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Messages - lehmacdj

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1
Dominion League / Re: Season 7 - Results
« on: May 02, 2015, 11:44:19 am »
C2: 2 lehmacdj - gamesou 4

2
Dominion League / Re: Season 7 - Results
« on: April 26, 2015, 07:00:00 pm »
C2 : Lespeutere 3 - 3 lehmacdj

Edit: added division

3
Dominion: Adventures Previews / Re: I just Pre-Ordered Adventures
« on: April 25, 2015, 04:20:45 pm »
Just got my copy! While unwrapping I noticed some interesting things though:
The new cards seem more pliable than previous cards. (Is this just my imagination?)
Cards were sorted by cost rather than alphabetized.
Font for sortation thing was different than normal.

I wonder if these things are results of being printed in U.S.  It is kind disappointing but the new card smell makes up for it (a long with the cards of course).

4
Do events have the blue randomizer back?  Or a brand new unique back?  I assume it must be blue so that they match with the randomizers because that is how you are supposed to select them, but a new card back would be cooler.

5
So maybe this is a Secret History question... but why isn't Swamp Hag "while this is in play"? It seems like it would be more natural to read that way. And then it wouldn't need "until your next turn". Of course the difference is that this way it works when Throne Room / Procession / King's Court... was it worded that way just to make it stronger with those?

It has to be for the Moat interaction right?

Hmm, not sure. I would think you could still reveal a Moat when it was played and be protected from it even if it were "while in play"...

Moat is "when an opponent plays an attack card", and so you are blocking the attack that is being queued up on play.  Not sure it would work this way if it was while this is in play.  But maybe it would because you are "unaffected by the attack".  Either way it seems less confusing like this.

6
So maybe this is a Secret History question... but why isn't Swamp Hag "while this is in play"? It seems like it would be more natural to read that way. And then it wouldn't need "until your next turn". Of course the difference is that this way it works when Throne Room / Procession / King's Court... was it worded that way just to make it stronger with those?

It has to be for the Moat interaction right?

7
Kind of an idea of a friend but also partially my idea:
1. Play a 4 player game of Dominion with players opposite each other on the same team.
2. The team with the most points total at the end wins.
3. Attacks can either affect your partner or not depending if they want them too.
Seems like one of the best ideas I have ever thought of for playing co-op Dominion.
Leads to possibilities for some engines where there otherwise couldn't be engines (i.e. parter goes for pirate ship you build an engine) that possibly make the game more interesting than two player sometimes.

8
Dominion League / Re: Season 6 - Results
« on: March 02, 2015, 09:42:41 pm »
lehmacdj 5 - 1 anmo555

9
Dominion League / Re: Season 6 - Results
« on: February 20, 2015, 09:55:22 pm »
4 lehmacdj - mtmagus 2

10
Dominion League / Re: Season 6 - Results
« on: February 07, 2015, 12:11:04 am »
microman 3 - 3 lehmacdj

11
Dominion League / Re: Season 6 - Results
« on: February 06, 2015, 12:27:52 am »
ChessWhiz 1.5 - 4.5 lehmacdj

12
Dominion General Discussion / Re: Interview with Donald X.
« on: February 04, 2015, 11:55:35 pm »
What colors would you still consider using for new card types?

13
Dominion League / Re: Signups Season 6
« on: January 19, 2015, 09:27:02 pm »
I would like to sign up for this as well.
my username is lehmacdj.
my time zone is Eastern Standard Time.
my preferred level is the bottom division although I wouldn't mind being put in a higher league at all.
In case it matters I don't have any sets in Goko and play most of my Dominion IRL.
Looking forward to playing some more competitive Dominion.

14
Rules Questions / Re: Mint with Talisman and cost reduction
« on: November 06, 2013, 09:00:33 pm »
Thank you that is what I thought it should be.

15
Rules Questions / Mint with Talisman and cost reduction
« on: November 06, 2013, 08:46:17 pm »
I played a game on goko today where this came up involving highway.  I assumed that I would be able to choose whether Mint or talisman resolved first, because of simultaneous stuff and such (very scientific description :) ) and if the talisman is trashed its on buy does not resolve.  Is this analysis correct?  Would the talisman resolve even if it was trashed?

When I bought Mint, goko gave me no choice and only one mint was gained, regardless of the talisman and I was given no choice.  I this correct rule wise, although it does not give a choice, unless talisman can activate from the trash in which case it is incorrect.

Thanks in advance!

