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Messages - Commodore Chuckles

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1001
Dominion General Discussion / Re: Favorite/least favorite Landmarks?
« on: June 04, 2018, 07:42:54 pm »
Favorites:

Fountain - Often a bad option that gets ignored, but very satisfying when you can make it work.

Museum - Diversity yay!

Tomb - Trashing yay!

Wall - This is like Tomb in that it rewards you for something you want to do anyway (trashing) and it doesn't make much of a difference in the end if there's no trashing. But in games with trashing, it can present really interesting decisions.

Wolf Den - I can see why this could be annoying and horrible to track IRL, but online with scores shown eliminating all those singletons becomes a really satisfying sub-game.

Least favorites:

Battlefield - I dislike that this encourages early greening and rushes instead of building big engines that pay off at the very end.

Keep - Glad I'm not the only one who dislikes this. The point swing is ridiculous, it encourages boring money strategies, it's hard to track and the endless arms-race of buying the same cards over and over is seriously unfun.

Palace - This one just feels weird and arbitrarily convoluted. It also has a lot of the same problems as Keep: Boring money strategies, hard to track, endless arms-race of the same few cards.

Triumphal Arch - Ugh, most confusing Landmark ever. I often ignore it entirely because it's such a headache to track even with scores shown.

1002
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: June 01, 2018, 07:02:11 pm »
The big problem I see with Osho is: how often is it actually going to be on the top of your discard? If you're drawing your whole deck (which you generally want to do) then it will only be in your discard if there's a way to discard stuff (which there often isn't.) The Commander ability can be used in slogs, but it will usually punish you there because you're likely to only play one terminal card per turn - plus, it's just a crummy Woodcutter on play.

Marshal solves this by discarding stuff on-play, which is nice. Overall it seems like all of the Commander cards will have to either be able to discard themselves or other cards in order for the mechanic to really be useful.

One final, minor thing: your dual-type formatting seems to be off. Why is the top border red almost completely covered by white instead of just red?

1003
Thanks to Ambassador, I managed to buy a Province and trash TWO Hovels. There’s no way it was the best play and I knew that at the time, but when am I ever going to have a chance like that again?
Hovel doesn't have a pile to be returned to, so you can't actually transfer them using Ambassador. Masquerade would work, though.

This would certainly be an interesting moment in an online game...

1004
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 30, 2018, 09:47:46 am »
I guess my main gripe with Yurt Village is that it's too obviously a better opener than Silver. There are other $3 cards that you usually get over Silver (Swindler and Fishing Village come to mind) but they have their potential drawbacks (Swindler is terminal; Fishing Village's $ is delayed.) Obviously Yurt Village might only be a Silver once or twice, but are there many games where you buy more than 2 Silvers anyway? To me, it just seems too clearly better than Silver.

What's the "Commander" type on Marshal supposed to mean?

1005
Variants and Fan Cards / Re: Workshop with an interaction
« on: May 30, 2018, 12:58:57 am »
Quote
Angel's Workshop
cost $2 - Action
Gain a card costing up to $6.
Each other player gains a cheaper card.

Q1. Are there any problems on giving cards? If yes, ...
Q2. Do you have any idea to give opponents some benefits?
Q3. Is the cost proper?

Hmmmm... I actually like this. I had my own idea for "gain a card and everyone else gets a cheaper one" but this one is simpler than mine, which I like. It might need the Attack type, since you can gain a good/decent $2 and force everyone else to take a Copper.

As for the price, $2 is way too cheap. Honestly, it might need to be $5. As has been pointed out many times before, the gap between $4 and $5 is huge. Gaining a $5 while others get a $4 is a pretty good effect on its own. It shouldn't be less than $4, I think.

1006
Dominion General Discussion / Re: Question- which one tilts you?
« on: May 28, 2018, 06:18:07 pm »
Well, it's often difficult to see just how good an opponent's draw was. If they buy a cheap card or nothing, they probably dudded, but there might be other reasons for that.

Also, if they're building any kind of competent engine, them getting "good" draws is the norm to be expected. On the other hand, if you have an engine it's absolutely frustrating if it duds due to bad luck.

1007
Dominion General Discussion / Re: Data Mining: Card Impact Factor
« on: May 28, 2018, 06:13:09 pm »
Yeah, Herald is basically a helper card that usually doesn't encourage you to buy things you weren't going to buy anyway. I don't think it's a coincidence that Lost City, which is basically a Herald that never duds, is also near the bottom. Though Scheme is near the top, and that's also just a helper card, so... dunno.

One thing I am surprised by is how low Stonemason is, considering the way it changes how you gain stuff, like Alms, which is near the top.

