Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: [1] 2 3 ... 10
 1 
 on: Today at 03:46:13 am 
Started by Saul Goodman - Last post by segura
I disagree.

Arranging engine pieces isn't that difficult. Even if there are discard Attacks, you can easily plan for it. Chariot Race requires more precision, such that you have an expensive card always on top during your turns.
Donate on the other hand usually requires you to plan out several turns very precisely. Depending on the Kingdom, the game can be decided based on how well you evaluated it and planned everything.

Arranging your Villages and Smithies correctly seems trivial and less time consuming in comparison.

 2 
 on: Today at 03:36:42 am 
Started by Saul Goodman - Last post by mxdata
This is a really cool project in theory, but I don't think it would work in practice.

First, it's really game-dependent. It's probably either too powerful or not powerful enough.
Secondly, and perhaps more importantly, it would slow down the game a lot and create tons of analysis paralysis.
Hardly more than Donate. Both landscape cards make the game more deterministic and imply more precise planning.
And this is precisely the cool thing about this. I have no idea about the powerlevel and would also test it at $6, $7 and 8D.

Hm, good point about Donate. I still think there would be a time issue, though. This project basically gives you the ability to plan out all of your turns in advance every time you shuffle, and that would take a while.

Plus, this project would be activated every time you shuffle, which can be pretty frequent (especially if you've got a strong engine), which is a lot more times than one would normally buy Donate

 3 
 on: Today at 03:12:50 am 
Started by Doom_Shark - Last post by segura

DXV tested a Duration TR for Seaside and it was bad.

That was like, a decade ago and also Seaside was part of the first "big batch" of five expansions. Maybe the concept has grown up now that Feast/Thief/Saboteur/Scout are retired; is it really that far off from Captain?
I fail to see in what way the 5 cards you mentioned are related to a now-and-later Throne Room. Captain is an emulator, what does this have to do with TR?
As a stupid example, if you use Captain to play two Pearl Divers it is like a delayed Lost City (now a cantrip, +1 Card +1 Action on the next turn). If you use a now and later Throne Room on Pearl Diver it is -1 Card on this turn and +1 Card +1 Action on the next turn. That's the same net effects as Ghost Town, with the big difference that you need two cards for it to work and that the handgaining of Ghost Town is absent.

I know that this comparison is not perfect or complete, I intentionally picked the weakest card to illustrate that Captain is pretty decent even when there are weak Action cards in the Kingdom whereas you cannot say the same about the now-and-later TR.

Re; my examples - I mean the now-and-later throne was probably tested against some cards that weren't worth testing against - garbage in, garbage out.
There is no power creep in Dominion (with Attacks it is actually the other way around, DXV doesn't do crazy attacks like Mountebank or Torturer anymore.)
But even if there was, DXV likely tested Seaside cards with not just Base and Intrigue but also cards that ended up in other expansions.

So yeah, pretty dubious to claim that DXV's clear playtesting result has not stood the test of time.

Quote
A throne room in general requires a collision; the next turn effect really just boosts the efficacy of attacks that require consistent application - by your metric, Ghost ship is a Superlab on the next turn, even if everyone else has a Moat
Discard and topdeck attacks in general will be more effective with this - I think this is a great enabler for Pirate Ship, up there with Prince.
That's a good point. Discard attacks and similar stuff like Ghost Ship do actually benefit from a delayed Throne Room.

Quote
You could make your exact same case that Band of Misfits is better than Throne Room because it doesn't require collision, but at the end of the day, they're both useful in different contexts. When I brought up Captain, I was comparing this cards now-and-later-ness to an existing now-and-later card and they can be of varying degrees of utility - there's oceans in that $2 price gap between $4 and $6.
You have to count net effects. Being dead this turn is a big thing for a delayed TR and keeping stuff out of your deck significantly reduces the power of your engine. TR-Duration only keeps the TR out of your deck, the Duration would be out anyway. But DurationTR-Action keeps two cards out of your deck which otherwise would not. So you need far more engine pieces.

Hey, there could be Kingdoms in which this works. Lots of gaining, Hermit gaining cheap stuff, whatever. But hey, why go down this road and do a card which is more restrictive/borderline/bad than a card that the game designer tested and considers to be bad?

Quote
This still at least hits something when it misses the collision, which is more than can be said about other thrones.
A terminal that spreads the -1 Card token is Bureacrat level style weak.

 4 
 on: Today at 02:56:05 am 
Started by Doom_Shark - Last post by Gubump

Promenade (Action, $6).

You may play an Action card from your hand twice.
You may return one of your Villagers. If you did, play it a third time.
---
When you gain this, +1 Villager.

