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Messages - Rush_Clasic

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26
Variants and Fan Cards / Re: Fun with Setup
« on: December 04, 2017, 03:07:45 am »
Forgot about piles with differently named cards. Go go more inclusive wording!

27
Variants and Fan Cards / Re: Fun with Setup
« on: December 03, 2017, 12:24:23 pm »
Contractor - $4
Action - Attack
+3 Cards
Each other player draws 2 cards, then discards 2 cards. If this causes one of those players to shuffle his or her deck, that player discards down to 3 cards.
-----
Setup: After drawing your starting hand, you may put your deck into your discard pile. If you don't, discard your hand and draw 5 cards.

28
Variants and Fan Cards / Re: Fun with Setup
« on: December 03, 2017, 12:00:43 pm »
Infinite $ from cost reduction I assume, you can do infinite loops with official cards and this needs enough different pieces that I don't think it's a problem.
So, 5 Highways + my card, buy Forum, reveal Watchtower from your hand, trash Forum, buy it from the trash, trash it, repeat. Ya, I'm not worried about that. If anything, just do what other games do: add an infinite loop rule. "When a player demonstrates that an infinite loop is possible, rather than repeat the loop, that player chooses a number of times for that loop to occur and calculates the results."

The only problem I have with this is that ts has the strictly better than Silver for $4 problem. But it probably wouldn't be terrible at $5, or you can slap a +1 buy on it or something if you think it's weak for $5.
I'd probably slap the +1 buy at that point.

Anyway, more setup cards, please.

29
Variants and Fan Cards / Re: Fun with Setup
« on: December 03, 2017, 10:24:45 am »
I had to pretend you weren't joking to come up with an excuse to reference Spawnsire of Ulamog.
Completely acceptable. I was collecting foils of him for a while just because I liked seeing 20 in a cost.

Compass - $4
Treasure
+$2
You may buy cards from the trash this turn.
-----
Setup: Put one of each Victory card in the trash.
This can make infinite turns. Just because you can endlessly buy on-gain effects when going from the trash, you can get Villas endlessly. You'll probably need Mandarin-Capital too (and a way to draw that Mandarin so maybe Rats are involved, and Royal Seal with a drawing card, anyhow it's possible).
One card from the trash for each time you play a compass, maybe.
Mind elaborating on this? Where is the infinite $/buys/turns coming from?

30
Variants and Fan Cards / Re: Fun with Setup
« on: December 02, 2017, 11:01:49 pm »
I like that card a lot.  You do mean "Setup: Move one copy of each Victory card from the Supply to the trash" right?

Sure. I design way more Magic cards than Dominion cards, so I'm more than capable of messing up specific wordings. "From the supply" does make it nice and clear that you don't have to go out and buy Alchemy just to get Vineyards to make this work.

For the record, the way Dominion protocol works, you would use however many victory cards you owned, but not be obligated or be using the card wrongly if you didn't own Vineyards.  The only official we've ever had where this has mattered is Black Market, where the descriptions about the promo indicate to use whatever collection you have to build the Black Market deck.  Although Young Witch might be kind of like that too.

The limited demand on ownership works a bit like one of my favorite Magic cards, Spawnsire of Ulamog: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193535

I was just joking. The card was always intended to only work on cards in the current supply.

31
Variants and Fan Cards / Re: Fun with Setup
« on: December 02, 2017, 09:25:37 pm »
I like that card a lot.  You do mean "Setup: Move one copy of each Victory card from the Supply to the trash" right?

Sure. I design way more Magic cards than Dominion cards, so I'm more than capable of messing up specific wordings. "From the supply" does make it nice and clear that you don't have to go out and buy Alchemy just to get Vineyards to make this work.

32
Variants and Fan Cards / Fun with Setup
« on: December 02, 2017, 02:08:44 am »
The setup mechanic is a fun way to craft outlandish ideas onto cards. From Young Witch to the variety of Landmarks, it attacks Dominion design in bigger, bolder ways than your standard Village variant.

So, show me some fun designs utilizing a setup mechanic.

