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Messages - Bron

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1
Variants and Fan Cards / Re: Mine variants
« on: August 07, 2013, 12:45:42 pm »
how about: ... when you gain this and you don't have a copper mine set aside, return it back to the suply; otherwise set it aside ...

2
Rules Questions / Re: Guilds rules?
« on: June 15, 2013, 08:00:31 pm »
The Pirate Ship card doesn't tell you to put the coin tokens on the Pirate Ship mat. It just says "take a Coin token", same as what Baker says.

Oh.. I haven't even noticed that. That is a big fail. So I have checked rules explanations and at least there is specifically writen that pirate ship interacts only with pirate ship mat.

3
Variants and Fan Cards / Re: Overpaying for Anything!
« on: June 15, 2013, 07:37:58 pm »
Yes, you will first buy a bread and then jump, and all the overpaying happens after the buy (before the gain).
Thank you.

4
Variants and Fan Cards / Re: Overpaying for Anything!
« on: June 15, 2013, 02:09:01 pm »
No. That's the way the official cards are worded, too.
But on those cards you first buy something and then you do something else. Like when you buy victory card gain gold. You first pay, then buy victory card and then you gain gold.

You now want to buy something, then reveal something then go back and during that buy do someting - overpay.
At least as I understand it overpay occurs during the buy not after buy.

If my thinking is correct, then you want to interupt that buy like Trader interupts gain. And Trader is worded "would gain"

Maybe the problem is with my understanding of english (I'm not a native speaker)

If someone would told me: When you buy a bread jump. I will first buy a bread and then jump, not during the act of buying - is that corret?

5
Variants and Fan Cards / Re: Overpaying for Anything!
« on: June 15, 2013, 11:53:06 am »
Builder
$3 Action - Reaction
+$2
__________
When you buy a card without an overpay effect, you may reveal this from your hand. If you do, you may overpay for it. If you do, +1 Buy.

I know that this is not important, but don't you need to word it like: When you would buy ...
Or in other words isn't it already too late to try to overpay for something that is already bought?

6
Variants and Fan Cards / Re: Overpaying for Anything!
« on: June 15, 2013, 11:40:09 am »
Especially for new players it is very frustrating to amass $20 and then buy just one province, since they have no +buy. One can feel really bad about it. Here is my solution.

Enjoy!
$0 action
You cannot buy or gain this card.
-----
Setup: During this game all players can overpay for cards and feel good about it. The more they overpay the better they can feel.

7
Rules Questions / Re: Guilds rules?
« on: June 15, 2013, 11:25:55 am »
Hmm, I notice that the Guilds rules say specifically that coin tokens earned with e.g. Baker can't be put on your Pirate Ship mat, but it doesn't say that coin tokens earned with Pirate Ship can't be spent like any other coin tokens. I assume this is an oversight in the rule-book editing process.

Still, it does mean that, retroactively, Pirate Ship is now a card whose effect is different from what the card actually says.

I believe that everything on mats is totally inaccessible without special card effect; e.g. island makes you put something on island mat and then make you take it back at the end of the game or native village lets you put or take, but otherwise you cannot do anything with it. And I think that coins from pirate ship are on pirate ship mat, right?

8
Dominion: Guilds Previews / Re: Card Photos
« on: June 14, 2013, 07:56:15 am »
In case someone missed it - Guilds are already on GOKO :-P

9
Variants and Fan Cards / Re: Overpaying for Anything!
« on: June 14, 2013, 07:31:16 am »
Seems like a lot of text for what essentially amounts to +1 Buy in most cases.
It's more like *2 Buys, but only one copy of it counts. So it should be useful in situations where you need to piledrive something. I'm not sure I like the card but I wouldn't say that it's effectively the same as +1 Buy.

10
Variants and Fan Cards / Re: Overpaying for Anything!
« on: June 14, 2013, 06:03:55 am »
Seems that it will combo with Contraband, because it will mitigate its negative effect.

11
Dominion Articles / Re: Combo: Hermit/Madman + Market Square
« on: June 12, 2013, 06:13:41 pm »
I think you should probably turn the extra Hermit into a Madman. You don't need the fifth Province, but an extra Madman makes getting two in the same hand more likely to happen and the occasional fizzling despite having two Madmen in the starting 5 less likely to happen.
Maybe - but i wanted to stress the other point - that having X+3 madmen and X+1 trashers is not a waste of that one trasher. That example I used was to explain how to implement it. But let us also consider this. Suppose that I have 5 madmen and 3 hermits and I plan to turn one more hermit into madman and suddenly two of my madmen collide; I think I should use the opportunity.

