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Messages - josh56

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76
Variants and Fan Cards / Re: Kru5h's card ideas
« on: September 25, 2017, 08:57:52 pm »
Giving up the VP equivalence of a Province is of course a harsher price to pay for a 5/5 opening (the first version made crazy openings like Prince and a 4 possible!) and might create an actual trade-off. But if other cards that provide Coin tokens are present the strategy is simple: spend all Coin tokens during the opening to get 5/5 (or e.g. 7/3 if Forge is present), later buy a Coin token gaining card, spend some of them but have 3 Coin tokens when the game ends.

77
Variants and Fan Cards / Re: Adaptive cards
« on: September 25, 2017, 05:26:32 am »
I meant weaker relative to an on-play choice.
Take for e.g. your Cloister. It is most similar to Steward which is also a double-trasher early on and later an engine piece.
But you frequently trash late with Steward, i.e. after you used it a few times for the other options, or perhaps you use it early on for +$2 in order to hit 5.

So an on-play choice is more flexible whereas choosing the switching point when you gain another copy of Cloister is strategically interesting. But IMO the extra complexity via a token is not worth it to make cards which are weaker than cards which provide on-play choices.

78
Variants and Fan Cards / Re: Kru5h's card ideas
« on: September 25, 2017, 05:23:37 am »
Quote
Pyramid Landmark
When scoring, +1 per Coin Token you have, up to 5.
Setup: Each player starts the game with 5 Coin Tokens.
In the absence of cards that provide Coin tokens I am pretty sure that spending all Coin tokens is nearly always better than making VP tokens out of them at the end of the game.

79
Variants and Fan Cards / Re: Adaptive cards
« on: September 24, 2017, 05:42:57 pm »
Concerning Gazbag's idea, quite often one option will simply better than the other in a particular Kingdom such that every player will do the same. So this will end up like adding an 11th pile and erasing the 10th or 11th pile before the game starts.

Concerning Asper's idea, I doubt that giving up the simplicity of a straightforward, Intrigue-ish choice for the sake of making the card slightly weaker via an on-gain change is worth the effort.

About Violet's ideas, they are the most innovative but could simply be implemented via a double pile (one randomizer implies 2 piles with 5 cards each). BTW, I am pretty sure that the Gold that provides +2VPs is overpowered at $8. If Plunder were available from the beginning it would probably already have to cost $6 or $7.

80
Variants and Fan Cards / Re: Tavern Mat Madness
« on: September 21, 2017, 02:30:01 pm »
Such an unconditional statement is wrong. Bridge is only better than +4$ +1 Buy if you buy 4 or more cards.

If Bridge and Native Village are present, you buy 4 or more cards.
Another unconditional statement that is wrong. If Bridge and Native Village are in the Kingdom you need 3 Bridges in play to be able to buy 4 or more cards. It takes some time to achieve that so before that point in the game (and that moment will quickly pass as the other players might also wanna load up on Native Village and Bridge) Bridge is weaker than Wine Merchant 2.0.

If your opponent has to buy Bridges instead of Wine Merchant 2.0s just to prevent you from getting enough Bridges, that means Bridge is better than Wine Merchant 2.0.
On my box it says 2-4 players. I guess you only play online but then you might wanna amend your blunt, wrong, unconditional statements with some caveats. If you ignore issues like player count it simply makes no sense to discuss with you as something like cards strength varies with player count.

Also, the discussion started without the assumption that Native Village or any other village is in the Kingdom; it was a comparison between a cost reducer and a hypothetical card that says +$4 +1 Buy.
You need many of the former in play to beat the latter and this will rarely happen early in the game or when you play with more than 2 players.

81
Dominion General Discussion / Re: How do YOU pick interesting kingdoms?
« on: September 21, 2017, 02:17:42 pm »
Do you guys go full random? 
Half-random. If total crap emerges or if the lady protests because no village or trasher are present I exchange one or 2 cards. Also, stuff like Baron in a Shelter game and I am also exchange-eager with Events and Landmarks.

82
Variants and Fan Cards / Re: Tavern Mat Madness
« on: September 21, 2017, 02:13:54 pm »
Such an unconditional statement is wrong. Bridge is only better than +4$ +1 Buy if you buy 4 or more cards.

