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Messages - GendoIkari

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The current version of the rule is, if card X causes a Duration to be played multiple times, like Throne Room or Royal Carriage, then card X remains in play with the Duration. But if card X causes a Duration to be played only once, like Herald or Vassal, it's cleaned up as usual this turn.

Right, so why would Vassal ever stay in play? It's not a Command and it's not Throne-like.

Right, I got confused by the talk about it staying out and wasn't even thinking about it not being Throne Room-like

For clarification: When the original card was trashed, would it or would it not have the duration effect on the next turn?

It would; removing a Duration card from play never stops it from still working normally next turn.

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The current version of the rule is, if card X causes a Duration to be played multiple times, like Throne Room or Royal Carriage, then card X remains in play with the Duration. But if card X causes a Duration to be played only once, like Herald or Vassal, it's cleaned up as usual this turn.

Right, so why would Vassal ever stay in play? It's not a Command and it's not Throne-like.

Yeah I’m missing something. Even if it were considered the same Merchant Ship; the Vassal wouldn’t have cause it to be played multiple times... it would have caused it to be played a second time. It wasn’t responsible for the first play; so it doesn’t get credit for playing it multiple times no matter what.

I could see the argument if Vassal played Merchant ship, then both were Bonfires, gained back, and same Vassal played same Merchant Ship again. Then the Vassal played Merchant Ship multiple times; and we need this rule to stop Vassal from staying out.

3
Variants and Fan Cards / Re: Odyssey: A 30 Cards Fan Set in Need of Input
« on: January 24, 2020, 03:06:28 am »

Riverbed Village
Riverbed Village is really good and should probably be at least a $5 - compare with City Quarter.
Check out Crossroads. This is almost the same thing; except instead of giving +3 Actions the first time you play one each turn, you give +2 Actions every time.
Because your two comments seem to conflict each other a little bit (Crossroads being priced at 2$), I have no idea where Riverbed Village stands right now. At least, price wise.

I think what Spineflu is missing is that +1 card per victory card is much weaker than +1 card per action card; because you actually want a deck with a lot of action cards. Spineflu, looking at Crossroads would you not agree that Riverbend Village is much more similar to Crossroads than to City Quarter?

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Stray Cat
tray Cat shouldn't have the attack type. How's a Moat gonna block it when it's never played? What do you mean leftmost player who can receive it?
I'm confused about the "Attack" part... this won't have any interaction with reactions like Moat, so having that type just leads to confusion. See Ill-Gotten Gains. Also, what does "receive it" mean? And when does "otherwise, trash it" come into play? If you choose not to call it? Why would you do that? If you put it on the deck of the leftmost player, you are basically giving them a Curse; as there's no way to play the card or put it on your Tavern mat beyond buying it. Finally, it's a Curse that attacks only one player, which is bad for 3+ player games.
Since that card is gimmicky, I will, again, link a picture of the trusty rulebook (click the image to enlarge it).

If you think the wording on the card itself should be more specific or should be reworded to be clearer, do tell.
Ah, having read your FAQ, what you are missing is the fact that Moat, Champion, etc, will have no effect on a Stray Cat being called. They only do anything when an attack card is played, and you aren't playing the Stray Cat. Ill-Gotten Gains and Noble Brigand service as an official example of this... Ill-Gotten Gains doesn't have the attack type because it wouldn't actually do anything, and Noble Brigand's on-buy effect cannot be prevented by a Moat or reacted to by anything that reacts to an opponent playing an attack card. Without the ability to protect from the attack, the whole "otherwise, trash this" part could just be removed completely.

4
Dominion General Discussion / Changeling's on-gain ability
« on: January 24, 2020, 02:52:13 am »
Just played a game with Changeling, maybe for the first time. It never actually got bought, but made me realize... what's the point of the on-gain ability? It seems like it would only be useful in somewhat rare edge-cases... The vast majority of the time that you are gaining a card costing or more, it is because you bought it, or because you got to "gain a card costing up to X". In either of those cases though, you could have just gained Changeling directly instead.