Compass - $4
Treasure
+$2
You may buy cards from the trash this turn.
-----
Setup: Put one of each Victory card in the trash.

33
Variants and Fan Cards / Re: CC #49: Orchard
« on: April 30, 2014, 11:14:06 pm »
Right. I don't really think this card is worth printing, but I was interested to know how people interpreted it and felt about it.

34
Variants and Fan Cards / Re: MetaSkipper's Hopefully Passble Cards
« on: April 30, 2014, 01:58:24 pm »
Don't put the cost right beneath the type line. That's where abilities go on your standard card. You aren't gonna fight human intuition there. I thought the same thing when I fist saw your cards.

you can lose track of the card (discard it, shuffle your deck, draw it again), so it can't stay the type forever. you have to limit it to the time it's revealed.

Right. Perhaps my wording is ambiguous to that. The card is convoluted, so any workable version is gonna be a wording mess.

"Once a turn while this is in play, you may have a card become the type of your choice for as long as it is revealed from your hand or deck."

35
Variants and Fan Cards / Re: CC #49: Orchard
« on: April 30, 2014, 01:38:45 pm »
I don't get what ambiguity you're referring to, but I'm quite open to wording suggestions.

If I have Orchard, Orchard, Estate, Estate, Estate, Golem, Curse.

Then the costs are 4, 4, 2, 2, 2, 4P, 0.

Do we first reduce to costs in coins -- 4, 4, 2, 2, 2, 4, 0 -- and then take the most common -- 4, 2 -- and finally the larger -- 4?
Or did we take the most common before reducing to coins, and thus arrive at 2?

Ah. So, a simple switch to "Worth VP equal to the cost in coins most common among cards in your deck." would probably suffice.

36
Variants and Fan Cards / Re: CC #49: Orchard
« on: April 29, 2014, 08:32:06 pm »
I don't get what ambiguity you're referring to, but I'm quite open to wording suggestions.

37
Variants and Fan Cards / Re: MetaSkipper's Hopefully Passble Cards
« on: April 29, 2014, 08:29:40 pm »
Reactions should really either be on all the time or single use. It's the two simple ways to deal with them. As for the craziness, you're right. My suggestion then would be to make it a duration:

Misinformation - $2
Action - Duration
+1 Action
Now and next turn: +$1
-----
Once a turn while this is in play, you may have a card revealed from your hand or deck become the type of your choice.

38
Variants and Fan Cards / Re: MetaSkipper's Hopefully Passble Cards
« on: April 29, 2014, 04:55:47 pm »
For Misinformation, you have to deal with the fact that certain oddities are bound to come up. Herald reveals a Province, you put it in play to clear it out of the way. Now you have a Province in play. Does this do something that destroys the game? Not really. It just has an undesriable feel. I'd just make it give all card types to cut down on words; it creates some nombos with Shanty Town and such, but it's a lot cleaner. Furthermore, as a reaction, it requires a lot of busywork, especially online. It loses some flare to do this, but just make it an action with a "while in play" ability. I'd also make it a cantrip since it's a card that wants to interact heavily with other cards.

Misinformation - $2
Action
+1 Card
+1 Action
-----
While this is in play, cards being revealed from your hand and deck have all card types.

39
Variants and Fan Cards / Re: CC #49: Orchard
« on: April 29, 2014, 03:49:49 pm »
The understanding issue with potions is an odder display here than with cards like Salvager, which is the primary concern I'd have with adding Orchard to a set. Point totaling doesn't seem a much bigger issue than Fairgrounds, which admittedly is a minor chore.

40
Variants and Fan Cards / Re: CC #49: Orchard
« on: April 29, 2014, 03:04:51 pm »
The card is fine, but I'm not sure if it properly produces a skewed strategy the way the other Alt-VP cards do. Garden makes you buy Coppers, Silk Road goes for Estates, Feodum for silvers, Vineyards for cheap Actions, Fairgrounds for variety, Duke for $5 hands, Bishop for the Golden Deck, etc.

But with this card, you'll want to buy as many Golds and $5 Action cards as you can. But don't most strategies revolve around getting either Gold or $5 actions, or both? So I'm not sure how this wouldn't just be a cheap Duchy that you buy in the endgame.

