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Messages - Commodore Chuckles

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251
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 03, 2019, 08:59:58 pm »
Whoa, the Renaissance list is also surprising. Silk Merchant at #2? Hideout is considered weak?

252
Variants and Fan Cards / Re: Really bad card ideas
« on: October 03, 2019, 08:28:44 pm »
Putt-Putt
Action - $3
Each other player gains a Duchy
-
In games using this, the player with the least VP at the end of the game wins, and Mills are worth an additional 1 VP.

253
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 01, 2019, 09:43:33 pm »
Sorry, the card generator site isn't loading for me right now so I'll use text:

Quote
Armorsmith
Action - Victory - $5
Worth 2 VP
+3 Cards
Discard a card.
------------------
In games using this, when another player gains a Province, you may gain an Armorsmith.

Try to build a deck with this awkward draw-sifter, or leave the pile untouched and let your opponent leech points off you when you're greening. The choice is yours!

254
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: October 01, 2019, 09:19:36 pm »
Tragic Hero is way too high IMO. It's priced the same as Margrave, i.e. as if being forced to trash it for a Treasure is a bonus, when that's actually a drawback IMHO (unless you're playing with Platinums + Colonies).

Precisely. I'll take a Smithy over a yellow Curse Gold, thank you very much.

Blessed Village is also way overrated.

255
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: September 29, 2019, 09:41:49 pm »
I'd put Advisor lower. And Masterpiece should be at the bottom.

256
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: September 29, 2019, 12:54:49 pm »
I know this may not be appropriate to say it here, but I really want an errata to Haunted Woods. I don't like how it utterly screws Night Cards, and it also doesn't really fits flavour wise. A possible change would be: "Untill your next turn, when any player buys a card, they reveal their hand and put their non-Night cards onto their deck in any order"

i thought that was the whole point of haunted woods

It's not the point, because Haunted Woods (Adventures) was around before Night cards were (Nocturne). I think the point was that most of the cards left in hand on your buy are usually useless, like Estates and such. Night cards were not in mind.

Although I personally think that it's fine if Night cards are affected, because there are very few cards which are useful all the time. This is just one of the situations when Night cards aren't that great, and if you recognize that at the beginning of the game, you probably won't buy them.

Yes, the point is that it's like Bureaucrat, forcing you to top deck dead cards. The fact that it affects Night cards is just something you have to deal with, and there aren't that many of them anyway. Mentioning Night cards on the card itself would not make any sense as Adventures does not have them and came out before they even existed for that matter.

257
Variants and Fan Cards / Re: Really bad card ideas
« on: September 29, 2019, 12:43:29 pm »
That's not how it works!
$3
Action-Duration
For the whole game, at the start of each of your turns, reveal your hand and discard all useless cards, and when you play an Action card, put it into your discard pile.

Also, you may put your discard pile face down, which then gives you a right to combine it with your deck or confuse it with your deck.

And when a card says +$x, gain a Treasure worth $x instead.

258
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 29, 2019, 12:38:28 pm »
Persecutor (Action) [$4]

+$2
+1 Buy

Move your Exiled token to a Supply pile. The game also ends when this pile empties.

This wants to be an Event, I think.

259
Variants and Fan Cards / Re: Really bad card ideas
« on: September 28, 2019, 09:48:26 pm »
Provisions
Reaction - $2
If it has been at least 4 hours since your last turn, you may trash this from your hand to go eat something then come back.

260
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: September 28, 2019, 09:43:23 pm »
About the new "stop-moving" rules. Read literally, since it doesn't mention keeping or losing track, it now seems that a card that is moved and then put back, CAN be moved. This would be a change from the old lose-track rule. For instance Prince a Duplicate; start of turn it goes to the Tavern, then call it that same turn, Prince sets it aside.

I don't think Prince-Duplicate is an example of that though. A called Duplicate is not actually in play, so it hasn't really returned to its previous state.

261
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 28, 2019, 12:18:41 pm »
Challenge #45: Unruin the Library
Make a card that gives a vanilla terminal +1 Card

Thank you all for taking on this unusual challenge. I appreciate all of the effort you put forth to make such a bizarre concept work.

