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Messages - GendoIkari

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5901
Dominion General Discussion / Re: Getting cards
« on: May 04, 2015, 07:53:51 am »
As Kirian pointed out in another thread, Fortress provides another way to get a card; though you first have to have gotten it by one of the already mentioned ways. But when you trash it, it's not in your deck at all for a moment, until it goes back in your hand; which puts it back into your deck without gaining it.

5902
I did not like Cosmic Encounter. Too Munchkin-like.

I definitely see the similarities.  The thing is, I dislike Munchkin because it drags on forever and it always plays out the same.  Cosmic Encounter, however, seems to move more quickly and the giant stack of different powers means that every game is different.  I also think the player interaction is more interesting than in Munchkin.

I can see that. But one of the things I dislike about Munchkin is the chaotic / non-structured fighting system. Where people can just play what they want when they want with no defined order or priority. Cosmic Encounter has this same sort of thing with the way people can choose to jump in on battles; or the way discussions happen to try and reach agreements. I like games that have very specifically defined rules about turn priority.

5903
Dominion General Discussion / Re: IRL Adventures stories
« on: May 01, 2015, 12:20:19 pm »
I'm not sure that opening a $7 is good, even when you can.

King's Court... seems similar to opening Throne Room, except swingier. It still relies on a lot of luck to pair it with your action for the first couple shuffles.
Forge... seems like a weaker version of Chapel at the beginning of the game.
Bank... not better than Gold for a while.
Expand... slow way to build your deck up.

5904
Puzzles and Challenges / Re: Easy Puzzles
« on: May 01, 2015, 10:33:49 am »
*Easty Puzzles with Complicated Rule Implications

As opposed to Westy or Northy puzzles?

Florst puzzles.

5905
Variants and Fan Cards / Re: "Until your next turn" Attack-Duration
« on: May 01, 2015, 10:28:46 am »
What if instead of discarding a card, he took his -1 card token each time he played an action?  That seems slightly less powerful.

Oh, that's good. I mean it may or may not work in practice, but it's better than my idea.

I actually like that, because if he plays cards that draw, it's essentially making all of them draw 1 less, but doesn't punish a non-drawing hand.

Right, except that it draws you one less card at the end of your turn.

After thinking about it, I'm guessing it's still way too harsh. It's a very cool idea, though.

Also, since this is a "draw up to x" card, it counters its own attack, which could be cool. It's probably pretty harsh anyway, it's like -1 card on every action that has at least +1 card on it. But it doesn't hurt any non-drawing action. But yeah, all your labs are now cantrips? Sounds too powerful.

How about: Until your next turn, whenever a player would draw a card, he must first discard a card.

Aside from Fragsnap's beautifully illustrated point, that just still sounds too strong. Maybe if the discarding were after he drew, instead of before. And then you'd just have to deal with draw-up-to-x's. But discarding once for each card draw sounds way too strong, notice that it's stronger than the -1 card token for cards that draw more than one card. In fact no action can ever increase your handsize while that is in play; no action can ever keep your handsize the same! (Exceptions include things that incrase handsize without drawing; like Envoy).

Hey, "resolve" is a thing now, so let's use that:

Until your next turn, directly after another player resolves an action, he discards a card.

This is the most similar to your original card; the only difference is that he discards the card after the action instead of before, which makes it less painful for cards that draw.

Ok, but that's still too painful for cards that don't draw. So instead:

While this is in play, directly after another player resolves an action, he discards down to 5 cards.

Ok, so this will have no effect on cantrips or cards that don't draw. But it is a bigger blow to cards that do draw, now your opponent can never increase handsize. But he can continue to draw through his deck, finding the best 5 cards. Changed to "while this is in play" because Throning does nothing anyway.

I like that version, because I like the concept of basically giving your opponent a hand-size limit.

In that case, GoR's next-turn bonus would not be affected.

True, which I think is still fine; I like attacks that can serve as a counter to themselves. Though as soon as you play any action on the turn that you start with 8 cards; even one that doesn't draw, you're back to 5.

5906
Variants and Fan Cards / Re: "Until your next turn" Attack-Duration
« on: May 01, 2015, 09:47:40 am »
What if instead of discarding a card, he took his -1 card token each time he played an action?  That seems slightly less powerful.

Oh, that's good. I mean it may or may not work in practice, but it's better than my idea.

I actually like that, because if he plays cards that draw, it's essentially making all of them draw 1 less, but doesn't punish a non-drawing hand.

