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Messages - Titandrake

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1976
I decided not to submit this round, I can't design Villages at all. So instead I'm going to comment on each card really fast.

Cinnamon
$4 - Action-Reaction
+1 Card
+2 Actions
--
When a player gains a Victory card, you may set this aside. If you do, gain a Silver in hand. Return this to your hand at the start of your next turn.

Seems a bit too strong in the endgame, especially in multiplayer. If you plan to end the game on your turn, it's a Mining Village. If you don't, then it's a Mining Village that gives you Silvers later. It does weaken an engine, but I'm not sure if it would weaken it by much. Trigger reaction on your own turn to ensure you have Villages for next turn?

Basil
$4 - Action
+2 Actions
+$1 for each differently named card you have in play (including this).
--
When you buy this, you may gain a [This Card].

HoP on a Village. Doesn't count treasures, but gives money to compensate. $4 for +2 Actions +$2 is strong (there's a discussion way back from the Card Contest that Archivist won.) So it feels too good to me, because that's not too hard to get in an engine, and it's an easy Village to pick up.


Anise
$3 - Action
+2 Actions
+$1
+$1 for every three actions in play, including this.

Hard to judge. Worried about scaling from 6 actions+.

Parsley
$3 - Action
+2 Actions
If you have played [This Card] at least...
2 times: +1 Card
3 times: +$1
4 times: +1 Buy
5 times: +1 VP

Successive plays are $1.5 cost -> $3 cost -> $5.5 cost -> $7 (?) cost. I don't like the potential issues that could happen if you get, say, 7 or 8 of these. Then you start gaining 3-4 VP a turn if you can draw your deck. Assuming it counts per turn, which it doesn't say.

Cardamom
$5 - Action
+1 Card
+2 Actions
You may discard a Victory card from your hand.  If you do, +$ equal to one third its cost in coins, rounded up.

As long as you have a Victory card, this is at least as good as Bazaar. Ehhhhh, I've had a little experience with cards like this, they tend to be far too useful later on and far too useless early.

Fennel
$2 - Action
+2 Actions
Place any number of cards on the bottom of your deck.
For each card you do, +1 Card.
Place any number of cards on top of your deck.
For each card you do, +$1.

Like this one. Cellar effect + Secret Chamber effect on a Village. If you put bad cards on top, your next hand is awful, unless you've got some sifting effects. If you put bad cards on the bottom, you might have a bad hand, but if you plan it right you could make them miss the reshuffle.

Dill
$5 - Action
+1 Card
+2 Actions
--
While this is in play, when you gain a card worth $3 or more, +1 VP.

Odds are that this is always giving you at least 1 VP. If you have multiples, it gets worse. If you have +buy, it gets worse than that. Goons is terminal, which helps limit the VP madness. Even with the restriction, putting +VP on a Village is too good.

Cilantro
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player plays an Attack card, or during your Buy phrase, you may reveal this together with any number of Action cards from your hand. Put all revealed cards on top of your deck in any order.

Reaction to Attacks seems kinda weird. Protects against Minion, but a lot of the time I'd want to keep Village + Terminal draw + Junk. Losing out on one turn hurts way too much.

Ginger
$1 - Action
+1 Card
+2 Actions
If you have 2 or more unused actions left at the end of your turn, during the clean-up phase, draw 7 cards instead of 5.
--
This card cannot be bought if you have any treasures in play.

Huh. $1 cost. Don't like it, but not sure why. Maybe because it's a $1 cost, has a restriction that can't always be met, and has a clean-up effect which seems really good. Free Wharf next turn effect?

Paprika
$5 - Action
+2 Actions
Put a card in play other than a [This Card] into your hand.

Memory problems strike again! Oh, and Paprika + terminal draw is way too nutty.

Nutmeg
$3 - Action
+3 Actions
--
At the beginning of your Buy phase, if you did not play any actions after this card, gain an Action card costing up to $4.

Worried about the +3 Actions. Somewhere there's a Donald X. post that says that +3 Actions is either useless or way too useful. Crossroads is at least one shot, which makes it somewhat more reasonable. Odds are that you have extra actions in your engine with this card. So draw your deck, play Nutmeg at the end, gain free Action.