If Bridge and Native Village are present, you buy 4 or more cards.
Another unconditional statement that is wrong. If Bridge and Native Village are in the Kingdom you need 3 Bridges in play to be able to buy 4 or more cards. It takes some time to achieve that so before that point in the game (and that moment will quickly pass as the other players might also wanna load up on Native Village and Bridge) Bridge is weaker than Wine Merchant 2.0.

83
Variants and Fan Cards / Re: Tavern Mat Madness
« on: September 21, 2017, 02:05:28 pm »
$4 and a buy is far from broken. It's weaker than Bridge.
Such an unconditional statement is wrong. Bridge is only better than +4$ +1 Buy if you buy 4 or more cards.

As you pointed out, Native Village becomes weaker with Island. It also makes Miser not work. It would make a overpowered combo with Wine Merchant (but then again Wine Merchant would also be far too good in combo with Haven, Gear or Save).

About why this is broken, just pick the Wine Merchant combos. Instead of being weaker than "+$4, +1 Buy" Wine Merchant is now stronger as you can now sometimes put it in your hand without having to draw it.
First of all, I would argue that having some strong synergies between otherwise comparatively weak cards can be very fun. On the other hand, having each Native Village be +8 $, +2 Buys is probably too much, so I agree there. I still think it would be fine if Wine Merchant said 'When you discard this from play, put it on your tavern mat'. Would still be very good in a sloggish strategy, while engines wouldn't profit quite as much.
As you pointed out, Native Village becomes weaker with Island. It also makes Miser not work. It would make a overpowered combo with Wine Merchant (but then again Wine Merchant would also be far too good in combo with Haven, Gear or Save).

About why this is broken, just pick the Wine Merchant combos. Instead of being weaker than "+$4, +1 Buy" Wine Merchant is now stronger as you can now sometimes put it in your hand without having to draw it.
First of all, I would argue that having some strong synergies between otherwise comparatively weak cards can be very fun. On the other hand, having each Native Village be +8 $, +2 Buys is probably too much, so I agree there. I still think it would be fine if Wine Merchant said 'When you discard this from play, put it on your tavern mat'. Would still be very good in a sloggish strategy, while engines wouldn't profit quite as much.
I wouldn't argue that it isn't fun to try out your suggested universalization of the Tavern mat as long as your are fine with the emerging whack combos.

84
Variants and Fan Cards / Re: Tavern Mat Madness
« on: September 21, 2017, 08:05:32 am »
It's simple: all cards (except for Native Village which shouldn't be changed) would become stronger.

Wine Merchant and Miser would potentially become too good in the presence of other of these changed cards.
I don't think this is true. Some of the cards in question would become stronger in combination, but I don't see anything broken. Why do you think Native Village shouldn't be changed?
As you pointed out, Native Village becomes weaker with Island. It also makes Miser not work. It would make a overpowered combo with Wine Merchant (but then again Wine Merchant would also be far too good in combo with Haven, Gear or Save).

About why this is broken, just pick the Wine Merchant combos. Instead of being weaker than "+$4, +1 Buy" Wine Merchant is now stronger as you can now sometimes put it in your hand without having to draw it.

85
Variants and Fan Cards / Re: Tavern Mat Madness
« on: September 20, 2017, 05:45:23 am »
It's simple: all cards (except for Native Village which shouldn't be changed) would become stronger.
Wine Merchant and Miser would potentially become too good in the presence of other of these changed cards.
Haven, Gear and Save wouldn't behave any different unless there were other cards in the Kingdom that interacted with the Tavern mat.

Buffing Pirate Ship such that it quasi-plays the treasures you picked up from the trash (or, simpler: if an opponent trashes a Silver/Gold, put 2/3 Coin tokens on your Pirate Ship mat) is a good idea independent of "combine all mats into the Tavern mat" idea.

I don't think that this is overall a good idea. Either it does nothing or it makes one card too good.
I often use the Tavern mat for set aside stuff or to put Coin/VP tokens as visual aid but without it being rule-wise the actual Tavern mat.

