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Messages - Commodore Chuckles

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326
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 14, 2019, 07:49:27 pm »
Master of ceremonies has no cost limit or nor supply limit. probably worth at least $8 (and you probably won't have terminal problems)

It's good, but I don't think it overshadows the other Prizes. Master of Ceremonies can do anything in the Kingdom, but (most of) the other Prizes can do great things that aren't in the Kingdom. Would you really always choose it over Trusty Steed and Princess? I wouldn't.

327
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 13, 2019, 06:18:08 pm »



The intention for Master of Ceremonies is that, unlike Band of Misfits and Overlord, it can also become cards whose piles are empty. If the pile is mixed, it can become any Action card from that pile.

I'm surprised you didn't add a "You may call this from your tavern mat at the start of your buy phase for +$1" (or similar) to it so it can't get trapped impersonating a reserve card like BoM / Overlord, or maybe a "if you would trash this, return it to the supply pile" to prevent necromancer/lurker shenanigans

Those would both add way too much complication to address situations that would not come up often.



This is too swingy, especially in games with Cursers. If both players have 5 Curses, there's a 15-point swing for whoever gets this.

328
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 12, 2019, 10:50:26 pm »


Like Tournament and the set it came from, Village Fair has card diversity as a theme. It becomes a Throne Room for Action cards whose piles aren't empty, discouraging mono-card strategies. If the pile is empty, you can gain a Prize... but only if you play a single copy of it in the turn, again encouraging reliance on other cards.



The intention for Master of Ceremonies is that, unlike Band of Misfits and Overlord, it can also become cards whose piles are empty. If the pile is mixed, it can become any Action card from that pile.

329
Mint + Alms
If you have an extra Buy, you can buy Mint, trash all Treasures in play, and then get a free $4 card.

330
Game Reports / Miser vs Ambassador
« on: August 10, 2019, 12:04:19 am »
#29488777, opponent was double-Ambassadoring Coppers to me, which I fed to my Misers. I got something like 12 Coppers on my Mat. Opponent tried to slow me down with Curses, but I just Ambassadored them back. Opponent resigned after I bought 4 Provinces in one turn.

331
Game Reports / Re: The worst game of Dominion
« on: August 09, 2019, 06:14:17 pm »
Besides most games with Rebuild, I presume. Though the Knights are certainly good at making things painful.

332
Variants and Fan Cards / Re: Design Challenge: Synergies with Captain!
« on: August 09, 2019, 06:07:16 pm »
Most of the ideas posted here have names that fit thematically with Captain, and that's made me realize something ironic. Captain can't be used with the cards it fits most with thematically, precisely because those cards are also Durations. Cargo Ship, for instance, and a lot of the Seaside cards. At least he can be a Pirate Ship Captain.

333
Variants and Fan Cards / Re: Really bad card ideas
« on: August 09, 2019, 05:56:03 pm »
King's Port
Action - $5
When you buy this, gain 2 King's Ports.
(This pile has 15 cards.)

Do these do anything when played, or is it strictly a pile manipulation thing?

Good catch. I was so focused on the silly parts that I forgot the Village part. Not that it matters in this thread. It's probably better this way.

But hey, while we're at it:

Ruined Port
Action - Ruins - $0
When you gain this, gain a Ruins.

334
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 09, 2019, 05:52:16 pm »
Future sight
$4
Action-duration

---
When you play this, put a coin counter, a draw counter, and an action counter on it. At the start of each turn, remove up to 2 counters from this card and gain their corresponding bonuses.
---

Basically, you get a +draw, a +action, and a +coin to use during your next turns.

Does this stay in play for the whole game, or get discarded when all the counters are off? I think you'll have to explicitly mention it either way.

335
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 08, 2019, 05:33:59 pm »
Keyring
Types: Treasure, Duration
Cost: $4
Choose one of the Locked piles. That pile is in the Kingdom while this is in play. Now and at the start of your next turn: +$1, +1 Buy.
Setup: Set aside 3 additional Kingdom piles as Locked piles.
I believe it should put the piles into the "Supply," not the "Kingdom."
I think this is really weak. Players will often buy it because it is a non-terminal source of +Buy, but if that isn't important, players will receive incredibly similar benefit from it without having to buy a $4 Copper. Point being, this can probably cost $2.

Yes, you're right, "Supply" is better.

I also agree that I made it too expensive, but I think it's definitely too good for $2. It's a Silver, with the minus that some $ is delayed, but the plus of +Buys and giving strategic and tactical options regarding what people can gain. I'll make it $3.



I actually strongly disagree with it costing only . It's very similar to my Travelling Shop, which has been fairly thoroughly playtested by now, and Keyring is enough stronger most of the time that I think it has to cost . (The current version of Travelling Shop puts the Items in the Supply instead of only enabling buying them, but still costs .) The only comparison between the two that is unfavorable towards Keyring is that Keyring only unlocks one of the extra piles, but other than that it's a now and next-turn Travelling Shop.