Turmeric
$4 - Action
+1 Card
You may trash or discard 1 card from your hand. If you do, pick one: +2 Actions, +2 Cards, +$2.

This feels more like a terminal draw card than anything else. I think it's too good.

Rosemary
$7 - Action-Duration
At the start of each of your turns, choose two: +1 Action; +1 Buy; put a [This Card] token on this card; +$1 per token on this card, then trash this card. (The choices must be different.)

It's a perpetual card! Hard to judge the token choices. The fact that it does nothing this turn really puts me off though.

Thyme
$3 - Action-Reaction
Choose one: +2 Cards or +3 Actions.
--
When you discard this from play, you may put it on top of your deck.
--
When you discard this other than during a Clean-Up phase, you may reveal it. If you do, set this aside, then at the start of your next turn, return it to your hand.

The Tunnel effect puts it over the top. Makes your engine way too consistent with the right enablers.

Mace
$2 - Action
Choose one: +2 Cards; or +2 Actions; or +$2; or +2 Buys.

I've played this exact card! Yay! It's balanced, but I never liked playing with it. One of the nice things about Pawn is that it's not very limiting. If you aren't sure what to do, just do 1 card 1 action. With this, you're committed. More often than not, you just choose +$2 or +2 Cards, and you're just playing a Moat/Duchess. If you draw multiples, then it's about equivalent to multiple pawns, except with less freedom. Sometimes, you really want that non-terminal +$ or +Buy. This doesn't give it.

Clove
$2 - Action
+2 Actions
You may gain a Copper in hand.

Think it's alright, but I'm personally a little tired of this mechanic.

Oregano
$4 - Action
+2 Actions
Draw until you have 5 cards in your hand.

So you want to play this in a Disappearing Village deck, except you gets lots of actions along the way. So it's really more of a Disappearing Terminal deck? Feels odd, but not bad.

Saffron
$2 - Action
+1 Card
You may discard a card; if you do, +1 Action.  You may trash a card; if you do, +2 Actions.

Trash benefit feels somewhat slow/weak when compared to stuff like Moneylender/Spice Merchant. I know it's a $2 cost and those are $4 costs, but much of the point of those cards is to pick them up early, which you don't feel like doing with Saffron.

Coriander
$3 - Action-Duration
Now and during your next turn: +1 Action, and you may play Victory cards as though they are Treasure cards.  Victory cards played in this manner provide $1, plus $(1/3 of the printed VP on the Victory card, rounded down).
--
(Rules clarifications: The "printed VP" refers to the victory points provided by the card, e.g. Estate = 1 VP, Duchy = 3 VP, etc.  Victory cards with no printed VP total on them, e.g. Gardens, Silk Road, and Fairgrounds, provide just the flat $1.  Victory cards played in this way are not Treasure cards and do not count for cards which look at Treasure cards, like Bank, Venture, and Loan.)

Early on, similar to non-terminal Secret Chamber. Later on, massive boost. Once again, somewhat worried.

Garlic
$3 - Action
+1 Card
+1 Action
You may trash this card immediately. If you do, +1 Action.
--
When you buy this card, gain two copies of it.
--
Special rule: The supply pile for [This Card] has 30 copies of it.

Hm. Okay? Really don't know what to think of this. I'm sure Vineyard/Gardens loves this though.

Caraway
$3 - Action-Attack
+1 Card
Discard any number of cards.  +1 Action per card discarded.
Each other player gains an Estate, putting it into their hand.

Donald X. said that Crossroads used to give +Actions based on the number of Actions in your hand, but it was removed because keeping track of how many actions you had was difficult. This could have a similar problem.

Tarragon
$5 - Action
+2 Actions
Trash up to 2 cards from your hand.  +1 Card for every card trashed this way.

Stronger than Upgrade or about the same? Not sure. But trashing cards without ruining your current hand has historically been very good. (JoaT, Masq)

Lemongrass
$4 - Action
+1 Card
+2 Actions
--
When you discard this from play, you may put it on top of your deck if you bought a Treasure this turn.

Once again, I don't know. Topdecking is useful? Trashing and +Buy makes it very nice, buy a Copper and trash it later.

Marjoram
$4 - Action-Duration
+2 Cards
At the start of your next turn, +2 Actions.