And if you're consistently able to buy $6+ cards, aren't you also consistently able to buy Provinces? And wouldn't you want those instead?

I feel that the card's appeal comes from properly judging kingdoms in a different manner. When you judge if a Garden rush will work, you have to account for your ability to acquire Gardens fast, ability to empty piles, and ability for the opponent to clean out the Provinces. That's sort of how these alt-VPs tend to go. With this card, you have to consider whether you can acquire enough Orchards while simultaneously supporting them. If you are just looking to make 4 point Orchards, you need to get all 8 of them, support it with Ironworks or something similar, or trash some copper. It's most often going to be worth 4 if you're building around it. But with Hoard, suddenly you've got a faux Province machine. With Altar, perhaps you can make them solid 5s. With Peddler, you might have a crazy amount of VP. That's where the card shines. The real question at that point is whether or not it's too good. It's awful against junkers, and easy to be clumsy about in regular games. The variance is wild from board to board, moreso than perhaps a card should be.

As I said, I mostly posted it to gather how people would interpret the reading of it. Which, so far, shows that there's a complexity issue, since of 3 posts there are 2 results.

41
Dominion Articles / Re: Combo: Candlestick Maker/Counting House
« on: April 29, 2014, 02:42:03 pm »
I've tried this same idea with a few different kingdoms that have popped up.

Pawn + Counting House was markedly slower, but still surprising did well the two times I've tried it. Sometimes you draw multiple and wanna cycle one off looking for CH, which rarely hits but still offers options.

Squire + Counting House has been all sorts of awkward. You really require more of this 2 than any of the others, since they point actually combine with CH on the same turn. Not very reliable.

Hamlet + Counting House is good enough. It plays a bit different than Candlestick Maker since you hit 5 less reliably and cycle all the time, but it lets you cycle when you want to. It's about on par with Pawn, though I think slightly less abusable.

I've also tried this once or twice with Market Square and Worker's Village. It depends a lot on the kingdoms in those cases. I was able to set up Market Square, Scheme, Counting House rather effectively in an Ambassador/Colony game and just trounced the opponent.

Overall, I've had good experiences with this strategy. I haven't done much branching out to see if it's something worth incorporating into some other shell that likes a bunch of copper. In testing, adding things like Coppersmith and Bank just didn't matter much.

42
Variants and Fan Cards / CC #49: Orchard
« on: April 29, 2014, 02:16:25 pm »
Orchard - 4
Victory
Worth VP equal to the most common cost in coins among cards in your deck. If two or more costs are tied for most common, use the highest cost.



While the usual critiques are more than welcome, I'm mostly posting this card to gauge how comprehensible it is. So, here's a little quiz.



1. Your deck consists of 8 Orchards, 8 Estates, and 8 Coppers. What is each Orchard worth?
2. Your deck consists of 8 Orchards, 5 Duchies, and 5 Laboratories. What is each Orchard worth?
3. Your deck consists of 4 Orchards, 4 Estates, 3 Copper, 2 Curses, and 1 Scrying Pool. What is each Orchard worth?
4. Your deck consists of 4 Orchards, 4 Coppers, and 1 Transmute. What is each Orchard worth?

Feel free to answer or just discuss the card in general. As I stated, I'm a little more interested in understandability than relative strength.

43
Variants and Fan Cards / Re: CC #48: Stockholder
« on: April 27, 2014, 12:58:07 pm »
That'd be thematic for sure. As a single card, I'm trying to keep it to the bare minimum of the idea. In a set, there might be other needs that warrant adding text to the card, and that idea would be quite an interesting one.

44
Variants and Fan Cards / Re: CC #48: Stockholder
« on: April 24, 2014, 03:48:53 pm »
It's probably not so weak that it needs more text. There are times where it will be an overpriced Courtyard. There are times it will be an overpriced Smithy. And there are times where you'll stash 3 useful cards while still buying a Colony. It's close enough to the middle of the curve and does enough interesting things that extras just sort of get in the way of a simpler idea.

