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1
Variants and Fan Cards / Fan expansion: enlightenment
« on: August 27, 2012, 03:14:26 pm »
EDIT: I initially posted this thread to put forth two ideas, silversmith and goldsmith.  I've decided to expand this into a fan expansion idea revolving around the enlightenment/steam age, sort of like a counterpoint to dark ages.  The theme that I'm working on is cards that change in strength with multiple plays: some cards get stronger with each successive play, while others get weaker.  Another theme is combos: many of these cards need to be paired with some other card (or card type) in order to be maximally effective.

I'm going to continually edit this first post, but only to add card ideas.  None of these cards have been playtested at all, so they are all very raw and probably quite over/underpowered.  Please post your thoughts, and as the expansion evolves, I'll post a separate thread with the modified ideas, leaving this thread in place with the original ideas for comparison.

-------------------------------------------------------------

Silversmith $5
Action
+1 action
You may discard any number of silvers from your hand.  For each silver discarded, +1 card, +$2

------------------------------------------------------------

Goldsmith: $6
Action
You may reveal and discard a gold from your hand.  If you do, +$6.  Otherwise, gain a gold.

----------------------------------------------------------------------------------------------

Steam engine: $5
Action
+1 action
+1 card per steam engine in play, including this
You may immediately play another steam engine.

----------------------------------------------------------------------------------------------

Scientific method: $1P
Action-reaction

When you play a potion card this turn, you may choose to receive $2 instead of $P.
------
When you discard a card other than during you cleanup phase, you may reveal this from your hand.  If you do, trash that card.

----------------------------------------------------------------------------------------------

Architect: $5
Action
+$2
You may discard all Trade Building cards you have in play.  If you do, select a card from the Trade Building pile and play it immediately.
[This card uses the Trade Buildings, a set of 4 unique cards which are not in the supply.]

Trade Buildings:

   Mercenary Den: 0* (not in the supply)
   Action-Duration
   While this is in play, at the start of your turn, you may discard a copper.  If you do, all your coppers provide +$1 this turn.  Otherwise, return this card to the trade building pile.
   ------
   Do not discard this card during your cleanup phase.

   Merchant Hall: 0* (not in the supply)
   Action-Duration
   While this is in play, at the start of your turn, you may discard a card.  If you do, +$2, +1 buy.  Otherwise, return this card to the trade building pile.
   ------
   Do not discard this card during your cleanup phase.

   Community Center: 0* (not in the supply)
   Action-Duration
   While this is in play, at the start of your turn, you may discard an action.  If you do, +1 action, +2 cards.  Otherwise, return this card to the trade building pile.
   ------   
   Do not discard this card during your cleanup phase.

   Hall of Science: 0* (not in the supply)
   Action-Duration
   While this is in play, at the start of your turn, you may trash a card.  If you do, +2 cards.  Otherwise, return this card to the trade building pile.
   ------
   Do not discard this card during your cleanup phase.

----------------------------------------------------------------------------------------------

Surveyor: $4
Action
Discard any number of victory cards.  +2 cards per card discarded.

----------------------------------------------------------------------------------------------

Sophists: $4
Action-Attack
+2 cards
Each other player with more than three cards discards a card costing more than $3 from their hand (or reveals a hand with no cards costing more than $3).

----------------------------------------------------------------------------------------------

Sawmill: $4
Action
If you have a sawmill in play other than one, then +$3.  Otherwise, +$2, +1 Buy.


***********************************************************************************************

Design Thoughts:

Silversmith: The basic idea is that you get to "play" your silvers and cellar them.  This could be super-powerful when combo'ed with tactician, wharf, or any other strategy that gives you big starting handsizes.  It also makes deck drawing a bit easier, though strong deck draw engines really won't need the silversmith because they won't have too much silver (and the whole deck will be in your hand anyway).  The other obvious combo, of course, is trader, feodum, JoaT, or any other card that stuffs your deck with silver.

I haven't tested this card at all, and there are lots of possible tweaks that could change its utility.  For example, the card could allow you to cellar non-silvers, and you just don't get the $2 for those cards.  That makes it a bit more flexible.  You could also add +1 card at the beginning and maybe boost it up to $5.

