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Messages - spineflu

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1076
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 27, 2019, 06:38:08 am »
in my brain, it falls into the same flavor of dilemma as not buying the second-to-last province if you aren't 98% sure you're ahead; in Mason's Lodge's case, late game, if you're not the Lodgeplayer, you spend your cash on one large buy rather than a couple smaller buys.


1077
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 26, 2019, 06:54:18 pm »
I'm last minute changing my entry - withdrawing Executioner, entering Mason's Lodge:

Quote
Mason's Lodge $5 Action - Duration
+1 Buy
Until the end of your next turn, cards cost $1 less (to a minimum of $0) for all players, and all players get +1 Buy at the start of their turn.
Whenever a player gains a card after their first, you get +1 Coffers.

(also, to head off the #1 criticism of "why would i buy/play that", you get two turns of +Buy/Cost Reduction to everyone elses one turn of it, your second turn after you have a big ol' pile of coffers from everyone else taking advantage of your group price reduction)
Bridge for everybody is a very cool idea. I first thought that getting some Coffers does not make up for the lack of the -1 Coin token attack (of Bridge Troll, the benchmark) and the powerful gift of a Highway plus a Market Square for the other players but after running through some simple examples, the card looks similar in strength to Bridge Troll. But only in multiplayer:

If Bob and Clementine each buy 3 cards such that Alice gets 4 Coffers, the cost reduction amounts to the equivalent of 3 Coins for each opponent. So relative to Bridge Troll that's a difference of +4 Coins for each opponents (relative to the Bridge Troll benchmark the which implies that the -1 Coin token attack has to be considered) and +4 Coffers for you.
If they buy 2 Cards, it is +3 Coins vs +2 Coffers.
Seems decent for Alice.

In a 2P game it is different though. Here Bob buying 3 Cards is +4 Coins vs. +2 Coffers and him buying 2 Cards is +3 Coins vs. +1 Coffers. That's too good for Bob.

So I'd try out a version that gifts a Coffers on the very first buy but only for one opponent.

i mean, players can elect not to use the extra buy in an effort to stifle the coffers bonus. Your opponents choose how good this card goes for you.

1078
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 26, 2019, 03:34:00 pm »
I'm last minute changing my entry - withdrawing Executioner, entering Mason's Lodge:

Quote
Mason's Lodge $5 Action - Duration
+1 Buy
Until the end of your next turn, cards cost $1 less (to a minimum of $0) for all players, and all players get +1 Buy at the start of their turn.
Whenever a player gains a card after their first, you get +1 Coffers.

(also, to head off the #1 criticism of "why would i buy/play that", you get two turns of +Buy/Cost Reduction to everyone elses one turn of it, your second turn after you have a big ol' pile of coffers from everyone else taking advantage of your group price reduction)

1079
Dominion General Discussion / Re: Interview with Donald X.
« on: August 26, 2019, 01:07:15 pm »
Do you use any sort of tracking/sorting/project/"productivity" type software for working on your games (like trello or hack2plan or whatever)?

1080
Dominion General Discussion / Re: Questions from newish player
« on: August 26, 2019, 07:05:11 am »
I have a few questions though :

- What articles/discussions would you recommend for someone wanting to study the base game ? I already found some videos, but I am more of a "reading" kind of person generally as I tend to "retain" more of what I read than what I watch.

the wiki/this forum. there's a subforum that does deep dives on individual sets/cards; otherwise the interesting interactions thread and the secret histories.

- how well does it play with 3 players (does it become too long and uninteractive ?) ?

it plays smoothly with up to four, unless your group is AP prone. Five and six work but expect downtime.

- when you have multiple expansions, do you usually mix everything or combine just a few expansions that tend to mix well (I recall reading something along those lines, such as I think, Properity (or Adventures) and Empires) or do you stick for a while with just the expansion. I fear that when miing too many expansions some effects might get diluted.

mix it in; dilute doesnt matter, you can always pull specifically those cards to play with.

related to that, how do you store/sort the game ? I probably intend to buy a big cardboard box (something like that : https://www.bcwsupplies.com/card-game-box-black-white). Have you sleeved all your cards btw ? It makes for a lot of sleeving ! As to sorting, would sorting by expansion then alphabetically work ? With maybe dividers just for the different expansions and maybe the "common" cards. My idea would be to also have a kind of smaller "travel box" holding the common cards and enough cards to do a few different markets when I play at my friends'. 

Any comments/remarks/suggestions are appreciated.
thanks !

i did this + kept original boxes. ymmv - one box with everything is gonna weigh abt 60lbs tho.