So it seems like there are only 2 situations when you would actually use that ability... when there is another card that has an on-buy or on-gain ability that you want, but you actually want Changeling. Or, when you play something that allows you to gain an action, treasure, or victory card specifically; and you would rather have a Changeling.

Are these situations common enough to warrant what amounts to more than half the text on the card? Or is it just that it's very late, and after playing a bunch of games of Dominion in a row after having not played for a while, which is causing me to miss something obvious?

5
Variants and Fan Cards / Re: Odyssey: A 30 Cards Fan Set in Need of Input
« on: January 23, 2020, 05:19:43 pm »
Commander seems to be very much in the same space as Catacombs, except that's better.

Catacombs draws 3, Commander draws 2. Seems more like Oracle to me.

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Variants and Fan Cards / Re: Odyssey: A 30 Cards Fan Set in Need of Input
« on: January 23, 2020, 05:17:02 pm »
Shoppers (Treasure)
1$
If you bought 2 differently named cards, +1 Buy and +5$.
I don't see how this one works in terms of wording / the rules. At the time you play it, you won't have bought any cards, so you can't have bought 2 differently named cards. You can probably get what you want with "this turn, if you buy a second card and it has a different name than the first card you bought, +1 Buy and +". The problem is, it could easily show up in a Kingdom where there is no +buy available. I think it needs to give +buy normally itself. Not sure about balance; but there will be an interesting decision about when to just take a Copper with your normal buy so that you can also get a .

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Slaves (Action - Buy - Curse)
+5 Cards
Discard 2 cards.
-2 VP
See my earlier comments about the Curse type. This basically is just a much stronger Embassy with a VP penalty. Also, I hadn't noticed the "Buy" type when commenting on the first one; I'm not sure what that really adds to the game; what's the point of limiting one of the two ways that you can gain cards in Dominion? It neither makes the card stronger nor weaker.

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Stray Cat (Attack - Reserve)
When you buy this, put it on your Tavern mat.
At the start of your turn, you may call this for +3 Cards. Then, put this card onto the deck of the leftmost player who can receive it. Otherwise, trash it.
I'm confused about the "Attack" part... this won't have any interaction with reactions like Moat, so having that type just leads to confusion. See Ill-Gotten Gains. Also, what does "receive it" mean? And when does "otherwise, trash it" come into play? If you choose not to call it? Why would you do that? If you put it on the deck of the leftmost player, you are basically giving them a Curse; as there's no way to play the card or put it on your Tavern mat beyond buying it. Finally, it's a Curse that attacks only one player, which is bad for 3+ player games.

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Town Center (Action)
+1 Card
+2 Actions
+1 Buy
+2$
If you didn't use all of your actions this turn, start your next turn with a hand of 4 cards.
Seems interesting. Probably overpowered though; even if you always started every turn with 4 cards it would be worth it to play as many of these as you could every turn. The wording needs cleaned up; "start your next turn with a hand of 4 cards" should be "only draw 4 cards for your next hand during cleanup". It would just get rid of the "if you didn't use all your actions" part; it won't be too weak even if the penalty is automatic.

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Trap (Action)
+1 Action
Put this card on any Action Supply pile where the first card isn't a Trap.
When you buy this, you may trash this for +1 Buy.
Seems like a weaker Embargo. Also with just 2 cost reduction, you can immediately drain the entire pile whenever you want.

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Vigilante (Action - Attack - Reaction)
+2 Actions
When another player plays an Attack card, you may first discard this to put the Attack into your play area (that player loses that Attack). Play that Attack.

*I believe that by design, this card doesn't truly work? Should it be: "to gain a copy of this Attack from the Supply" instead of stealing from the Attacker? I dunno...*
Your thoughts are correct; it at least needs to gain its own copy... as it is, no one would ever buy an attack card if this card is in the Kingdom. Which in turn means no one would buy this card. If it gains its own copy it might be ok, but still very swingy. Playing an attack becomes a big risk that a person has to think about before each time they play one, if they know their opponent has bought any of these. Also, Donald X has a great post that I can't find right now about why it's bad to have reactions that punish the attacker. A lot of it comes down to the fact that in a 4-player game, it is simply far too punishing to the attacker to the point where they will just avoid attacks.

