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Messages - GendoIkari

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6501
Donald has revealed a new card!

Persuasive Procurer - Action, $5
+$2
In your buy phase this turn, the other players reveal their hands, and you can buy cards from them.
Band of Nitwits: Action, $5
Play this as if it were any joke card Donald X. has posted in the forums costing less than it that you choose. This is that card until it leaves play or becomes too confusing.

http://forum.dominionstrategy.com/index.php?topic=2013

6502
Dominion General Discussion / Re: The list of Donald's fake cards
« on: December 09, 2014, 11:07:05 pm »
Bump because there's new cards now.
Advisor's Pal: Action - Duration, $5
Now and at the start of your next turn, +1 Card and +$1.
----------
When you choose this card, gain a Gold.

Strict Peddler: Action, $4
+1 Card
+1 Action
+$1
This turn, optional abilities are mandatory.

Quote
Persuasive Procurer - Action, $5
+$2
In your buy phase this turn, the other players reveal their hands, and you can buy cards from them.

Quote
Band of Nitwits: Action, $5
Play this as if it were any joke card Donald X. has posted in the forums costing less than it that you choose. This is that card until it leaves play or becomes too confusing.

This thread is actually helpful in playing Band of Nitwits!

6503
Other Games / Re: Temporum
« on: December 09, 2014, 04:12:08 pm »

Probably those other games are backlogged for a reason though. What you need is something fresh.

Good to have a completely unbiased opinion.  ;)

6504
Variants and Fan Cards / Re: Tomb - Gambling for a Draw or a Curse
« on: December 09, 2014, 04:08:55 pm »
I feel like adding on a "possible one-shot" effect to it is just making it way overly-complex. Even if it's slightly better for balance.
I feel the same.

I also don't get why the penalty is needed. You want to reward deck tracking. Whoever tracks his deck draws more cards, he gets rewarded. Whoever doesn't doesn't draw cards, he gets punished.

This is a good point. The penalty of having your card be about as good as a Ruined Village is penalty enough.

6505
Variants and Fan Cards / Re: Tomb - Gambling for a Draw or a Curse
« on: December 09, 2014, 01:40:41 pm »
I feel like adding on a "possible one-shot" effect to it is just making it way overly-complex. Even if it's slightly better for balance.

6506
Variants and Fan Cards / Re: Tomb - Gambling for a Draw or a Curse
« on: December 09, 2014, 11:17:57 am »
3. Power level: Opening Tomb/nothing already guarantees hitting $5 during the second shuffle; I don't think any other $3/$4-cost can do that. As such, I think it's close to a must-buy, at least in kingdoms with key $5/$6 costs (and these are common)

Feast. Death Cart. Several others like Smithy and Horse Traders make it so that you only won't hit $5 with extremely bad luck.

Quote
4. Encouraging uninteresting strategies: Which strategies work best with this card? Those who rely on spamming the same card over and over - Minion, Governor, that kind of stuff.

I don't agree with this. A deck full of Tombs don't do anything for you compared to a deck full of Minions or a deck full of Governors. You still need cards that get you money, buys, attacks, etc. With a deck with lots of Tombs, you'll probably want to name Tomb when you first play a Tomb. So you get another 1-2 Tombs in hand. And you know a card or 2 that's on top of your deck, so you can safely name that for the next Tomb. But they're not going to be really good cards either, because expensive cards are discarded. So it will probably act more like Apothecary; a way to pull your coppers into your hand.

In fact, I really wonder if this will play more like Apothecary than Wishing Well. Any time you name Copper, the effect is almost exactly the same as Apothecary. Except with more drawbacks. So it has the flexibility of naming other things, but what else are you going to name that's going to be as good or reliable as Copper? You have to combo it with cards like Governor or Minion; cards that you want to play a lot of during your turn.

Well, it's not really fair to count one-shots :P And all cards that make it reasonably likely to hit $5 are terminal, I think.

I didn't mean monolithic strategy as in "only buy Tomb"; rather that the kind of strategy Tomb works well in is a Minion/Governor sort of strategy with little diversity.

Fair enough.

6507
Variants and Fan Cards / Re: Tomb - Gambling for a Draw or a Curse
« on: December 09, 2014, 10:55:08 am »
3. Power level: Opening Tomb/nothing already guarantees hitting $5 during the second shuffle; I don't think any other $3/$4-cost can do that. As such, I think it's close to a must-buy, at least in kingdoms with key $5/$6 costs (and these are common)

Feast. Death Cart. Several others like Smithy and Horse Traders make it so that you only won't hit $5 with extremely bad luck.

Quote
4. Encouraging uninteresting strategies: Which strategies work best with this card? Those who rely on spamming the same card over and over - Minion, Governor, that kind of stuff.

