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Messages - segura

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101
I don’t get this. It just oscillates to and fro and an extra Buy is quickly (in 3P game literally on T2) worth a Province. In a 2P game greening will start on T3 so the game will be over on T6.

At least in a 2P game, you would hesitate to buy AC as soon as there's six tokens on it, since your opponent would then be the first one to get a Province from it - and possibly the only one, since they can just wait until the last turn of the game to get the $8 Eye for an extra free Province. The game won't become a Province rush unless both players want it to.
I think it's an interesting interactive card in 2P. But I'd consider setting up the Eye with 2 or 4 tokens instead of 3, to make the first AC buy of the game a more difficult decision. With 3 tokens at set-up, if you're the first to buy the Event and it oscillates to and fro, you'll also be the first to gain a Province from it (since the token is added before the gaining).

I don't think buying AC will at all be automatic
I do like totally disagree. Unless you open 5/2, A will buy the Event to kickstart something that is beneficial for him. B cannot forsake gaining a $5 on T1 unless he has 5/2 so he will also buy it. A will gain a $5 or Gold on T2 and B cannot really skip buying the Event (unless he had 2/5). So we have a slightly asymmetric situation with A having weaker cards but the first player tempo advantage. He can always force a draw via gaining Provinces. That is scripted play and beyond boring.

If there has been gained anything with extra Buys, the situation becomes more complex as players could do something else on there turns besides just gaining Provinces.

In the end my point is fairly simple: Provinces gaining without any costs like Remodel or whatever just does not work. Not because it is mechanically unsound but because it can lead to simple, boring rushes.

I think that the card would still be boring with a non-Victory clause (it is like a scaling Alms) but at least it would work.

102
Variants and Fan Cards / Re: Fan Card Mechanics Week 78: He Who Remains
« on: November 28, 2023, 01:00:33 pm »
There is no obvious best way to design this and the two links would be quite ugly. The advantage of making this green would be a clearer signal that this cannot ever played again (it took me some time to get that it is not an Action) like other + VP cards.

103
Variants and Fan Cards / Re: Fan Card Mechanics Week 78: He Who Remains
« on: November 28, 2023, 12:12:51 am »
When gain or when buy triggers are usually not modeled as Reactions. Given that you can only play it once, I fail to see why this is not a Victory.

104
I don’t get this. It just oscillates to and fro and an extra Buy is quickly (in 3P game literally on T2) worth a Province. In a 2P game greening will start on T3 so the game will be over on T6.

105
The answer to your question is the same as the answer to the question: „what happens when you play Forager while having no cards in your hand?“.

There is still a problem. If you have $5 and 2 buys, and those piles are empty, are you allowed to buy a Duchy then claim you can't use all your buys, even though you could have bought a  Silver and an Estate? This will actually come up on games with Debt - can you buy Overlord and then nothing or do you have to gain a copper first. What about Mission?

I think "If you can buy cards, and there are cards in the supply costing up to the $ you have, you must spend  all your buys"  covers the edge cases.
I disagree. "Do as much as you can" is the general rule in most games (no idea whether this is formalizes in Dominion) and this does not imply some decision space reducing stuff like buy Copper first, then buy the Debt card.
To stick with the Forager example, Forager does not retroactively force you to have kept a card in your hand.

You do whatever you like, at the end of the Buy phase the check happens and if you then have Buys left but cannot buy something because you are in debt or because the $0 cost cards are out you can nonetheless end your Buy phase.

106
The answer to your question is the same as the answer to the question: „what happens when you play Forager while having no cards in your hand?“.

107
This, without any restrictions, would be the Market equivalent of Hireling. Hireling is not crazy strong and Lab is stronger than Market, especially in multiples. So we look at a $5 card effect.

Add the severe restrictions and this is suddenly supposed to be a powerhouse at $4? Nah. For building up you’d rather have Abundance and for the very thing you mostly want extra Buys, namely greening, this does not work at all.

I guess it would be even weak at $3.

108
Rules Questions / Re: Using Night Cards to Trigger Magic Lamp
« on: November 21, 2023, 06:34:22 pm »
Magic Lamp triggers when you play it.

109
"You must"is never used because all card instructions are mamdatory anyway.

110
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 17, 2023, 06:53:02 am »

Flea Market
$4 - Action
+1 Buy
You may trash a non-Victory card from the Supply.
While this is in play, cards cost $1 less per card with the same name in Trash.