Don't like it, but not sure why. Probably because it feels like it's trying to be two completely different classes of cards.

Cumin
$3 - Action-Victory
+2 Actions
+1 Buy
--
1 VP

Seems alright. It's not a consolation prize late game but it's a lot more important early game.

Sage
$6 - Action-Duration
At the beginning of every one of your turns, +1 Action, +1 Buy.
--
While this card is in play, during your turn, Victory cards cost $2 more and non-Victory cards cost $1 more.

I really don't like that you can't choose to discard Sage, which really hurts you. I think it's too weak if anything.

Mustard
$4 - Action
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +1 Buy, +$2.

Bonus seems way too good. Even by itself, +$2 for 1 card is pretty strong.

Sesame
$4 - Action
Choose one: Draw until you have 6 cards in hand; or: +2 Actions, +$1, +1 Buy.

Either strong or weak, hard to judge. If it's good enough, it feels like it would warp the board too much. You'd just buy Sesame whenever you could. Then again, Hunting Party and Minion and Wharf do the same thing. But they all cost $5 instead of $4, and $5 is a lot harder to get.

Allspice
$4 - Action-Reaction
+1 Card
+2 Actions
If any Supply Victory card pile is empty, +1 Card.
--
When an opponent plays an attack card, you may reveal and set this aside from your hand.  If you do, +1 VP.  Restore this to your hand at the start of your turn.

VP bonus makes it so that people might not want to play their attacks. That tiebreaker.

Borage
$5 - Action
+4 Cards
+2 Actions
Put 4 cards on top of your deck in any order.

...Okay? So it's massive digging for a Terminal draw, or setup for a big turn. Don't know what to think of it, but it's okay power wise.

Chervil
$5 - Action
If played for the first time this turn: +2 Cards, +2 actions, +$1.
All other plays: +$1, +2 Actions.

I think it's too good. First time effect is a $7 card or something. And there are plenty of situations where you'd still want to buy lots of Chervils, just because you need the actions. If there's other action sources, you pick those up instead. So Chervil is either a $7 card you buy for $5, or a card you buy because you need it. The point being, I'm not sure when you wouldn't buy this card.

Lavender
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player gains a Treasure, you may discard this card from your hand and gain a copy of the Treasure card they gained.

Reaction feels very swingy, especially because you probably have a decent amount of Lavenders anyway.

Mint
$5 - Action
+2 Cards
+2 Actions
--
When at least one [This Card] is in play and you gain a Province or Colony, every other player gains a gold, putting it into their hand.

Alt-VP for the win? Yeah, I don't really like this, the downside is way too good for your opponents.

Patchouli
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.

Once again, pretty good with trashing. It's like the Curse-gain-for-super-effect card, but with Copper and some failsafes installed.

Stevia
$3 - Action
Choose one: +2 Actions, or all players draw up to 6 cards in hand. You may set aside any Treasure cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
--
(Rules clarification: If the draw option is exercised, only the player who played the card may set aside Treasure cards as he draws up to 6 cards in hand; all other players simply draw up to 6 cards in hand.)

If you trash your Estates...this is massively strong. Free Lab really doesn't offset the Action tutoring.

Cayenne
$3P - Action
+1 Card
+1 Action
Choose one: +1 Card, +1 Action, +$1, +1 Buy.

Lab, Village, $4 cost, $3 cost. Not bad, but for $3P it feels kinda weak.

Juniper
$4 - Action
+1 Card
+2 Actions
You may discard an Province. If you do, +1 Card.
--
In games using this, when you gain an Estate, you may gain a [This Card].

It's a Swindler counter! Well, that's a side effect. I like it.

Fenugreek
$5 - Action
+1 Card
+2 Actions
If you have played [This Card] two or more times this turn, +1 Buy.
If you have played it three or more times this turn, +$1.
If you have played it four or more times this turn, +1 Card.
If you have played it five or more times this turn, +1 VP.

$3 -> $4 -> $6 -> $8? -> $9?
Not super interested in this to be honest. Has the infinite VP problem, and it doesn't feel like you build to this on purpose. It just...happens by itself.

