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Messages - Commodore Chuckles

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701
Dominion General Discussion / Re: Renaissance First Impnressions
« on: December 14, 2018, 06:23:46 pm »
it helps your opponents (like Mountebank!)

I don't think Mountebank helps your opponent no matter how many times you play it.

And Old Witch doesn't help your opponents either. It just takes away its own bad effect after a while (sometimes). It's more accurate to say that both attacks become less effective the more you play them.

702
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 12, 2018, 07:16:32 pm »

I love this, except for being perhaps too automatic which is, given that you can construct your deck such that you have a discard more often, arguable. Do you think that it would be too expensive if it costed $1?

It doesn't give +1 Action like Villa, so that makes is less automatic imo. (Also, you can put the +1 Buy after the "once per turn" for bigger text, like Save.)
It is an Event "cantrip", there is no cost of playing it beyond the gift to the opponents. When you return to your Action phase the number of Actions you have remains constant. Also, what I just noted is that like Villa this is bonkers with draw-to-X (but unlike Village it doesn't flood your deck with degenerate villages).
If one wanted to avoid this one could do it as Edict: In games using this, once per turn during your Action phase, you may look through your discard pile to put a card from it into your hand. If you do, all other players may do the same.

One thing, though: If you want to put something in your hand that you just bought, it will cost an additional Buy, because you have to buy it after you bought the other thing. The text is triggered immediately after you buy it, right?

703
Variants and Fan Cards / Re: Cursed Bottle / Bottle Imp
« on: December 12, 2018, 07:02:41 pm »
I've come to agree with the people who say the $0 option is a problem. It's true that there can be some mind games involved in raising your bid, but that's not what I had in mind when I made the card in the first place. Regardless, I appreciate the interesting discussion it generated.

I tried to replicate the mechanics from the story as close as possible, but the fundamental problem is that Dominion is a zero-sum game and the Bottle Imp in the story isn't. When you sell it in the story, you don't care what the buyer is going to do with it, you just want to get rid of it. In Dominion, you do care what the other guy will do with it.

With that in mind, I've made an alternate version that's less faithful but is simpler and I think it plays better. Only Cursed Bottle is changed:



Now it's impossible to lock everyone else out. In the beginning of the game it will bounce back and forth every turn, but then as things wind down the players will have to decide if they want to be stuck with it in the end.

704
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 11, 2018, 07:08:48 pm »
I personally like "+X Credits".

705
Variants and Fan Cards / Re: Dominion Wild Lands
« on: December 11, 2018, 06:54:06 pm »
This looks interesting, but it's probably too swingy. Even with a reasonably diverse deck the chances of getting a measly $1 out of this are still pretty high. I do like the basic idea, but I'm not sure at the moment how I would fix it. I would definitely drop the Duration part though, since that has nothing to do with the rest of the card.

706
Dominion General Discussion / Re: 2nd Edition - New cards only
« on: December 11, 2018, 06:48:19 pm »
Well, Scout was solved at least - the right move is to never get it.

707
Variants and Fan Cards / Re: Cursed Bottle / Bottle Imp
« on: December 10, 2018, 11:38:13 pm »
Okay, I'm seeing the logic now. If you pay more than the minimum for the Bottle Imp, that means you're counting on them to take it away from you at some point, which means they shouldn't. Hmmmm... This clearly needs fixing if it's going to work at all.

708
Variants and Fan Cards / Re: Cursed Bottle / Bottle Imp
« on: December 10, 2018, 10:29:25 pm »
The point that many people seem to be ignoring is that if it is good for me to have my opponent take the bottle imp away from me, then it is bad for my opponent to take it away.

It's not necessarily that simple. Consider Governor: It's usually better for you if your opponent chooses +3 cards instead of Gold, because +1 card for you is usually better than a Silver. Does this mean your opponent should always choose Gold over +3 cards? No, because the +3 cards usually helps them more as well. It's the same with Bottle Imp: taking it away from you can be good for you and them at the same time.

This is flawed reasoning. Only one player can win, every decision decreases one player's win% and increases the others. In this sense no decision can help both players.

So you're saying there's only one Governor option that should always be picked? Which is it?

709
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 10, 2018, 10:07:13 pm »

710
Variants and Fan Cards / Re: Holunder's cards
« on: December 10, 2018, 09:33:51 pm »
From what I can tell from looking at the other dual-types, the top color is always the first type listed. First edition Hovel and Overgrown Estate didn't follow this pattern though, which I guess is why they were changed.

711
Variants and Fan Cards / Re: Cursed Bottle / Bottle Imp
« on: December 10, 2018, 09:19:24 pm »
It works better if you change less to more.

I had thought of that, yes. We already have an upward auction in the form of Mountain Pass, though, so I posted this version because I was wondering if it could work (and because it matches the story better this way).

The point that many people seem to be ignoring is that if it is good for me to have my opponent take the bottle imp away from me, then it is bad for my opponent to take it away.

It's not necessarily that simple. Consider Governor: It's usually better for you if your opponent chooses +3 cards instead of Gold, because +1 card for you is usually better than a Silver. Does this mean your opponent should always choose Gold over +3 cards? No, because the +3 cards usually helps them more as well. It's the same with Bottle Imp: taking it away from you can be good for you and them at the same time.

712
Variants and Fan Cards / Re: Dominion Wild Lands
« on: December 10, 2018, 06:33:59 pm »
Hyena is the same cost as rats but with the gain function. Shouldn't it be more expensive, or does the trashing keep it the same?

It isn't strictly better because it doesn't have Rats' on-trash bonus. The thing it has instead is also kind of weak, so I think it works at $4.

