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Messages - Drab Emordnilap

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1876
Mini-Set Design Contest / Re: Renaming: Amulet
« on: August 07, 2012, 09:54:07 am »
If we want a 'blessings for the faithful' kind of idea, what about Tithe? You run the church and take in the offerings, and in return, the other players get blessings.

EDIT: Or Tithings, or whatever. Parts of speech are hard. (Plus, when I type Tithings, my spell checker insists I mean Tit hings, whatever those are.  :o )

1877
Mini-Set Design Contest / Re: Design Contest 8 - Beggar (Raspberry)
« on: August 07, 2012, 09:39:19 am »
I like the new version a lot better, but I'm still not sure it has much utility. Maybe it would be useful in Curse slogs / alt VP?
Yeah, I never perceived it would be very useful in a normal Province game. It'd be better in those awful slogs where you're fighting over Estates because that's all you can afford and please god I would love some Copper when will this hell end

1878
Mini-Set Design Contest / Design Contest 8 - Beggar (Raspberry)
« on: August 06, 2012, 06:02:06 pm »
Quote
#6 (tie) - Beggar by Drab Emordnilap with 9 points (Raspberry)
$2 - Action
+1 Card
+$1
Each other player may trash a Treasure from his hand. You gain all of these trashed cards; put them into your hand. If no player trashes a treasure this way, +$1.

There's too much going on here. It started out as kind of a "beggars can't be choosers" idea, where you get some random card, and come coppers, and here, have a buck too. But it just got all muddled in tweaking.

What I would submit in hindsight:

Beggar
$2 - Action
Each other player may trash a Treasure from his hand. You gain all of these trashed cards; put them into your hand. If no player trashes a treasure this way, +3 Cards.

If you don't give me some coppers, I'll go look elsewhere! Thoughts?

1879
Dominion Isotropic / Re: Why do so many people decline automatches?
« on: August 06, 2012, 01:32:50 pm »
Another possible reason to decline an automatch: Isotropic has a stupid incentive for declining auto-rematches after you have won against someone.
If you just beat someone, you get to go second in your next game no matter what. It doesn't matter if you play against the same player or not.

1880
Variants and Fan Cards / Re: Illicit Goods
« on: August 06, 2012, 12:06:31 pm »
And talking about mountebank as the added card (also works with witch and somewhat ill-gotten gains), it leads a bit to the same problem as familliar : you need $3 plus a specific card to buy it (EDIT : when the forbidden card costs $5, so in most of the cases), so the probability of getting it or not is the same, and there are already a graat luck factor on getting $3P on turns 3-4 when familiars...
But with this card, if I draw */C/C/E/E, I can at least buy a $4, unlike Familiar games.

1881
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 11:00:51 am »
First, why does it specify a minimum of $3 for the cards it fishes out of the trash? There's probably a good reason, but I can't think of one right now.

I would assume it's so that when you trash cards from your starting deck, you don't have to worry about them actually ending up in the trash pile. When I play IRL, we just set aside trashed coppers and estates to make setting up the next game easier.

That, or Ruins/Shelters do something silly when gained from the trash, and cost $2.

1882
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 09:50:49 am »
Poor House could be nice with Gardens. Cost makes it easy to pick up with one buy, and a hand with one and no money can always buy a Garden.

FYP

Untrue -- Poor House/C/C/C/E Still buys a Gardens just fine.


Also, everyone talking about gaining Provinces back from the trash with Graverobber might be benefitted from rereading the card.

1883
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 09:34:01 am »
Almost my reaction to seeing this, but my reaction was more like.

WHAAAAAAAAAAAAWYWTRYTWR@#*(&$@$&))(@#$**@#!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
CUTE UPGRADE TRICKS ARE DEAD!!@!@(*@

Sorry for the caps and foul language, but man o man, I never thought a 1-cost would actually make it!
Only on the some-small-percent of boards this card shows up on. ._.

1884
Quote
Mustard
$4 - Action
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +1 Buy, +$2.

Yeah it's too strong (a super-duper Market for $4 and all you have to do is put a green card on your deck? and practically no further penalty if you have two of them in your hand?), but that could easily be fixed by pricing it at $5.

It turns into a Festival when it's activated. It's not even giving you any cycling, because the card has to go on top of your deck and has to be junk. (Ignore Nobles ._.) This card looked really inelegant until I realized it was essentially a Village/Festival split card.

1885
Quote
Carambola
$4 - Action
+$3
Clockwise starting from the player on your left, each player chooses one: +1 VP; +1 Card; gain a Silver; trash a card from hand. No player may choose the same option as any previous player.

This card is weird in a 5 or 6 player game. ._.

1886
Mini-Set Design Contest / Re: The Contest Set Card List
« on: July 30, 2012, 12:32:32 pm »
I think the expansion name needs to be a noun like all the official expansions. Dominion: Reconstruction?

1887
Mini-Set Design Contest / Re: My challenge #5 card : Farmer (Ford)
« on: July 27, 2012, 03:37:51 pm »
If it's too weak, maybe putting the +card _after_ the filtering would make it more interesting? (It might also cost more than $3 then, too.)

1888
Quote
Paulette
$4 - Action
Trash a card from your hand, then gain a card costing exactly $1 more than the trashed card; put it into your hand.
--
While this is in play, when you buy a card, trash that card and gain a card costing exactly $1 more than the trashed card.
I like the main action part, but I hate the second part.  Definitely needs a "May" clause.  Because otherwise, short of $7's, you CAN'T get provinces with this out there.  Plus, you can never get a $2 card.  Plus I don't like the extra trashing, maybe "While this is in play, when you buy a card you may gain a card costing exactly $1 more instead."