Arrowroot
$5 - Action
+1 Card
+2 Actions
--
When you gain this, gain a [This Card] token.
--
At the start of any turn, you may return one [This Card] token before you play your first action. If you do, +1 Action.

Some neat consistency.

Poppy
$4 - Action
+1 Card
+2 Actions
Choose one: +1 Card, +$1, or trash a card from your hand.  If you choose...
+1 Card, each other player draws a card.
+$1, each other player gains a Copper in hand.
Trash a card, +1 VP, and each other player may trash a card from his hand.

I like it, but that's probably because it does opponent benefits pretty well.

Savory
$4 - Action-Attack
+2 Actions
+$1
Each other player may discard a Treasure card.  If he doesn't, he gains a Copper.

Play multiples, ruin everyone's day. Especially if they don't have Treasure cards...

Vanilla
$4 - Action
+1 Card
+1 Action
Choose one: +1 Action, or discard your hand and draw 4 cards.

Not as self-sufficient as Minion. Needs support, but fun with support.

1977

8. Once you are killed (either via lynch or night kill) you may no longer post. This means that you do not even get a “Bah” post. The dead in this game are silent.
9. Do not edit or delete posts. We don't want some players having more information than others.  If you want to clarify posts, feel free to double post.
10. You may ignore rule 8 - even if you aren't in the game

1978
oooo, now assuming ehunt has the same role as I did, I know whether ehunt is scum or not.

1979
So who recognized my cards? There were a few tweaks, because the old versions were terrible. I didn't really have time to come up with all new cards, sorry about that.

The "name a Treasure" bit on Powell/Digger was added when I realized that the card I actually wanted to make was a Chancellor on a treasure. I still wanted to keep some sort of digging mechanic, so that's why it's not only a Chancellor.

I felt that I needed to let players name treasures not in the kingdom. Otherwise, there could be a situation where Digger only combos well if a bad Alchemy card or alt-treasure is in the kingdom, even if you wouldn't pick up that treasure in the combo. It just felt too weird for treasure-Chancellor to be reliant on cards you would never buy.

By the way, for Digger/Tunnel you just name Silver and buy Tunnel over Silver, so forcing people to name treasure on the board doesn't actually help. I really want to simulate it to see how broken it is.

Edit: Oh I completely forgot to talk about Jewels. Credit goes to unnamed-person for suggesting trashing in play as a way to fix Jewels. It's just a massive coincidence that trashing a Treasure with Jewels is equivalent to trashing it with Salvager. However, the ability to trash a $4 terminal silver and get +$4 and the effect of the action was entirely intentional.

1980
Claim: Reviver.

Vote: Fuzzy (That's eevee). Cuz he sucks at Dom and is level 40+:'(
What is this about?    :-\
Clearly, about out of game information.

I think.

IGNORE ME I AM A POTATO

1982
Variants and Fan Cards / Re: Clasic_Cards #9 - Trickster
« on: July 24, 2012, 08:33:14 pm »
I've tried to make subgame style cards before, but they never seem to work out. My hit rate is something like 1 out of the 5 cards I tried/

One of the general problems might be a power-based issue. Because you can't guarantee winning a subgame, the card has to give you an incentive to buy it in the first place. So, if you win, you get a strong effect for the cost. Then, in order to balance this out, you need to give a weak effect when the player loses. They look interesting, but then once you realize that the effect is guaranteed, a lot of the charm goes away. It feels like the card is setting you up to lose when you need it most. At least, it does to me.

I think that if you want to make a subgame-based card, it needs to:

0. Not include politics. Well, this isn't necessary, but Dominion is deliberately as non-political as possible.
1. Line up with deckbuilding in some way. Conspirator encourages cantrip buying. Menagerie encourages variety.
2. Give a big bonus. If the bonus isn't big enough, people don't feel like trying it out.
3. If it doesn't do 1 or 2, then the subgame should be primarily luck-based. Wishing Well is inconsistent, but it's silly inconsistent. You don't feel that you need to build to the bonus +1 Card, and even if you do it doesn't always work. The card's still fun anyways. Tribute is also similar in this way.


1983
Novello is one of my favorites too. 

I wonder how many people read the discussion before they vote.  It has invariably changed my votes for the better, every time.

