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Messages - Will(ow|iam)

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1
Variants and Fan Cards / Re: Dominion: Wii Sports Resort
« on: September 29, 2024, 09:24:42 pm »
I really like the Sports!

Of the Menhirs, I think Forest and Lava monument are too centralizing. I'm not a big fan of the concept in general tbh.

I worry that Camel Rock and Red Iron Bridge do nothing too often, and that Mysterious Ruins overlaps too much with Fountain.

The Whale Shark could also lead to stalemates, if the province pile has embargo on it, Wall is in the kingdom, the duchy pile is empty, and the players' scores are close-enough. I suppose that could've happened with just Embargo and Wall, but it's even more likely with Whale Shark.

2
Variants and Fan Cards / Re: Fan Cards Mechanics Week 101: Seasons
« on: September 21, 2024, 12:04:03 am »
Way of the Caterpillar

In Spring, gain 2 Silvers.
In Summer, gain an action card costing up to $4.
In Fall, +1 Action, and once this turn, when you discard a card from play, you may put it onto your deck.
In Winter, return this to its pile to gain a Province.

3
Dominion General Discussion / Re: Interview with Donald X.
« on: September 04, 2024, 08:11:42 pm »
Do you play with the alchemy cards that aren't apprentice?

4
Dominion Online at Shuffle iT / Re: Where to play Dominion now?
« on: September 02, 2024, 09:34:22 am »
I use the website when I'm at my computer, but the app is great when I'm on a bus or a subway.

5
Variants and Fan Cards / Re: Fan Expansion - Pikmin
« on: August 31, 2024, 02:26:07 pm »
Quote
The comments on the rest of the colors are basically summed up that you don't want to choose the +Sprouts card every time it shows up in the Kingdom, which I consider to be a feature, not a failing.
I think it is a failing if sometimes there are 8 different effects, in addition to what you have to read with a normal dominion board, that you look at and decide "Not worth my time". It feels like reading and thinking about them is a waste of time.

If you're deadset on having multiple different colors in each game with a PNF card, then maybe you could remove the least-interesting or most-complex half of the effects.

Maybe something like:

Rulebook: When there is a PNF card in the kingdom, you get 3 colors, coppers are also actions, and when you play a copper in an action phase, choose one of the colors and do its effect (instead of getting +$1).

Red: Spend 2 sprouts from here for +2 Actions
Yellow: Spend 2 sprouts from here for +1 Card and +1 Action
Blue: Spend a sprout from here for +1 Buy and +$1
Mushroom: Spend a sprout from each color to put a sprout token on a pile. (Cards in piles with sprouts on them cost $1 more per sprout on them)
Purple: Spend 4 sprouts from here to play an action card from your hand twice.
White: Spend a sprout from here to look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.
Parasite: Spend a sprout from here for +1 Sprout of each other color.
Rock: Spend any number of sprouts from here for +1 Card each.
Wing: Spend a sprout from here. If you do, cards cost $1 less this turn.
Ice: Spend 2 sprouts from here to exile a card from your hand.
Glow: Spend a sprout from here to discard any number of cards, then draw that many.

And then anything that refers to throwing could instead refer to playing coppers in the action phase.

Quote
You say seven and a half abilities is too many, then you complain when this limits it to four and a half? Definitely mixed signals.
It's more abilities to read at the start of the game, more that you need to understand before you can start making moves, even if you also have to realize "Four of these abilities don't even matter".

Quote
Could you elaborate on your thoughts of why it's too strong? I'm guessing you mean it's going to make people always buy the +Sprouts card over some other strategy, is that what you mean?
Yeah. If all your coppers are effectively necropolises, then you don't need to worry about +Actions and you can just load up on terminals, and with the current distribution of sprout-gaining, that's what happens.

Quote
I'm not seeing the infinite loop on Rescue Corps. Mind explaining? If it's the word "second," I'd rather just add a rule in the rulebook to explain that fairly obvious term than destroy the card. If you have a better wording, I'm open to that, though.

