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Messages - PenPen

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51
Yeah I wouldn't prefer getting the Estate too, since it's just 1VP and I don't want them to clog up my deck.

Not getting a card feels a little weird, but getting a useless or mediocre card would probably hurt more. Thanks.

52
This is probably asked countless times, but I don't see this being asked recently...so...

Let's say I play a game and drew only 2 coppers with my hand in my first turn. But there's no $2 cards to buy except for an Estate or a Copper (or a Curse, but you'd be really stupid to buy that in a normal game).

So at this point, I wouldn't get the Estate unless I'm really going for Barons, since I should have a better chance of getting better VP cards in the next few turns.

Maybe a Copper would be fine at this point, which is better than doing nothing? It does increase the chance of drawing more coins, but it also does slightly hurt you in mid to late game.

I don't think not drawing anything would be the most popular choice, but early on, you're basically choosing between two cards that won't help much in the next few turns. So it's still viable but I probably would cringe if I went for this.

I think I'd take the Copper unless I'm really dead set on going with Barons in my deck.

53
I just designed a card that I think is pretty crazy for a Treasure...it's probably broken!
And then I made a card that's probably weak and boring. Gah.

Submit the broken one!  Those are much more fun to read...

Disclaimer: I am submitting a card for this competition. ;)

I think we can probably have a side competition thing where we vote for the most fun broken card designed!

I am really leaning toward the broken one. I guess I'll give it a run later...

54
I just designed a card that I think is pretty crazy for a Treasure...it's probably broken!
And then I made a card that's probably weak and boring. Gah.

55
Game Reports / Re: Screw you, I got Torturing Bazaars
« on: September 11, 2012, 07:49:49 am »
Have you thought about getting 2 Treasure Maps by the time you drew your deck?
Sometimes a card you skipped early can be pretty useful later on.

4 Golds + Remodel can be a nice combo once you're drawing most of your deck.

Treasure Map did cross my mind but I didn't pay much attention to Remodel. I veered towards the combo I listed mostly because the 3 AIs have a Thief that seems to pop up at least once between my turns, so I'm afraid that eventually the Gold would be gone really quickly.

56
Game Reports / Screw you, I got Torturing Bazaars
« on: September 10, 2012, 01:21:36 pm »
Not anything to really gloat about but I played Androminion today (yes, laugh at me) and focused my energies on getting Bazaars and Torturers (and some Islands just to unclog my deck a bit) with this game. The AI players kept playing Thief (among other stuff) to thin out my deck from monies but eventually I survived. It also ran really well at times, I think I actually drew the whole deck in some turns, just that Thief actually did hamper my deck near the end. Below is the endgame.

I also think the AI is prone to take the Curses if they have 1 card or less. So at least I'm getting better, but I really can't measure against the best players yet. Work in progress.


57
I'll be posting my quickie thoughts below. Sorry that I'm unable to blockquote on this, I was typing my thoughts (for voting) in Notepad and then kept on typing the whole thing. And I'm not too familiar with the cards from newer expansions. So apologies if I can't tell whether it's a variant of some other card.

Also one of the cards here is mine.

Poirot - Like this idea, pretty interesting.
Holmes - You really need to stack up on these for a megaturn, but gaining a Gold and putting it on the mat...not sure.
Marlowe - Seems too powerful since you can search for two different cards to trash.
Brown - Trash this for a Nobles/Harem or Duchy, maybe? Decent but not interesting enough.
Hardy - Too many functions for a $1 card
Marple - Awesome if your hand is stuffed with victory cards. Not sure...
Spade - Seems okay. You do get a Gold on your next turn, but may be able to do this on $4?
Bobbsey - This card is like a Terminator for Estates. It may also mean that you'll also be discarding a lot of useful cards if you play it, but at this cost, you can't really complain.
Columbo - Looks fine, not too sure of the second part though.
Dupin - Trash up to 4 cards that I choose? I suppose this is ok.
Rockford - Feels too powerful to me for a $4 card.
Magnum - Simple and may hurt your hand if you're unlucky. I'm ok with that.
Fletcher - If you can stack this like a KC or TR, or an engine, it feels broken.
Chan - Engine breaker, money breaker. I know there's only 1 token but I no likey.
Wimsey - Not sure if serious, but at least there's no problems of draw games if this is in the game!
Carter - Looks good for a $1 card.
Queen - This hurts so much since it either means the whole hand is discarded or trashing an otherwise useful card into a Curse. Too powerful.
Tracy - I suppose this is okay, but at $6 I would prolly just get the gold directly instead of this.
Campion - Feels complex, and what happens if I play a Coppersmith (or multiples)? Also swingy.
Vance - Feels like a plague that spreads out. One thing for certain is that this supply pile will run empty real quick once a player got a copy.
Dover - Multi-functional attack that pretty much does something bad to other players once it's involved. Not sure if like.
Alleyn - Interesting idea.
Shayne - I suppose this is okay, it also means I can gain ANY action card of any combinations? If there's two really awesome cards like KC, I'd trash this asap and get them. Really depends on the board.
Hammer - A random card doesn't feel right. Also this also means a random card up to $6...that's a lot of cards.
Charles - I like this but at $2 it's too low for my liking.
Wolfe - Copper/Curse killer I guess, you might need just 1 copy early to clear out your Coppers or Curses later on.
Beresford - Pretty flexible card made by the set aside section of the card. I think that probably would worth more than $4.
Warshawski - Feels good.
Withers - I think you can call this an Action-Duration? I can't tell if +$3 next turn for $3 is the right cost. I think it could be more expensive.
Blackie - I really like the concept (since I had a similar one from the Cursed Village thread). This also makes Ruins go away from the deck.
Templar - VP feels tacked on. I think it's ok otherwise.
Temple - Pretty simple. I like.
Falcon - Wha...this card is too good.
Drew - $3 for a +2 card and curses for other guys is too cheap.
Mason - I like this one.
Drummond - So is this a +$2 card? It feels weird. Also I find it hilarious if the Drummond token is put on the Drummond pile.
Moto - Feels similar to a card up there.
Bradley - I like this idea, but not sure how it really works in play. If I trash a Province I can replace it with another Province or a Colony, and trigger a faster endgame?
Monk - This feels pretty strong in a heavy trashing game.
Silver - King's Court with Red Bull, getting wings that last for a second and then falling off a cliff immediately afterwards. Feels a bit too powerful.
Quin - This limits my combinations (probably intentional). So if I get a Gold, I'm forced to find a $1 card that is probably non-existant in the game. I might be able to get two decent action cards, or maybe a Silver and an action card.
Lanyard - I think I really like this card.
Spenser - I'm not sure if this is too powerful or not. I think it is, but this needs to be playtested.
Morse - I...am confused.
Stone - This looks pretty intriguing.