Right, except that it draws you one less card at the end of your turn.

After thinking about it, I'm guessing it's still way too harsh. It's a very cool idea, though.

Also, since this is a "draw up to x" card, it counters its own attack, which could be cool. It's probably pretty harsh anyway, it's like -1 card on every action that has at least +1 card on it. But it doesn't hurt any non-drawing action. But yeah, all your labs are now cantrips? Sounds too powerful.

How about: Until your next turn, whenever a player would draw a card, he must first discard a card.

Aside from Fragsnap's beautifully illustrated point, that just still sounds too strong. Maybe if the discarding were after he drew, instead of before. And then you'd just have to deal with draw-up-to-x's. But discarding once for each card draw sounds way too strong, notice that it's stronger than the -1 card token for cards that draw more than one card. In fact no action can ever increase your handsize while that is in play; no action can ever keep your handsize the same! (Exceptions include things that incrase handsize without drawing; like Envoy).

Hey, "resolve" is a thing now, so let's use that:

Until your next turn, directly after another player resolves an action, he discards a card.

This is the most similar to your original card; the only difference is that he discards the card after the action instead of before, which makes it less painful for cards that draw.

Ok, but that's still too painful for cards that don't draw. So instead:

While this is in play, directly after another player resolves an action, he discards down to 5 cards.

Ok, so this will have no effect on cantrips or cards that don't draw. But it is a bigger blow to cards that do draw, now your opponent can never increase handsize. But he can continue to draw through his deck, finding the best 5 cards. Changed to "while this is in play" because Throning does nothing anyway.

I like that version, because I like the concept of basically giving your opponent a hand-size limit.

5907
Variants and Fan Cards / Re: "Until your next turn" Attack-Duration
« on: April 30, 2015, 10:48:29 pm »
What if instead of discarding a card, he took his -1 card token each time he played an action?  That seems slightly less powerful.

Oh, that's good. I mean it may or may not work in practice, but it's better than my idea.

I actually like that, because if he plays cards that draw, it's essentially making all of them draw 1 less, but doesn't punish a non-drawing hand.

Right, except that it draws you one less card at the end of your turn.

After thinking about it, I'm guessing it's still way too harsh. It's a very cool idea, though.

Also, since this is a "draw up to x" card, it counters its own attack, which could be cool. It's probably pretty harsh anyway, it's like -1 card on every action that has at least +1 card on it. But it doesn't hurt any non-drawing action. But yeah, all your labs are now cantrips? Sounds too powerful.

5908
Feedback / Re: Card name post-count positions
« on: April 30, 2015, 09:11:49 pm »
What about pre-Count positions?

That's the thing: they're ALL pre-Count positions.

Oh I just got this after a second reading.

5909
Feedback / Re: Card name post-count positions
« on: April 30, 2015, 09:10:52 pm »
I like having titles that just last for one post - you have ones for 666, 1337, etc.; numbers that are special in some way. 401, Poster Not Found.

So then, say uh in the 3000's you were a Cartographer, but you wanted 3333 to be So Many 3's. You change the title at 3333, then have the Cartographer title for 3334. So it's two new title entries for each new title, one just reinstating what was going on.

*404

You dare try to correct the creator?

5910
Feedback / Re: Card name post-count positions
« on: April 30, 2015, 05:36:54 pm »
What about pre-Count positions?

They haven't been counted yet.

5911
Feedback / Re: Card name post-count positions
« on: April 30, 2015, 05:32:06 pm »
Sort of related fun fact: the median post count among all F.DS members is 2.

5912
Dominion General Discussion / Re: IRL Adventures stories
« on: April 30, 2015, 05:03:30 pm »
I learned today, that +Card token on Magpie is ridiculous...  Especially if you're getting them uncontested...

I had the +Card token on Magpie once. Though sadly they were pretty contested; I think I only ended up with 3 or 4 (it was more than 2 players).

5913
General Discussion / Re: Logic Riddles
« on: April 30, 2015, 03:17:33 pm »
I'm pretty bad at solving these, but I love reading about them and presenting them. I was about to post my favorite, but I seemed to recall doing so already. Found it:

http://forum.dominionstrategy.com/index.php?topic=6426.0

Damn. I even looked (searched for "riddles", because I quickly found sudgy's recent post about pen-and-paper logic puzzles) but didn't go back this far. Good stuff there, including some of the ones I had meant to post.