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Witch-hunt (Buy - Victory)
When you buy this, immediately end your Buy phase.
Worth 5 VP for every 2 Curses you have (round down).
Way too good in the right situation.... even if you just have 4 Curses, this is as good as Colony. In any engine that generate many +buys; you simply end the game by draining Curses and getting one of these. It's good that you can only buy one per turn, but I don't think that's enough to balance it. This is 25 if you have 10 Curses.

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Wonder (Action - Victory)
+1 Card
+1 Action
+1 Buy
+1$
2 VP
Too powerful compared to Market. isn't much harder to get than ; though for sure harder to buy 2 or 3 at once.

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Oof, this was a long list. And for those who went through all of it, you are very courageous! Thank you guys for your comments/suggestions/corrections and whatnot. This means a lot!

No problem; this is actually fun for me! Hope none of the criticism sounds harsh; I just point out mistakes or flaws where I see them!

7
Variants and Fan Cards / Re: Odyssey: A 30 Cards Fan Set in Need of Input
« on: January 23, 2020, 04:48:48 pm »
Commander (Action)
Reveal the top 2 cards of your deck. You may discard up to 2 cards among these. Add the rest to your hand. +1 Card per discarded card.
Seems very similar to Oracle except without the attack part. Not strictly worse, but still almost certainly weaker. Also the wording is a bit difficult in terms of easily seeing what's going on. As in, I had to think about it before realizing that this ends up drawing you 2 cards no matter what.

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Crook (Action - Attack)
Each other player reveals the top 3 cards of their deck. They discard one. Among the 2 others, they trash the most expensive one costing 6$ or less and put back the remainder on their deck.

*Do you guys believe that this card requires a non-Attack part, in case the Attack fails?*
Whether it fails or not; pretty much all attacks require a non-attack part. Attacks that do nothing for the person who played them are generally disliked. So are attacks that trash... there's two reasons Donald removed Saboteur from Dominion, and this card encompasses both. Also this just seems too similar to Knights.

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Devil's Pact (Action)
+2 Cards
You may gain a Curse for +1 Action and +1 Buy.
I like it!

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Fence (Action)
If you have 3 cards or less in your hand, gain 1 Copper to your hand. Draw up to 5 cards. -1$ per drawn card.
I don't understand why you would buy this... it seems extremely weak; like a much worse Watchtower. Except extreme edge cases, it's strictly worse than Watchtower.

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Haunted Treasure (Buy - Treasure - Curse)
3$
-1 VP
This exact card has been suggested many times before. It has several issues. First off, having another card with the type Curse adds a lot of confusion and rules issues. Suddenly "gain a curse" as written on many other cards is no longer a clear instruction (do you gain a card named Curse or a card with the type Curse?) Also, the penalty just doesn't matter; anytime you would use to buy a Gold (instead of a different that might be stronger), you would still buy this. Either you can trash it before the end of the game, or the -1 VP doesn't matter much anyway. Cursed Gold implements this basic idea without these issues.

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Lock (Action)
Spend as much $ as wanted. For each $ spent: +1 Card and +1 Buy.

*Could be too OP. A situation where this has been way too strong has never occured during our games though.*
Similar to Storyteller, though not sure if it's stronger... it's terminal, doesn't let you play treasures, and doesn't give +. On the other hand, it's cheaper, give +buy, and lets you choose how much to pay. The biggest issue is that if this shows up in a Kingdom with no non-terminal -producing actions, it's completely dead. I think Storyteller does a great job at fixing this by giving + by itself. Not sure if balanced or not, but feels like it just lacks some of the design thought that went into Storyteller.

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Missionary (Action)
Reveal cards from your deck until a non-Treasure card is revealed. Add every revealed card to your hand. For each revealed card of this type:
Action: +1 Action
Treasure : +1 Buy and +1$.
Curse: You may trash this Curse.

*I dunno if this is too swingy. For 7$, drawing a Victory card first and killing your Action phase could be annoying.*
This is super weak in any action-heavy deck (just being +1 card, +1 action).. and the strongest decks in most Kingdoms are action-heavy decks. But in a big money deck, this card is basically crazy.... if this reveals 2 treasures and then an action, it's already far too good. I don't know if this can be balanced; it's either way overpowered or very weak depending on the Kingdom.

