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Messages - Commodore Chuckles

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501
Dominion Articles / Re: Chariot Race
« on: April 01, 2019, 06:13:43 pm »
What is this a reference to?

502
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 31, 2019, 06:01:48 pm »
Losing track doesn't mean the card can't be played anymore, but as that only plays a role for one-shots and the Project can only be triggered once per game, I suppose it's half so bad.

I don't understand the point you're trying to make here.

You say that if the card leaves the play area that means the Project "just loses track" of it. While that's true, it does nothing. The card will still be played each turn, set aside or not. And my remark was that this only matters for one-shots (or to be more precise, cards that remove themselves from play), so it doesn't come up too often.

So, lose track does nothing and I don't see why you mention it, but it should still be fine.

I guess I don't understand how the lose-track rule works then. I thought if the card leaves the play area, then it doesn't know where it is anymore and so can't do anything with it. How is this different from, e.g. Procession and Island? If what you're saying is true, then why can't Procession find Island and trash it?

503
Dominion Articles / Re: SaunaVanto --Draft--
« on: March 31, 2019, 01:43:11 pm »
If the terminal payload is so strong that the Village is mandatory and SaunaVanto is your only option, then make sure you get one or two Saunas
Nit to pick: Well of course in that case you need at LEAST two saunas, and ideally you win the sauna split.  One sauna does not make a village.

Otherwise nice article.

Well, that depends on what exactly "Village" means here. Do the 2 terminals being played by the "Village" include the Avanto itself?

504
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 31, 2019, 01:22:20 pm »
Losing track doesn't mean the card can't be played anymore, but as that only plays a role for one-shots and the Project can only be triggered once per game, I suppose it's half so bad.

I don't understand the point you're trying to make here.

505
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 30, 2019, 06:40:23 pm »


An attempt at an easier-to-use but harder-to-buy Prince. It will usually take longer to build up to a point where it's affordable and you can only buy it once, but you don't have to fiddle around with it in your deck and there's no $4 or less restriction. I changed the original Prince text so that it wouldn't be as wordy, but I think it still works. It specifies non-Duration, and if the card leaves the play area then it just loses track of it.

Edit: Added a "but not less than $0" clause, an obvious oversight on my part. Also, I know it should have the * next to the price but that screwed up the formatting to the point of unreadability.

506
Some situations where I'd strongly consider resigning:

- Opponent Summons a powerful card on turn 1. (Chapel, Steward and Ambassador are the main ones that come to mind.)
- Cultist board, no trashing, no Gardens or Vineyard, opponent opens 5/2.
- Handsize attacks ruin your first two $5 hands.
- Similar to the above, opponent's Goons ruins your own first $6 hand.
- An important card misses the shuffle more than once for you, but not at all for your opponent. (Chapel, Steward and Ambassador again, as well as Travellers and some junkers.)

507
Your opponent has more than 50% of all available VP.

Edge case: there are trashing attacks on the board.

508
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 27, 2019, 11:01:37 pm »


The wording on this is very unclear. I think it's saying that during cleanup you upgrade one Action card in play (and it's not optional) but the "when" is confusing; it could be interpreted to mean that you have to upgrade all of your Action cards in play. I would reword it to something like "During cleanup, choose one Action card you have in play..."

You do upgrade all actions, I don't see how this isn't clear?

It just doesn't seem that good if you do it to all your actions and it's not optional. Because that means all your best cards become one-shots. Say there's no Actions. Then you're now paying for an Lab which is really an Experiment, when normally you can pay for 2 of them. Your cheaper cards get a bit better as they progress, but you still only get a few turns with them. If you want any engine to be effective, I think you need huge amounts of +buy and just to keep your actions around, and if that's available in big enough quantities your deck, it's probably time to green anyway. Maybe I'm missing something, but that's just how it seems to me.

Yes, that's exactly why I was confused. If you have to upgrade everything then I'm not sure it's ever worth buying. Even if the board is particularly favorable, you're gonna be running out of cards real fast. And most of the time the board won't be particularly favorable, due to price gaps and other things.

509
Variants and Fan Cards / Re: Really bad card ideas
« on: March 27, 2019, 09:35:08 pm »
Nebula
$2 - Action - Traveller
Trash a card from your hand. Gain a Copper to your hand.
When you discard this from play, you may exchange it for a Main Sequence Star.

Main Sequence Star
$3 - Action - Traveller
You may trash 2 Coppers from your hand to gain a Silver.
When you discard this from play, you may exchange it for a Giant Star.

Giant Star
$4 - Action - Traveller
Trash up to 2 cards from your hand. Gain a card costing up to $4.
When you discard this from play, you may exchange it for a Supernova.

Supernova
$5 - Action - Attack - Traveller
Each player (including you) discards down to 3 cards in hand. +5 Cards.
When you discard this from play, you may exchange it for a Black Hole.

Black Hole
$6 - Action - Attack - Traveller
Each other player reveals cards from their deck until they reveal one costing $3 or more. They then return all of the revealed cards to the box (they cannot be gained for the rest of the game). For the rest of your turn, when you play a card, you may play it again if you have not already done so.
When you discard this from play, you may exchange it for a Wormhole.

Wormhole
$7 - Action - Traveller
Gain a card costing up to $6. This is that card until it leaves play.

