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801
Dominion Articles / Re: Combo: Seer/Vassal
« on: February 25, 2019, 02:56:11 pm »
Synergies:
-   Power 5-cost (or higher) cards, especially cantrips like Hunting Party, Grand Market, or Highway
-   Copper trashing
-   Thin-deck engines that need some virtual +coin

Antisynergies:
-   Cursers or Looters
-   Lack of trashing
This is all true for Vassal alone and has nothing to do with Seer. Seer doesn't want those $5s (neither does Vassal by the way, all Vassal wants is a high fraction of Action cards in your deck), it prefers Ironmongers or Market Squares or Smithies to generate all the stuff that your engine needs yet Vassal doesn't do, i.e. Actions (also help to make Vassal dud less often which can happen even with Seer as support), draw power and Buys.

802
Variants and Fan Cards / Re: Houseruling Caravan Guard
« on: February 25, 2019, 02:49:22 pm »
Caravan Guard is fine as it is. I'd even argue that it is on average better than the other $3 Peddler variant, Oasis. Giving it this weird Horse Trader like extra thingy against handsize attacks probably makes it too good.

803
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 25, 2019, 02:41:11 pm »
That said, I was more worried about Promissory Note :-)
Compared to Wharf and Merchant Ship, Promissory Note is pretty average, but it does not collide and can be played more often.
Promissory Note is non-terminal which makes a huge-difference; it is like Silver and Den of Sin (better as it does not stay out, worse against handsize attacks) in one card.

804
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 24, 2019, 10:59:57 am »


A powerful card but it misses the reshuffle it causes. The idea is that it's a bit of a "teacher" card - it seems like it's all upside but you'll start to notice you aren't playing the Anchor all that much.

Rules Clarification: If you don't set aside an Action, the card still stays in play and you get the +1 Buy at the start of your next turn
So this is a non-terminal +$4 this turn and next turn it is similiar to, but arguably better than, +1 Card +1 Action +1 Buy.
I don't see how this being a Duration compensates for such powerful effects (massive payload plus a village) and can easily imagine Colony games in which you often prefer this over Platinum.

It's not just that it's a Duration; it's actually guaranteed to miss the re-shuffle, along with whatever action card you play with it. I have no idea whether that's enough to compensate for the powerful effects or not, but it's an interesting idea.
That's not precise as it doesn't make any difference whether you set aside the Action card on T1 and then play it on T2 or draw into the Action card on T2 and then play it on T2. So Anchor is the only card can only be played every second turn but who cares, the card is super powerful:
If you have 2 in your deck they consistently net produce +1 Action, +1 Buy, +$4 which is nearly the same as the net production of 2 Grand Markets (+2 Buy, +4$).

I also think that this is the lower bound of its strength; even in a deck which contains many Anchors digging for an Action will usually (unless there are no good Action card in the Kingdoms) be better than +1 Card. I like this design element though, it prevents a monocard strategy (but given that this card provides payload and Actions you need to only add terminal draw to have everything you need).

In short, a card which seems to be similar in strength to Grand Market cannot cost $5. Probably necessary to reduce this to +2$, +3$ is most likely still overpowered.

805
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 24, 2019, 09:41:07 am »


A powerful card but it misses the reshuffle it causes. The idea is that it's a bit of a "teacher" card - it seems like it's all upside but you'll start to notice you aren't playing the Anchor all that much.

Rules Clarification: If you don't set aside an Action, the card still stays in play and you get the +1 Buy at the start of your next turn
So this is a non-terminal +$4 this turn and next turn it is similiar to, but arguably better than, +1 Card +1 Action +1 Buy.
I don't see how this being a Duration compensates for such powerful effects (massive payload plus a village) and can easily imagine Colony games in which you often prefer this over Platinum.

