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Messages - Commodore Chuckles

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876
Still loving what I'm seeing of the new cards in Renaissance.

Still not feeling the love for the coin token -> Coffers terminology, nor for yet another mat. Nor for using coin tokens as Villagers. Nor for relying on tokens never accidentally straying across a line on a bit of cardboard.

Assuming my other players agree, I think I'll pick up some small meeples to use instead.

You could just cut the mats in half.
Or use the square VP mats from Prosperity or really whatever you want as another mat. Or use some other form of token for villagers/coffers (like you said, meeples). The beauty of playing IRL is that you can do whatever you want.

GUYS I FOUND A USE FOR EMBARGO TOKENS!!

Also Pirate Tokens.

877
Dominion: Renaissance Previews / Re: Renaissance name BINGO
« on: September 25, 2018, 07:42:03 pm »
Are you out of luck if it's spelled "Theater" instead?

878
Also, if the box only includes coins to represent Villagers, I'm sure I won't be the only one to grab a pile of meeples from another game and use them instead :)

Man, now I kind of wish the Villagers were Meeples...

Anyway, the main problem I see with the Villagers (or at least these cards anyway) is that they're inconsistent. In an engine you want a way to get +actions every turn, and these don't really provide that. But they'll be good in the opening I guess, especially Acting Troupe. Anyway, my opinion might change after playing with them.

879
First impressions:

Seer is fun. It's a Scout that's actually satisfying. Its strength seems very conditional; even on boards where it has bonkers potential it's limited by its self-antisynergy. The deck-rearranging can help you get the most out of it though. It's pretty great with Baron since Baron is $4 and Estate is $2. Drawing 3 Barons with it was awesome.

Scholar is also fun. It's Minion without the stupid! I think it's probably better than Library. It can't set aside actions, but clearing your hand of dead cards for the next 7 is pretty great.

Priest I haven't been impressed by, yet. It seems like you need a lot in place for its potential to be unleashed; it didn't do much on the boards I've played with it.

Experiment: hard to know what to make of this yet. It seems like usually you'll want to use them as soon as you can, since not playing them when you draw them effectively makes them anti-labs (i.e. dead cards.)

Mountain Village: haven't played with it yet but it looks... weak? It seems to have similar problems as Harbinger.

Oh, and Seer + Experiment.

880
Variants and Fan Cards / Re: Really bad card ideas
« on: September 24, 2018, 08:46:21 pm »
Out-of-Control Experiment
+2 Cards
+1 Action
Trash a card from your hand. Return this to the supply.
When you gain this, gain an Out-of-Control Experiment.

881
Ritual + Rats
Rats trims your deck.

No it doesn't.

It does after you get all 20 of them...  :P




In a more useful note I think  Ritual + Rats can work, but it would need support, probably another trasher that can trash excess rats

This could be mad fire with monastery.  Since you get to trash one card in hand or copper in play for every card you gain you could trash like the 5 normally useless rats in your hand when you finally want all those rats out of your deck.  Also great to trash all the ritual curses since you gain 2-5 cards in a given turn anyways. But I guess the rats could trash the curses too...

For some reason I first read this as Bonfire + Rats. But interestingly, Bonfire + Rats could work as a way to get rid of Curses.

882
Wait a minute, Hireling leaves play? Since when? It says "This stays in play" right on the card.

883
Dominion General Discussion / Re: The bad luck thread
« on: September 20, 2018, 08:51:26 pm »
So, the game I just played.

Opponent bought a Death Cart for some reason. He wasn't doing anything clever with it.

He promptly collides the Cart with a Ruin, and then spends his $8 on a Prince.

So now his deck has a Death Cart, a Ruin... and a Prince.

But! He then gets an Oracle.

And then collides the Oracle with the Prince the first time he draws them.

I had a strong suspicion this meant the game was over, but I kept playing anyway.

I got my own Prince and Oracle later on, after I trash down.

They proceed to spend most of the game avoiding each other.

Eventually I do collide them, and get a Province and a Duchy... while he already has 4 Provinces.

The cherry on top was right after this when I discarded 2 Silvers with my Princed Oracle... and instead draw the Province and the Duchy.

884
Dominion General Discussion / Re: Dutch Nocturne is 'expected'...
« on: September 20, 2018, 06:45:19 pm »
(is 'orderable' even a word?)

In English, anything can be a word

Am American, can confirm

Challenge: translate German compound nouns. In German, anything can be a word. An elegant example would be "Hauptbahnhof" for "main railway station".

Sorry about continuing the OT.

I think most linguists say that English and German are doing the exact same thing, with the spaces only being an orthographic convention. We'd write it "mainrailwaystation" if we hadn't adopted the spaces (likely from French.) Every other Germanic language (Dutch, Swedish, etc.) forms compound nouns this way. I guess it depends on what your definition of a word is.

