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Messages - grrgrrgrr

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26
Dominion General Discussion / Re: Interview with Donald X.
« on: November 28, 2023, 04:35:01 am »
Since you errata'd Possession with the multi-turn errata, have you considered it giving even more errata? Such as:
a) Treating returning to its pile the same as trashing. (so that Way Of The Horse can no longer nuke decks)
b) Putting the deck on the discard at the end of the turn, so that the normal turn cannot be ruined by topdeck shenanigans, or by triggering nasty shuffles?

Obviously, this'd make Possession even more wordy, and probably still as inpopular, so I'd totally respect it if you actively decided against it.

27
Variants and Fan Cards / Re: Fan Card Mechanics Week 78: He Who Remains
« on: November 27, 2023, 05:48:24 pm »

Quote
Guarded Kingdom (Reaction/Remain, $10)
+10%
+4 Remain
Untill this is discarded from play, discard 1 card from your hand at the start of your turns.
-
When you gain this, play it.

28

Quote
Locked Treasure (Treasure-Liaison, $5)
You may spend a Favor for
+$3 Cards, +1 Buy
-
Setup: Choose an Action Supply pile. When you play a card from that pile, +1 Favor.

29
Variants and Fan Cards / Re: Revised versions of published cards
« on: September 23, 2023, 11:32:53 am »
I was thinking about a new, bit more self sufficient version of Crypt.


30
Dominion General Discussion / Re: Hinterlands 2E Preview 3
« on: August 09, 2023, 08:47:08 am »
Just got a copy of Hinterlands v2 upgrade pack today. The new cards look super cool. Hinterlands was already my favorite expansion. But I wanted to +1 the lamenting of the loss of Silk Road. It's the only Alt-VP in Hinterlands that is big enough for you to develop a strategy around it (you can win the game with Silk Road, mostly ignoring Province, but you can't do that with Tunnel or Farmland). I like Silk Road better than Gardens because you can make it build faster, and having a fat deck is not a prerequisite for Silk Road being really valuable. Silk Road is strong by itself if there's any good filter card in play (like Stables), and it's often the dominant strategy on boards with Tunnel, Great Hall / Mill, Nobles, Island, etc., which can't be said of Gardens. Another nice thing about Silk Road is the dynamic where a player rushing Silk Road forces other big money / engine players to bite the bullet and buy a few themselves since getting all 12 Silk Roads is really strong (that's automatically a 36-point deck and can easily grow to a 60+ deck). I hope Silk Road returns in another set or as a standalone promo card for folks not fortunate enough to own a copy of Hinterlands v1.

It is also WanderWinder's favorite card. And while beating him is already a tall order, it becomes downright impossible when Silk Road is on the board.

31
Weekly Design Contest / Re: Weekly Design Contest #188: Make a Wish
« on: May 26, 2023, 03:13:03 pm »

32
Variants and Fan Cards / Re: Revised versions of published cards
« on: May 04, 2023, 08:34:53 am »
Is the Buy removal intentional? I hope not because this is a pretty serious nerf; that Buy is far stronger than an extra card.

This was intentional, indeed. But it might not be a good idea. Although elevating a stop card to being a non-stop card is generally quite a change in power.

33
Variants and Fan Cards / Re: Revised versions of published cards
« on: April 30, 2023, 07:50:14 am »
I was also thinking about Capital, and I actually think that the card should have been a cantrip action. I also modified it so you can no longer escape the Debt, as that'd be really broken with Overlord.

Quote
Capital (Action, $5)
+1 Card
+1 Action
+$6
At the start of Clean-up, take 6D, and then you may pay off D.

34
Dominion Online at Shuffle iT / Deleting my account
« on: April 01, 2023, 12:53:52 pm »
Hello,

I'd like to delete my dominion account, due to addiction problems. My name is grrgrrgrr1018. Can someone help me out?

I know I'm supposed to post it here: https://forum.shuffleit.nl/index.php?topic=4153.0. However, I can't as I get the error Unable to load Themes/default/Errors.template.php!.

Thanks in advance!

35
Variants and Fan Cards / Re: Revised versions of published cards
« on: April 01, 2023, 09:50:31 am »
I was also thinking about Silver Mine. This card is pretty much a strictly inferior Sculptor and is easily the worst card of the set. Sure, they can't all be the best card, and it is still better than the card that holds that description. But I can't help but wonder: was there absolutely nothing the devteam could do to make the card more interesting?