806
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 22, 2019, 05:18:25 pm »
Iron Throne by segura
Selecting one blind card rather than any card from your hand weakens Iron Throne way too much for allowing multiple types to make up for it. I don't even think this is as strong as Vassal.
Yeah, it is probably Tribute-level weakish and could get away with costing $4. But the claim that is weaker than Vassal is highy dubious.
Let's be conservative and pick two weak cards on top; with a better card on top Iron Throne would become better relative to Vassal.

                           Vassal                             Iron Throne
Silver on top           +$2                               +$4
Pearl Diver on top    +1 Card +1 Action +$2      +2 Cards +2 Actions

Iron Throne is better in every instance (although there are of course situations in which you prefer a Conspirator over a Lost City).

The only situation in which Vassal is better is with green on top.

807
Variants and Fan Cards / Re: Game State/World states
« on: February 22, 2019, 01:54:00 pm »
You don't seem to be familiar with Renaissance given that Royal Mandate is Citadel, Trade Hub is Fair and Slave Labour is Barracks.

Civil War is crazy. Normally you have to work to get Teacher or Lost Arts or, more mundanely, enough villages in your deck but with Civil War those Witches are automatically non-terminal and superior to Laboratory. This isn't good design, there should be a cost associated with such a strong effect (like with the aforementioned +1 Action tokens from Adventures). It is probably smarter to do less radical things for horizontal cards that change the rules.
Also, the wording should probably be something like "In games using this, when you play an Attack, +1 Action."

808
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 22, 2019, 01:51:02 pm »
Why not make it a KC variant (for $5?) such that the "gamble" is really worth it? At $3 it doesn't compare very favourably to Throne Room and probably will not be often bought in a Kingdom in which both Throne Room and Solar are present.

809
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 20, 2019, 06:50:05 am »
Iron Throne
Action - $5
Reveal the top card of your deck. If it is an Action, Treasure or Night card you may play it twice, otherwise (or if you did not play it twice) discard it.

I don't know if this is any good, the risk of not knowing what you throne could easily make up for the virtual extra card you draw. I don't think that there any rule issues concerning playing Night cards during your Action phase.

810
Variants and Fan Cards / Re: Witch Hunter
« on: February 20, 2019, 04:47:26 am »
How is this strictly better than Laboratory? In a game without Cursers this is far, far worse than Laboratory.

I'd rather say that it is in general too weak as the other players get a sifting effect (basically an inferior version of Fugitive) that can hurt when they draw junk and have to discard something but can also be beneficial when they draw something good and can discard a Copper.
By the way, why is the card a Duration?

811
Variants and Fan Cards / Re: herw's cards
« on: February 20, 2019, 04:40:08 am »


I will see, which ideas Donald will have, when he tries to create a second version of Alchemy; if he will ever do. In the meantime i am experimenting with  my suggestions.
I like this version and the Villagers buff is definitely good enough to make the card viable given that +1 Card +2 Villagers is most likely a $5.

812
Variants and Fan Cards / Re: herw's cards
« on: February 19, 2019, 05:00:59 pm »
but i think this is too strong too. Maybe only +2 Actions +1 Card +
I don't think so. The only reason to do + is clarity / less wordiness.
my favourite version has an extra buy so, + is not the same.
I commented on the drawing version. Do you seriously worry about a village that does not draw and costs P being overpowered? That version would arguably be too weak for $2, let alone $2+P (did you never misplay a Villa game because you got too many Villas and too little draw power?)

Quote
You imply only one card with potion in cost. I think it is not fair because if you choose cards with potion-costs you should coose three (see Donald's comment to Alchemy).
No. All Potion cards are designed such that you want to get multiples, such that even if there is only one Potion card in the Kingdom the opportunity cost of going for Potion is often acceptable.
Designing a card with Potion costs such that it is only decent if there are other Potion cards in the Kingdom is IMO plain bad; it makes the card depend too much on the Kingdom-selection meta. Unless you want that card to be only good for your specific "at least 3 Potion cards" games but then you might want to add a disclaimer to your Potion cards that they should only be used in Kingdoms with at least 3 other Potion cards.