86
Variants and Fan Cards / Re: Chappy's Cards
« on: September 15, 2017, 06:46:38 pm »
- Blessing is a delayed Village that converts Curses into Coppers. First 'convert Curses into something good' idea I like and probably balanced at 3. Formally you gotta call it an Action - Duration.
- Carpenter is too good. Cards that can gain 5s like Altar and Artisan are expensive for a reason and discarding a copper is a small price to pay for gaining a 5 during turn 3 or 4.
- Councillor is weak. The first option is worse than Enchantress and the second option is a delayed Woodcutter. Probably OK at a price of 2 or 3. Formally you can make it all orange like all other Action - Durations.
- Haunted Village is OK but you only want that Curse with good trashing as you gotta draw into the junk (so it is kind of +like 2 Cards now, -1 Card later)
- In the Secret History section you can see that Hunt was done as a Treasure by DXV for Empires and deemed too weak.
- I like Illusionist's attack but perhaps attach it to something not as good as gaining, like +$2.
- Inventor-Invention reminds me of Bishop-Fortress. Sure, you cannot play it constantly but it nets 4VPs and I am sure that the Inventor pile will often be emptied (even if just to trash Inventors with Inventors). You might wanna add a round down rule to the text. I'd also either nerf the card and/or make it more distinct from Bishop.
- I guess that Invest is a 5. Or make it non-terminal or a Treasure. If you set aside 2 Silver you get -4 now and +8 later. That's the same net amount of coins as Merchant Ship provides with the difference being that this is more like a reverse Capital: get a huge amount of Coins in the following turn. Perhaps add an extra buy for the following turn, otherwise this might be too unreliable (just imagien Capital without the extra buy).
- I like Key and Occult and the idea of two extra Kingdom piles.
- I like Ritualists' idea of blocking a pile with other cards but the first version is too good in terms of virtually always being bought instead of directly buying the 5 you actually want.
- The idea of Rebel is good but the actual card is a bit weak. Perhaps make it a 3?
- Rival Village is a cool Copper junker.
- Sure, you cannot use the Coin tokens during the current turn but that second option of Scholar seems too strong.

87
Variants and Fan Cards / Re: Kru5h's card ideas
« on: September 15, 2017, 04:45:20 pm »
Quote
Cobbler Action,
Gain a card costing up to .
If it costs less than...
, +1 Action
, +1 Card
, +
(Do all that apply.)

I wanted a card that does several things:

You can gain a card costing up to $4.
You can gain a Silver. If you do, you get your Action back.
You can gain an Estate. If you do, you get your Card and Action back.
You can gain a Copper. If you do, you get your Card and Action back an immediate +$1.

This basically rewards you for gaining cheaper cards.
A cantrip Estate gainer can be useful in Silk Road or Garden games but I think that option will be mostly used if decent 2s are in the Kingdom.
A Peddler that gains a Copper is also only useful in Garden games or late in the game when self-junking doesn't matter anymore.

I think it is overall narrower and thus worse than Ironworks so I'd reprice it at 3.

88
Variants and Fan Cards / Re: CPiGuy's Cards
« on: September 14, 2017, 09:14:22 pm »
About Accountant, drawing instead of trashing is probably only good against trashing attacks, drawing instead of discarding is potentially broken (Warehouse nets 6 cards) and trashing instead of drawing is useful if there aren't any other trashers.

Alley seems weak, you need to buy 2 cards to make a Silver out of this, but it is the cheapest cost reducer to pimp Workshop variants.

Battle is a bit Masquerade-ish in terms of being useful when the opponents have no junk in hand.

Blockade seems great, especially with non-mirror play in alt-VP games.

Charlatan is probably most interesting in multiplayer as you can sometimes steal 2 tokens which is why you probably not want to take a token which the other players do not have (to not make yourself vulnerable to a 'steal 2 tokens attack).

Custom House is too narrow: either it does nothing if engine pieces provide payload or it ruins everything.

Compared to other trasher-junkers like Ambassador or Replace I don't like Cyclone.

The idea of Demolition, coins into VP, only works in a flexible form like Bishop. With fixed values it is hard to avoid the case where it is often too good or too weak.

Deserted Village looks like a 5.

I don't get Drought, it seems incredibly weak.

Dysentery is far too good. You can easily imagine situations in which only Dysentery will be bought until the Curses are out.

While Forge can be used to get rid of your junk and play tricks to get 1 Province per turn Emigration can only do the latter and potentially several Provinces. Trashing 4 Gold would yield 6 Provinces. That's certified crazy.

