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Messages - GendoIkari

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51
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 05, 2019, 05:23:02 pm »
Something something
____________________________
In games using this cards cannot be trashed.

52
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 05, 2019, 10:34:00 am »
Because this week's judging was a bit earlier than normal, I think time needs to be allowed to account for that. The last challenge was posted a week ago from today, so I think today is when the "extra time" clock should be started, not when the results were announced a couple days ago. So maybe 24 hours from this evening, giving exactly 8 days from when the last one was started?

53
It could work as a "you may", though.

It wouldn't necessarily need "you may". Trashing 5 junk cards and then doing nothing else is a turn well spent in my book. It would just outlive its usefulness really fast and you'd have to be careful when you play it in some games. I think "you may" would be less interesting, and anyway, it wouldn't fit the rules of that design contest.

The problem is you basically couldn’t ever play it after the very first time you have it in your hand. Playing it any other time means both trashing something you wanted and losing a turn.

54
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 04, 2019, 04:44:04 pm »
Now that doesn’t make sense about the last challenge he said my messenger bird didn’t quite fit the duration effect and yet I based it off of cargo ship which is a duration also even though there are cards that give out +1 card to each other player mine was a little better for instance lost city and soothsayer both let the other player draw cards however if militia was played they would lose all those extra cards anyway. With my messenger birds duration effect they wouldn’t lose the extra card also if outpost was played they would get an extra card on that turn as well. So I don’t get why mine didn’t quite work as a duration?

Which is quite a lot stuff you wouldn’t be able to do unless it was a duration card. I just want to clarify why mine doesn’t work as a duration card.



If outpost was with this card in a game it would be a very interesting game.

I believe what he means is that instead of having a line and the whole "while this is in play" part, the card could simply say "Each other player draws a card" instead. It would be the same thing most of the time... yes, it would be different if you also played an Outpost, or a Militia, on the same turn. But most of the time it's the same thing.

So this isn't creating a vulnerability for you while it is in play... it is simply giving your opponents a bonus, one that you know exactly what it is when you play the card. A vulnerability for the purposes of this contest is something that gives your opponents a window of opportunity where they can do something to take advantage of it. With Messenger Bird, your opponents don't or can't do anything to take advantage of it; it just automatically happens.

55
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 04, 2019, 11:46:05 am »
because of a criteria I made up just now."

Without getting too involved, I have to point out that he listed his criteria in his initial contest rules post, and it was the same criteria he re-listed a couple posts ago. Balance was one of those criteria.

His point was that he was trying to give the award to the card that he felt was objectively overall the "best" card, which can be different than "personal favorite". It's like me saying that personally I enjoy the movie The Golden Child more than Apocalypse Now, but also acknowledging that Apocalypse now is objectively the better film. It's the difference between personal preference, and objective criteria.

56
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 03, 2019, 05:04:14 pm »
I hope I'm on time.

Quote
Collector
$3 - Action
Draw 4 cards
The player who has the possessed doll discards two cards.
Take the possessed doll.

Possesed doll is a ln artifact that does nothing.

This isn't a Duration...

57
Throne room -> Throne room -> Throne room -> Throne room -> Throne room -> Throne room -> Leprechaun.

Play 6 cards then Leprechaun. Buy Bonfire (or Mandarin if you have an action-treasure) to remove 1 card from play.  Buy Villa, play Leprechaun.


58
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 31, 2019, 12:25:26 pm »

Does "a while ago" mean 6 days ago? I'd call that "recently". Then again, I've heard "the other day" used to mean "two years ago" before. Vague terminology is interesting.

I've been meaning to respond to this for some time now, but am only finally now getting around to it.

59
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 31, 2019, 11:31:21 am »
Politician
Action/Duration - $4*
+3 Cards
+1 Action
At the start of your next turn, +1 Buy if this card hasn't left play. In your next turn's Clean Up phase, trash this when you discard it from play.
---
While this is in play, this card may be bought for half price (rounded up)


A oneshot but you can buy it back for cheap before it goes. You even get an extra buy to buy it back with. But watch out; your opponents can buy it off you.

