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Messages - Commodore Chuckles

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526
Variants and Fan Cards / Re: All Durations?
« on: March 06, 2019, 06:01:02 pm »
When thinking of payload in Dominion, this definition is the most relevant one:

(Firearms, Gunnery, Ordnance & Artillery) the explosive power of a warhead, bomb, etc, carried by a missile or aircraft

In other words, payload is anything that can strongly effect gameplay, particularly in a destructive way.

527
#5 Poverty: Helps filtering for non-discarding Draw-to-X like Cursed Village.
#6 Fear: Activates Swashbuckler!

Really, both help with filtering and Swashbuckler. Also, Poverty can (somewhat ironically) activate Tunnel.

528
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 04, 2019, 07:19:18 pm »
Salesman
Cost:
Types: Action-Reaction-Gathering

+1 Card
+1 Villager
Take the Coffers from this pile.
---------------------------------
When another player takes Villagers, you may set this aside from your hand, to put 1 Coffers on this pile. Return this to your hand after the resolution of the card that caused Villagers to be taken.

I see this as a sort of Peddler+, but it rewards people who pay more attention to the opponents deck. Not sure if it's good or not, but I liked the idea. I had to jump over some hurdles trying to avoid the loophole created by being able to reveal a card any number of times in response to one event.

With the way this is worded now, could the person who played the card immediately take the Coffers you put on the pile? It says "When another player takes Villagers" which happens before the taking of the Coffers, so it seems they could grab them immediately after you use the Reaction.

529
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 03, 2019, 11:58:56 pm »
...Continued!

Wasteland, Action-Victory-Looter, 4$
Gain a Ruins and play it three times.
---
Worth 1 VP per 2 differently named cards costing 0$ in your deck (round down).

KCing the Ruins looks fun. I guess my main problem with this is that it could get brokenly good if there's an easy way to fill your deck with Coppers.
It looks like you missed the "differently named" part.

Whoops, you're right. Hmmmm, now it seems a bit too similar to Fairgrounds...


Quote
Lost Silver
cost $2
Reaction - Reserve

When you gain a card, you may put this on your Tavern mat from your hand.
--------
At the start of your buy phase, you may discard this from your Tavern mat, to gain a Silver to your hand.

I'm going to assume that this is majiponi's official entry. So it's a pure Reaction - Reserve, which is interesting I guess. Gaining Silver is normally very weak but gaining it to your hand is much better. And then getting to wait until the exact moment you want it is even better than that. I assume if you have one on your mat and some in your hand, you can trigger a chain reaction and gain a bunch of Silvers? That could be neat.




Eek, the double line and the tiny text. Mostly, this is a less interesting Transmogrify. The most fun part of Transmogrify is gaining the card to your hand. The Reaction part has some synergy with the rest, but still feels a bit tacked on.




You can call this in your Night phase, but I'm not sure there's enough reason that you have to play it in your Night phase. Overall, except in the rare case of draw-up-to-X this just feels like a more awkward Coin of the Realm.




The Cursing condition is interesting, although it's ultimately random which probably puts a damper on the fun. A Treasure - Attack - Doom is also very close to something we already have (Idol).




As has been pointed out, this is absolutely useless in the absence of trashing. Other than that, it looks interesting, and kudos having a card with 3 types, each of which has not appeared with the other.


Quote
Racecourse - Project Landmark, $5 cost.
At the start of your turn, you may discard a Treasure for +1 Villager.
-
When scoring,
-1VP per card you have with a + Action amount in its text.

I'm not sure if this dual-type would ever exist in the game, or if Donald would just have the Landmark part be an "in games using this" clause. Regardless, this looks neat.


Quote
Ring, Treasure - Doom, 5$
2$
You may discard a card to put this onto your deck.
---
When you gain this, each player (including you) receives the next Hex.

The when-gain seems rather pointless as it happens to everyone. I also don't know why you'd ever want to put it on your deck, except maybe with Venture.


Quote
Portage, Night - Reserve, $4
Put this on your Tavern mat.
   -------------------------
At the start of your buy phase, you
may call this for +1 Buy, +$1, and
Action cards cost $1 less, but not
less than $0.

Not much to say about this one, but it's cool and I like it.




This looks okay, maybe a bit too similar to Gear and Haven. You can maybe do some draw-up-to-X tricks by Dividending a Dividends, but that depends heavily on what's in your next starting hand.


Evil Wizard
Cost:
Types: Action-Attack-Looter-Doom

Choose one: +2 Cards or +. Reveal and discard the next Hex. Each other player chooses one: Receive the revealed Hex or gain a Ruins.

I like this, but I think I would have the bonus be +3 Cards instead, because you'll pretty much always choose +2 Cards over +$2.