Villa converts 3 coins into 2 Actions and a Buy with the downside of a degenerate Village in your deck that yearns terminal draw cards in order to not be half-junk. Express converts 2 Coins into 1 Action and a hand-gain. Doesn't seem overpowered to me.

Frontier is great, especially in multiplayer where three-pile-endigns are more common.

Homestead is probably too good.

I like Liege and read it as Duchy gainer that (ideally, when you have Duchy in hand) is also a Band of Misfits yet self-junks you with Estates.

Magistrate is also nice. I particularly like that, Soothsayer-style, the Copper/Curse junking is alleviated by drawing a card.

Mendicant would be crazy at any price. Early on it trashes and provides brilliant economy (5 or 6!) and if you have only one junk card in hand and gotta trash the gained Copper and Silver it would still be "gain a Gold to hand" which would probably be balanced at 5.

I like the attack part of Military Village but it doesn't work on a non-terminal card for the standard reasons.

Orphanage can be 3 things: it can just draw a card, it can be a kind of a cantrip (with the forced play of Herald, Vassal, Golem, etc.) or it can be a double Peddler (where the Action is used to play a terminal Silver). This is hard to analyze. Not sure whether this is worth as payload compared to similar cards like Vassal or Conspirator. There will probably a switching point from "Orphans are too risky" to "now I have enough buys and can get them all plus some Orphanages" which will not make the card fun.
You could prevent this risk/rush issue via make it a dual pile, i.e. both parts are always available.

Posse can easily lead to pins, especially in multiplayer and in combo with other discard attacks.

Prairie Schooner draws 5 cards spread over two turns which is too good.

Public Assembly is not a good idea as it is only good in a weird deck that features enough cantrips or villages to pair them with Public Assembly but not too much to draw them dead after Public Assembly. It simply doesn't work.

Purchase/Territory wants to be on a 4/4 resepctively 6/6 pile such that the cards can be evenly split.

Royal Marriage is worse than Ruined Library so you could just make it a plain dead card. I'd make it +1 Action, +1 Card, discard a card such that it will get played at least sometimes and nerf the bonus down to +2.

Salt Pan is not good. You buy some, set them aside, call them, trash some Provinces, repeat the whole process (or another player does the same), buy a Duchy or something in between and the game will end quickly with a score like 8 - 7.

For my taste Shoekeeper is too vanilla. But it is balanced (except for Platinum and Gladiator games).

I don't get Standard Bearer. Narrow worse Throne Room plus discard for VP plus double Groundkeeper thrown into one card seems incoherent.

Tax Collector is far too nasty especially in multiplayer and Kingdoms that rely on Treasure for payload. Even a hand of 5 Gold would cancel only cancel 15 out of 20 debt if both opponents attacked you.

Wassail is OK but there are better ideas for gaining Coin tokens.

Unlike the other "rule breaks" here (all the discard pins) Waterfall could actually work as you cannot build a golden deck out of only Waterfalls. Cool idea.

89
Variants and Fan Cards / Re: card tokens and action tokens
« on: September 11, 2017, 10:04:09 am »
How about something like that, too strong?

Ghost Town
$4
Action
+2 Actions
+1 Buy
-------------
While this is in play, when you gain a card, take a Card token.

90
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Alms
« on: September 11, 2017, 10:00:23 am »
Alms is super strong with any trashing that trashes from your hand, not just Chapel (except for stuff like Moneylender and Masquerade). You rarely hit $4 on those turns. It's also strong with $4 splitters because it really sets you back when you don't hit $4 in those games, which might happen a couple of times in the early game. It's also extremely strong with a 5/2 opening. At its worst, it's still going to be moderately useful.

Luckily enough, it's almost trivial to realize when you should be buying Alms and when you shouldn't, so being wrong about its overall strength doesn't actually hurt at all.
This. I also kinda like that you can bluff well with the card. Not that it often influences your opponent but e.g. on 2/5 with you going first and junkers on the board the opponent might make a different decision during turn 1 if he knew that you could buy that $5 junker on turn 2.

91
Variants and Fan Cards / Re: Asper's Cards
« on: September 11, 2017, 09:55:24 am »
Cool idea. Meat Market is quite similar to Treasury but the fact Treasury will more likely be topdecked early in the game could be a crucial difference.

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