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Messages - majiponi

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1
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 19, 2023, 07:16:34 pm »
    Principles
    I like counting, but it needs some time.  Cards should not slow down games too much.  Good cards have some tricks to avoid multiple countings, like being terminal or having a Potion costs.  Let's see what you made.

    As segura suggests, it is overpowering in money deck.  5/10

    A silver with one-Copper trashing.  Not bad.  7/10

    It is similar to Porn of Plenty, but it gives you +2 Actions instead of Provinces. Very nice!  9/10

    Not bad.  How about counting only a card costing $2 or more, to avoid counting twice?
    8/10

    Very great!  It resembles Poacher, but we really have to be careful how many the pile has.  9/10

    Library with shifting.  I like "draw-to-X" clause.  Maybe it has to make sure "same number" means "same number of cards you first discarded."  8/10

    I like it, but compared to Artificer, it can gain greens (not only Provinces but also Duchies) too easily.  6/10

    Another Plunder card.  I like it, but does it have to gain only non-Victories?  It is already a terminal.  7/10

    Converting Liaisons to Horse gainers (delayed draw).  Not bad, but maybe it can give you +1 Action.  7/10

    I really like it.  Everyone wants Villages even if the Ally is a boring one.  It also has "once-per-turn" clause to avoid slowness.  Excellent!  10/10

    Another Lurker.  Not bad.  By the way, can I gain something when I return just one card?  8/10

    A strong Exorcist.  Silver-moating avoids Hex problems (it sometimes slows down games too much, as Donald suggests).  Very good!  9/10

    Another Shanty town.  Although some boards does not have $2-$3 Action cards (without this), but I like it.  8/10

    Weak.  Maybe gaining to your hand is better.  5/10

    Blackjack.  I like it, but as segura suggests, it is a little too strong.  7/10

    Another Village with +3 Actions!  Good.  8/10

    Although Big Money centralizes too often, I like it.  8/10

    Now it is a Village with trasher!  It seems nice, but it needs to Exile at least 3 cards to make up for one-shot
      Is it strong?  6/10
    As segura suggests, it is very weak.  You have to play at least twice to get $1 discount.  Maybe "$1 per card with different name" helps.  5/10

2
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 19, 2023, 08:58:50 am »
This week's winner is Augie279, followed by faust and JW.  Congratulations!

3
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 19, 2023, 08:55:16 am »
Sorry for the delay.  I post who is the winner now, the comments will be posted within 48 hours.

4
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 16, 2023, 04:22:30 am »
Warning! 24 Hours Remaining
I just forgot to post it.  You have another day before the deadline.

5
Weekly Design Contest / Weekly Design Contest #204: Count up!
« on: November 08, 2023, 08:43:21 am »
Weekly Design Contest #204: Count up!
I like cards that count up something.  So for this contest, your job is to design something* that counts something.  Official cards that meet the criteria for the contest are Cellar, Gardens, Courtier, Conspirator, Forge(it uses variables), and so on.  Official cards that doesn't meet the criteria are Remodel(it just adds a fixed number), Embargo (after errata), Fortunes.

Judgment Details:
  • The contest will close on November 15th 17th, 24:00 (UST+9).



Entries:
Let me know if your post is not here.


6
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: November 08, 2023, 12:48:46 am »
Oh, thank you.  I will post another contest within a day.

7
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: November 02, 2023, 07:37:25 am »


Not 100% on the wording of the bottom text, but the idea is that Zoo comes into the game with its own Way that doesn't count towards the number of landscapes selected during setup.

(Landmarks from Empires, Ways from Menagerie)

Oh, it kills engines too easily.  You can't get +Actions too often.

8
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: October 29, 2023, 03:18:31 am »
Bezoar Stone
cost 2P - Treasure
+1 Buy
Reveal your hand.  +$1 for differently named card revealed.
---
Setup: Add 2 extra Kingdom cards pile costing P or more to the Supply.


Alchemy and Cornucopia.  I like Potion cards, but you don't buy Potion just for Transmutes or Philosopher's Stones, do you?  Cornucopia is a good expansion to combine, since it has both "reveal for variety" mechanic and "add extra cards to games" theme.

9
Dejima
cost $6 - Action - Duration
Take an extra turn after this one (but not a 3rd turn in a row), during whose Buy phase you cannot play Treasures from your hand.

10
Rules Questions / Re: Errata to extra turns
« on: October 10, 2023, 06:30:57 pm »
When you play 2 Outposts, do both trigger at the same time (in between turns)?

I am sure they do, but understanding is different.