Yeah, it's the ambgiuity on "second". The way official cards deal with this is via the "command" type. "If a non-command card yields +Buy or +Sprout, play it again", and then Rescue Corps would be a command card.

Quote
You really think Carrots is too strong? A Silver that can get you a Guide effect or two, or that can be a Throne Room twice ever? Maybe give an example of what I missed. Same with the Sprouts on Arachnorb, I think, but you at least have to have something to feed it like Junk Dealer.

With Pink and Carrots, you can gain a ton of golds. Compare to Sycophant.

With Arachnorb, you wanted to be trashing stuff anyway. Compare to Priest and Mountain Shrine.

6
Variants and Fan Cards / Re: Fan Expansion - Pikmin
« on: August 30, 2024, 10:26:35 pm »
Wow, this is a lot. Overall, I like a lot of the ideas here, but the core concept of having 4 different colors is flawed.

I want to compare this set to Allies. In a normal game of Dominion:Allies, a favor token has 1 special use. In this set, a PNF card adds 8 different special uses. That's almost double the effects to understand, compared to a normal dominion kingdom! In the rest of this post, I redesign the set to use Liaisons and Allies, in addition to other critiques.

The difference, it seems, between the philosophy of the Colors vs. the Allies. Namely, the Colors are all weaker, but having more of them together means that sprouts are effectively stronger. I can see it being balanced, but I still think having 8 extra things to think about when analyzing a board is too much, which is why I still think having Allies instead is better.

I like the "Throw" mechanic. There's a lot of fun design space in making you spend a resource to make a card do something else interesting.

I suspect Scornet Swarm will rarely be played for gaining a fruit - the fruits are just so weak. In the cases where you are gaining a fruit with Scornet Swarm, I worry it's just because you'll be trying to get a specific one, probably Searing Acidshock or Citrus Lump. That's really not fun.

Commentary on each card, and how I'd redesign the set:
First, as mentioned, PNFs are Liaisons; Colors are now Allies.
Pellet: This is just underling again. Having something like underling in a set with something like allies, but I don't like the premise of having a set with something like Allies when Allies exist and we already understand them. Remove.
Candypop bud: I don't see anywhere that says the colors start with sprouts on them, so this is just a crappy woodcutter on boards without other PNF cards. On boards with other PNF cards, this is mainly terminal +Sprouts, but it sucks to open with. The only terminal +Favors card is Guildmaster; buying a card for +buy and having favors come with it is novel. I'd try +1 Buy/+$2/+1 Favor and +1 Buy/+$2/+2 Favors at $4 and $5.
Cave pit: Seems really weak - Most colors, as written, require multiple sprouts for one of their effects, so this being the only PNF card would make them redundant. Terminal silver with Gain a Silver on-gain is also a really weak effect. The identity seems to be the terminal silver that comes with a silver, so I'd add an effect that synergizes with that. Maybe instead of giving sprouts/favors, it could have "You may throw a treasure card for +2 cards per $3 it costs."
Antenna Beetle: DXV tried an attack that attacked the other players' favors in Allies, and that didn't work.

Red: Having an extra silver unspent at end of turn is rare. Both halves of the bottom half seem too strong for a Sprout, but good for Allies. (Copper for +action and Copper for +Buy), but I feel like they don't want to be on the same card. I would have the following 3 Allies for these concepts:
* At the start of cleanup, you may spend any number of favors and any number of $ for that many coffers.
* At the start of your buy phase, you may spend any number of favors and discard that many coppers for that many buys.
* After playing an action card, you spend a favor to throw a copper for +1 Action

Yellow: All of these are really narrow. I rarely want cards from my discard pile, and even rarer do I want to spend that many resources for them. Two sprouts for a coin, but only when I have a silver, or Two sprouts and 2 coins for worker's village, also narrow. Sometimes you need it, but sometimes there's better buys, and always there's better economy. Here's all I'd have there:
* At the start of your turn, you may spend a Favor to put a card from your Discard Pile into your Hand.

