Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Chriamon

Filter to certain boards:

Pages: [1]
1
Variants and Fan Cards / Re: Card Ideas: most playtested
« on: March 08, 2012, 12:58:14 am »
Is Battle Charge actually weakish? It seems quite strong; better than Smithy in engines and almost as good for BM.
Well, it is one of the cards that got less play than the others, but the general consensus is that it WAS weak (used to be +3 cards and the effect would often help your opponent, it got buffed to give you the choice of whether they discard or trash, and most agreed that it was balanced now) So I guess its not really weak now, but since the first iteration was weak and it tainted people's opinions of it towards the weak side. I guess that what you say is true, but nobody tried it with big money, so I can't comment on that part

2
Well, technically you can fit all of the cards into one box, I have every card except governer and walled village in the seaside box. So what do you really mean by this question? like 25 sets + money & victory cards & curses?

3
Variants and Fan Cards / Card Ideas: most playtested
« on: March 07, 2012, 10:12:36 pm »
Some of these cards were stolen and/or inspired from other threads, and then modified for playtesting, so if one of these is your card let me know and I will credit you, I don't recall where I got all of the ideas from.


Lucky Break - 2$
+1 Card
+1 Action
Return a card from your hand to the supply. If you did, gain a card costing the same amount as the returned card and put it into your hand.

Playtest notes: It was hard to gauge how strong this effect would be, I initially priced the card at 5. After playtesting it, the effect is interesting, but weak enough to be on a 2 cost card. In games where this card was playtested, it was bought with 2$, but never bought when there was more than 2$ in hand.



Silver Amulet - 5$
+1 Card
+1 Action
+2$
Discard a card.

Playtest notes: This is an oasis that gives +2 instead of +1, however when I created and named the card I didnt even think about oasis, this card was inspired because I wanted to create a deck that could native village a province every turn in a 5 card deck, and that card would also be useful in a normal scenario. In playtesting, the card always seemed powerful, but its no Lab, in all of the games it was playtested, the person who bought the most of these lost, and in about 60% of the games this was in, the player ignoring it won the game (mostly playtested in 3 and 4 player games, with a few 2 player games)



Battle Charge - $4
Action - Attack

+3 Cards

Reveal a Card from your hand. Each other player reveals the card on top of their deck.

Discard the card(s) with the highest cost in coins, for each other card, discard or trash it, your choice.

The owners of the trashed cards may gain a card costing up to 2$ less than the trashed card.

Playtest notes: This attack was inspired by the "make a card based on a boardgame" thread, I saw a card called "stratego" and I tried to make it work as a real card. First few iterations were weak, this card was settled upon, it seems rather weak in play, but it has moments where it shines. Overall, weakish, but still a solid option.


Scavenger - $4
Action - Duration
   
While this is in play, whenever you discard during your action phase, +1$.
(+1$ per discard source, not +1$ per card discarded)
+2 Cards
Discard a card from your hand.

At the start of your next turn:
+1 Card
Discard a card from your hand.

Playtest notes: the first few iterations of this card were super strong (even stronger than this), this was settled upon, and this card is either a decent buy, or a really strong card, depending on the set. Note in your evaluation of this card, its +1$ per discard source, i.e. cards like golem give just +1$ from their discard, cards like hamlet can give up to +2$ if you discard for both sources of discard. In the games when this was very strong (hamlet and a couple more discarders in makes this REALLY strong), it was considered still fun to play.



Celtic Metal - 5$
Action - Attack

+4 Cards
Discard a card and then trash a card.
Each other player chooses one: he discards a card and then trashes a card; or he gains a Curse card.

Playtest notes: A pretty fun card to play. A previous version of the card gave +5 Cards just to see how broken that would be, turned out to be very broken. +3 cards was the initial version, and this card was deemed weak, +4 cards seems to be a good balance.



Untapped Ruins - 4$
Action

+1 Action
Discard any number of cards from your hand, +1 Action per card discarded.

Playtest notes: An interesting card, everyone I played with liked it, but it never really "stands out." Would probably be buffed if it were changed at all.



Villa- $6
Action - Victory
+1 Action
If you would draw a card while Villa is in play, discard a card after your action phase is over, and gain +1 VP token if you did (before you play your first treasure).
----------
1 VP

Playtest notes:This one has not been playtested, would like to hear others opinions before I give mine.



Township - $5
Action

+1 Card
+2 Actions

Choose one: set aside a card from your hand face down onto your Township mat; or put all cards from your mat into your hand.

You may look at the cards on your mat at any time; return them to your deck at the end of the game.

Playtest notes: This is a stronger Native Village. Hasn't been playtested.

Lemme know what you guys think.