Looks pretty weak compared to Bridge or even Woodcutter. Ruined Market is not brillant for Double Province greening and   a first play Herbalist with a positive effect for evrybody runs i to bootstrapping issues, i.e. nobody goes for it.

111
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 16, 2023, 12:36:13 am »
Super weak, I don’t see how you can actually thin with a card that gets rid of one Estate and one Copper.
Even without that variety restriction the card would be quite weak.

112
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 14, 2023, 01:54:17 am »
I think that this is overpowered. Sure, you can hit Provinces in the endgame but this seems to be on average stronger than +2 Cards +2 Coins which is decent for a $5. You can safely pick 3 cards during the entire opening and even, depending on your deck, deep into the middlegame.

113
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 11, 2023, 02:12:16 am »
I think that Versatile Resource would be totally OK without the flexible price. At $2 it is too cheap and at $3 it is Market Square with some extra stuff going on.

114
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 10, 2023, 04:18:16 pm »
Yeah, it needs to restrict itself to non-green. It is fairly trivial (4 Labs) to get to a hand of 9.

That's like saying that Ironworks is too powerful because it's fairly trivial to play 4 Highways (same cost) to gain a Province.
Are you serious?

There are plenty of Lab variants and even more Village + Smith variants yet only Highway. The chance to get a hand of 9 is far, far larger than the chance to get a cost reduction of 4.

115
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 10, 2023, 01:29:34 am »
Yeah, it needs to restrict itself to non-green. It is fairly trivial (4 Labs) to get to a hand of 9.

116
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 08, 2023, 11:40:55 am »
Looks pretty wild in a money deck. You can sefely run 3 copies, get net draw of 3 (the same as 3 Labs) plus massive sifting.

117
Variants and Fan Cards / Re: Wonders (new landscape type)
« on: November 06, 2023, 11:18:57 am »
United Nations seems too expensive relative to Citadel.

Do you think so? It feels way stronger than Citadel to me. Not only does it not depend on what it's in your hand at the start of turn, it lets you play expensive cards you didn't buy: a $5 or even a $7 like King's Court. And you can change what you play with it depending on your hand and as the game progresses.
Sure, it is aifnificantly stronger. But strong enough to forsake the purchase of two Provinces? I doubt it. Even with KC, you would oftem rather get an early KC than wait.

118
Variants and Fan Cards / Re: Wonders (new landscape type)
« on: November 05, 2023, 04:30:41 pm »
United Nations seems too expensive relative to Citadel.

119
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: November 05, 2023, 04:22:58 pm »
What is the point of playing a Treasure in your Night phase? Getting an extra card for Magic Lamp or Horn of Plenty are the only instances in which this is useful that come to mind and these rare cases are not worth the extra (and highly counterintuitive) complexity.

120
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: November 05, 2023, 01:44:44 am »


Thank you! 😊

I'm wondering if the set aside action part should be removed, and if it should be tracked some other way?
This is too weak. The best Way combo that comes to mind is pure vanilla, i.e. MonkeyPig aka Market or MulePig aka Bazaar. Would you pay $5 to convert all copies of a cheap Actions card into either of these $5s? Perhaps. But if the Way combo is bad, you definitely won’t.
I think this is a $3 or $4.

121
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: November 02, 2023, 12:46:35 pm »
The pig and the mule disagree.

122
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: October 29, 2023, 06:55:04 pm »

Nocturne and Menagerie-
Night card from Nocturne, Exiling from Menagerie
Quote
Sneak Thief $3
+2 Cards.

Exile a card from your hand.

Super simple, I know, but that's what works sometimes.
Im not that good at theming, I hope it's not counted too bad against me.

i think this should be $4 cost, but otherwise i think this looks great
Why? Exiling is on average slightly better than trashing as you can Exile your starting Estates and other green which is on average more than the purple you would prefer to trash. But it is also less powerful than Monastery and at $4 you would rather have Exorcist.

123
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: October 28, 2023, 03:36:55 am »

Nocturne and Menagerie-
Night card from Nocturne, Exiling from Menagerie
Quote
Sneak Thief $3
+2 Cards.

Exile a card from your hand.

Super simple, I know, but that's what works sometimes.
I think that this a genius way to use draw during the Night.

124
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: October 28, 2023, 03:22:53 am »


Nocturne & Alchemy

125
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: October 28, 2023, 03:11:57 am »
This is a $3. Gain a Horse is fairly similar in strength to +1 Card which implies that this is weaker than Smithy.

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