My favorite follow-on to the blue eyes/brown eyes problem, although one that I don't have a good handle on myself: Why does the Guru making a statement that everyone already knows is true matter? If he had come in and said "Bacon is delicious", would that have had the same effect? Why not, given that it added no new information?

Scott's answer is correct. But man, even after I thought I'd fully understood the blue-eyes problem, I spent quite a while trying to understand how it was possible that the guru's statement could affect anything. Because not only does everyone know that the guru can see someone with blue eyes (because each person sees someone with blue eyes), but everyone knows that everyone knows that even! So it just seemed like the statement was 100% meaningless. I finally got it though, by thinking about the case where there's only 3 blue-eyed people. In that case, all 3 know there's a blue-eyed person, and all 3 know that everyone knows there's a blue-eyed person. But all 3 do NOT know that everyone knows that everyone knows. Wikipedia explains it here: http://en.wikipedia.org/wiki/Common_knowledge_%28logic%29

5914
Rules Questions / Re: +Card token and when-you-play
« on: April 30, 2015, 01:38:10 pm »
It's good to know that Scout can at least get some love in hypothetical discussions.

Hey, if Scout is the only Action under $5, I might pick one up with Seaway.

AND if there's no other +buy available.

5915
Rules Questions / Re: Prince and Reserves
« on: April 30, 2015, 01:37:04 pm »
So, the Prince must maintain a tether on whichever card it played; once that tether is broken (left the play area) Prince cannot get it back, even if it ended up back in play. Correct?

I think the idea is just that putting a card on the Tavern mat is tantamount to shuffling it into your deck for instance. It's "lost" in a potentially big pile of cards in the Tavern mat. It has potentially been covered up by who knows how many other cards. So even if you are allowed to look through your Tavern mat, find a Reserve card of that name (maybe one of several) and call it into play, there is no mechanism in the game that will identify that it's the same card that Prince played.

This is a great way of putting it. If you have 2 Guides on your Tavern Mat; there's no actual order to those cards. They could be shuffled around, mixed up, etc, so that it's no longer possible to know which one is which. Thus Prince cannot find it.

However, because the Lose Track rule is sufficiently broad to try and cover everything, it still applies even without the ordering thing. If the Tavern Mat had a rule that says only 1 card at a time can ever be on the Tavern Mat; it would still be lost track of when it moves there.

5916
Rules Questions / Re: +Card token and when-you-play
« on: April 29, 2015, 10:40:33 pm »
therefore Throne - BoM - Feast means you choose the second time and successfully play whatever you picked.

Would this apply to BoM'ing any self-trashing card, like Death Cart or Mining Village?

I can't imagine any reason at all that Feast would ever act differently than any other one-shot (or optional one-shot). I think Feast is just always used in these discussions because it's the most basic example.

5917
Rules Questions / Re: +Card token and when-you-play
« on: April 29, 2015, 10:36:32 pm »
EDIT: On that note, while I have you here, Disciple gains a copy of whatever BoM emulates, not another BoM, right?

The "gain" instruction on Disciple is separate from the "play a card twice" instruction. It comes after. So it shouldn't have anything to do with the lock-in mechanism.
So I think it would look at the card you played, whatever it is then, and gain you a copy. If it's still in play, it would be whatever-you-played-BoM-as (for instance Workshop). If it's anywhere else (like in Trash) it would be a BoM and you would gain that.

But, if it's in the trash, it should be lost track of and Disciple should remember what card it played BoM as, I think.
No, Jeebus has it right. "Lose track" only prevents cards from being moved; it never does anything else.

Right, but does this mean that Disciple-BoM will gain whatever BoM was played as, unless it's no longer in play (Feast, reserves, etc); in which case it will gain you another BoM?

5918
Rules Questions / Re: Adventures new mechanics and rules
« on: April 29, 2015, 08:23:35 pm »
As far as I know, Conspirator is the only time when you would ever need to remember that you played it this turn, and you would only need to remember for 1 or 2 more card plays. The only other edge case I can think of is if you used a Throne Room / King's Court / Procession on a non-terminal one; you would need to know how many actions you have remaining.

Sigh. All cards you play this turn matter, because either they give you actions or they use up actions. If I play Duplicate and forgot that I played it this turn, I think I have one more action than I do. I would not remember the +$4 from Wine Merchant or the +$1 from Coin of the Realm.

*Edit* All those other cards listed don't interact with Reserve Cards, because the Reserve Cards are no longer in play the turn they they were played.

That was my point. Read it all again more carefully please.

