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1
WDC #115: Don't Count On It

"+3 Cards"
"Choose one"
"Play a card from your hand twice."

Enough with all this mathematical nonsense! Please design a card or landscape that doesn't use numbers in its text.

Specifically:
• The only numeral on your card should be its cost (EDIT: Having "$0" in the top corners of a Treasure card is also allowed). This means no vanilla bonuses of any kind.
• Written-out numbers are also not allowed. Your card cannot say "two", "seven", or even "one". Nor can you use the words "once" or "twice".
• Ordinality is as bad as cardinality! You can't use the words "first", "second", etc.
• I'll try to be relatively generous with gray areas, but try not to use e.g. "You may play an Action card from your hand" without a good reason it couldn't have been "+1 Action" instead. Something like Imp's "You may play an Action card from your hand that you don't have a copy of in play" would be fine.
• Entries are allowed to refer to numbers and amounts indirectly. Some examples include Counting House, Forge, Monastery, and Way of the Chameleon.



Judgment Details:
Entries and revisions must be submitted by 7:00 PM CDT (12:00 AM UTC) on Saturday, May 22. I'll do my best to post the results on Sunday, May 23.
• I value concision pretty highly. Ideally entries should be able to fit with the large font that new Dominion cards use, meaning no more than 7 lines of text for cards or 3 lines for landscapes.

I'm guessing this'll be a tricky one, but hopefully also fun. I'm sure you'll come up with some cool stuff!

2
Variants and Fan Cards / Some Fan Card Games I've Played
« on: May 06, 2021, 02:06:20 pm »
Is there already a thread for posting fan card game reports? I don't know, but if so here's another one. Last evening X-tra and I played a few fan cards games using some of my cards (I'm finally jumping back into fan card design), some of his cards, and some cards from other creators here on f.DS. I'll start posting the games in the next post in case this becomes a big thing and I end up using this post for links or something.

3
Dominion General Discussion / A Question About First-Player Advantage
« on: February 25, 2019, 04:43:17 pm »
I'm not big into the data scene, so apologies if this has been asked before.

Using the records of games, can we determine what percentage of the time the first player wins in games where the players have had an equal number of turns?

4
Other Games / Fireball Island
« on: October 29, 2018, 01:29:42 pm »
I don't know if the most people here are too young to remember the original game, but is anybody else looking forward to the remake of Fireball Island?

The game is played on a 3-D board, and the goal is to go around the island collecting treasures. You can set other players back by trying to hit them with "fireball" marbles. The old game was a pretty simple affair, but they've updated the remake with a lot of improvements, making it into more of a modern game. More strategy, more variety, more abilities, etc.

5
Variants and Fan Cards / Offering, the Heirloom that time forgot
« on: April 03, 2018, 02:51:01 pm »


Quote
Offering: Action - Heirloom, $0
+$1
Receive your set-aside Boons in any order, keeping them.

When you discard this from play, if you have fewer than 3 Boons set aside, take a Boon and set it aside.

So during one of the many times Fool was on the edge of being cut from Nocturne, I came up with this as a sort of replacement. This was back when the Boon deck was 24 cards (2 copies of each Boon) and when you chose a Boon from three face-up options. Anyway it didn't work out in Nocturne due to various factors (a 12-card Boon deck, Fool not being cut etc.), but my testing group had (and still has) a ton of fun with it, so I'm posting it here.

The idea is that you can use it in games with Nocturne, but which have no Fate cards. It only supports games with 2 to 4 players, since each player will end up with three of the Boons, and there are only 12 Boons. The concept is that over the course of the game you build up this powerful, custom card that only you have access to. Sort of a Black Market kind of experience. It starts out as a terminal Copper in order to not mess up your opening, and gets better from there.

I don't know how much of an audience there is for it here at f.DS, since it's more "fun" than it is "fair" or "strategic". But it can be interesting how one player's Offering might cause them to pursue one strategy, while another player's might push them into a different direction. For instance if your Offering is a Wisp-gaining machine, you might favor $2 Kingdom cards more than the other players.