1081
Dominion General Discussion / Re: Interview with Donald X.
« on: August 23, 2019, 12:05:02 pm »
Thank you for responding and spending time answering questions; your answers are insightful.

1082
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 23, 2019, 08:51:00 am »
@Aquila, Just to be clear, Targeted is one copy per game (like Lost In The Woods), as opposed to Several Copies (like Miserable/Twice Miserable/Deluded/Envious), right?

1083
Weekly Design Contest / Re: Contest #41: Non-Attack Interaction
« on: August 22, 2019, 04:55:12 pm »


The set aside clause is to limit its power in the late game and prevent infinite an infinite loop with Band of Misfits.
I love this idea (I had a similar one before looking at the thread), but it is not fun that you could use this to remove a Moat from your opponent's hand and then attack.

That's actually never even crossed my mind. Do you have any ideas of how to fix that?

Buy 2 Moats? I actually like this type of interactivity. It's what makes Dominion interesting.

Yeah, I don't see any issue at all with the ability to set-aside a Moat and then attack. It's already just luck whether you have Moat in hand when your opponent plays an attack or not. And if you pull off this combo, it means you used your Delegate as a Moat; which is bad.

The reason I take issue with it is because it can be a targeted attack. If multiple opponents reveal Moats, then which Moat you chose would become political.
You could have all cards with that name get set aside

1084
Dominion General Discussion / Re: Interview with Donald X.
« on: August 22, 2019, 04:54:07 pm »
(for those looking for what's being quoted, I had deleted my post bc I thought "wait maybe this has been asked before, better read 187 pages of forum posts before asking" and sure enough, right there on p85. I'm about halfway through);
I've got some followup questions though; ignore any you dont feel like answering:

1: do you ever revisit old mechanics in light of new mechanics? Like specifically the idea of a coffer-potion - play a card, get a token that's spendable during your buy phase for a potion? Or did the response to alchemy sour you on the idea of ever revisiting potions as a mechanic in the way you have durations, events, etc?
1a: probably not a good fit for Dominion, but what do you think of games with secondary/commodity currencies?
1b: Did you ever try tossing potion on to Storyteller (as a valid target for generating draw akin to each $1)? Sort of a "won't matter but will make the people who have/like that set happy" type deal?

2: maybe this is a Jay/RGG question but: did you pick the euro-sized cards, or did you playtest w MtG sized cards + sleeves? any insight into why this size?

3: this is probably definitely a set of RGG questions but: why are the tavern mats so much thicker than literally all the other mats? why weren't the (2E) Guilds/Cornucopia Coffer mats the size of like, the VP-chit mats in Prosperity?why no VP mats in Empires*?

* actually this i can guess at: empires had A Lot already

4: might definitely also be an RGG question: Have you considered partnering with a print-on-demand cardmaker like Drivethru or GameCrafter to let people make their "own" dominion fancards? like, ya'll get a cut, the printer gets a cut, and the fan can have something  they designed that looks/feels/plays like a regular dominion card without having to sleeve their collection?
4a: could even toss the removed 1st Edition cards from main/intrigue on there so the completionists can complete
4b/sarc/aside: where's the "Ask RGG" thread?

5: Have you ever considered writing a book about game design? I feel like you've got some unique insights and perspectives, at least based on your forum posts/secret histories/bible subforum. (and uh if you're asking who'd read a book on game design, there's dozens of us)

6:
... Governor ...
...
Jay originally asked for a Power Grid tie-in, which also had an anniversary, but I didn't have any good ideas there. Plus it had to be a victory card, because of Friese's green theme. Puerto Rico was easy.
Hey with it being five more years down the line, power grid's probably got another anniversary; could you do a Landmark promo?


7: Kind of an abstract/doesn't matter rules question from the Variants Forum but with like... Capitalism, if you had an Action-Treasure card whose action chunk was involved +$, does that become an Action - Treasure - Treasure card?
Or uh in programming terms, is the collection of types a Set or an Array?

8: Do you ever use conversations (not fan-cards) on the forum as a spark for an idea? I'm reading reply #1431 in this thread (which pre-dates reserve cards) and
I actually specifically suggested no playmat. My housemate and I tried a mat. It made it really easy to forget to do our Princed Actions.
Out of curiosity, what did you do sans mat that made it easier to remember?  I would think as long as the actions are somewhere noticeable in your space, any marker indicating they are Princed (the Prince card, a distinctive mat, etc) would make it equally easy to remember to play them.