Blue: Three whole sprouts to turn Silver into Minion? That seems too narrow, even for a Color. And the games where the bottom half is viable tend to be less fun than when it's not. I don't like this.

Mushroom: Hard to judge. If you've played with this in the game, I'm curious how it's affected the board. My gut reaction is, it's too hard to activate the bottom for the top to be worth it, especially because it affects everyone.

Purple: I like this one. I like how the top synergizes with the bottom, and the effects both make sense. Probably too powerful for a Color, and duration cards do kill the top, though. As an Ally, this is what I'd do:
* When you play an action card, you may spend 3 favors to play it again. (You may not use this to play the same card 3 times)

White: Both halves of this make sense as a Color.

Parasite: The bottom half is outclassed by white, yeah. The top half is interesting! I would do this as a $4 Project - Liaison:
* At the start of your buy phase, you may throw any number of Silvers for +3 Favors each.

Rock: The top of this looks fun. The bottom of it looks unfun - it's a win-more effect.

Pink: Top half seems too strong compared to other Colors - Each sprout is effectively a play of ironworks. Bottom half would be interesting if it didn't say "Treasure" - it really pushes for gaining Treasure cards. This could be okay if this were Plunder, which has a lot of fun treasures that do things, but it isn't, so it isn't. As an Ally, this is what I'd do:
* During your turns, Action cards costing up to $1 per favor you have, cost $1 less per 2 favors you have above the printed cost.

Ice: Top half seems too strong for a Color. Bottom half seems appropriately narrow. As an Ally:
* At the start of your turn, you may spend 5 favors to exile a victory card from your hand.

Glow: This being available every game with sprouts totally throws what I said about sprouts being balanced as much weaker than favors out the window - Most of the time, the top half is the same as Cave Dwellers, an existing Ally! Definitely wants to be toned back. Maybe make it cost 2 sprouts? Bottom half, basically games with sprouts are just different games with different balancing around cycling. Here's what I'd do:
$4 Project - Liaison:
* At the end of your turn, +1 Favor if you have any Buys left.

Rescue Corps/ Rescue Pup: Both halves are too weak. A precept of split piles is that it has to be likely enough to see the bottom half. I suspect in many games, both players will ignore the Rescue Pup, so there'll never be a chance to see Rescue Corps. Rescue Corps is also weak except that, with the current wording, it's possible to get infinite buys and infinite sprouts from it. Dogs in Dominion are often reaction cards, so here's how I'd do this split pile:

Rescue Pup: $4 Action - Reaction - Liaison
+1 Action
Reveal the top 2 cards of your deck. Put the action cards into your hand. Discard the rest; +1 Favor per card discarded.
--
When you gain an action card, you may play this from your hand.

Rescue Corps: $5 Action
Put up to 5 cards from your discard pile into your hand.

Sprays: Ultra-Bitter spray is too weak, and Ultra Spicy spray is too strong. Smithy is fine at $5; +3 Glow Pikmin +3 cards outclasses other $5 Smithies.

Here's how I'd do a split pile for the sprays:

* Ultra-Bitter Spray: $4 Action - Duration - Attack
At the start of your next turn, +2 Actions. Until then, when another player has more than 2 actions remaining, they reset back to 2 actions.

* Ultra Spicy Spray: $5 Action - Duration - Liaison
+2 Favors. At the start of your next turn, +3 Cards

Scornet Swarm: Village with 3 sprouts is too strong, and the fruits are too weak. The flavor of the Scornet Swarm, to me, is that it's a bunch of tiny annoying things. I think the Scornet Swarm actually makes sense as an Ally:
When you play an action card, if you 7 or more cards in hand, spend a favor or take a debt.
And then the Scornet Maestro, $4 Action - Liaison
Choose one:
+3 Favors, or +3 Actions

Glow sap being strictly better than pouch irks me a bit. Nectar and glow sap also aren't technically related.

The flavor of Nectar is making things mature, which gives me procession vibes:
Nectar
$3 Action
+2 Actions. You may return an action card from your hand to its pile, to gain an action card costing exactly $1 more than it.