Rules clarification:
* You can buy your own Politician from yourself in either turn, or anyone can buy the Politician in between your turns.
* If you somehow "buy" it during clean up, buying it does not count as discarding it from play.
* When you play the card, as far as it's concerned it's going to do something next turn - trash itself during clean up. The card doesn't "know" it might not be able to do that (similar to playing a Caravan when your deck is less than 5 cards). Thus it stays in play (the circular logic surrounding the "if it's in play" +buy is irrelevant).

Even with the clarifications, I don't think it's clear how "buying" the card works. Is buying a card that's in play the same thing as buying a card that's in the supply? As in, during your buy phase, if you have enough money, you can spend that money, gain the card, and put it in your discard pile?

Maybe intentional with a card called "Politician", but this seems to have issues with 3-4 player; because the next person in turn order gets the chance to buy the card, but no other players do.

60
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 30, 2019, 04:29:59 pm »
As a sidenote, ignoring that it would then not match the parameters of the contest anymore, wouldn't it make more sense as a Project?
You're right. It does look much cleaner like this.

I'll work on a new submission.

So with the right combination of weird stuff*, you could play a treasure while you have , in which case the question is whether or not the - sends you to negative (in which case you'll soon be getting back and end up at anyway; or whether it cannot go below , in which case you could do weird stuff to end up with from this on the same turn that you lost your cube.

*You have an action/treasure you can play at the start of turn (Prince, Summon, Ghost); and choose to do that before resolving the +.

Another case: You play Storyteller and play no Treasures. The you have ( from Charity and from Storyteller) are gone afterwards. You play a Copper during your Buy phase. You now have negative .

Or just buy a Villa and then play your first treasure of the turn in your next buy phase.

61
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 30, 2019, 03:48:21 pm »
As a sidenote, ignoring that it would then not match the parameters of the contest anymore, wouldn't it make more sense as a Project?
You're right. It does look much cleaner like this.

I'll work on a new submission.

So with the right combination of weird stuff*, you could play a treasure while you have , in which case the question is whether or not the - sends you to negative (in which case you'll soon be getting back and end up at anyway; or whether it cannot go below , in which case you could do weird stuff to end up with from this on the same turn that you lost your cube.

*You have an action/treasure you can play at the start of turn (Prince, Summon, Ghost); and choose to do that before resolving the +.

62
This thread has veered into speculation about what the card might do. It's a Duration, and it has an ecclesiastical name, so seems likely to be a trasher.

So what might it be?

My own wild speculation, which might be a nifty idea for a card in any case:

Schwerin Cathedral
Action, $3

Trash up to 3 cards from your hand.
At the start of your next turn, trash the same number of cards from your hand.

that card would be absolutely busted and way better than chapel.

Not really. The second trashing is blind and forced, so this card would only really work in the early game. Chapel still works in the mid and late game if you're playing with on-trash effects and/or junkers.

Even in early game, the fact that this is a Duration means that you are more likely than not to not get to play it on your third shuffle; while Chapel usually gets played on both second and third shuffle. I think more often than not, by the time you are shuffling for the third time, Chapel will have trashed 7-8 cards, while this will have trashed 6.

63
Other Games / Re: Mario Maker
« on: May 29, 2019, 10:52:52 pm »
Anyone follow the Lucky Draw stuff from the last day?

https://www.vice.com/en_us/article/9kxnd3/this-mario-maker-level-has-been-played-26-million-times-and-never-beaten

After seeing Grand Poo Bear’s Tweet asking for help with it last night, I left my Wii U on overnight and all day today to do my part. Someone managed to beat it a couple hours ago.

64
Trash a card from your hand now and at the start of your next turn.
That's strictly weaker than Amulet; so it's not that.
It's not, because it's compulsory trashing at the start of your next turn. You might not want to trash anything.

Um, right, which is one reason that it is strictly weaker than Amulet....

65
Rules Questions / Re: Innovation - Why Set Aside?
« on: May 29, 2019, 12:18:11 am »
It prevents you from being able to play a card that you have trashed with Watchtower; or hidden in your draw pile with Inn.

