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 1 
 on: May 30, 2024, 08:40:37 pm 
Started by Jesster - Last post by Awaclus
Inherited Capital (6) + Cursed Gold (3) + Copper x3 (3) + Coffers from Baker (1) = $13.  Just shy of buying Dominate (unless I missed some other mechanic that could give us 1 more coin in the opening turn without using up an event/landmark/project/way/trait slot).

Actually, I did miss such a mechanic.  Add Importer to the kingdom with the League of Bankers Ally.  Now we get:
Inherited Capital (6) + Cursed Gold (3) + Copper x3 (3) + Coffers from Baker (1) + League of Bankers w/ 4 starting favors from Importer (1) = $14.  First turn Dominate buy is possible!

The more interesting question is how many Dominates you can buy on the first turn.

Um... one?  If you're thinking of doing tricks with Populate, I don't think its possible with Dominate on the board.  Cursed Gold/Baker/League of Bankers gets you to $9 first turn which is one short of the 10 you need for Populate.  To buy Populate first turn, you need the help of another unbound landscape to get you to 10, and that's not possible if Populate and Dominate are taking up both slots.

You don't need Populate. I just bought 44 Dominates on turn 1 with this kingdom:

Fortress, Priest, Villa, Animal Fair, King's Court, Squire, Tracker, Importer, Watchtower, Cavalry, Family of Inventors, Dominate, Advance, shelters


The basic idea is to use Family of Inventors to make Cavalry cheap and KC cost $6 (for Advance), use a Squire to get started with extra +buys, reroll your starting hand until you have Necropolis in it, and use Advance and your coins to get Cavalries to draw everything in the start. Once you have a Fortress, you can get anything you want without having to pay coins for it, and once you have played some Priests, getting the stuff you want generates you coins. Watchtower in hand + Fortress can turn +buys into +cards after the Cavalries are all gone, and I used Horses a bit for draw too. Watchtower for draw is kind of annoying because it eats up Villa supply super inefficiently, but I did that too.

The game ID for my exact plays: 145365380

This was just a quick lazy attempt, I bet it can be improved massively even by just playing the exact same kingdom better and there might be a better kingdom too since this is just literally the first one that I came up with by modifying the entire-supply-gaining kingdoms a bit to make the general idea work with just one Event. I suspect the biggest improvements might be to use more Horses and fewer Watchtowers for draw, and to optimize the order in which you buy things around when you first start to have meaningful choices.

 2 
 on: May 30, 2024, 08:24:26 pm 
Started by Jesster - Last post by Tiago
Inherited Capital (6) + Cursed Gold (3) + Copper x3 (3) + Coffers from Baker (1) = $13.  Just shy of buying Dominate (unless I missed some other mechanic that could give us 1 more coin in the opening turn without using up an event/landmark/project/way/trait slot).

Actually, I did miss such a mechanic.  Add Importer to the kingdom with the League of Bankers Ally.  Now we get:
Inherited Capital (6) + Cursed Gold (3) + Copper x3 (3) + Coffers from Baker (1) + League of Bankers w/ 4 starting favors from Importer (1) = $14.  First turn Dominate buy is possible!

The more interesting question is how many Dominates you can buy on the first turn.

Um... one?  If you're thinking of doing tricks with Populate, I don't think its possible with Dominate on the board.  Cursed Gold/Baker/League of Bankers gets you to $9 first turn which is one short of the 10 you need for Populate.  To buy Populate first turn, you need the help of another unbound landscape to get you to 10, and that's not possible if Populate and Dominate are taking up both slots.

https://forum.dominionstrategy.com/index.php?topic=17800.msg841171#msg841171

 3 
 on: May 30, 2024, 07:10:41 pm 
Started by Jesster - Last post by Jesster
Inherited Capital (6) + Cursed Gold (3) + Copper x3 (3) + Coffers from Baker (1) = $13.  Just shy of buying Dominate (unless I missed some other mechanic that could give us 1 more coin in the opening turn without using up an event/landmark/project/way/trait slot).

Actually, I did miss such a mechanic.  Add Importer to the kingdom with the League of Bankers Ally.  Now we get:
Inherited Capital (6) + Cursed Gold (3) + Copper x3 (3) + Coffers from Baker (1) + League of Bankers w/ 4 starting favors from Importer (1) = $14.  First turn Dominate buy is possible!

The more interesting question is how many Dominates you can buy on the first turn.

Um... one?  If you're thinking of doing tricks with Populate, I don't think its possible with Dominate on the board.  Cursed Gold/Baker/League of Bankers gets you to $9 first turn which is one short of the 10 you need for Populate.  To buy Populate first turn, you need the help of another unbound landscape to get you to 10, and that's not possible if Populate and Dominate are taking up both slots.