Goldsmith: Originally I wanted Goldsmith to be a terminal gold that only activates if you reveal a gold in your hand.  I realized that that design would be pretty abusable with KC/TR -- KC/old Goldsmith/Gold = colony.  I fixed that issue by making you discard your gold, but you still get credit for it -- thus the +$6, which is basically $3 for the gold you discarded and $3 for the terminal goldsmith.  If that were the only clause on the card, it would be mighty weak, so I thought a decent thematic alternative was to gain a gold when you don't have a gold in hand.  The gold goes to your discard pile -- going to your hand or the top of your deck would be too strong, I think, because that basically means this card is either worth a gold right now or a gold next hand for only $5.  I feel like gaining to the discard is the right balance. 

Obviously this card is a BM enabler, but I can't tell if it would be superior to a terminal draw in that respect.  It stuffs your deck with gold, but it's slow to do that.  Like silversmith, this card would also combo well with tactician or any other card that wants treasure out of your hand, like poor house.

Steam engine: So, this card is basically a lab variant, but it also uses the cultist mechanic to make it more interesting.  I think this card is very thematic.  One or two of these cards is not very powerful at all -- probably underpowered.  But once you get a pile of these cards, they can build up a lot of steam (so to speak).  They have excellent self synergy.

One steam engine is worse than a lab.  If you chain two SE's together, then you basically get the effect of one lab +1 action, or one village +1 card.  Ok, but not great.  If you chain three SE's, then you get the same card draw as 3 labs, but you have 3 actions left for terminals instead of 1.  Once you can chain 4 or more SE's, you basically have a +actions/+cards engine in one -- very powerful.  Perhaps too powerful.  But at the same time, it won't exactly be easy to chain so many SE's, unless you have other handsize increasers available.  Note that SE's get the card drawing benefit of having other SE's in play even when they are not chained together.

Scientific Method: This card combines two ideas that I like: a reaction trasher and a card that makes potions more practical.  This card is obviously much more interesting when other potion-cost cards are around.  Then, it becomes possible to stock up on potions, because you'll be able to turn them into silvers some of the time. 

When there are no other potion-cost cards around, the on-play effect alone would be useless.  Why buy the potion to but a card which just turns potions into silver?  Consequently, the reaction effect has to be powerful enough to be useful.  I really like this reaction, but it does require some assistance: it's possible that you won't have any discarding available in your kingdom.  If that's the case, and this is the only potion card, then it's basically a dead card.  However, the card is viable if either discarders or other potion cards are available, and if both are around, then this card could be really useful. It would also be a good reaction to handsize reduction attacks -- especially torturer chains.

This is one card where I really have no idea about the proper price point.  It seems like it could be very useful in the right circumstances, but I don't think it's a power card, so I feel like $P or $1P wouldn't be too cheap.  It's not like you'd want a stack of these cards.

Architect: Okay, there's obviously a lot going on with architects.  This card combines two ideas that I've had: a faster implementation of tournament prizes, and "persistent" cards which provide a benefit but have some sort of upkeep.  The trade buildings come out faster than tournament prizes, but they are only temporary, as you lose them once you fail to pay the upkeep.  There's also some interesting interactions with other players, because only one player can have each trade building at a time.  (There should probably be two more trade buildings to make sure everybody gets a shot at one.)

Surveyor: This is a simple smithy variant.  I like this card a lot, because it's simple, but it has some interesting features.  It can be more powerful than smithy for the same money in green decks, or in decks that have other deck drawing capability.  But it has an anti-self-synergy: successive playings of this card are likely to be less powerful, because once you discard all your green, you don't get any draw out of this card.

I think it would be very interesting to see this card in a gardens/silk road deck.  This may be an alternative enabler for gardens (as opposed to gainers like workshop), or it might be effective as a smithy alternate in BM decks where the greening starts sooner.  And, as a bonus, it combos with scout!