And then, Glow Sap could just be a kingdom night card:
Glow Sap: $3 Night - Liaison
+1 Favor per buy you have left.

I scrolled back up to say: If Lumiknoll is in the set, why is Glow sap the heirloom of Nectar, not the Lumiknoll?

Bloom: Remodel plus favors makes sense at $5. I think the "every second throw" effect is cool, but not cool enough to warrant the possible confusion. Remodel + 2 favors can be in the set, yeah!

Lumiknoll: For the top part, just use Scheme's wording so we don't need to worry about infinite loops. The bottom part is liable to lead to infinite games - DXV has a design rule, that any effect that scores points must make the game closer to ending. Because it's possible to get infinite sprouts, it's possible to build a golden deck that does nothing but gain sprouts, and thus scores lumiknoll points forever. Did you ever play a Scornet Swarm + Lumiknoll game?

Here's how I'd do concept:
* Lumiknoll: $3 Night - Liaison
+ 1 Favor
This turn, you may put one of your cards onto your deck when you discard it from play.

And the bottom part, here's one of the first cards I designed for my set:
* Titans: Landmark
+7 VP if you have more favors than anyone else (or tied for most).

Honeywisp: Seems fun! No notes.

Ship part: The flavor of the ship parts is discovering a new part of the map, which would translate in dominion as gaining access to another kingdom card.

* Ship Part: $3 Treasure - Liaison
If you have the most favors, +$3 and you may buy the Distant card this turn. Otherwise, +2 Favors.
--
Setup: Add a $5 Action card to the supply - It is the Distant card. Usually, you may not buy it.

Bulblax: Seems fun! No notes.

Buried Junk: Nice at filing the colors' design space, but the colors are too much.

Goolix: I don't like how it's a terminal +1 Card this turn. Maybe 2 cards this turn 2 sprouts/favors next turn?

Bomb Rock: Waaayy too strong an attack. It's just like Knights, but there's no built-in defense, and it costs $4. Might be reasonable if it trashed itself on play and didn't attack opponents' sprouts/favors. So like,

Bomb Rock
$4 Action - Attack - Liaison
+2 Favors
Trash this. If you did, each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest.

Carrots: Too strong. Maybe do one sprout/favor on gain, more on trash, so like:
Carrots
$4 Treasure - Liaison
+$2
--
When you gain this, +1 Favor. When you trash this, +3 Favors.

Lithopod: Too-integrated with the flawed color mechanic.

Mamuta: Nice design, nice flavor, no notes.

Snavian: Are players allowed to lose a sprout if they have none? Either way, strictly better than Armory and thus wants to cost $5.

Sporovid: Nice design, no notes.

Arachnorb: Probably too strong.

Expedition Leaders: Adding yet another use for sprouts, thus adding to the complexity of the mechanic. This feels more like a Color/Ally or set of Colors/Allies than a PNF/Liaison. Or maybe it wants its own token, not interacting with another mechanic, a la Garrison. Hard to say.

Onion: Nice design, nice flavor, no notes.

Smoky Progg: It shows up during the day in-game, so it doesn't feel like a Night card. The attack part also basically locks everyone out of getting to use their sprouts for the game - A player without any sprouts gets to choose to try to lose sprouts despite lacking any sprouts, thus being unaffected by the attack, with the only penalty being not getting to play with sprouts, which is much less punishing than adding curses to the deck.

Glowmob: Top half overlaps too much with Guildmaster; bottom half is extra uses for sprouts, which adds unfun complexity.

Ujadani: Seems too luck-based.

Dandori Challenge: Seems cool!

Trial of the Sage Leaf: Top half is cool, but note that ever since Empires (possibly earlier?) Dominion uses singular "they" instead of "he".

Night Expedition: This set with no omens shouldn't have a prophecy in it.  Regardless, guaranteed scheme every turn leads to boring monolithic strategies, especially if it's easy to make the scheme'd card an attack. For Night Expedition as a prophecy, I would do "Attack Cards are also Night Cards", but it's still a problem having it as a Prophecy in a set with no Omens.