6
Dominion: Nocturne Previews / Bonus Preview #5: Necromancer
« on: October 27, 2017, 08:34:02 am »
Finally, the powers of the dead are yours to command. It’s about time. Today I’m doing the last bonus preview, Necromancer.



Necromancer lets you play Action cards from the trash. And just to ensure that you always have some options there, the trash starts with three Action cards in it, the Zombies. And two of the Zombies can help you get other Action cards into the trash. Somehow it all works out.

Each Action card in the trash can only be used once per turn, though if there are multiple copies of a card in the trash, you’ll be able to play each copy within the same turn. When you play a card in the trash, you flip it over to indicate that. So if you play three Necromancers in a turn, one could play Zombie Spy, the next could play Zombie Apprentice to trash a Skulk, and the last could play the Skulk you just trashed. If you use Throne Room to play Necromancer twice, each play of Necromancer will have to play a different card from the trash. Necromancer can’t play Duration cards, and cards that try to move themselves (like Reserve cards from Adventures) fail to do so; they’re stuck in the trash.

As for the Zombies themselves, you’ve got some choices. There’s the Zombie Spy, which is like a regular Spy except it can only discard the top card of your own deck. The Zombie Mason trashes the top card of your deck and optionally gains you a card costing up to $1 more. Usually if it wasn’t something you wanted to trash, you can gain a copy of it back from the Supply. And finally the Zombie Apprentice, which can only trash Action cards and always draws 3 cards when you do. Why keep that Moneylender around when a zombie Moneylender is just as good?

7
Dominion: Nocturne Previews / Bonus Preview #4: Leprechaun
« on: October 26, 2017, 09:01:25 am »
Today I get to preview the most fun-loving Doom card of all, Leprechuan.



Leprechaun costs $3 and gains you Gold. What a deal! But unless you’re careful, the Leprechaun will also play a prank on you. Just going by the Hexes previewed today, your Gold might come with a Copper on your deck, or you’ll have to trash a $3-$4 card, or maybe all your Silvers and Golds will be Coppers this turn. Is it worth it? I guess that depends.

If you are careful, you’ll gain a Wish instead of receiving a Hex. And a Wish is pretty sweet, I tell you what. It’s a one-use ticket to gain any card costing $6 or less directly to your hand. Sometimes that will be a Gold, but often there’s something you’d rather have that fits the moment just perfectly. Maybe you’ve got a hand full of Victory cards and need a Shepherd to sort them out. Perhaps you already have one Idol in hand and want another one to give out some Curses. Lots of options there.

Getting that Wish isn’t trivial, though. You have to have exactly 7 cards in play when you play your Leprechaun. This will normally include the Leprechaun itself. It also includes any Duration cards that are still in play from previous turns. It’s something to shoot for in your Leprechaun games, assuming you think you can get that Wish in time to draw it before the game ends.

8
Dominion: Nocturne Previews / Bonus Preview #3: Fool
« on: October 25, 2017, 08:00:04 am »
Disclaimer: To make any sense of this bonus preview, make sure you've read today's main previews: http://forum.dominionstrategy.com/index.php?topic=17777.0



Who’s that schlemiel that’s always getting lost in the woods? It’s today’s bonus preview, Fool. There’s a lot to unpack here, so let’s start at the bottom.

Lost in the Woods is a new kind of card-shaped thing, a State! You can think of it like a status effect. While it’s in front of you, at the start of each of your turns, you may discard a card to receive a Boon. Usually that’s a pretty good deal. But there’s only one copy of Lost in the Woods, so you might have to take it from somebody else.

