Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - spineflu

Filter to certain boards:

Pages: 1 2 [3] 4 5 ... 46
51
Rules Questions / Re: Coffers Rules Change
« on: September 17, 2021, 08:06:35 pm »
also: No changes for Spices or Silk Merchant?

52
Rules Questions / Re: Coffers Rules Change
« on: September 17, 2021, 07:05:00 pm »
Is there a reason for Patron being phase-dependent rather than "if you haven't spent a Buy yet"? 

Remember that the wording needs to take into account that it's possible to reveal your own Patron on an opponent's turn. Also "when you reveal this in an Action phase" is shorter than 'when you reveal this, if you haven't spent a Buy yet this turn."

Yeah but you aren't spending buys on opponents turns so it always procs then; Also Patron isn't exactly in the Noble Brigand "hurting for text space" category. My way keeps more of the original functionality.

53
Rules Questions / Re: Coffers Rules Change
« on: September 17, 2021, 06:54:31 pm »
Is there a reason for Patron being phase-dependent rather than "if you haven't spent a Buy yet"? As the random Venture enjoyer of the board, that enabling combo was pretty nice.

Also kind of a bummer Merchant Guild isn't going to be enabled as a Way. Some good combos with wot Pig and others.

54
Design a card that uses the Black Market deck.

55
Yikes. My entries here are from a time where I wasn't very skilled at making fan stuff for Dominion. These gameplay mechanics of mine were largely untested. They do not play good and have a very uuuuh unpolished feel, if you will. But, I have learned from them since then. The Strength mechanic, for instance, while it doesn't play nice at all, I have been able to repurpose with another idea I have yet to post on these forums. Because that's kind of the difference between then and now: I test stuff thoroughly now to filter out bad ideas.  8)

Still, I appreciate the compilation you guys are making here. It's good to have it all documented in one place, if only to secure ideas to not be lost over time.

Yeah same here.  Honestly, Luxury cards need to be stricken from this list and everyone's memory.  Gems/Gemstones could possibly be made to work (I think I finally had something almost workable near the end), and Heritage cards are indeed just Heirlooms for Estates.

Spells/Spellcasters could be added to this list (though some credit should be given to LittleFish and LibraryAdventurer for the concept):

honestly i think stuff that didnt work that is sufficiently outside the norm should be on the list (especially if you want to write up a little secret history style blurb on what's busted with it)- it lets others know what does/doesn't work, and why, and maybe they can tweak it into functionality like we've seen with some of the stuff in the fan mechanic contests.

56
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 14, 2021, 07:14:02 pm »
Quote
and uh the turn 1 chalice effective split of 1/6, which is Not Ideal

If a player gets the 1/6 spilt is it too different from getting the usual 2/5 split? an early 6 getting a Gold is not too importantly different from a terminal +$3 action card until mid game when being an action becomes a bit of a liability. And as far as giving out the 2/5 split more often, that is not to different than baker's free coffers during set up. If this effect creates too many uneven starts, I feel that players can agree to start with sorted decks if randomness is too impactful for them which many tables do, already.

i mean, there's a reason some players refer to them as yellow curses. Gold isn't a good card, and there's plenty of $2s that i'd be cranky about missing out on, like Raze, Border Guard or Lurker

57
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 14, 2021, 10:29:30 am »
Having Chalice in hand on Turn 1 could be quite advantageous if your opponent only has it on Turn 2, since you’ll have an extra Coffer that you can spend on Turn 2 while your opponent won’t.

Well i hope that each player can make use of the coffers differently. So your example is a bad turn 1 then great turn 2. The other option is ok turn 1 bad turn 2 then a great turn 3. The turn 3 card misses the shuffle but can be even more effective when a player has combines the coffers with whatever they gain earlier.

