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Topics - Snorka

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Dominion General Discussion / Has there been power creep?
« on: October 02, 2024, 07:07:11 pm »
Many card games have power creep, i.e. cards in every expansion being stronger than in the previous expansion. This largely wouldn't make sense for Dominion, but some still wonder if new expansions are stronger than old ones.
I haven't seen anyone do this before, but it's possible. In any case, including Rising Sun in the data is new. I used the data from Dominion Card Glicko, taking the average Glicko rating of Kingdom cards from each expansion. I figure expansions with 2nd editions feel like recent ones enough to put them in order of most recent release. I've included a plot with the sets in order of original release as well to satisfy curiosity.

2nd Edition release order:

Initial release order:

So it looks like expansions have gotten better over time. I suspect the reason is that dud cards nobody wants are much rarer in new expansions. The strongest expansions are Menagerie, Renaissance, Guilds & Cornucopia, and Rising Sun, in that order. That's a bit tentative since the last two haven't been out for very long, but it's what's in the current data. The weakest are Alchemy, Nocturne, and Dark Ages.

If anyone is wondering, the removed 1st Edition cards have an average Glicko rating of -1.66, much lower than even Alchemy. Promo cards have an average rating of 0.37.

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Variants and Fan Cards / Dominion: Wii Sports Resort
« on: September 29, 2024, 05:56:11 pm »
Dominion: Wii Sports Resort
Life sure is stressful for an up-and-coming ruler. First you accidentally built a lighthouse twice as big as it should have been, then some idiot toppled your ancient monument, then, to top it all off, dogs ran off with all your tennis balls! It's time to get away from it all. What better place to relax than Wuhu Island? Here athletes of all kinds gather to play some casual sports and obsess over their rankings. It's been a while since you've played sports. If you remember correctly, archery is all about ignoring the target and impaling fruits hidden across the landscape. In table tennis, you try and hit your opponent in the face with the ball. Canoeing is too frustrating and boring to bother with. Well, what are you waiting for? Hop in your plane, and after a quick relaxing detour through an active volcano, your island getaway awaits!

Wii Sports Resort is a fan expansion to Dominion. So far, the cards are untested and are all thus subject to change or removal. It features the new Sport mechanic, as well as the return of the Island Mat, Victory Point tokens, and Coffers.

First up are the Sports and their Athlete card type. Sports are a deck of non-cards that you shuffle and include next to the Supply in games with an Athlete in them, much like Boons/Hexes and their associated Fate/Doom types. When a card says to "Play" a Sport, set it aside near the deck. It stays in play until each player has had at least one turn with that Sport in play. While in play, when any player does an effect that the Sport says grants +1 Point, they place a Coin token next to that Sport in their own personal pile. After each player has had a turn with a given Sport in play, count how many tokens are in each player's pile. The player with the most tokens wins the Sport and carries out the Sport's Trophy effect.
 - If there is a tie, no player gets the Trophy.
 - If you would access a card in the Sport deck, but the deck is empty, don't play any Sport.

These are the three Athletes that don't belong with other mechanics. There are two others lower down.
Sports:



Ducklings are non-Supply cards covered lower down.

The Island Mat returns from Seaside. Just like back then, cards on your Island mat are not part of your deck, but are counted during scoring.



Victory Point tokens are back. You can keep them on your Island mat if you like.


The Menhirs operate similarly to each other, but don't have much synergy, so they're a split pile more like Knights than anything from Empires or Allies

Coffers are back, too. You can keep them on your Island mat too.

Here is the promised Duckling from earlier, and two cards that gain them.



Some of the cards don't fit with any of the expansion's mechanics and themes. Here they are.


Since Wuhu Island has so many iconic points of interest, Landmarks are back too! That's why the set has VP tokens but only two piles & a Sport that use them. Plus here's one card that interacts with Landmarks.




And thanks for reading! I put a lot of thought into these cards but haven't tested them yet, so feel free to criticise them as much as you like. Anything y'all catch is something I don't have to test out of the set. Let me know if you want a printable file; I'm planning on putting one out after these are tested but I can do it earlier on request.
Thanks to 461.Weaville for inspiring me to put this set out.

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Game Reports / 25 differently named cards in deck
« on: September 12, 2024, 11:57:55 pm »
Just had a wild Divine Wind game. I had 25 differently named cards by the end: Copper, Estate, Snake Witch, Town Crier, Blacksmith, Silver, Flag Bearer, Harbor Village, Militia, Miller, Poet, Joust, Treasurer, Sack of Loot, Samurai, Amphora, Endless Chalice, Figurehead, Forge, Hammer, Prize Goat, Puzzle Box, Sextant, Staff, and Province. I only wish the Landmark was Museum instead of Labrynth...

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Dominion General Discussion / Force an opponent to gain the Curse pile
« on: August 20, 2024, 12:27:16 pm »
Idk if anyone has posted this before but uh. Play Blockade and gain Curse. Hold black cat in your next hand. If an opponent gains a Victory, you play the Black Cat and they gain the whole Curse pile.
This can be made more consistent with Way of the Mouse(Siren) and Falconer, Caravan Guard, and Pirate in the Kingdom.

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Dominion General Discussion / Good kingdoms for newbies?
« on: August 14, 2024, 05:05:16 pm »
My roommate has never played Dominion but would like to play me. What kingdom would you recommend that is fun but doesn't give too much of an advantage to, say, someone who's invested in the game enough to be part of this forum?

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Variants and Fan Cards / Snorka's fan card repository
« on: September 27, 2023, 08:00:48 pm »
I decided to have a place to store all my contest submissions and other fan cards that aren't part of larger projects.
Cards:



This one's a split pile, with 5 HotMK on top and 5 MT underneath.


In games with a Dream, each player plays that Dream at the end of their Night phase.





The Tiny Isle mat can only hold 5 cards at a time. If it ever has more than that, put the excess cards(of your choice) into your hand.


(Fae Spell was made by BryGuy)
Cursed cards replace the Curses for that game, similar to how Charlatan works.

Probably super weak. Working on a fix.

This one seems to have some play issues and is also unoriginal but I'm putting it here anyway.

Landscapes:

Charters are like Event-Durations. After you buy them, put one of your cubes there until it stops doing stuff. Workers are +Buy tokens, like Coffers but for buys.

7
Such a funny outfit.

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Dominion General Discussion / Combo for two Tacticians in a turn
« on: March 23, 2023, 02:07:49 pm »
Normally, you can't play two Tacticians. Here's a sneaky and entirely impractical way I figured:
Draw King's Court, King's Court, Artisan, Vassal, and Copper
King's Court
     King's Court, playing Artisan and Vassal
Artisan
     Gain Tactician
     Put Tactician on your deck
Artisan
     Gain Falconer
     Put Falconer on your deck
Artisan
     Gain Tactician
     Put Tactician on your deck
Vassal
     Reveal and play Tactician, discarding Copper
Vassal
     Reveal and play Falconer, gaining Vassal to your hand
Vassal
     Reveal and play Tactician, discarding Vassal
You now have 6 coins for your Buy phase(maybe buy an Artisan for consistency). At the start of your next turn, draw 10 cards, get +2 Actions, and +2 Buys. Profit.

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Let's Discuss ... / Let's Discuss: Quartermaster
« on: March 20, 2023, 11:33:44 pm »

This man has crazy possibilities.
1. Is Quartermaster good as your 1st $5-cost or should you get other things first?
2. Is Quartermaster gaining Estates a good reason to use it?
3. In what games is Quartermaster a trap?

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