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1
Weekly Design Contest / Re: Weekly Design Contest #188: Make a Wish
« on: May 31, 2023, 01:29:26 am »
Quote
Shooting Star
$4 Event
Gain 2 Wishes. Each other player may discard 2 cards to gain a Wish.
This is most certainly too good. Even if the other players didn't need to discard, you still have a net gain of a $6 card for $4. And if you buy this multiple times, or have a discard attack, it becomes completely ridiculous.

2
Weekly Design Contest / Re: Weekly Design Contest #188: Make a Wish
« on: May 30, 2023, 09:19:29 am »

Quote
Fairy Godmother - $3

Gain one Wish per other player in the game.

At the end of your next turn, each other player may return a non-Duration card you have in play to the supply.
She can grant useful boons... just make sure to be back before midnight!

Scales with player count because a) I didn't want only one opponent to get to choose and b) you're going to need more help if you have more evil stepsisters!

3
Non-Mafia Game Threads / Re: The Necro Wars
« on: May 27, 2023, 03:06:22 pm »
I'm on Discord! Currently not on mobile, but that could be remedied.

4
Rules Questions / Re: Are Dominion cards vegan?
« on: May 26, 2023, 10:08:53 am »
How nice that we are meeting people coming here to ask sincere questions with ridicule.

I don't know the answer unfortunately, the best shot you have is probably to contact the producer. This is Altenburger right now AFAIK, their website is here: https://www.cartamundi.com/us/en/

I didn't find any info on there, but maybe they'll respond if you send a message.

5
Unrelatedly, you don't need a token if TB sets aside a copy from the pile instead (like Blockade, but returning it to the pile next turn).
I thought about this, but you'd often want to Sanction empty piles, so if you disallow that it would be a significant nerf.

6
Last!



FAQ: if blocked by Moat, you don't get to move/place the token.

I think what makes sense for Moat is that the token is still there but you don't take the debt if you blocked the attack (the debt is the attack, not an inherent feature of the token which is used for tracking).

This will be brutal Sanctioning Copper as written
This is true, but I think the card would be better reworded to reflect this. The current form is not ideal anyways, as it has a dividing line that shouldn't be there. I would suggest
Quote
Move your Sanction token to a supply pile. At the start of your next turn, take it back and +$3.
Until then, when any player plays a card from that pile, they first take 2D.
The Copper sanctioning is still a problem and can lock people out of the game if you have a $5/$2 opening.

7
Quote
Lieutenant • $4 • Action - Command - Attack
Each other player takes their deck's top card and sets it aside face-up. You may play one face-up set aside card, if it is an...: Action, once; or Treasure, twice. Each player discards one card set aside.
:) You can use a player's cards to take advantage of their improved deck and remove it from their use for one turn. 

Discarding the top card doesn't hurt at all on average, so I wouldn't call this an Attack. (Tribute isn't an Attack either.)

Besides, I think it's very swingy, especially in 2 player games: You don't know if it’s terminal or not when playing it (same as Tribute, again), and it does nothing when only green cards are revealed. I think I'd give it at least +1 Action.
Actually, as it is worded, the attacking player puts the opponents' cards into their own play area (as there is no "leaving it there"), so that would be a pretty nasty Attack. Though it is likely not intended that way.

8

Arquebusiers
Action - Attack - Duration - $5
+1 Action
+$3
At start of your next turn, take the -$1 token.
-
While this is in play, other players cannot play Attack cards from their hands.

"While in play" is outdated, but moreover, it was never used on Attacks in the first place. The reason is that it would not be possible to defend against this with Moat/Lighthouse etc., since the attacking bit is not an on-play effect.

I am more generally not sold on this effect, seems like most of the time the person who manages to play this consistently first just wins when there are any other Attacks worth playing on the board.

9
Non-Mafia Game Threads / Re: The Necro Wars
« on: May 17, 2023, 04:51:13 am »
Thinking about it, I'm wondering if there's a single role in the harry potter movies that really nailed it. Is there any character, even just one, who seems like they are a fantastic fit for their character?

McGonagall.
The only issue being that Maggie Smith is not Scottish, I guess.

