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Messages - zaratustra

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1
Yes, bad cards are a part of the game, etc etc. But if you were asked to take the worst (or best) cards in the game and move them towards the average, how would you do so?

For example, an idea to make Writing usable past the first time you play it:

Writing
[Bulb]: Draw a 2. You may return it. If you do, draw a 2.

2
the most important symbol is whichever one your opponent has more of.

3
Speaking as a programmer (ooh look at the PROGRAMMER), saying whether it's easy implementable or not hinges on looking at the source code.

Basically every card action (draw, meld, score, foreshadow, tuck, etc.) would have to call a function that checks if any figures perform an additional action or replace it.

Kinda like this pseudocode, for foreshadow:

function foreshadow(player, card)
{
 if (figures_test_foreshadow(player, card)) return;
/* old foreshadow code here*/
}

function figures_test_foreshadow(player, card) // returns true if the action has been replaced (instead), false if action can continue
{
  if (player_has_top_card("Shennong"))
  {
    if (card_value(card) in (map(all_cards_forecast(player)),|forecast_card| card_value(forecast_card)))
    map(all_cards_forecast(player),|forecast_card| if (card_value(forecast_card) == card_value(card)) score(player, card));
    return false;
  }
  if (player_has_top_card("Galileo Galilei"))
  {
    if (card_value(card) not in (map(all_cards_forecast(player)),|forecast_card| card_value(forecast_card)))
    map(all_cards_forecast(player),|forecast_card| transfer_to_hand(forecast_card,player));
    return false;
  }
  if (player_has_top_card("Christiaan Huygens"))
  {
    if (card_has_icon(card, "Lightbulb") and card_value(card) <= max(map(top_cards(player), |top_card| card_value(top_card))) + 2)
      { meld(player, card); return true; }
    else return false;
  }
  if (player_has_top_card("H. G. Wells"))
  {
    meld(player, card);
    execute_dogma_for_player_only(player, card);
    if (is_top_card(card)) remove(card);
    return true;
  }
}
end


See? Simple. Plus, all actions -within- a Karma action can't trigger other Karma actions, so you need some extra code for that.

4
Drab got both right.
I didn't notice the blue demand thing  :-[. I'll take that in mind.

5
An idea for an expansion. Feedback welcome

This expansion consists of junctures. Each is a ten-card deck with a specific condition. At the start of the game, each player receives a juncture at random: if the juncture's condition is filled, they may replace the highest age pile they can draw from with the juncture pile and immediately draw a card from it.

Special rules for the expansion:

Age X: Juncture cards have value X: their value is that of the card below theirs. (If there's no card below them or they're in the score pile, their value is 0.)

Eclipse: Some cards have an eclipse action. This action triggers when the card is in play and is then covered by another card (whether by having a card played atop it or by being tucked from play)

Black icons: These icons subtract 1 from the given symbol instead of adding 1. Some Plague juncture cards count the number of black icons visible.

All cards:

http://dl.dropboxusercontent.com/u/3923260/junctures.png

6
Innovation General Discussion / Re: Base "popped": fan expansion
« on: April 10, 2013, 08:36:45 pm »
If I understand correctly, Assimilation lets you make a player take all cards between ages 1 and 8 into their hand with a single action? That's crazy.

edit: and not only because you might be melding Composites in the same action.

7
Innovation Articles / Re: Innovation Card List / Icon Analysis
« on: April 09, 2013, 02:52:56 pm »
No problem, I had it all written up on Magic Set Editor for a possible computer version before I discovered the Isotropic site.

8
Innovation Articles / Re: Innovation Card List / Icon Analysis
« on: April 09, 2013, 02:37:41 pm »
?

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