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Messages - GendoIkari

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6276
Dominion General Discussion / Re: Coin payload
« on: March 10, 2015, 12:29:36 pm »
I wouldn't put Tribute on there.... I don't see how getting money is at all the focus of tribute. More often you are probably hoping for +2 cards +2 actions than you are hoping for just money. Same with Count. If you put Count on there then you should put Trade Route instead. But putting neither is better because those cards are trashers. Same with Salvager. I think Death Cart is the only Trasher that you can include.

I would probably put all Peddler variants on there too. I mean, I get why you stuck to terminals; because then it's easier to simply look at the cost of the card compared to how much it gives and the penalty it has. But the purpose of buying coin payload cards is to increase the amount of money your deck can produce in a way other than just buying treasure. That's exactly why you buy Peddler variants as well.

6277
Dominion General Discussion / Re: Claim your card art avatar
« on: March 09, 2015, 01:07:42 pm »
I'm still waiting for that Gendo promotional card.

6278
Variants and Fan Cards / Re: Village of Smithies
« on: March 05, 2015, 03:23:43 pm »


Just a mockup for fun. I'm not planning on testing it soon, since Enterprise is full-up on villages already.

Using the full-sized image and having the forum shrink it down makes it look much nicer! I'm going to do that from now on.

I don't really like it. For one thing, it makes me think "well why did I bother playing it if I don't get the effects of the card? I could have just discarded it instead." Of course I'm aware of the cases where it matters, but that's still one of my first thoughts. Then, I'm also bothered by the use of the phrase "on-play ability". That's not a defined in-game term. Sure it's pretty much basic English; but basic English isn't always good enough; and can cause rules confusions, especially with things like Durations and Scheme.

Oh, and also it's weird with cards like Highway and Goons. You get the +3 cards, but you also get the "while this is in play" effects, which is different from your original design.

6279
Other Games / Re: Temporum
« on: March 05, 2015, 09:29:41 am »
Note that as a general rule, 1 card = $4 = 1 crown. There are multiple things in the game that let you either pay $4 for a card, or discard a card for $4.

6280
Dominion General Discussion / Re: Interview with Donald X.
« on: March 04, 2015, 06:57:47 pm »
Dinosaur
Action - $8
+$2
You may immediately put your deck into your discard pile.
+1 Buy
+ $2
+1 Card
+1 Action
Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.
Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards.
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
+$P

Temporum
Action - $6

Choose one: +2 cards; or +$4; or play a card from your hand.

6281
Dominion General Discussion / Re: Homage to the Best Card
« on: March 04, 2015, 12:17:02 pm »
I wonder if there are any cards like hermit and urchin in this set. If so, it would be awesome if the playtesters didn't know about them. I think I like the cards like hermit and urchin, but I hope they aren't stupidly good like hermit and urchin are. Sure, hermit is fun, balanced, and high-skill, but they shouldn't all be the best $3-cost ever.

Why wouldn't the playtesters know about them though?

6282
Variants and Fan Cards / Re: Village of Smithies
« on: March 04, 2015, 12:15:28 pm »
I just realized that the wording is a bit weird. "The next time you play an action card..." So wouldn't this trigger once you have actually played that card? So what stops you from getting the normal effects of that card? I think it needs a "would play" instead. Of course then it would need some sort of "reveal" clause to prove that it's an action.

I like pacovf's wording. Can't you just change the +2 actions to +1 action, and then have it set aside an action card and draw 3 cards?

6283
Other Games / Re: Temporum
« on: March 04, 2015, 12:10:02 pm »
Temporum is a game of much smaller advantages than Dominion. In Dominion, you can build up a crazy engine that just destroys your opponent. In Temporum, it's more like you're trying to gain an extra .1 points per turn so that after 10 turns, you can win by 1 point. (Of course it's more like you win 1 turn sooner than it is that you win by a certain number of points). But because the gains are so small, they aren't noticeable to a new player. It's easy to think that 2 different options are both the same, because neither gives you a full "point" advantage. Rather, one option will just give you a tiny advantage that's not noticeable until you're good at the game.

And I understand what wero means by Dominion being in category a... like he said, you can draw your cards, play your cards, and buy new cards all in the same turn. Sure, sometimes you have to choose between playing 1 of 2 terminals in your hand, but the point is you can always play a card. In Temporum, you only get to play a card every few turns; you only get to draw a card every few turns; etc. I think the comparison to RFTG is a good one.

"because I think a big part of the strategy comes in finding moves that actually do two things for you." Yeah, this. That's the whole thing with Temporum. There's an obvious baseline where every turn you can either draw 2 cards, play a card (which will give you about 12 money), or score a card. The biggest part of strategy is finding things you can do that are better than those 3 options.

6284
Dominion skill is going to trump knowledge of the cards. Jonts proved that when we played; he had never touched Guilds before, and we were playing with all Guilds, but that didn't help me at all.

6285
Dominion General Discussion / Re: farmlanding a nobles into a province
« on: March 03, 2015, 07:13:02 pm »
When you have fairgrounds, more than 1 nobles, and no farmlands.

