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Topics - A Drowned Kernel

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26
GokoDom / Rebuild ban for next Gokodom?
« on: December 28, 2013, 01:20:03 am »
I realize that Kirian has yet to announce when the next Gokodom will be or if there will be one, but given the growing consensus and DVX's own admission that the card is too powerful, I don't think it's too unreasonable for the community to consider leaving it out of organized tournaments.

27
Rules Questions / Coin Tokens and Pirate Ship
« on: July 22, 2013, 12:51:12 am »
So I was playing some people IRL and we were playing with Pirate Ship, and they had played with Guilds cards online and had some experience with coin tokens. They wanted to spend the coin tokens Pirate Ship got them and I said "no you can't", and they asked why, and I was forced to say "goko doesn't let you do it, it must be part of the rules". It makes sense to me that Pirate Ship doesn't work like that but I read the card text again and it uses the same language that the guilds cards say, "take a coin token". The guilds rules say you can't use guilds cards to put coin tokens on your Pirate Ship mat but it doesn't say that you can't spend the coin tokens that Pirate Ship gets you. Is there an actual specific rule somewhere that I can point to to show that no, you can't spend your Pirate Ship coin tokens? I feel like I must be missing something really dumb and obvious.

28
Variants and Fan Cards / Sea Hag Nerf
« on: July 09, 2013, 04:21:02 pm »
Sea Hag
Action-Attack $4

Each other reveals the top card of his deck and either puts it back and discards it, his choice, then gains a curse on top of his deck.

-

This is a possible change to Sea Hag I thought up that keeps the principle of a card- gain a curse on that mucks up your deck right away- while reducing the "swinginess" of the card a little, and still avoids the problem of multiple Sea Hags giving you a pile of curses for your next turn. Thoughts?

29
Dominion Articles / Farmland Balance Question
« on: July 08, 2013, 09:09:37 pm »
On most of the remodel type cards the reasoning behind having the price jump be "exactly" and "up to" makes sense, but I can't for the life of me figure out why Farmland is "exactly" and not "up to". Is there some balance issue that I'm missing? The only thing I can think of is that it's somehow too powerful to do the trash-a-Province-gain-a-Province trick in a way that nets you two VP, but that honestly doesn't seem that much more powerful than doing it with Butcher.

30
It's hilarious. Look at that goddamn frog.

31
Dominion General Discussion / Looters vs. Torturer
« on: April 25, 2013, 09:04:55 pm »
Getting pinned by Torturer is one of the most painful experiences in Dominion, and one way to counter it is with another good curser. A Witch or Sea Hag will more reliably put curses in your opponent's deck than a Torturer, and the fact that they will get curses in their deck quicker means that the Torturer chains will be harder to pull off. As long as they don't get a multi-Torturer turn off too quickly, you'll quite likely win the curse split.

An interesting question is how this equation changes with Cultist and Marauder. One the one hand, these cards give you better benefits relative to their cost than other cursers, and multiple Cultists can flood an opponents deck with ruins very quickly. In most cases, ruins do as good a job as curses at clogging an engine, so Cultist in particular might actually be better than a conventional curses at stopping a Torturer chain in its tracks. However, you have to deal with the fact that you're not draining the curse pile- if you give your opponent all the ruins and they give you all the curses, unless you've gotten a substantial lead in the process then you've gotten the worse end of the deal. So how often can the two attacking looters give out ruins fast enough to block Torturer (assuming that the board is otherwise good for Torturer- if there's no way to play multi-Torturer turns then the looters are just going to own them).

In this game my opponent focuses heavily on Torturers, while I only buy a couple (but I still buy them), and also pick up some Cultists. By the time he resigned, the ruins pile was empty and only half the curses had been taken (most of them by him). A key issue here, though, was that the only village on this board was Shanty Town, one of the few cards that is hurt more by ruins than by curses.

http://dom.retrobox.eu/?/20130425/log.51102f16e4b0fb53a9f92227.1366921936603.txt#Game Over

Thoughts?

32
Dominion General Discussion / Playing Sea Hag when the Curses are gone
« on: February 02, 2013, 07:10:07 pm »
It's something I've seen a surprising number of people do, and they'll do it multiple times a game so I don't think I can always chalk it up to not realizing that the Curse pile is empty. Is there a rational reason to do this or are people just reflexively spending the extra action and hoping to get lucky with what they make you discard?

33
Game Reports / Estate piledriving fail
« on: December 11, 2012, 07:58:44 pm »
Who else has done this? I've been experimenting a lot with the Estate piledriving tactic lately after reading an article about it on the forums here. In this game, on turn 14, I'm excited to realize that by expanding a warehouse into an estate, I can just manage an estate piledrive!

Somehow forgetting that in order for this to work, estates have to be the third pile emptied.

>_<

http://dominion.isotropic.org/gamelog/201212/11/game-20121211-164833-0f721b92.html"

34
Rules Questions / Counterfeit and Horn of Plenty
« on: December 03, 2012, 12:44:54 am »
Is my understand of this right? I think I got the logic all down but it seems so strange to me.

I play Counterfeit and choose Horn of Plenty, playing it twice. The first time I play it, I have exactly eight differently named cards in play, including the Counterfeit and the HOP, so I choose to gain a Province, which then trashes the HOP. The second time I play it, it's in the trash, so now I only have seven differently named cards in play and can only gain a card costing up to seven. (The counterfeit then tries to trash the HOP again but it's already in the trash so it can't.)