In your play area they're noticeable. Island and Native Village have trained us to ignore stuff on mats until a card we play alludes to them. Your mileage may vary.
that cause me to metal gear solid a "!" over my head when i connected it to reserve cards


9: Have you ever tried to do a board game of Heroes of Might & Magic III/Dudes? How'd it work out?

10: Is Dame Sylvia named after the Heroes III character?

11: (this is probably addressed circa p140, which i haven't read yet, but whatev) Was there ever an Attack/Hexes version of Druid (ie, set three hexes aside at the start, this card can do one of them when you play it)?


1085
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 22, 2019, 09:01:06 am »

can i choose the same choice twice (and let everyone else load up on villagers/coffers)?

No. I was hoping I wouldn't have to explicitly spell that out because the wording would be messy.
No worse than Pawn, surely? "Your choices must be different."

1086
Weekly Design Contest / Re: Contest #41 - Weekly Design Contest Thread
« on: August 21, 2019, 12:48:31 pm »


Quote
Executioner Action $5
The player to your left chooses one of the following for you to do:
Play an action card from your hand twice; or
+1 Buy, Play a treasure card from your hand three times; or
Gain a card costing up to $4 and if it is an Action or Treasure, play it immediately.
This is a cool idea, except for the second option. At best, ignoring Platinum, Fortune and $5 Treasures which are situationally better than Gold, this is a terminal Gold for $5 which is not impressive. And this is conditional upon you actually having a Gold in your hand.
So I'd cut the second option. It is still weakish as the opponent will always pick the Crown option early in the game and the Summon option late in the game.

Ballroom from the Season set is similar to this idea but better implemented as you always get the Summon early and the Throne Room later.

Would changing the second option to be "+1 Action, Play a treasure card from your hand twice" be sufficient? I'd considered the whole thing as a nonterminal (bumped the cost wayyyy up to compensate) but I kind of like having individual options be non-t~.

update: changed it to +1 Buy, Play a treasure card from your hand three times. Thank you for pointing that out.

1087
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 21, 2019, 09:47:29 am »
A weird idea off the top of my head. Not sure how well this would work, also really not sure about the theme.


Would you be open to a couple tweaks?
Mostly with the Ale token - have placement of that happen when you gain a Bartender. That way you can:
  • hold back on going in on these until someone has committed to a strategy, thereby ensuring you'll get use out of them
  • move your Ale token if someone pivots strategies, to make your bartenders not wastes of buys
  • cut down to one horizontal line on the card

Could also make the discard trigger "gains or trashes", which may help them see more play.
Regardless, I like it. Lets you play some headgames.


can i choose the same choice twice (and let everyone else load up on villagers/coffers)?

also I'm changing my submission to Executioner:


Quote
Executioner Action $5
The player to your left chooses one of the following for you to do:
Play an action card from your hand twice; or
+1 Buy, Play a treasure card from your hand three times; or
Gain a card costing up to $4 and if it is an Action or Treasure, play it immediately.

Bluffing minigame. Do you have a solid treasure? how about action? Or is there something in supply that'd be helpful?
Picked the name because it can do what thrones/crowns do (do a thing twice) but it does so at the direction of an outside power. Sort of a reverse-possession.


1088
Dominion General Discussion / Re: is this a real dominion product?
« on: August 20, 2019, 10:53:15 am »
cool, thank you.

offtopic but: is the german company really named "ASS"? do.... do they know how that translates?

1089
Weekly Design Contest / Re: Contest #41: Non-Attack Interaction
« on: August 20, 2019, 10:51:53 am »


The set aside clause is to limit its power in the late game and prevent infinite an infinite loop with Band of Misfits.
I love this idea (I had a similar one before looking at the thread), but it is not fun that you could use this to remove a Moat from your opponent's hand and then attack.

That's actually never even crossed my mind. Do you have any ideas of how to fix that?

"The set aside card is still considered part of your opponent's hand"?

or "play a copy of that card from the supply, leaving it there" which narrows delegate's potential use cases to be not-prizes/travellers/knights/etc and occasionally failing on split piles?

or let it be a weird narrow use case feature, rather than a bug?

1090
Dominion General Discussion / is this a real dominion product?
« on: August 19, 2019, 09:40:54 pm »
sorry if this isnt the right subforum for this, this seemed like the most likely place

was browsing fb and got an amazon sponsored ad for this:
Rio Grande Games Dominion - Fan Edition 22501420 (German Language version )

is this RGG sanctioned? is there an english-language version?

1091
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 19, 2019, 05:38:58 pm »
might want to specify that since its only on one other card.

