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Messages - Commodore Chuckles

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1051
Variants and Fan Cards / Re: Dominion: Revolution
« on: March 27, 2018, 01:34:19 pm »
As worded, Frost has pretty bad antisynergy with junkers, given that all cards are gained onto your deck.

Well, it says "this turn," which... maybe implies it only affects you if it's your turn? I'm not sure what "this turn" means, actually, because, if I understand the rules correctly, each Weather remains in affect for n turns, where n is the number of players, right?

1052
Variants and Fan Cards / Re: Dominion: Revolution
« on: March 26, 2018, 02:37:06 pm »
I really like this.

My first impulse was "blech" because this seemed similar to Boons and Hexes... but this is way better than those, actually.

The fact that the Weather just happens, without having to buy anything, avoids the potential of introducing weak cards the way the Boons did. It's also nice that it happens to everyone, which avoids swinginess. Finally, the fact that you know what's coming introduces strategy instead of just pure randomness. This is what Boons and Hexes should have been.

Nitpicks on the cards themselves:

It's awkward that most of them are adjectives but a few aren't. "Fog" should be "Foggy." I admit that "Dewy" and "Frosty" sound awkward, though.

Frost could maybe be "Dry" instead, since dry weather is something that could be positive or negative, like the effect.

Fog definitely looks obnoxious! Getting deprived of an important card will always be frustrating, and possibly game-deciding.

I like Snowy. It's cool that you found a way to make a cost-increasing effect work without problems with stacking or other things.

1053
Variants and Fan Cards / Re: You may turn your journey token over...
« on: March 24, 2018, 11:47:32 pm »
Two-Face
$5 - Action - Attack - Rogues Gallery
$2
Flip the Journey Token in the air. If it lands face down, each other player gains a Curse, a Ruin and a Copper and discards down to 3.

1054
Variants and Fan Cards / Re: Dominion: Ice Age
« on: March 24, 2018, 08:35:42 pm »
It's definitely a neat idea, but it's hard to think of wording that's unambiguous while also not bogging down the concept's elegance. The big problem is keeping track of whether it's already been on your Mat. Maybe when you return it to your hand you turn it upside down? Pretty screwy idea, but I can't think of anything else that's not horrifically convoluted.

1055
Summon->Armory->Cemetery on 5/2 Open

This was a really, really good start.

Was it also a Shelters game, letting you discard Necropolis when you trashed Haunted Mirror to gain a ghost on turn 2, then remove the dead Cemetery from the top of your deck when you trashed Overgrown Estate?

Probably not, since you would have mentioned that, but it would have made it even better.

1056
Variants and Fan Cards / Re: Dominion: Ice Age
« on: March 23, 2018, 11:31:19 pm »
Warrior's potential for brokenness is capped by a number of things: There's only 5 of them, it takes a long time to get them, and Treasure Hunter makes it harder to draw your deck. Warrior's draw often turns out to be disappointingly wimpy if there's terrible/non-existent trashing and your Treasure Hunters enter a feedback loop with your opponent.

Road, on the other hand... the only cap is where it ends up after you shuffle. And possibly Enchantress.

1057
Dominion General Discussion / Re: Dominion Confessions
« on: March 23, 2018, 10:55:31 pm »
I like playing Settlers of Catan.

1058
Game Reports / Re: Dear My Opponent: I am Sorry
« on: March 20, 2018, 10:44:44 pm »
I just played a game where I opened double Ambassador and my opponent only got one... It turned into a bloodbath pretty fast. There was also King's Court. It reached the point where every time he gave me a piece of junk, he would get 6 copies of it back...

1059
Dominion General Discussion / Re: Ambassador and When to Buy Curses
« on: March 20, 2018, 06:20:05 pm »
More specifically, you should buy the Curse when you're drawing your whole deck and your opponent isn't. You'll probably win in this situation anyway, but as others have said, it's to cement your lead. You have to make sure you always collide the Ambassador with the Curse, so you should never buy it before you're drawing everything.

1060
Variants and Fan Cards / Re: Dominion: Ice Age
« on: March 20, 2018, 02:39:45 pm »
Wanderer is very confusing. I'm assuming that playing it from your Tavern Mat uses up an Action? When the official cards say "play" or "you may play" the playing doesn't use up an action, so this is a break from that. Also, all of the official Reserve cards are "called" from the Tavern Mat, not "played," and they can only be called at times specified on the cards. There are no rules on "playing" a card from the Mat, and a time is not specified. Can I "play" it at literally any time, including the Buy phase?