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Possessed Witch (Action - Attack - Reaction - Duration)
Do not discard this during your Clean-up phase. At the start of your turn, each other player gains a Curse in their hand.
When you gain a Curse or when another player trashes a Curse, trash this.
"Do not discard this during your clean-up phase" is not needed; see Hireling. It does need an "until" though, because as worded, it will keep giving out Curses even if it gets trashed. Assuming that "at the start of your turn" was meant to be "at the start of each of your turns". Not sure if this is good or not; buying one basically forces your opponent to also buy one. And if there's no Curse-trashing available, the second player to play one of these has a big advantage... similar to Flag Bearer I suppose.

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Promising Lands (Action)
When you buy this, add a Clearing on its Supply pile, or create one if there isn't any.
Reveal your hand. Per each 2 non Victory cards revealed, +1 Card and +1$.
Just by itself, playing one of these in a normal hand (except at the start of the game) gives +2 cards +. Pretty good. Gets crazier if you can make a larger hand size first. It might be too strong, but seems like a solid concept by itself... not sure it needs the Clearing stuff. The only reason to have a pile that starts empty and gets 1 card added periodically is if that card is really good. If Clearing were much stronger, this could work. The wording is awkward too, at first I thought you added a Clearing to the Promising Lands pile.

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Redistribution (Action - Attack)
Choose: +2 Cards; or +2$.
Each other player reveals the top 2 cards of their deck. They put back revealed Base Victory cards on their Supply pile and discard the rest. They gain Base Victory cards of lower cost to regain the amount of VP lost. If they can't, then this attack doesn't affect them.
The wording is very confusing. "Base Victory cards" is not an existing term in Dominion, though I can guess what you mean. Although I don't know whether Colony would count or not. Why not just make it work on any Victory cards? Basically what you're trying to do here is replace a Duchy with 3 Estates, or a Province with a Duchy and 2 Estates... that comes out more or less the same as just having them gain 2 Junk cards. When it hits; it's really strong, almost a much as "each opponent gains 2 Curses". But it's going to miss a lot as well... it does nothing at all most of the time you play it (it will either reveal no victory cards, or only Estates, which does nothing). So overall, too swingy I think.

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Refractory Gold (Reaction)
When you trash this during your turn:
+1 Action
+1 Buy
+3$
Interesting, but it can easily show up in a Kingdom with no trashing available. Other "when you trash this" cards all do something else even if trashing isn't available. Maybe just make it a treasure worth ? That might be really interesting and balanced.

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Riverbed Village (Action)
+2 Actions
Reveal any number of Victory cards. Draw as many cards.
Check out Crossroads. This is almost the same thing; except instead of giving +3 Actions the first time you play one each turn, you give +2 Actions every time.

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Sarcophagus (Treasure - Reaction)
1$
+1 Buy
When another player plays an Attack card, you may first trash this to gain a Gold and a Curse.

*I believe this is overpriced. Should it be at 4$? Or should it stay like this?*
Would maybe be balanced if it just gave a Gold without a Curse. Very weak as it is. But even if it only gave a Gold, in games without attacks you just wouldn't ever get one unless there were no other way to get +buy at all. A version without the Curse might be balanced at actually.

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Scrapyard (Action)
+2 Cards
+1$
You may trash an entire Action Supply pile if there are 5 cards or less in it.

*I'm tempted to bring this down to 4 cards or less. Delay rush games just a tad.*
4 Cards or less is probably better. This seems like it might be un-fun to play with, but it could be balanced.


The rest to come!

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Variants and Fan Cards / Re: Odyssey: A 30 Cards Fan Set in Need of Input
« on: January 23, 2020, 04:03:36 pm »
Architect (Action - Duration)
+1 Action
For this turn and your next, you may put Victory cards under this. During the Clean-up phase of your next turn, trash every card under this. Then, gain a Victory card costing up to the sum of the costs of the trashed cards.
Seems fine, except the wording is kind of awkward because it's not clear about exactly when you can put Victory cards under it... presumably "at any time", but generally things in Dominion tell you specifically when to do things. Perhaps this could be "at the start of your cleanup phase", because you'll have all the cards you wanted in your hand at that time.