510
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 27, 2019, 07:54:22 pm »


The wording on this is very unclear. I think it's saying that during cleanup you upgrade one Action card in play (and it's not optional) but the "when" is confusing; it could be interpreted to mean that you have to upgrade all of your Action cards in play. I would reword it to something like "During cleanup, choose one Action card you have in play..."

511
Dominion Articles / Re: Glossary Update
« on: March 26, 2019, 07:44:06 pm »
I think the problem with "milling provinces" is I don't think there's an established, orthodox term for it that everyone uses.

What other term do people use for it though?

512
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 25, 2019, 06:19:23 pm »


Quote
Cozener
Action - $3
--
+1 Buy
+$1

-
While this is in play, when you buy a Curse, gain a card costing up to $5.

"Cozener" is another word for Swindler; the idea here is that the Cozener sabotages a pricier item, then claims to be able to take the cursed object off the owners hands. Honestly, I couldn't think of a better word. Anyway, it's a somewhat different idea at the very least.

Cozener rewards players for gaining curses, it doesn't cause players to gain curses, and the prompt was the latter. I don't think this qualifies.

Well, that depends on what "cause" means here. Rewarding players for gaining Curses can, technically speaking, cause them to gain them when they otherwise wouldn't.

513
Dominion Articles / Re: Glossary Update
« on: March 24, 2019, 11:06:07 pm »
Would Festival be a stop card, since it doesn't draw? Necro variants usually help keep your engine going, but they can actually stop it, too, so the definition might be trickier than just "anything that doesn't draw".

And while we're talking about this, I feel that payload is a common term that should be included here. The way I see it, "payload" is what your engine is actually delivering (so, cards that don't draw or give +Actions. The few cards like Forager that don't draw and give a single +1 Action also arguably count since they behave like Treasures.) while "stop card" is the combined categories of "payload" and "dead card", so it doesn't include any Villages either.

514
I just won a game by buying Donate and trashing all my sources of coin, leaving myself in inescapable debt and unable to buy anything for the rest of the game.


(Trashed down to four Provinces and one Transmogrify in hand, and one Transmogrify on the tavern mat, and milled Provinces till the pile was empty.)

Alternative solution: Possession. Or Wall and your opponent's not thinking clearly.

515
Dominion General Discussion / Re: Homage to the Best Card
« on: March 23, 2019, 10:54:34 am »
Because Forum helps you cycle them faster?

516
Variants and Fan Cards / Re: Really bad card ideas
« on: March 21, 2019, 10:33:36 pm »
Pig
Action - $1
+1 Card
+1 Action

517
Game Reports / Is Mint - Fool's Gold actually that good?
« on: March 20, 2019, 09:01:08 pm »
Game #24778435. I opened Mint - Fool's Gold, he opened Hermit - Talisman. I didn't collide the Mint with FG once and spent the rest of the game flailing around trying to trash stuff, while he easily got rid of his Shelters and picked up FGs.

I know I had bad luck and that Hermit happens to be a particularly devastating counter, but this game still brought to light some problems with Mint - FG. You're left tripping over 3 dead cards in a small deck, and still have to get the important trasher you didn't get before the first shuffle.

518
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 19, 2019, 10:23:43 pm »


My attempt at a dual type Curse-ish card. You can buy it and then trash it later, but the Curse-gaining makes it more of a pain to do so. Overall, you'll have to decide if the extra +Action is worth it. The type is "Dark" instead of Curse to avoid any confusion.

519
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 13, 2019, 11:27:34 pm »

520
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 10, 2019, 10:56:35 pm »


Updated submission with the trashing idea. I decided that, eh, the name and picture still fit.

521
Dominion General Discussion / Re: Ridiculous high scores vs. the bot
« on: March 10, 2019, 01:48:42 pm »
Challenge: get enough points vs. Lord Rattington to overflow a 32-bit integer and see what happens with the ShuffleIt client.

Just use the Goons - Forum - Trader - Highway combo. The main challenge is persevering through the tedium of the loop.

522
Could Lucky Coin become a normal Supply pile? Is it possible to pick a price people would pay? $2, and when you gain it, +1 Buy?

Admittedly, that loses the cuteness of seven Heirlooms to substitute for seven starting Coppers.

I wouldn't do that. It's hard to think of many reasons you'd want to gain a Copper that gives you Silvers.

523
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 08, 2019, 05:53:47 pm »
I like it (and I'm not a fan of Gathering cards usually), but I think it could just use the trash.

Hmmmm, good point. I'd probably have to change the name and picture, though...

Hogwarts
cost $2
Action - Land
+1 Action
+1 Buy
+1 Coffers
Take an extra Buy phase immediately.
---
Tap: Add a colorless mana to your mana pool.
1, Tap: Add a blue mana to your mana pool.
2, Tap: Add a white or black mana to your mana pool.

This is going to need some context...

524
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 07, 2019, 10:23:37 pm »


There's one Casino mat, shared by all the players.

525
Variants and Fan Cards / Re: Really bad card ideas
« on: March 07, 2019, 10:04:41 pm »
Dread Pirate Roberts
Action - Attack - Reaction - $3
You may move your cards to your other hand. If you do, +2 Cards and each other player discards a card.
When another player plays an Attack card, you may play this from your hand.

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