That’s where Fool comes in. If you already have Lost in the Woods, Fool does nothing. He’s lost in the woods, don’t you know! Maybe you can at least discard him for a Boon. Anyway. If you don’t have Lost in the Woods, then Fool goes on a little adventure. He bumbles around, getting three random Boons that you can receive in any order. For instance, if you drew the Boons that Donald X. previewed today (The Sea’s Gift, The Sun’s Gift, and The Swamp’s Gift), you might choose to first gain a Will-o’-Wisp, then look at the top 4 cards of your deck and discard/reorder them, then draw whichever one you put back on top! Not bad for a $3 card. Then you take Lost in the Woods, and your Fools are useless until somebody else plays one. At least you get that bonus every turn.

Finally, in games that use Fool, everybody starts with a Lucky Coin. It’s like a Copper that gains Silvers! It can really speed up your deck early on. And later if you decide you have enough Silver, maybe you can remodel Lucky Coin into a Gold or something. Or trash it. Or just stop playing it. The possibilities are (not actually) endless.

9
Dominion: Nocturne Previews / Bonus Preview #2: Faithful Hound
« on: October 24, 2017, 07:46:41 am »
In these dark days it’s good to have reliable companions, friends that will stick with you to the bitter end. But in a pinch, a dog will do.



Faithful Hound is an Action-Reaction card, like Moat. And just like Moat, it draws you two cards when you play it. The reaction is quite different, though. When you send a Faithful Hound away, it comes right back as an extra card in your next hand. You might never even play your Faithful Hounds, just discarding them to Cellars and the like.

And like most Reaction cards, Faithful Hound can help against some attacks. It’s nice against Attack cards that make you discard from your hand, like Militia. But maybe sometimes you’ll get lucky and a Bandit will flip your Faithful Hound. Hope springs eternal.

Faithful Hound doesn’t have an Heirloom, look at that. It’s an off-theme preview! Tomorrow’s bonus preview will have an Heirloom to make up for it, I give you my word.

10
Dominion: Nocturne Previews / Bonus Preview #1: Crypt
« on: October 23, 2017, 08:02:50 am »
Hello, and welcome to the first Nocturne bonus preview. Today I’m going to talk about Crypt.



Crypt is yet another Night-Duration card. But unlike most Duration cards, Crypt may stay in play for several turns, providing you with an ongoing benefit. When you play a Crypt, you set aside any number of Treasure cards you have in play, and you get to put one back into your hand as an extra card at the start of each of your turns until they run out. It’s like you got to use each Treasure twice!

Often you’ll just set aside all the Treasures you have in play, but probably not every time. Maybe you’ll play two Crypts in the same turn and want to split your Treasures between them, or maybe you just won’t want to have all of your Treasures trapped in a Crypt. Or perhaps you might prefer them to sit in your Crypt for as long as possible! You won’t have to draw those Coppers for a while.

I’ll be back each day this week with another bonus preview. I plan to continue posting them around 8:00 AM Eastern Time, 5:00 AM Pacific Time. See you again tomorrow!

11
Dominion: Nocturne Previews / Nocturne Teasers
« on: October 20, 2017, 08:36:32 am »
Teasers are a little different this year. Instead of cryptic information about the content of the cards, you can guess their names. I've created a quiz here:

Guess the Dominion: Nocturne Cards

It only includes the 33 Kingdom cards, so it doesn't include non-Supply cards, etc. Feel free to post the names you successfully guess! Hopefully somebody will compile them somewhere. I may update this post with successfully guessed names, time permitting.

EDIT: Here are the names guessed so far, courtesy of jsh357 on Discord.

Bard, Cemetery, Changeling, Cobbler, Conclave, Crypt, Cursed Village, Den of Sin, Druid, Exorcist, Faithful Hound, Fool, Ghost Town, Guardian, Idol, Leprechaun, Monastery, Necromancer, Night Watchman, Pixie, Pooka, Raider, Sacred Grove, Secret Cave, Shepherd, Tracker, Vampire, Werewolf

Probably the spoiler tag isn't necessary, but hey maybe somebody wants to try to guess blind.