I have three ideas:

Idea 1
Quote
Silver Mine (Treasure, $5)
Gain a Treasure costing less than this to your hand. When you gain a Province this turn, trash this to gain a Gold Mine.

Quote
Gold Mine (Treasure, $8)
Gain a Treasure costing less than this to your hand.
(this is not in the supply)

This makes Silver Mine upgradeable into Gold Mine. The downside is that you'd need an extra pile of 10 cards, which is probably a dealbreaker for this set.

Idea 2
Quote
Silver Mine (Treasure, $5*)
Gain a Treasure costing less than this to your hand.
-
During your turns, this costs $1 more per card you gained this turn.


Basically, an inverse Destrier cost wise. After gaining 2 cards, this can gain Golds. Yay. But the card itself also becomes harder to get.

Idea 3
Quote
Silver Mine (Treasure - Duration, $5)
Choose one: Gain a Treasure costing less than this to your hand, or put this into your hand at the start of next turn.

Either gain a Treasure this turn, or keep the card for next turn. This gives it a bit more flexibility.

36
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: January 26, 2023, 04:03:47 pm »

37
Best pairing I could think of for each Trait:
I agree with most but the following:

  • Fawning Island - Provinces come with a card that can take it out of circulation while keeping the points. Great for golden decks. Sanctuary would also do this just as well but giving Island the nod for "most improved (and the 2 bonus VP)".
     Edit: Also remembered Rebuild still exists. If you're playing Rebuild, more free Rebuilds as you're doing the thing is very powerful.
Island is obviously NOT the best card to pair it with, but it definitely gets nod for most improved as you said. Rebuild indeed is pretty obscene here. But I think the crown goes to Shepherd.

  • Friendly Village Green - You still get to meaningfully play it and gain another, great for a spammable card.
This interaction straight up does not work, due to Friendly activating in the Clean up phase. It is still fairly decent though. The best one is probably Groundskeeper.

  • Inspiring Black Market - Lots of chances to be non terminal. Knights would also be good.
Eh, no. An Inspiring card likes Black Market on the board, but Inspiring on Black Market is obviously not that great. I think the winner is a Smithy variant, that gets the potiential to become a superlab. (it is nice on Knight though, as it prevents Knight collisions)

38
Variants and Fan Cards / Re: Fan Mechanics Week 54: At the Border
« on: January 15, 2023, 03:32:22 pm »
  • The Border mat is included whenever a card's instructions refer to the "Border", "Incoming" or "Outgoing". I might be persuaded by using a type though.

I think you should CERTAINLY use an extra type. The setup is fully determined by the card's typing. Looters also have an extra type; it doesn't rely on the word "Ruins" in the card's instructions. Heck, even Fate and Doom cards have an extra type, even if it is for something as superfluous as shuffling the Boon and Hex piles (which Loot gainers strangely do not).

Cool mechanic though

39
I really feel like the Seaside 2E cards are more like early releases of Plunder cards than actual Seaside cards. But that's okay; it doesn't matter very much in which expansion a card gets released.

Several Prosperity 2E cards are in the same boat, which makes me wish the 2E cards were more focussed on the Bigger & Better aspect of Prosperity; i.e. having some $6 or $7 costs among the 2E cards. Although many are also just direct replacements.

That said, the expansion cards are still expansion cards, so they don't have to be simple. And the 2E cards are also released on a time that we already have many expansions; they don't have to "go back in time".

The expansions are on the aggressive side with replacing stuff. I in particular think Silk Road and IGG didn't need to be replaced.

40
Dominion General Discussion / Re: Plunder is online
« on: January 02, 2023, 09:22:23 pm »
is there still wandering winder? he was always good at realizing when you should just play money.

Seems like it's been quite a while since any of us have been WanderingWinder here.

He was a huge fan of Silk Road and on boards featuring that card, he was completely unbeatable. Now that card is gone ...

41
Variants and Fan Cards / Re: Revised versions of published cards
« on: January 02, 2023, 02:58:57 pm »
I've read the Secret History about Tools and you've worried a lot about it and it is not as absurd as it seemed to be. Still, I cannot help but feel that multiplying King's Courts, Platina and City Quarters with it shouldn't be possible. I think it should be:

Tools (Treasure, $4)
Gain a card costing up to $6 that anyone has a copy of in play.

