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Topics - naitchman

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Weekly Design Contest 117: In the wrong place at the wrong time

This week's challenge is to create a card or card shaped thing that allows players to play cards during non normal times. Any of the following will work:
•Playing non actions during the action phase (for these purposes, the start of your turn is considered your action phase)
•Playing non treasures during the buy phase
•Playing non night cards during the night phase
•Playing cards that normally can't be played at all (such as curses or victory cards)
•Playing cards during other players turns
•Something else that allows cards to be played at a unique time

1) It can be used to play itself at a unique time (such as caravan guard) or to play another card at a unique time (such as black market).
2) The card must actually be played not used (so noble brigand and reserve cards don't count).
3) It is ok if it requires a little support provided the support is common in games. So village green is ok, even though you need some way to discard it since it is relatively common.
4) A card like Capitalism or Inheritance is good even though the card you're now playing is a treasure (in the case of capitalism) or an action (in the case of inheritance) since the card is not normally an action/treasure.

Here is a list of all the cards I found that use this (Feel free to point out the ones I missed):
Caravan Guard
Storyteller
Inheritance
Scepter
Innovation
Capitalism
Black Market
Black Cat
Sheepdog
Village Green
Falconer
Gamble
Toil
March
Reap
(Most of from the later expansions, especially Menagerie)

Judging will be based on how interesting, fun, and balanced the card is. Have fun!

I will post a 24 hour warning.

Feel free to ask any questions, and I will try to clarify.

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Rules Questions / Multiple things happening at the same time
« on: October 06, 2019, 12:43:24 am »
I was making a fan card and started to have questions about the order things resolve,

So there are 2 rules that seem to govern things happening at the same time:

1) If multiple cards resolve at the same time for you, you choose what order to resolve them.
2) A card that affects multiple players during your turn still resolves in player order, affecting you first if it affects all players and then proceeding clockwise.

I am particularly interested in the 2nd rule. I have 2 main questions about it.

Q1: Does it go in turn order always starting with the player's whose turn it is, or does go based on the next player after the player who triggered the card? For example, in a 3p game say A plays saboteur. B reveals a province (trashes it) and gains an IGG and there's only one curse left.
         A1: Does C get the curse since he is next after B,
         A2: or does A get the curse since we always start at the player whose turn it is and go clockwise?

Q2: What if multiple things must be resolved, and then before they are all resolved, more things must be resolved. For example, say in a 4p game A ambassadors Embassy.
         A1: There is a constant Queue of things needing to be resolved. Whenever a new thing gets added to the queue, the queue is updated so that it is in the correct order.

So in this case (assuming the answer to the Q1 is A1) B gains an embassy, C gains an embassy and silver (in whichever order he likes), D gains 2 silvers and an embassy, A gains 3 silvers, B gains 2 silvers, C gains a silver.

(assuming the answer to the Q1 is A2) B gains an embassy, A gains a silver, C gains an embassy and silver (in whichever order he chooses. we'll say he gains the silvers first for simplicity), A gains a silver, B gains a silver, D gains 2 silvers and an embassy (silvers first for simplicity), A gains a silver, B gains a silver, C gains a silver.

         A2: Triggers stop the game and get dealt with first before all other effects that were previously supposed to happen. (this is kind of like yugioh or magic where the last card resolves first)

So in this case (assuming the answer to the Q1 is A1) B gains an embassy, C gains a silver, D gains a silver, A gains a silver, C gains an embassy, D gains a silver, A gains a silver, B gains a silver, D gains an embassy, A gains a silver, B gains a silver, C gains a silver.

(assuming the answer to the Q1 is A2) B gains an embassy, A gains a silver, C gains an embassy and silver (in whichever order he chooses. we'll say he gains the silvers first for simplicity), A gains a silver, B gains a silver, D gains 2 silvers and an embassy (silvers first for simplicity), A gains a silver, B gains a silver, C gains a silver.

         A3: There is a queue, but it's order does not get updated. Thus when multiple things enter the queue at the same time, they enter in the correct order. If new things get added, they appear at the end in the correct order (correct order among themselves at least).

So in this case (assuming the answer to the Q1 is A1) B gains an embassy, C gains an embassy , D gains an embassy, C gains a silver, D gains a silver, A gains a silver, D gains a silver, A gains a silver, B gains a silver, A gains a silver, B gains a silver, C gains a silver.

(assuming the answer to the Q1 is A2) B gains an embassy, C gains an embassy , D gains an embassy, A gains a silver, C gains a silver, D gains a silver, A gains a silver, B gains a silver, D gains a silver, A gains a silver, B gains a silver, C gains a silver.

         A4: Something else

This question stems from a fan card I made that goes something like this (I've since changed it for other reasons, but I'm interested in the answer):
Eavesdropper
$4 Action - Reserve
+1 Action
Put this on your tavern
-
When another player gains a card costing up to $6, you may call this to gain a copy of that card.

The problem comes in a 2p game if A, B and C have 3 of these on their tavern mat each and A buys a card, say grand market (only 5 left in the supply after A bought it), and they both want as many as they can get, how many does each player get (keep in mind A can react to B's calling of eavesdropper).

Here's a breakdown based on the answers to the above questions (I'm doing this late at night so I might have made an error in the logic):
Q1-A1,Q2-A1- B gets 3, C gets 2

Q1-A2,Q2-A1- A gets 4, B gets 1

Q1-A1,Q2-A2- A gets 1, B gets 2, C gets 2 (they chain along)

Q2-A2,Q2-A2- A gets 1, B gets 2, C gets 2

Q2-A1,Q2-A3- B gets 3, C gets 2

Q2-A2,Q2-A3- A gets 3, B gets 2 (A reacts after B gets 1, gaining 3, and then B gains the last one).

In addition to these questions, I have 2 smaller questions.

1) It seems to be understood that if A plays militia and B reacts with a secret chamber, B gets to use SC's ability before discarding. Why is that so? When A plays a card the immediate effect is for it to be resolved. When B reacts he also gets to do stuff. In effect A and B get to do stuff at the same time in reaction to A playing militia (A resolving militia, and B using SC's ability). So shouldn't A go first? Notice all other reactions to attack cards (like moat or beggar) specify that you go first. On secret chamber, it doesn't do that. Is there errata on this that I'm missing? Or are there special rules for reactions (and reserve cards) that let you effectively stop the game and resolve your effects first?

2) When multiple players can react, can I react then wait to see whether an opponent reacts and then react again? In other words does the time to reveal reactions happen in turn order and then finish after the last player, or can we continuously react until the trigger finally gets resolved? for example, A plays an attack (let's say witch). B has 6 cards in hand including an urchin and wants to really hurt C. B reacts with a diplomat (keeping the urchin and diplomat). C has 5 cards in hand and reacts with diplomat. B realizes his urchin won't hurt C anymore and wants to react with diplomat again to change up his hand. Can he do it?

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Puzzles and Challenges / Infinite Loop Without Throne Room Variant
« on: May 27, 2019, 01:21:41 pm »
The Puzzle is simple. Create an infinite loop able to be executed in a normal game (10 kingdom cards, 2 events/ landmarks/ projects), without using a throne room variant card (Throne Room, King's Court, Disciple, Procession, etc.). You can choose whatever parameters you want (number of players, kingdom, etc.) but it should not rely on shuffle luck.

Note: I know of at least one answer.

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