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Weekly Design Contest / Weekly Design Contest #205: Permission Requested
« on: November 20, 2023, 07:20:15 am »
Weekly Design Contest 205: Permission Requested

Challenge: Design a card(-shaped object) that uses the phrase "You must", "You may", or "You can't".

Simple one this time, but I think this can be pushed pretty far. Anything goes: Travellers, split piles, whatever. Contest closes on November 27th. Good luck to all entrants!

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Challenge: Design a card with vanilla bonuses that you don't get first.

...This is gonna be a bit weird to explain, so I'll list a couple cards that might come to mind and why they do or don't qualify.

Oracle - The first thing you do is the Attack. Then you get to draw cards.
Scrap - You trash a card, then get some number of vanilla bonuses depending on the cost of what you trashed (plus gain Silver and Horse). They don't always come with it, but they can.
Swamp Hag/Haunted Woods - The Attack hits before the vanilla bonus.

Baron - You get the +Buy before you discard an Estate for a vanilla bonus.
Village Green - No matter which option you choose, the first thing you do is get vanilla effects from it.
Amulet - You can take a vanilla bonus first.

...I hope it's clear enough what I'm going for here. There's probably a better way to word it, but I hope this is sufficient.
For the sake of this contest, the following count as vanilla bonuses: +Cards, +Actions, +Buy, +$, +VP, +Coffers, +Villagers, +Favors.

Contest ends in 7 days (6/8/2023). Best of luck to all entrants!

3
Variants and Fan Cards / Fan Card Mechanics Week 50: A Natural Gift
« on: December 01, 2022, 12:54:35 pm »


Challenge: Make a card that uses National Parks.

A bit of an interesting one here. There's already a couple of non-Supply Actions (Spirits, Horse) and a non-Supply Treasure (Spoils) so let's round out the trifecta with a non-Supply Victory card. Looking for cards that do something interesting with them. Straight up gaining them is nice but shouldn't be as easy as gaining Imps/Will O' Wisps due to their VP gain and shouldn't be as difficult as Wishes due to them stacking. Maybe incorporate that below-the-line effect somehow? You've got options.

Best of luck to all entrants, and I'll see you all when the contest ends! (December 8, 2022)

Edit: Upon suggestion from exfret, there are six National Parks.

4
Variants and Fan Cards / Fan Card Mechanics Week 44: I Can See The Future!
« on: September 24, 2022, 08:37:03 pm »



Challenge: Design a card that pairs with a Premonition.

An extension/adaptation of Choruzon's Disasters and The_Failord's Prophecies, Premonitions hit all players after each player has taken seven turns. I'd pair my examples with cards, but I'm lazy I don't want to take any design space away from you all. Your challenge is to design a card and pair it with a Premonition (either designed by yourself or taken from one of the three existing sources). Doesn't need a special type like Psychic or Medium or something because Heirlooms don't have that so why complicate things.

Convenient link to the main card creation tool so you can make your own. When making your card, put the Premonition it's paired with in the Heirloom slot.

Best of luck to all entrants, and I'll see you guys in about a week! (Deadline: October 1, 2022)

5
Puzzles and Challenges / Hireling's Guild
« on: August 25, 2022, 05:12:39 pm »
Goal: Get as many Hireling cards drawn at the start of each turn as you can.

Rules:
-Regular sized piles
-You determine the kingdom
-Perfect shuffle luck/you get all the cards you need each turn

My current best: 459

Setup:
Kingdom: Hireling, King's Court, Scepter, Counterfeit, Treasurer, Tiara, Crown, Royal Carriage, Smithy variant, Villager giver
Projects: Capitalism, Citadel
10x Royal Carriage on mat
1 Villager on mat

---

At the point you have enough Villagers/cards to go through with this...

