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Messages - ahyangyi

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1
Dominion General Discussion / Re: wall is usually fun
« on: April 14, 2022, 04:31:09 am »
Makes some thematic sense as well. Necropolis is a village, hence tomb is walls.

2
Dominion General Discussion / Re: Allies Preview 4: Recursion
« on: March 03, 2022, 09:36:33 am »
I guess you need stuff to help you remember fine details such as "getting +$1 at your next turn". But skipping a turn is so big that you don't really need anything to help.

If you somehow played King's Court - King's Court - Lich - Lich - Lich, then you don't really need to remember to skip 9 turns, basically you grab all the points you can and if you still can't guarantee a win you probably already lost.

3
Dominion General Discussion / Re: Allies Preview 2: Split piles
« on: March 03, 2022, 03:01:27 am »
So uh, on a Voyage turn, if I play three cards and two of them are Throne Rooms, what happens next? Does Voyage overrule Throne Room's instructions?

voyage is simply an awful card.  I wouldn't buy it at 2.  It's just fucking stupid.  It wants to be a chic outpost, but it's really an outhouse.

That's a strong opinion. Have you tried playing or playing against the card though?

4
Dominion General Discussion / Re: Allies Preview 3: Choose One
« on: March 02, 2022, 05:05:22 am »
Elder seemed busted at first, but it's mostly worse than "+$2, Throne Room". Still, that's still a strong card, it combos quite nicely with the other Townsfolk. and it's a fun to think about combos.

Elder+Broker is arguably stronger than Throne Room+Broker+$2  though.

5
Weekly Design Contest / Re: Weekly Design Contest #142: High Spirits
« on: February 11, 2022, 09:29:10 am »
Well, my last comment inspired me to fix the "Pixie is not a Spirit" problem. Now they are, at least occasionally.



Basically, a card is designated as spirit, gain that type, is $2 cheaper, but self-ghost-ships if you play more than one in the same turn.

Of course, for Pixie-Spirits you can trash the first pixie for the boon effect, then play the second without triggering the topdecking.

6
Weekly Design Contest / Re: Weekly Design Contest #142: High Spirits
« on: February 11, 2022, 09:16:36 am »
Well, in Dominion pixies are not spirits, I'd argue that dryads are even further.

7
Ah, I remember the days when Hinterlands were out and we looked at Cache and were excited "hey they look interesting when you have a watchtower!"

Nowadays, Cache is more remembered as the second worst $5 card. But that our second worst $5 card still has its time to shine really speaks about our game's strengths.

8
Simulation / Re: Non transitive challenges - 2nd Edition
« on: February 10, 2022, 09:19:39 am »
I'm thinking about how "apart" the strategies are. Sometimes we can have A,B,C on paper, but in reality, one of them can be easily transformed to another as they observe their opponents' purchases. For example, A beat B, B beat C, C beat A, but A can change halfway into B when they see their opponents do C. Then the "hybrid A" might still just dominate the game.

Having combos seems like a good starting point, since they usually have a higher sinking cost than other strategies, and switching is hard. Not sure about the Pursue Patron Travelling Fair/Mission combo though, Patron sounds like too compatible with other strategies.

9
Variants and Fan Cards / Re: Really bad card ideas
« on: February 08, 2022, 02:45:41 am »
Immovable Object

Action - $2

+1 Action

Return this to your hand.

---

When you discard, trash or Exile this, (including during Clean-up) or return this to the Supply, put it into your hand.

Synergies: trash for benefit, ways, conspirator, lurker, peddler.
Antisynergies: online play.

10
Variants and Fan Cards / Re: Fan Card Mechanics Week 26: Taskmaster
« on: January 24, 2022, 07:57:41 am »
General comment: most of the tasks seem to favor engines over, say, draw+money, which is probably a good thing since there's no point in making a whole new mechanism only to make every game degenerate into money dive.