813
Dominion: Renaissance Previews / Re: Artifact Origin cards as a card type
« on: February 19, 2019, 04:45:32 pm »
I understand all that. What I meant was that the rule for durations could just as easily be the rule for all cards instead. It wasn't necessarily to make a separate rule for durations. The only difference would be Possession staying out.
Sure but from a didactic point of view it would have been a total mess to introduce the weird general rule that all cards which stop doing something this turn get discarded when no such cards do exist in Base and Intrigue, a rule which, before 2015, would have been only relevant for the folks who own one expansions out of 8.

814
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 19, 2019, 02:20:42 pm »
A double Necropolis may cost $2, but $4 is too much.
It is not a double Necropolis. If you play Queen's Throne to play 2 Smithies you are down to 0 Actions which is identical to playing Necropolis and 2 Smithies. And as you and GendoIkari have pointed out, due to being forced to play the Action and due to the Diadem interaction it is even worse than Necropolis.

815
Dominion: Renaissance Previews / Re: Artifact Origin cards as a card type
« on: February 19, 2019, 02:12:07 pm »
The base game rulebook says that all cards in play and in hand are discarded during Clean-up and that's how everybody teaches the game. Seaside rules mentions an exception to that rule in the case of Durations.

So Durations are an absolutely necessary type and the notion that only the cards that stop doing something are discarded during Clean-up is an incorporation of the specific Duration rules into a general rules framework that tries to makes sense of stuff like throning a Duration.

816
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 19, 2019, 01:49:58 pm »


Just a slight wording change to Throne Room, but it makes some interesting differences.  This is much better if you get it in hand with just one Smithy, but significantly worse if you have it in hand with your only Grand Market.
Necropolis is bad. All non-drawing Kingdom villages do at least produce a Coin (e.g. Squire or Villa). The card could probably say, "Play any number of Action cards from your hand." and still be weaker than Village.

817
Variants and Fan Cards / Re: Forrest Village
« on: February 19, 2019, 01:42:46 pm »
but i think this is too strong too. Maybe only +2 Actions +1 Card +
I don't think so. The only reason to do + is clarity / less wordiness.

Even if you get a deck with extra Buys and can thus use the price reduction of Forest Village to purchase some new villages for $2 (instead of the "normal" price of $3) the opportunity cost (buy Potion, have one extra stop card in your deck, can only buy one village per shuffle) to get there is pretty huge.
I seriously doubt that Forest Village will be better than any $4 village (even Mining Village) in any Kingdom (if Workshop variants are around it is a no-brainer).

818
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 17, 2019, 05:04:54 am »
$4 card that could net you 8VP
If you manage to draw Eyre, a TR variant and 2 Fairgrounds respectively a Province and a Cemetery. Otherwise 8VPs seems like a pretty arbitary number given that Eyre could net you anything between 0 and 30 VPs (KC+Eyre+3 Colonies).


I'd suggest this saying "non-Duration action" because things get difficult tracking-wise. Like if I Desert Throne a Desert Throne which then thrones a Wharf - how long does the first Desert Throne stay out?
This card does nothing that we don't know yet from Ghost(ing a Duration): if you play Desert Throne in T1, it hits a Throne which thrones a Wharf in T2, then all 3 Actions are discarded at the end of T3.

819
Variants and Fan Cards / Re: Dominion: Roles
« on: February 16, 2019, 07:32:34 am »
An interesting way to implement a similar which is a bit different, perhaps, is to give everyone this at the start of the game, replacing one of their starting cards.

[Hidden Destiny] -- $0?
Exchange this for a card in the Kingdom. If you do, take debt equal to that card's cost.

Type Shelter?
I think this is a neat way to emulate a (potentially) symmetrical start.