12
Game Reports / Princes of Coppersmiths
« on: June 09, 2016, 11:56:09 am »
http://gokosalvager.com/static/logprettifier.html/?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160609/log.0.1465487499301.txt



With Colonies

Code: [Select]
Expedition, Forager, Masquerade, Trade Route, Bridge, Coppersmith, Messenger, Contraband, Jester, Storyteller, Prince
OK, I'm well aware I played this very badly. But! It turns out that Expedition is a very good Coppersmith enabler. And more importantly it's a very good Prince of Coppersmiths enabler! The best part is that my opponent keeps handing me Coppers with Jester.

EDIT: Oh, also! I found out that proper width for Events in kingdom visualizations is 160 (assuming the Kingdom cards are the standard 100 width).

13
Goko Dominion Online / VP Counters and Resignations
« on: June 01, 2016, 11:57:24 am »
Although I have been an outspoken opponent of VP counters in the past, lately I have been playing with "Prefer ON" in order to be friendly to those who like to use them. And they're not bad! It's nice to be able to more easily read the flow of the game with confidence that you know where you stand.

But one thing I have noticed is that the number of my games that end in a resignation has risen dramatically lately, and I'm wondering if the VP counter is at least partially to blame. I think it discourages many players from finishing games, because they know (or think) that I have an insurmountable lead. And for somebody like me, who plays for fun rather than to make their rating number go up, it can be very frustrating.

It's possible that this is just a coincidence. I've been biasing my games toward Adventures cards since that set was released, and I do think Teacher and Champion are also strongly correlated with resignations. If you get yours significantly before your opponent, that can often be game over.

Anyway, what do you all think? Is there any connection? And bear in mind that I'm not arguing for the abolition of VP counters; I'm just trying to get a feel for whether they lead to more resignations, and whether the community even perceives widespread resignations as a problem.

14
Game Reports / Peasants in the Poor House
« on: May 16, 2016, 04:04:54 pm »
I never thought the first token I'd place with Teacher would be the +1 Buy token, but lo and behold, it was the right call here.



Code: [Select]
Poor House, Peasant, Doctor, Loan, Coppersmith, Fortress, Embassy, Explorer, Lost City, King's Court
http://gokosalvager.com/static/logprettifier.html?https://dominion-game-logs.s3.amazonaws.com/game_logs/20160516/log.0.1463427021366.txt

I'm sure I didn't play this close to optimally, but it was fun to have a mega Poor House deck and buy 4 Provinces on the last turn. I was planning to put +1 Action on Poor House, but when it came down to it, +1 Buy on King's Court (or Poor House) was the way to go.

15
Dominion: Empires Previews / Empires Bonus Preview #5: Castles
« on: May 13, 2016, 02:21:19 pm »
Looking at the other previews this week, you may have gathered that Empires’ theme is “different paths to victory”. You’ve got Landmarks that reward different strategies, and more uses for VP tokens than ever. But you may have wondered, where are the actual Victory cards? Today I’m previewing eight, though they’re all in the same pile.



Like a split pile, the Castles are sorted by cost, with the cheaper ones on top. In a 2-player game, you use one of each unique Castle card. In a game with more players, there are duplicates of four of them (Humble, Small, Opulent, King’s). I’ll say a quick word about each one.

Humble Castle: Hey, it’s a Victory card that counts other cards from its own pile! It’s rough to buy an early Copper for $3, but the potential reward in VP is pretty hefty. As Donald says, buying a Humble Castle is throwing down the gauntlet; declaring your intention to pursue Castles this game.

Crumbling Castle: Despite the big “1VP” on the top of this card, it’s always worth 2 VP for you, even if you trash it later! Plus you get a Silver (or two) to help mitigate Crumbling Castle’s effect on your deck.

Small Castle: Trash a card to gain another card from its pile; there’s a propostion that’s not usually attractive. But with Small Castle, it means that you can potentially pick up a very powerul Castle later in the game for a fraction of the price.