4
Variants and Fan Cards / Re: A variable copper trasher
« on: March 07, 2012, 09:39:40 pm »
I dunno, I kind of disagree with O, I think this card could be really strong. You could get a large amount of these in your deck, and best case scenario turn a hand of investmentx4 copper into a hand of 3 silvers, with a net gain of trashing one copper and gaining 3 silvers. This could be even better with those "draw your whole deck" style engines as a way to get money density up. However in cases where it is weak it seems really weak. I think this would be an interesting card to playtest, and its also probably better than moneylender, which I think is considered a decent card.

5
Dominion Articles / Re: A theorem about drawing and density
« on: March 07, 2012, 01:47:29 pm »
On the concept of the "Schroedingers Draw" as Ozle said, perhaps it is possible to use this in the future, as opposed to trying to calculate the benefit of it before you play it. What I mean by this, is say you have perfect memory, and you know exactly every card in your deck, and every card in your discard pile at all times. Is it possible to gain a benefit to cards being in your discard over cards being in your deck. With cards like chancellor, it can be. So the question I would pose, is that in the example that smithy "can help your next hand but on average doesn't," does the smithy actually on average help your next hands when you have cards like chancellor? Intuitively I would say that more sift is helping chancellors, because you have more information about what cards are in your discard, however I would be hard pressed to come up with any math to prove it. (I think it would really be awesome if chancellor had potential applications beyond chancellor/stash).

6
Variants and Fan Cards / Re: Lookout-style attack?
« on: March 03, 2012, 03:24:48 am »
This is similar to a custom card that I have played with, the card is as follows:

Celtic Metal - 5$ (friend picked the card name)
Action - Attack

+4 Cards
Discard a card and then trash a card.
Each other player chooses one: he discards a card and then trashes a card; or he gains a Curse card.

This card obiously still has it's own balance issues, but I think using the torturer method of gaining curse cards, and limiting the attack to just affecting 2 cards (removing the saboteur effect) makes it easier to balance ( or at least makes solving some of the problems easier, although this card has the same problem that you mentioned, giving curses and then allowing you to trash them later). Originally this card was playtested at +3 cards, but it seemed too weak, and at +5 cards it was way too strong, so it was nerfed to +4 cards. I think the way to fix attacks that are sometimes weak is to give benefit for playing the card. That way if the attack is being weak, you at least got benefit from playing the card, and like you mentioned, it is way too hard to deduce the strength of this card because it would be so variable. I think the main issue to balance with your version is that the saboteur effect is just way to random to tell how strong it could be, so I think that maybe the way to go with this could be perhaps giving yourself a buffed version of lookout, while giving your opponents a bad version of lookout.

7
Dominion Articles / Native Village 6 card decks
« on: March 01, 2012, 03:26:11 pm »
Hey all, been a lurker for a while, Not sure if this is where this post would go, but it seemed like the best place to put this. I recently played this combo, it seems really strong (if extremely situational), and in play it was devastating.

Basically, my goal was to create a deck that could guaranteed buy a province each turn and then native village the previous province. The proposed deck was:

Fishing Village, Fishing Village, Mandarin, Native Village, Gold, Province (and I was actually able to play this in a game)

Wherein one of the fishing villages is in play from the previous turn. Basically, get your deck trimmed down to the fishing village x2 Mandarin Native Village <chapel or other trasher>, then play a fishing village, and then next turn, play the other fishing village, mandarin the trasher, native village it and buy a province, and repeat, using native village on the province each turn. Now this is very effective, and very quick, but it is so situational that it is extremely unlikely to have another game with Fishing Village, Native Village, Mandarin, and Chapel/Steward.

So I decided to try this idea using less cards, and what I came up with is a deck of:

2xOasis 2xGold Native Village Province.

This deck would be guaranteed to have one of the oases in hand, which could draw the other, and the same province would be discarded with both oases. This seems much more practical (although i haven't used it in a game), it only requires a trasher, native village, and oasis, but it would be slower as it requires 2 gold.

I was wondering if anyone else has come up with something similar using native village (A deck that only gets to 5 and grabs duchies sounds plausible, and if an alternate victory card is on the board this seems like it would be really strong).

Obviously this deck would have the same weakness as all the other small decks, cursing attacks and discarding attacks and masquerade would destroy this, but I was wondering what anyone else has come up with using native village in a small deck, and also some stronger player's opinions (most of my games are played in person, so I have no idea of my strength relative to the really good players, but from playing on isotropic I know that there are some REALLY good players out there.).

EDIT: also if this is in the wrong place (which now I'm thinking it is) sorry, and please move it to the appropriate forums.

Pages: [1]

Page created in 0.057 seconds with 19 queries.