Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - joefarebrother

Filter to certain boards:

Pages: [1] 2 3
1
Variants and Fan Cards / Re: Really bad card ideas
« on: April 13, 2023, 07:46:57 pm »
I had a dream where I saw some new dominion cards and this is the only one I could remember clearly

It also had an insert that said "Tip: This is the best card in the game because it can draw you lots of cards"

2
Rules Questions / Re: Lantern, Elder, Harbor Village, Moat
« on: February 09, 2023, 11:03:39 am »
Envious is also an effect that changes a card's instructions (into +$1). Previous rulings with highwayman state that highwayman wins and you get nothing. Is this still true, and does it fit consistently into the FTI model?

Coppersmith is also an effect that modifies a card's instructions, by adding +$1. Highwayman has also been ruled to make it do nothing. Though do rulings care about 1e cards?

Somewhere in this thread a hypothetical card was discussed that would give actions "an additional +$1" (and that this is distinct from "when you play an action, +$1). That's what coppersmith does. For consistency with the coppersmith ruling, does that mean that card + enchantress = cantrip, not peddler?

3
Dominion General Discussion / Re: Badly designed cards
« on: January 28, 2023, 02:16:59 pm »
Oh i got a whole category. Hunter, Ironworks, Transmute etc, cards that give you something based on type should have said "otherwise" when counting the victory cards. So it feels really weird with night cards, and chainging "victory card" to "otherwise" wouldnt make the cards more complex, rather simpler because you dont have to ask twice what happens with curses. Fortune teller does not have this problem, because it just counts victories and curses as "bad" cards.
"Otherwise" would mean you wouldn't get extra value from multi-typed cards

4
Rules Questions / Re: Lantern, Elder, Harbor Village, Moat
« on: January 09, 2023, 11:34:25 am »
So how I interpret all this:

When you play a card:
- Move it to the play area
- Effects that trigger on playing a card happen: adventures tokens, people revealing moat, etc.
- Then you determine how to resolve the card, which involves choosing between the following applicable options:
-- The default mode, "follow it's instructions". Reckless effects this.
-- Enchantress.
-- Highwayman. Either of these options being available prevents the default mode from being chosen.
-- A Way. This can be chameleon, which says "Follow its instructions", but isn't affected by reckless, because it's not the default mode, nor is affected by enchantress or highwayman.
- Once one of those is chosen, that determines what to actually do.
- Other effects can then look for things that happen as a direct result of that; e.g. harbour village can look for getting money, moat can look for things that would affect players who revealed it, elder can look for choices, and lantern can look for a specific string and change it for something else. Indirect effects, such as via other effects that get triggered, or by playing another card, don't get seen by these things.

5
Friendly Trail looks great: You *discard* a trial to *gain* a trail! Except you do so during cleanup, where trial's ability doesn't work.

6
Shaman forces a player to gain a card on their turn; so it can trigger blockade. In particular, if you blockade a curse, and ensure the trash consists of exactly a curse, you can make the next player gain all the curses!

7
TWELPs have a recommended setup limit to 2, and are included in the kingdom independently of anything else in the kingdom.

The other landscape types don't count towards this limit, and can only be included in the kingdom due to something else in the kingdom; although the non-ally ones always include the same things.

On the other hand, boons/hexes/artifacts/states have no impact on the game until they're used by something else, so you could imagine them as always being part of every game, but just not relevant if nothing uses them. But you can't do that for allies.

8
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 12, 2022, 01:16:17 pm »
Voodoo Doll, replacing Possession

Probably ought to not be able to play durations, since you'll need to track their effects after having removed them from play

9
Variants and Fan Cards / Re: Really bad card ideas
« on: August 16, 2022, 09:17:51 pm »
Bitcoin - $3 Treasure

Add a random amount between $0 and $5

---

When you gain this, trash a Gardens from your hand or trash this.

10
Galleria + Masterpiece + Triumph

Overpay a big masterpiece to get a ton of buys, then buy a bunch of coppers (or curses if it helps a pile out), followed by a triumph for lots of points.

11
silver -> copper is worse than silver -> nothing
I don't want copper in my deck

12
Dominion General Discussion / Re: Hinterlands 2E Preview 3
« on: July 18, 2022, 02:11:37 pm »
right but you're revealing them *from* a private zone

13
Dominion General Discussion / Re: Hinterlands 2E Preview 3
« on: July 18, 2022, 07:04:22 am »
"When you discard this" is a reaction so that it works when the card could be otherwise hidden (if something else was discarded on top of it) as well as to remind players about it (same as with patron)

14
If you look at the card pool levels (should be a button for it somewhere on the automatch tab), you can see what cards are in each level. Everything level 5 and below is part of Core.

15
Dominion General Discussion / Re: 2022 Additional Errata
« on: June 28, 2022, 06:03:55 pm »
is it really a problem for the game to have like a 4 card infinite loop anyway?

16
Dominion General Discussion / Re: 2022 Additional Errata
« on: June 25, 2022, 01:02:16 pm »
What's the purpose of the prince change to non-command? I don't see any loops that were possible with it

17
Dominion General Discussion / Re: Homage to the Best Card
« on: June 20, 2022, 06:00:16 pm »
Distant shores = lab that gains estate = lab that trashes a lab = horse

18
Dominion General Discussion / Re: Interview with Donald X.
« on: June 11, 2022, 12:49:31 pm »
For Seaside 2E did you consider fixing the accountability issue on treasure map?

19
Variants and Fan Cards / Re: Really bad card ideas
« on: June 01, 2022, 06:23:49 pm »
University but American

Action - 2<20D>

+2 Actions
Gain an action card costing up to 5

20

Quote
Risky Bet
Action - 4$
You may play a treasure costing up to $6 from your hand twice. Get +1 Card and +1 Action per $1 you got from it. You cannot play any more copies of it this turn.

Since "how much" money you got from a treasure is a little hard to define (if I play crown and that plays some actions, does the money from those actions count?); I'd recommend a wording based on chameleon ("for each $1 it would give you, instead get $1, +1card, +1action")

Seems strong with gold that's going to be available in every kingdom. Maybe limit it to treasures up to $5? Getting one lot of 4cards/4actions off a silver each turn is still going to be decent.

21
Dominion General Discussion / Re: What cards do you ban and why?
« on: May 30, 2022, 10:31:56 am »
When playing ladder / with my friends I only have rebuild banned - just makes the game not very interesting. Even possession is unbanned since I don't mind the occasional game with it rarely.
When playing league matches I add possession and donate (the latter mainly just because I'm not very good at using it well)

My dislike list is a bunch of cards that rarely do anything - transmute, harvest, bureaucrat, duchess, merchant ship, baths.

22
Rules Questions / Re: Blockade
« on: May 19, 2022, 06:36:39 am »
or "gain a non-curse card"

23
Rules Questions / Re: Blockade
« on: May 16, 2022, 08:26:21 pm »
Swamp hag seems especially brutal. Can't buy *anything* without gaining the whole curse pile? I think getting a curse myself is well worth putting my opponent in that situation.

24
Rules Questions / Re: Garrison without tokens
« on: April 07, 2022, 08:15:32 pm »
I would say it stays out on the basis that it is going to do something next turn, and doesn't yet know that will have no effect

25
Variants and Fan Cards / Re: Really bad card ideas
« on: March 29, 2022, 08:42:27 pm »
good with transport

Pages: [1] 2 3

Page created in 0.61 seconds with 18 queries.