713
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 10, 2018, 06:28:57 pm »
Is City Hall a medievalish name?

The "strictly medieval" theme was thrown out long ago, particularly with Empires. At this point, the only rules are no guns, steam or electricity.

It's a slippery slope. Just wait a few years and we'll have "Dominion - Wild West".

There will have to be a colonial-times-ish expansion first so that the guns aren't too jarring. So, basically, Dominion: Gunpowder.

714
Variants and Fan Cards / Cursed Bottle / Bottle Imp
« on: December 09, 2018, 12:58:57 pm »


Wacky idea, inspired by Robert Louis Stevenson's short story The Bottle Imp https://en.wikipedia.org/wiki/The_Bottle_Imp. In the story, the Bottle Imp grants wishes, but if you still have it when you die, you go to hell. You can sell it, but only for less money than you bought it with. This leads to the following paradox: No sane person would buy it for 1 cent, because they'd be unable to sell it (In the story you can't "buy" it for free; here you can get it for $0 but then you're stuck with it). But then no sane person would buy it for 2 cents, because they'd be unable to find a buyer. And so on. But at the same time, buying it for, say, $100 seems perfectly sensible.

So, is this even a remotely good idea? Is the Imp good enough that the first person to get a Bottle will often just pay $0 and keep the Imp?

715
Dominion General Discussion / Re: Why is Possession hated so much?
« on: December 09, 2018, 11:53:04 am »
In general, having to sit back and watch someone else play with your carefully-built deck is super unfun. And as has been pointed out, not bothering to build a good deck because you know you'll get possessed isn't very fun either.

716
Variants and Fan Cards / Re: Really bad card ideas
« on: December 09, 2018, 01:47:59 am »
What I want to know is: Can you build a one-card engine out of nothing but Chancell NAND or Chancell NOR?

717
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 08, 2018, 05:48:17 pm »
Is City Hall a medievalish name?

The "strictly medieval" theme was thrown out long ago, particularly with Empires. At this point, the only rules are no guns, steam or electricity.

I feel like everybody doesn't like Coin of the Realm.

Wait, who doesn't like Coin of the Realm?

718
Variants and Fan Cards / Re: Really bad card ideas
« on: December 07, 2018, 07:00:11 pm »
Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards.

First player to get with 3 buys wins.

*Edit* Actually, as worded, you can just gain the entire Nim pile on turn 1 by spending only $2.

Ok wow just saw the date on this... Um, this is twice now that I thought I was responding to the last post in the thread, but apparently was responding to the last post on an older page of the thread. Weird.

*Edit* Also, I apparently already responded to that same post 6 years ago.

It was such a bad card idea we had to keep talking about it.

719
Variants and Fan Cards / Re: Holunder's cards
« on: December 07, 2018, 06:55:33 pm »
Very minor nitpick: green should be on top of red on a Victory-Shelter.

720
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 06, 2018, 10:51:27 pm »

Can I post more than one idea?

Dude, were you there for Violet CLM’s “other board game” challenge, I posted like 5.

You have to pick one of them to be your official submission. Submitting more than one isn't fair because it increases the odds you'll win.

721
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 05, 2018, 09:33:29 pm »
I'm changing my submission.


722
Dominion General Discussion / Re: Order of Types
« on: December 05, 2018, 07:48:17 pm »
Thanks for the help. Does it look better now?

723
Dominion General Discussion / Order of Types
« on: December 04, 2018, 10:47:58 pm »
I don't know if this has been done before. I made a diagram of the card Types based on the order they're listed on the card.

Action > Treasure > Attack > Knight > Victory > Reaction > Shelter
      |__ Night __|       |____ Duration ____||_____ Castle _____|
                  |____ Reserve ___|    |    |_____ Heirloom ____|
                                        |________ Spirit ________|


If a Type is to the left of another, that means it always appears to the left of the other. Types on top of each other means it's unknown what their order would be. So Treasure and Night are after Action and before Attack, but their positions with respect to each other are unknown. Similarly, Duration is after Attack and before Reaction, but while it's known that Knight is before Victory, it's unknown what Duration's position is with respect to either.

There's a bunch of types we don't know much about: Ruins, Gathering, Zombie are after Action; Prize, Looter, Traveller, Fate, Doom are after Attack.

Some patterns can be discerned. Types that indicate the phase a card can be played in are always at the beginning, and they appear in the order of the phases. Types that indicate how a card functions are usually before types used more for convenience (like Spirit and Castle). There also seems to be a bit of animacy hierarchy: It's interesting to note that Knight is before Victory and Castle is after, even though they're both types of convenience referring to mixed piles. Knight apparently comes before Victory simply because it implies something alive.

Cards with unique dual-types:
Crown: Action > Treasure
Werewolf: Action > Night
Coin of the Realm: Treasure > Reserve
Fool's Gold: Treasure > Reaction
Idol: Treasure > Fate, Attack > Fate
Diadem: Treasure > Prize
Followers: Attack > Prize
Distant Lands: Reserve > Victory
Dame Josephine: Knight > Victory
Ghost: Night > Spirit, Duration > Spirit
Caravan Guard: Duration > Reaction
Tunnel: Victory > Reaction
Pasture: Victory > Heirloom
Necropolis: Action > Shelter
Overgrown Estate: Victory > Shelter
Hovel: Reaction > Shelter

724
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 03, 2018, 10:12:30 pm »
Bonkers with overdraw and the on-gain bonus is arguably too good relative to Acting Troupe.

You're right about the overdraw. I've changed it so you can't react more than once per turn. About the on-gain, I'm not sure. Keep in mind it's more expensive, and it's a dead card that doesn't trash itself.

725
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 03, 2018, 07:32:58 pm »

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