Definitely another one of my favorites; the outlaw theme is super cool. It's been pointed out, though, that Wanted Criminal and Underground Market have a potentially very broken synergy, though getting 2 Underground Markets would probably take a long time.




I like the Reaction on this a lot. It's unique, and it effectively means you can "play" it without actually playing it, which matters if you're doing Double Tactician or some other deck type that discards Nights before it can play them.




Simple, but a nice way to make a Treasure - Night work. I guess I'm not completely sold on the idea that it has to be a Night though, as you wouldn't take the Coffer option anyway if you were planning on spending it this turn.




These are cool ways to combine Shelter with new types. My main complaint is that Public House doesn't feel like it has enough reason to be a Night.

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

Thanks for all your submissions!

Short list: Anchor by NoMoreFun, Truffle Pig by Tejayes, Portage by Lurker, Night-Travellers by Chappy7, Fairies by Segura, Shelters by Hypercube.

Winner: Fairies by Segura

Runner-up: Anchor by NoMoreFun

530
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 03, 2019, 10:24:36 pm »
Judgment day is come!



So, the top decking on play makes this really, really bad. You’re effectively reducing your next handsize by 1 each time you play a copy of this. The Reaction part lets you exchange $0 junk for more copies of it, but it’s unlikely you’d ever want more than 1 of these because of the aforementioned problem. The Night and Reaction parts also don’t really have anything to do with each other.




This is one of those fan alt-VP cards whose value swings wildly depending on what other cards are on the board. If this is the only Night card, then it’s hardly ever worth getting. If there’s even one other Night pile, though, suddenly a degenerate rush strategy starts looking like the best option. I’m not really excited by the idea overall.




This was an early favorite of mine. The deck-discarding is clever as it makes choosing an Action card easier while adding the disadvantage of missing the shuffle. That said, being able to choose any Action card to play for free next turn definitely seems strong. Though it gets a lot worse if you're drawing your whole deck, since it won't find an Action card to play but will still have to remain out because of the next turn +Buy. Very nice design overall.

I assume the Project-Landmark thing is a typo.


Wasteland, Action-Victory-Looter, 4$
Gain a Ruins and play it three times.
---
Worth 1 VP per 2 differently named cards costing 0$ in your deck (round down).

KCing the Ruins looks fun. I guess my main problem with this is that it could get brokenly good if there's an easy way to fill your deck with Coppers.




So, it's like a Cathedral you can turn off. Overall, looks fun, and it's a nice way to make a "return to your hand" Duration work.




Hmmmm, the idea of a Treasure-Traveller is funny thematically. How does a Treasure "mature" the way a Traveller does?

As for the cards themselves, they look fine, but I'm afraid they don't excite me much. They don't react with each other at all except for Promise. Promissory Note looks cool but probably poses tracking issues. It would be better as a Duration, but I can see why you didn't do that as it's always infuriating when your Travellers miss the shuffle.

(To be continued...)

531
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 02, 2019, 10:02:57 pm »
Judgement day arriveth in 24 hours.

532
Variants and Fan Cards / Re: Really bad card ideas
« on: March 02, 2019, 10:00:42 pm »
Abridge
Action - $2
Cards have 1 word fewer on them this turn, but fewer than 0 words.

533
No, this is absolutely a troll. Not even beginner players are that clueless.

534
If you have market and smith, the market gives +1 action that lets u play the smith and get +four cards. Then if you draw gold that will give you money so you can buy province. This combo is strong because the market ALSO gives money, and lets u buy more money (free!!): but problem is sometimes you dont draw market and smith together  >:(

Guess I'll have to be the one to ask: What's your other account name, and why have you decided to start trolling us?

535
I do not think WoW is better than lab.  Not even close.  In fact I'm pretty sure it is strictly worse.

Iiiiiit's edge case time! If you have a Vassal in your hand, then if the second card down is another Vassal, you'll want it revealed but not drawn.

536
Variants and Fan Cards / Re: Really bad card ideas
« on: February 27, 2019, 05:55:29 pm »
Infuriation
Reaction - $0
You may reveal this from your hand when a player draws a card.

537
Dominion General Discussion / Re: Homage to the Best Card
« on: February 27, 2019, 05:53:10 pm »
lashing = trashing, crab = lab, grain = gain, planting = ?
card (borrowing the "ing" from "gaining").  I guess that doesn't rhyme at all in an American accent.  It's a partial rhyme in many British accents.
I still don't get it. How does "plant" become "card"?

538
Dominion Articles / Re: Hermit
« on: February 26, 2019, 08:13:16 pm »
Always remember: Hermit is primarily a deck accelerator, and the trash/gain effect is secondary.

I'm not sure this is such good advice. I think it's worth pointing out that the gain is the effect that's mandatory. I often forget this and then end up having to gain a Silver I don't want. You also have to watch out for the cards that can make the gain really valuable, like Fishing Village and Fool's Gold.