7
Dominion General Discussion / Re: Interview with Donald X.
« on: August 25, 2024, 10:18:55 am »
Have your thoughts on the design space for Alt-VP effects changed since this post from 2013?
https://forum.dominionstrategy.com/index.php?topic=8559.0

Alt-VP (by which I mean, scoring points without depleting basic supply piles) is making up a smaller portion of the cardpool over time. There was at least one alt-VP effect in every set up to Nocturne, but there weren't any in Renaissance, Menagerie, Plunder, or Rising Sun, and the 2es added as many as they removed (aside from Marchland).

8
Dominion General Discussion / Re: Interview with Donald X.
« on: August 21, 2024, 12:58:19 pm »
Who made the decision to have the sun tokens be 7-pointed stars, and why did they make that decision?

9
Dominion General Discussion / Re: Interview with Donald X.
« on: August 21, 2024, 12:57:30 pm »
Is there a world where we see the modern temple games client for Dominion launching on Switch?

Here's Jeff from TGG on the topic, from April this year: https://discord.com/channels/609163450077151233/844099146859806741/1229542593550094437

Quote
There are a handful of tasks to get the game on the Switch:

Tech work - It's work, but nothing seems too crazy here.
Controls - While the Switch has a touchscreen, every game seems to do controller support as well, so that's a project.
Shared Purchases - Switch has some games w/ shared purchases (Fortnite), but it's unclear if that's generally accepted or a special status.
Release Process - Probably the biggest issue - we've heard releases can take months to approve - which is sort of unfathomable, but we've heard it from multiple sources so... The current stores having 'a few days' of review is difficult to deal with already. We'd probably have to support staggered release a lot better than we are doing right now, which is rough, along with the difficulty of messaging that complication to players.


10
Variants and Fan Cards / Re: Really bad card ideas
« on: August 14, 2024, 02:54:25 pm »
Congress
Prophecy
When you don't gain a card, put it onto your deck.

11
Tactician + Ronin lets you play Tactician and then draw 7 cards with very high reliability, negating the Tactician downside (and likely turning it into an upside).

I haven't tried it, but it might enable multiple-Tactician-per-turn strategies.

You'd need to play a couple villages first to fully empower this combo, but once you do, it sounds like it could get pretty crazy.  Chaining Tacticians was probably possible before, but this definitely makes it much easier.
Off the top of my head, it was possible before with pathfinding, cavalry, trail, or village green.

12
Priest, Pre-errata Band of Misfits, and Feast. This came up in a physical game.

Play the priest, then Band of Misfits as Feast can trash itself to gain another Band of Misfits, get $2, put a Band of Misfits in the discard pile, and lower the Band of Misfits pile.

13
Non-Mafia Game Threads / Re: Virtual Dominion
« on: June 30, 2024, 07:40:13 am »
28. Poor House

14
Dominion General Discussion / Re: Interview with Donald X.
« on: June 28, 2024, 10:16:05 pm »
Looking at the list of cards, most of the cards that are likely to lead to gaining Copper were deprecated in revised editions. Jester is the only exception. In other sets, Dark Ages has 2 (Beggar and Count), Adventures one (Treasure Trove), Empires some landscapes (Banquet, Fountain, arguably Palace), there's the hex Greed, Menagerie has Alliance, Barbarian is impacted (you would just Trash silver instead of gaining a Copper), and Plunder has (arguably) Mining Road.

However one consideration would be that Coppers are likely to go through a lot more wear and tear than other cards in the base set, so it would be good to have spares. Is that a consideration behind any of Dominion's design choices?