The Plunder card that is most shocking to me, however, is the Nearby trait. A Nearby Peddler looks very awful to play with, as does any cheap Nearby card when Quarry is on the board. A good fix IMO would be:

Nearby (Trait)
The first time you gain a Nearby card in your turn, +1 Buy

(It also kinda weirds me out that the +Buy-on-play trait was considered not interesting enough, but oh well)

42
Weekly Design Contest / Re: Weekly Design Contest #172: Trait Me Right
« on: December 24, 2022, 06:40:44 am »
My Entry is a Linked Trait pair
Romeo & Juliet
These are temporary flavor I will likely replace them latter if this plays well. I thought it best to use an iconic pair to show how these are linked. Suggestions welcome.


Quote
Romeo
Trait
When you buy a Romeo card, gain a Juliet card.
After playing a Romeo card on your turn, you may play a Juliet from your hand.
Quote
Juliet
Trait
When you buy a Juliet card, gain a Romeo card.
After playing a Juliet card on your turn, you may play a Romeo from your hand.

I know Buy triggers are out dated but I am trying to keep the text box small.

I would honestly forego the gain part altogether. Simplicity is important and you also don't want to unlock the ability to gain a $6 cost by buying a $2 cost.

43
Dominion General Discussion / Re: Plunder is online
« on: December 22, 2022, 06:25:34 am »
 It also has some highly valueable life lessons. Namely the best Crew is a Reckless Crew. And the best Landing Party is a Reckless Landing Party. EDIT: And a Captain also really likes Reckless stuff.

44
Dominion General Discussion / Re: Infinite loops
« on: December 21, 2022, 03:55:19 am »
Patron+Pursue: buy Pursue, reveal 4 Patrons for +4 Coffers, spend 2 Coffers. Repeat.

I missed this one for the item of only buying events without gaining and playing cards. With the new Coffers ruling, Patron seems to be pretty useful for loops. Here are some more Patron examples with Fated:

Buy Scouting Party, shuffle 3 Fated Patrons revealing them for +3 Coffers, draw and discard them, spend 2 Coffers. Repeat.
Buy Gamble, shuffle 1 Fated Patron revealing it for +1 Coffer, revealing it with Gamble for +1 Coffer, spend 2 Coffers. Repeat. [Probably useless time waster]

I guess, using the Fated trait moves the card and so Avoid cannot move it as it is not among the to-be-shuffled cards where expected, right? Otherwise, every Avoid bought would yield +$1 on the next shuffle by discarding 3 uselessly revealed Fated Patrons which could make the Gamble loop above productive.

In the Fortress case, it seems, that Priest is the only way to produce any useful economy on trashing cards. So without ever gaining or playing or using Patron, we need Priest in the Fortress loop as well as Traveling Fair to produce the +buy we need. For the trashing events we can choose among Advance, Enhance, Maelstrom, Peril and Trade.

I will update the previous post accordingly.

The Gamble Patron loop has already been addressed through errata. (Namely by restricting Patron's reaction to the Action phase)

45
Reckless Crew
This thing does NOT have to return to the supply. Like at all.

Nearby Peddler
Dear programmers of Dominion Online, please prevent this one from popping up. (I've not encountered this one, but I dread the day I will)

First Mate + Nonterminal trasher
Trash stuff, then draw back to make up for the reduced handsize. First Maid can be quite nuts for sure.


46
Dominion General Discussion / Re: Plunder is online
« on: December 18, 2022, 06:18:41 pm »
Very cool stuff overall. Kinda surprised there is no Trait that gives +Buy on play, but oh well.

Also worth noting that with Gondola, the "enhanced Silvers shouldn't cost $4" rule is finally where it belongs: in the trash.

47
Well, I never criticized the wording of the cards; these are fine the way they are. It was mostly a critique to the rule itself; the fact that the distinctions between moving category 1 and category 2 exists at all (as both happen "during" the gaining itself). And that the no visiting rule doesn't apply to category 2, even when the card has been moved to a "reachable" destination like the hand or top of deck. And that phrases like "when you gain this, put this into your hand" and "this is gained to your hand" aren't functionally identical.

But on a second thought, this is probably the best solution after all. The gaining process formally consists of two parts:
1) moving the card to its initial destination (usually the discard) that is always the expected location for any on-gain effect
2) resolving all on-gain effects in any order.
Which justifies the distinction of categories 1 and 2.

Right, just to clarify: category 2 (Watchtower, Siren etc.) doesn't happen "during" the gain, but after it. Category 1 (Armory etc.) tells you to gain in a particular way. The "modified" destination is part of the gaining, so to speak.