Having a Coffer to spend before the first shuffle is better than only having it to spend after the first shuffle.  Most games with Chalice will not have any Potion-cost cards other than Ritual Tithe in the Kingdom, so you're looking at opening splits of 4/2, 2/4, or 3/3.  However, a player with Chalice in hand on Turn 1 will effectively have a more "normal" split of 4/3, 2/5, or 3/4 if they choose to spend the Coffer on Turn 2; whereas the player who only sees it on Turn 2 will likely have a worse opening.  This isn't necessarily a game-deciding advantage, but I think it's still an issue and it only gets worse if there are no worthwhile $2-cost cards in the Kingdom.
and uh the turn 1 chalice effective split of 1/6, which is Not Ideal

58
honeslty it'd be done better as a wiki - forum threads aren't condusive to this type of organization. I wish I had more time in the day / energy in my waking life to tidy this up a bit, add in more things.

Might not be a bad idea at all. The Wiki is actually currently in the process of being entirely revamped after all (I even participated in writing new strategical blurbs for outdated pages). Most of the discussion is happening on Discord. While the prime focus for the time being is to re-do card by card pages (they really needed a major cleanup), I'll still drop a couple of words to the good folks there about this idea. It's Dominion related after all. I think this atlas has a right to be documented on the official Wiki.

When I last talked to wero about it, he wanted me to keep it all to one page, which is why the fan card creation guide is the longest page on the wiki.

59
Still, I appreciate the compilation you guys are making here. It's good to have it all documented in one place, if only to secure ideas to not be lost over time.

honeslty it'd be done better as a wiki - forum threads aren't condusive to this type of organization. I wish I had more time in the day / energy in my waking life to tidy this up a bit, add in more things.

60
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 13, 2021, 11:26:08 am »


Way of the Vulture
Play an Action or Treasure card from Trash costing less than this, leaving it there.

Shouldn’t this have a non-Command restriction? For example, I believe that 3 Highways in play, Captain in the trash and a $7 cost action in hand leads to a loop that lets you play an arbitrarily high number of actions costing up to $4 at the start of the next turn.

Agree, I missed this loop. Will reformulate to fix it

I think this still loops via Scepter. Play altar as vulture, play scepter to play altar as vulture,...

kinda trivial but not so with an adventure token or two.

61

Quote
Survey • Act
Gain an Idle Hands. +1 Route.
I thought of an Act with +1 Route by itself, but was put off by the radical openings that could occur. Like with a $5/$2 split, playing a $5 on turn 2 or a Night $5 immediately. The Idle Hands might soften this a bit, but not much with said Night cards.

Ah, that's a good point. But fixable with a state (and a bonus of making it less abuseable for infinity routes.)

62
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 11, 2021, 10:20:20 am »

Quote
Tannery • $4 • Action
You may trash a card from your hand for +1 Card per non-Zombie Action card in the trash. If it was an Action, +1 Action.
-
The first time you buy this in a game, trash an Action card from the Supply.

edit: updated to care about the interaction between this and necromancer.

I think this can still be pretty nuts even with the non-Zombie restriction.  If for example there are Ruins in the Kingdom with any decent trashing, Tannery could easily draw 10+ cards.  I agree with faust about having some kind of ceiling (either differently named cards or maybe a cost restriction).

you quoted me between edits, i used "differently named"; kinda wish dxv would've used "unique" as a keyword for that since it makes card texts longer (and he's put substantial effort into making sure cards with the same name have the same text/effect), but it is what it is.

63
Variants and Fan Cards / Re: Fan Mechanics Week 19: Join the Queue
« on: September 11, 2021, 10:18:33 am »
for the season finale, this mechanic pairs real well with Level.

64


Quote
Survey • Act
If you don't already have it, take Surveying.
Quote
Surveying • State
When you next shuffle, first gain an Idle Hands, then +1 Route and return this.
Quote
Course • $5* • Action
+1 Card
+1 Buy
+1 Card per level.
Queue a card from your hand per level.
-
When you buy this, reveal your hand. It costs $1 less per Action card revealed.

Used mechanics: Route, Idle Hands, Act, Level, Queue.
Survey can let you stock up on Idle Hands to buy Courses on the cheap (requires a village enabler). Course lets you queue up your Idle Hands for junk management. Output from the combo of the two pieces is Routes and extra Buys, which are both generally handy.

revisions: abstracted out the bonus from Survey onto a State that procs on shuffle (general rules reminder that you can shuffle one card, but not zero) to make that route token not mess with the opening so hard.