16
I am now going to post what I was going to post earlier.
My card was Royal Armada.
Quote
Royal Armada
Types: Action – Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.
Very short secret history:
When I read the secret histories, I found it interesting that a duration throne room was unable to work.  When trying to come up with a bonus I decided to veer away from other throne rooms being dead without another action by making it be a cantrip in such situations.  I tried to solve the problems of play it now and at the start of your next turn by making it all on your next turn, hopefully to eliminate some confusion.
I didn't think it would be to confusing to Royal Armada a Royal Armada, and I think it's cool that Royal Armada can be in play for multiple turns without being too weird.  Although I noticed it would be powerful with terminal draw, I thought that interaction was not too good because you would have to have two copies per one you wanted each turn.

First submission to a design contest.

I will be voting for recycle because it feels seasidy and seaside could use a remodel.

Edit: Added Quote

17
By the way, when are results going up?

Edit: I might still make a card for intrigue because I realize there is still time.  Oops contest not done yet?  Hope no one saw that.

18
I'm going to comment on a few cards.  I submitted a card so I will omit some of the cards that I find uninteresting and my own.

Quote
Star Charts
Types: Action – Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.

While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
This card seems to facilitate stupid amounts of gaining.

Quote
Shipwreck Cove
Types: Action – Attack – Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.
I don't like cancelling durations.

Quote
Harbourmaster
Types: Action – Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
This seems to me like it is just another smithy variant.  In my opinion there are to many at $5 already for this to be worth it.

Quote
Tariff
Types: Action – Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.

While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
Too political; shouldn't choose a player.

Quote
Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.

Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Kind of an anti-embargo; I like it.  Interesting interactions with some cards (like band of misfits) too.

Quote
Ship of the Line
Types: Action – Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.

While this is in play, Victory cards cost $1 more.
This seems too good.  It would make the only viable strategy rushing these, duchies, and estates, I think.

Quote
Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.

When you play an Action card, +$1 per copy of it on your Investment mat.
This seems a little too good to me.  Although a little hard to do it can turn every village into a bazaar.  It just seems a little too good for engines.

Quote
Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.

When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.

When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.

Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
Interesting but perhaps a little weak.

Quote
Thugs
Types: Action – Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.
No.  Too much tracking, too good. Too much incentive for buying only one card.

Quote
Cannon
Types: Action – Attack – Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.
I don't like duration attacks in general.

Quote
Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
This seems very interesting.  I am a little concerned it seems to good.

Quote
Kraken
Types: Action – Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.

When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
I don't like that this can create a junk turn at the bottom of your shuffle.  Otherwise this seems a little weak.

Quote
Vessel
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.

While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
This is some interesting player interaction.

Quote
Beacon (B)
Types: Action – Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.

While this is in play, when you gain a card, trash that card or put it on top of your deck.
A little too vanilla for my taste; just a combo between watchtower and lighthouse.

Quote
Dispatch
Types: Action – Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.
Interesting.  I am not so sure how much I like it.

Quote
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
An interesting trash for benefit.

Quote
Treasure Fleet
Types: Action – Duration
Cost: $4
+1 Buy. +$2. When you buy a card this turn, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, +1 Buy and put the set aside card into your hand.

EDIT: Reworded Treasure Fleet so that it only works and is Throne-able.
Too similar too merchant ship in my opinion.

Quote
Commune
Types: Action – Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.

Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
I don't really like the buying off other players.

Quote
Customs Officer
Types: Action – Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
I don't think this card stays in play or works as intended.

Quote
Supply Ship
Types: Action – Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.
I like this card a lot.  It has a lot of interesting interactions, which the more I think about them the more I like them.

Quote
Raider
Types: Action – Attack – Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.
I don't like attack durations.

Quote
Seafarer's Charm
Types: Treasure – Reaction
Cost: $0
Worth $1.

When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.

Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.

When you shuffle, put this at the bottom of your deck.

Clarification:  Seafarer's Charm and Sunken Treasure are not Kingdom Cards.  Each player begins with one of each in place of two starting Coppers.  Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back.  When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.
Not sure if this really fits for seaside.  The setup rules aren't really what seaside needs.  I kind of like the alternate coppers to mirror shelters though.

Quote
Docks (A)
Types: Action – Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
Way too strong.

Quote
Fishmonger
Types: Action – Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.
Boring.

Quote
Convoy
Types: Action – Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.
This seems like it is maybe too strong.  Not sure this is needed in seaside either.

Quote
Dock (B)
Types: Action
Cost: $4
+2 Actions. +1 Buy.