1008
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 28, 2018, 10:04:05 am »
I really like Astrolab. One concern is that the card is explosive enough that once you get it in your deck the debt is trivial to pay off, but I think here the punishment is severe enough that that won't happen.

Treaty is way, way too brutal. It's extremely likely to shut the other guy down completely. You have to get a Province first, but this makes it worse, in a way. The first person to get a Province will be able to hobble his opponent to such an extent that it will be difficult for him to even get his own Province if he doesn't already have one. It's Tournament on steroids with a liter bottle of caffeine.

1009
Variants and Fan Cards / Re: Dominion Card Image Generator v1.3
« on: May 26, 2018, 11:52:32 am »
Awesome tool! Sorry if this has been asked before, but is there a way to make Expansion icons?

1010
Variants and Fan Cards / Re: Mechanic idea: tribes
« on: May 26, 2018, 11:18:34 am »
I agree with the others that this is a neat idea. I'm questioning whether the new color is warranted, though. Yeah, I know, new colors are always cool, but in general they're reserved for types that behave fundamentally differently from normal Action cards (Durations have to be left out, Night cards can only be played after buy, etc.) An Action-Tribe really behaves no differently from a plain Action. Plus, in IRL games some of the Tribe cards aren't going to have the coloring anyway, which in particular doesn't really make the coloring helpful.

1011
With boulder trap, the issue becomes formatting; it theory it should be something like

Quote
Boulder Trap - Trap - $3
-1VP
--------------------------------------------------------------------------------
When you trash this, each other player gains a Curse.
--------------------------------------------------------------------------------
When you gain a card from the top of a Supply pile, if this is the next card, gain it.
--------------------------------------------------------------------------------
Setup: Shuffle one Boulder Trap into each Kingdom pile.

That gets a bit crazy. But I will definitely entertain any feedback on how to avoid having three horizontal lines on the card.

I don't think you need to do this. If there are other Traps, printing all of the Trap rules on every card definitely seems like overkill. Also, the whole point of the weird border color is to tell people that they need to crack open the rulebook instead of wasting space on every card. It's not like Night Cards all say, "You can only play this after the Buy phase."

1012
Dominion General Discussion / Re: Card alchemy revelation....
« on: May 19, 2018, 08:40:39 am »
For those who would gripe that my previous solution would only get "Royal Carryage", here's a solution in text that goes the whole way:
(1) Royal Blacksmith - Smithy - Black Market + Market = Royal - y
(2) Caravan - Avanto + Storyteller - Fortune Teller + Fortune = Car + Sry
(3) Imp - Bandit Camp + Bandit + Cache - Duchess + Duke = I - Ss + Ke
(4) Baker - Baron + Conquest - Quest - Charm + Harem = Ke + E
(5) Warehouse - War - Counting House + Count = E - Ing
(6) Scouting Party - Scout - Hunting Party + Hunting Grounds = Ing + Grounds
(7) Groundskeeper - Keep - Raider + Raid = Grounds

Now notice that (1) + (2) + (3) + Sage = Royal Carriage + Ke, and Ke = (4) - (5) - (6) + (7). So putting it all together,

Royal Blacksmith - Smithy - Black Market + Market + Caravan - Avanto + Storyteller - Fortune Teller + Fortune + Imp - Bandit Camp + Bandit + Cache - Duchess + Duke - Baker + Baron - Conquest + Quest + Charm - Harem + Warehouse - War - Counting House + Count + Scouting Party - Scout - Hunting Party + Hunting Grounds - Groundskeeper + Keep + Raider - Raid + Sage = Royal Carriage

I'm so glad we have threads like this.

1013
My opponents hate playing with Rats but I love them to the point of irrationality. I usually waste extra buys on Copper to keep them from eating my deck but on a board where my opponents went for a moneyish strategy I double-embargoed the Province pile right away. It slowed them down and provided free rat food on a board without extra buys.

Was this supposed to go in Dominion Confessions?

1014
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: May 16, 2018, 01:59:34 pm »
Then there is still Counting House, Trade Route etc..

That's a super weak card and a super strong card that do completely different things, I'm having a hard time knowing what the "etc" is supposed to be.

This is tiresome.  A card is not “super strong” if it’s correct to gain it in fewer than 20% of the kingdoms it appears in.

doesn't take into account a scenario in which a card is only very slightly weaker than many other similar cards (e.g. Walled Village), in which case the card in question is not gained in many kingdoms because a slightly stronger card is gained instead

Trade Route is not "slightly" weaker than other $3 trashers. It is way, way weaker than most of them. Even if it's the only trasher, it's a waste of time if terminal space is tight but you still have decent draw.