Somehow I missed using up actions, and Wine Merchant. As for the list, when you said it matters for cards that care about what's in play, it sounded to me like you were suggesting a reason why they should be placed near the mat, but not on the mat yet; as opposed to saying that it's wrong to keep them in play after playing them. Either reading seems possible from the post itself.

5919
Puzzles and Challenges / Re: Easy Puzzles
« on: April 29, 2015, 05:22:43 pm »
See in your attempt to be super-specific in your reply to me earlier, you weren't specific enough, lol: "You play ONLY Walled Village and two other cards."

*flails miserably on the floor*

Anyway, so does my solution work just as well as the Haunted Woods thing then?

You can only buy Save once per turn.  :)

I was thinking that Save could do up to 2 cards for some reason. But fine, replace 1 Fortress with Scheme and it works.   :)

5920
Rules Questions / Re: +Card token and when-you-play
« on: April 29, 2015, 05:15:34 pm »
EDIT: On that note, while I have you here, Disciple gains a copy of whatever BoM emulates, not another BoM, right?

Woah. I could see this going either way. What if it's emulating Feast, does that matter?

5921
Puzzles and Challenges / Re: Easy Puzzles
« on: April 29, 2015, 05:07:58 pm »
Your opponent has Haunted Woods in play.

You play Walled Village, Fortress, Fortress, and at least $5 in coins.

You buy Traveling Fair for an extra buy.

You buy Bonfire, trashing the two Fortresses, putting them into your hand.

You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.

At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.

(One of the Fortresses could be Scheme I think)

Wait, there's a money problem. Bonfire costs $3... where are you getting that if you only played Walled Village and 2 Fortresses? You could get $2 if the +1 coin is on Fortress, but that's not enough still.

*Edit* I guess by the rules you could have had a Merchant Ship played the previous turn.

Might have still misread Wero's puzzle if playing treasures isn't allowed.  I assumed they were okay because he just said "These are the only Actions I play this turn."

Coin Tokens I guess if Treasures aren't allowed to be played, or durations played on the previous turn as you stated.

The puzzle didn't originally have "These are the only Actions I play this turn", and when he first attempted to clarify that he said that he plays "only" those 3 cards.

5922
Puzzles and Challenges / Re: Easy Puzzles
« on: April 29, 2015, 05:07:08 pm »
Your opponent has Haunted Woods in play.

You play Walled Village, Fortress, Fortress, and at least $5 in coins.

You buy Traveling Fair for an extra buy.

You buy Bonfire, trashing the two Fortresses, putting them into your hand.

You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.

At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.

(One of the Fortresses could be Scheme I think)

:D  Exactly!

Yes, playing Treasures is fine.

See in your attempt to be super-specific in your reply to me earlier, you weren't specific enough, lol: "You play ONLY Walled Village and two other cards."

Anyway, so does my solution work just as well as the Haunted Woods thing then?

5923
Puzzles and Challenges / Re: Easy Puzzles
« on: April 29, 2015, 04:48:05 pm »
Your opponent has Haunted Woods in play.

You play Walled Village, Fortress, Fortress, and at least $5 in coins.

You buy Traveling Fair for an extra buy.

You buy Bonfire, trashing the two Fortresses, putting them into your hand.

You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.

At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.

(One of the Fortresses could be Scheme I think)

Wait, there's a money problem. Bonfire costs $3... where are you getting that if you only played Walled Village and 2 Fortresses? You could get $2 if the +1 coin is on Fortress, but that's not enough still.

*Edit* I guess by the rules you could have had a Merchant Ship played the previous turn.

5924
Puzzles and Challenges / Re: Easy Puzzles
« on: April 29, 2015, 04:45:37 pm »
You would have to discard your hand during cleanup before your opponent can play Ghost Ship.

Contraband could also produce the +buy, but Traveling Fair was more Adventurous. ;)

Oh, oops, then just also buy a Save.

5925
Puzzles and Challenges / Re: Easy Puzzles
« on: April 29, 2015, 04:35:49 pm »
Your opponent has Haunted Woods in play.

You play Walled Village, Fortress, Fortress, and at least $5 in coins.

You buy Traveling Fair for an extra buy.

You buy Bonfire, trashing the two Fortresses, putting them into your hand.

You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.

At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.

(One of the Fortresses could be Scheme I think)

Ha, you thought of almost the same thing I did, a few seconds faster! Both ours should qualify if either does, since they both require an opponent. Also, you don't need to have Traveling Fair; you could have your +1 Buy token on Fortress.

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