: New version of Grift requires discard to get the benefit - costs a little less. I think this helps with the strength and scaling problems.




119
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Royal Carriage
« on: March 17, 2016, 10:34:19 am »
I just played a game with Giant and Royal Carriage (and no villages). Man that was fun. You can just save them up and string together a whole bunch of a terminal action.

120
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Miser
« on: March 04, 2016, 11:57:16 pm »
What cards help Miser? Seaway and Lost Arts

121
Dominion General Discussion / Re: Dominion: Empires Announced!
« on: March 04, 2016, 01:18:05 am »
Imperial Russian Stout - $5
Action - Reaction
Put your tavern mat on an Action supply pile.
_________
Whenever someone plays a card, you may reveal this. If you do, take a drink.

122
Dominion General Discussion / Re: Mixed strategy in Dominion
« on: February 27, 2016, 06:36:17 pm »
I think you can adapt expectiminimax to deal with hidden information. For instance, see https://en.m.wikipedia.org/wiki/Partially_observable_Markov_decision_process

For simultaneous moves, a mixed strategy can indeed be the optimal strategy. So in either case I'd still take issue with the adage. But help me out here: Where in Dominion do you make simultaneous moves? The only case I can think of is masquerade, and I have to think about that, but my gut reaction is that you could come up with an equivalent non-simultaneous way to express what you do there.

123
Dominion General Discussion / Re: Mixed strategy in Dominion
« on: February 27, 2016, 12:15:48 pm »
The optimal play at any given time is the move that maximizes the expected value of the expectiminimax tree: https://en.m.wikipedia.org/wiki/Expectiminimax_tree

Since there is a random element to the game, even optimal play doesn't necessarily guarantee you will beat suboptimal play, so perhaps that is what is meant by this adage.

Also, it's not usually feasible to actually compute the whole tree, but that's true of most interesting games.

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