Haunted Castle: Ghost Ship’s attack sure is harsh. It’s a good thing that Haunted Castle’s only happens once per game. Plus you get a free Gold when you gain it!

Opulent Castle: Man, you sure have been slowing down your deck, buying all these Victory cards so early in the game. If only you had some way to convert them into buying power. Opulent Castle provides a generous +$2 per Victory card you discard to it.

Sprawling Castle: Now we’re getting to the end-game part of the stack, when you want cards that give you points. At $8 for 7 VP spread over two (or four) cards, Sprawling Castle isn’t particularly appealing to a Province player. But for a player who’s collecting Castles, it can be worth a lot more.

Grand Castle: While Silk Road gives you VP for each Victory card in your deck, Grand Castle gives you VP for each Victory card in your hand or play area when you gain it. Maybe that Sprawling Castle was a good investment after all.

King’s Castle: Finally we get to the capstone, which makes accumulating those smaller Castles worthwhile. It’s worth a whopping 2 VP per Castle you have (including itself, of course).

That’s it for the previews! I hope you enjoyed them.

16
Dominion General Discussion / How do you track your Duration cards?
« on: March 31, 2016, 12:55:25 pm »
I made a poll over on BGG to find out what people do in order to track when to resolve Duration cards. My IRL playgroup uses several different methods, and I'm wondering what's the most common.

https://boardgamegeek.com/thread/1552019/how-do-you-track-your-duration-cards-poll

I posted the poll there instead of here, since I figured there are lots of people here that only play online. But if you do play (or have played) Seaside and/or Adventures in real life, what's your favorite method for keeping track?

17
Dominion General Discussion / Dominion: Empires Announced!
« on: January 30, 2016, 04:46:00 pm »
http://riograndegames.com/Game/1306-Dominion-Empires

EDIT: Jay talks about the mechanics: https://boardgamegeek.com/article/21657662#21657662

Quote
A bit more to chew on: It has 300 cards and 96 metal tokens. There are cards you can buy now and pay for later, piles with two different cards, and Landmarks which add new ways to score. VP tokens and Events return from previous sets.

18
Dominion General Discussion / 5 Ways to Win Dominion
« on: January 11, 2016, 11:29:35 pm »


This makes me sad in so many ways.

EDIT: I should clarify that it mostly makes me sad because it encourages buying only Treasure and Victory cards. And apart from that it's a mixed bag. There's good advice like "Trash Coppers and Estates" as well as bad advice like "Always buy Gold with $6".

19
Game Reports / Unstoppable Torturer Chain
« on: September 01, 2015, 06:04:34 pm »
http://www.gokosalvager.com/static/logprettifier.html?/20150901/log.50675f6afca284ca61206e88.1441144747857.txt



Code: [Select]
Forager, Market Square, Shanty Town, Swindler, Urchin, Feodum, Scavenger, Scout, Duke, Torturer
I love games where my opponent goes for the tried-and-true strategy and it loses to an unconventional counter. It's easy to build a Torturer engine here, but I realize that Curses gained to your hand are just Forager food. So I ignore Torturer and instead buy 8 Foragers. My favorite part is when my opponent trashes Gold for me. Pure gravy.

20
For those of you who want to test your Dominion knowledge and your memory at the same time, I have created three quizzes on Sporcle:

Kingdom Cards: Base Set through Guilds
Kingdom Cards: Adventures through Plunder (plus Promos)
Events, Landmarks, Projects, Ways, Allies, and Traits

21
Variants and Fan Cards / Edicts: Straight-up Rule Changes
« on: July 17, 2015, 04:07:34 pm »
So probably if these work out I will put them in Enterprise, but they seem like they should be in their own thread, at least at first.

