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Messages - Ankenaut

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51
Dominion: Empires Previews / Re: Teasers!
« on: May 09, 2016, 11:16:17 am »
16 white hexagons

I still can't believe they picked white over purple as a player color.  I mean, purple is at least better than orange, right?

I like white.

My son is colorblind and has difficulty distinguishing blue and purple, so I'm glad there's only one of those. Green-orange (it's more like green-red for some people) and white-pink are also tough, so I appreciate not having too many shades in the same bins.

52
Dominion: Empires Previews / Re: Teasers!
« on: May 09, 2016, 08:53:41 am »
Quote
- 16 red hexagons.
The fact that these only come in red indicate that there isn't any player ownership attached to them (unless they work like VP tokens). My guess is that you put them on top of supply piles and they affect all players equally once placed.
I had an idea that the hexagons are icons on a card, which refer to a curse/debt token.

The thing about regular hexagons is that they fit together (think Catan board), so I like the idea that they're tokens that can be fit together. That doesn't exclude them from being symbols on cards too though. 

53
Dominion: Empires Previews / Re: Teasers!
« on: May 09, 2016, 08:45:02 am »
Dominion: Empires has:

- 76 pieces of card art.

Even considering Landmarks (however they work) and Events, as well as the piles with two different cards, that's a lot of art.
Well if the Dual-Piles have a unique randomizer a la knights then that's 3 pieces of art per Dual-Pile. So minus 3 for 20 landmarks and 10 events, that's 46. So with anywhere from 1-5 Dual Piles we still have just enough leftover art.

For that much art, I'm thinking like 8-10 dual piles, and why not? If it's a theme that hasn't really been done before, there's a lot you could do with it.

54
Dominion: Empires Previews / Re: Teasers!
« on: May 07, 2016, 11:33:06 am »
Write your bids on a piece of paper. Hmm we better include some pencils.  Wait, I figured out what the red hexagons are!


55
Dominion: Empires Previews / Re: Teasers!
« on: May 07, 2016, 10:31:11 am »
Or, maybe bidding isn't so literal. Bid could be the name of an event that is thematically tangential to the actual idea of bidding.

56
Dominion: Empires Previews / Re: Teasers!
« on: May 07, 2016, 10:26:54 am »
Bidding could be a card that increases in cost as more are gained, and maybe only the most expensive one not in the supply can be played. So, only the player willing to pay the most for it gets to keep playing it.

57
Dominion: Empires Previews / Re: Teasers!
« on: May 06, 2016, 07:17:39 pm »
Admittedly, there are plenty of ways to get to $14 on a turn, but do you think it could be possible that we will get a new treasure that gives you $6 or 7$ similar to Platinum coming out with Colonies?

Have a Gold and two Silvers? Just double your money. Bam $14. I hope this event is called Inflation.

58
Empires has a way to bid. I wonder if it is something like the Swordsmen pile where you essentially bid for the right to keep playing a card.

59
Dominion: Empires Previews / Re: Teasers!
« on: May 06, 2016, 12:37:35 pm »
There is 296 cards, and 76 Artworks. With what combinations does that leave us, assuming Landmarks and Events are 1 card each and we only get Kingdom cards that have either 12 or 10 cards? (Plus randomizers)

That's definitely a lot of artwork. If a pile has "two different cards" then you might get 3 different pieces of art - one for each of the two cards and one for the randomizer, sort of like how the Knights randomizer has unique art. Still, that would be a lot of piles with more than one card or lots more events/landmarks than Adventures had.

60
Dominion General Discussion / Re: Scout in Intrigue
« on: May 06, 2016, 08:49:11 am »
Nah, just make a custom "interesting kingdom generator" and set Scout's probability show up to 0% (100% if it's April 1st).

Does anyone out there have some sort of interesting Kingdom generator? If there were a way to rate Kingdoms on interestingness, then you could use some sort of genetic algorithm or something to generate new ones.

