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 - hockeysemlan

Filter to certain boards:

Pages: 1 ... 12 13 [14]
326
Dominion General Discussion / Divide by Cardtypes
« on: July 20, 2013, 03:00:33 pm »
(Ehm, I don't feel comfortable posting a new topic as only a herbalist, but whatever.. kill me if you must)

Since the wonderful debate about the overpay-cost-cards place in the Qvist-rankings I have been thinking seriously about trying to divide cards in what they do rather than in what they cost. It's awfully tricky of course and probably impossible to do totally satisfying, but still I think I caught a grasp of it to discuss further at least. I managed to get it down to 12 groups. Mostly of them with 15-25 cards and I guess that's quite decent. The awkward group is "the remodel" cards, which both is the only group with under 10 cards and also the only group with the same name as an actual card.  Still the remodel-effect is such a special mechanic that I don't really know wherelse to put them.

Hm. I don't think it's so smart of me to post the complete list right away since I don't even know if there's any interest or even if someone has done it here before in some way... Anyhow, I might present my categories and you can say what you think of them as such. *Hrm* here we go...

TREASURES
(Cards of the type Treasure)

Platinum
Bank
Gold
Venture
Fool’s Gold
Horn of Plenty
Hoard
Harem
Silver
Quarry
Loan
Counterfeit
Cache
Contraband
Copper
Royal Seal
Talisman
Philosopher’s stone
Stash
Masterpiece

JUNKERS
(Cards that in some way have the possibility of giving out zero-costing card, aka junk)

Cultist
Mountebank
Sea Hag
Ill-Gotten Gains
Marauder
Familiar
Ambassador
Young Witch
Torturer
Witch
Swindler
Soothsayer
Jester
Embargo
Band of Misfits

DECKHURTER
(Cards that in some way, other than giving junk, hurt the opponent deck)

Goons
Militia
Cutpurse
Pirate Ship
Knights
Urchin/Mercenary
Margrave
Ghost Ship
Saboteur
Minion
Fortune Teller
Noble Brigand
Rouge
Thief
Spy
Taxman
Pillage
Rabble

TRASHERS
(Cards that is garanteed to trash more cards in the deck than it gain by itself)

- I must say that this kinda odd clause is due to Death Cart which is neither a gainer, nor a proper trasher.

Chapel
Masquerade
Hermit
Remake
Apprentice
Forge
Forager
Count
Steward
Junkdealer
Bishop
Spice Merchant
Lookout
Trading Post
Salvager
Mint
Moneylender
Trade Route
Trader
Doctor

REMODELS
(Cards that trash one of your cards for another in the supply)

Rebuild
Mine
Upgrade
Remodel
Graverobber
Expand
Develop
Transmute
Butcher
Rats
Altar

VILLAGES
(Cards that gives you the possibility to play at least two more actions)

Border Village
Fishing Village
Bandit Camp
City
Wandering Minstrel
Fortress
Worker’s Village
Festival
University
Golem
King’s Court
Procession
Throne Room
Native Village
Crossroads
Farming Village
Mining Village
Hamlet
Bazaar
Village
Inn
Shanty Town
Walled Village
Village

NON-TERMINAL DRAWERS
(Cards that has the possibility to increase your hand size, with at least one action left to play)

Hunting Party
Scrying Pool
Tactician
Governor
Labaratory
Alchemist
Caravan
Mystic
Stables
Menagerie
Wishing Well
Apothecary
Possession
Tribute
Outpost
Vagrant
Haven
Advisor
Herald
Scout
Conspirator

TERMINAL DRAWERS
(Cards that increases your hand size)

Wharf
Watchtower
Embassy
Hunting Grounds
Vault
Nobles
Courtyard
Envoy
Library
Smithy
Catacombs
Council Room
Moat
Oracle
Journeyman
Counting House
Adventurer
 
SIFTERS
(Cards that have the possibility to improve your deckorder)

Scheme
Warehouse
Storeroom
Cartographer
Scavenger
Cellar
Sage
Navigator
Herbalist
Chancellor
Pearl Diver
Mandarin

GAINERS
(Cards that have the possibility to gain you cards by themselves, when you play them, outside of the buyphase)

Ironmonger
Haggler
Smugglers
Bureaucrat
Treasure Map
Armory
Ironworks
Beggar
Workshop
Feast
Explorer
Stonemason
Jack of All Trades
Squire
Tournament
Tunnel
Market Square

MONEY CARERS
(Cards that produces virtual money)