You seem to be forgetting that Keyring gives opponents access to the pile as well.

336
Dominion Articles / Re: Dominion Cap Management (Unfinished)
« on: August 07, 2019, 11:01:10 pm »
Is "tempo cap" the same as "time cap"? You suddenly mention the "tempo cap" at the very end without discussing it earlier.

337
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 07, 2019, 10:45:21 pm »
Keyring
Types: Treasure, Duration
Cost: $4
Choose one of the Locked piles. That pile is in the Kingdom while this is in play. Now and at the start of your next turn: +$1, +1 Buy.
Setup: Set aside 3 additional Kingdom piles as Locked piles.
I believe it should put the piles into the "Supply," not the "Kingdom."
I think this is really weak. Players will often buy it because it is a non-terminal source of +Buy, but if that isn't important, players will receive incredibly similar benefit from it without having to buy a $4 Copper. Point being, this can probably cost $2.

Yes, you're right, "Supply" is better.

I also agree that I made it too expensive, but I think it's definitely too good for $2. It's a Silver, with the minus that some $ is delayed, but the plus of +Buys and giving strategic and tactical options regarding what people can gain. I'll make it $3.


338
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 06, 2019, 06:24:39 pm »
My submission for this week:

Quote
Mine Worker ($5, Action-Duration-Reaction)

Now and at the start of your next turn: you may trash a Victory Card from your hand, to gain a card costing up to $3 more than it. If you don't, you may discard your hand for +5 Cards.
-
Before resolving the effect of a Duration at the start of your turn, you may reveal this from your hand. If you do, the duration will stay in play and effect will occur the start of your next turn as opposed to this turn.
-
In games using this, when you start a turn with 3 or more Durations in play, you may gain a Duchy or 3 Estates.


Way too much text, and it ultimately seems very similar to Rebuild (and about as fun).

Source gets a new wording to get rid of the Coin tokens.

At the start of each of your turns, you may turn this card by 90° clockwise for +$1, +1 Action, or +1 Buy. If this is upright after rotation, discard this.

(Remark: If this is in the discard pile, the “you may turn this by 90° for ...” will obviously lose track, so I don't need an “if this is still in play”.)

Your remark doesn't hold true, because lose track doesn't prevent someone from turning a card, or from getting benefits from it. It only prevents a card from being moved.

I think you can just go with "at the start of each of your next four turns..." wording similar to Archive. It will be slightly weaker because you can't choose to hold the effect for a later turn; but that will rarely matter because it's almost always the right move to use it asap. Then you also don't need the "discard this" clause because it will just be normally discarded in the cleanup of the 4th turn.

"At the start of each of your next four turns" is going to be horrific to track on its own. The rotating thing seems okay, though it reminds me a bit too much of Pokemon :P

339
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 05, 2019, 09:31:04 pm »


I decided to do something similar to Black Market. Gives you access to special piles, but also give your opponents access for a smaller period of time.

340
Today I trashed a Province with Catapult reaching 8$ to grab the last Province and win with a one-point lead because of the curse from the Catapult.

It felt weird trashing a Province with Catapult.

thematically, it must have been an obscenely large catapult.

Using Catapult on Estates is already a regular thing, so... :P

341
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 05, 2019, 08:02:17 pm »


Source
Type: Action / Duration
Cost: $4

Add 4 Coin tokens to this. While any remain, at the start of each of your turns, you may remove a Coin token from here for +$1, +1 Action, or +1 Buy.

Don't know if you care, but a card that uses Coin tokens doesn't fit well with the "Promo" part of the challenge.



I feel that the final "this" could be ambiguous, or at least it confused me. I assume that "this turn" is the "this turn" referred to previously (the turn you're on now, not the extra turn you're getting) but the way the sentence is structured, the focus is shifted to the extra turn, making it seem that "this turn" is referring to that instead. I would swap the clauses so that it's something like "do not discard your in-play cards during clean-up and then take another turn after this one." Maybe I'm the only one who found this confusing though.

342
Captain reads a lot like a 7$
That seems like a fairer price but it would make it swingier I suppose, because hitting $7 is even more difficult than $6.

Wouldn't that argument apply to every cost card?
Forge and Expand are not cards you need too many of copies of (early on). Inheritance definitely has the problem that a player early on gets a significant lead. King's Court as well, if you connect it with an appropriate action. Bank is not a great card and Opulent Castle not available early on.
But Captain is likely to help you get another Captain and there's often a good reason to do so. Therefore, hitting $7 early snowballs more than with a $6 cost Captain.
This analysis rings hollow because 6$ is already one of the "swing" costs.  6$ on turn 3/4 is far from guaranteed.  Virtually all the sixes are designed not to create problems with unequal access on turns 3/4, earlier altars run out of stuff to trash faster, an early Hunting Grounds has arrived before the villages have and no one plays BM anymore, that night-duration-attack-gold thing misses the reshuffle more early and doesn't attack as hard until later.  Saying that it shouldn't cost 7 is kind of a concession that it shouldn't cost 6 and that it should cost five and then this is a really strong 5 this is maybe unprintable at any cost.  I was trying not to say that in a thread DXV is frequenting but man you brought me there.  Very very possible actually playing with it will prove me wrong, of course, but the card looks very nutty.

