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Messages - GendoIkari

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6726
Forum Games / Re: Corrupt a wish: Dominion edition
« on: July 17, 2014, 02:40:04 pm »
I think an Outpost that let you take more than 2 turns would be way overpowered... you just play 1 each turn and you get infinite turns.

And granted, your opponent is now going to be playing attacks every turn, ever game.

I wish for Goko to become as good as Iso was.

6727
Forum Games / Re: Corrupt a wish: Dominion edition
« on: July 17, 2014, 02:35:02 pm »
Granted, now they play "pop flops".

I wish traffic were better.
Granted, but you have to walk everywhere.

I wish my lawn would mow itself.

Granted.

I wish stores like CVS would stop telling me that buying something and getting a discount on my next purchase is the same as getting that discount now.

not granted

I want treasure map to cost 3$

Granted, but opening 2 of them is still not a great plan usually, and simply decreases the overall enjoyment of Dominion by further allowing luck to beat skill.

I want to take more than 2 consecutive turns with Outpost.

6728
Just ordered mine!
You didn't have Mine before?

I'm not going to upvote this, as to not encourage this type of behavior, but I will tell you that I laughed.

6729
Dominion General Discussion / Prince now available in the BGG store!
« on: July 17, 2014, 01:18:11 pm »
http://boardgamegeekstore.com/products/dominion-prince

Just ordered mine!

*Edit* Sorry, I checked the other thread to see if this news was there, but missed AdamH's post.

6730
Forum Games / Re: Corrupt a wish: Dominion edition
« on: July 17, 2014, 09:17:35 am »
I wish the BSG PBF would come to an end.

Granted, the forum games subforum is being shut down immediately.

I wish I were the number 1 on the Goko leaderboard.

6731
Variants and Fan Cards / Re: Slow yourself down for points
« on: July 16, 2014, 03:58:01 pm »
If you don't mind about logistics (like, use it only online, or with committed people) you could just adjust cost by number of turns. Like "This costs $1 per turn you have taken so far.". That opens more opportunity for the card to matter in the game.

Neat idea.

6732
Variants and Fan Cards / Re: Slow yourself down for points
« on: July 16, 2014, 03:43:41 pm »
Am I misreading cards or does this have a major combo with Watchtower and Royal Seal (and maybe others)? If things happen at the same time ("When you gain this") the player chooses the order of effects, and if you choose to put it atop your deck,  swamp loses track of itself, right? Or is the "when gain, trash this" not conditional on location? Something to consider, although LastFootnote's wording would completely eliminate this.

Also potentially weird interactions with Trader and Ironworks. I never quite mastered how those go down.

Good points. Perhaps LF's wording is best then.

6733
Variants and Fan Cards / Re: Slow yourself down for points
« on: July 16, 2014, 02:19:47 pm »
Just had an idea for a card...

Swamp
$2 - Victory
Worth 6 VP
---------------------
When you gain this, if you have taken more than 2 turns (including this turn), trash this.

Basically, it's a victory card that is worth more points than it should be, but with the huge drawback that you can only get it as part of your opening. Costs $2 so that anyone could open Swamp/Swamp if they wanted to. Named Swamp because it's a land that slows you down.

Not sure at all about the VP... 6 sounds possibly too strong, like opening double-Swamp will too often be good. 4 sounds almost definitely too weak. While 5 just seems like a weird VP value for a card to have, I dunno.

It might be too simple of a decision; Big Money = get Swamp, Engine = avoid Swamp. Weak Engine = 1 Swamp but not 2. Maybe. I mean, if you open double-Swamp, and your opponent doesn't, then you only need 3 Provinces to his 5 to tie.

5 VP doesn't seem like a weird value to me.

I don't think Big Money is necessarily going to mean you want Swamp. It still slows you down a lot. More like, if you have good sifting or if your opponents are playing Militias, you want Swamp.

For the bottom, how about: After each player's second turn, remove all remaining Swamps from the Supply. (This does not count as an empty Supply pile.)

I guess the thing with 5 is just that no official cards are worth 5; though there are a few that can be. With 4; at least that's the most common worth of Fairgrounds.

The reason I thought big money vs engine is that I think of big money as commonly ending in closer scores than engines. Big money often ends by less than 12 points. But maybe I'm wrong in thinking that the same isn't true for engines.

