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6776
Dominion: Dark Ages Previews / Re: Band of Misfits rules questions
« on: August 15, 2012, 02:14:00 pm »
Well, there's also the question of, if you do play Band of Misfits via Throne Room, do you get to choose a different card the second time? After all, Band of Misfits is still in play when you play it again, so it's still the card you declared it to be.

EDIT: Whoops, Donald beat me to it.

6777
Dominion: Dark Ages Previews / Re: Band of Misfits rules questions
« on: August 15, 2012, 02:10:05 pm »
Yeah, Band of Misfits is the card that I wasn't even going to attempt to understand until reading the FAQ. Since Donald brought it up, I feel safe posting the actual wording on the card, which should facilitate discussion.

"Play this as if it were an Action card in the Supply costing less than it that you choose. This is that card until it leaves play."

6778
Variants and Fan Cards / Re: Dominion: Enterprise (Finalized)
« on: August 15, 2012, 02:02:02 pm »
I was thinking about a couple of different ways to reign in Mill Town if you were inclined:

1) Put a clause in the text so that you cannot gain Mill Towns with Mill Towns (and remove the at least 3 Coppers clause) because my feeling is that more problems arise from quickly getting too many Mill Towns than running out a $2 pile.
OR
2) Change "discard a card" to "discard a Copper or reveal a hand without Coppers," reducing the power of multiple gains.

Well, change 2 pretty much kills the card dead in any game without Tactician or Counting House. You'd pretty much never want it. So that's not a change I'm willing to make. I'll have to think about change 1. It's possible I can do something along those lines. I also might play a few games with Tactician and see how much of an issue I think it is.

Thanks for the feedback and ideas!

6779
Variants and Fan Cards / Re: Dominion: Enterprise (Beta)
« on: August 15, 2012, 12:21:05 pm »
I'm a big fan of this one, but Mill Town might run faster if you "reveal 3 or more Coppers from your hand and gain a card costing up to the number of Coppers revealed" since we wouldn't be stuck in the awkward analysis-paralysis of trying not to reveal too many or too few Coppers. Why can't Mill Town gain a card that costs $2, anyway?

Well, the reason that Mill Town can't gain $2 cards is that I was afraid that it would be too easy to run out piles with it. A hand with 3 Mill Towns and 2 Coppers could gain 4 Estates, after all. Now that I think about it, I see no real problem with the gaining being 'up to' the number of Coppers revealed as long as you still have to reveal at least 3 Coppers. I'll change the wording. I think I actually have to reword the card anyway, because as it's currently written, I think you could gain, say, a Familiar by revealing 3 Coppers.

First of all, nice mini-set utilizing the one-shot theme!

One thing I thought of when reading the cards:

I don't think your concern about gaining too many cards with Mill Town and running out piles should be limited to just $2 cards. I think Mill Town would be a go-to card a lot of the time.

For instance, have you played any Mill Town - Tactician - terminal draw games? Goal: get a a deck of 2 Tacticians, 8 Coppers, and as many Mill Towns and Smithies as possible (making sure #Smithies < # Mill Towns at all times). Mill Town's gain and your normal buy should accomplish this very quickly. Then double Tac and reveal 8 Coppers for Provinces. I played this solitaire for two games and exhaused the Province pile on turn 11 in game 1 and turn 10 in game 2. Contested, the Mill Town and Smithy pile would run out extremely quickly.

I think your point is extremely valid and clearly Tactician/Mill Town is a power combo. Probably it's even better than Tactician/Coppersmith or Tactician/Bank. That being said, it is just one combination and I'm not convinced that it's worth tweaking Mill Town over, when the card works quite well in general as it is. For one thing, even if all the players race for such a double-Tactician deck, I'm guessing the it might still be an interesting game. Even if it's not, at least it's short!

More importantly, there are several attacks that at least hamper that strategy. Junk-givers and discard-based attacks are probably the most effective, although concentrated trashing attacks might be viable as well.

6780
Variants and Fan Cards / Re: Clasic_Cards #27 - Blockade
« on: August 14, 2012, 05:28:47 pm »
See above for one player having multiples. They resolve separately, so you'd dig through one card at a time (or just leave the card there eventually). As for multiple players, there isn't current precedent for how it would work (that I know of). So, it's time to make one: should it resolve in turn order or reverse turn order? I'm used to Magic, where it goes it reverse. That is, if you and I both have Blockades out, and I shuffle my library on my turn, my Blockade would trigger, then yours would trigger. After all triggers occur, yours resolves, then mine resolves (Last In, First Out). That doesn't mean it needs to work the same here. Dominion isn't concerned with these type of timing issues. I'd say just resolve them in turn order. Thus, if I shuffle and we both have one out, I Spy, then you Spy.

Bwa ha ha! If there are more of these in play than that player has cards in his deck + discard, this could create an infinite loop! Player A shuffles and the other players make him discard all his cards, which then makes him shuffle again!