Play Hireling, Citadelling it (+2 Hireling cards)
Call all Royal Carriages (+10 Hireling cards)
Use Villager, draw deck (Smithy variant KC'd a bunch should suffice for draw)

Hand after drawing: Hireling, Scepter x10, Counterfeit x10, Treasurer x10, Tiara x10
Tiara on Counterfeit, playing 5 Scepters, playing them on Hireling (+20), Scepters are trashed
Play all Treasurers to get back Scepters
Tiara on Counterfeit, playing 5 Scepters, playing them on Hireling (+20), Scepters are trashed
Play all Treasurers to get back Scepters

Hand on 8 future turns: KC, Hireling, Scepter x10, Counterfeit x10, Treasurer x10, Tiara x10 (the 52 Hireling cards from last turn should be enough to have all this)
KC Hireling (+3)
Tiara on Counterfeit, playing 5 Scepters, playing them on Hireling (+20), Scepters are trashed
Play all Treasurers to get back Scepters
Tiara on Counterfeit, playing 5 Scepters, playing them on Hireling (+20), Scepters are trashed
Play all Treasurers to get back Scepters

Hand on last turn: KC, Hireling, Scepter x10, Counterfeit x10, Treasurer x10, Tiara x10, Crown x10
KC Hireling (+3)
Tiara on Counterfeit, playing 5 Scepters, playing them on Hireling (+20), Scepters are trashed
Play all Treasurers to get back Scepters
Tiara on Counterfeit, playing 5 Scepters, playing them on Hireling (+20), Scepters are trashed
Play all Treasurers to get back Scepters
Crown all Scepters, playing them on Hireling (+20), Scepters now permanently in play

Total: 52 + ( 43 x 8 ) + 63 = 459 Hireling cards (Starting handsize of 464!)

Mostly just curious to see if anyone could beat this. Found this interaction in a random game and wanted to see how far it could be pushed.

6
Contest: Design a card or landscape that adds Tokens to a card.

So uh, Garrison. Needs to use a bit of a contrived way to track gains this turn for Cards next turn, but there's probably more that can be done with the concept. I've come up with a couple ideas in my own fan expansion, (note to self: remake this when I know a bit more about making expansions and also when it's not 2am) and now I think it's time to have everyone else throw their hats into the ring.

Acceptable submissions include:

-Cards that only use the term Tokens (Garrison)
-Cards that add Coffers or Debt tokens to a pile (Tax)
-Gathering cards (Temple, Farmer's Market)
-Cards that add any of the four above to a different pile (Defiled Shrine, Aqueduct)
-A new or unique type of token (Embargo)
-Adventures Tokens or Adventures-adjacent Tokens (e.g. Plan)

I will not be including:

-Cards that add tokens to a mat (Trade Route, Pirate Ship)
-Cards that use tokens but don't interact with piles or cards in play (e.g. Butcher)
-Landmarks that only have tokens on themselves (e.g. Baths)

Judgement ends July 14th, by Midnight PST. I plan to have the results posted two days later. (July 16th)

Entries will be judged on creativity, balance, use of the mechanic, and anything else I deem interesting or arbitrary.

Best of luck to all who enter!

7
Puzzles and Challenges / Kingdom of Inventors
« on: June 04, 2022, 05:43:38 pm »
Challenge: Make as many eligible piles as possible cost $0 (or Potion) with Family of Inventors as quickly as possible.

So uh, Family of Inventors. It's probably the weirdest Ally to currently exist, helping both you and your opponent. It's different from Bridge, Highway, and whatnot as it's a lot slower than them, but to compensate it's permanent and can't be undone. Once the piles cost less, they're never getting back to what they used to cost. So let's wreck a board, shall we?

Rules:
-You get to choose the Kingdom cards on the board. However, at least one Prosperity card (Platinum), one Potion-cost card (Potion), and one 2/3 cost (Young Witch) must be on the board. Aside from the base Victory cards, no Victory card supply piles are allowed. (Forts, Odysseys, etc. are eligible)
-Perfect shuffle luck (duh)
-We're going by the standard turn clock. Extra turns (Outpost, etc.) don't count towards the clock.
-Exactly one other Landscape is allowed.
-Easy mode: Supply piles are infinite.

8
Variants and Fan Cards / Dominion: Innovation
« on: April 03, 2022, 03:29:41 am »






A set with a theme of cards doing things when you're not playing them. The Tokens from Garrison are handy, aren't they? Probably a pain to play a set of all this in person but eh, thank goodness for the online client being able to deal with all that.

Some rules clarifications because this set needs a lot of them:
-Duration cards with Tokens on them stay in play until the end of the first turn they have no Tokens on them.
-Depot's Treasure buy is not optional. You must buy a Treasure if you are able to. This doesn't cost a Buy, like Black Market.
-Reserves's Reaction activates if you discard it during Clean-Up if it's still in your hand.
-Draw-to-X still works with Night Shift.