65
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 11, 2021, 09:56:41 am »
I guess I'm less concerned about that, and here's why:
(1) consider a city quarter game. Aw man Player A can draw their whole deck in two plays of a city quarter. but they took the time to tailor that deck to do that.
(2) trash isn't personal. The buy-in on Tannery isn't cost adjusted per player. if you put the game into a state where you can draw your deck off a single play of tannery (which still requires trash-feed to really work), your opponent can also get in on that for $4. Overenabling of Tannery is going to be a hubris move, like buying the penult province without having the win in the bag.

That said, changing it to be "differently named" actions is probably also prudent.


66
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 11, 2021, 09:06:07 am »
I think it's very hard to design a card that scales in power depending on the number of stuff in the trash, especially given existing cards.


Quote
Tannery • $4 • Action
You may trash a card from your hand for +1 Card per Action card in the trash. If it was an Action, +1 Action.
-
The first time you buy this in a game, trash an Action card from the Supply.
Imagine this in a Necromancer game: A least +4 cards on the very first play. In games with trashing attacks this quickly scales into a card that draws your entire deck.

Fixed the Necromancer interaction; there's not a ton I can do about the trashing attacks but (1) there's not a ton of those that care about actions specifically and (2) it's not a problematic interaction for Forager and <thief variant of choice> so i guess it's fine, just know it's a little better in those games.

67
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 10, 2021, 08:24:52 pm »

Quote
Tannery • $4 • Action
You may trash a card from your hand for +1 Card per differently named non-Zombie Action card in the trash. If it was an Action, +1 Action.
-
The first time you buy this in a game, trash an Action card from the Supply.

edit: updated to care about the interaction between this and necromancer, updated to be unique names.

68
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 10, 2021, 04:33:43 pm »

Quote
Mausoleum
Landmark

When scoring, 1 VP per copy of an Action card in the trash that you have.

I don't understand this at all. Do you just choose one Action card and score each copy you have of that, or do you do this for all differently-named Action cards in the trash?
i agree that its worded poorly but i think its mechanically pretty close to tower, only it looks for "that card in the trash" rather than "the pile it came from is empty"

69
Variants and Fan Cards / Re: Fan Mechanics Week 19: Join the Queue
« on: September 10, 2021, 04:10:10 am »
The only way Queuing can be broadly disadvantageous is when you put too many of your good cards in your Queue, and are stuck waiting a long time to get them back. But even then, this downside is mitigated by multiple turns adding one of your really good cards to your hand. Despite this strength, there are plenty of ways to mitigate the amount of Queuing and make really interesting, balanced cards.

I came to similar conclusions. My only outtake was kind of a doozy, and i'd only implement it if queuing was a huge part of the expansion it was in and destined as an evergreen/revisitable mechanic like durations or tfb.


My thought process was like this:
"how do i make this mechanic nontrivial? it has to do a whole bunch of stuff, otherwise it's better done with a 'at the start of yur next turn, X' style duration. ah, lets have it give you one of each treasure, you just lost to a deck that used Palace real effectively. Hm but then this is not a card that gets in its own way - you take the $ card that gets you to $8 or whatever. Ah, what if a state made you de-queue things a certain way? there's that fun story-generating hubris card effect i like."

An early revision of churl gave you one of every treasure - kingdom treasures, platina, etc. That was too much and made obsessed stick around too long.

Ultimately I asked 'what if i did Donate like this" and if you can do a donate-tier design, I figured, do that (and i was changing the mechanic too broadly for a contest with "obsessed", imo). It certainly makes games interesting and it still had the "bitter" taste i like when there's a potential backfire/fizzle during those first two or so turns post-workhouse buy.


70
Rules Questions / Re: Simple Rules Questions
« on: September 04, 2021, 05:11:38 pm »
Quote
If you play an emulator such as Band of Misfits, which then plays a Treasure Map, you can't trash the Treasure Map from the supply, so you will fail to gain 4 Golds.