58
Thanks so much to rinkworks for doing this contest and running it flawlessly. I enjoyed making the fan cards and reading about other people's designs, and there are lots of good ones out there!

59
Variants and Fan Cards / Re: Team-based Dominion?
« on: September 04, 2012, 10:49:17 am »
Oh damn, should've used the search function more.

Mods: Can help move this to the variants forum? Thanks.

60
Variants and Fan Cards / Team-based Dominion?
« on: September 04, 2012, 09:34:31 am »
An idea flashed in my head. Is it possible to play Dominion as a team game?

It can work like bridge where paired players are seated facing each other and the team that gets the most VP would win.

There would be the problem of team synergy because in Dominion there's not many cards that would give benefits to another person. Attack cards will need to be redefined...we can make the "each other players" part as "players in opposing teams" as a workaround. Generally I think this would work decently.

Perhaps for buys or gains, you can use your turn to buy/gain cards for your teammate, but I'd imagine this would create a special deck that only focuses on doing BM or simply a thinned-out deck where it'll buy an automatic Province for the team each turn (and buying for your teammate so your deck wouldn't be any thicker), while the teammate can probably stack up on other things (and weird things like one player only having money and another one full of action and victory cards).

There would be differing strategies and new dynamics on a team-based game. But rules need to be fleshed out...thoughts?

61
Dominion General Discussion / Re: Advanced Kingdom Selection
« on: August 31, 2012, 09:23:32 am »
I'm actually be more interested in a card selector (app) that generates a kingdom set the first time, and for your next game generates a kingdom set that doesn't include ones that you already played.

I'd still prefer a random draw so players can discover combos or methods on their own. Or a random draw with veto.

62
Mini-Set Design Contest / Re: The Contest Set Card List
« on: August 29, 2012, 10:54:44 am »
Them cards are looking nice!

I wonder if there's general rule of thumb of how the card costs are distributed. The base set has lots of $3 and $4 cards. Prosperity has  more expensive cards, but it's mostly because they got Platinum as well.

So far the majority of our cards are $4 and $5...I wonder if we'll be doing a few lower costing cards to balance out?

63
Dominion General Discussion / Dice Tower Reviews Dark Ages
« on: August 29, 2012, 10:51:33 am »


Tom Vasel reviews the expansion and I don't think he likes it too much? I dunno (he puts it mid-rank for expansions). I wonder if the waiting for other players to finish their turn thing is an issue...anyone has any experience yet?

64
Variants and Fan Cards / Re: My other non-terminal draw card
« on: August 28, 2012, 12:52:46 pm »
I've seen similar ideas like this on fan cards before.

TR/KC already can't touch it because it says "while this is in play."  But preventing multiple copies of it from being played is bad design.  What happens if I play Golem and it pulls two of these?  I play the first one fine, but what happens to the second?  Golem needs me to play it, but it won't let itself be played anymore.  There is no intuitive solution and the card can't go anywhere.  This alone is a deal breaker, I think. [ninja'd on this]

But if we let that slide, I believe that the effect is too strong to properly cost.  It turns cantrips into labs (with bonus effects) and even plain Village into a level 2 City.  But if there are only terminals, the effect is much weaker.  FBI and such.

It might work, but the amount of testing and tweaking needed is probably beyond what we can do.  I'm hoping Guilds has mechanics like this, backed by hundreds of hours of testing.