Closed my eyes at 11 PM and when I woke up at 1:30 AM this set was finished. Enjoy! Not the best fan card creator so constructive criticism is appreciated.

9
Variants and Fan Cards / Destroy my really bad fan card
« on: February 28, 2022, 10:26:21 am »


So, uh, this was a surprising hit. Both here and on the Dominion subreddit. So here's my challenge to you all: Find broken things involving this card. You already found ways to end the game turn 3 with Tournament, and I want to see what other interesting things are possible with it.

10
Dominion Articles / An analysis on Fisherman
« on: October 21, 2021, 12:15:49 am »
Fisherman is a Peddler variant with a surprising amount of depth to it. On the surface it may seem like a card you want more of that is hard to get in multiples, but veteran players will quickly realize that its flexible cost has both upsides and downsides and aim to manipulate its upsides in its favor. Today I'm going to try and cover Fisherman's abilities, synergies, antisynergies, and general strategy to show that there's more to this card that meets the eye.

Overview


Fisherman costs $5 unless your discard pile is empty, where it costs $2. Like Peddler and its variants, it gives +1 Card, +1 Action, +$1. Given that you have a 1/2 shot of having your first hand give less coins than your second (Cursed Gold, etc. aside) opening 3/4 or especially 2/5 with Fisherman on the board can be great for your deck. You normally only get one or less Fishermen per shuffle due to the cost fluctuation. Fisherman tends not to pileout on most boards.

Synergies

Fisherman works well with cards that allow you to gain to places other than your discard pile as it still costs $2 if it isn't moved to your discard pile. Notable cards with this interaction include:
  • Gainers to hand (Sculptor, Falconer, Cobbler)
  • Topdeckers (Royal Seal, Armory, Replace, WotSeal)

Notable Interaction: Travelling Fair

Have you ever wanted effectively 3-cost Fishermen? If so, Travelling Fair is your best friend! Buy an equal amount of Travelling Fairs and Fishermen, topdecking all of them to keep your discard pile clean! Plus, you get the Treasury effect of carrying the coins over to next hand for a turn! It's really easy to empty Fishermen with this combo, given you can build your economy up early to support it. Spike 6 and Travelling Fair-Fisherman-Fisherman your way into a strong economy early.

  • Cards that allow you to take cards from your discard pile (Settlers/Bustling Village, Harbinger, Mountain Village)

Attacks tend to be more powerful on a Fisherman board as both junkers and Militia attacks force cards into your discard pile, causing defensive cards to be more valued on a Fisherman board if they exist. These include:

  • Blockers (Moat, Lighthouse, Guardian)

Notable Interaction: Watchtower

Watchtower's synergy with Fisherman is twofold. Not only does it allow you to gain multiple Fishermen onto your deck with +Buy/Workshop variants, but against junkers you can immediately trash any junk you get to keep your discard pile empty for more Fishermen.

Having cards in your discard isn't the end of the world with Fisherman. Sometimes you can even use the increased cost to your own benefit. The rare few cards that allow you to trash and gain up to $3 more are obviously good with Fisherman despite not being commonly used. Gaining up to $1 more can still be useful (trashing an initial $2 purchase into a Gold is great, especially if you can then trash that Gold into a Province) but it's more situational. Cards that work well with this include:

  • $3 Remodels (Graverobber, Expand)
  • $1 Remodels (Upgrade, Transmogrify, WotButterfly)
  • Downgraders (Stonemason, Dismantle, War)

Notable Interaction: Develop

Develop pairs incredibly well with Fisherman if there's a good 4-cost on the board. If your discard pile is empty, you can trash a Silver for both a Fisherman and a 4-cost onto your deck. If it isn't, you can take advantage of the cost increase to trash it for a 4-cost and a Gold (or other 6-cost) onto your deck. Since the cards are gained onto your deck, if you trashed a Silver this way, you're still able to buy a Fisherman for $2.

Notable Interaction: Save

Save is useful both in the opening and later in the game with Fisherman. If you open 4-3, you can buy Save, save a Copper, buy a Fisherman, and get a 4-cost next turn. Later in the game, if you have extra $ to spend and no +Buy, you can Save an extra treasure and buy a Fisherman for $2, giving your next hand a boost in coin.