"Between turns" window
Outpost #1 and #2 are waiting for being resolved
choose Outpost #1 to resolve
(Outpost #2 waits until #1 is fully resolved)
-- Outpost #1 checks if the extra turn wouldn't be the 3rd turn
-- Outpost #1 tries to create a turn(Lich can interrupt to cancel it)
---- Outpost #1 turn starts!
---- ....
---- Outpost #1 turn ends
---- end-game check
-- Outpost #1 is fully resolved
choose Outpost #2 to resolve
-- Outpost #2 checks if the extra turn wouldn't be the 3rd turn
-- Outpost #2 does nothing
-- Outpost #2 is fully resolved

"if the extra turn wouldn't be the 3rd turn" is clear; it actually checks "if the previous 2 turns are yours" because Outpost can't know the future

11
Rules Questions / Re: Voyage + Pirate
« on: October 08, 2023, 07:07:46 pm »
On a voyage turn, Sarah plays three coppers and buys a silver. She reveals Pirate from her hand. Can she play it?
Argument for Yes: Pirate says she can play Pirate from her hand right now, even though she normally couldn't.
Argument for No: Voyage says she can't play more than three cards from her hand this turn.

I would have guessed that "Yes" outweighs "No" based on other rules in the game, but the online implementation and the FAQ for Voyage on the Wiki say otherwise. Is there a general rule specific to resolving two cards that enable/disable certain actions?

https://forum.dominionstrategy.com/index.php?topic=14887.msg653497#msg653497

I think the upper discussion helps to understand it.  The answer should be "No", because the card text is a permission to play Pirate directly (not you may reveal and if you did, you must play).

12
Rules Questions / Re: Errata to extra turns
« on: October 08, 2023, 12:11:48 am »
New question.

Alice played Possession.
She gained Province.
Bob played Black Cat as a Vassal(Way of the Mouse).
He discarded Outpost to play it.
Between turns, He chose 4-card Outpost turn to resolve first.
On the Outpost turn, he played another Outpost.

Q1. Does he take another Outpost turn?
Q2. If Q1 is true, after his 2nd extra turn, does he take a Possessed turn? (It will be the 3rd turn in a row, not the 2nd one in a row.)

13
Rules Questions / Re: Errata to extra turns
« on: October 03, 2023, 09:40:08 pm »
Outpost reserved effect happens
Outpost tries to make an extra turn
*** HERE ***
Outpost checks if it is the 3rd turn in a row

Why doesn't Lich try to cancel the upcoming turn HERE, but waits Outpost's check?
Is he an enemy waiting for the transformation of the superhero?

14
Rules Questions / Re: Errata to extra turns
« on: October 03, 2023, 07:36:56 pm »
So then, on the Lich side, Lich skips an upcoming extra turn. It can't wait until the turn has already happened; it's always an upcoming turn. The Outpost turn is upcoming until Outpost tells us it isn't.

So, the following explanation A is more accurate than B, right?


Explanation A
(after checking end-game conditions) between turns
Outpost reserved effect happens
Outpost tries to make an extra turn
Lich interrupts to cancel it (upcoming extra turn)
Outpost checks if it is the 3rd turn in a row
Outpost tries to cancel it and fails


Explanation B
(after checking end-game conditions) between turns
Outpost reserved effect happens
Outpost checks if the previous 2 turns are yours (the next extra turn will be the 3rd turn in a row or not)
Because the answer is true, do nothing
(Lich effect remains)

15
Rules Questions / Re: Errata to extra turns
« on: October 02, 2023, 09:41:06 pm »
As far as I understand it, Lich and Outpost et. al. work on the same principle: An extra turn that is about to happen now will not happen if certain conditions are met. So if an "about to happen now" Outpost turn would both be the third for its player in a row and the first after that player played Lich, both effects can could apply. Whichver is chosen to prevent the turn wins, the other effect remains.
Correct. We don't know if the Outpost turn will actually happen until it's time for it; when it's time for it, you can choose how to resolve Lich and Outpost. I've just been figuring you wanted to not skip more turns than you had to, but you can choose to miss the turn due to it being a 3rd one in a row, then also skip a turn due to Lich.

I thought "Outpost effect between turns" tries to let Bob take an extra turn only if he had only 1 or fewer turns in a row, since Outpost instruction is a single statement, unlike E1 clause - "This can’t cause you to take more than 3 consecutive turns".  So, I guessed Lich cannot cancel Outpost; nothing was about to happen.  As far as I know, this must be a new ruling.

16
Rules Questions / Re: Errata to extra turns
« on: October 01, 2023, 03:00:35 am »
Example 1: 2-player game
T10: Alice played a Lich on her regular turn.
T10: Bob played his regular turn.
T11: Alice skipped her regular turn.
T11: Bob played an Outpost on his regular turn.
The skipped turn doesn't count as a break in Bob's turn count; he's had two turns in a row, so Outpost can't give him a 3rd turn.