Merchant Guild and Tower

15
Non-Mafia Game Threads / Re: Virtual Dominion
« on: June 28, 2024, 06:15:00 pm »
17. Copper

16
It's not in the "Secret history of promos" thread yet

17
Dominion General Discussion / Re: Strategies for seaside
« on: June 08, 2024, 12:55:51 am »
The strongest individual cards to look out for in those sets include:

* Chapel (and Sentry when you have $5 on T1 or T2). Getting rid of your starting coppers and estates means you can draw your whole deck every turn which means you can do a lot of stuff. On boards without those but with other trashers (Moneylender, Remodel, Sailor, Salvager, Lookout), you still want to be trashing your starting cards, but it'll happen slower.
* Witch, Sea Witch. Curses really hurt. Blockade also conditionally curses, so it can hurt when you play blockade to gain the card your opponent really wanted
* Outpost. If you're drawing your deck every turn, Outpost means you're drawing your deck twice every turn.
* Monkey and Wharf. Those can both draw a whole lot of cards without spending a lot of +Actions per card drawn, and drawing cards at the start of your turn helps there. Smithy and Council Room do the same thing but slightly worse than Monkey and Wharf usually. Laboratory, Sea Chart, and Caravan can draw cards without spending any +Action, but those piles are liable to empty before you have enough of them to draw your deck.
* Fishing Village and Tactician. These both give you +Action at the start of your turn, which means if you're trying to draw your deck every turn, these mean you're less likely to draw a dud hand that lacks the extra +Action needed to kick your turn off. Note that Tactician is situational, and it's best when you don't need to play treasure cards (i.e. you've trashed them all and your payload is with action cards like Festival or Remodel)
* Throne room. Can often be thought of as reading "Choose the best card in your hand. Get +1 Action and play that card". +1 Action and do the Witch effect, for instance, is really good. It can even do village things if you play a throne room on another throne room.
* Smugglers. If your opponent gains a good $5-6 card, you can also gain a good $5-6 card.

The strongest synergies to look for in those sets include:

* Any kind of village (Village, Festival, Native Village, Fishing Village, etc.) + Any kind of draw card (Smithy, Wharf, etc.). This is the way you'll usually draw your deck.
* Remodel + (Bandit/Pirate). If you had the Remodel anyway (e.g. to trash your starting estates), then a gold gainer is a better way to get golds (which you'll then turn into province) than buying golds. You can also use Mine or Treasure Map on some boards, but often that's slow.
* Workshop+(Gardens/Island). Fast way to get a bunch of points. If you can't draw your deck, the optimal strategy will often be Workshop+Gardens+(some kind of village). If you can draw your deck, a $4 victory card can be a good reason to take an extra workshop, to put you in a position of being able to score extra each turn.
* Vassal + Some kind of village + Some kind of trasher or some way to look at the top of your deck. Vassal is really strong when you can make it hit an action card, but if it doesn't hit an action then it's awful. It's more likely to hit an action if you can trash your starting cards, and if you can make sure the top card is an action card (via Artisan, Sentry, Lookout, or sometimes Sea Chart or Harbinger), then you can make sure the Vassal hits one.
* (Haven/Island)+Gardens. Gardens wants you to have a lot of cards. Drawing your deck is harder when you have a lot of cards. Island can let you get the VP from a card without having to draw it. Haven can set aside a card before you shuffle, meaning you don't shuffle the set-aside card in, meaning you don't have to worry about drawing it instead of your other cards. Haven and Island are also useful for doing this with Provinces and Duchies, but it's often not worth the extra time to pick up the extra card with just Provinces.

18
Infinite VP T1:

Kingdom:

Tracker, Importer, Cavalry, Fortress, Mill, Galleria, Groundskeeper; Family of Inventors, Way of the Horse, Advance; Shelters

Start by making cavalries cost 0.
Use Necropolis for an extra action, advance a Cavalry into a Galleria, draw it, play it.
Put the 5th favor on Galleria. Advance a cavalry into a fortress and a galleria, draw them, play them.
Get extra buys from now on by Advancing fortress to fortress. Use those buys to advance fortresses to GKs, then buy a cavalry, play all the GKs, then each buy phase:
* Advance your fortress to Mills.
* Buy a Cavalry
* Horse all your mills and the Cavalry

We can shrink the kingdom by 1 card by replacing Mill and GK with Collection.