A Throne Room variant that lets you upgrade to King's Court if you have a Villager to hand.
...
Yeah. This is just a more-expensive Throne Room that has a stronger effect than Throne Room. I dunno if it's weak at or not, but it seemed weird to use the term "dead" when that generally refers to something like Stables in a hand with no treasure; or when people make fan cards that do almost nothing unless there's an attack available, etc. Even if the card were just literally Throne Room but costing , I wouldn't think to use the term "dead".

Would this work better as a $5? I wasn't sure initially if it should cost $5 or $6; eventually I erred on the side of caution.

I think $6 is an appropriate cost. I'd generally advise against using busted cards like King's Court as a benchmark to balance other cards and comparing this to the $5 Throne variants it seems clearly much stronger than those to me.
A King's Court once that becomes a Throne Room is much stronger than a Throne Room that never misses (Royal Carriage)?  Crown and Scepter are definitely a very marginal benefit on top of Throne Room, but having a one-time upgrade is also not much of one.  I would not vote a $5 price as overwhelming, merely that the way it plays is dully familiar.
I'd personally prefer its playing be limited in some other way and it generate Villagers in some circumstance.  It would make it feel more different than Throne Room and the other Villager cards.

Yes? King's Court is insane. This is also a Throne with an on-gain Villager which I think would be very strong at $5 anyway.

A big part of why King's Court is insane is because you can KC-KC. Promenade-Promenade, on the other hand, is more akin to KC-Throne Room, which is nowhere near as powerful. KC gets better the more you have, whereas Promenade doesn't.

That said, my main issue with Promenade isn't its power level, but that it's too Kingdom dependent. If the Kingdom has no other sources of Villagers, it's too weak IMO, but if the Kingdom has a way of getting large amounts of Villagers, such as Recruiter or Academy, then Promenade becomes practically just a cheap King's Court. It's always going to be broken in one direction or the other, IMO.

 5 
 on: Today at 02:33:43 am 
Started by faust - Last post by Awaclus
Oh, I didn't even realize the deadline was yesterday.

 6 
 on: Today at 02:31:19 am 
Started by Eevee - Last post by Awaclus
Whew, we were in a hole! What was the second word for village? Tokyo?

Yes. I thought Tokyo would be the strongest association and then you would figure that Port is more of a village than Teacher is.

 7 
 on: Today at 02:04:15 am 
Started by Ozle - Last post by gamesou
Here is a little riddle of my own

A cooperative game is played between n players (n being at least 3) with 2n+2 cards: n+1 cards are white and n+1 cards are black. 2 cards are dealt to each player, who places them on their forehand ( la Hanabi) so that everyone but them can look at the cards. The 2 undealt cards remain secret.

Players play cyclically ; at each turn a player may either pass or guess their card colors (2 black / 2 white / 1 of each). If wrong, the team lost. If true, that player stops playing. The game continues, and the winning condition is that everybody correctly guessed their card colors.

You goal is to devise a strategy that always succeds. Obviously no communication is allowed after the deal.

 8 
 on: Today at 01:09:57 am 
Started by Saul Goodman - Last post by mxdata
If I'm understanding correctly, I think this will make some games a lot slower.

I will have to see after testing.  It is going to have more dud turns for sure.  But duds are fast.  This game has a sand timer that precludes large complicated engines:. the bane of fast games.

This really seems to me to be putting speed above fun.  I'd rather play a long game where I can actually have time for fun plays than a fast game with a lot of do-nothing turns

 9 
 on: Today at 12:56:11 am 
Started by werothegreat - Last post by GendoIkari
Just started playing https://sparticle999.github.io/SpaceCompany/. Interesting... it has the mechanic from A Dark Room and Idle Blacksmith (and I think Kittens and Paperclips) where you have to manage income/resources by choosing how much of each stuff you gain/lose per second; so if you have things set badly you can just run out of some resources. But when managing everything well, you can get all the different resource types to have a positive income.

I hope this ends up being one of those "just a couple days" games....

 10 
 on: Today at 12:48:23 am 
Started by mxdata - Last post by GendoIkari
Yes, this is correct.

Whenever you have the option to respond multiple ways to the same event (you gained a card), you can choose the order in which you respond to those things. Until you are done responding to those things, you can continue to choose to do things to respond to it, even if that thing only became an option as a result of an earlier response.

A simpler example that's given in the Intrigue Rulebook is the case of Moat and Diplomat (previously Moat and Secret Chamber). When someone plays an attack; you can reveal Diplomat to draw 2 cards and then discard 3. If one of the 2 cards you drew was a Moat, and you didn't discard it, you can then reveal the Moat to protect yourself from the attack. Even though the Moat wasn't in your hand when the attack was first played.

Basically, Dominion doesn't differentiate timing between "the moment an event happened" and "the time window you have to respond to the event happening". As long as it is still within the time window, you can continue to respond.

Pages: [1] 2 3 ... 10

Page created in 0.064 seconds with 17 queries.