1061
Variants and Fan Cards / Re: Dominion:Cities
« on: March 19, 2018, 09:50:38 pm »
But I got those generals early game. I was also able to buy four colonies in one turn. And I beat my opponent by far. My opponent was the one who bought silver gold and provinces while I bought my cards. You should play that game that I posted and you will see what I mean. Of you open cursed coin/chapel that is very good, which is what I did. Cursed coin was how I was getting platinums on turns 5/6. I don't know how I could've won without those four generals that I was able to buy. I got a lot of provinces from them and they helped a lot with my engine. I love cursed coin! That card probably won the game for me, because I wouldn't have been able to get those platinums so then I wouldn't be able to get the generals. Kings crown is awesome. I used them for 2 cards 2 actions but they still counted for bank. With my crazy engines, bank was able to produce 20 a lot of times.

This sounds like a case of the stars aligning just right, though. You got an extremely lucky 5/2 opening and were able to get the second strongest trasher in the game and a very strong treasure which is literally the very cheapest of all of your cards. Also, your opponent was forced into a very weak strategy on this particular board since the only cheap card was Chapel. Basically, he could buy nothing but treasures and Bazaars, which is of course going to be slow, especially if he got 3/4.

I would suggest testing your cards on a board where there are also a lot of decent cheap cards. Just curious, was this board created at random or did you deliberately design it so that your cards would be useful?

1062
Variants and Fan Cards / Re: Asper's Cards
« on: March 19, 2018, 09:37:49 pm »
Town/Road: This seems like a pretty clear $5 to me. Playing a Town and then Road is better than Lab! Sure, you have to draw them together for that to happen, but this can even just be a regular Village or a Smithy if you double play the Road. I think all this extra functionality makes up for the early unreliability. The Road gain isn't even mandatory!

I'm not seeing it. A clunky Lab can absolutely be priced at $4 (See Caravan, Advisor.) The Smithy effect is something you usually don't want, because it means you drew a Road without the corresponding Town. Also, the main reason to not gain the Road is if there's a better terminal draw you want to use. If that's the case, wouldn't it, well, kind of suck if the only village on the board is $5 but is just a Vanillage?

1063
Variants and Fan Cards / Re: Really bad card ideas
« on: March 18, 2018, 12:56:43 pm »
Really Bad Card Idea
Action - $2
When you play this, propose a card. If each other player agrees to it, play this as if it was that card.  This is that card until it leaves play.  If they do not, +1 Card, +1 Action.

Leads to an infinite loop if you keep recursively proposing "Really Bad Card Idea" and everyone always agrees to it... which is further proof that it's a Really Bad Card Idea.

1064
Dominion General Discussion / Re: Dominion jokes/pick-up lines
« on: March 15, 2018, 09:37:21 pm »
There is a pair of siblings but they are in different expansions. Which expansions do the siblings belong in?

Duke and Duchess? Somebody here has an avatar that combines those pictures.

1065
Variants and Fan Cards / Re: Really bad card ideas
« on: March 15, 2018, 02:21:51 pm »
Ill-Defined Gains
Treasure - $5
Worth $0
When you play this, you may gain a number of Coppers to your hand equal to the square root of your score, rounded down.
When you gain this, each other player gains a Curse.

1066
Getting your hands on low complexity promos like... Governor (depends on what style of complexity she dislikes).
I agree with almost everything pops said, but Governor is not low-complexity in any way. I hate Governor, but mainly because I seem to be terrible with it.

Thank you so much. I thought I was the only one. Whenever Governor is on the board, I know I'm going to lose. I always botch the mega-turn, by failing to gain the last Province or screwing up the math somewhere else. In my opinion, it's by far the hardest card to use, and it rewards careful long-range planning more than any other card in the game.

It's a complicated card even when newbies are using it to do things like remodel Estates, gain Golds without remodeling them, etc, because it gives you three options, each of which lets the other players also do something.

1067
Variants and Fan Cards / Re: Really bad card ideas
« on: March 14, 2018, 05:10:52 pm »
Dangerous Experiment
Event
$7

Place your Radioactivity token on the Rats pile. For the rest of the game, when your Rats trash a card costing $2 or more, gain a Ratman from the Ratman pile.

Setup: Add Rats as an additional kingdom pile.

What is a Ratman???

I think in the chapel meme thread, it was something that trashed a rat, gained a rat to the top of your deck, and made your opponents discard a rat.

It was supposed to be a joke superhero card, the idea being that cards "bitten" by radioactive Rats turn into Ratman. I didn't feel like designing the actual card; I thought it would be obvious what it was from the context.

