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 1 
 on: Today at 04:46:03 pm 
Started by Fragasnap - Last post by segura
There are no half Coins. First Buy (during your turn) of the Event wastes a Buy, second one converts it into 1 Coin and so on.
Problem is that all those cantrip are totally fine so I fail to see why they should be buffed. Because this is what your Event basically does, you will rarely go for it if there only Woodcutter variants in the Kingdom.

 2 
 on: Today at 04:38:57 pm 
Started by Fragasnap - Last post by emtzalex
EDIT: I didn't realize that there is only one copy of Bear Market/Bull Market. In that case, may I suggest:

If you don't have Bear Market or Bull Market, take it. Otherwise, flip it over.

This wouldn't work (or rather, this changes what the Event does), as the State is meant to be flipped every time. Who has the State when it's not being flipped does not matter, and taking it shouldn't cost an extra buy. I originally wanted it to just sit next to the Event, but the rules (as I read them) don't permit this.

I looked at Misery when I was doing the wording. My only concern with the way you have it is that it might be a bit confusing. It is not entirely clear that "Bull Market" and "Bear Market" are a single, two-sided State. Thus, it is not self-evident from the text what the "it" in "take it" or "flip it over" is. A player might go looking for the other Market, or think they have a choice.


Except for the first time this is bought, it is „convert 2 Buys into 1 Coins“.

That is the basic idea. It converts a Buy into $0.5 an unlimited number of times. There is a free half-buy for the first player to use this. While that introduces a little bit of swinginess, I don't think $1 is enough to force players to rush out and try to get it.


Unless the opponents have no extra Buys in their decks, you will never ever buy this only once in your turn and thus help your opponents.

Never EVER? Certainly not if you're dueling Market Squares, but there may be a lot of cases where you would consider it.

What if your opponent has only one +Buy in their deck. What if it's Skulk (and they have really good trashing)? Are they going to give up trashing their Skulk (or are they going to play one of the worst terminal actions, if they have other choices) just to steal $0.5? Are they going to eat an Estate from Baron for it? I would posit that 9 times out of 10 they will not. Similarly, if they would have otherwise used that spare Buy, it probably will not be worth trading for the coin (depending on the numbers).

Conversely, even if your opponent has no +Buys, if they draw an all-green hand they still have one buy that they can use to trash your half coin. That strategic choice--put the $0.5 out there where it might be stolen or let it go to waste--is the reason I settled on a single State, instead of one for each player (or the terrible ideas I had before that, like using the cubes from Projects or the Journey token).


The problem of this concept is that it is either too good or too weak. All the four (did I forget one?) cantrips that yield Buys become significantly better whereas it matters little for all other cards.

I count five (Market, Grand Marker, Market Square, Worker's Village [unless you consider this a village and not a cantrip], and Sanctuary), plus four marginal cases: Hamlet (you need to discard for the +Buy), Pawn (have to give up either the card or the action if you want the buy) Snowy Village (no more +Action potentially limits total plays) and City (only once 2+ supply piles are empty). With the exception of Market Square and Worker's Village, I don't see any of those cards being significantly improved by the presence of this card, or becoming must-buys.

Having Market or Grand Market go from +$1 to +$1.5 or +$2 to +2.5 is a pretty marginal change. Sanctuary's power is in the ability to Exile cards efficiently, gaining some extra coins does not change that significantly. Plus, buying a Sanctuary or two to at least mess with your opponent's residual 1/2 buy at the margins is not that likely to severely mess up strategies that would not otherwise be going for it, as the deck improvement they get from Exiling their VP cards would likely make up for it.

The marginal cases would similarly see little improvement, for the reasons outlined (especially not Pawn, which will generally allow you to trade the Buy for $1, twice as much).

I do recognize that this makes Market Square and Worker's Village quite a bit better. This is especially true if you want to buy a bunch of Market Squares in hopes of having one or two around for a trashing. I have certainly done that, only to find myself with a bunch of extra buys. But I would argue that that is what a lot of landscapes do. Way of the Chameleon completely transforms Poor House from a questionable afterthought to by far the most powerful terminal draw card in the game (for its price). Advance can turn a Horse or an Experiment from an cheap one-shot into Nobles or a Grand Market. Capitalism can significantly improve any number of terminal +$ cards (including Poor House again).

As for it being too weak, I think that is another common occurrence with landscapes. As powerful as Capitalism can be in some games, if the only +$ is Bard, it's an easy pass. Completely ballparking it, I would say that an Event in a game goes completely unused 40% of the time, if not more. And for some events, that happens a lot more often. Banish, Mission, Pilgrimage, Ritual...those are almost always ignored. I don't think every card needs to completely transform the game every time to have value.


I also think that it is too automatic. If I did play my 5 Grand Markets and only need 2 Buys, I will automatically buy the Event four times. It has little impact on my strategy, those 5 GMs are good independent of whether they produce 10 Coins or 12 Coins.

That's the idea. It converts extra buys into coins. The impact it has on strategy is to make buying those cards with +Buy a better proposition. As I said before, it would have little impact on the already-powerful Grand Market, but a much bigger impact on some other cards. Also, with the single copy of the State there is a little strategy in deciding whether to spend that last spare Buy and risk having that $0.5 stolen.