That said, the engine-y tendency brings the tasks the same problem as with boons and hexes: when you already have an engine, you get to take and complete a dozen of tasks each turn, which means they would average to a bunch of static bonuses, and lose individuality, and 10x more annoying to actually execute with all the moving parts. On the other hand, when you don't have an engine yet, grabbing tasks is often a bad trade because it costs buys and it's hard to finish. (buying "have unused $2" with a $4 hand and a good visible reward seems like the only viable Round 1/2 task possibility, gaining a gold or gaining a silver onto the deck is probably worth it).

The middle ground is to grab the tasks opportunistically, which I think is the real intent of tasks, but also hard to achieve because one bad task (e.g. "3 card types in play" in a kingdom with only treasure and actions as playable types) would hard block the task deck until someone's engine start to reliably mass-produce tasks.

----------------------

Quick idea to give tasks some early game use (but... swingy)

Prophecy, $3, project
Discard your tasks and take a new one at the beginning of each of your Clean-up phase.

11
Variants and Fan Cards / Re: Really bad card ideas
« on: January 17, 2022, 08:28:37 am »
January - Event, $1
Look through your discard pile. You may play an action card from it.

February - Event, $2
Look through your discard pile. You may play an action card from it.

April - Event, $4
Look through your discard pile. You may play an action card from it.

May - Event, $5
Look through your discard pile. You may play an action card from it.

June -  Event, $6
Look through your discard pile. You may play an action card from it.

July - Event, $7
Look through your discard pile. You may play an action card from it.

August - Event, $8
Look through your discard pile. You may play an action card from it.

September - Event, $9
Look through your discard pile. You may play an action card from it.

October - Event, $10
Look through your discard pile. You may play an action card from it.

November - Event, $11
Look through your discard pile. You may play an action card from it.

December - Event, $12
Look through your discard pile. You may play an action card from it.

Bad idea: May doesn't contain the "you may" clause.

12
Simulation / Re: Non transitive challenges - 2nd Edition
« on: January 17, 2022, 07:45:45 am »
Yep, I would assume that all dominated strategies would be iteratively removed before we find the intransitivity in the remaining strategies.

https://en.wikipedia.org/wiki/Strategic_dominance

And yes, thread necromancy but we don't have new posts in this board. And... I'm kinda thinking about writing my own simulator to design a few tailored kingdoms. Needed that thing to get people into Dominion. And intransitivity is obviously a nice trait for this kind of tailored kingdoms.

People look at Dominion and say "well this game's power lies in the randomization but each of the actual game is very shallow" or "this game is mostly multiplayer solitaire", neither of which is very true, but it's good to have a prepared example where you have to pay attention to what your opponent is doing and counteract accordingly and the best strategy is still not clear after playing the same kingdom three times.

13
Dominion Articles / Re: Menagerie Hot Takes
« on: January 05, 2022, 11:35:28 am »
I don't really care about centralizing cards of this kind.

Sure, Chapel is centralizing, in most kingdoms with them everyone just opens with Chapel and spend their first turns trashing lots of coppers and estates. It was the best 2-cost card for years (until Peasant happened). But so what? Chapel doesn't stop us from buying other kingdom cards. In fact it encourages and accelerates engine building. Its presence makes the game very different, but that's not wrong.

See that point? You prioritize the Chapel over the Village or the Smithy, but in the end you still need to build your Village-Smithy-Woodcutter engine. Chapel does not make the game less interesting.

Ditto for exiling one's own Provinces. Sure you can do it and greening becomes much less an issue, but the game still has the depth and the complexity. Sometimes you don't want a Sanctuary because you have better early trashes, but then when you constantly hit $13 you don't have the +buy to grab the much needed Sanctuary. And sometimes you carefully exile your greens only to lose to a megaturn that cares nothing about greening.

14
The deck of Monument - Monument - Monument - Monument - Monument, with Toil available.
5 VP/turn.

Admittedly that's not what I did. My deck was a sluggish money deck where villages and terminals never meet each other. But with toil, the agony of drawing a hand of 4 or 5 monuments is relieved.