19
Infinite VP T1:

Kingdom:

Tracker, Importer, Cavalry, Fortress, Mill, Galleria, Groundskeeper; Family of Inventors, Way of the Horse, Advance; Shelters

Start by making cavalries cost 0.
Use Necropolis for an extra action, advance a Cavalry into a Galleria, draw it, play it.
Put the 5th favor on Galleria. Advance a cavalry into a fortress and a galleria, draw them, play them.
Get extra buys from now on by Advancing fortress to fortress. Use those buys to advance fortresses to GKs, then buy a cavalry, play all the GKs, then each buy phase:
* Advance your fortress to Mills.
* Buy a Cavalry
* Horse all your mills and the Cavalry

20
Inherited Capital (6) + Cursed Gold (3) + Copper x3 (3) + Coffers from Baker (1) = $13.  Just shy of buying Dominate (unless I missed some other mechanic that could give us 1 more coin in the opening turn without using up an event/landmark/project/way/trait slot).

Actually, I did miss such a mechanic.  Add Importer to the kingdom with the League of Bankers Ally.  Now we get:
Inherited Capital (6) + Cursed Gold (3) + Copper x3 (3) + Coffers from Baker (1) + League of Bankers w/ 4 starting favors from Importer (1) = $14.  First turn Dominate buy is possible!

The more interesting question is how many Dominates you can buy on the first turn.

Um... one?  If you're thinking of doing tricks with Populate, I don't think its possible with Dominate on the board.  Cursed Gold/Baker/League of Bankers gets you to $9 first turn which is one short of the 10 you need for Populate.  To buy Populate first turn, you need the help of another unbound landscape to get you to 10, and that's not possible if Populate and Dominate are taking up both slots.

You don't need Populate. I just bought 44 Dominates on turn 1 with this kingdom:

Fortress, Priest, Villa, Animal Fair, King's Court, Squire, Tracker, Importer, Watchtower, Cavalry, Family of Inventors, Dominate, Advance, shelters


The basic idea is to use Family of Inventors to make Cavalry cheap and KC cost $6 (for Advance), use a Squire to get started with extra +buys, reroll your starting hand until you have Necropolis in it, and use Advance and your coins to get Cavalries to draw everything in the start. Once you have a Fortress, you can get anything you want without having to pay coins for it, and once you have played some Priests, getting the stuff you want generates you coins. Watchtower in hand + Fortress can turn +buys into +cards after the Cavalries are all gone, and I used Horses a bit for draw too. Watchtower for draw is kind of annoying because it eats up Villa supply super inefficiently, but I did that too.

The game ID for my exact plays: 145365380

This was just a quick lazy attempt, I bet it can be improved massively even by just playing the exact same kingdom better and there might be a better kingdom too since this is just literally the first one that I came up with by modifying the entire-supply-gaining kingdoms a bit to make the general idea work with just one Event. I suspect the biggest improvements might be to use more Horses and fewer Watchtowers for draw, and to optimize the order in which you buy things around when you first start to have meaningful choices.

With WotHorse instead of Advance, you can get infinite cavalries. If you can get a Galleria in play, that means infinite buys. With 3 priests in play, buying a fortress, trashing it into your hand, buying a free cavalry, and horsing both the cavalry and the fortress, is resource-positive.

The piece missing from this is getting the Galleria and 3 priests into play.

Wait, galleria doesn't make that infinite buys because cavalry costs 0. Need to rethink...

21
Inherited Capital (6) + Cursed Gold (3) + Copper x3 (3) + Coffers from Baker (1) = $13.  Just shy of buying Dominate (unless I missed some other mechanic that could give us 1 more coin in the opening turn without using up an event/landmark/project/way/trait slot).

Actually, I did miss such a mechanic.  Add Importer to the kingdom with the League of Bankers Ally.  Now we get:
Inherited Capital (6) + Cursed Gold (3) + Copper x3 (3) + Coffers from Baker (1) + League of Bankers w/ 4 starting favors from Importer (1) = $14.  First turn Dominate buy is possible!