Wouldn't the lose track rule disable that anyway, since either way, Innovation expects to find the gained card on top of your discard pile (or in your hand or on top of your deck in the case of certain cards like Nomad Camp)?

Lose Track is why the “set aside” fails, and why the “if you do” prevents you from playing it. But Lose Track never stops you from playing a card. It only stops you from moving a card.

66
Rules Questions / Re: Innovation - Why Set Aside?
« on: May 28, 2019, 11:55:20 pm »
It prevents you from being able to play a card that you have trashed with Watchtower; or hidden in your draw pile with Inn.

67
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 28, 2019, 04:54:00 pm »
3)I would also suggest making the on-buy ability optional, but that's more of a preference thing.

You can always choose to take 0 ; in which case you would get a card costing or less on your mat. Why would you ever choose to not do that if it were optional?

68
Wait for your opponent to play an Attack and then reveal your Moat infinitely many times.

TIL you can put spoilers inside of spoilers.

69
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 28, 2019, 03:43:05 pm »
Hi all, this is my first attempt at creating a custom card, so all comments are welcome!

Students "study" other actions and are then able to perform those actions for the rest of the game.



FAQ / Secret History:

At first, I had it put Student tokens on Supply piles, but didn't that didn't work well with Spilt Piles (or Knight or Knights).

I wasn't sure of cost, because it really could be almost anything (since it's cost affects how many debt tokens you need to take to "study" a new action). So I could also see it as a $4.

Was also unsure if "studying" should be on buy or on gain. (if you only gain this, it's a stop card, which could also make it interesting to use with some attacks like Ambassador).

Lastly, the intent was that these cards are not part of your deck at the end of the game. This works differently that Inheritance, so I'd be curious to hear opinions on that (and if they do count, should I also limit them to non-Victory?)

P.S. Where do you all get your images for the cards? I would love to add a public domain student to it. Thanks!

I think the biggest problem is the big power difference when it is in a Kingdom with cards that cost more than vs when in a Kingdom without such cards. When King's Court or Grand Market are in the kingdom, it feels like this would be overpowered... for taking just once; you can now buy King's Courts and/or Grand Markets for just . But in a Kingdom where is the most expensive action card (which I think is most Kingdoms), then this is generally just a worse Band of Misfits

70
Other Games / Re: Mario Maker
« on: May 28, 2019, 11:48:38 am »
I mean, it does look like they took a lot of inspiration from what people have been doing with ROM hacks, so it does seem like they're paying attention to the community to some extent. Hopefully that extends to them showing the variety of levels that are possible.

(Also, while goals look really good, I hope that they have some flexibility so that you can have "kill 2 of the 3 Bowsers" rather than always needing to clear everything.)

Yes, I believe the most recent preview specifically showed an ability to set a specific number of an enemy type to kill. So the "kill all" is really just "kill x" where x is however many are in the level.

71
Not that tricky to see but Castles + Fairgrounds is neat
Also Black market + Fairgrounds. It depends on the size of the black market deck, but it's still a lot more then without Black Market

Would go so far as to say Fairgrounds is never wrong on a BM board.

Edge case: BM has 0-1 cards in it. Which is a legal Black Market setup.

72
Other Games / Re: Mario Maker
« on: May 24, 2019, 10:30:40 am »
I am just excited for the story mode.  Especially since this will be my first Mario Maker.  I mean, I could just do online and get ideas and such for building from there, but I think I will enjoy going through and being forced to do something that highlights each different feature (which I assume the story mode will do)

I just hope Nintendo borrowed some creative ideas from Mario Maker 1 levels. Not that Nintendo-built levels don't tend to be creative, but they tend to be a certain type of level that I'm not as big a fan of. It would be great of story mode had some of the types of levels where you can use Mario Maker to make not-so-Mario-like things. But that doesn't seem likely.

73
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 23, 2019, 06:25:00 pm »
But again, you're using stronger to mean "does more total stuff in the game". Your personal copy of Witch isn't stronger. The collective copies of Witch that all players have are stronger. You don't have a better reason to buy Witch over another card in 4 player than 2 player.
Dominion is not multiplayer solitaire, the Supply and the decks of the opponents matter as much as your own deck. So if the frequency of incoming junk is double as high in a 3P than in a 2P game it seems obvious that the very thing that causes this havoc is also stronger and that the very thing that helps you deal with that very problem, like a trasher or a Moat variant, also increase in strength relative to the 2P case.