I don't agree with this. A deck full of Tombs don't do anything for you compared to a deck full of Minions or a deck full of Governors. You still need cards that get you money, buys, attacks, etc. With a deck with lots of Tombs, you'll probably want to name Tomb when you first play a Tomb. So you get another 1-2 Tombs in hand. And you know a card or 2 that's on top of your deck, so you can safely name that for the next Tomb. But they're not going to be really good cards either, because expensive cards are discarded. So it will probably act more like Apothecary; a way to pull your coppers into your hand.

In fact, I really wonder if this will play more like Apothecary than Wishing Well. Any time you name Copper, the effect is almost exactly the same as Apothecary. Except with more drawbacks. So it has the flexibility of naming other things, but what else are you going to name that's going to be as good or reliable as Copper? You have to combo it with cards like Governor or Minion; cards that you want to play a lot of during your turn.

6508
Variants and Fan Cards / Re: Tomb - Gambling for a Draw or a Curse
« on: December 09, 2014, 10:51:05 am »

Do you think it's still so good that people would always open with Tomb no matter what ?

In the early game you might be able to compare it to Smithy. Early on you don't care that Smithy is terminal; it's not going to likely draw other actions anyway. So Smithy draws you 3 cards, mostly copper Tomb draws you 2-4; all Copper. So based on that, it doesn't sound overpowered as an opener. It's not doing much more than Smithy anyway. Of course you can't double-open Smithy, and even if you could you wouldn't want to. With this, double-opening is probably a pretty good opener most of the time. But I don't think it's automatic.
It's automatic. You can't open Smithy+terminal and you can't open Smithy+$4 card.

EDIT: Misread that. Yeah, double opening is definitely not automatic.

Confused; what did you misread that made you say it's automatic then later change to "not automatic"?

6509
Other Games / Re: Temporum
« on: December 09, 2014, 10:47:23 am »
It is $40 CAD at Board Game Bliss.  Is this a reasonable price?

I know very little about the game, but it's getting enough praise here that I am highly, highly interested.

It's still $35 at CoolStuffInc, where I got it. I guess that's the same as 40 CAD. It seems like a good deal to me, MSRP is $50; though I feel like it should be $40. I'm thinking that board games in general are just more expensive than they were a few years ago; it seems like $40 used to be the standard default; now there's a lot more that are $50.

6510
Variants and Fan Cards / Re: Tomb - Gambling for a Draw or a Curse
« on: December 09, 2014, 12:15:32 am »

Do you think it's still so good that people would always open with Tomb no matter what ?

In the early game you might be able to compare it to Smithy. Early on you don't care that Smithy is terminal; it's not going to likely draw other actions anyway. So Smithy draws you 3 cards, mostly copper Tomb draws you 2-4; all Copper. So based on that, it doesn't sound overpowered as an opener. It's not doing much more than Smithy anyway. Of course you can't double-open Smithy, and even if you could you wouldn't want to. With this, double-opening is probably a pretty good opener most of the time. But I don't think it's automatic.

Besides, this can always happen:


6511
Dominion General Discussion / Re: With my Dominion Time Machine...
« on: December 08, 2014, 11:57:27 am »
So we might make an attack card which says:

Attack part: Each other player gains a Curse
Non-attack part: Each other player may gain a Silver

Would have been cool to be able to make cards with an attack and non-attack interaction part.

Minion, Soothsayer, and Margrave all do this.

6512
Variants and Fan Cards / Re: Sopiominion?...
« on: December 07, 2014, 10:35:51 am »
Idea for Unicorn Graveyard... Combine discard with draw to x in one card.
"Discard any number of cards. Draw until you have 6 cards in hand."

Works like cellar when you have a full hand. Works like watchtower when you have a small hand. So you get the best of both. Could be non-terminal and draw to 5 instead. Dunno about the cost. But it does what UG wants to do.

6513
Dominion General Discussion / Re: DC area f.ds meetup (January 24 & 25)
« on: December 07, 2014, 09:49:19 am »
I will likely be available anytime that weekend, as well.

Lemme know if you want to go together.

6514
Variants and Fan Cards / Re: Sopiominion?...
« on: December 05, 2014, 09:54:50 pm »
Blindfolded - Action
Shuffle your hand into your deck.
+5 cards
(I don't know of any existing card that does this.)

I like this a lot. The only thing similar really is Minion I think. I have no idea what it should cost, but probably less than Minion. The fact that you shuffle your hand into your deck instead of just discarding your hand is interesting. Most likely that makes it slightly weaker, but could be stronger as well in a more treasure-heavy deck. Probably needs +1 action, because otherwise it's just way too likely that you'll draw dead actions.