Non-terminal
Grand Market
Peddler
Market
Pawn
Oasis
Treasury
Candlestick Maker
Baker
Lighthouse
Highway
Terminal
Monument
Woodcutter
Merchant Guild
Death Cart
Bridge
Poor House
Baron
Horse Traders
Merchant Ship
Nomad Camp
Coppersmith
Harvest
Secret Chamber
Duchesse

VICTORY
(Cards of the type Victory)

Colony
Province
Feodum
Duke
Silk Road
Fairgrounds
Duchy
Island
Gardens
Great Hall
Farmland
Estates
Vineyard

This is how it works. The catagories goes in priority, so if a card, i.e Witch, fits in "Junkers" they can't go further down even if it's indeed also is a drawer. The big problem comes with cards as Band of Misfits or Governor which do completely different things from a time to another...

The group I most dissapointed with, except remodel, is Money Carers. Too many different kind of cards is there, but if I don't want another meaningless subgroup I found it impossible to touch it really.. 

I don't know. Is this somehow interesting categories? If it is I might post the complete list. I do by the way not at all intend them to replace any other ranking system, it was only a fun mind exercise for my own good. If someone of you found this fun too, it's just a bonus.

Cheers.   

Edit: The cards are included now. Again, this is tricky, and just a personal mindgame. Feel free to argue as you wish, but with the words of Manuel (and nowadays John Snow): I know nothing. I'm just a herbalist... 
 
The order of the cards? There is no order. Don't try to find one. I said don't. 
 

327
Dominion: Guilds Previews / Re: Favourite Guilds cards
« on: July 19, 2013, 01:43:59 am »
I've played my first four games with Guilds and it was extremely fun. I had high expectations but I didn't have to regret those at all. So far the funniest small expansion imo.

Every card is my favorite at this bright moment but most of all doctor, due to my faiblesse for small decks. Doctor/Taxman/Baker was an INSANE combo. My poor opponents didn't go for Baker almost at all, neither did they open doctor, and what can I say. Six provinces in a row when I chose to green.

But everything seems to be so FUN. The only card we didn't get to work properly was Merchant guild, but it seems to be a tricky card that easily can be backfired if used in a wrong way.

Better expansion than Cornuccopia? Yes. Definitely Yes.

328
Variants and Fan Cards / Re: Fixing Dominion
« on: July 18, 2013, 06:13:46 am »
The only cards I tweaked with my gamegroup would be Scout and Rebuild..

Seriously. Why do Rebuild have that extra action? It takes it from being insanely strong too be strictly overpowered and unfun in non-DA games. I mean, there's absolutely no risk in throwing in one or two rebuilds in your deck. If it would be terminal you still have to choose it before the other terminal you wanted. Either I missed out something or DXV did, and it's more likely I did... So, what is rebuilds weakness?

329
Dominion: Guilds Previews / Re: Evolving impressions
« on: June 18, 2013, 09:13:47 am »
We've all been playing Guilds for a few days now..

Yeah, suure, we all have *mumbles*

NO!! WE HAVE NOT YET DONE THAT ALL OF US *whimper*  :'(

330
I read the whole thread now and my 2 cents as a non-writer at this forum would be:

Isn't it weirder that we allow only-victory kingdom cards, such as Duke, in the rankings? I mean they are goals I reach for in a certain kingdom, very rarely something I use to improve my deck. How can it help beginners to include them in a "buy-guide-ranking-sortathing"? Same thing with the cursers alywas coming so high up in the rankings. Yes, they are always good game-changing cards - ignoring a curser is almost always a disaster- but in those quite rare kingdoms when cursers are easy to get rid off, the cursers become even more awful than a down-nerfed Scout.. I mean Sea Hag is "make your opponent discard a card".. In my rankings cursers comes a bit down than the average because of this matter. 

I mean with all this that not only "over-pay"- cards are tricky to rate. If we go for sorting by price Stonemason cost 2, no more no less, that is not up for discussion even. I would gladly see a ranking on other permissions but if not- to argue about this is quite silly. They ARE what they cost, not what you pay for them.

(Still an interesting thread, I must say- you workdealyers)

331
Count me in, if you will!


332
Variants and Fan Cards / Re: Reaction - ruins
« on: July 10, 2012, 06:23:20 am »
It's a nice way to get closer to a "revenge- moat" (the attacker get hits by the same attack he played) which Donald already has refused earlier. The problem, with the attack- cards on the board being much less desirable, is still there though. I sure wouldn't want to ever buy a spy when ruins on the table, just sayin'. Still I like the idea and all, just can't figure a way to come round the problem.   

Pages: 1 ... 12 13 [14]

Page created in 1.365 seconds with 18 queries.