 3 
 on: Today at 04:13:02 pm 
Started by Eevee - Last post by Swowl
PLAY -> SOLDIER -> PASS

 4 
 on: Today at 03:13:58 pm 
Started by Fragasnap - Last post by alion8me
Thank you for pointing this out.

I was curious to see how strong this strategy actually was so I added my card to the Geronimoo sim and tried it out. The $2-cost version is crazy fast. Playing around with it it seems like costing $4 makes the monolithic strategy comparable with some of the basic "big money + x" strategies - which seems to prevent that problem. I'm also pretty sure that the card is still buyable in the non-monolithic case, too - the only reason it cost so little in the first place was because I thought I could get away with it but that clearly isn't true.

The update is reflected in my original post.
That's an improvement for sure. It still has very powerful combos, say with Watchtower. That is probably fine, as Watchtower is all about enabling such combos. But it also works super well with any $0 Event, and whereas the Watchtower thing feels like a cool combo, this feels more like an exploit.

Not sure how to fix that though. It would be good if it forced you to spend the Buys on cards, but there is no elegant way to do this. A radical modification might be "+1$. You may gain a Copper for +2 Coffers", but that disqualifies it and also makes it less interesting.

Yeah, this also seems like a problem to me.

After some consideration I decided that adding "In games using this, when you buy a Landscape, +1 Buy." to the card is probably the best way to go. I think it produces interesting effects sometimes while never leading to super monolithic strategies, and hopefully isn't too complex.

 5 
 on: Today at 01:41:04 pm 
Started by Fragasnap - Last post by segura
Yes! There have definitely been times where I have ended up with lots of Buys and little money and wished there was some card/landscape/mechanism that would let me convert one to the other. (This probably says more about my ability than about the game's design, but still...)

Originally it was just an event (called Buying Power) that cost $0 and gave +$1, but I think that is too good a trade (or rather, it makes some cards like Market Square too good). This is how I tried to make a Buy worth approximately $0.5.

Here is the Event:



And the two-sided State it comes with:





BUYING POWER
Event
$0
If you do not already have it, take the State called Bull Market or Bear Market; whether or not you took it, flip it over.

BEAR MARKET
State (side 1)
Setup: In games using Buying Power, place one copy of this on the table with this side up.

BULL MARKET
State (side 2)
When you flip this over to this side, +$1.
Except for the first time this is bought, it is „convert 2 Buys into 1 Coins“. Unless the opponents have no extra Buys in their decks, you will never ever buy this only once in your turn and thus help your opponents.

The problem of this concept is that it is either too good or too weak. All the four (did I forget one?) cantrips that yield Buys become significantly better whereas it matters little for all other cards. I also think that it is too automatic. If I did play my 5 Grand Markets and only need 2 Buys, I will automatically buy the Event four times. It has little impact on my strategy, those 5 GMs are good independent of whether they produce 10 Coins or 12 Coins.

 6 
 on: Today at 01:30:18 pm 
Started by Fragasnap - Last post by mutated
Yes! There have definitely been times where I have ended up with lots of Buys and little money and wished there was some card/landscape/mechanism that would let me convert one to the other. (This probably says more about my ability than about the game's design, but still...)

Originally it was just an event (called Buying Power) that cost $0 and gave +$1, but I think that is too good a trade (or rather, it makes some cards like Market Square too good). This is how I tried to make a Buy worth approximately $0.5.

Here is the Event:



And the two-sided State it comes with:





BUYING POWER
Event
$0
If you do not already have it, take the State called Bull Market or Bear Market; whether or not you took it, flip it over.

BEAR MARKET
State (side 1)
Setup: In games using Buying Power, place one copy of this on the table with this side up.

BULL MARKET
State (side 2)
When you flip this over to this side, +$1.

Wording suggestion for Buying Power, using Misery ("If this is your first Misery this game, take Miserable. Otherwise, flip it over to Twice Miserable.") as a template:

If this is your first Buying Power this game, take Bear Market. Otherwise, flip your Market state over.

There may be a way to make the names make more sense, or make the "Market state" term more clear, but that reads better to me.

EDIT: I didn't realize that there is only one copy of Bear Market/Bull Market. In that case, may I suggest:

If you don't have Bear Market or Bull Market, take it. Otherwise, flip it over.

 7 
 on: Today at 12:45:51 pm 
Started by Dingan - Last post by Jeebus
The Throne Rooms that play at least 1 duration card and changes the duration effect (like doubling it) stays out. Throne Rooms that only play Throne Rooms get discarded.
The same goes for King's Court and Procession.

That used to be correct, but the rule was changed some years ago. The part about TR not playing a Duration is true; it doesn't stay in play. But TR that plays a Duration always stays as long as the Duration does. It doesn't matter whether the TR has any extra effect on the Duration. So TR + Tactician always stays with the Tactician. The same goes for TR + Gear when you don't set aside cards the second time, etc, etc.

 8 
 on: Today at 09:44:04 am 
Started by EFHW - Last post by EFHW
Night

 9 
 on: Today at 09:41:43 am 
Started by EFHW - Last post by infangthief
The corner's been taken, and the ball got cleared down the field to EFHW's strikers. She can't miss, surely?

 10 
 on: Today at 08:31:10 am 
Started by EFHW - Last post by Eevee
sunset: 1

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