As for the bottom; your wording is probably easier to play, but I liked the idea that the cards could still have some interaction in rest of the game. In the endgame it's a third pile you can empty; and it also combos well with Goons and Merchant Guild.

Finally; I just realized that this card helps the second player a bit... the second player can always choose to go the same route as player 1, but player 1 needs to decide on Swamp before knowing what his opponent is thinking. (Obviously this is true of all cards, but with Swamp it probably matters more).

6734
Variants and Fan Cards / Slow yourself down for points
« on: July 16, 2014, 02:08:32 pm »
Just had an idea for a card...

Swamp
$2 - Victory
Worth 6 VP
---------------------
When you gain this, if you have taken more than 2 turns (including this turn), trash this.

Basically, it's a victory card that is worth more points than it should be, but with the huge drawback that you can only get it as part of your opening. Costs $2 so that anyone could open Swamp/Swamp if they wanted to. Named Swamp because it's a land that slows you down.

Not sure at all about the VP... 6 sounds possibly too strong, like opening double-Swamp will too often be good. 4 sounds almost definitely too weak. While 5 just seems like a weird VP value for a card to have, I dunno.

It might be too simple of a decision; Big Money = get Swamp, Engine = avoid Swamp. Weak Engine = 1 Swamp but not 2. Maybe. I mean, if you open double-Swamp, and your opponent doesn't, then you only need 3 Provinces to his 5 to tie.

There's technically a tracking issue in that the number of turns you have taken is not recorded information IRL. Obviously in practice I think people will know if it's still their opening, but as we've seen in the puzzles, openings can be completely crazy with Noble Brigand and other stuff.

6735
Dominion General Discussion / Re: Best Dominion Moments 2014
« on: July 16, 2014, 11:54:33 am »
I'm confused, why did Qvist do nothing on his last turn? He had Silver, Hunting Grounds, Estate, Hunting Grounds, Merchant Guild... not great, sure, but I'd think at the very least you should play Merchant Guild, and buy a Silver to get a coin token?

6736
Variants and Fan Cards / Re: A simple card without name
« on: July 16, 2014, 11:42:38 am »
the problem with your card (awaclus version) is that it's never bad, you can just buy it and it'll be fine. that's not interesting.

I don't quite see the point here.... this is true of every cantrip card. The only reason they can be bad is because you could have bought something better.

Quote
also, there is a powerlevel issue. to me your card seems too strong for 5$. in big money, +1 card > +1$, so you'll buy it over gold. in engines

Same could be said of Smithy... of course you have less worry about terminal collision here.

6737
Variants and Fan Cards / Re: Cards cost more
« on: July 15, 2014, 11:57:10 pm »
Has been proposed and the problem is, if Tax Raise is set aside and there are two Highways in play, how much does a Poor House cost?
I must be missing something. The answer would be $0, yes?

Not necessarily. It's just as valid to look at it like this:

Poor House starts at $1. Then Highway #1 makes it $0. Then Highway #2 makes it $0 also (because it says not less than $0). Then Tax Raise makes it $1.

6738
Variants and Fan Cards / Re: A simple card without name
« on: July 15, 2014, 10:13:46 am »
I agree with Awaclus; unless it turns out to be too strong with the +1 card first; I would think that's better. Pawn's biggest annoyance is not knowing whether or not to take the +1 action when you are also taking +1 card. But that's a $2 card; for $5 I don't think you should have such a chance at making the wrong guess.

6739
So, next one in Raleigh?

6740
Dominion General Discussion / Re: A story about Dominion and family
« on: July 13, 2014, 10:08:09 pm »
I taught a Dominion to my in-laws a couple weeks ago actually. One of my sister-in-laws enjoyed it enough that she wants to get it now.

6741
Variants and Fan Cards / Re: Cards cost more
« on: July 13, 2014, 08:00:00 pm »
basically, the difference between this and Cutpurse is that this one stacks, which is something you don't want, because pins aren't very fun (with some exceptions). there is some middle ground, but not much. I don't think that increasing cost (of all cards) is worth doing in any way

It's also MUCH weaker than Cutpurse. Cutpurse costs less, and gives $2 on play. This does nothing but the attack.