10
While this is similar to Exiling Attacks, it is different enough to be novel and interesting. But it is also pretty centralizing (if you don’t contest the pile and the opponent play it consistently, 10 cards stay in nirvana) and as the vanilla net effects are those of Caravan, just more delayed, this has to be nerfed somehow.
I would make I terminal. As non-terminal, easy-gainable $3, you want the entire pile even if the attack did not exist.
I feel like it's not quite so strong. In the early game, the attack is actually a benefit more often than not (or doesn't do anything, if you aren't shuffling). If an opponent goes hard for these, that can be counteracted quite easily by getting more Coppers as fodder to remain in play. It forces you to adapt how you build your deck, but I don't think it's too centralizing.

If it were terminal, the vanilla effect would be weaker than Sleigh, and that's a $2 that has other stuff going on as well. The comparison to Caravan is interesting, and maybe I'll up the price to $4, though I think the Horse gaining is significantly weaker than start-of-turn draw.

11

Quote
Tollgate - $3
Treasure/Duration/Attack

Now and at the start of your next turn, gain a Horse.
Until then, during each other player's cleanup phase, they choose two cards they would discard from play that turn to remain in play.

This is inspired by Journey; the cards chosen stay in play for another turn. This can be good for your opponents (if it causes Coppers to miss the shuffle), but the better their deck gets, the more it will hurt.

12
Non-Mafia Game Threads / Re: The Necro Wars
« on: May 15, 2023, 04:59:31 am »
Don't you know, son, that if you just multiply 23 with itself the right number of times, you eventually get -1?
You just have to use your imagination!

13
Non-Mafia Game Threads / Re: The Necro Wars
« on: May 14, 2023, 03:40:46 am »
Also is it just me or are about one third of French woman called Juliette?
I didn't know you were named Juliette!

14
Non-Mafia Game Threads / Re: The Necro Wars
« on: May 13, 2023, 11:43:03 am »
Do you know where you'll be staying?

yes, my best friend is living there.
Alright, I was also thinking where in Berlin you'll be located.

It seems that now you'll be here over the weekend, which is nice as it means I have more availability. I could host a game night at our place, and/or we could go visit my favorite board game café. I have some ideas for nice walks as well.

@silver: I can offer a place to sleep if that helps you.

15
Non-Mafia Game Threads / Re: The Necro Wars
« on: May 12, 2023, 10:27:10 am »
It also corresponds to your local timezone.
Most of the time anyways; it doesn't deal well with daylight saving time in Europe.

16
Non-Mafia Game Threads / Re: The Necro Wars
« on: May 11, 2023, 06:04:22 am »
Do you know where you'll be staying?

17
Hmm, Way of the Pixie goes infinite with Trail or Fortress I think.
Maybe I should change it so you trash the cards at the end of your turn. Trail could still give you infinite draw at the end of your turn, but that's less bad.
It would also give you infinite VP with Tomb.

18
I feel like this could be a cool mechanic, but there is a bit of a disconnect for me here.

You say that gaining CP would eventually be as difficult as gaining a Loot, but on the examples provided for how CP might be used, their power level is more akin to a Favor token. These are two very different valuations, and I'm not sure whether the goal is to have
- CP be on a power level comparable with Loot; or
- CP be on a power level comparable to the provided examples (Henry V/Ahab).

Because I sure would much rather gain 5 Loots than use Henry V once. Hell, I would probably prefer gaining one Loot over using Henry V once.

But you start with 10-16 CP, and those initially CP are what you are mainly meant to use. At most, you start with 5 Favors, and only when Importer is in the game.
I mean, I know. This doesn't answer my question though.

19
I feel like this could be a cool mechanic, but there is a bit of a disconnect for me here.

You say that gaining CP would eventually be as difficult as gaining a Loot, but on the examples provided for how CP might be used, their power level is more akin to a Favor token. These are two very different valuations, and I'm not sure whether the goal is to have
- CP be on a power level comparable with Loot; or
- CP be on a power level comparable to the provided examples (Henry V/Ahab).

Because I sure would much rather gain 5 Loots than use Henry V once. Hell, I would probably prefer gaining one Loot over using Henry V once.

20
Way of the Frog before a Journey turn doesn't work at all.

First there's the straightforward fact that you don't discard and hence topdeck it before your Journey turn, that's just the the normal don't-discard drawback of Journey.