Safe by Doom_Shark http://forum.dominionstrategy.com/index.php?topic=18987.msg811111#msg811111
A while back someone suggested adding +1 Card to Secret Chamber as a way of making it not completely terrible. It’s a decent idea overall: if you draw a dead Action card, you can just discard it for $. This is like that but with Coffers, which is a good choice for a benefit. The big problem with Secret Chamber was that it turned out to be generally not worth bothering with for the little amount of $ it gave you. Coffers, though, seem just useful enough to be worth it. However, I do think the one-for-the-price-of-two ratio nerfs this enough to kick it back down to $2. Overall, a solid if not terribly original idea.

Abbey by King Leon http://forum.dominionstrategy.com/index.php?topic=18987.msg811112#msg811112
I definitely like the idea of trasher with +1 Card. A trasher is something you want at the beginning, which is also when you’re least likely to draw a dead Action card. The card itself is absolutely going to be a powerhouse in the beginning. You get the same trashing as Steward, plus additional cycling, and you’re almost guaranteed to have $3 left over, which can at least get a Silver. Unfortunately, I feel for that reason that the card will play kind of boringly. It will be used to trash and that’s it. The Reaction seems like an odd add-on. It’s a nice way to clear your hand of the card when you’re done trashing, but connecting it to Attacks doesn’t make much sense to me, though it will explicitly help against junkers.

Copier by NoMoreFun http://forum.dominionstrategy.com/index.php?topic=18987.msg811113#msg811113
This is in the top 5.
This is definitely different. At the same time, the +1 Card fits everything else pretty well. It does seem like a needed buff to what would probably be a weak card otherwise. It doesn’t increase your handsize overall, but it does give you one more card to choose from. If you draw a dead Action card, you can just copy it instead of playing it. And then the copy goes on top of your deck, so you’re not really missing anything. And then you can draw it with another Copier! Definitely a well-made card.

Reservoir by popsofctown http://forum.dominionstrategy.com/index.php?topic=18987.msg811129#msg811129
This is in the top 5.
Saving cards for later is a decent way around the problems with +1 Card. At first glance, this looks like just a more convoluted version of Gear. However, the ability to set aside any number of cards is a real game-changer. It maybe compares more to Tactician with its ability to set up a powerful next turn at the expensive of this turn. It’s also like Church, but you have the powerful ability of choosing which cards get set aside. The +$1 and +Buy feel sort of tacked-on, but other than that it looks fun.

Escort by Kudasai http://forum.dominionstrategy.com/index.php?topic=18987.msg811130#msg811130
One of those frustrating cards that depends on you having a discard pile in order to do anything. This feels particularly swingy because it’s terminal, but could have a strong effect depending on what’s in there. It also feels like it’s not worth the price. Maybe I’m missing something here, but it’s hard for me to think of a situation in which I would actually want this. If you’re drawing your deck, it’s useless. If you’re not drawing your deck, it’s probably full of junk, so your targets won’t be very good.

Respite by Aquila http://forum.dominionstrategy.com/index.php?topic=18987.msg811136#msg811136
This is similar to Reservoir, but you have to set aside your whole hand. You also get a nice +$3 to spend this turn. Gaining a $5 card is really the main strength, but this ability feels tacked-on with respect to what the rest of the card is doing. I think I’d prefer playing with Reservoir because of the neat flexibility it gives you, but I do like that this card gives you a solid $ bonus up-front (maybe if Reservoir gave +$2 instead?)

Madrigal by spineflu http://forum.dominionstrategy.com/index.php?topic=18987.msg811165#msg811165
I’ve seen at least one other fan card with the same top part as this. But hey, it’s a cool idea: a Peddler that’s trickier to play. I’d try a different bottom part, though. This one feels lackluster, honestly.

Sledgehammer by grep http://forum.dominionstrategy.com/index.php?topic=18987.msg811187#msg811187
This certainly looks fun to play with! Though it’s unfortunate that you won’t get to use the chain reaction effect much. This card will outlive its usefulness fast, but the explosiveness might be worth it. I do like that you found a way to make the +1 Card more useful by being able to double it. If you draw a dead Action card you can Sledgehammer it to Throne a same-costed Action card, which is neat but doesn’t seem like it would usually be worth it.

Reform by Fragasnap http://forum.dominionstrategy.com/index.php?topic=18987.msg811200#msg811200
So it’s sort of a double Mine/Rebuild thing. It can’t gain to hand like Mine, but upgrading 2 Coppers at once is enough to still make it better. In the end, though, I’d prefer to trash my Coppers than turn them into Silvers. The Rebuild option is even worse, useless unless there’s tfb around. Upgrading an Action card doesn’t seem worth it either unless there are Looters. Overall, I don’t find this terribly exciting and the +1 Card doesn’t feel needed.