6515
Variants and Fan Cards / Re: Some cards ideas from a while back
« on: December 04, 2014, 11:18:13 pm »
I don't know whether Pure Peddler should cost 4$, but Market, Treasury and Baker are all Peddlers with a benefit for 5$. So i would argue that 4$ is okay.

So are Highway, Bazaar, and Junk Dealer. And Oasis is Peddler with a drawback for $3.

6516
Variants and Fan Cards / Re: Some cards ideas from a while back
« on: December 04, 2014, 11:13:24 pm »
Leap of Faith just seems like a Peddler-with-a-Disadvantage. It's strictly worse than $4 Peddler, unless your opponent isn't playing optimally. I think it's not different enough from regular non-existent $4 Peddler to be worth it, though. It would slow down the game, as your opponent would want to know how many cards are left in your draw pile every time you play one. Then he needs to consider if he wants to cause a reshuffle or not, if he has that option. So if you're gong to make this card, just make regular $4 Peddler instead. Or, maybe make it so that you choose the number instead of your opponent, and make it cost $5.

6517
Dominion General Discussion / Re: DC area f.ds meetup (January 24 & 25)
« on: December 04, 2014, 05:28:12 pm »
Would prefer longer affair. I'd be actually going for the weekend if I can make it, so I'd hope that we could spend most of Saturday afternoon / evening gaming. Also, is it assumed that this isn't limited to Dominion only, but various board games as well?

6518
Variants and Fan Cards / Re: Dominion - Reverence
« on: December 04, 2014, 02:22:49 pm »
inquisition sounds way worse than mountebank to me.

it is, and so are 204 of the official cards.

But those 204 official cards aren't almost exactly like Mountebank while costing the same and weaker. Though of course there's edge cases, this comes darn close to "strictly worse" than Mountebank.

6519
Rules Questions / Re: Bunch of Duration Questions
« on: December 04, 2014, 02:10:56 pm »
But Scheme is a "may", not a "must". You can always choose to scheme nothing. I can't imagine any scenario where scheming a first-turn duration is different from scheming nothing at all,
Advisor's Pal: Action - Duration, $5
Now and at the start of your next turn, +1 Card and +$1.
----------
When you choose this card, gain a Gold.

Strict Peddler: Action, $4
+1 Card
+1 Action
+$1
This turn, optional abilities are mandatory.

(Can't believe I didn't see this 2 weeks ago)

Are these the previews for the new set??  ;D

6520
Variants and Fan Cards / Re: Twisting options
« on: December 04, 2014, 01:43:28 am »
Small Village-Smithy looks kinda powerful as an engine.

Looks way worse than regular Village / Smithy to me... it's exactly the same, except that SV costs $P instead of $3. This means that you can't get as many of them, and you'll be clogging your deck with at least 1 Potion.

6521
Variants and Fan Cards / Re: Dominion - Reverence
« on: December 04, 2014, 01:30:30 am »
Dunno if this was mentioned elsewhere in the thread, but in your text file that rewords existing cards with "dig", you mentioned Scheme when you meant Sage.

6522
Welcome to the forums! You and your friends are welcome. It sounds like we have enough people for this to be a successful event. Everybody good with the evening of Jan. 24th?

EDIT: Actually the evening of Jan. 25th (Saturday) might be easier for people coming from out of town. Does anybody have a preference?

Preference for the 25th because I'd be driving up on Friday. But again, dunno for sure yet if I can come.

6523
General Discussion / Re: STAR WARS
« on: December 03, 2014, 11:39:11 am »
Nope, its definitely Science Fiction

"fiction based on imagined future scientific or technological advances and major social or environmental changes, frequently portraying space or time travel and life on other planets."

Just because its not the dark gritty moralistic style of Sci Fi....I like to think of it as High Science Fiction, in the same way people like David Gemmel are High Fantasy

Star Wars features The Force, which is basically magic.  They "explain" it later with midichlorians and whatnot, but really, it's still magic.  IMO, that puts it squarely outside the realm of science fiction and firmly in the realm of fantasy.  It's fantasy in space with some technological trappings, but still fantasy.

I dunno, is The Force all that different from certain races in Star Trek being able to read minds, or mind control, or heck, the practically omnipotence of Q? Since the characters in Star Wars are not "human", it's reasonable to say that "The Force" is simply an ability that some members of their various species possess. So if Star Trek is sci-fi despite having characters such as Q, then surely Star Wars could qualify.

6524
General Discussion / Re: STAR WARS
« on: December 02, 2014, 03:02:57 pm »
The new lightsaber fails at protecting sliding down to cut off fingers, because the beams don't come directly out of the other beam:



This image has now been debunked by Steven Colbert: http://thecolbertreport.cc.com/videos/umsrnb/lightsaber-controversy

6525
General Discussion / Re: STAR WARS
« on: December 02, 2014, 12:44:56 pm »
The George Lucas special edition of the trailer:


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