35
Dominion Isotropic / Veto mode question
« on: October 27, 2012, 08:21:39 pm »
Random question: When playing in veto mode with Young Witch, why don't you get to see what the bane will be? That seems like pertinent information.

36
Dominion General Discussion / Trusty Steed for 4 Silvers
« on: October 26, 2012, 12:23:44 am »
I just finished a game where I got the Trusty Steed and I realized that I don't think I've ever picked the "gain 4 silvers" option, and I can only remember seeing someone do it once or twice. Is there ever strategic merit in doing so? When?

37
Variants and Fan Cards / Fan Card: Theater
« on: October 09, 2012, 01:15:34 am »
Just a simple idea that popped into my head recently, any thoughts?

Theater- $4
Action

+1 Card
+2 Actions

-

When you buy this, reveal your hand. +1 VP for each Action Card revealed.

38
Dominion Isotropic / Why "isotropic"?
« on: January 28, 2012, 11:18:06 pm »
Just curious if anyone knows how and why the name got picked. I can't figure out what a state of constant entropy has to do with Dominion, unless there's another definition to the word that I'm unaware of.

39
Dominion General Discussion / Conflicting Counters
« on: January 27, 2012, 10:16:22 pm »
So I just had an interesting experience. I played a game with Mountebank, Stables and Lighthouse. I bought some Stables, with the idea that it would put the coppers flooding my deck to good use. But I also bought Lighthouse, and it did such a good job of blocking my opponents Mountebank that I found myself drawing the Stables in the endgame with no treasure (the rest of my deck was based on Nobles-Crossroad).

I thought that it was interesting because the two "counters" to Mountebank actually ended up (slightly) conflicting with each other, which raises the question: faced with two counters to a powerful attack, when should one double up and when should one stick with the better one? In this case the engine I built (and the fact that I got to open Mountebank when my opponent didn't) led me to an easy victory anyway, but it's easily conceivable that two counters might conflict enough that a player who goes overboard and tries to do both ends up doing more harm to themselves than good.

40
Variants and Fan Cards / Fan Expansion- Justice and Piety
« on: November 29, 2011, 05:37:58 pm »
This idea has been kicking around in my head for awhile. I developed it when I misinterpreted the "Kingdom Challenge" aspect of the contest to mean "design 10 Kingdom cards" and not "design a set of 10 pre-existing cards". Since the cards are hear, I thought I'd throw them out there for some feedback. Keep in mind I haven't playtested these at all yet, so their is almost certainly some pricing issues.

I got the idea for these cards when after I played a large number of games in succession where victory went to the player who could choose to end the game on their turn, and I became interested in this aspect of Dominion Strategy- that is, controlling when the game ends. As such, these cards are designed with that idea in specific, with a few cards that more generally are about controlling the flow of the game for other players. I suppose the over-arching them is "control".

Beggar- $2
Action

+1 Card
+1 Action

You may trash this card. If you do, return all cards in the trash to the supply (including this one).


Guild Hall- $3
Action

Choose one: Place a guild hall token on a kingdom card supply pile that does not have one OR Remove a guild hall token from a supply pile OR $2.
_
While a guild hall token is on a supply pile, that pile does not count toward ending the game.


Holy Village-
$3
Action

+2 Actions

You may trash a card in your hand.


(Side note: I guess this on doesn't really fit the theme. I just want this card to exist, and the set needs a village.)


Bounty Hunter- $4
Action- Attack

$2

Each other player discards an attack card or reveals a hand with no attacks.


Exchange Market- $4
Action

Choose one: Place a token on the Exchange Market mat OR remove a token from the Exchange Market mat OR gain a card with cost up to the number of tokens on the Exchange Market mat.


(Side note: in case the wording doesn't make it obvious, there is a single communal Exchange Market mat. Also needs a better name. I originally called it "Embassy" but...)


Inquisition-
$5
Action

+1 Action

Place the Inquisition Marker on an Action Card supply pile other than Inquisition, or set it aside.
_
While the Inquistion Marker is on an Action Card supply pile, copies of that card may not be played (the Inquisition Marker begins the game set aside).


Raiders- $5
Action

+3 Cards

Trash a card from your hand. Trash cards a number of non-victory cards from the supply equal to half of its cost rounded down, split between any number of piles. Then trash a non-victory card from the supply.


Wilderness- $5
Victory

At the end of the game, if one or fewer piles in the supply are empty, this card is worth 6 VP. Otherwise it's worth 1 VP.


Army- $6
Action- Attack

Each other player reveals any number of cards from their hand whose combined cost is $6 or less, then discards the rest of their hand.


(Side note: This is one of the pricings I'm least certain about. I originally had it at $7, and I'm still not convinced it shouldn't be.)


Altar- $7
Action

Trash any number of cards from your hand. If the combined cost is $1 or more, +1 card, +1 action. If the combined cost is $4 or more, $2, +1 Buy. If the combined cost is $20 or more, at the end of this turn, the game ends.


(Side note: Yeah, this might be unplayable. It definitely needs playtesting to determine what the right cost for ending the game should be. Also, the middle bonus was originally "each other player gains a curse", but if it's an attack card then the interaction with moat and lighthouse gets weird- ending the game clearly affects the other players, but "the game ends except for people who revealed moats" is clearly insane. Mixing an attack effect and a non-attack player interaction effect on one card doesn't really work.)

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