539
Variants and Fan Cards / Re: Game State/World states
« on: February 26, 2019, 08:04:44 pm »
I feel like a game with Ruined Lands would be a degenerate IGG-like rush a lot of the time, because buying an Estate gives you VP while emptying 2 piles at once.

Honestly, I'm having a hard time imagining a situation in which Civil War would actually be fun. It generally either won't make any difference or be crushingly brutal, and a few cards like Scrying Pool, Goons and Bridge Troll would just become broken. The idea of a particular card coming with an extra action has already been handled pretty well with Lost Arts.

What other way could you give attack cards a little push, aside from goons. I should never have that made an attack card. Everytime I play it I forget the attack part of it, it is so tagged on. But many attacks are not then powerful to play, so I want to give them a little push

I don't think attack need a "push". Also, this does nothing if there are no attacks on the board, which happens a lot.

540
[Misery] is the top-ranked Hex in the stats by a comfortable margin.

I think this is enough to make me question how useful these "stats" are. Unlike the other hexes, it's trivial to know whether Misery caused you to lose. I've only had one game where that has happened, and I play online a lot.

541
Also, I think we can agree that trashing a lab is not the same as trashing nothing.

542
It really depends on what you consider a separate "mechanic". I agree, though, that you'd probably need Black Market (itself a unique mechanic).

543
Dominion Articles / Re: Combo: Seer/Vassal
« on: February 25, 2019, 08:02:39 pm »
As others have pointed out, Seer is just really good in general. Here's just one example of why drawing a bunch of cheap cards is really good: Most engines need villages, and what do you know, it turns out most villages are between $2 and $4.

Also, I think Wandering Minstrel is a card better described as "made for" Vassal. Wandering Minstrel gives spare actions, which is something Vassal desperately needs in case it duds. It also removes junk from the top of your deck, which Seer doesn't do. The most fundamental reason, though, is that Vassal actually wants you to leave Action cards on your deck, not draw them.

544
I actually had Labyrinth in last place. I think Labyrinth is the ultimate "get VP for doing something you were going to do anyway" Landmark. Baths rarely matters but it can be an additional impetus to getting Mission or Outpost, or not buying that additional Silver you don't really need.

Obelisk is still overrated. It only matters if it happens to be on one of a tiny group of useless but harmless cards (Pearl Diver, Harbinger, maybe some others). Otherwise, it's either something you were going to buy a lot of anyway or like an additional dead green card.

Tomb is also overrated. Maybe it's not "this Landmark sucks" levels, but you need to have a way to continually gain junk and trash it for it to reward for something you weren't already going to do.

Palace is severely underrated. It looks ignorable, but it's burned me on more than one occasion.

I don't understand the theme of this landmark. Wolves will eat you unless your workers come in groups of at least two??

Based on the artwork, I assume the idea is that wolves themselves come in pairs. Yeah, that doesn't make much sense either.

545
For next year's lists, I think base cards should be included. I think Silver would have been ranked far higher in earlier years of the game but it would be seen quite badly now.

So would we also rank Province in 6+? How would you even rank something like that? I mean, we rank Dominate, but still...

Oh, and Silver isn't great, but it's not that bad either. Sometimes it's the only way to kickstart your deck.

546
Weekly Design Contest / #20 weekly design contest (2-23-19)
« on: February 23, 2019, 01:05:25 pm »
Contest #20: Make a card with at least 2 types that have not appeared together on an official card.
Yes, I'm a sucker for weird type combinations, especially weird color combinations.

547
I think this guy should do all of the list write-ups from now on.

548
PStone likely keeps falling due to the increasing prevalence of engines. It's not hard to see the day where it's last place. Also, it's way more expensive than Transmute. And Transmute is much more fun to play when it's actually good, for what that's worth.

Props to Earl for the very amusing write-up.

549
Variants and Fan Cards / Re: Game State/World states
« on: February 23, 2019, 09:18:56 am »
I feel like a game with Ruined Lands would be a degenerate IGG-like rush a lot of the time, because buying an Estate gives you VP while emptying 2 piles at once.

Honestly, I'm having a hard time imagining a situation in which Civil War would actually be fun. It generally either won't make any difference or be crushingly brutal, and a few cards like Scrying Pool, Goons and Bridge Troll would just become broken. The idea of a particular card coming with an extra action has already been handled pretty well with Lost Arts.

550
Variants and Fan Cards / Re: Really bad card ideas
« on: February 23, 2019, 09:04:50 am »
Shouldn't it be impossible for anyone else, even an Overlord who owns 7 Bridges, to be Chuck Norris?

If you have 7 Bridges in play, I think you've already won.

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