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Messages - Titandrake

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1951
Oh hey, I was right about my card. I forgot to vote, but it wouldn't have mattered.

The effect of Bartender feels sort of strong. It drops off much more late game (assuming you don't buy a 2nd or 3rd potion), but early on you could probably get a potion consistently if you discard everything except Silver. So it's pretty much a Curser early on.

Although this isn't necessarily a strike against the card, it counters itself pretty well. If Militiaed, draw back up. If Cursed, then the discard gives you a chance to get good cards.

1952
So the lesson here is, don't design cards at 2 AM because you make silly cards. At the time, Mica seemed really funny. Now, not so much. At least it got 2 points.

1953
Dominion General Discussion / Re: Homage to the Best Card
« on: August 15, 2012, 07:19:21 pm »


1954
Game Reports / Re: A lesson in watching your piles.
« on: August 14, 2012, 06:37:00 pm »
Ends the turn quicker if you have +Buy left over. Or too lazy to click end turn button. Or both.

1955
Variants and Fan Cards / Re: Recursive Victory
« on: August 13, 2012, 02:15:04 pm »
1 VP for $4
3 VP for $5
5 VP for $5
7 VP for $6
9 VP for $6
etc.

So it's as least as cost efficient as Duchy starting from the 2nd copy, and more cost efficient than Colony from the 3rd. Admittedly, you need 4 copies or more to want it over Duchy, but it still scales far too quickly. Basically, the problem is that I don't see a reason why you would ever want to buy a Province while the pile isn't empty.

1956
Variants and Fan Cards / Re: Really bad card ideas
« on: August 12, 2012, 05:14:56 pm »
How To Carry a Theme Too Far
Action - Attack - Reaction
Cost: $1
+1 Card
+1 Action
+$1
+1 Buy
+1 VP
Discard 1 card.
Each other player discards 1 card.
Each other player gains 1 Curse.
Whenever another player plays an Attack, you may reveal and set aside this card. If you do, at the start of your next turn return this to your hand and gain 1 copy of this card to your hand.

1957
We should have an 8 player game! Because it's the most Iso will support!

1958
Dominion General Discussion / Re: Official Version Launching 8/16?
« on: August 11, 2012, 03:02:59 am »
I wouldn't have an issue with it if it followed the current rule of "Slowest speed takes priority." So no animations is highest speed, but if someone has animations on then you have to wait for animations. It's annoying I admit, but it's probably the only way to work it in while keeping animations for people who like them.

1959
I think once you're on the ballot, you can't withdraw. Just in case some votes are conditional on certain cards existing. E.g., someone might vote for the $1 cost +$2 over the $2 cost, and if the $1 cost didn't exist they would vote for the $2 cost because the idea is silly enough to vote for. Who knows

1960
The Dark Ages cards so far are yelling "HEY BUILD AROUND ME, I CAN BE THE CENTERPIECE", and the card design contest cards are saying "Oh hey, so I can fulfill this role in a strategy you're familiar with."

It's hard to make interesting cards that aren't horribly broken and impossible to cost :(

1961
Puzzles and Challenges / Re: Dominion Puzzle Hunt?
« on: August 09, 2012, 07:58:45 pm »
There's also the logistics of when/how to run it, considering that there is a massive range of time zones here. Still, that's certainly possible to account for, and it doesn't really matter since I assume this is primarily for fun. So each team doesn't necessarily need to start at the same time, since who cares? If teams really want to compete, I suppose there could be a timer to measure how long the team took to finish the puzzle hunt.

Hm. I suspect that B is possible. I can't really help with C. But A is the question that actually matters.

EDIT: @Grujah, an example is at http://forum.dominionstrategy.com/index.php?topic=1449.msg23524#msg23524. The puzzles probably won't be nearly as difficult.

1962
If you open +2 Card, +$2, Discard 2, you get $6 as long as you draw 4 Coppers in a hand of 6. That means as long as you don't end up with all 3 Estates, you get guaranteed Gold. If you have Silver, the odds go up even more, and you could probably get a $7 cost T3/T4 fairly regularly. Think of how Embassy technically only gives you +2 Cards, not counting Embassy itself leaving your hand, and yet it's insanely good because of filtering.