Sophists: This is designed to be a Militia variant, specifically targeting valuable cards like gold, engine pieces, or other attacks.  To make up for the targeted nature of the card, it only hits a single card at a time.  I also gave it +2 cards instead of +$2 because I thought that would differentiate it a bit more from Militia. Still, this might be too powerful as it is, since it's pretty damaging if you chain two together.  It may need to cost $5.

Sawmill: Look, it's a woodcutter that starts to produce megabucks on return trips!  Going along with the theme of cards that change strength as you play them more, the sawmill starts out as an overpriced woodcutter.  Having one sawmill in your deck is obviously not worth it.  However, if you've put together an engine that can manage to draw multiple sawmills, then these can really pay off.  Even with the "in play" wording, this card is very strong with TR/KC, because those engines tend to give you tons of actions, and extra sawmills can turn those actions into gold.

Again, this is a card where it's hard to judge the power level.  This might be too good at the $4 price point, or it might be useless because of the need to collide multiples with a village of some sort.  Only playtesting will tell.  Still, I like the general idea of the card -- a terminal that gets more powerful after the first copy is played.

2
Dominion Isotropic / Council room player pages not working?
« on: August 24, 2012, 03:03:11 am »
I've been trying to see my history on council room, but whenever I look up my name, I get "internal server error."  This happens when I look up random other names as well.  Are you guys able to see your player pages on councilroom.com?

3
Dominion: Dark Ages Previews / The trash bounce
« on: August 19, 2012, 07:13:34 pm »
I want to coin a new term: the "trash bounce."  This refers to any situation where you trash a card and retrieve it from the trash in the same turn. 

The most obvious trash bounce strategy is throne room/graverobber. You TR the GR, using it to trash bounce another GR for a province -- trash the second GR for the province on the first play, and then pick up the trashed GR on the second play.

Can anybody come up with other strategies that use a trash bounce?

4
Dominion General Discussion / Pass a colony to win the game!
« on: August 18, 2012, 02:48:02 am »
Check this out: I just played a game where the right strategy on the final turn was to pass a colony to my opponent using my masquerade!

The game itself is pretty boring, I just go BM-masq because I don't see good enough engines on the board.  My opponent actually builds a successful engine, and because of it, he probably would have won if he went for the possession sooner.  Since I had a masq and colonies, I had to prevent him from playing it at all costs.

On my final turn, after I play the masq and draw the 2 cards, I'm looking at exactly $11 and two colonies.  So I pass him one of the colonies so I can keep my money and buy out the last colony to end the game!

Unfortunately, since the game log doesn't show the passed cards using masq, I don't have proof.  But here's the log anyway:

http://dominion.isotropic.org/gamelog/201208/17/game-20120817-234123-e9eec4de.html

5
Dominion General Discussion / Playing Dominion IRL
« on: August 18, 2012, 02:31:26 am »
Hey, I just though of something.

(1) I have hard time finding people to play Dominion (and other board games) with in real life.
(2) I waste too much time with all you beautiful people on this forum.
(3) Other people might have the same problem as me.

In that case, I propose that this thread be used to organize IRL game nights for people who happen to be geographically co-located.

Is there a forum rule against this type of discussion?  Please let me know if so.

6
Dominion: Dark Ages Previews / forager vs. mystic
« on: August 17, 2012, 01:55:14 pm »
Check out these two cards:

Forager
$3
+1 Action
+1 Buy
Trash a card from your hand. +$1 per differently named Treasure in the trash.
Action

Mystic
$5
+1 Action
+$2
Name a card. Reveal the top card of your deck. If it’s the named card, put it into your hand.
Action

If you don't have any deck spying, then the mystic usually won't be drawing a card, so it's usually just +1 action, +$2 for a $5 cost.  As long as somebody has trashed a copper, the forager is at least +1 action, +$1, +1 buy for only $3.  If anybody has trashed a better treasure, then the forager will be +1 action, +$2, +1 buy.

From a theorycraft point of view, shouldn't forager be way better than mystic on average?  Why is the forager $2 less?  Also, considering some other $3 terminal silvers (such as chancellor), why does forager have the +1 action?