While this is in play, when you gain an Action card during your Buy phase, you may put this and the gained card on top of your deck in either order.

EDIT: The under-line effect of Dock (B) is now limited to the Buy phase.
Unique but not so interesting.

Quote
Harbour
Types: Action – Duration
Cost: $4
+$1. You may trash this.

Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
I don't like permanent durations as a rule but it seems this one might be interesting enough.  I like its condition for leaving play although it could also do so when you buy a victory card.

Quote
Shipyard (C)
Types: Action – Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.

While this is in play, when you would gain a card, you may gain a Copper instead.
I like how if you really need the money you can use the extra buys to guarantee it next turn.

Quote
Expedition
Types: Action – Duration
Cost: $4
Gain an Action card, putting it on top of your deck. Put a copy of it on the Expedition mat. At the start of your next turn: +1 Action and return the copied card to the Supply.

While this is in play, at the start of each other player's turn, he may play a card from the mat, returning it to the mat from play or from the trash at the end of his turn.
I don't like the interactions between this and other durations.  I think it would be too hard to track.

Quote
Voyage
Types: Action – Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.

When you would discard this from play, instead, trash this and gain a Voyage.
Not sure the self trashing is necessary, although thematic.  I agree with whoever said +1 action would be better.

Quote
Settlement
Types: Action – Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.

Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.
I don't like this as much as Harbour.  Just seems a little less interesting than +1 card.

Quote
Coastal Raiders
Types: Action – Attack – Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.
An attack duration which works by not attacking on the next turn.  Seems too similar to militia.

Quote
Sea Harvest
Types: Action – Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.
I don't like that the treasure gaining is more or less fixed to less than $5.  Maybe if it gained to hand for a little self interaction.  But that would probably be a little too powerful.

That took a lot longer than I thought it would.

19
Similarly, I wouldn't think there's any ambiguity at all with Moat, even if you never read the FAQ.  It very clearly says right on the card "When another players plays an attack card, you may reveal..."  Did another player just play an attack card?  If not, then you can't reveal it.
Well, probably not everyone reads cards carefully.  I'm sure some people play Dominion just as a family game and not at all competitively.  Dominion really should try to thwart ambiguity that could confuse such people.
Yeah, but there are all sorts of things like this that require you to go back to precise wording in Dominion, or even worse (Ironworks+Trader).  Even if you're just talking about base Dominion, a lot of casual players find Throne Room+Feast to be confusing.  If you have a good idea for a Duration-Attack I wouldn't kill it just because its interactions with Moat and Lighthouse might confuse some casual players.  I can't see a Duration-Attack being anywhere near as crazy rules-wise as Possession or Band of Misfits.
I see your point.  I still think duration attacks are generally a little to confusing.  I mean in the rules it says that anything that modifies a duration stays out and wouldn't a moat or a lighthouse modify that duration attack by making it affect the player.  If this is the case should it stay in play as well?  I don't think that the rules confusion really makes it so worth it (I don't really have to many good ideas for one though).

20
Similarly, I wouldn't think there's any ambiguity at all with Moat, even if you never read the FAQ.  It very clearly says right on the card "When another players plays an attack card, you may reveal..."  Did another player just play an attack card?  If not, then you can't reveal it.
Well, probably not everyone reads cards carefully.  I'm sure some people play Dominion just as a family game and not at all competitively.  Dominion really should try to thwart ambiguity that could confuse such people.

21
Variants and Fan Cards / Re: When is "strictly better" ok?
« on: September 24, 2013, 09:12:52 pm »
Schancevenger, 3$, Action - Reaction
+2$
You may put your deck in your discard. Look through your discard and put a card from it on top of your deck.
----
When you put your deck in your discard and have no Schancevenger in play, you may discard this. If you do, gain a Duchy and a Gold.

But this card isn't strictly superior than Chancellor.  It requires you to put a card on top of your deck, which, in some cases, may be bad.

22
Introductions / Re: Hello!
« on: September 24, 2013, 07:29:48 pm »
no.

(darn it I meant to say that I hadn't in my introduction)

23
Introductions / Hello!
« on: September 24, 2013, 07:19:23 pm »
I have been playing Dominion since I got it Christmas two years ago.  I quickly proceeded to buy all the available expansions and eagerly awaited the release of Dark Ages and Guilds.  I think I am a reasonably good Dominion player and have been lurking on this forum for almost 1 and a half years.  My Goko rating is around 5000 but I am probably underrated because I do not play very much on Goko.

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