15
My Tracker's +$1 allows me to hit $8, the boon turns out to be The Swamp's Gift, and there's a Prince on the board who is otherwise without a good action to pair with. And, of course, both the Will-o-wisp and the Prince would be topdecked by the said Tracker.

It felt as if the whole tracker card is built to make this moment to happen!

16
Sage / Farming Village / Cutpurse / Rogue / Capital / Mission

How it played out: play various attacks to make both the hand and the deck miserable, then use capital to buy one of the above (later: a province) plus a mission, then play even more attacks and pay off the debt.
It was brutal.

17
Variants and Fan Cards / Re: Indian Reservation
« on: March 24, 2019, 04:05:40 am »
Without a non-duration restriction this plays the "on play" effect twice and the "next turn" effect once.

Usually it sounds fine, but then there is stuff like Archive that makes it simply doesn't work.

Or we can say "you may set it aside when it is discarded from play this turn" or something, so you can actually play that Archive again only if it fails to archive any card.

18
Variants and Fan Cards / Re: Indian Reservation
« on: March 23, 2019, 11:54:43 pm »
Indeed. Duration throne rooms are not really throne rooms since they don't enable you to play a card twice in a turn, which is part of throne room's strength.

19
Variants and Fan Cards / Re: Indian Reservation
« on: March 23, 2019, 03:41:02 pm »
Still, that was the Seaside time. An old time when you think about that. Maybe things have changed.

We now have Prince and Summon, albeit both being Promo cards. Apparently "play a card next turn" is now a workable mechanism.

Anyway, if this is weak for $3, many we need to do something about it.

What about this:

Quote
You may play a card. If you did, set it aside. If you did, play it again at the start of your next turn.
If no card is set aside this way, instead get +1 card +1 action at the start of your next turn.

20
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 23, 2019, 01:16:20 pm »
Indeed. Now I also think it's too weak. Adding the option of topdecking the curse should help a bit.

Maybe also make it gives the nice bonus when the revealed card is a victory card? It still doesn't feel strong when compared against Crossroads. Perhaps it should have been that.

21
Variants and Fan Cards / Re: Really bad card ideas
« on: March 23, 2019, 09:54:41 am »
Carcassonne

Action
+2 Action.
Draw a Carcassonne tile, put it as per Carcassonne rules.
When you complete a Castle: +$2 for each tile it has; +2VP for each pennants it has.
When you complete a Road: you may gain a non-victory card costing $1 per its length.
When you complete a Monastery: you may trash up to 2 cards from your hand, and gain 1VP for each card trashed this way.

(The meepos can be used to track what you gained this turn)
-----
Setup: open a base game of Carcassonne; put its starting tile on the table; shuffle the remaining tiles.

$2

Because while the Governor feel very Puerto Rico, the Walled Village doesn't feel Carcassonne enough.

22
Dominion General Discussion / Re: Homage to the Best Card
« on: March 23, 2019, 09:00:46 am »
Half of the pages are turned into treasure hunters when you change your forum setting.

23
Also all events, landmarks, projects?

24
Variants and Fan Cards / Re: Indian Reservation
« on: March 23, 2019, 07:00:30 am »
Just avoid that name. Political consideration aside, it's also anachronistic, as the game is largely medieval (at most renaissance) in flavor.

Also, you probably want to phrase it this way:

Play a card from your hand, then set it aside. If you did, play it again at the beginning of your next turn.

Since by default, if you play something, it will be discarded in the cleanup phase. The wording of Prince is a reference point.

25
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 23, 2019, 06:30:17 am »
(current version)
Taskmaster
Action
+1 Action.
Reveal the top card of your deck, then put it in your hand. If it's a curse or a victory card, +1 Card, +1 Buy, +$1; otherwise, gain a curse, and you may put it on your deck.
$2

Previous versions:
Quote
(v1)
Taskmaster
Action
+1 Action.
Reveal the top card of your deck, then put it in your hand. If it's a curse, +1 Card, +1 Buy, +$1; otherwise, gain a curse.
$2

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