Post your thoughts.

7
Dominion: Dark Ages Previews / What's the point of the "looter" type?
« on: August 16, 2012, 09:17:37 pm »
Witches aren't action-attack-cursers.  No cards refer to looters.  Why bother to have the looter type?

The only explanation I can think of is that ruins are only available when looters are in the game.  But that seems like a thin reason to make a whole new card type.  You could just say "if any card that refers to ruins are in the game, then put ruins in the game."

Am I missing something?

8
Dominion General Discussion / I just won a game with negative points
« on: August 11, 2012, 01:27:11 am »
http://dominion.isotropic.org/gamelog/201208/10/game-20120810-222458-d21aec00.html

That's the first time I've ever done that.  But I'm relatively new, maybe it's not a big deal -- who else has done this?

9
Rules Questions / Effects of negative coin?
« on: August 09, 2012, 03:02:07 am »
I have a purely theoretical question here, because this doesn't come up in any official dominion card.  Imagine you have a card that simply gives -$3, such that you could end up with negative money at the end of the turn.  What happens? 

I would argue that it simply means you can't buy anything, not even a copper.  Other than that, it has no effect.  Would this break anything that I'm not considering?

10
Dominion General Discussion / Best Dominion Tracking App?
« on: August 05, 2012, 10:17:23 pm »
I play Dominion both IRL and online.  I prefer games IRL, but I love the added strategy that I see in online games because of the dominion point counter chrome extension.  With this extension, in isotropic games, every player knows everybody's score and card count.  This means you can tell when you are ahead or behind by just a point, or when your gardens deck is 49 cards and you can actually win the game by buying out the last curse.

So, I have a very simple question.  Has anybody come up with a good way to keep track of this type of information for IRL games?

Obviously, for games with vanilla victory cards, you can keep score with pen and paper (or a cribbage board), but that breaks down for gardens/vineyards/etc.  I have found a couple of android apps for keeping track of state, but the only one that seems decent costs money and only tracks victory cards, which is ok but not great.  Has anybody found a better solution?

11
I have a question for you guys.  My opponent plays a minion, and I discard my hand and draw 4 more.  One of those cards is a moat.  I reveal that moat.  What happens?  Do I pick my old hand back up?  Does nothing happen, because I already executed the discard & draw?  Am I even allowed to reveal the moat, since I've already acquiesced to the attack?

If your answer to the above question is "you can reveal the moat and nothing happens," then what about a different case: My opponent plays a margrave.  I draw a card, which happens to be a moat.  I then reveal that moat.  What now?  Do I discard 3 cards since I already started executing the attack text?  Do I put one card back to pretend the attack never happened?  Do I keep my 6th card and thank my opponent for the bonus?

Apologies in advance if this has been answered; I can't seem to find a direct answer to this situation.  This thread (http://forum.dominionstrategy.com/index.php?topic=1028.0) is the most pertinent one I could find, but it doesn't quite answer this question, as far as I can tell.

12
Dominion General Discussion / Best strategy on this table?
« on: July 27, 2012, 06:49:57 pm »
Cellar, Chapel, Village, Woodcutter, Moneylender, Smithy, Spy, Library, Market, Mine.

(Yes, these are all base set cards.  This was a RL game with new people, so I didn't want to overwhelm them.)  I opened 2/5 and figured I'd go for chapel/library with aggressive trashing.  It worked ok, but far from optimal.  My friend bought libraries and a moneylender and won by a point.  It was a fun game, but neither strategy was great, so I thought I'd analyze it further to see what I should have done.

Using the simulators, the best strategy I can find is BM Library.  That is sooooo boring.  BM library beats any chapel combo I can find, and beats a village/smithy chain with chapel support.  The closest I could get to parity was a Chapel/Mine combo with aggressive trashing, and a cellar thrown in at the end.  Even that strategy loses 60/40 to BM Library. 

Now, I'm no expert with the simulators, so maybe I'm missing something.  Maybe I just missed a good strategy -- I'm fairly new at the game.  Please, somebody show me a strategy that beats BM Library on this board!

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