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Messages - CaptainNevada

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26
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 07:25:02 pm »
One nuance of the Poor House that I feel we have skirted, is that the negative effect of treasures will hit each poor house, not just to first, so if you have 2 poor houses and a copper (and 2 actions), you end up with 7 to spend. With a single poor house, you are guaranteed at least 4, but 2 poor houses to not guarantee at least 8 in the same way. I suspect we will find some situations (more than very limited, but less than many) where one poor house is useful, but due to diminishing returns, there will be fewer situations where 2, 3, 4, etc poor houses are a good idea - situations like those mentioned where you can reliably empty your hand of almost all your other treasures.

Since I suspect a sub-theme of the set is doing amazing things with cheap cards, Poor House is going to change how you play your hand.  Discarding copper instead of estates is better in Oasis; Cellar can get rid of those pesky treasures, and Secret Chamber can be exploited (assuming you get a + action somewhere) to get rid of the treasures before Poor House is played. 

27
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 07:20:10 pm »
I'm assuming the Graverobber is going to be affected by cards that events that alter the cost of cards (bridge, highway, peddler, quarry).  Because card worth using in that way is worth abusing in that manner.  Fishing Provinces out of the trash is possible with cost reducing cards, making Swindlers who hit them somewhat more interesting.

28
Dominion General Discussion / Re: "Taking Pity"
« on: June 27, 2012, 10:28:23 pm »
I always play to win.  And I've had my rear end handed to me many times.  I learn from those experiences.

29
Variants and Fan Cards / Re: Harem -> Abbey Church
« on: June 17, 2012, 02:16:54 am »
Harem doesn't belong in a "family card game" ... and Torturer does.  The logic escapes me, but maybe there is an explanation out there.  Or did he remake it as "Extremely Persuasive Person" ?

My friend that introduced me to Dominion did not like using Harems, and did not think they belonged in this otherwise family card game. He retitled and reimaged the card as an Abbey Church, and I decided to do the same. Here is the new card for anyone who is interested in replacing their own card.
(click for full)

30
Dominion General Discussion / Re: Dominion Limericks!
« on: June 11, 2012, 10:25:23 pm »
Tactician

Sometimes the battle is won
By discarding your hand down to none
If Black Market's in play
It allows you to pay
For a card before your next turn's begun

31
I've found Harvest is surprisingly good when I've played IRL.  Perhaps it is because I see so many things wrong with it on paper (terminal, requires an action, pot luck on what you're going to get out of it) but I've usually won in the cases where I did buy it.  It does accelerate your deck by discarding the top four cards.  I should probably use it more in kingdoms without trashing or with discard attacks (or Ghost Ship).  It may not be a great card on certain boards, but I'm beginning to like it more and more with each use.

32
Expansion sets are usually defined by their victory card and cursing card, playing on their themes.  It would suggest something like this...

Ravine ($X - Victory):  Worth 1 VP per every X card in the trash

Plague ($X - Action - Attack):  Trash this Card.  Each Other Player Reveals Their Hand and Gains A Curse for Each Victory Card in Hand (or Shows a Hand with No Victory Cards)

33
The only assumption I'm making is that the card will have been tested and balanced.

I don't see any fundamental problem with a $1 card - it would force rethinking certain upgrade paths but most new expansions force rethinking how older cards work. 

Fundamentally, the key to this set would seem to hinge on how cards that care about the Trash are handled.  Removing cards from the trash, checking the contents of the trash, and checking the number of cards in the trash are all different concepts.

Consider Example:  Dumpster Diver ($X) - Action -

Under the first:  Gain a Trashed Card
Under the second:   Gain a Copy of a Trashed Card
Under the third:  You May Gain a Card Costing $1 for every 3 Trashed Cards

With the first the card is no longer in the trash (and unavailable for anybody else).  With the second the card remains trashed but a copy is removed from the supply.  In the third case the card becomes more powerful as the number of cards in the trash grows.

In any case, the expansion is going to make us pay attention to the trash.  Something is going to get reconsidered, probably trash for benefit cards (e.g. Bishop), mass trashers (e.g. Chapel), or upgraders (e.g. Remake).  More importantly, expansion sets tend to have cards that work well together.  The same-set combos of trash / upgrade seem quite interesting.