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Arsenal (Action - Duration)
+2 Cards
At the start of your next turn, +1 Card. At the start of your second next turn, +1 Card.
This might be too much weaker than Hireling for such a small difference in cost.

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Bar (Action - Reserve)
(This card's cost is 1$ more for each Bar on any Taver mat.)
Put this on your Tavern mat.
At the start of your turn, you may call this to choose: Put this on your Tavern mat and +1$; or trash this and +2$.
This basically acts like Treasury; giving + each turn for the rest of the game. Interesting, but it might be too strong; seems like you should always get a couple right away.

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Bushfire (Action)
+2 Actions
Each other player trashes the top card of their deck. If it is a Victory card costing 6$ or more, they gain a Victory card of lower cost. When you gain this, trash a card from its Supply pile.

*Maybe too swingy? You could accidentally help a player trash a Curse, for 6$!*
Far too swingy. Donald once tried a "each player trashes the top card of their deck" and it was awful. Giving something in return for losing a Province isn't enough to make up for it.

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Cardinal (Action - Victory - Reserve)
+1 Action
Put this on your Tavern mat.
1 VP
This is basically the same as Great Hall, which has now been replaced with Mill.

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Carpenter (Action)
+1 Action
Gain an Estate. You may trash a card from your hand or from your discard pile.
Super weak. For most of the game, this does the same thing as Ruined Village. It is only helpful at all near the end of the game, or in a heavy Cursing game, and even then only barely helpful. "Gain an Estate" is a penalty, and the card would be very weak even without that penalty.

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Chalice (Action - Reaction - Reserve)
+1 Card
+1$
When you gain a Treasure, you may reveal this from your hand to put this on your Tavern mat.
When you receive a card, you may call this to trash it instead.
When you say "receive a card", do you mean "gain a card"? This seems very weak; both reactions are very conditional; normally it will just be the terminal Copper with +1 card. Maybe balanced at , but still situational.

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Clearing (Action)
+2$
You may discard 2 non-Victory cards for +1$. Each player may trash a Promising Lands to gain a Duchy or a Gold.
(This is not in the Supply until added by a Promising Lands.)

*This seems rather weak. Maybe discard 1 non-Victory for the extra 1$ instead?*
You should re-order the cards to have this right after Promising Lands; as it is it's very confusing to see this first. Without reading Promising Lands yet; this is indeed weak; I misread it as discard 2 non-Victory cards for each, and that would still be weak. I would think just allow discarding of Victory also.

Separate reply for the rest.

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Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 23, 2020, 02:37:11 pm »
Sword (Treasure, $5)

When you play this, choose one: +$2; or reveal the top card of your deck, and play it if it's an Action or a Treasure.

A Scepter variant that resembles Piazza, but lets you play Treasures too.

Would this return you to your action phase of you hit a plus action?  Or function more like Capitalism?

Keep in mind that Scepter and Innovation already allow you to play Action cards during your Buy phase; there's no reason based on the wording that this would return you to your Action phase.

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Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 23, 2020, 02:20:00 pm »
Here's my submission for now:


priced at $4 bc it's slightly worse than bazaar.

Cool card!  Is this strictly better than Herald?  I think I would go here above Herald almost every time.  I think it might be underpriced.  Maybe you can do something like let the other players draw and discard a card to balance it out at $4?  Just my .02!  Cool card!

When Herald succeeds, it is like +2 cards. When Scribe succeeds, it is like +1 card.
Yep. 

But doesn't +1$, plus extra sift, plus a much greater likelihood of hitting an action more than account for that?  In most like kingdoms, I am grabbing this above Herald all day long.  It is also more fun imo.

It might account for it; but it definitely stops it from being strictly better. +1 card is much stronger than + by itself. The extra sift is probably countered by the fact that your opponent chooses the card, meaning you lose your best action for the shuffle unless you only reveal exactly 1 action. So it comes down to the higher chance of it working vs extra strength of +1 card vs +. Also that when they both miss; Herald is better.

As a whole I think this is similar in strength to Herald, but not better than it.