1963
I almost decided to submit Emerald this round. I mean it's so tempting! :P

1964
Dominion Articles / Re: Attacking the Key Cards
« on: August 09, 2012, 04:45:48 am »
Seconding that comment, I thought it would be about the importance of rushing, which is an article I've always sorta wanted to write but was far too short to be one, and I didn't feel experienced enough. But yeah, going into a game with a plan is always important. And not like "Oh I'll do Smithy-BM, whatever". More like..."Smithy is in the kingdom, but first I'll check if there's +Action/+Buy/attacks that slow me down/etc, and if nothing dissaudes me then I'll do BM." Accounting for potential problems, or deciding that BM is fast enough to win, rather than just playing BM and hoping it'll work. I'm phrasing this kinda badly.

(Small tangent: By "rushing", I mean the importance of winning certain splits. In a Minion/Hunting Party game, the person who wins the Minion/Hunting Party split often wins the game. Even if in the short run they have forgoed other key cards, in the long run the momentum of 6 Hunting Parties vs 4 will just crush the player with 4. The more subtle case is the engine case when there's only one source of +Actions on the board. Winning the Village split 6/4 or 7/3 will win you the game, as long as the game lasts long enough for you to capitalize on it. So on a big turn, it's okay to buy 3 Villages instead of Margrave + Village. Long run, you will draw way more cards and have way more buying power,since your opponent just won't be able to play as many terminals as you can. Anyway, this tangent was actually longer than my actual post, so my bad.)

1965
Graverobber - Okay. So it's a trash-digger, or an Action-only Expand. The Expand part looks quite good because trashing a $3/$4 cost for a $6/$7 cost is always nice. But that's the ideal scenario. Odds are, you primarily trash $2 to $4 costs for a $5 cost, and that's basically a Remodel. The trash-digging seems useful as a way to make the card not useless if you don't have an action to trash, and also as a way to funnel actions back into Graverobber. Except your opponents can take the trashed cards as well, and you might not even want the trashed actions if they would clog your deck up with too many terminals. If there's a good $6/$7 cost action, worth going for. Otherwise, it really isn't.

(EDIT: I didn't realize you could gain any card, not just an Action. Well, that makes the Expanding part better. Still, the only parts that make it better than Remodel for me is $3 cost -> Gold, $5 cost -> Province, and the Action -> Action mentioned above. I still think it won't be that good, it's more of an end-game accelerant than anything. You have to want to load up on Actions to make it useful.)

Poor House - Fun with Vault and trashing if you have +Actions. Easy to pick up with +Buy, really easy in fact. I think it'll be the Crossroads of the set: in the right kingdom, very good. Otherwise, very lackluster.

Sage - Doesn't like Big Money that much. Well, let me revise that. You can play it in Big Money, but odds are you'll find a Silver. So it acts like a Silver that cycles your deck. That might be enough to make it worth picking up actually. In engines, it's much nicer because you can skip through those Coppers and Estates to find an Action. It's difficult to use this as a tutor, since you need no cards above $3 besides the ones you want. It's sort of like Scheme, now that I think about it. Doesn't take space in your deck, but it helps with consistency. Weaker than Scheme, but not by much. And fun with a Sage - $4 terminal silver opening. Sage - Militia could be quite ugly if you get the Turn 3 Militia, Turn 4 Sage finding Militia.

Feodum - Hm. Pure Big Money gets 6-9 Silver, and BM + X gets less than that, unless you use a Silver gainer like JoaT. So, you really need ways to get Silver, but there's only so much Feodum trashing you want. Unless you have Graverobbers. It feels like a slog card where you want to stall out the game, since there's little chance of being able to rush all the Silvers you want and having the +Buy to end the game. But I'm not convinced you'll be able to get enough Silvers to make this worth it, even in the long run. Maybe with Trader, or a Dark Ages enabler. But otherwise, this will probably be used for the trashing ability more than anything else.

Cultist - Tricky. By itself, it's a weaker witch. If you choose to flood the deck with Cultists, they act as Labs, but take up your action, so it's harder to add other actions. That's some neat flavor right there. Based on the Ruins so far, Cultists are going to be good. I mean, sure they aren't -1 VP, and they can be played for minor benefit, but Cultists hand them out much better than Witches. I'm not sold on the pure Cultist deck, because like a Lab chain you preferably want +Buy. So you'll draw all these cards, including your +Buy, and then have no actions. Still, a strong card.

Ruins - They're neat, what can I say. Obviously not nearly as bad as Curses, and in some rare cases you might want to buy them if there's no +Buy in play. Bad for terminal collisions. Bad for engines too, unless you have way too many actions, which . Easier to counter than Curses, but you'll still try to hand them out most of the time.