You don't play Contraband when you want to buy a Province, either. I think it's okay for there to be cards that you don't always want to play, and for abilities be good sometimes and bad sometimes. It's already half a Remaking Post stapled to a Bridge; I don't think it needs to be made stronger.

1889
Paulette
Like an Evelyn that provides a "coin", but cannot but Provinces in games without a seven or nine cost. I want to buy Provinces.
Contraband keeps you from buying Provinces some of the time, too. You can always not play the card when you intend to buy a province. Also, I don't understand the part about 9 cost cards?

1890
Mini-Set Design Contest / Re: My Challenge #4 card: Town Hall (Oryx)
« on: July 20, 2012, 12:43:17 pm »
I also missed that putting a card on top was optional; I'd like the card better if it was mandatory also, especially at $3.

1891
Mini-Set Design Contest / Re: My Challenge #4 card: Town Hall (Oryx)
« on: July 20, 2012, 12:02:03 pm »
It is an interesting idea. But I think it would be too weak at $5 (and I know it can't work at $4 because it is strictly better than smithy).
Maybe add a +buy ?
I don't think this is a strictly better Smithy any more than Courtyard is a strictly better Smithy.

1892
Other Games / Re: Making my own card game
« on: July 19, 2012, 12:25:54 pm »
I'm part of a Board and Card game playtest group in Northwest Houston, if you're looking to have some people play the game who haven't had it taught by you. If you've got a digital copy of the game, you could send it over and get some more detailed feedback. Or if you randomly happen to be within range of northwest Houston, you could come over yourself!

http://www.meetup.com/Houston-Boardgames-and-Prototypes/

Some games this group have playtested:
http://boardgamegeek.com/boardgame/74390/rolling-freight
http://boardgamegeek.com/boardgame/83068/1955-the-war-of-espionage
http://boardgamegeek.com/boardgame/110286/zong-shi
http://boardgamegeek.com/boardgame/112462/schlock-mercenary-capital-offensive

And plenty of other games that haven't been published/are still in negotiations.

1893
Variants and Fan Cards / Re: Clasic_Cards #2: Vampire
« on: July 18, 2012, 01:06:31 am »
Uh.  I'm confused here.  If you are pinned, you are not free to pursue a mirror strategy.  You start each turn with no cards in hand.  Are we using the same meaning of pin here?
Okay, so we're both setting up the same Vampire pin. You get me first, and take a thousand turns of me not being able to have a hand, and get so many points. Eventually, you start doing other stuff to end the game, but look! I still have the pin in my deck, and now you have no hand for TWO thousand turns. It's not like Masquerade pins where getting the pin first means you make the other guy lose the cards.

1894
Variants and Fan Cards / Re: Cards for the following mechanics?
« on: July 17, 2012, 10:23:51 am »
Quote
1) "Immediately put this card on top of your deck"

"Poker Winnings" - $5
Treasure
+$1
When you play this, discard the top card of your deck. If it's a treasure card, +$1. Then put this card on top of your deck.


This one is difficult. It basically has to be a non-action unless you want to work really hard to prevent crazy looping shenanigans. This reads as not very powerful, but putting itself back on your deck every time you play it gets way better the better the card is. Big Money buys Silver with 5 sometimes, and this will usually be a silver that puts itself on your deck for next turn, which seems really strong in that light. I thought about costing it at $6 or $7 and making the bonus be +$2, but I'm not sure exactly how good that would be compared to Gold. It's hard to judge without actually playing it.

Quote
2) "+1 buy. If you have any unused buys, put this card on top of your deck."

"Walled Woodcutter" - $4
Action
+$2
+ 1 Buy
At the start of Clean-up, if you bought one or fewer cards this turn, you may put this on top of your deck.

--------

The other two just seem annoying to implement in face-to-face play. Every player has to reveal their hand every turn, even if no one bought these cards, just because they're in the Kingdom? ._.

1895
Variants and Fan Cards / Re: 22 cards that need your input
« on: June 25, 2012, 05:18:39 pm »
I had typed up a big long response to all the cards, and then my computer lost power before I submitted it. I'll redo it when I get home tonight.

1896
Solo Challenges / Re: Back to the Future:
« on: May 21, 2012, 01:08:45 am »
Oh, I've been trapped for months already; I just had never had a reason to make an account for the forums until now.

1897
Solo Challenges / Re: Back to the Future:
« on: May 21, 2012, 12:21:49 am »
http://dominion.isotropic.org/gamelog/201205/20/game-20120520-211648-0a9fe0a6.html

54 turns -- Duchy #8 bought turn 21; starting deck restored midway through turn 33 (the Scheme was the 12th card in the deck.)

This was tougher than I thought it would be! My first attempt crapped out once I realized how hard it was going to be to get rid of the last silver with Forge.

Just for clarification, do the 7 coppers and 3 estates need to be the same ones that started out in your deck, or can I Forge a silver and estate into a duchy, as long as I buy an estate later on?

http://dominion.isotropic.org/gamelog/201205/20/game-20120520-212854-057b7021.html -- 50 turns.
http://dominion.isotropic.org/gamelog/201205/20/game-20120520-215323-c3b8808a.html -- 50 turns.
http://dominion.isotropic.org/gamelog/201205/20/game-20120520-220724-260d1bed.html -- 50 turns. ._.

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