Shanty Library by majiponi http://forum.dominionstrategy.com/index.php?topic=18987.msg811203#msg811203
So the first one you play is generally either a Village, a Laboratory or a Smithy. On its own such a card should be at least $6, but of course the other ones you draw will be worth $0. This makes it difficult to estimate the price, and even more difficult to actually play with. This is also completely broken not only with Page but also with Peasant and Lost Arts. Overall, I suspect this won’t work as a card. Though for what it’s worth, I found the name amusing.

Ancestral Crypt by LibraryAdventurer http://forum.dominionstrategy.com/index.php?topic=18987.msg811206#msg811206
This is the same a King Leon’s Abbey, but it’s more expensive, it doesn’t have the Reaction, and it gives Coffers for trashing expensive stuff. Unlike Abbey, this will remain useful after all your junk is trashed, which makes the strategy more interesting. However, a Coffer per $2 in cost doesn’t give you much overall if you’re trashing expensive stuff for Provinces. Mostly this will be used for the powerful trashing effect like Abbey.

Manuscript by mandioca15 http://forum.dominionstrategy.com/index.php?topic=18987.msg811216#msg811216
So, this can potentially turn the +1 Card into a Lab, which is certainly useful. However, the big problem with this is that you don’t know for sure whether or not it will be terminal when you play it. You can get around this through having a bunch of spare +Actions, but that won’t always be possible. Relying on this for draw seems a frustrating prospect indeed as your engine could sputter at any time.

Pioneer by naitchman http://forum.dominionstrategy.com/index.php?topic=18987.msg811377#msg811377
This is in the top 5.
Another neat way around the +1 Card problem, letting you pick which card you’re going to draw and also giving more deck inspection tricks. It has the potential to be strong in the opening as it will be at least a Silver altogether and also lets you control your cycling pretty well. I do very much like this idea, but I'm not sure it's that much of a useful card overall. The best comparison I can think of is with Navigator: It gives +$, it's terminal and it inspects your deck. The flexibility does make this better though.

Masked Witch by grrgrrgrr http://forum.dominionstrategy.com/index.php?topic=18987.msg811419#msg811419
So it’s a Curser, which is something you usually want even if the rest of the card sucks. So hey, that’s a way to make a Ruined Library desirable. But then, of course, it can take one of 5 forms. It’s very good with Ruined Library and Ruined Village, because those make it a regular Witch and a Familiar, respectively. Hey, a situation where Ruined Village is good! With Survivors it’s also pretty good, since you can then discard the Curses you’re getting. With Ruined Mine it’s not so good, and with Ruined Market it’s usually pretty bad. I feel for this reason it’s going to be fairly swingy, especially with the Familiar option. Familiar is already pretty swingy, but with this there’s extra luck needed to chain a few Cursers together. One lucky Ruined Village can easily make it gg. I do like the new currency you came up with, though :P.

Scrap Village by pubby http://forum.dominionstrategy.com/index.php?topic=18987.msg811449#msg811449
At first glance it looks neat. The first one you play you get to trash something, then if you can play another you’ll get the +2 Actions. And as I said before, +1 Card isn’t so bad if it comes with trashing. Towards the end you might be forced to trash something good, but the trashing with this is slow enough that you might be able to avoid that if play it right. Looks fun to play with overall. I do think $2 is too cheap, though. Other than that I like it.

Gremlin by Fly-Eagles-Fly http://forum.dominionstrategy.com/index.php?topic=18987.msg811452#msg811452
This is in the top 5.
Like the card above it, this gives you different benefits depending on how many cards are in your hand. The first play is just a Smithy, then it becomes a Curser if you can play more. I really like how the +1 Card seems needed here: You need it to keep the handsize benefit you got from an earlier play, but it has to be terminal to keep the power level in check. I guess my main beef with this is that it plays pretty similar to Witch in the end: you increase your handsize and give everyone else Curses.

Augur by Gazbag http://forum.dominionstrategy.com/index.php?topic=18987.msg811519#msg811519
And Gazbag wins this week’s laziness award! No seriously, this actually plays very differently than Seer despite the small change. The terminality means you need a different strategy, and as it was pointed out, this can draw copies of itself. It’s unlikely to turn over 3 cards you can’t draw, but even if it does it’s nice that it at least draws something. I actually like this a lot on first glance, despite the stolen concept.