34


A better structure for the rules would have been,  "You get one widget point per turn.  Some cards cost 0 widget points, some cost 1 widget point.  You need to pay a widget point to play a card that costs a widget point."
Cards would only need a subtle redesign, cantrips get set to 0 cost, terminals have a cost of 1, Village costs 0, but gives you 1 widget point, and so on.  Perhaps all the dead draw cards, as we know them now, would need a higher cost, or fewer draws. 

Thoughts?

It would make for a different game.  To work it into Dominion you'd need an expansion that worked on rule-breaking cards, which I don't know is feasible...

$6 Bribe (Treasure: $2 or Trash this card.  Gain an Action)

35
Outside of Develop, is Remodel the only card which allows you to trash and downgrade the value of a card? 

Forge: Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in coins of the trashed cards (trashing a Border Village for a Duchy late-game for example) ?

Remodel: Trash a card from your hand. Gain a card costing up to $2 more than the trashed card.

Question: Why can I use Forge to trash 0 cards and gain a $0, but I can't use Remodel to trash nothing (if my hand is empty) and gain up to a $2?

Is it the "any number of cards" vs "a card" distinction?  I don't think so, because Remodel doesn't have a "If you do" clause like Trading Post.

Is it that if you don't have a trashed card, then you can't gain a card that costs up to $2 more than it?  I don't think so, because if you have no trashed card, Forge shouldn't be able to gain a card whose cost is equal to it.

36
Disneyland

Apprentice (Mickey the Sorcerer)
Pirate Ship (Pirates of the Caribbean)
Island (Tom Sawyer's Island)
Market (Main Street USA)
Outpost (Frontierland)
Adventurer (Adventureland)
Festival (Fantasyland)
Nobles (Princes and Princesses)
Monument (Walt and Mickey statue)
Wishing Well (Snow White's Wishing Well)

37
Perhaps the opposite of Prosperity.  There, times were good.  Dark Ages suggests times are bad.  The focus would be on cards that are cheap and rewards you for having cheap cards and will help you get cheap cards.  It would be a shift like the diversity theme of Cornucopia.  It would need some enabler cards (consider a menagerie-like card that worked on cards costing $3 or $4 or less; e.g. Census $3 - +1 Action. Reveal Your Hand.  If there are no cards costing $4 or more, +3 cards;  Otherwise, +1 card).  It could fill in a gap with a $1 card (Peasant - +1 card) which would cause rethinking certain trashers (remake for example, though thematically the set should include the exact opposite of it like Demolish $4 - Do this twice; trash a card.  Gain a card costing exactly $1 less than the trashed card).  It would need a victory card that rewarded the theme as well (Badlands $?, Worth + 1 VP per X cards in your deck costing $X or less).

Most sets include a new kind of reaction card, victory card, treasure, and trashing card. 

Apparently the next expansion is going to be called Dark Ages. Thoughts?

38
I found the trick with Develop is that it does a terrible job of getting rid of coppers and curses.  It works far better when used on an expensive card later in the game.  I didn't like the card until I had an opponent turn Ill Gotten Gains into Gold and a decent $4.  I lost - but I learned.



Don't think it's exatly like that, but at least there is that oszillating power level.

I think the cases I like most are the cards that I first value as weak, but which have a really nice little spot where they are really good. Outpost is the first one I can remember there, was on the 2011 weakest $5 list I think and I felt like it belong there, but there are these decks where it is really really strong.
Newest member in the club is Develop, which is 2012s weakest $3 both for theory and on Qvist's list, but I think 3 of my last 4 games with Develop featured Festival/Watchtower, KC/Governor and Border Village/Smithy. Probably the RNG was very generous to me and Develop, but now I really like the power level of Develop. Ignore it 80% of the time, but in these 20% it's really a key stone in your engine. And if it's 10%, it's 10%, I like it better than say Oasis whose power level seems to be more or less a Silver in more or less every situation.


39
Dominion Articles / Re: When is Pearl Diver (or spy) any good?
« on: April 17, 2012, 07:12:03 pm »
Spy is sometimes useful with other cards that work from the top of your opponent's decks.   