6742
Variants and Fan Cards / Re: Cards cost more
« on: July 13, 2014, 07:58:45 pm »
  But even with Depth Collector (did you mean Debt?) which addresses that, there is still the issue of terribly unfun pins where each player plays two Debt Collectors per turn, so even Provinces cost $8 and hence the game has no means of reaching a conclusion.  There may be ways of fixing this by incorporating gaining into the card, but I'm not sure how compelling it would be.

Yeah, $8 is way too much for a Province.

6743
Dominion General Discussion / Terminal +1 card
« on: July 10, 2014, 05:13:34 pm »
Why doesn't this exist (excluding things that can be terminal +1 card sometimes, like Pawn or Draw-to-x)? Seems like +1 buy and +1 coin are both things that get added on to a card to give it a little boost; but why not ever +1 card? The only thing I can really think of is that it may be too swingy in general; when played without extra actions, you might hit an action card and you might not; and this could be enough reason to not want to play the card when it's in your hand, thus adding AP and decreasing enjoyment. Is there anything else? That same logic would apply to all terminal draw; but I guess you are more likely to always want to play those, because if you're playing them without extra actions, it's probably a deck that's mostly money.

6744
Variants and Fan Cards / Re: Zero Dollar Card?
« on: July 10, 2014, 04:40:22 pm »
What about Oasis without the $1?

Aside from a few combos, this is usually worse than +1 card +1 action... a card which, aside from a few combos, you usually don't want in your deck; it's just less painful junk.
Actually, aside from a few nombos (which are fairly common, though — terminal draw and opponent's discarding attacks), you want it in your deck. Gives you better control over your reshuffles.

im not so sure. it does help, but it also decreases your hand size. you only want it if you are very likely to have dead cards in your hand, and that might just not be the case in games with strong trashing, or generally in a money based strategy.
Oh, I was referring to a pure cantrip. Pretty sure you never want this.

There was a bunch of discussion about when you want the pure cantrip in your deck before... I'm pretty sure the cons outweigh the pros on the average board. Terminal draw is going to be way more common than the amount that you need to purposefully avoid drawing 1 extra card to avoid a reshuffle.

Found the thread: http://forum.dominionstrategy.com/index.php?topic=2308

6745
Variants and Fan Cards / Re: Zero Dollar Card?
« on: July 10, 2014, 12:36:19 pm »
What about Oasis without the $1?

Aside from a few combos, this is usually worse than +1 card +1 action... a card which, aside from a few combos, you usually don't want in your deck; it's just less painful junk.

6746
Variants and Fan Cards / Re: Zero Dollar Card?
« on: July 10, 2014, 12:35:04 pm »
also with some buys and trader in hand this could be overpoverd.

Channeling SheCantSayNo... With Watchtower, maybe. But with Trader in hand, you're still self-junking, just replacing Curse with another junk card.

6747
Puzzles and Challenges / Re: Upgrade a spoils into...
« on: July 09, 2014, 02:33:48 pm »
The answer to the question as asked is $1. A Spoils can never be upgraded into anything costing more than $1.

6748
Rules Questions / Re: Platinum without colonies
« on: July 08, 2014, 09:59:22 am »
The thing about having Witch in the kingdom is that it should be obvious that curses are out even if they are not available to start with. Everyone sees Witch on the board and understand what it does. Witch=Curses But, Platinum does not = Colonies. After all, I have played plenty of games with Bank and no colonies and both are produce a similar amount of coin. In some cases, the Banks produce even more.
For me Platinum=Colonies.

Well in the rules, Platinum=Colonies. But you can't tell that from just reading the cards. If I saw Witch on the table without Curses, I wouldn't even think that maybe they are playing with a house rule where Witch doesn't give out Curses. But if I saw Platinum without Colonies, I would think that they were playing a house rule where you can have Platinum but not Colonies.

6749
Variants and Fan Cards / Re: Zero Dollar Card?
« on: July 07, 2014, 05:45:54 pm »
If you're going to edit a card, PLEASE leave the original card in the OP, perhaps crossed out. It's confusing to read replies that were replying to a card that is no longer listed anywhere.

6750
Variants and Fan Cards / Re: Dominion: Gunpowder
« on: July 07, 2014, 05:42:58 pm »
Shouldn't this be in the "Really Bad Card Ideas" thread?

1 hour before your post: http://forum.dominionstrategy.com/index.php?topic=114.2800

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