Example 2: 2-player game
T10: Alice played a Lich on her regular turn.
T10: Bob played his regular turn.
T11: Alice skipped her regular turn.
T11: Bob played a Lich and an Outpost on his regular turn.
Bob can apply Lich to skip the Outpost turn.

Outpost doesn't let Bob take an extra turn, right?  Then, what makes Lich skip Outpost turn?



Example 1
Outpost tries to let Bob take an extra turn.
Outpost prevents it because it is the 3rd turn.

Example 2
Outpost tries to let Bob take an extra turn.
Lich prevents it.
Outpost tries to prevent it to fail.


Like this?  Then what lets Lich interrupt Outpost instruction?  Take a turn and cancel it are 2 separate instructions, or 1 single instruction?

17
Weekly Design Contest / Re: Weekly Design Contest #200: Do What You Love
« on: September 29, 2023, 10:19:20 am »
I like choices, as long as they don't take way too long.

Warlock(v7)


Here, both players make a choice. The attacked player decides which cards to reveal to avoid a Curse, while the attacker chooses whether they discard those cards or gain a Curse.

"Any number of cards" includes 0 cards.

18
Weekly Design Contest / Re: Weekly Design Contest #200: Do What You Love
« on: September 28, 2023, 09:41:31 pm »
Royal Library
cost $4 - Action
+1 Action
Reveal your hand while resolving this.
Discard all Treasure cards.
Draw until you have 6 cards in hand, skipping any Treasure cards; set those aside, discarding them afterwards.

19
Rules Questions / Re: Errata to extra turns
« on: September 27, 2023, 04:37:50 pm »
What happens with Lich?

Example 1: 2-player game
T10: Alice played a Lich on her regular turn.
T10: Bob played his regular turn.
T11: Alice skipped her regular turn.
T11: Bob played an Outpost on his regular turn.

Does he take an extra turn before Alice plays her next regular turn?
(During 11th cycle, Bob had only 1 regular turn.  Outpost does not let Bob take the 2nd extra turn.  Alice skipped?  That's her fault.)


Example 2: 2-player game
T10: Alice played a Lich on her regular turn.
T10: Bob played his regular turn.
T11: Alice skipped her regular turn.
T11: Bob played a Lich and an Outpost on his regular turn.

Will Bob skip his 12th regular turn?


Example 3: 2-player game
Alice played a Possession on her regular turn.
Bob played a Lich and an Outpost on his Possessed turn.
Bob skipped his Outpost turn.
Bob starts his regular turn with 3-card hand.

Is it an intended behavior?

20
Rules Questions / Re: Errata to extra turns
« on: September 27, 2023, 12:02:33 pm »
Wait, so Outpost is basically being un-errata'd back to its original wording?

Quote
You only draw 3 cards (instead of 5) in this turn’s Clean-up phase.
Take an extra turn after this one.
This can’t cause you to take more than two consecutive turns.

No.  It forces you to draw only 3 cards even if you bought Expedition, since it does not say "instead of 5".
Or is it selectable?
Maybe  "You draw 2 fewer cards" is clearer.

21
Weekly Design Contest / Re: Weekly Design Contest #199: Composition in Blue
« on: September 20, 2023, 09:25:47 pm »
Sir Craftsman
cost $5 - Action - Attack - Knight - Reaction
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
---
When one of your card is trashed, you may discard this from your hand, to gain a card costing up to $5.


EDIT: 11th Knight card for Knights pile from Dark Ages.

22
Mulligan

If I've drawn 2 cards at start of turn with a Wharf (I didn't play it this turn), is it 7-1 for 6 cards to draw, or standard 5-card hand draw -1 for 4? 1 fewer card makes the former make more sense, but hand draw I only associate with end of turn.

You would draw for each card discarded (minus one.) So if you had a Wharf in play, you could draw up to 7, discard 7 with Mulligan, and draw 6.

With Treasure Chest, you can gain all Golds!

23

Quote
Occult Library - $4
Action

Discard a card. Draw until you have 6 cards in hand.
-
In games using this, when the player to your left ends their Action phase, you may play an Action from your hand.

I play Possession.
My left player plays their turn for me.
It's Action phase is over.
I play Possession.
My left player plays their turn for me.
It's Action phase is over.
I play Occult Library to draw another Possession.


I think some trick is needed to stop this evil loop.
(not infinite in itself, but still boring)

24
Mimic
cost $4 - Action
+1 Card
+1 Action
You may move the Mimic token onto another non-Mimic Action Supply pile.
---
Setup: put the Mimic token on a random non-Mimic Action supply pile; when a player plays a card from its pile, instead of following its effect, they get +1 Action and +$1.

25


Until the pile is empty, it looks like you can gain a Bison on-play, making it a far superior Village (comes with a Villager on-gain, and you can store the extra action as a Villager if you don’t need it right away). That’s not to mention the flexibility.

It goes infinite easily.

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