6286
Really? You aren't excited to see which cards will be previewed or to read the blurbs? I'm still pretty stoked.

Not nearly compared to the anticipation I had about learning what the new cards would be before I knew.

6288
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: March 02, 2015, 03:39:49 pm »
Thinking of a Feast variant. Probably overlaps too much with Conquest, but it's an option if Conquest doesn't work out.

Quote
????
Types: Action
Cost: $6
+1 Action. Trash this and gain a card costing less than it, putting it into your hand.

Maybe not so interesting from a strategic standpoint, but might make for some interesting tactical play.

I dunno, how often is it that you don't know which $5 you want to buy when you have the chance to buy it? If you were going to spend $6 on a $5, then this is just a strictly better option (then again, so is Border Village); and I doubt that the ability to delay your decision of which $5 to get will mean that you'll be buying this over Gold or Goons when you wouldn't have if you were just buying the $5.

6289
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: March 02, 2015, 03:27:13 pm »
If your opponent has a dead terminal, Bookkeeper whiffs, but it's no worse than Cutpurse without Coppers, or Militia with two dead cards. A hand of two terminals, two Silvers, and a Victory card laughs at all three.

Which is why Bureaucrat is the best card in Dominion.

A hand of 5 Golds (with no Colonies in the game) laughs at Cutpurse, Militia, Bookkeeper, AND Bureaucrat. And laughs extra-hard at Ghost Ship. And just so that you can laugh at Minion as well; your next 4 cards are Gold also.

"Ha ha, Minion! Your attack didn't ruin this turn! It just ruined the turn after that, which is totally not a bad thing under any circumstances!"

Edge case: Every card in your deck is a Gold.

6290
Puzzles and Challenges / Re: Obelisk
« on: March 02, 2015, 01:09:13 pm »
The mirror is weird. Literally the only thing that matters is endgame control and the ability to play an obelisk or two a turn.

Same as many Goons games.

6291
Other Games / Re: Play Temporum online, single-player against AI!
« on: March 02, 2015, 09:41:54 am »
Some sort of bug happened. 

Code: [Select]
Player 1 Turn 1
Player 1 visited Plutocracy
Player 1 gained $2
Player 1 played Secret Society
Player 1 gained $0

Player 2 Turn 1
You visited Plutocracy
You played Explorer
You gained $6
You scored 1

Player 1 Turn 2
Player 1 visited Plutocracy
Player 1 played Step on a Butterfly
Player 1 gained $12
Player 1 scored 1
History changes in all times

Player 2 Turn 2
...

The problem is that player 1 still has all of their crowns in Age I,even though they were supposed to have "scored 1" from Plutocracy.

I assume the Primitive Paradise was in play, which was why he got $2 when visiting Plutocracy on turn 1?

Failed to reproduce on my first attempt; anything else noteworthy in play?

Code: [Select]
Player 1 Turn 1
Player 1 visited Plutocracy
Player 1 played Papal Tiara
Player 1 gained $4
Player 1 could not afford to score a card

Player 2 Turn 1
You visited Plutocracy
You played Secret Society
You gained $0

Player 1 Turn 2
Player 1 visited Plutocracy
Player 1 played Prime Real Estate
Player 1 gained $7
Player 1 scored 1

Player 2 Turn 2

6292
Variants and Fan Cards / Re: Card Idea: Monopoly
« on: March 01, 2015, 04:19:40 pm »
Trying to think of refreshingly new Attacks. This one is maybe a bit too much like Taxman, but let me know what you think.

Quote
Monopoly
Types: Action - Attack
Cost: $4
Gain a card costing up to $4. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it).

Once a pile runs out, it's immune to the attack. Maybe it's too harsh. Perhaps it could cost $5 and give a small vanilla bonus.

It might be too swingy, even at $5. The problem is that if you can get your engine running, there is a good chance that you could gobble up all the villages pretty easily and really prevent your opponent from using any kind of non-treasure payload, and prevent your opponent from playing it. What might be a better idea is something like:
Gain a card costing up to $4. The player to your left reveals their hand; if they reveal a copy of the card you gained, +1 Card +1 Action

Except you should avoid a conditional +Action that you don't know if you'll get or not. Tournament purposefully had the action not be part of the conditional, because otherwise you don't know if it's worth the risk to play it at all.

6293
Variants and Fan Cards / Re: Card Idea: Monopoly
« on: March 01, 2015, 12:56:34 pm »
Regardless of the rules, people like to make stupid deals when they bankrupt other players. This makes no sense... it's like people don't actually want to win at Monopoly.  I mean it's a bit like not piling out a Dominion game because you want to Ambassador all the Curses to your opponent instead.

Hey, one time someone was going bankrupt to someone else, and I convinced the guy going bankrupt to give his properties to me before he went bankrupt so I could get back at the guy who bankrupted him.  That's a good play, right?

That's what has happened in ever single game of Monopoly I've ever played, and it's the reason I refuse to ever play it again. Kingmaking can be a problem in a lot of games, but for whatever reason, Monopoly just seems to encourage it.