 4 
 on: May 30, 2024, 02:55:45 pm 
Started by segura - Last post by Tiago
:)
Quote
Town Fair • $4  • Project
At the start of your turn choose one:
  +1 Gofer;
  or discard two Gofers for +1 villager;
  or discard two Villagers for +1 Coffer.
:)
Quote
Gofer • Mat
During your Buy phase, before you buy anything, you may remove tokens from this for +1 Buy for each.
:)

Strictly better than Fair.

 5 
 on: May 30, 2024, 01:38:36 pm 
Started by LastFootnote - Last post by D782802859
Count without the drawback choices is a lot less interesting.

 6 
 on: May 30, 2024, 01:13:46 pm 
Started by segura - Last post by BryGuy
:)
Quote
Town Fair • $4  • Project
At the start of your turn choose one:
  +1 Gofer;
  or discard two Gofers for +1 villager;
  or discard two Villagers for +1 Coffer.
:)
Quote
Gofer • Mat
During your Buy phase, before you buy anything, you may remove tokens from this for +1 Buy for each.
:)

 7 
 on: May 30, 2024, 12:50:56 pm 
Started by segura - Last post by segura
Design something with Buy tokens.

 8 
 on: May 30, 2024, 11:03:40 am 
Started by Zoyarox - Last post by Zoyarox
Contest Results


Thanks to everyone participating! You've come up with nice cards, some very chill and some interesting ice breakers!

I will keep my judging as concise as possible. I've playtested each card in 2-3 different kingdoms.

Here are my thoughts:


===


Tiago's Frozen Lands (not an actual entry)

I've played this card before it's been removed as an entry, so why I might as well share my thoughts about it too:
As said by Jonatan Djurachkovitch, this is a better Duchy. You usually buy Duchies in the late game and that's where Frozen Land's shines and even surpasses them.
The idea of a reverse Distant Lands was very nice!
In general, it's fun to play with, too. But it wouldn't make an official set I suppose.


===


BryGuys' Ice Smithy

Due to the reaction, they synergize with each other. That's nice, especially when you've run out of actions.
"+4 Cards"-cards aren't easy to balance, but that's where the of Ice Tokens come into play and safe the day.
The card is very good with big money or, of course, if you have enough Villages. Felt almost too good for $3.
It picks up the theme of discarding for benefits and reactions in general.
It's overall nicely balanced, has decent versatility, and most importantly made great (balance) use of ice tokens.
I wholeheartedly agree that the wording "Freeze-2" was and is confusing. Also, everyone seemed to publish their own take on the Ice Token wording.


===


Tiago's Avalanche

This was good! Even in the early turns, getting rid of 2 Estates for 5 (!) turns was great.
Given enough Buys, it was very decent in the late game, too, locking away your Provinces and thus securing you cleaner hands for the final turns.
As with most Events, it didn't come into action too often. I took it as sign of the card being well balanced.
It cleans up your turns (turns become more fun), helps you recover in scenarios like when you've been Cursed to the northpole and back (as long as you buys it early enough, you still need $4 after all), and this Event was always worth a thought to buy, though never the obvious answer.


===


grep's Ice House

At first, the wording wasn't clear. "Your card" being understood as "any of your cards", as in "if any ever thaws while this in play this and next turn". I believe this needs the a different wording to work as (possibly) intended. Anyhow, I playtested both versions, once it became apparent that it's not good:

v1 (leaves play on second turn): Felt weird, the "put it into your hand" effect barely triggered, unless you had a lot of Ice Houses. (Maybe you were supposed to build a village of Ice Houses?) With more of these it became fun, once the effect actually hit. So let's talk about...

v2 (see my suggested wording below): This was better. Nice effect. Stow away bad cards to line up with your trasher, stow Actions you couldn't/wouldn't be able to play this turn, or send the surplus Treasure you had into another turn where you'd make better use of it. I'd thus rate this full stars for versatility. Fun was okay, it slowed the game down; having to set aside, place Ice Tokens, remove Ice Tokens from previous cards, and putting cards back into your hand, especially once you got 3 or so going – which was amazing if you had!
The shifting cards around is still okay I suppose. Overall, the card itself felt a bit too slow. After 3 games I felt like a simple "+1 Card" might fix that.

New suggested wording (including +1 Card):
Quote
+1 Card

Now and at the start of your next turn: Freeze a card from your hand with 3 Ice Tokens (on this).

Until any remain, when you remove the last Ice Token from a card you have in play, you may put it into your hand.

Note: This opens up interaction with other potential Ice Token effects, like putting Ice Tokens on cards that already have some on them, essentially prolonging Ice Houses effects. I think this "loophole" would make Ice House only more interesting.