1015
Game Reports / Re: the funniest game in the whole entire world
« on: May 15, 2018, 07:56:48 pm »
It's also funny that Ratty got 5/2 and got Chapel... on his 5 turn.

1016
Variants and Fan Cards / Re: Mixed bag of cards
« on: May 15, 2018, 07:51:32 pm »
Cottage: Eh, it's cute I guess. It does feel a bit too similar to Shepherd and Fugitive, but it's neat that it can't totally dud the way Shepherd can.

Scrounger: I dunno, I think this seems really bad. It has the same empty-discard problem as Harbinger, but it's exacerbated by the fact that +3 cards makes it easy to draw your deck (though still a weak ability for the price.)

Reallocate: I like it! An easier-to-use Develop, sort of. I imagine the downgrade part allows all sorts of tricks.

Witch's House: This one is so cool I actually wish it were real. I don't think the cursing part will be too luck-based because you won't likely reveal your Potion much more than once per turn unless you buy more than one. And the art is also awesome.

Sellsword: I had a similar idea, based more around Ambassador and Bureaucrat:

Ambassacrat
Action - Attack - $3
Reveal a card from your hand and trash from your hand up to 2 copies of the revealed card. Each other player with 5 or more cards in hand reveals a copy of the card from their hand and top decks it or reveals a hand with no copies of the card.

With this card, it's more likely to hurt if you trash a junk card. This card also lets you try to guess what's in your opponent's hand and reveal a card without trashing anything. Though with your version it's cool that the attack is so well-integrated with the trashing.

Giant Spider: So, if I'm understanding this correctly, you won't be able to actually steal any cards you trash unless the other guy also Spiders you. Webbing isn't in the supply, right? The Webbings are only given to the other guy, so the trashing and gaining will both be one-sided unless the other guy reciprocates. I don't know, this seems very similar to Rogue, but harder to use.

1017
Variants and Fan Cards / Re: Card idea: Errand Boy
« on: May 13, 2018, 12:09:02 pm »
And how is an Heirloom less convoluted than putting it in your fist at startup?

Maybe not less convoluted, but more intuitive. Having to use tokens from a specific set just feels unnecessarily roundabout. Also, I agree with Gendo that the OP version mostly just seems boring. So, you get to choose what bonus the cantrip gives you, meh. Choosing from cards that are completely different from each other opens up all kinds of possibilities.

1018
Variants and Fan Cards / Re: Card idea: Errand Boy
« on: May 09, 2018, 08:16:40 pm »
How does the "secret" part work? Does everyone hold their chosen token in their fist and then reveal them all at the same time? Eventually they'll have to actually put the tokens on the pile, right?

I like the idea of secret choices being made at the beginning that are only revealed when the game starts, but this seems like a weird and convoluted way to do it. My idea is for each player to secretly choose an Heirloom-like card to replace one of their starting Coppers and that's only revealed when they play it (or when they have to reveal their hand for Bureaucrat etc.)

1019
I wish I could say I did this, but it was my opponent:

Z plays a King's Court.
Z plays a Gladiator.
Z reveals a Gold.
Z trashes a Gladiator.
Z plays a Gladiator again.
Z reveals a Gold.
Z trashes a Gladiator.
Z plays a Gladiator a third time.
Z reveals a Gold.
Z trashes a Gladiator.
Z plays a Silver, 2 Coppers and a Gold.
Z buys a Fortune.
Z takes 8 debt.
Z gains a Fortune.
Z gains a Gold.
Z repays 8 debt.

Somewhat amusingly, I actually won this game, but only because I was the first to hit the Provinces: I bought 3, then he bought 3, then I got the last 2.

1020
Variants and Fan Cards / Re: Dominion: Industrialization
« on: May 09, 2018, 04:56:57 pm »
I'm skeptical of the idea of having zero $4 or $5 cards and only one $3. What are you going to do if you're only playing with cards from this set? You'll have to buy a ton of Silvers and muck about for a long time with the cheap cards until you can afford the expensive ones. About the cards themselves:

Theater: The thing is, if you're playing full random, this card doesn't do a better job of "solving" problems like missing +Buy than any other card with +Buy, because the odds of the card itself appearing are just as high as those other cards. If you're purposefully designing the kingdom... well, then you'll always include +Buy if you hate kingdoms without it, so this card isn't helpful there either. I have to admit that I'm drawn to this idea, but the card is so text-filled and full of rules questions (like what does it mean for a card to "give" +2 Cards? Ironmonger can "give" +2 Cards if turns over a Victory card) that I feel like it's not worth it. Case in point: it took me forever to figure out that the "trash your own cards" clause was paralleling the other vanilla bonus cards; I had no idea what it meant at first because it was written so confusingly.