820
Dominion: Renaissance Previews / Re: Artifact Origin cards as a card type
« on: February 15, 2019, 02:35:53 pm »
But I am fairly certain that a card with the only type Shelter makes no sense

I disagree, because a version of Hovel, exactly like it is in every way, except without the reaction type (a card with Shelter as the only type), would make sense, and work exactly the same as it does today.
Sure, the triggers of reactions are fairly arbitarily, e.g. on-gain or on-trash aren't blue.
But cards like Hovel or Tunnels which consist of nothing but a reaction wouldn't make much sense as a non-Reaction. Sure, you could "technically" do it but it wouldn't be a very intuitive design to pretend that a pure reaction card is not a Reaction. It'd be like doing a white card without type that says somewhere in small print "you may only play this in your Buy Phase" instead of painting that fellow yellow.

821
Dominion: Renaissance Previews / Re: Artifact Origin cards as a card type
« on: February 15, 2019, 12:04:23 pm »
Sure, it isn't all very formalized. But I am fairly certain that a card with the only type Shelter makes no sense whereas a card with the only type Reaction does. Tunnel makes sense and works without the 2VPs, Necropolis is unplayable without the Action type.

822
Dominion: Renaissance Previews / Re: Artifact Origin cards as a card type
« on: February 15, 2019, 11:34:31 am »
There is no reaction-only card.
Hovel clearly shows that Reaction would indeed, if such a classification system existed, be a primary type.
Shelter is really only a subtype that is there for flavour and to remind you that it is a non-Supply card and couldn't be the only type on a card unless you want to do Confusion / an empty card.

823
Variants and Fan Cards / Re: Dominion: Roles
« on: February 14, 2019, 11:56:27 am »
Bidding negative VPS is probably a better way to implement a role auction, Debt changes the opening quite a bit.

I'd focus on cantrips like Guard with mild effects. First, because you can simply add them to the game instead of substituting an Estate or Copper (as already mentioned, if you substitute a starting card with a cantrip you will always shuffle at T2 which is dubious, with official cards such a thing can only happen with Doctor or some Hexes/Boons). Second, because being a cantrip automatically forces you to make the effects weak.

824
Dominion: Renaissance Previews / Re: Artifact Origin cards as a card type
« on: February 13, 2019, 04:49:49 pm »
I don't think that anything as rigid as primary vs secondary types is necessary, Dominion is thankfully not as rule-intense as a CCG.
You have nonetheless something like an implicit order of types. For example Werewolf is Action-Night-Attack-Doom so you could argue that the "primary" types (that say if/when you can play a card) are coming first, Attack as more of a keyword comes second (although I somehow really like that unlike any similar games it isn't interpreted as keyword in/above the text but as type in a part of the card underneath the normal text, that is somehow visually more elegant) and Doom as a mere setup thing come last.
Then again Josephine isn't playing along, Action-Victory-Attack-Knight, would make more sense from a hierarchy of types perspective.

I also think that a less rigid approach comes with the benefit of a more pronounced theme. Heirlooms and Shelters could just be labeled or codified or coloured or whatever as non-Supply cards and not feature any type. This would be clearer rule-wise but come at the cost of flavour. I like to know that this eerie mirror is a family heirloom.

825
Dominion: Renaissance Previews / Re: Artifact Origin cards as a card type
« on: February 13, 2019, 04:28:33 pm »
What the type Reserve "means" is when you play it, you put it on your Tavern mat.

But this by itself seems as arbitrary as a thing to give a type to as any other thing that cards do when you play them. Cards with "trash this" don't have a type; Cards with "+1 Action" don't have a type; etc.
Knowing that, except for Coppers, only brown cards can be on your Tavern mat is incredibly useful to prevent mess-ups, just like knowing that those orange cards might stay in play for more than one turn.
You can of course argue that the text is all that a card needs but types and colours and icons (and keywords, +1 Coffers is far more elegant than take a Coin token) are shorter than walls of text. Just imagine every Treasure card being as white as Action cards and featuring the text: you can only play this in your Buy phase. That would reduce ease of play quite a bit.

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