61
Dominion General Discussion / Re: Dominion: Empires Announced!
« on: May 06, 2016, 07:43:37 am »
"Someone dropped his, her, their, nir, or xir glasses" just sounds like you're taking the piss. "A pair of glasses have been dropped (by someone)"?

I've met a lot of non-binary people, but I've never actually met someone who prefers nir or xir. The most common pronoun by far is "they", followed by "I don't really care about pronouns", followed by "just pick whichever you feel like". I feel like with a few exceptions and edge cases, these are straw-men pronouns trumpeted up by TiA users to mock others.

I know someone online who prefers xir, but the others just wanted they/their or didn't care. I didn't even know nir was an option.

I think people IRL tend to go for the pronouns they think will be easiest for people to use vocally. The only person I know who prefers ne is a Canadian. They is a perfectly common singular pronoun in British English. It rarely leads to ambiguity and can always be fixed by rewriting the sentence.

Edit: Btw, I have no idea what TiA is. I literally got a load of medical web pages and urban dictionary told me it was some really cool girl.

Also, it's the morning of the 6th - is Donald a 6am riser? If so, it'll be very soon.

He's in Pacific time, so I'm assuming it will still be a few hours.

62
Variants and Fan Cards / Re: Online-Only Cards: can they happen?
« on: May 05, 2016, 12:41:32 pm »
To get a random card, just make something like a Black Market deck. Shuffle it, put it face down, and gain the top card.

The first fan card I ever made (but haven't posted here - just with my IRL group) was a card that let you gain a random card from a pile like that that was half good cards and half junk. We played lots of games with it, including variations with a second pile of even better cards (including Tournament prizes) and a small number of made-up really really nasty cards, but the only way to get a card from that pile was to get a Golden Ticket from the first pile. It was lots of fun, but obviously super swingy, so most people here wouldn't like it.

63
Variants and Fan Cards / Re: Online-Only Cards: can they happen?
« on: May 04, 2016, 08:23:01 pm »
Or, how about a card/event that gave a stash-like ability to another card - it could change its back color or something.

64
Variants and Fan Cards / Re: Online-Only Cards: can they happen?
« on: May 04, 2016, 08:17:57 pm »
How about a pile with infinite depth? It never runs out. Maybe the abilities and/or cost change as more cards are gained.

I proposed piles like that here but was thinking of a necessarily finite pile: http://forum.dominionstrategy.com/index.php?topic=15195.0
Surely you could make something that could scale arbitrarily high.

65
Dominion General Discussion / Re: Early Adventures Impressions
« on: May 04, 2016, 09:02:05 am »
Miser is not a terrible card, but it's not great either. It trashes Copper and later puts it to use, and I got beat by a Miser board, but someone was using Workshop to gain the Misers and Villages, and that's probably the optimal case for Miser right there.

Coin of the Realm is quickly becoming one of my favorite cards. It gives you enough +Actions to play two action cards when you trigger it.

The +Action token on Miser is great, and if you can get +Buy too, it's game over.

66
I'm not sure whether I learnt something about the rules or about a bug.  ???

Correct me if I'm wrong: If I buy Travelling Fair and then some other card and I use Duplicate to gain a copy of the latter, I should be able to topdeck both cards?
You should, but also have to be careful.

But: When I buy the first card, the client offers me to topdeck or to call Duplicate.
And rightfully so. You have two things that respond to when-gain, so you have to choose the order.

If I choose to duplicate, I can then topdeck the second card, but the first one goes automatically to discard.
This is also correct. Travelling fair has lost track of the first card after something got put on top of it.

If I choose to topdeck first instead, it doesn’t allow to duplicate afterwards.
That is wrong. You should be able to duplicate it.

This is what is bothering me here. Assume the bug actually gets fixed, or you play on a system where this bug doesn't exist.

When playing IRL, there are two likely scenario's:
a) nobody knows the details about the lose-track-rule, and you just topdeck both.
b) somebody knows the rules but isn't a jerk, and explains to you how to topdeck both.
-> so either way, you end up with both cards on top of your deck.