885
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 19, 2018, 10:41:09 pm »
Whoops, I totally meant to write "Treasure - Reaction." Not sure how I screwed that up.

886
Let's Discuss ... / Re: Let's Discuss Base Set Cards: Mine
« on: September 19, 2018, 10:38:01 pm »
I doubt it.
Really? Gosh. I thought Donald X. established the principle of letting every card be as cheap as possible very early in development and basically everything got tried at a lower cost at least once.

I think that principle was developed a few expansions in. I seem to recall him saying that Adventurer was $6 because it started at that price and people were willing to buy it.

887
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 19, 2018, 07:40:20 pm »
Emerald City
Treasure - Reaction - $5
Worth $2
When you play this, +2 cards.
When you draw an action card, you may discard this from your hand to play it.

888
This is why I never liked the removal of Woodcutter. Even a weak +Buy can be completely game-changing when it's the best +Buy on the board, and it can be really interesting having to find a way to work with it.

Yeah, I sort of miss it too. It just felt like a card that had to exist. In the end, though it was like Herbalist. You only get it for the +Buy, and you always get it grudgingly. I guess that's reason enough to give the axemen the axe.

889
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: September 16, 2018, 01:38:46 pm »
You'd could trash the same Fortress over and over again to get infinite points with Tomb, but broken 3 card combos aren't anything new.

This would be much worse than the Goons-Forum thing though. Goons-Forum is a 4-card combo, and then it takes a while to set up. With this, the loop can begin as soon as you have Fortress and Basilica in the same hand.

The card itself looks kind of need but defs OP.

890
Variants and Fan Cards / Re: If Pooka could also trash Cursed Gold
« on: September 16, 2018, 01:29:16 pm »
It would probably be too good if it could trash the Cursed Gold. Using the Cursed Gold to get Pooka and then trashing it immediately would be too obvious too often.

As it is now, though, it's pretty bad. It takes a lot of work to set things up so that it doesn't screw with all your other cards, and even then its effect can be underwhelming.

891
Dominion General Discussion / Re: The bad luck thread
« on: September 13, 2018, 06:04:45 pm »
We have interesting moments, uninteresting moments, semi-interesting moments... but I don't see a thread for just complaining about bad luck.

Now we just need threads for good luck and mediocre luck.

They'll all end up just consisting of debates about which thread each post belongs in anyway.

Umm this is a thread about luck and not a place to debate/have a discussion about what constitutes acceptable verbiage in other threads...  Thanks in advance.

You're new around here, aren't you?

892
Is he good with... Rats?

893
I think there's few things that are as good at making a game thoroughly boring as not having any +Buy (Or any other ways to gain multiple cards per turn.) No Villages usually makes a game less interesting, but there can still be some interesting strategy in how to navigate around the tight terminal space. The particular problem with no +Buy is that you're immediately at a hard cap of one Province a turn. Building a complicated deck becomes pointless, and if a really cool engine were otherwise possible it just feels sad. And then often it's already gg if you're 2 Provinces behind because it's mathematically impossible to catch up.

Does anyone else feel the same way?

894
In my experience, absent the other differences between the cards, playing a random card twice is significantly worse than playing two random cards once. Golem has two tries to hit something useful, but there's not much you can do if Ghost hits the Herbalist you only bought for +buy.

895
Black Market as a Prize: If you think Tournament isn't swingy enough.

896
Dominion Online at Shuffle iT / Watchtower and Guardian
« on: September 03, 2018, 08:23:38 pm »
This happened twice: I bought a Guardian with Watchtower in hand. I clicked "done reacting" so that it would go into my hand... but it went on top of my deck instead.

897
Royal Carriage + Caravan Guard
I'm kind of surprised I didn't encounter this one before considering these two are from the same set: When you play Caravan Guard on someone else's turn as a Reaction, you can immediately call Royal Carriage to play it again.

898
Puzzles and Challenges / Re: Easy Puzzles
« on: September 01, 2018, 09:18:03 am »
The fact that Prince isn't a Duration opens up all other kinds of possibilities...

899
Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: August 30, 2018, 04:52:57 pm »
"Onto the bottom of your deck" is actually a mechanic I should try to do more of.
It's less powerful than "On the top of your deck" in small doses, but if you can do it enough times before your deck runs out, it lets you set up a super-turn, albeit with difficulty.

Right now the only card that does "onto the bottom of your deck" is Shipwreck. Maybe I need to think about revisiting a few of the weaker cards to give them this mechanic.

I'm not really sure gaining to the bottom is that interesting. The discard pile already basically functions as the bottom of your deck. You're always drawing your payload before the green goes in your discard, so it doesn't matter whether your payload was in your discard or on the bottom. Also, IRL having to lift up your whole deck to put a card under it is a pain.

900
He used Euros, so maybe he did mean $4.5.

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