That, IMO, is not a clarification at all, as on-gain effects happen simultaneously with the gaining (see Innovation + Skirmisher). I'd argue that "determining the expected/default location" (what category 1 entails) happens directly before the gaining.

Category 3, on the other hand, is about effects that happen after the gaining.

And about Siren, the proper way to make it "properly" is probably to use "first" in the text to indicate it has to happen before other on-gain effects, similarly to Donate. Ditto with Gatekeeper. But there are obviously very valid reasons for not going for an approach like that. (as an opposing Gatekeeper would still let you bypass the mandatory trashing)

48
Well I'll take a stab:

- Armory, Sculptor aren't optional. They gain directly to a specific location and so Siren can then simply trash itself, no stop-moving involved.
- Traveling Fair and other seal/topdecking variants don't happen immediately. You're given an option after gain. They could have been worded as "you may gain it to the top of your deck" rather than put it on top of your deck, but they weren't, for..reasons? I don't know why offhand, but it's how they were all made--I would guess because it made for the simplest wording.
- Replace isn't optional, but there is a decision involved based on the card's type. It's simplest to gain first and then make that determination, vs. describing two different locations on the card itself.
- Summon sets aside after gain because that's how you set up things for the next turn without a duration card involved. It could have been created as "Set aside a card" without using gain, but then other on-gain things wouldn't trigger and that would be confusing.

In general, when all these cards were designed the goals were:

1) Ensure they functionally work as they should in all situations
2) Make them as easy to understand as possible
3) Minimize confusion

A 4th goal of, say, "ensure they all interact exactly the same way with another card that does on-gain things like Siren" .. well, that was never a goal because it would lead to more awkward wordings. (1), (2), and (3) are far more important game design considerations.

Well, I never criticized the wording of the cards; these are fine the way they are. It was mostly a critique to the rule itself; the fact that the distinctions between moving category 1 and category 2 exists at all (as both happen "during" the gaining itself). And that the no visiting rule doesn't apply to category 2, even when the card has been moved to a "reachable" destination like the hand or top of deck. And that phrases like "when you gain this, put this into your hand" and "this is gained to your hand" aren't functionally identical.

But on a second thought, this is probably the best solution after all. The gaining process formally consists of two parts:
1) moving the card to its initial destination (usually the discard) that is always the expected location for any on-gain effect
2) resolving all on-gain effects in any order.
Which justifies the distinction of categories 1 and 2.

49
2. How/why can you dodge Siren's restriction?

it seems like most people aren't familiar enough with the stop moving / no visiting rules to understand tricks for dodging Siren's restriction. So here's my quick explanation:

(All of the following also applies to dodging Gatekeeper; it's just that uh no one buys that card)

There are 3 different categories of cards that are relevant for the no visiting rule:
1. gain a card directly to a location (Armory, Sculptor)
2. when you gain a card, move it (Siren, Travelling Fair)
3. gain a card. then move it (Replace, Summon)

(For more examples of cards within these categories, http://wiki.dominionstrategy.com/index.php/No_Visiting_rule)

When you have multiple effects at the same time (i.e. category 2), you can order them. So if you buy a Siren, you can choose to topdeck it with Travelling Fair first. And then you resolve the Siren's effect, except that the Siren is no longer where it was gained to (your discard pile), so the Siren fails to trash itself.

I've been thinking about this for now, and I think by myself: is this really the logical route? In particular, it really seems really weird that "when you gain this, put it into your hand" and "this is gained into your hand" aren't functionally identical.

The no visiting rule (which only applies to category 1 if I understand correctly) in particular seems to be designed to be able to use moving on-gain effects on cards that are gained into your hand or onto your deck. So to me, it seems logical to broaden the expected location for gained cards to:
a) Your discard pile
b) Your hand
c) A specified location in your deck (which means that if the gained card entered your deck pre shuffle, it can no longer be moved)

As cool as being able to dodge Siren's restriction with optional topdecking, it is something that Armory and ideally also Replace should be able to do as well if we go for it IMO.

That said, I know I cannot outthink the development team, so I'm pretty sure they have good reasons why it is the way it is now.

50
Dominion General Discussion / Re: * Plunder Previews #3: Loot *
« on: December 14, 2022, 05:48:13 pm »
Cool stuff so far. Sac of Loot definitely seems very strong here, as it is essentially a Treasure Trove that doesn't gain those pesky Coppers.

What really weirds me out is the choice of descriptions for Trait cards. Particularly that the name of the card is always used to refer to the pile (instead of something "this pile"). This in particular leads to a confusing card text for Cheap.

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