When playing on a computer, it's actually very likely you don't know the rules and the computer is being a jerk about it and you don't get two cards on top.

Is this something we'd want to "solve"? And if so, how?

What if there were some kind of optional "undo" button that you could use in casual matchups that would allow you to undo a few moves so you can try changing the order of something, un-playing a treasure, etc.? Obviously, it would be very limited since anytime you'd draw a card, trigger a reaction, etc., you'd gain unfair information if it were undone. I'm sure that would be a nightmare to code, but it's a thought.

67
Is there any way to get around the Watchtower hijinks? Sure, it's only once per turn, but...

Does "Gain a Curse, putting it into your hand. If you do..." work? In other words, the "if you do" clause is contingent on you putting it in your hand, which you can't if you react using Watchtower first? How about "putting it on top of your deck"? (a nastier drawback).
I don't think it works. You can react when your opponent plays Torture. "Gain. Put it." works.

I'm not sure -- Torturer doesn't have a "if you do" clause. Watchtower reacts to the gaining part -- I assume this is before the Curse even made it to your hand.

The question is if Soothsayer were worded like "Gain a Curse, putting it into your hand. If you do, draw a card". Do you draw a card even if you trashed the Curse with Watchtower?

I agree that the unambiguous solution is "Gain a Curse. Put it into your hand. If you do, +$2". During the Buy phase this is pretty much the same as putting it into your discard pile, except for things like Farmland.

I think I like this best. I will change it when I get a chance.

68
What about:

"The player to your left chooses two non Victory cards from the supply with a combined cost in coins of 4$ or more. Gain those cards."

Not sure how good something like this would be though. Maybe adding a "Trash a card from your hand" would make it less sucky.

I do like this idea. If there were a simple way to make it work around Watchtower, that would be nice too, but in thinking about it more, it just turns one Watchtower in your hand into a silver. I can live with that.

69
I posted an image of the version I'm printing based on this feedback. Thanks everyone.

It ended up not looking all that different from Borrow, but I wanted to play around with determining a "value" of taking on junk, so I suppose it isn't a bad one to play off of.

70
Correct, just realized that original version is ultimate first player advantage as first player will gain entire supply on turn 1 and win

I just realized that if you want people to comment on your fan cards, you have to first post a broken, but easily fixable version.  ;)

This is Godwin's Law.

I think this one is Cunningham's Law: https://meta.wikimedia.org/wiki/Cunningham's_Law

...wait, I see what you did there.

71
Correct, just realized that original version is ultimate first player advantage as first player will gain entire supply on turn 1 and win

I just realized that if you want people to comment on your fan cards, you have to first post a broken, but easily fixable version.  ;)

72
Did you consider something along the flavor of

'If you did, +N-X, where X is the cost of card you gained, to a minimum of +0'

possible, where N is some fixed value?  It's not particularly great if there are >=$N that junk your deck, but maybe something like this.

Yes, I did consider that and posted a variation of it as an Action card (where you got the card from your opponent's hand - like with Masquerade) in a response on another thread. I thought, why not something like that, but an event? This seemed simpler.

And, as others have suggested, sure, it could be simpler with restricting it to curses. Maybe that is better.

73
You're almost certainly taking a Curse or a Ruins, so +$2 is probably okay. I kind of like the being forced to take an Action card from a price range that your opponent chooses instead, just so it's not an automatic Curse or something like that.

I guess the idea was that you ought to take a curse or ruins or something. It's just worded like that so it's always possible for you to complete the instructions.

74
The +1 Buy shouldn't be inside the "if you do". As it is, your opponent can name Spoils, you gain nothing, and you've wasted your buy.

ok, "from the supply" clarification added. I thought it was implied, but I guess not.

75
With Watchtower it's a game ending combo

OK, the "if you do" is an attempt to get you to not be able to react to it - so it's broken with Watchtower. I'm taking suggestions for fixing it and getting back to the right idea of the card - you take junk, you get benefit.

I added "Once per turn" so you don't spam it.


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