45
Variants and Fan Cards / CC #48: Stockholder
« on: April 24, 2014, 02:48:20 pm »
Stockholder - $5
Action
+3 Cards
You may put any number of cards from your hand on top of your deck.



Haven't posted a card in over a year. Been busy designing other games and all that jazz. My friend and I were discussing ideas like this the other night. It started as a convoluted top-decking treasure that worked during your buy-phase and put exactly 5 cards back, but after theory-crafting and talking it through, it seems better as a card-drawing action, and the need for a limit of top-decking seems unnecessary. Mostly this card just sets up your next hand when you get terminal collision or have excess treasure. There are a few cute things you can do with it (Tunnel + Venture), but I haven't found much in the way of flagrant abuse. Anyway, it interested me enough to post. Critique away.

46
The more successful Counting House decks I find, the more I think it's incredibly underrated. Not "move it into the top 10" underrated, but it's been better for me than many of the cards immediately ahead of it.

47
Dominion Articles / Combo: Candlestick Maker/Counting House
« on: March 22, 2014, 07:24:14 pm »
There are a ton of $2 cards in this game that throw a small amount of support toward Counting House, but few of them actually make it a competitive card. Candlestick Maker is an exception.

Candlestick Maker provides just about everything you could want for a Counting House deck: extra buys, non-terminal, and a way to hit important spending amounts later on. The ability to fill your deck with extra Copper and more CMs while saving up for multiple Counting Houses gives this slick little $2 card the power to make a fully functioning menace come later turns.

CM/CH is a numbers game. Your goal is to get a mixture of 8 - 12 Copper, 4 - 6 CMs, 4 - 6 CHs in your deck, and perhaps a Province or two by turn 11. Starting turn 12, you can spend 5 or 6 turns just buying points every turn.

You really want to delay your third shuffle with this deck. If you can buy 5 cards in the first 5 turns, that'll add another turn before that reshuffle, with the possibility of a good CH turn on the back-end. Early turns in the shuffle, you should spend your extra buys on Copper since they'll get caught-up with any late CHs you draw. The later in the reshuffle, the more willingly you can spend tokens on CHs and other CMs. You'd really like to have at least 5 CHs going down the stretch so that the possibility of having one every hand after the 4th reshuffle is more likely.

I'll try to get so games up here so there's a visual, but I've done well with this deck in both Province games and Colony games. Candlestick Maker really does everything you want for Counting House, save making it more reliable on the reshuffle. I haven't tried mixing in other cards as the kingdoms didn't seem good for it, but I imagine sifters like Warehouse would work well.

48
Variants and Fan Cards / Re: Clasic_Cards #48 - Tower
« on: January 29, 2013, 02:19:15 pm »
If that's how to flow of gaining works, then there indeed is a separation between the action of buying the card and the action that puts the card into your discard, which makes my interpretation incorrect. I'm not such whether your response is covered by actual rules anywhere, but I'll at least forfeit my knowledge base to yours.

*edits OP*

Now to playtest whether this plus Ill-Gotten Gains is that oppressive. There are plenty of ways to fix this, but I won't unless its just god awful unfun.

49
Variants and Fan Cards / Re: Clasic_Cards #48 - Tower
« on: January 29, 2013, 12:58:31 pm »
Here's a situation that I'm not certain the answer of that will helps me follow up with some rules responses:

Suppose I have a Haggler and a Royal Seal in play. I buy a Smithy, gain a Silver with the Haggler trigger, and decide to put both on top of my deck with the Royal Seal. Which card ends up the topmost on my deck?

50
Variants and Fan Cards / Re: Clasic_Cards #48 - Tower
« on: January 29, 2013, 12:19:08 pm »
Possession's redirection is a would-gain effect and happens before any on-gain effects. Royal Seal can't affect a card gained during a possessed turn.

Ah, they are worded differently. Noted.

You're reading the rules incorrectly then.  On-buy and on-gain are well established.  Buying leads to gaining, though there are ways to gain besides buying.  Buying is not a different form of gaining, it is one of several ways to gain.

Wouldn't be the first time. :P

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