Infantry: Very cool idea! My one reservation with this is that an easily chained attack that virtually never runs out of junk might be too brutal, but maybe the high cost offsets that.

Hospital: Ridiculously swingy. Trashing is incredibly crucial in Dominion, so the time you happen to draw it will be pretty game-deciding. This could work if it were instead on-gain, overpay, or an event.

Artillery: I know this is really expensive, but choosing a card from the other guy's hand to discard will often shut them down completely if you can play it every turn. I think Pillage's one-shot thing might be the only way to do this.

Observatory: If you're drawing anything at all, the 5 cards on top will be this turn, not next turn. If you want this to set up a turn, you could have it set up this turn by discarding your hand, then looking through your deck for 5 card for your new hand. Though that might be too good, too finicky, or both.

Oil Refinery: So can you put +Card on Treasures, or did you mean to limit this to action cards? We know it's possible to put +Card on Treasures because of Encampment, but it's still weird and I don't know if it's what you meant to allow. Also, this is swingy in a way similar to Hospital. Sucks for you if you happen to draw it at the very end.

Smog:

The cantrip one is too weak of a penalty, I think. Many people have pointed out that the main reason Curses are bad is not the -VP but what they do to your deck. This is why Ruins are so devastating even though they don't give -VP and actually give you something when played (though the net effect of Ruined Library and Village is to actually take away something.) Also note that Misery is a pretty weak attack that usually doesn't make a difference in the end. I'd be more than happy to get a quintuple Miserable in exchange for a ridiculously powerful card that will let me empty the Provinces in a single turn.

The other one looks interesting. One thing to note is that the Smog cards are ones that generally let you draw your whole deck easily, so that makes it easier to play all your Smogs and trash them all except one. You'll need a lot of +actions to do that, though, so maybe it's still a fair penalty.

The cheap cards: It's cool that you're trying to come up with some balanced $1 cards; I've also been thinking about what a balanced $1 card would be able to do. Do you really need so many of them, though? I guess this comes back to what I said in the beginning, about how I think you need fewer ultra-cheap and ultra-expensive cards and more ones in the middle.

1021
I just ended a game with 9 Triumphal Arch points... from 3 Wishes.

It was a Witch slog game, and I couldn't activate my Lamp until one turn before the end.

Did you win the game?

Yes.

Because of the Arch points?

I... don't think so. It was only a semi-interesting moment.

1022
I just ended a game with 9 Triumphal Arch points... from 3 Wishes.

It was a Witch slog game, and I couldn't activate my Lamp until one turn before the end.

Did you win the game?

Yes.

1023
I just ended a game with 9 Triumphal Arch points... from 3 Wishes.

It was a Witch slog game, and I couldn't activate my Lamp until one turn before the end.

1024
I was playing an IRL 4-player game about 2 years ago. I don't remember the exact details, but I calculated my chances of getting as unlucky as I did to be 1/660.

The other players build huge engines and I got frustrated, trying to keep it in. Since I was so far behind, I figured my only chance was to 3-pile and have them somehow not realize. They didn't green, and I kept thinking they'd go off any minute and demolish the Colonies (they had already built up to double-colony each turn.)

I was winning 10-0-0-0 on my turn with 2 piles empty and one Platinum left, and I had enough to buy the Platinum. I bought it, and was like "Okay it's over gg everyone count up points." This caused an uproar and everyone else "asked" for an undo...

Undo request was denied.

I wish. They proceeded to do their turns over and buy all the colonies.

Lol feels bad man. But who really won that game? In the end, for all it actually matters, who really won?

Good point; if there were some actual universal thing that tracks the wins and losses of all games, then it would have recorded a win for teamlyle, after which it would have recorded a new game played as a variant where everyone starts with a bunch of stuff in their deck already, with a different winner of that variant game.

I think in situations like this you can just score it as victory inside your own head and let them have their fun redoing it.

1025
Variants and Fan Cards / Re: Seprix's Card Creation Emporium
« on: May 01, 2018, 06:31:55 pm »
Easily fixable by calling it a victory-treasure instead of using the curse type. Since I first started playing Dominion, I never understood why Curses needed their own type. I always thought they should be considered victory cards which happened to give negative VP.

I think the reason was that victory cards give bonuses to e.g. Ironmonger, and Donald wanted Curse to be something that's always bad. Curse can still be good with things that care about diversity, but the bonus-from-victory-types interaction is something that particularly goes against the spirit of the card.

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