I can think of two $6 cards that are pretty swingy: Goons, because the discard attack makes it harder for the other player to get to $6, and Grand Market, because the benefit makes it easier for you to get more.

343
By the way, whatever happened to this? http://forum.dominionstrategy.com/index.php?topic=19706.0

344
Variants and Fan Cards / Re: Design Challenge: Synergies with Captain!
« on: August 04, 2019, 04:46:19 pm »
The only two, official cards with this are Margrave and Tragic hero, both costing $5 and both having some hidden nerfs built it. Margrave helps your opponents cycle after the first play and the Attack usually means you'll be starting your hand with 3 cards. Tragic Hero can only be used as reliable draw if you can keep your hand sizes below 8 cards.

It doesn't make much sense to me to say that adding an attack to a card counts as a "nerf" because that attack can be used against you. By that logic Witch is a nerfed Moat. Margrave is $5 because of the attack, not because of the +Buy. As for Tragic Hero, there's been a lot of argument over whether replacing itself with a Gold is a nerf or a buff. In my opinion, Tragic Hero is one of the weakest $5 cards in the game, though probably couldn't be $4.

345
Variants and Fan Cards / Re: Design Challenge: Synergies with Captain!
« on: August 03, 2019, 11:09:25 pm »
This could be getting into the realm of a broken combo, but it certainly has synergy with Captain. Thanks for the fun challenge RTT and congrats on the win!



I must be missing something here. Captaining this is just Smithy with a +Buy. How is that broken?

346
What about if you only have $1 or $2 and there's nothing good at that price? Still not worth it?

347
Variants and Fan Cards / Re: Design Challenge: Synergies with Captain!
« on: August 03, 2019, 02:08:50 pm »

yeah sure i'll bite. Here's one that works with captain, workshop, etc as kind of an inverse cost reducer. It's not always gonna be worthwhile (when there's no cards that select by price on the board) but workshopping grand markets sounds pretty chill.

edit: fixed to remove some ambiguity

What exactly does "select" mean here? What does "selecting" a card costing $2 more actually do?

so take a peek at Workshop - "Gain a card costing up to $4" - this is selecting a card from the supply that costs up to $4, then gaining it. This lets you select a card costing up to $6 with it.

Or consider Smugglers. If you have this project, your opponent bought a province last turn, you can smuggle a province.

I have a suggestion for a much simpler way to word this:

"When you play a card, you may first have all cards cost less (but not less than ) until you finishing playing the played card."

Same effect, but less confusing as it uses familiar concepts like cost reduction and "finishing playing" a card. Less wall-of-text-ish, too.

I don't think this would quite work (for the 2nd Captained card, at least). From the wiki for Royal Carriage: "With Duration cards, you call Royal Carriage after resolving the Duration card's on-play effects; you don't wait for the next turn." so you finish playing it before the start of your next turn.  :-\

How about (and this may also not work for the 2nd Captained Card - see below):

"During your Action phase, all cards in the Supply cost less (but not less than )."

I'm not sure of "the start of your next turn" occurs at the start of your Action phase or before your Action phase begins?  (And obviously, this wouldn't affect any treasure that have you select a card (e.g. Horn of Plenty) or Night cards).

"All cards in the Supply cost $2 less except when you buy them"?

Here's one that's less ambiguous but probably too clunky:

"All cards in the Supply cost $2 less, but you must pay $2 to buy a card."

Edit: I just thought of something that's not exactly the same but would be interesting:

"All cards in the Supply cost $2 less, and when you buy a card, take 2 Debt."

348
Variants and Fan Cards / Re: Design Challenge: Synergies with Captain!
« on: August 03, 2019, 10:14:13 am »


Pretty simple idea. Bare cantrip trasher that junks you when you gain it to balance it at $4. Captain lets you play it without gaining the junk. Thematically, it doesn't fit with Captain but, well, that wasn't part of the challenge :P. The name works thematically in other ways because it trashes like Goat and it synergizes with Shepherd.

349
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 03, 2019, 09:42:32 am »
I'm not sure I like the part about the opponent choosing the Action. I understand it's there to make the card a lot weaker, but at the same time, I feel that it might often be tedious to play with. I suspect that a lot of time your opponent will choose cards in the same order every turn. And then if you have enough of them to guarantee you get to some good Actions, they'll end up making a lot of meaningless decisions like with Advisor.

350
If a village is missing, Black Market is doing way less, may not be worth having.

If there's no Village on the board, that's all the more reason to get Black Market because there's probably one in there. I ignored Black Market on a Villageless board once, and wow did I get burned. Black Market is pretty close to being the most must-buy card in the game. It's still one of my favorite cards, by the way.

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