1092
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 19, 2019, 05:33:11 pm »
unlike a masquerade, since the cards are passed and (end up in discard pile when passed?) i think you can debt-lock another player if they only have, say, 5 treasures in their deck and happen to have them all in their hand when you get your Throne Room/KC/Swamp Tower combo.

I think (and maybe im wrong, empires is one of the sets ive played/liked the least) most if not all canon sources of debt are voluntarily entered by the debtor-player. Maybe revise to the -$1 token?

1093
Weekly Design Contest / Contest #41 - Weekly Design Contest Thread
« on: August 19, 2019, 02:37:27 pm »


Quote
Executioner Action $5
The player to your left chooses one of the following for you to do:
Play an action card from your hand twice; or
+1 Buy, Play a treasure card from your hand three times; or
Gain a card costing up to $4 and if it is an Action or Treasure, play it immediately.

Bluffing minigame. Do you have a solid treasure? how about action? Or is there something in supply that'd be helpful?
Picked the name because it can do what thrones/crowns do (do a thing twice) but it does so at the direction of an outside power. Sort of a reverse-possession.

revision history:
  • withdrew "Smuggle", submitted "Executioner"
  • renamed from "Bribe" to "Smuggle"
  • first posted

1094
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: August 17, 2019, 11:19:07 pm »
it's an interesting direction to go, for sure - i think phone app is the way to go on these; idk if you keep up with other board games at all but Kitchen Rush had problems standardizing their hourglasses - some would be drastically longer/shorter than others. I think it'd be interesting to put together the equivalent of a mtg Un-set for Dominion, and timed cards would be really interesting avenue to go down.

1095
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 16, 2019, 08:43:57 am »


Digging your prize gainer. With Golden Mace, the "you are unaffected by them" clause:
if you played, say, a Militia, would you get the $2? or is it purely the spite effects of the attack that happened? or is that more to autodefend against attacks that are like "each player gains a curse"?

Or say you play Ambassador - what happens?

...
Neat, though it might require some rewording so it's not broken when Knights are in the kingdom.
Idk if this is an issue - only the top knight is face up, right? so only the top one can be played?

1096
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: August 15, 2019, 02:08:51 pm »
Has anyone messed around with global effects that happen when a card is in the trash? This probably isn't the best idea, but here's a rough example:



The overall concept seems interesting but tough to balance. Anyone have any other card ideas like this?

For this specific example:
You'd probably want to include a track that tells the +$ value for copper (kinda like what I did with Commodity/the Market Demand track), lest someone trash three of these and all the sudden coppers are worth $4 each.

For benefit-for-everyone/global effects:
There's a little of this with my "Causes" card type; I'm working on a couple helps-everyone-but-doubly-helps-you cards with my newest set


but I haven't messed with too much in terms of cards that modify base cards

1097
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: August 15, 2019, 01:36:26 pm »
I get that some people who like how potions/potion costs work now aren't gonna like what I'm doing, and that's fine. Maybe they see what I'm doing as superfluous or detrimental to the game; that's also fine - I'm sure there's players who see fan expansions of any form as detrimental to the game, and I'm pretty sure you'd be hard pressed to find a fan card forum member who hadn't found a card someone else made that they straight up hated.

I don't get why you'd bother to comment with something that was simply dedicated to tearing down what someone else was doing, with no attempt to critique or assist. Ignoring it is free. Making it not your problem is free.

I think it's problematic that Transmute has consistently ranked low because its opportunity cost with potions has been high. I think it's problematic that any discussion of potion-cost cards turns into a conversation about opportunity cost. I'm interested in exploring the design space of a game where a conversation like that doesn't happen, where instead it's about how to juggle multiple currencies in a game.

Maybe I should just make my own deckbuilder to do this, but I thought there was room to develop these ideas a bit more with an already established game, one which already has multiple currencies.


1098
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: August 15, 2019, 01:24:33 pm »
I get that yours was trying to be helpful. Segura's shown his ass a couple times now, being critical without any attempt at "helpful" suggestions.

1099
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: August 15, 2019, 01:08:13 pm »
ErrinF?
i don't know what this means
edit: uh no

1100
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: August 15, 2019, 09:31:19 am »
k. make your own. it costs $0 to not be like that.  I have 18 more cards/CLTs in this set to show. you don't know where I'm going with this unless you somehow have access to my dominion spreadsheet.

I didn't like how Potion worked - to me, it was a problem; I changed it; my fan-cards are not canon, and there is no need for them to be canon.

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