I think this is a good argument that trashing is stronger in a 3 player game with Witch than a 2 player game with Witch. But the net effect of buying a Witch yourself is still actually less in 3 players... if you don't buy a Witch, you end up with 10 Curses. If you do buy a Witch, you end up with about 7. It's only 3 extra, and your opponents only end up with 2 fewer each.

In a 2 player game, the difference between buying Witch or not is whether you want Curses to be split 10-0, or 5-5.

While I still think that Segura's card is bad design, I'm starting to see his side of this argument. Let's say you don't buy a Witch and everybody else does. In a 3P game, since there are two sources of Curses, the Curses will run out and you'll get 10 Curses twice as quickly as in a 2P game. Because of this, it's more important to buy a Witch earlier if you want to avoid getting 10 Curses. So in a way, with more players, the net effect of buying a Witch is made more impactful in some ways and less impactful in others with the number of players. One could argue either way whether an individual Witch is stronger or weaker with more players.

You will get the Curses faster whether you buy a Witch or not. You can’t change that. The only thing you can change is the total number; and that number can be changed a lot more in 2 player. A 10-0 Curse split is huge, and you’ll lose. A 10-5-5 Curse split is not as big of a deal; and even if you buy Witch it only changes to 7-7-6; a smaller change.

74
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 23, 2019, 06:01:08 pm »
But again, you're using stronger to mean "does more total stuff in the game". Your personal copy of Witch isn't stronger. The collective copies of Witch that all players have are stronger. You don't have a better reason to buy Witch over another card in 4 player than 2 player.
Dominion is not multiplayer solitaire, the Supply and the decks of the opponents matter as much as your own deck. So if the frequency of incoming junk is double as high in a 3P than in a 2P game it seems obvious that the very thing that causes this havoc is also stronger and that the very thing that helps you deal with that very problem, like a trasher or a Moat variant, also increase in strength relative to the 2P case.

I think this is a good argument that trashing is stronger in a 3 player game with Witch than a 2 player game with Witch. But the net effect of buying a Witch yourself is still actually less in 3 players... if you don't buy a Witch, you end up with 10 Curses. If you do buy a Witch, you end up with about 7. It's only 3 extra, and your opponents only end up with 2 fewer each.

In a 2 player game, the difference between buying Witch or not is whether you want Curses to be split 10-0, or 5-5.

75
Other Games / Re: Mario Maker
« on: May 23, 2019, 05:55:15 pm »
I feel like Mario 2 is actually pretty likely... based mostly off of the fact that the screen shot listing the styles showed Mario 3D world in its own section called "Extra Styles" (plural), with an obvious hole where another style would be. I've heard some different speculation on what that 6th style could be (Mario 2, Mario Land, Mario Galaxy), and it just seems like Mario 2 is most likely. Before the introduction of 3D world, I would have said "no way would that happen", due to Mario 2 being too different from the rest. But now they've shown 3D world being it's own separate thing pretty much, so Mario 2 seems more likely.
Someone pointed out that, if your plan was to do Mario 2 and Mario 3-D World, well, wouldn't you show off Mario 2 first? Mario 3-D World is more unexpected and exciting. But, could still be Mario 2.


Yeah I watched that Ceave video, and completely disagreed with him! Mario 2 is something that fans had been asking for since Mario Maker 1 was first announced. It's an old game with lots of nostalgia; which is largely the point of Mario Maker as a whole. 3D World is something no one expected, so yes, definitely more unexpected.. but I don't' see how it's more exciting.

I also didn't really understand the Galaxy idea that he was talking about... turning 3D world into a 2D game is one thing, but Galaxy as a whole relies so heavily on the fact that it is a 3D game. Everything special about it is due to it's 3D-ness. I can't even imagine what a flattened 2D version would be like, other than just the same as any other style except with up vs down gravity in some places.

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