I say this because I want to point out that the top/bottom swapper village doesn't have nearly as many moving parts as it appears too, because your opponent's reveal the same top and bottom when you stack, and the village user often reveals the bottom card multiple times so only the top needs inspection.

But I'm not sure anyone even listens to feedback like that..

Depends on your voting criteria...

Any given voter could be voting on power level, how cool the card looks, how tight the design is, how simple the card is, whether it introduces an interesting mechanic, whether it makes you want to play the card, how much the card can act as a centerpiece of a deck, how the card would play in real life, etc.

It comes down to whether this set is meant as eye-candy or as an expansion to play. Eye-candy = vote with inclination towards cool effects/neat design, actual play = vote with inclination towards making sure power levels are right. The discussion slants more towards balancing power than neat effects.

Personally, I only read the discussions to see what people say about my card  ;).

1984
Potential issues with discard searching:

As said before, it's time consuming. Counting House has a bit of this problem, but eventually people can take it on faith that you have 11 coppers in the discard.

It has the similar problem as Counting House, which is that it's much better when you draw it later in the deck. It's contrary to other cards, where you'd rather play them early. This isn't necessarily bad, but it can be annoying.

It could lead to the Golem style deck. Lots of Golems + 2 Actions = those actions get played every turn. Golem has a high cost which helps balance this out. If a discard-searching is somewhat cheap or non-terminal, you could load up on that and 1 copy of Witch, which is much easier than buying multiple copies of Witch. If Witch isn't in your discard pile, return a discard-searcher and try again next turn.

Although it's probably reasonable, it has the potential to be degenerate. It introduces a large amount of consistency. This is a nice effect from a power standpoint, but in the end variability makes for a more interesting game. That isn't to say that there should never be cards that add consistency. See Scheme, Inn. But you can't overload it too much.

I don't think it's a bad mechanic, it's just a mechanic that appears to swing from useless to overpowered pretty quickly.

1985
Puzzles and Challenges / Re: KC + KC + 3
« on: July 21, 2012, 08:51:48 pm »
All of this countering and counter-countering is reminding me of 3 card blind...

(3 Card Blind is a Magic forum-game where each player submits a 3 card deck. Each deck plays against each other deck with perfect information, meaning all cards revealed. Wins/losses/ties are assigned points, whichever deck earns the most points wins. There is a surprisingly deep metagame.)

So maybe KC + KC + 3 cards is the Dominion version of 3 card blind. Except you have to include perfect or worst possible shuffle luck to make the results deterministic.

1986
Dominion Articles / Mini-combo: University/Inn
« on: July 20, 2012, 05:44:07 pm »
Just found out about this today, so I don't have logs. You'll have to take it on faith that this combo is fun.

Use Universities to gain actions and play some +Cards to draw into your deck. Then, use University to gain Inn, shuffling in all the stuff you just gained from your Universities this turn. Draw into the shuffled actions and repeat.

I don't know how useful this is, or whether it speeds up the engine that much, but it's a neat interaction.

1987
Variants and Fan Cards / Re: Painful Choice
« on: July 19, 2012, 03:02:48 pm »
I'm worried about picking up multiples of these. If you pick up enough, it's going to be around the same as multiple Wishing Wells, except with a free discard attack added on top. Or if in an engine you play Militia first, they're all just Labs. I like the idea, but I'm not sure if it's actually workable.

Oh yeah, and politics.

Prepost edit: Darn I type way too slow, most of what I just said was covered already.

Postpost edit (is that the right word?): Maybe if there's a cap on the discard, it could be kept in check. For instance, instead of "Each other player", it could be "Each other player with at least 4 cards in hand". Then you can only discard down to 3, which caps the amount of Labs you can get. This probably makes the card too weak though.

1988
Mini-Set Design Contest / Re: Mini-Set Design Contest, Part 2!
« on: July 19, 2012, 02:20:16 pm »
Congratulations to the winners!

My thought behind Master was to recreate the play I really like from Pawn. You can either go for guaranteed +$1, or you can hope to draw a good card. So I stuck it onto a terminal draw card. 4 cards/3 cards +$1 seemed too good at $5, so I bumped it up to $6 and added +Buy accordingly. I still like it for it's simplicity, but it might be a bit too simple.