6781
When I first heard about the idea of a single-player adventure mode, I didn't see the point in it. Now that I've played almost exclusively against bots for the last month (and enjoyed it), I see the potential value.

Similarly, I'm against the idea in general of different starting decks, but I'm totally fine with it in the context of a single-player challenge mode. I just hope the people that are designing these "bosses" have a good enough understanding of Dominion dynamics to make them fun and challenging!  :D

6782
Dominion: Dark Ages Previews / Re: Things we DIDN'T see in the previews
« on: August 14, 2012, 03:45:24 pm »
I don't think it needs to be a trasher itself as long as it does something useful in a game without trashers.

6783
Dominion: Dark Ages Previews / Re: Things we DIDN'T see in the previews
« on: August 14, 2012, 03:02:41 pm »
According to the Secret History of the Intrigue Cards, Intrigue once had a Reaction that tied into the one-shot theme it originally had. I'm guessing that Reaction was something to the tune of, "When you trash a card, you may reveal this from your hand. If you do, gain a card costing [less than/as much as/$1 more than] that card." If so, it would be nice to see that reaction effect in Dark Ages.

Another plausible Reaction effect is, "When another player plays an Attack card, you may reveal this from your hand. If you do, trash [some number of cards] from your hand."

6784
well the existence of a campaign mode is sort of old news, but he made a passing reference at designing sets here.

Nice, thanks.

6785
Sounds awesome. Could you please link to the page where Donald talked about it? I must have missed that.

6786
Variants and Fan Cards / Re: Clasic_Cards #27 - Blockade
« on: August 14, 2012, 02:18:25 pm »
Uh, what happens if multiple players have one in play? Heck, what happens if one player has several in play?

6787
I have guesses as to why Tunnel is the way it is, reprinted here for your convenience:

You generally buy Tunnel for one of two things. First, you can buy it in the endgame when you have $3 or $4. At that point, it might as well just be a Victory card worth 2 VP. Even if you happen to use the reaction portion before the game ends, you probably won't be cycling back around to the Gold. Will I pay $3 just for a vanilla Victory card worth 2VP? Of course. It beats buying an Estate.

Second, you can buy it at the start of the game and try to use its reaction as much as possible. That's a fairly big risk. You're buying a card that's going to hurt your economy if you can't get it to fire, when you could have bought a Silver. You get 2 VP to compensate, but you don't see that benefit for a long time and it's rather paltry compared to your potential loss of momentum. So, would I pay $3 for a pure Reaction card that gained me Gold on discard? Given the right helper cards, I definitely would.

It seems like a card that combines these two $3 effects should be worth more than $3. But the fact that you use one portion of the card during the beginning and mid-game and the other only at the end means that the total can cost less than the sum of its parts.

I'm not convinced that Harlot works even at $3. The fact is that I won't buy a Treasure that produces $1 in the early or mid-game, and the strategy of when to buy it in the endgame is as uninteresting as Tunnel on a board with nothing to activate its Reaction.

6788
Dominion General Discussion / Re: Official Version Launching 8/16?
« on: August 14, 2012, 11:23:20 am »

Hey, here's what I take away from this! Don't tell people stuff, because there may be stuff you don't know that means you're wrong, and that will piss people off more than no information at all will. Cue someone to say how ungrateful of me this is!

Donald, just please stop taking things away from this kind of discussions.  There are always people complaining, and there are tons of people that don't.

Yeah, agreed. I've been a loud complainer myself at times, but I always appreciate your honest communication and overall I'm still pleased and excited about all things Dominion-related.

6789
Dominion General Discussion / Re: Favorite Dominion Card(s)
« on: August 13, 2012, 05:05:30 pm »
Why would your favorite card be Bureacrat?  I like what it does, but since it's buyable in less than five percent of the games it appears in, it doesn't improve my experience much.

I'd say less than 5% is over/understating it a bit. I probably buy Bureaucrat in 10%-15% of games it's in.

6790
...but, what type DO you think that Overgrown Estate should have been? It's not an action or treasure because you can't play it. It's not a reaction because it doesn't react to anything, unlike Hovel which reacts to you buying a victory card. Victory makes sense - it's a card that sits in your deck and doesn't do anything.

It easily could have just been a pure Shelter-type card. That being said, I like the fact that it's a Victory card.

6791
Dominion General Discussion / Re: Favorite Dominion Card(s)
« on: August 13, 2012, 03:27:44 pm »
As my RL friends will tell you, I have often been known to say "Errrrbody's favorite card is Goons!"

Ugh. I am one counterexample to this assertion. Goons and Governor tie for my least favorite card because going for them is nearly always the winning strategy.

My favorite cards are probably Counting House, Mine, and Explorer. I'd like to get better at using Mandarin as well.

EDIT: Actually, my all-time favorite power card is probably Masquerade. I probably overbuy it quite a bit, and I used to play way too many Masquerade/BM decks.

6792
Goko Dominion Online / Re: Funsockets Payment Model
« on: August 13, 2012, 02:24:44 pm »
I'm also hoping for a price tag of $5 per 11-13 card expansion. I'm also hoping for no monthly/annual cost if they can swing that and still keep the servers running.