Squire - Wow, I thought +2 Action +$1 and some other bonuses was a middle $3 card, since Fishing Village is so good. But turns out it's a $2? Well, whatever. The Attack portion depends on the kingdom obviously. Needs TFB to work well, because otherwise I don't think it's worth it to buy Squire, wait for it to collide with a trasher, and then lose your Squire for an attack that costs $5 or something. Buying silvers seems so much faster. Still, the utility of Squire is quite nice. Not the best $2, but has the utility you need. About equal to Pawn in power level.

Hermit/Madman - Trashes Estates really well. And actually, all the other "trash this card for bonus" cards from Dark Ages that we've seen. Although Madman looks awesome, not buying anything for a turn is a big tempo loss, and I'm not sold on that. Especially because Madman is one-shot. You want to skip an early turn when you have no money, but the early turns are really important for setting up your deck. The gaining might offset that, but then you're still not getting anything super great by gaining a $3 or less. I suspect it'll be used more for enabling the "When you trash" cards rather than for Madmen, unless you have enough +Action and gainers to make losing a buy worth it.

Rats - I don't know what to think of it. I mean, non-terminal trashing is nice and all, but the Rat gaining seems like it would get out of hand unless you have other trashers. Depends on what other neat stuff is in Dark Ages, the on trash benefit is nice.

Pillage/Spoils - Targetted discard hurts a lot, but the one-shot nature makes it okay. I think it'll be useful as an early $5, since the Spoils will give you a nice chance of getting a Gold. Compare to Trading Post. Not as good as TP early on, but drops off less over the course of the game.

Shelters - There isn't much point in judging them based on power level, since everyone starts out with them anyways. So the question is, how much will they change the game? Necropolis will probably change it the most, it makes double terminal openings more feasible. That's a good thing, especially for Dark Ages with the whole upgrading theme. You need lots of actions for that. Overgrown Estate is alright, but won't be a key piece. Hovel is interesting as a way to add a VP tiebreaker without gunking up the deck. Not sure how I feel about these tbh.

1966
Game Reports / I finally win a Hunting Party game!
« on: August 05, 2012, 12:39:47 am »
http://dominion.isotropic.org/gamelog/201208/04/game-20120804-213018-41ad3700.html

Long story short:

We both open 5/2. My $2 is Secret Chamber, other person's is Hamlet. At some point I realize my deck is consistent enough for me to skip Gold entirely. I win the HP split 6-4, and then the deck is stupidly consistent and rushes the Provinces before Hamlet +Buy becomes a factor.

It's a kinda boring game, but I never win Hunting Party games so I'm happy.

1968
Variants and Fan Cards / Re: Reaction
« on: August 03, 2012, 04:11:00 am »
I don't think that'll trigger in time to change the card you're getting. also really bad as a reaction to your opponent's attacks, since it gives them a free bridge. just have it do the original thing, but only come back at the start of your next turn. or discard it, whichever.
Then maybe "At the beginning of you turn, you may reveal this. If you do, all cards cost $1 less until the end of your turn."

Hm. This does remove the reaction ability though, so it's not quite the same card. It is simpler though.
Yes it is a reaction. It just reacts to the beginning of your turn.
I meant the reaction on an opponent's turn. My interpretation was that when you would gain a Curse, you would gain a card costing exactly $1 instead, but no such card exists, so you don't gain anything. Or if it was up to $1 more instead of exactly $1 more, then you gain a Copper, which is still better.

1969
Variants and Fan Cards / Re: Reaction
« on: August 03, 2012, 03:37:04 am »
I don't think that'll trigger in time to change the card you're getting. also really bad as a reaction to your opponent's attacks, since it gives them a free bridge. just have it do the original thing, but only come back at the start of your next turn. or discard it, whichever.
Then maybe "At the beginning of you turn, you may reveal this. If you do, all cards cost $1 less until the end of your turn."

Hm. This does remove the reaction ability though, so it's not quite the same card. It is simpler though.

1970
Dominion Isotropic / Re: Why do postgame logs hide information?
« on: August 02, 2012, 10:31:28 pm »
I don't remember where the post that said this is, but roughly paraphrasing dougz, the postgame logs are generated by taking bits and pieces from the two ingame logs. On your turn 1, it takes the section from your opponents view. On their turn 1, it takes the section from your view. And so on. By doing this, the log is created as the game goes along. So in actuality, there are really only two logs. The one for you, and the one for the other guy/girl.