Rabbits by anordinaryman http://forum.dominionstrategy.com/index.php?topic=18987.msg811610#msg811610
This is in the top 5.
Wow, bonus points for trying something really crazy! The comparison to Beggar is very apt; it’s also a $2 card that can give you a massive benefit this turn in exchange for ruining your deck. Very creative way to make a Ruined Library valuable, and it looks very fun when it’s useful. My main concern is how you can empty the pile on a single play. It’s not something you usually want to do, but I can imagine all sorts of edge-case abuse. Imagine, for instance, gaining the whole pile, then buying Triumph and Donate. I would definitely put some sort of limit on the amount you can gain in a turn.

Travel Stop by mail-mi http://forum.dominionstrategy.com/index.php?topic=18987.msg811613#msg811613
So, you need other Villages in order for this to be a Village itself, as well as a fair amount of non-Action cards. But if you run out of Actions when you play this, at least you can get $ for each dead Action card in your hand. A decent idea overall.

Common Property by ShadowHawk http://forum.dominionstrategy.com/index.php?topic=18987.msg811721#msg811721
This is another card with the problem that you don’t know whether or not it will be terminal when you play it. Even if you have spare +Actions, that will often discourage you from playing it. I understand the big bonus of +2 Cards for your opponent is to encourage them to give you good stuff to play. But +1 Card is such a bad effect for you that I’d still be tempted to give you junk anyway. I imagine this will play very differently 2-player games than in games with more players. In 2-player you can guarantee your opponent’s Common Properties will suck by just giving them junk every time, but in multiplayer you don’t know if your opponents will give them something good to get the +2 Cards, and you might want to get in on that. I suspect this is unbalanced as a result, but I don’t know for sure.

---------------------------

Well, this was a tough choice and you guys gave me a lot of cool cards to look through. In the end, though, in terms creativity and making a terminal +1 Card work, I have to give First Place to:

Copier by NoMoreFun

with Rabbits by anordinaryman as the runner-up.

262
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 28, 2019, 12:32:43 am »
Hey, guys, sorry about the delay in judging. I'm sure I'll have it finished in at least 12 hours.

263
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: September 27, 2019, 09:53:59 pm »
Yes, I have no complaints here. Duchess could maybe be lower, but the cards below it are so awful that I wouldn't insist on it.

264
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 26, 2019, 10:01:05 pm »
Judging is in 24 hours.

265
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 26, 2019, 08:29:50 pm »
Quote
Rabbits - Action - $2 There are 20 of these in the supply
+1 Card
If there are no empty Supply piles, you may choose to do any of these in any order: gain a Rabbits to your hand; play a Rabbits from your hand; and/or trash this if it is the first Rabbits you played this turn.
Commodore Chuckles: I am pretty sure this qualifies since the cultist-y chaining is conditional on there being no empty supply piles. If this does not qualify for the contest, I do have an alternate, less unique card that gives a +1 card and is always terminal and never draws more. Let me know if I should submit that instead.

Yes, this is fine.

266
Dominion Articles / Re: Occasionally Relevent Rule Edge-Cases
« on: September 25, 2019, 09:29:56 pm »
I just encountered something that might be worth noting: Crypt and Alchemist. You can set your Potion aside with Crypt, but then you can't top deck your Alchemists because the Potion is no longer in play (I think?)

267
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: September 25, 2019, 09:13:55 pm »
Wow, a lot of stuff I disagree with here. Overlord and Crown are overrated, Farmers' Market and Temple are underrated.

268
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: September 24, 2019, 11:18:15 pm »
Can you explain how Tunnel works with the new rules? I remember someone saying that you can't use Tunnel's Reaction over and over because it gets covered up by the first Gold gained.

To reveal Tunnel for Gold, you have to discard it. If you can only discard it once, you can only reveal it once.

But then it gets covered up by a Gold, which, according to the new rules, lets you reveal it again.

This seems horrible to track. It also seems counterintuitive to the point of doing something that clearly isn't written or implied on the card. The new text just says play the (Duration) card but leave it in the supply. To me this implies that you simply don't get the benefit at the start of your next turn(s) that you normally would. I see nothing in the text that would make me think I have to leave BoM in play instead of discarding it as usual.

There's also nothing in the text for any Throne Room that implies that you keep Throne in play with a Duration it replayed. It's only in the rulebook. How has no one complained about this?
[/quote]

The difference there is that the Duration card itself remains in play. Maybe it's just me, but it seems like a card played but left in the supply shouldn't have any lingering effects.