There weren't really any other attempts to merge +Cards and +$, but most of the versions of those cards have already been done to death in other threads, so it's understandable.

1989
Dominion General Discussion / Re: Greatest Isotropic Moments of 2012
« on: July 18, 2012, 01:47:28 am »
Not exactly the "greatest" moment, but I found this interesting:

— father patrick's turn 14 —
father patrick plays a Steward.
... getting +$2.
father patrick plays a Silver.
father patrick plays a Silver.
father patrick buys a Farmland.
... trashing a Copper.
... gaining an Estate.

(this was his final turn of the game)

So... in essence, this poor soul paid $6 to get as many VP as a Duchy ($5)... while reducing the money density of his deck by 3 cards (losing a copper, gaining 2 different green cards). The irony is, this kind of move would make sense if he had any Silk Roads. They were in the kingdom... but he didn't buy any. D'oh!

Without seeing the log it isn't clear, but it could be a longshot play to Farmland a Farmland into a Province in the future.

1990
Dominion General Discussion / Re: Homage to the Best Card
« on: July 17, 2012, 05:24:03 pm »


1991
Mini-Set Design Contest / Re: Mini-Set Design Contest, Part 2!
« on: July 17, 2012, 03:26:58 am »
Doesn't adding "non-Duration" change the functionality?

Honestly, I don't see the problem with "return a card that you have in play".

1992
I'm with ehunt that walled village-ambassador is a really cool/useful opening.

But besides using it to guarantee double Amb is never drawn dead, it's a Village. The top deck effect is kinda useful? It's more of a small consistency bonus than anything else. Although it's hard to tell how much it helps, I'm pretty sure it doesn't help that much.

Nomad Camp to get $5 on turn 2 never quite works for me. I mostly use it to pick up a +Buy if there isn't much better. I'd still put Walled Village over Nomad Camp, I just like the card more.

1993
Mini-Set Design Contest / Re: Mini-Set Design Contest, Part 2!
« on: July 16, 2012, 01:53:04 pm »
I didn't vote for Museum, but I voted for Herald and Canal so all in all I'm okay with this. They're all pretty solid.

As soon as I realized Mobile Home gave you 5 VP for $6, I knew I wasn't going to do well. The issue with the whole "when buy gain less" mechanic is that when you put it on a Victory card, you only use it in the endgame to sneak in some VP anyways. Maybe you use it when you pick up a Gold to force the other player to buy an extra Victory card in the endgame. The card I should have made was:

Some Name
$4*
Victory

1 VP
------
Has whatever cost as long as it's >= 4
When you buy this, gain a non-Victory card costing exactly $1 more than this.

So now you have an incentive to pick up a Victory card, instead of only using it for an endgame VP boost. Opening 5/3 or 6/2 on turn 1/2 is probably broken, so it needs to be fiddled with a bit. But whatever. What's done is done.

1994
I don't think it's supposed to have "(including this one)". If it had that, 3 Lumber Mills = 3 activated Conspirators.

It feels kinda strong, and it's worth noting that AFAIK 1-card engines are all cards with cost $5 or higher. It starts up slow, and without Villages you get 2 buys per turn, but if you can manage 5 plays a turn you're pretty much set. Needs support, but questionably strong with support and not totally useless without.


1995
Dominion General Discussion / Re: Why does Adventurer cost 6?
« on: July 14, 2012, 04:30:22 am »
Because if Adventurer was worth getting, it would make the game boring.

Compare to Harvest and Counting House, the other sources of pure terminal money. Harvest encourages you to buy variety, so maybe you pick up a non-terminal or two. It's not required, but you could get more money out of it. Counting House encourages you to buy lots of Copper while making sure you can actually play your Counting House. Neither card is particularly good, and picking them up is pretty uncommon, but both push you towards making decisions you might not normally make. That's good. Variety in gameplay and all that.

Adventurer encourages you to buy good treasure, and trash bad ones if you can. That's what you'd do in ~90% of games anyways.

Really, I just don't like Adventurer from a mechanics standpoint, but I like the flavor of it enough to let it slide.