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 23, 2020, 01:49:17 pm »
Sword (Treasure, $5)

When you play this, choose one: +$2; or reveal the top card of your deck, and play it if it's an Action or a Treasure.

A Scepter variant that resembles Piazza, but lets you play Treasures too.

The second option is basically like +1 card, +1 action. Since it's on a Treasure that doesn't cost an action to play, it seems like the best-case scenario for the second option is that it's like you played a Village. The worst-case scenario is that it might as well have been a Curse in your hand. Basically, that option is very weak.

If it let you play the found card twice instead of once, then it would be similar to Scepter.

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Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 23, 2020, 01:45:28 pm »
Here's my submission for now:


priced at $4 bc it's slightly worse than bazaar.

Cool card!  Is this strictly better than Herald?  I think I would go here above Herald almost every time.  I think it might be underpriced.  Maybe you can do something like let the other players draw and discard a card to balance it out at $4?  Just my .02!  Cool card!

When Herald succeeds, it is like +2 cards. When Scribe succeeds, it is like +1 card.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 23, 2020, 12:38:22 pm »
Here's my submission for now:


priced at $4 bc it's slightly worse than bazaar.

It is slightly worse than Bazaar, but it's also close to strictly better than Poacher. (Sorry, edited because I was discounting the extra +action).

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 23, 2020, 12:30:46 pm »
Nest Egg • $3* • Action - Spectre
Choose one:
+1 Buy, +$1; or +1 Coffers
(This is not in the Supply)

The + choice doesn't make sense; +1 Coffers is strictly better (ignoring weird Black Market or Storyteller edge cases).

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Shade • $6* • Action - Spectre
Play a non-Command Action or Treasure from the Supply costing up to $5.
(This is not in the Supply)

Needs "leaving it there" wording.

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 23, 2020, 12:08:40 pm »
I never noticed the difference between Vassal and Herald in terms of optional vs mandatory. Has Donald ever mentioned why this difference exists?

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 23, 2020, 09:58:01 am »

UserCardComments
spinefluVistaIt’s been great seeing this refined over the course of the week. The concept is great. The final version is carefully balanced. I'm flattered that it has two duplication effects – double your doubles, you're really going for the contest theme this week. Nice job on the art, too. The wording is a little complex; it has a different effect for every Victory card in the base game, and even one that isn’t. I’m not sure about referencing Potions on a non-Alchemy card.


It would've been weird to me that it didn't work on Vineyards, since it works on all the other deck-census-altVP. Plus this way it'll work with whatever Victory cards are in Alchemy II: Electric Boogaloo. :P

In my opinion you should just drop the cost restriction completely; make it work on all Victory cards. The cost restriction seems like extra words on an already wordy card that in practical terms just means "but not Colonies". Yes it would become stronger in a Colonies game, but I don't see why that's a big problem. The +1 cards for opponents could be extended somehow to include Colonies and Provinces if it's an issue.

17
Variants and Fan Cards / Re: Rose Windows Project - Input Welcome
« on: January 22, 2020, 04:04:03 pm »
I disagree.

Arranging engine pieces isn't that difficult. Even if there are discard Attacks, you can easily plan for it. Chariot Race requires more precision, such that you have an expensive card always on top during your turns.
Donate on the other hand usually requires you to plan out several turns very precisely. Depending on the Kingdom, the game can be decided based on how well you evaluated it and planned everything.

Arranging your Villages and Smithies correctly seems trivial and less time consuming in comparison.

I think you give the average player too much credit. Even if a choice is mostly meaningless (should the bottom card of my deck be a Silver or a Province?) a lot of players are going to spend time on that decision.

A simpler version that could help a lot with this issue, while still accomplishing the same thing, would be to allow the player to pick 5 cards to go on top of their deck when they shuffle.

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 20, 2020, 08:16:46 pm »
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Knight Errant
$5 - Action
+$3. Each player (including you) reveals and discards the top 2 cards of their deck and gains a copy of a card they revealed costing from $3 to $6 that you choose.

This is gonna decimate piles in 4+ player games

Not that much more than Jester, I don't think. That said, I think it's almost certainly too weak. Just + is too weak for (Legionary) and I think this is going to be weaker than that most of the time.

jester, only one person is getting a card at a time. this is tossing out 4+ copies each time its played.