Pirate Ship:  If an enemy has treasure on the top of the deck, you know you can hit it.  If they don't, playing it for the cash might be the better option.
Thief / Noble Brigand:  Again, spy is going to reveal one of the top two cards they are going to discard as part of the attack.  It may be a play / don't play decision with partial knowledge.
Tribute:  You'll know part of what Tribute is going to do and can play with more certainty (+2 actions, +2 cards, +2 $)


40
Saw Series

Throne Room (the Bathroom)
Torturer (Jigsaw)
Spy (Adam, the photographer)
Pawn (Zepp)
Militia (SWAT Team from Saw II)
Apprentice (Amanda and Detective Hoffman)
Vault (the Safe from Saw II)
Workshop (Jigsaw's)
Forge (Creation of Traps)
Tournament (the Games)
- Followers (Jigsaw Support Group)
- Trusty Steed (SWAT Van)
- Princess (Joyce Dagan; the prize of Final Chapter)
- Diadem (Reverse Beartrap)
- Bag of Gold (Jigsaw's Money)

Wizard of OZ

Moat (thematic; Ruby Slippers and bucket of water used against the witch)
Village (Munchkinland)
Witch (Wicked at that)
Torturer (Tin Man, who is heartless)
Golem (Scarecrow, who is mindless)
Cowardly Lion (Menagerie)
Adventurer (Dorothy)
Highway (Yellow Brick Road)
City (Emerald)
Farmland (Kansas)

41
Jack of All Trades is one way to look at Holmes.  Abstractly, he's a human Library.

42
We can go to The Hobbit...

Tunnel (Hobbit Hole / Secret Entrance to the Mountain)
Treasure Map (The Map)
Hoard (Smaug's Hoard)
Adventurer (Bilbo, at least when the Tookish side took over)
Golem (Gollum)
Militia (the battle of five armies)
Fishing Village (Lake Town)
Cellar (the dungeons of the Elf-King)
Border Village (Rivendell)
Mine (The Lonely Mountain)

43
Mystery Science Theater 3000

In the not too distant future,
way down in Deep 13  (CELLAR
Dr. Forrester (ALCHEMIST) and TV's Frank (MINION)
were hatching an evil SCHEME
they'd hired a guy by the name of Mike (PAWN)
just a regular Joe they didn't like
their experiment needed a good test case
so they conked him on the noggin and they shot him into space
we'll send him cheesy movies
the worst we can find (TORTURER)
he'll have to sit and watch them all
and we'll monitor his mind
now keep in mind Mike can't control
when the movies begin or end
he'll try to keep his sanity (JESTER)
with the help of his robot friends


Alchemist (the evil Dr. Forrester)
Minion (TV's Frank)
Pawn (Joel and Mike)
Cellar (Deep 13)
Scheme (the evil scheme)
Torturer (the cheesy movies... the worst, they could find)
Jester (keeping their sanity)
Remake (robots made with the special parts)
Horse Traders (invention exchange)
Pearl Diver (Pearl)

44
The Shawshank Redemption

Governor (the Warden)
Tunnel (the hidden passage)
Minion (the head guard)
Smugglers (Red)
Ill Gotten Gains (the laundered money)
Watchtower (Shawshank)
Fishing Village  (Andy's Retirement)
Library (the Prison Library)
Wishing Well (hope)
Treasure Map (the location of Andy's Fake ID / Note and money for Red)

45
CHUCK

Spy (Obviously)
Hunting Party (representing the Intersect as it searches for what you need)
Secret Chamber (Castle)
Tactician (unleash the Casey)
Walled City (enemy fortress)
Black Market (enemy brokers)
Noble Brigand (good guys stealing stuff)
Pawn (Buy Morons)
Harem (Supervillains usually have them)
Goons (henchmen)

ALIAS

Masquerade (lots of disguises)
Embassy (lots of missions)
Torturer (Suit and Glasses)
Scheme (mission plans)
Sabatouer (mission objectives)
Thief (missions)
Ill Gotten Gains (SD-6)
Bank (Credit Daulphin)
Tunnel (Authorized Personal Only)
Oracle (Rambaldi Prophecies)


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