You can have simillar situation with 6 madmen, 4 foragers and 5 market squares. You can argue the It would be better to have one more market square instead of that forager, but maybe market squares were contested ...

Ok I have to admit that going with only 5 madmen is risky since there is a chance of not drawing your third madman when you start with hand with 2 of them. But such scenario was suggested by OP: 5 madmen + 2 hermit.
I'm just saying that if you can add one more, go ahead.

What I was not able to investigate during my tests is that when I skip that 8th hermit buy/gain will that make the combo kick in sooner or later?

12
Dominion Articles / Re: Combo: Hermit/Madman + Market Square
« on: June 12, 2013, 04:15:03 pm »
Very nice combo!
I'd like to add a comment about the odd number od hermits. Herowanabe basicaly claims that you should have:
3+X madmen
X trashers (Hermits)
and that one aditional trasher is for nothing. I do not agree - one can exploit it one bit further with X+1 trashers.

Let's consider a model situation where you have 5 madmen, 3 hermits, 4 market squares, 7 coppers and 3 estates
Start by playing 3 madmen to take remaining cards in hand (as usual), then use the trick twice, while gaining market squares and you end up with hand consisting of 1 hermit, 6 market squares, 7 coppers, 9 golds and one estate (as usual + that one hermit)
And now you can trash the last estate (gain silver) discard 2 market sqares and safely draw the discard pile with remaining 4 market squares and you end up playing
all 7 market squares, 11 golds, 1 silver, 7 coppers to finally have $42 and 8 buys - enough to buy 5 provinces and an estate

so that one more madman was able to add $8 (2 golds+silver) for the fith province

13
maybe one trivial note: if there is somene like me who has a problem with recognizing cards only by names, you can copy-paste them into isotropic's "required cards" and start a solitare game, I think it helps.

14
Variants and Fan Cards / Re: Dominion: Enterprise
« on: December 09, 2012, 05:26:49 pm »
But often people would say that if X beats Y then X fares better against Z then Y would. This is often not true but I think that it is a reasonable starting point. So if you want to compare BM+Inventor against some (average) strategy X you can do BM+Inventor vs. BM+Smithy and extrapolate from your "intuitive" knowledge of BM+Smithy. In this sense it is reasonable to prohibit BM+Inventor from buying Smithy since against X it need not be available.

Does this make any sense?

15
Variants and Fan Cards / Re: Dominion: Enterprise
« on: December 09, 2012, 04:07:45 pm »
I just found out that maybe Exchange has a problematic wording: Trash this .... For each trashed card gain ...  Does this mean that I get $7 card?

One question: Isn't BigMoney + Inventor (where you always buy it at $5 and maybe sometimes at $6) very strong strategy?

16
Variants and Fan Cards / Re: Town Commons (another shared resource card)
« on: December 06, 2012, 07:27:28 pm »
Are the cards on the common mat public knowledge or not ? Do you choose which cards you take from the mat or you take last three?  I guess that it is the first option for both questions, I just wanted to be sure.

17
Variants and Fan Cards / Re: Exchange: a one-shot trash-for-benefit
« on: December 03, 2012, 02:33:32 pm »
Hmm, good points, Bron. Thanks for the feedback!

If the current version appears weak after further playtesting, I'll definitely consider making changes. It would be...convenient...if it were to cost $5, though. How does this version strike you?

Quote
Exchange
Types: Action
Cost: $5
+1 Action. Trash this. Trash 2 cards from your hand. For each trashed card, gain a card costing up to $2 more than it, putting the gained cards into your hand.

It basically just takes your idea and doubles it.

I like it. One feature to be aware of, while playtesting, is that you can with little opportunity cost trash province and gain province, thus speeding the game when you are ahead. Ok you can do it even with the first version, but the opportunity cost seems much higher; and also there are other cards that allow this (Salvager, Remodel) but those are terminals.

Oh, I somehow didn't saw that clause. Maybe you should let it out because this is what makes the card more interesting.
But now it seems pretty weak. Maybe if you add: "You might gain a card costing up to $3" or "You might gain a Silver".

This is also interesting, you mean gain, or gain in hand?

