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Topics - Will(ow|iam)

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When the clash pile is on the board, you have 2 options:

The first option is to build a deck that functions under the Warlord attack. Even if the pile's not on Warlord yet, putting a 3rd peddler or a 3rd vanillage into your deck is a liability because in the endgame, when your opponent finally picks up a warlord, you'll have unfortunate stop cards. However, if there's strong TFB on the board (Salvager, Apprentice, Expand, Graverobber), then maybe the extra copies of the card aren't so bad. This option, building a deck that functions under the Warlord attack, is really the default, as the other option is convoluted to make happen. However, a deck that functions under the warlord attack does have less potential than one that doesn't need to worry about it.

The second option is to prevent your opponent from getting Warlord. This can be done by gaining all 4 Warlords, by gaining 2 Warlords and rotating the pile off of Warlords before your opponent can gain any, or by trashing the opponent's warlords. This option has higher potential than the other option, but it's much harder to pull off. Having the higher-potential long-term deck is especially good because Territory provides a bit of alt-VP, but you have to judge on each board whether it's worth bothering. Obviously if the stuff for a sneaky rotate or 4-card-gain is the stuff you had in your deck anyway, then yeah go for it, but that's not always the case.

Getting into each card:

Battle Plan has 2 pieces: Sometimes Lab, and rotate a pile. If you're on this forum, you probably know when you want Sometimes Lab. Rotate a pile is a way to control who has Warlords. If you can rotate to warlords, then gain 2 warlords with remodel or altar or something, then rotate to Territories, that can be game-winning. Also look out for tricks with rotating other split piles, like denying your opponent Catapults or Encampments.

Archer is a rather strong attack, a bit stronger than Militia.

Warlord is extra draw in a deck that it's hard to add draw to under the warlord attack. Adding each successive warlord to your deck is kinda different. The first warlord means you're hitting your opponent on half of their turns. Not being able to play a bunch of your action cards on half of your turns is brutal, so the first Warlord is pretty good. The second warlord balances the duration draw and means the opponent is getting hit every turn. Some decks are better at living when hit on half of the turns than others, and if your opponent is playing such a deck, then the second Warlord is important. The third warlord prevents the opponent from getting a second warlord, but doesn't do much else. If you can fruitfully TFB it or you're building a deck that can get hit by Warlord attack half the time, then it can be worth picking up. The fourth warlord prevents the opponent from playing the warlord attack, so you can build freely.


Territory is usually Duchy. You'll know when it's not.

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Variants and Fan Cards / Fan Card Mechanics Week 75: Obstacles
« on: October 14, 2023, 05:59:47 am »
An Obstacle is an anti-project. The effect applies before you buy it.

For instance:
Quote
Drought
$5 Obstacle
When you gain a card, discard your hand and lose all your $
Except for the combo-y exceptions, you can only gain one card per turn. Want to gain more than that? Better hit $5.

It might be interesting to design an obstacle that starts out bad but gets good later. For instance:
Quote
Baby Boom
$3 Obstacle
When you shuffle, gain a Copper. When you gain a Victory card, gain a cheaper card.
Can you handle the coppers long enough that your Provinces can come with Labs?

Another option is, rather than doing something mean to you, it does something nice for your opponents:
Quote
Police State
$10 Obstacle
At the start of your turn, each other player may reveal an Estate from their hand for +1 Coffers.

There might be other kinds of Obstacles that could be fun, but I'll leave that up to y'all.

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I'm like, Frigate youuu

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Quote
Fighter (replaces Warrior): +2 Cards. Per traveler in play, each player (including you) with 5 or more cards in hand, trashes a card from their hand.

Quote
Legend (Replaces Champion): At the start of each of your turns, +4 Actions and +1 Buy. When another player plays an attack card, it doesn't affect you.

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We could pin it in the weekly design contest subforum, or we could add a new subforum just for it.

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If a card is in the kingdom, but nobody buys it, does it have an effect on the game?

This week's challenge is to Design a card (not a landscape) that does something even if nobody buys/uses it.

This can include Setup text, or an Heirloom, or an "in games using this" clause. Or, you could try to design something with none of those things but has a very tangible effect on the players' decision making (e.g. There are kingdoms where nobody buys e.g. Magpie for fear of Swindler attack, but then nobody buys Swindler because Magpie was the only thing really worth hitting).

I'll be judging mainly on how big and how fun the effect looks like it'll be when nobody buys it, and then secondarily on the effects from buying it and having it your deck.

I'll try to judge on Monday, August 28.

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Variants and Fan Cards / Fan Card Mechanics Week 70: Turn Counter
« on: August 09, 2023, 06:08:11 am »
Design a card(-shaped object) that cares about what turn number it is. It's like the classic Seasons mechanic, but broader!

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Dominion Articles / The Clashes - A Summary
« on: July 11, 2023, 02:54:55 am »
Battle Plan is "I get to control whether my opponents can gain Warlord"

Archer is a rather strong attack. A bit stronger than Militia.

Warlord is centralizing. Games are often decided by who can play Warlord on more turns. A deck that has to work around a warlord attack is much weaker than one that doesn't. If you can gain a warlord and rotate the pile in the same turn (e.g. Remodel, Altar), then that's often a really good idea.

Territory is Duchy.

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Weekly Design Contest / Weekly Design Contest #192: Weird Diplomacy
« on: July 09, 2023, 11:00:19 pm »
This week's contest is to Design a Liaison that gives favors in a way that no official Liaison does.

Existing Liaisons

* Give the player a choice to gain favors or to do something else (Bauble, Broker)
* Give favors unconditionally on-gain and on-trash (Sycophant)
* Give favors unconditionally on-play (Underling, Contract)
* Give favors unconditionally at the start of the game (Importer)
* Trash a card and give favors if the trashed card was a treasure (Student)
* Draw cards and give favors if the drawing caused a shuffle (Emissary)
* Give favors after playing for the rest of the turn when the player gains a card (Guildmaster)

So eligible entries mustn't fit any of those descriptions. Maybe your card is a reaction. Maybe you play it and it cares what you did before you played it, or maybe it cares about something other than gaining cards afterwards. The sky's the limit (by "sky" I mean "set of existing Liaison cards").

I will be judging based on
* How fun the card looks to play
* How creative and interesting the card looks
* The most important criteria: how interesting the way it gives favors is.

I hope to judge on July 17, but I have some unknowns around that time, so y'all might get a couple extra days.

Good luck!

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