Notable Interaction: Butcher

Wanna trash an Estate into Fisherman with an empty discard? Butcher gives you double Coffers for doing so. Wanna trash Fisherman itself into a Province? If you have a spare Coffers, go for it. If you don't, you can still take a Gold (or other valued 6-cost like Hireling) in its place and get a Coffers for your trouble. Butcher's flexibility pairs well with Fisherman's need for flexibility to reach its full potential.

You don't necessarily have to gain cards while trashing Fisherman for it to still be worth trashing it for benefit. Various cards give benefits per coin a card costs, heavily upscaling your initial purchase. Cards that can trash Fisherman for benefit include:

  • +Vanilla Bonus (Apprentice, Research, Salvager)
  • Weird Trash for Benefit (Trader, Scrap)

Antisynergies

As Fisherman relies on having an empty discard pile to be gained in multiples anything that puts cards into your discard lets you gain it less. This ends up being a lot of cards due to both sifters and most attacks putting cards into your discard pile before your Buy phase. It's still possible to gain Fisherman for $2 on boards with these cards, but the difficulty's obviously increased. Cards that antisynergize with Fisherman include:
  • Discard attacks (Militia, Minion, Goons, Urchin/Mercenary)
  • Junkers (Witch, Mountebank, Cultist)
  • Draw-first Sifters (Warehouse, Embassy, Inn)
  • Diggers (Golem, Venture, Rebuild)

Discard for draw sifters (Cellar, Storeroom*) are lightly antisynergetic with Fisherman. Though they can put cards in your discard pile, due to them drawing second they can also force you to reshuffle your deck, emptying your discard pile. This can put bad cards in your deck but also allows you to reduce the cost back to $2.

It's not always the case that these cards are bad. Some cards prefer Fisherman at its $5 price point (Remodelers, Patrician) while others like it better at $2 (Seer, Will-O-Wisp). Fisherman having a flexible cost allows you to get use from both price points on the same board, though it has a chance of being at the price point you don't want at any given point. Check which cards care about other cards' cost on any Fisherman board.

Notable Antisynergy - Big Money/Draw

Fisherman prefers Action-heavy decks that draw themselves a lot. As it's hand-neutral it barely impacts decks that draw themselves easily. However, with Big Money-Smithy/Witch variant decks wanting as few actions as possible it's more likely on BM/Draw boards for Fisherman to be drawn dead. Boards with Fisherman where this is the optimal strategy are becoming increasingly rare, but it's possible for one to show up.

General Gameplay

It's obvious that you want to get Fisherman as much as you can at its $2 price point. How exactly you go about that is going to vary between boards (topdecking, forcing shuffles, etc.) Opening Fisherman on 2/5 or 3/4 hands is normally the optimal play, though good 2-3 costs (Chapel, Page/Peasant, Ambassador, Masquerade) can make you reconsider buying it. It tends to be better to buy Fisherman than a 4-cost but this varies based on the board. +Buy helps Fisherman out a lot, allowing you to get it and another card if you would've had $2 to spare. Don't feel forced to buy Fisherman just because it costs $2, especially if there's better 2-4 costs (Tournament notably competes with Fisherman on 4 hands). Cantrip coin is a good card, but there's lots of cards in the game that are just better than it for various reasons. On weak boards of boards or boards with plentiful +Buy/gain where a $2 Fisherman can be gained easily, Fisherman tends to be great. Fisherman tends to be worth $4, get it lower and it's great, get it higher and you might be losing out.

Don't be afraid to buy Fisherman for $5. Whether you can threepile end the game, want to shut your opponent out of Fishermen, or just got dealt a board with weak $5s and $4s, $5 Fisherman is still a viable option a lot of the time.

Conclusion

Fisherman feels like an easy card to play at first glance (just cantrip coin up your economy) but there's a lot more you can do with it than meets the eye. Its flexible cost can be manipulated by high level players for whatever benefit the card can give ignoring its cost, though it doesn't need that high level of gameplay to still be useful to you. Fisherman might be a card you overlook and only get when you notice it costs $2, but I hope this analysis has made you consider not just gaining it whenever it's available for $2 and doing more with it than just playing it.

Fisherman is a deceptively weird card. Use its weirdness to your advantage.

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This was a personal challenge to me to try and analyze a card in good detail. As I'm only a 48-levelled player, take anything I say with a grain of salt. If you have something to add or something I claimed here you want to challenge, please leave it down below.

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