The more interesting question is how many Dominates you can buy on the first turn.

Um... one?  If you're thinking of doing tricks with Populate, I don't think its possible with Dominate on the board.  Cursed Gold/Baker/League of Bankers gets you to $9 first turn which is one short of the 10 you need for Populate.  To buy Populate first turn, you need the help of another unbound landscape to get you to 10, and that's not possible if Populate and Dominate are taking up both slots.

You don't need Populate. I just bought 44 Dominates on turn 1 with this kingdom:

Fortress, Priest, Villa, Animal Fair, King's Court, Squire, Tracker, Importer, Watchtower, Cavalry, Family of Inventors, Dominate, Advance, shelters


The basic idea is to use Family of Inventors to make Cavalry cheap and KC cost $6 (for Advance), use a Squire to get started with extra +buys, reroll your starting hand until you have Necropolis in it, and use Advance and your coins to get Cavalries to draw everything in the start. Once you have a Fortress, you can get anything you want without having to pay coins for it, and once you have played some Priests, getting the stuff you want generates you coins. Watchtower in hand + Fortress can turn +buys into +cards after the Cavalries are all gone, and I used Horses a bit for draw too. Watchtower for draw is kind of annoying because it eats up Villa supply super inefficiently, but I did that too.

The game ID for my exact plays: 145365380

This was just a quick lazy attempt, I bet it can be improved massively even by just playing the exact same kingdom better and there might be a better kingdom too since this is just literally the first one that I came up with by modifying the entire-supply-gaining kingdoms a bit to make the general idea work with just one Event. I suspect the biggest improvements might be to use more Horses and fewer Watchtowers for draw, and to optimize the order in which you buy things around when you first start to have meaningful choices.

With WotHorse instead of Advance, you can get infinite cavalries. If you can get a Galleria in play, that means infinite buys. With 3 priests in play, buying a fortress, trashing it into your hand, buying a free cavalry, and horsing both the cavalry and the fortress, is resource-positive.

The piece missing from this is getting the Galleria and 3 priests into play.

22
Variants and Fan Cards / Re: Card Fusions
« on: June 03, 2024, 01:39:22 pm »
Card Fusions #33
Village Green & Forum
:)                                                    :)                                                    :)
:)                                                    :)                                                    :)

Village Fairway
$3 Action - Reaction
+2 Cards
+1 Action
Discard 2 cards.
---
When you discard this, you may play it.

23
Dominion General Discussion / Re: Interview with Donald X.
« on: June 02, 2024, 01:00:06 pm »
It seems like the main benefit in your mind of 2es is removing unfun cards from the pool. Aside from Alchemy and the Doom cards, are there any cards that you haven't gotten the chance to remove via 2es, that you wish you could remove?
I can't give any assessments of the future, and also it's not so clear that "haven't gotten a chance" really applies.

There are certainly a few cards I'd tweak or replace that aren't grouped with a bunch of others in the same set, so that a 2E wouldn't be so great to do. I do talk about them some, in contexts that are less like "tell us what 2E's are coming."

"Haven't gotten a chance" I would think includes cards in sets that already have 2es, and cards in sets too new to want 2es. Like, if update pack size weren't a concern, would you have dropped Merchant Ship for Seaside 2e?

24
Dominion General Discussion / Re: Interview with Donald X.
« on: June 01, 2024, 11:58:28 am »
It seems like the main benefit in your mind of 2es is removing unfun cards from the pool. Aside from Alchemy and the Doom cards, are there any cards that you haven't gotten the chance to remove via 2es, that you wish you could remove?

25
Variants and Fan Cards / Re: Card Fusions
« on: May 03, 2024, 01:01:43 pm »


Peddler (to fix this you can make it a Treasure) and Prince

Edit: or just say non-Victory

It's a combo, but it doesn't seem unfun or monolithic.

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