1996
Variants and Fan Cards / Re: Scholars
« on: July 13, 2012, 05:17:39 pm »
Well, there is presumably Wharf, which helps out with drawing pieces. And Scholars discarding treasure to draw more Villages could work in theory.

But still, that is quite a bit of treasure.

1997
Mini-Set Design Contest / Re: Mini-Set Design Contest, Part 2!
« on: July 12, 2012, 05:01:06 pm »
I was recently thinking about something that is relevant here.  First, note that I'm not thinking about any particular cards here.  But it occurred to me that the value of having a +Buy is more valuable on a terminal drawer than it is on any of several other cards.  Because if you're adding 3-4 cards in your hand with a terminal drawer, that implies two things:  (1) You're probably playing with a big money deck.  Certainly you MIGHT have some kind of +Actions/+Cards engine going on, but Smithy-type cards tend to be about money.  (2) You might very well have a LOT of money to spend this turn, because you just drew a lot of cards.

Thus, having a +Buy is more likely to come in handy than it would on a card that's not necessarily as lucrative in and of itself.   Trade Route is interesting in this way.  If all you've got for Victory cards are Estates, Duchies, and Provinces, then that +Buy probably isn't all that important.  If there are Colonies, Islands, and Great Halls as well, you're more likely to want to use it.

You can notice a similar thing with Market.  Market is a sturdy $5 card but not earthshattering.  A stack of Markets gives you WAY more +Buys than you'll ever use, which means that they might as well be Peddlers for you.  On the other hand, if you have a whole pile of Peddlers, Bazaars, Treasuries, and Conspirators, then slipping a Market into the mix can be amazing -- worth skipping a Colony over, because maybe it means you can buy two per turn thereafter.  Point is, Market's +Buy needs help to be worthwhile; on its own, it might not even matter.

But combine +Buy with a card that also helps extra Buys matter, and that's something to reckon with.  (This is probably why Adventurer and Bank don't have +Buy on them:  too strong otherwise!)  Anyway, I've made my point:  having +Buy on a Smithy variant might be a somewhat big deal.

I'm reminded of the arguments against the Village Idiot. Just as your +Actions are as good as the terminals you play, your +Buys are as good as the amount of extra money you have to spend.

To me, +Buy is a way to push towards building an engine. A Smithy or Envoy powered engine needs +Actions and +Buy to work well, whereas a Wharf or Margrave engine just needs +Actions. I also think it's interesting that asides from Envoy, all cards that draw 4 cards give +Buy.

1998
Variants and Fan Cards / Re: Really bad card ideas
« on: July 10, 2012, 06:54:03 pm »
Nest
Action - $4

Play a game of Race for the Galaxy.
If you win, +4 Cards. Otherwise, +2 Cards.

1999
Game Reports / I had no idea how to play this board
« on: July 10, 2012, 02:00:39 am »
http://dominion.isotropic.org/gamelog/201207/09/game-20120709-215424-57574544.html

Important cards: Jack of All Trades, Ambassador, Margrave, Ghost Ship, Apothecary, Throne Room, Silk Road
Important lack of cards: Any village effect, +Action on any card except Apothecary

Ignore the log. I played terrible.

So here's my problem with understanding this board.

Jack counters Margrave and Ghost Ship nicely.
Ambassador counters Jack by feeding in lots of Coppers.
Apothecary can use all those Coppers, but chokes if there are lots of Estates, which Ambassador can give.
Silk Road is fine with both, but might be too slow against Jack-BM
An engine with Throne Roomed Apothecary and Margrave is interesting too.

What would you do?

2000
Mini-Set Design Contest / Re: Mini-Set Design Contest, Part 1!
« on: July 09, 2012, 02:52:06 pm »
When barely anybody was talking about my cards, I got kinda worried, but turns out I did okay anyways.

In retrospect, Smelter/Vega might be a bit strong, but I have trouble figuring out the power level. It trashes Coppers better than Upgrade for a lower cost. Smelting Estates is a bit worse than Upgrade; +$1 now compared to a Silver later. For any other card, it's a lot worse. All in all, I think it's a pretty strong opener, and it stays very useful for pretty much the whole game. It's strong, but the card just wouldn't work at $5.

Sorry Witch/Io, I just like the card. I've posted it before, it parallels Sea Hag very nicely, that's that.

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