Jester gives out one card per player who revealed a non-Victory card. Knight Errant has just as high a cap as Jester.

Victory cards too.

19
General Discussion / Re: Movies: Any movie buffs?
« on: January 19, 2020, 11:48:27 pm »
Speaking of really good sequels, I just saw Creed II. Awesome.

20
Other Games / Re: Cookie Clicker?
« on: January 19, 2020, 12:56:11 am »
Just started playing https://sparticle999.github.io/SpaceCompany/. Interesting... it has the mechanic from A Dark Room and Idle Blacksmith (and I think Kittens and Paperclips) where you have to manage income/resources by choosing how much of each stuff you gain/lose per second; so if you have things set badly you can just run out of some resources. But when managing everything well, you can get all the different resource types to have a positive income.

I hope this ends up being one of those "just a couple days" games....

21
Rules Questions / Re: Innovation + Duplicate
« on: January 19, 2020, 12:48:23 am »
Yes, this is correct.

Whenever you have the option to respond multiple ways to the same event (you gained a card), you can choose the order in which you respond to those things. Until you are done responding to those things, you can continue to choose to do things to respond to it, even if that thing only became an option as a result of an earlier response.

A simpler example that's given in the Intrigue Rulebook is the case of Moat and Diplomat (previously Moat and Secret Chamber). When someone plays an attack; you can reveal Diplomat to draw 2 cards and then discard 3. If one of the 2 cards you drew was a Moat, and you didn't discard it, you can then reveal the Moat to protect yourself from the attack. Even though the Moat wasn't in your hand when the attack was first played.

Basically, Dominion doesn't differentiate timing between "the moment an event happened" and "the time window you have to respond to the event happening". As long as it is still within the time window, you can continue to respond.

22
General Discussion / Re: Most played board games of the past 30 years
« on: January 18, 2020, 08:51:44 pm »
Yeah, something like sales per month would have been more interesting. It wouldn’t be able to compare MTG since that’s not a single thing that you either buy or not, but it would be better.

23
Other Games / Re: Cookie Clicker?
« on: January 18, 2020, 07:27:55 pm »
Also, Antimatter Dimensions is kinda fun; less longevity than Cookie Clicker, but I liked the multiple layers of prestige.

I have completely finished this (all achievements; e4000 EP; etc). You stole over a month of my life.

I guess that's idle games in a nutshell.

Let this be a lesson for all of us.

There's some really great ones that you can go through in a few hours. I also like the ones that have a definitive ending where you beat the game. I hate it when the developers feel the need to release constant updates so that what used to be the end is no longer the end. Just make a new game instead!
Gimme a great one as retribution

Assuming you already know A Dark Room, Candy Box, and Candy Box 2. Galaxia is another one that is great but only about 2 hours to beat the whole thing.

For longer ones; there’s Trimps, which I mentioned a couple years ago in this thread. Also The Perfect Tower, which has multiple prestige levels like AD does.

24
General Discussion / Most played board games of the past 30 years
« on: January 18, 2020, 12:20:14 pm »
Neat video. Looks like it’s ripping off the Data is Beautiful channel though. Anyway, Dominion has been number one for a while! And they apparently Intrigue out as a separate game. I guess this is based on total number of games played as recorded on BGG. Definitely skews that stats somewhat; there’s probably a lot more MTG games that have been played but not logged on BGG than Dominion games that were played but not logged. Same with things like Chess, etc.


25
Other Games / Re: Cookie Clicker?
« on: January 17, 2020, 05:22:41 pm »
Also, Antimatter Dimensions is kinda fun; less longevity than Cookie Clicker, but I liked the multiple layers of prestige.

I have completely finished this (all achievements; e4000 EP; etc). You stole over a month of my life.

I guess that's idle games in a nutshell.

Let this be a lesson for all of us.

There's some really great ones that you can go through in a few hours. I also like the ones that have a definitive ending where you beat the game. I hate it when the developers feel the need to release constant updates so that what used to be the end is no longer the end. Just make a new game instead!

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