1068
Variants and Fan Cards / Re: Really bad card ideas
« on: March 14, 2018, 02:13:13 pm »
Dangerous Experiment
Event
$7

Place your Radioactivity token on the Rats pile. For the rest of the game, when your Rats trash a card costing $2 or more, gain a Ratman from the Ratman pile.

Setup: Add Rats as an additional kingdom pile.

1069
Pooka can be pretty good, but only if you buy it later after you have solid +action support.

Well, that's not true either. You should have Pooka before you have "solid +action support", because the main advantage of Pooka is that it makes you go through your deck super fast and that's actually a big deal and you want it as early as you can within reason (i.e. without putting a Curse into your deck t1). If you draw some of your Action cards dead, that's fine.

What.

Drawing your action cards dead is, in fact, super bad. And the whole point of going through your deck fast is so that you can play your buys earlier... which you can't, because you're drawing them dead.

1070
There's a 5$ thats very frequently worth grabbing the curse for on Cursed Gold boards in every game.

I'm still not totally sold on taking a Curse to open Pooka.  I've had it work out a few times, but usually Pooka just doesn't work if you're opening with another Action, and with the Curse and only six initial trash targets (since you can't trash Cursed Gold), it can be tricky to line up with Coppers.  Pooka can trigger unfortunate shuffles, and it loses its utility rapidly as you start buying other things.  It's a great card to open with on paper, but it just hasn't come through often enough for me in practice.

What I'm really trying to say is I have no idea how to play Pooka.

The Cursed Gold is a trap. You should almost never open Pooka. You'll just draw all your other early buys dead. The amount of $ you actually draw will also disappoint more often than not, due to the aforementioned dead draws as well as the fact that you're trashing your treasures while keeping your dead cards (4 of them thanks to the Curse.)

Pooka can be pretty good, but only if you buy it later after you have solid +action support.

1071
Dominion General Discussion / Re: Labs
« on: March 13, 2018, 01:58:33 pm »

Caravan [...] is basically Den of Sin [...] all those other aforementioned side benefits are removed as well.

This sounds to me like if you were underestimating the value of early speed-ups. It is far more than a side benefit if a card can be useful a whole shuffle earlier; the gap between gain-to-hand and play-next-shuffle is comparable to the gap between a T3 chapel and a T5 chapel.
Yeah. It's notable that the event that just functions as a 1-shot Den of Sin already costs $3 and is pretty decent. You pay $2 extra to get the Den permanently, that's a good deal. If Den didn't gain to hand, I think it would be about as good as Caravan.

I knew the gain-to-hand thing is good, but I guess I was still underestimating it. Thanks for the analysis; I'll keep it in mind.

1072
Yes, there was a bunch KCing that happened before, which I cut out because it would have taken up even more space.

1073
Just had another interesting moment: I was behind, but I bought the penultimate Province because Cutpurse's reveal-hand mechanic showed me that he was unlikely to buy the last one. I was right, and bought the last one next turn.

1074
With King's Court and Disciple, I was able to gain Disciple Conspirators to gain more Conspirators, then draw those Conspirators with the Conspirators I already discipled and King's Court them immediately.

C plays a King's Court again.
C gets +1 Coin (from Teacher)
C plays a Disciple.
C plays a Conspirator.
C gets +1 Buy (from Teacher)
C plays a Conspirator again.
C gets +1 Buy (from Teacher)
C gains a Conspirator.
C plays a Disciple again.
C plays a Conspirator.
C gets +1 Buy (from Teacher)
C shuffles their deck.
C draws a Conspirator.
C plays a Conspirator again.
C gets +1 Buy (from Teacher)
C gains a Conspirator.
C plays a Disciple a third time.
C plays a Conspirator.
C gets +1 Buy (from Teacher)
C shuffles their deck.
C draws a Conspirator.
C plays a Conspirator again.
C gets +1 Buy (from Teacher)
C gains a Conspirator.
C plays a King's Court a third time.
C gets +1 Coin (from Teacher)
C plays a Conspirator.
C gets +1 Buy (from Teacher)
C shuffles their deck.
C draws a Conspirator.
C plays a Conspirator again.
C gets +1 Buy (from Teacher)
C plays a Conspirator a third time.
C gets +1 Buy (from Teacher)
C plays a King's Court a third time.
C gets +1 Coin (from Teacher)
C plays a Conspirator.
C gets +1 Buy (from Teacher)
C plays a Conspirator again.
C gets +1 Buy (from Teacher)
C plays a Conspirator a third time.
C gets +1 Buy (from Teacher)

1075
Inn on turn 1 can get you 5/3.

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