18
Variants and Fan Cards / Re: Exchange: a one-shot trash-for-benefit
« on: December 03, 2012, 10:34:41 am »
I think that it is a nice idea, but the main problem that I think it will have is the cost, but of course playtestng can prove me totally wrong. Here is my reasoning.

trashing a good card: You are trashing $5 card and $x card to gain $x+3 card to replace that $x card in hand so still reduces your hand size (but that is ok). So you have overpaid yor card by $2 - why would you do that?
   - to split the cost into lower costs, but that holds only if you are gaining card costing at least $6 (otherwise you could have just bought that card instead of Exchange) but often it is only gold.
   - to postpone your decision about what you want ... well this feels little anti-strategic
   - later flexibility of the deck + mitigating bad shuffle luck ... this doesn't seem to be strong enough for $5 card

trashing a junk: well this seems unreliable and too slow.

The thing is that even though I think that the cost $5 is too high I suspect that $4 can be too low, yet having such one shot expand as a possible opener seems nice. Maybe you can also try weaker and cheaper card - so it will be "faster".

Exchange
Types: Action
Cost: $3 ($4)
+1 Action. Trash this. Trash a card from your hand and gain a card costing up to $2 more than it that is not an Exchange, putting the gained card into your hand.

I look forward to the second version of your expansion.

19
Variants and Fan Cards / Re: Force barrier
« on: December 02, 2012, 09:16:19 am »
What about
...
Draw until you have 4 cards in your hand; or put this card on top of your deck.
...

This should "fix" the mentioned issues whithout changing the "spirit" of the card.

So, leave the reaction as is but have it only draw up to 4, without +action?

This card is very weak.  "Draw up to 4" draws 0 cards from a starting hand of 5.  And it's terminal.  It is OK against attacks, but if there aren't any attacks then it would be a liability.  Not even neutral.

Non-terminal draw-to-4 might be a better fix.  Or terminal draw-to-5 (or maybe even 6).
shame on me - I'm too lazy; I meant to only change 5->4 so the +1 action and reaction part would be the same so non-terminal draw-to-4.
...
3. the same, but in the cost of 5$. Though, the 5-cost cards are the elite one and I'm not sure, if it's even possible to compare Force Barrier to Wharf, Mountebank or others.
...
I think that all issues will remain at $5; i.e. it won't help in this case.

20
Variants and Fan Cards / Re: Force barrier
« on: December 01, 2012, 07:01:27 pm »
What about
...
Draw until you have 4 cards in your hand; or put this card on top of your deck.
...

This should "fix" the mentioned issues whithout changing the "spirit" of the card.

21
Variants and Fan Cards / Re: Redistrict: a one-shot mass Remodel
« on: November 30, 2012, 06:07:24 pm »
I think that the second version is very interesting :)

22
Variants and Fan Cards / Re: Potion-cost upgrading?
« on: November 28, 2012, 08:42:16 am »
You can already do Estate->Remodel->Gold... with Remodel. :P Yeah, gaining cards with the University in the interim is a bonus, but that kind of perk is not out-of-line for $XP cards compared to $X+2 cards IMO (consider the stacking of Alchemist vs. Laboratory, or the non-terminal nature of Familiar vs. $5 cursers)...

Sure, but that is slow, since remodel is terminal and you cannot do it with uprgrade that is much closer to what I proposed - $3P vs $5 upgrades itself into gold and it is (almost) cantrip.

edit: I think that it is already somewhat stronger than upgrade because of gaining "up to" and also adding P to cost is roughly adding $2, even though more limited so the usefulness is situational.

23
Variants and Fan Cards / Re: Potion-cost upgrading?
« on: November 27, 2012, 06:37:35 pm »
(Well, six counting this one)
Yes the point is to be able to "remodel" this card into something useful. To be able to remodel $2P into $6 seems to be too powerful since you'd be able to do estate->university->gold. Of course it can be something like $xP-> $(x+3) but I haven't found simple wording.

edit: and to me it seems fun to have an "unbreakable" barrier $2P - well unbreakable by this card.

24
Variants and Fan Cards / Re: Potion-cost upgrading?
« on: November 27, 2012, 05:21:59 pm »
What about

Action $3P
+1 card
+1 action
Trash a card from your hand. If the trashed card costs at least $3P, gain a card costing up to $6, otherwise gain a card costing up to P more than the trashed card.

 - You can "remodel" curses into coppers, estates into $2 or $2P actions, Silver into Gold in two steps.

25
Variants and Fan Cards / Re: Dominion with betting
« on: November 14, 2012, 02:54:00 pm »
1) I think that it does nothing odd in my proposed variant A.
2) Of course if offering draw is optimal for one then declining is optimal for the other, but if all players would play optimally they would always play the same strategy and the game would be pointless - the thing is that it requires a skill to assess how good is the choice I have.

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