I dont understand, why i'm trashing the Map from the supply? BoM is in play, emulating Map, so the emulated Map tells me to trash itself and another Map from my hand? Do i missunderstand an emulator?

depends whether you're playing with the 2019 emulator/inheritance errata or not.

If you are, the BoM plays the Treasure Map from the supply, leaving it there - it cannot trash itself (can't move the card from the supply), and so cannot have trashed two Treasure Maps, so you don't get the Golds.

If you aren't, then the BoM "becomes" a Treasure Map, trashes itself (leaving play) and a Treasure Map from your hand, and so you didn't trash two Treasure Maps (the BoM is a BoM now, because it left play), so you don't get the Golds.

71
Variants and Fan Cards / Re: Fan Mechanics Week 19: Join the Queue
« on: September 03, 2021, 07:47:25 pm »
By the way No More Fun, none of your Queue versions of Canon cards work, because Queue can't stack whereas almost all of those do. Crypt lets you put a Treasure into your hand for each Crypt you've played, but your version only lets you put one regardless. Likewise you can't Crypt and Reap at the same time with your version of things. I think Queues need to be modified to be able to stack.
he literally mentions that in the post. they aren't equivalent, they're translations.



Overpay Meets Queue meets +1 Card token... for a price



Its quite wordy as it is, and i would appreciate wording suggestions.

At first it was just its top part, but i thought "hey, what if there is no other Queue cards or no surplus actions?". So i added the Overpay option. Now, for 1$, you can essentially scheme a card you have in play. And hopefully be able to activate Consultants positive effect for a while...

this should probably be a duration to track which cards it has queued. Also you'll want the "+" in the cost to signal overpay is available.

72
Variants and Fan Cards / Re: Fan Mechanics Week 19: Join the Queue
« on: September 03, 2021, 08:23:56 am »

Quote
Workhouse • $6 • Event
At the end of clean up, after drawing a new hand, put your hand and deck into your discard pile.
Queue your discard pile.

You probably don't want to open this (possible when opening $5/$2 with baker or borrow in kingdom, and probably a couple other ways (cursed gold, etc)) but What if donate but it slowly all comes back to you?

Are you essentially starting your next turn with 1 card in hand (one that you would remove from the Queue)?
That's right. It's got a time/opportunity cost to it, in addition to coins.

It’s not too bad if you get a Hunting Lodge in the Queue or have a Guide on your mat.

I’m also thinking this wouldn’t be the worst idea in the opening.

can you explain how you think Hunting Lodge/Guide would help with this?

73
General Discussion / Re: Podcasts
« on: September 01, 2021, 02:56:06 pm »
I've never really loved the star wars prequels, but the commentary from A More Civilized Age has really rekindled some nostalgia for the old star wars EU.
I also binged the entirety of s1 of Grad School Vonnegut this past month, its good stuff. Can't wait for the semester to be over so I can do some reading for recreation.
update: If you wanted a shallow version of Grad School Vonnegut with worse analysis but much better audio quality, Vonneguys has you covered.
Also I've really been enjoying Well There's Your Problem, a podcast with slides.

74
Variants and Fan Cards / Re: Fan Mechanics Week 19: Join the Queue
« on: August 31, 2021, 07:13:55 pm »


Limited to exactly 5 so that you can't continually force opponents to set aside the same Action turn after turn nor make opponents miss a turn by setting aside their whole hand.

why's this a duration?

75
Variants and Fan Cards / Re: Fan Mechanics Week 19: Join the Queue
« on: August 31, 2021, 06:44:29 pm »

Quote
Workhouse • $6 • Event
At the end of clean up, after drawing a new hand, put your hand and deck into your discard pile.
Queue your discard pile.

You probably don't want to open this (possible when opening $5/$2 with baker or borrow in kingdom, and probably a couple other ways (cursed gold, etc)) but What if donate but it slowly all comes back to you?

I think only you can see the image, (maybe the trello board is private?) and others only can see a blank space
better?

Pages: 1 2 [3] 4 5 ... 46

Page created in 0.088 seconds with 19 queries.