That's why you can see stuff for Lookout, but not for card draw. Everyone can see what you discard, so that section of your opponent's log will record it. To make the log full, dougz would have to add specific code that would record all information to a third log, and for one reason or another dougz doesn't want to bother.

1971
I technically shouldn't post here, but it's not fun to lurk this thread when no one has a clue what's going on. Mind you, I don't really know either, but I haven't seen too many "let's figure out the format" posts.

Disclaimer: I'm not in this game. Modconfirmed and all that. All of the below is my speculation. I don't know the format. You don't have to believe any of this, especially if you think that I'm just posting this to misdirect everyone playing enough that I will be the only victor of Bastard Mafia IV and WOOPS DID I SAY THAT OUT LOUD, DISREGARD ALL OF THAT. Have I told you that I'm most definitely not trying to do that?

---

There are two simultaneous games. No one is alive in both games. I am very sure of this, but I don't have a good reason for why this should be true. Galzria, who was lynched in the first game Day 1, was re-added to game 2. Maybe because getting day 1 lynched is really mean, so that person gets another chance. I don't know, I'm making stuff up here.

Anyone who posted in the thread was added to the game. So, the number of people playing can be counted by the number of people who posted before the second day start.

The second game started when cayvie posted, and cayvie was the 15th unique person to post in the forum. Counting that Galzria got two lives, that's 16 people to distribute to 2 games, or 8 people a game. Note that by the time Frisk posted the Day 1 lynch, there were 10 unique posters, and 6 votes for Galz, so this is consistent. This isn't exact, as Frisk has added people to the game after announcing the second day 1 start. #463 replaced timchen with Morgrim7 (Morgrim8?), and timchen posted long after the second game start. But that seems to be roughly accurate, given the second Galz lynch had 4 votes as a majority.

(Prepost edit: cayvie was a replacement for Young Nick, so this isn't quite accurate, but I really don't care.)

When people are lynched or killed, that it. They're dead. Galzria is the exception because of day 1 lynch kindness. Or, since Galzria claimed to have Cop powers, maybe it's part of his power role. So, Insomniac is forever out. Eevee is forever out. O is forever Grujah, jotheonah, Morgrim7? All dead, except Morgrim7 snuck back in as a replacement.

TL;DR: The two games are entirely disconnected, and is only to add confusion. Each game has ~5 people alive right now. Robz is still in the game, but has lost interest. Posting this was a terrible idea and is in direct violation of a mod rule. If you don't post for long enough, eventually Frisk will give details to keep the game moving, so everyone should stop posting and let me be the sole victor.

 :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X

1972
But...but Haggler is so good in engines. :(

Not as good in BM games, but free Silver never hurts.

1973
Variants and Fan Cards / Re: Wish List - Just for fun
« on: August 01, 2012, 02:13:08 am »
Given that Tribute counters the dual-type cards in Intrigue, I'm not sure if it's in the best interests to make it stronger than it is. Plus, +$4 on one turn just sounds horribly good.

1974
Wait, am I the only one who thinks Savory is broken? Sure, it doesn't draw a card, making it less chainable, but if you can make an engine to play ~3 a turn, it seems far too good. If you don't have treasure in hand, you gain lots of Coppers. If you don't want to discard any treasure, you gain lots of Copper. Discarding 2 treasure or more is essentially a better Militia. To me, it seems that if you get an engine going with Savory as +Actions, no one else can make an engine because of Copper flood.

I suppose that opponent's Savory can attack back, but it still feels off to me.

Every other savory is ineffective because you can just discard the copper. And it can help you if you need one more for a province or Alt VP. And the village part sucks. So no I don't think it's overpowered.

It doesn't say to gain the copper in hand. However, I think making it do that would fix it.

I really want the card to do that, but then the card starts feeling too weak. Free money is pretty good. I think it's workable if you fiddle with the cost and effect.

1975
Wait, am I the only one who thinks Savory is broken? Sure, it doesn't draw a card, making it less chainable, but if you can make an engine to play ~3 a turn, it seems far too good. If you don't have treasure in hand, you gain lots of Coppers. If you don't want to discard any treasure, you gain lots of Copper. Discarding 2 treasure or more is essentially a better Militia. To me, it seems that if you get an engine going with Savory as +Actions, no one else can make an engine because of Copper flood.

I suppose that opponent's Savory can attack back, but it still feels off to me.


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