269
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: September 24, 2019, 08:54:50 pm »
Can you explain how Tunnel works with the new rules? I remember someone saying that you can't use Tunnel's Reaction over and over because it gets covered up by the first Gold gained.

For a Band of Misfits playing a card that can move itself from play, like Mining Village, the Mining Village can't move itself, so Band of Misfits doesn't leave play any earlier than normal.

Does this mean the interaction becomes a ridiculously abusive Grand Market Village? Does the same abusiveness apply to Death Cart?

For a Band of Misfits playing a Duration card, it will be the Clean-up of the last turn the Duration card has any effects.

If a Band of Misfits plays multiple Duration cards (e.g., you used Throne Room on it), leave it out until the Clean-up of the last turn that one of them still had effects.

This seems horrible to track. It also seems counterintuitive to the point of doing something that clearly isn't written or implied on the card. The new text just says play the (Duration) card but leave it in the supply. To me this implies that you simply don't get the benefit at the start of your next turn(s) that you normally would. I see nothing in the text that would make me think I have to leave BoM in play instead of discarding it as usual.

270
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 24, 2019, 07:53:22 pm »
agree with LibraryAdventurer that Pioneer should probably cost $3; however why not go back and do the Conclave thing on Parade? something like "You may reveal an Action card from your hand that you don't have a copy of in play. If you do, play it twice." sort of adds to the whole "variety" type theme of parade/cornucopia-style cards.

(side note to Cdre. Chuckles: Would that be sufficient barrier to the "No Plus Actions" rule?)

Yes, I would accept that.

Given the new rules, does Escort still qualify?

http://forum.dominionstrategy.com/index.php?topic=18987.msg811130#msg811130

Since there isn't guaranteed to a card in your discard pile, yes it still does.



Here's my attempt. Not sure if card-shaped things are allowed, but here it is.

I'm afraid not. I explicitly stated in the OP that only Action cards are allowed.

271
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: September 23, 2019, 09:34:42 pm »
The on-buy is the thing that stops Messenger from being bad. Very broadly, in an engine mirror, it's common for players to continually be evaluating trade-offs between buying-that-Village and buying-that-economy, where economy = Silver or terminal Silver or some other thing. You often hit a sort of mini-race, where you're trying to not lose the Village split, but also balance it with picking up economy and other Actions. What Messenger does is let you pick up economy, while making the Village race end faster. It doesn't help you win the Village split, but it makes it hurt less to detour for economy.

I'm not understanding how this is an overall benefit for you. Absent split/one-card pile situations, your opponent gets all of the same benefits.

272
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: September 23, 2019, 07:38:20 pm »
Miser = a similar thing, where if you can afford to slowly thin out Copper with Miser, it's good, but sometimes you can't.

It's slow if you only buy one of them, which you shouldn't do if it's a game where Miser is good.

I agree that Hireling has a slowness problem, though. You have to wait a turn, and spend an Action and card slot on it before it actually does anything.

273
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 23, 2019, 06:41:20 pm »
Okay, after thinking about this some more, I'm afraid I am going to have to reject the card as it currently stands. I'm very sorry naitchman, and I feel especially bad about this as you were the one who gave me the win in the last contest. But in the end, the point of the challenge is to make a card that does something usually considered awkward (drawing a single card and not letting you play it if it's an Action card.) Parade can always play an Action card if there's one in your hand, so the challenge simply isn't there.

I'm not rejecting the idea outright; I'll accept it if the ability to Throne is based on some condition that's not always met (besides an Action card being in your hand, of course.)

274
Dominion General Discussion / Re: ThunderDominion Card List Results, 2019
« on: September 22, 2019, 11:40:26 pm »
Whoa, Miser at the very bottom? I certainly disagree with that! I've had numerous games where it was awesome payload.

I think Messenger is the clear bottom card. It's a combination of two terrible cards from Base First Edition with a weak conditional on-Buy.

I also don't know why Coin of the Realm is so low. It was +Villagers before +Villagers existed.

Good to see Storyteller at a higher position than usual. I've always thought it was underrated.

275
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 22, 2019, 11:27:57 pm »
Here's my card


I just want to ask Commodore Chuckles whether this follows the rules. It doesn't technically have +action, but it is a TR variant.

I was trying to decide on the cost (between 6 and 7). I think the +card before the TR is super helpful. It pretty much prevents it from being drawn dead (like getting 3 KC and no other actions).

Yes, I'll accept this. The important thing is that it does not have guaranteed +Action.

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