6294
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: February 27, 2015, 03:47:05 pm »
If your opponent has a dead terminal, Bookkeeper whiffs, but it's no worse than Cutpurse without Coppers, or Militia with two dead cards. A hand of two terminals, two Silvers, and a Victory card laughs at all three.

Which is why Bureaucrat is the best card in Dominion.

A hand of 5 Golds (with no Colonies in the game) laughs at Cutpurse, Militia, Bookkeeper, AND Bureaucrat. And laughs extra-hard at Ghost Ship. And just so that you can laugh at Minion as well; your next 4 cards are Gold also.

Axeman!

Actually, Taxman too tbh.

Taxman doesn't hurt you; since 4 Golds is just as good as 5 Golds. And Axeman probably doesn't hurt you, because if you have 9 Golds in your deck, you'll probably be happy to replace one of them with a Duchy.

6295
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: February 27, 2015, 01:26:52 pm »
If your opponent has a dead terminal, Bookkeeper whiffs, but it's no worse than Cutpurse without Coppers, or Militia with two dead cards. A hand of two terminals, two Silvers, and a Victory card laughs at all three.

Which is why Bureaucrat is the best card in Dominion.

A hand of 5 Golds (with no Colonies in the game) laughs at Cutpurse, Militia, Bookkeeper, AND Bureaucrat. And laughs extra-hard at Ghost Ship. And just so that you can laugh at Minion as well; your next 4 cards are Gold also.

6296
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: February 27, 2015, 01:24:19 pm »
This version sounds weak. I mean, sure it can be as good as Cutpurse on some turns, but then when your opponent draws 2 terminals and no villages, this card just saves them. Sure, Ghost Ship can save you from a bad hand too, but it's really painful the rest of the time.

*Edit* Just read CookieLord's comments on it, and he makes good points too. So I could be completely wrong.

Bookkeeper doesn't top deck action cards though.

Oops! Never mind then!

6297
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: February 27, 2015, 09:44:56 am »
OK, screw this Copper-mucking nonsense. Time for something basic. Here's the version I plan to print for testing on Friday. It's like Magistrate, but allows the targets to discard Copper and doesn't require a choice on the part of the attacking player.



Quote
Bookkeeper
Types: Action – Attack
Cost: $3
+$2. Each other player with 5 or more cards in hand reveals one of them. If it's an Action or Treasure, he discards it. Otherwise, he puts it on top of his deck.

Yes it will sometimes be Cutpurse, but hey it costs $3. And the victim may choose to e.g. topdeck an Estate if he doesn't want to be down $1 in hand. I'm hoping it'll give the targets interesting options, especially in the later game when they may not have a Copper to discard.

This version sounds weak. I mean, sure it can be as good as Cutpurse on some turns, but then when your opponent draws 2 terminals and no villages, this card just saves them. Sure, Ghost Ship can save you from a bad hand too, but it's really painful the rest of the time.

*Edit* Just read CookieLord's comments on it, and he makes good points too. So I could be completely wrong.

6298
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: February 25, 2015, 11:31:11 pm »
There aren't currently any non-terminal one-shots are there? (Not counting Spoils). It just feels like a contradiction; non-terminal means it's a card that's not too strong to play multiple of; one-shot means it's a card that's too powerful to play repeatedly. Of course, it's obviously non-terminal so that you can immediately play the gained card; which is cool.

I do like that even though it's a one-shot, it's also kind of like Urchin/Hermit... it just upgrades itself to another card. Except you don't know which card that will be.

The obvious comparison is Saboteur. And I dunno how it compares, but the rundown:

Pros:
Other player doesn't get a replacement card.
Non-terminal.
It gains a card.
You gain the trashed card hand (You can play it immediately, plus it doesn't reduce handsize; so basically a cantrip).

Cons:
One-shot.
Saboteur can trash cards costing more than $6.

I'm sure you've considered every single one of those points already, but it's nice to list them out. Anyway, I think I like the card; I just have no idea how strong it is.

6299
Goko Dominion Online / Re: Dominion Online on Steam Greenlight
« on: February 25, 2015, 09:28:43 pm »
So...why are people arguing about whether online Dominion needs a log?

They aren't; they're arguing about how accessible the log needs to be.

6300
Variants and Fan Cards / Re: Card Idea: Monopoly
« on: February 25, 2015, 06:41:53 pm »
Man, I was expecting something like:

Quote
Monopoly
Types: Action - Attack
Cost: $5
Gain a house token. All other players throw a dice. If they rolled a 1, they trash one card from the top of their deck for each house token you have. If anyone of them did, gain a copper for every house token you have.
--
In games using this, the game only ends if only one player has cards in his deck or discard pile.

EDIT: for more obviousness.



Your version looks like it's going to be painful before the villages run out. Looks interesting.

Whereas I was expecting something like:

Quote
Types: Action - Attack
Cost: $5
Name a card. All players must give you all their copies of that card.

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