===


segura's Migrants

This was way better than expected. It's a gainer with benefits, thus costing $4. The price seemed nicely balanced with the effect. Gain something strong? Sure, but with a delay. Gain something cheap? Have this compensation.
The card was fun, always gave you choices (Favors? Or strong card? Or just one for $3 now, so it hits my shuffle?), and interacts with the other players.
This is just a nice card, and testing showed that all card prices were viable and balanced. Only gaining Golds with this wasn't the best choice.
At first it looked too wordy/complicated with the $'s. But it's proven easier than expected.
As always with Favors, it heavily depended on the Ally in play. You'd have to play this 3 times and gain 3 almost junks cards, just to activate Allies like Circle of Witches just once. Use 3 actions to play, gain 3 Razes into your deck, just so you can curse everyone once? When you could instead have gotten 3 Golds? Hm.
If you could've gotten Estates + Favor with this, it'd have been nice, especially late-game.

Overall, very good and fun card! If I had to improve it, I'd change the wording, to make it less daunting and the effect nicer:
Quote
Gain a non-Victory card costing up to $6.
If it costs $3 or less: +1 Favor.
Otherwise, Freeze it once per $1 it costs more than $3.

More thoughts: Bump it up, have it cost $5, and maybe able to gain Victory cards? Then limited to gaining cards costing up to $5?


===


fika monster's Snow Golem
Snow golem
Night
5 cost

Choose 1: Freeze the top 3 cards of your deck 2 times; or freeze your hand 2 times.
-
In games using this, when you remove the last freeze token from a card, if it’s an action or treasure card, play it.
This was plain nice.
First choice: Whatever is frozen has a benefit to you. Junk stays out 2(-3) turns, good cards will be played for free afterwards. It's basically +3 Cards, and then most often +1-2 Actions. Awesome when there isn't much +Action on the board.
Second choice: Freezing a good hand (like Plan) is nice, i.a. as just described, freezing a bad hand is also. Have your pick.
Fun card, versatile card, brings the Night type nicely to the table, and uses Ice Tokens nicely. Well-balanced, too.


===


emtzalex's Arctic Adventure

Another great and final entry to this contest. Loots are not only priced at $7, but can usually gained for this price tag also. Though hard to calculate (as with official cards), this looks like its fitting the bill. Gain a Loot for $4, if you have too many Actions left in your hand, you make use of them now.
In playtesting, you could spam this whenever you hit $4, of course. But it also set you back substantially, as you only profit in 5-6 turns from it. In that time, others can trash, junk, and advance their deck in other regards.
Not much too say, this is also a nice Event, that's not always the answer. You can gain Loot early, which is awesome. It's still worth buying later, as you might have Action cards left and can make use of them this way. So this Event never seemed redundant!


===


Results

All entries were awesome and fun to play with. Picking a winner is difficult.

But the ceremony calls for its established routine, thus – considering all criteria for this contest – I give you...

Runner-ups: Tiago's Avalanche, BryGuys' Ice Smithy, emtzalex's Arctic Adventure, fika monster's Snow Golem, grep's Ice House (yes, all of you :D)

Winner: segura's Migrants


Congrats!

And once again, thanks for participating!

 9 
 on: May 30, 2024, 10:55:46 am 
Started by Jesster - Last post by Tiago
Inherited Capital (6) + Cursed Gold (3) + Copper x3 (3) + Coffers from Baker (1) = $13.  Just shy of buying Dominate (unless I missed some other mechanic that could give us 1 more coin in the opening turn without using up an event/landmark/project/way/trait slot).

Actually, I did miss such a mechanic.  Add Importer to the kingdom with the League of Bankers Ally.  Now we get:
Inherited Capital (6) + Cursed Gold (3) + Copper x3 (3) + Coffers from Baker (1) + League of Bankers w/ 4 starting favors from Importer (1) = $14.  First turn Dominate buy is possible!

The more interesting question is how many Dominates you can buy on the first turn.

Or how many times you can get the VP. (It's more than 8 because of Ambassador-Changeling.)

 10 
 on: May 30, 2024, 10:45:11 am 
Started by Jesster - Last post by Awaclus
Inherited Capital (6) + Cursed Gold (3) + Copper x3 (3) + Coffers from Baker (1) = $13.  Just shy of buying Dominate (unless I missed some other mechanic that could give us 1 more coin in the opening turn without using up an event/landmark/project/way/trait slot).

Actually, I did miss such a mechanic.  Add Importer to the kingdom with the League of Bankers Ally.  Now we get:
Inherited Capital (6) + Cursed Gold (3) + Copper x3 (3) + Coffers from Baker (1) + League of Bankers w/ 4 starting favors from Importer (1) = $14.  First turn Dominate buy is possible!

The more interesting question is how many Dominates you can buy on the first turn.

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