6793
So I played a few games with some other cards proxying for the Dark Ages cards, and if there's one thing I've learned it's that Rats are really hard to manage. It's so, so tempting to play a Rats. "I want to draw my next card and I also have a card in my hand that I wouldn't mind trashing. Surely one more Rats in my deck can't hurt!" Oh yes, yes it can.

6794
Variants and Fan Cards / Re: Dominion: Enterprise (Finalized)
« on: August 13, 2012, 11:55:33 am »
Well done.  In Mill Town, you've finally created a card that would make me want a Counting House.

These are all really good!

I haven't had a chance to play with any of these cards, but they certainly look great.  I like your designs -- novel, but not unnecessarily complex.

Also, the artwork is incredible.  Where did you get it? Did somebody on the forum make those pictures for you?

Thanks! As for the artwork, I found it mostly through Google searches. Not all of it is in the public domain, but for a fan expansion that won't be published, I figured it wouldn't be a huge deal.

Clerk's reaction seems very very powerful. If you start Chapel, you might trash four cards and buy a Silver over turns 3 and 4. Clerk can get that all accomplished in one hand! And the Silver will be on top of the deck! I'm not saying that's bad necessarily, for a card to scare people away from Sea Hag.

Ah, you have a keen eye. Clerk does make buying Attacks on turns 1 and 2 riskier, but after that it's not really a big factor. The chance that you'll have a Clerk and four cards that you want to trash on turn 5 onwards is pretty slim and it only gets slimmer. So although I was also concerned about it, is hasn't turned out to be a problem in practice.

Hmm. Also, Cathedral big money looks really really really powerful. It's a one-time trasher (that is almost guaranteed to blow 2 Estates) and the best of both worlds in Smithy and Courtyard. A Cathedral - Nothing start is likely super strong.

You are correct, sir, and I'm going to tweak Cathedral again. I'm currently considering something like this:

Cathedral
Types: Action
Cost: $5
+4 Cards. Return 2 cards to the top of your deck. You may spend a Cathedral token. If you do, trash the top card of your deck and gain a card with the same cost.

When you gain this, take 2 Cathedral tokens.

I'm waiting for the rest of the Dark Ages reveal to make sure there isn't a card that's too similar to this effect. There are several other very minor tweaks I'm going to make to the cards at that time as well. (Gambler looks at your top card rather than revealing it. Conscripts gets returned to the Conscripts pile when played rather than being trashed, etc.)

6795
Dominion: Dark Ages Previews / Re: Previews Done?
« on: August 13, 2012, 10:18:50 am »
GenCon starts Thursday.  I expect to be fully spoiled on Thursday.

What time on Thursday, though? :D

6796
Can someone tell me why Overgrown Estate is a Victory card if it does not give you any VP's By that logic, all cards could be X-Victory with it granting 0 VP's. Suddenly, Scout and Tribute are incredible! Crossroads is the new Madman!

Or... Overgrown Estate should just be Shelter.

You forgot about Silk Road and Transmute.

Hold the phone... what happens when you Transmute a Great Hall?  Do you get a Duchy and a Gold?

Yes.

6797
One thing I really like about this set is that it introduces the mechanic of "I don't want to play this card yet, it could help me more later" that takes a lot of players a long time to get. It's a much more intuitive step to go from "I don't want to play Spoils yet, it could help me more on my next shuffle" to "I don't want to play Smithy yet, it will trigger a reshuffle".

Maybe I'm wrong, but I'm guessing the frequency of situations in which you don't want to play Spoils is vanishingly small, whereas the frequency of situations in which you don't want to play Smithy is small, but significant. I doubt Spoils is a good teacher of this mechanic.

EDIT: OK, I'll take that back. If you have, say $8 without playing Spoils and Colony is not available, then yeah, save the Spoils. Whoops.

6798
Basically, if you've got lots of $6+ cards, put in Plats and Colonies.

–1 for misinformation.

6799
I was thinking an all Dark Ages game would be fun. It's good to see Donald has played it that way too. Is there any other expansion you would play by itself besides base?

All of the large expansions are quite enjoyable to play all by themselves. All-Alchemy and all-Cornucopia games are going to be a bit samey.

6800
4 and a hovel with island on the board is going to be the new mint fool's gold - elite opening that you have to be a little lucky to get.

Um, what are you going to do with that opening Island? Set aside a Copper? Setting aside an Overgrown Estate seems lackluster and setting aside a Necropolis is just counterproductive.

I thought (perhaps incorrectly) that the idea was that when Island is a good opening anyway -- which on some boards it is -- now it's even better when you can get rid of your Hovel when you get it.  Then you can Island your Overgrown Estate (or Copper, even), and by that point you've gotten double the deck-thinning an Island usually does for you.

Well, sure. But it seems like in a game where none of your starting deck is worth VP that Island would be a worse opening in general.

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