I think that specific "other cards after this +1 card" thing can be written to be effective on the first instance and if you play another copy of this, it just goes with a normal +1 card and +1 action, with the new +1 card effect tacked on (and then it just becomes a Lab).

The effect is strong, especially if there's a chain of action cards played. As you said, there's FBI to consider.

65
I'd say Dark Ages is a different beast...I'd guess you can print out the card list from somewhere off the internets and show them and see if they're willing to take the jump.

But as you just have base, go with Prosperity or Seaside, or Intrigue if your folks like it thinky.

66
Variants and Fan Cards / My other non-terminal draw card
« on: August 28, 2012, 11:09:01 am »
Initially I had two ideas for the non-terminal draw contest. One was the game theory card that I submitted (and failed), and another was this one below.
---------------------
Production Line
$4 - Action

+1 Card
+1 Action
While this is in play, every Action card played during this turn gets +1 Card (not including this).

This card can only be played once per turn.
---------------------

I had a few concerns - I don't want TR or KC or whatever "play card xN" card to touch this. That'd seriously mess up this card's features and makes things much more complex, so I had to put a restriction that only one instance of this card can be played. I wasn't sure about the cost (I think $4 seems low), but I'm not good with costing tbh. There's probably some unforeseen side-effects that would pop up with this card since it pretty much affects all action cards.

What do you guys think?

67
Quote
#41 (tie) - Theorist by PenPen with 0 points (Kurosawa)
$4 - Action
+1 Card
+1 Action
All players reveal a card from his hand. If all players revealed a Treasure card, +1 Card for all (including you) and +$1 for you. Otherwise, all players gain a Copper, putting it into his hand (including you).

This card was based on the game theory/prisoner's dilemma idea (thus the name), but it's quite hard to find a way to truly make it work in Dominion. And it's obviously too expensive...maybe a $2 would be better. I need to be more well-versed in the card-making-fu.

68
Stupid question: Can it be like an Action-Reaction? Like this:

Trashy Reaction
$2 - Action Reaction

Trash this card. +3 cards.
------------------
(Reaction effect eg Moat)

69
I sent a PM to rinkworks earlier about my entry to this contest, and I would like to put it to the community.

I do not play Magic and I do not know any Magic cards.  However, One Armed Man pointed out that this is almost exactly like Fact or Fiction.

As it turns out, I had actually read about the Magic card in discussions on a fan expansion posted on f.ds some months ago.  I had simply forgotten about it.  And I think there was also some mention of Fact or Fiction in discussions even in an earlier contest (maybe the terminal draw contest, which I did not follow as closely because I hadn't entered it).

rinkworks said that just because the card basically exists in another game, it can still be a good fit for Dominion.  I think he is right.  Nonetheless, it does leave me feeling a little icky.  I would be happy to withdraw it, especially since it would give my second place "non-attack interaction" card a fighting chance in the possible "runners-up" contest (it fills the same niche as my entry to this contest).  I would feel even better about withdrawing considering it ended in a tie.

No you don't need to withdraw it. It just happens that there's a similar card in Magic, but then Magic has like zillions of different cards. No worries there.

70
By the way, does anyone read through all of the comments that people make, or do they just look through to find their own card's comments? I made detailed comments for the first time here, and it was definitely more time consuming than my usual methods of voting. But if people read them, I'm happy to make them.

I submitted my card (which is getting totally ripped to shreds here  :P) but I try to read what everyone thought of the cards if possible.  I'd find my card first and then read the other entries too to see how other cards fare.

71
Rules Questions / Re: Minion and Reaction card
« on: August 23, 2012, 09:07:24 am »
Thanks. Have a +1 to your name!

72
It's okay, my card is getting lambasted out there!  ;D

73
Rules Questions / Minion and Reaction card
« on: August 23, 2012, 08:35:37 am »
I'd just want to clarify - let's say I have a Minion and another player has a Moat. I play Minion, and the wording on the Moat says "When another player plays an Attack card, you may reveal this from your hand." So this actually means that the Moat can be shown before I make a choice for Minion?

If that's the case as the Minion player I would actually have the luxury of making a choice based on whether other player(s) used their reaction cards (if the situation permits obviously).

74

I don't think this set needs another Victory card that counts Treasures -- Musuem already does that quite well. So Sturges is out for me. (Also, when you gain a card, take as many Coppers as you like! No, thanks.)


For Sturges you can only gain a Copper. Obviously you can reveal it again when you're getting the Copper, but that original Copper isn't gained as a result (instead you gain another Copper). So no matter how many times you reveal it, you'd still gain a Copper.

75
Goko Dominion Online / Re: Do we know when exactly it's going up?
« on: August 21, 2012, 09:35:48 am »
I'm wondering, if I should sign up for the beta? Are the security concerns still around?

I don't want to login to their beta or their final product until these are really addressed.

Also of note is that aside from the initial press release reporting from the mainstream press, the dud that happens afterwards is much less reported. Probably fewer than 10 (at least from Google search, there's 3 articles reporting the revert back to beta).

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