But then, after your Journey turn, when discarding, you don't topdeck it either! Because it says "When you discard this from play this turn" and that never happens.

Hunh. Now I'm wondering why the wording "this turn" was used there
Probably because of weird issues when you throne a Duration and play it regularly first and as WotF second.

21

Most similar to Way of the Pig, it is essentially a cantrip, but you discard a card from play after drawing, which makes the conditional +1 Action easier to activate. It also allows you to play treasures in your action phase since that seems to be all the rage nowadays.

Hopefully fixed version. A lot of words to do a relatively simple thing, but I think it works better now


Some rules still are not clear to me, in particular related to throning.

Say I play Throne Room on X and play X as WotI first and regularly second. Can a subsequent WotI then discard X?

Also I think this still goes infinite with Band of Misfits.

22
Not sure if this card is elegant, will work with it more later

But heres a different sort of scrap: It's probably harder to get off then scrap, but it should synergies well with  imp and Conclave: since it trashes non duration cards you have in play, you could deliberately trash some cards to enable Imps abilities better. Or you could play an imp, draw into Analyst, and use analyst to trash the imp if your desperate.

Unless you have Ruins in the game, or ways to play coppers or silver, its not a good traditional trasher.



Quote
Analyst
$4   -   Action

+1 Action
You may trash a Non-Duration card you have in play. Choose a different thing per $2 it costs (round down): Gain an imp; Gain an horse; Gain a card costing  $1 less then it; +2 Coffers; +2 Cards
This looks fun, but some suggestions:
- I think 4 options are sufficient here. The only way to trigger all five would be by trashing a Colony, and Colonies don't end up in play. Which one to cut? Probably the +2 Cards, as Analyst already gives multiple ways to add draw to your deck.
- The Horse gaining option is much weaker than the rest. Obviously Horse combos with Imps, but it's still not amazing and I think you could get away with upping this to 2 Horses.
- on the downgrade option, I think it should say "up to $1 less". The funnest Analyst combo is Peddler, but you'd be pretty sad if there were no $7 costs in the game.

23

Quote
Carnival - $3

+1 Buy
You may play one copy of each card you already have a copy of in play from your hand.

FAQ:
- the cutoff is the moment you buy the card, so it is not allowed to e.g. use Carnival to play a Throne Room putting a Smithy in play and then play another Smithy from your hand.

24
A mixture of Port and Lost city

v2

Quote
Welcoming Village , $3 Action

+1 Card, +2 Villagers
-
When you gain this during your turn, you get +1 Buy, +2 Villagers, and all other players get a copy of Welcoming Village.

The pile has 12 16 Cards in it, since its very attractive and will probably run out fast.

I don't think there has been a card that is put into OTHER PLAYERS hands, and in a good way: and so i wanted to play with that. Since its essentially a +1 Card effect, i wanted to make it feel good for the giving player, so therefore gaining it during your turn would give you a village effect.
This should be the first kind of card that GIVES other players a genuilly good card. Games with this should be plentiful with actions and draw, becoming unusual and different, maybe too quick.

The card shouldnt have a infinite loop that runs out immideatly with the "gain during your turn" clause: it would be very awkward if giving this card away once would immideatly empty its pile.

last edit before i give up on the card

Added "gain two horses" when you gain it. Considered having it say "+1 card" when you gain it, but then you could empty it way too quickly imo if you happened to draw into the workshops.

Also added a "first time you gain this during your turn" To make the pile emptying happen a bit more slowly
Unfortunately, I think this is now again too good. With the "gain 2 Horses", it is pretty much strictly better than Experiment.

25
woo, thanks!!

So I'd love to host the next contest, but I stopped playing after Menagerie, which means I don't know the mechanics of the last two expansions, Allies and Plunder. (I wouldn't mind looking them up, but I don't think I should judge mechanics that I haven't played with.) That means you couldn't do Favors and these other fancy new thing for one contest (but everything up to and including Menagerie is okay). I'm assuming this is fine, but if not I'm giving anyone a chance to complain before I put up the next thread.
That should be fine; I mean, it's just another constraint for that week's challenge.

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