I'm trying to make some cards that change the rules in Dominion in minor ways, much like twists in Nefarious. Like Events, they'd be landscape cards. But you don't buy them; they're just always active for everybody. Basically they're like the bottom half of Duchess or a lot of the cards in Fragasnap's Greed expansion. Ideally they're things that either wouldn't work as Events, or at least wouldn't work nearly as well if they were Events. It's possible that Donald will do stuff like this one day, but probably that day is pretty far off if it ever arrives at all.

As much as possible I'm sticking to optional bonuses for these cards, so that you're not cheating if you forget them. It's easy to forget stuff like "Silver costs $1 less this game" for the purposes of Remodel, etc. I'm not totally ruling things like that out, but for now I'm shying away from them.

Apologies that none of these have been tested yet. I'm posting them here partly to get a general reaction (you like/dislike the idea) and also so others can point out if some of these have game-ruining combinations with existing cards (e.g. Fortress). Of course I'm also happy to discuss individual Edicts.


Charity: Edict
At the start of your Buy phase, you may reveal a hand with no Treasures. If you did, gain a Gold, putting it into your hand.

Commerce: Edict
When you shuffle during your Clean-up phase, you may add a Silver from the Supply to your deck (shuffling it in).

Coordination: Edict
At the start of each of your turns: +1 Action

Industry: Edict
Once per turn, when you play an Action card, you may draw 3 cards instead of following its instructions.

Prudence: Edict
At the start of Clean-up, you may put any number of cards from your hand on top of your deck.

Tyranny: Edict
Once per turn, after you resolve a non-Duration Action card, if it's still in play, you may play it again. If you did, trash it.

22
Game Reports / Who Needs Highways
« on: July 06, 2015, 01:38:42 pm »
Not sure why I felt compelled to post this. It's not every day that I let my opponent get 8 of the Highways and still win.



Code: [Select]
Crossroads, Pawn, Swindler, Baron, Mining Village, Trader, Walled Village, Highway, Stables, Stash
http://www.gokosalvager.com/static/logprettifier.html?/20150706/log.50675f6afca284ca61206e88.1436204069860.txt

Probably my opponent could have played better. Maybe held off on Swindler until they had enough Highways to really do some damage. The best card drawing (Stables) competes with Highway, though, so it's hard for them to really get an engine going while Highways remain in the pile.

23
Game Reports / Thief Comeback
« on: June 17, 2015, 02:00:49 pm »
http://www.gokosalvager.com/static/logprettifier.html?/20150617/log.50675f6afca284ca61206e88.1434563736204.txt



Code: [Select]
Village, Watchtower, Feast, Thief, City, Laboratory, Library, Venture, Bank, King's Court
He rushes Labs and Banks. I'm trying to play the long game with Cities, but I realize that I can't catch up. Then I get a Thief and steal his Banks. King's Court/Thief isn't quite as nice as King's Court/Saboteur, but it can be brutal on the right board.

24
Dominion General Discussion / How do you feel about Champion?
« on: June 08, 2015, 02:59:20 pm »
I knew that there would be some backlash in the community about Champion, but there seems to be way more than I expected. Maybe it's just a vocal minority. How do you feel about Champion? I'll post my opinions after I set up the poll.

25
So, I haven't had time to work on Enterprise cards lately, but I came up with this (untested) Attack card idea that I'd love feedback on. It uses Enterprise's Trade token mechanic, but like all Trade token cards the mechanic is pretty self-explanatory (cards refer to tokens; the tokens don't do anything outside of that).



Quote
Raider: Action–Attack, $5
+$2. Each other player reveals cards from his deck until he reveals one costing from $3 to $6 and discards the rest. He may pay a Trade token to discard that card. Otherwise, he trashes it and takes a Trade token.

It's like Saboteur in a lot of ways. It can't hit Provinces, though. Instead of downgrading a card into a cheaper card, it downgrades it into a Trade token. And you can then use that token to make the next Raider miss. Of course the interesting part is whether you want to spend the Trade token on saving your card or keep it for when a more valuable card is attacked.

As always, feedback is very much appreciated.

EDIT: Upped the cost from $4 to $5.

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