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Messages - Asper

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3226
Dominion General Discussion / Re: Homage to the Best Card
« on: February 18, 2015, 06:22:59 pm »


And yes, he had enough buys.

3227
For what it's worth, i would like to note that a "draw to X" Village, while defending against discard attacks, is obviously Necropolis in draw engines. If you were hit by a discard attack, Restored Village will leave you with only one of the cards you had before, leaving four up to luck (on the other hand, the one you keep is the best).

I think standard "up to 5" is balanced at $4. Restored Village is a bit stronger, but not enough to be good at $5 and too much to be reasonable at $4, i think.

3228
Or it could say "Now and at the start of your next turn, when this is in play...", dealing with the trashing issue. This is especially important with Builder in the Kingdom.

   

I have thought about Moat and Lighthouse before and I assumed "the attack doesn't affect you" ceases to apply at the end of your turn, or when Lighthouse is discarded from play, respectively. If that's not the case, that would make it even more complicated. But since there are no official Duration Attack cards, there are no rules for it either, are there? If I can make up the rule, I'd say Moat and Lighthouse only block during the turn they're revealed or in play, respectively.

Most of us probably thought that at some point, but that's a misconception. All a Duration card does next turn is part of its "on play" effect. If somebody reveals Moat to it, he's unaffected by the entire card, not only the part that happens now.

A reason why you thought it might be that the german Seaside edition places "next turn" effects under a line.

Edit: Ah, nonsense, of course you know how the original durations look like... Forget that part. What was i thinking?

3229
To make a Duration - Attack trackable, you could let players set aside something:

Each other player with 4 or more cards in hand sets one card from it aside and gains a Ruins. If he did set a card aside, after he draws cards during his next cleanup phase, he discards the set-aside card, discards a card from his hand, and gains a Ruins.

Of course this isn't pretty. It becomes even more horrible if you try to make it topdeck the card (i went with discarding), as that would remove the card that tracks the attack. Tracking over Ruins could be possibly unfair (if only some players got one), unreliable ("if you do" is needed) and still untrackable because of Watchtower.

I'm pretty sure this isn't novel enough to excuse the wall of text a clean implementation demands.

Edit: Or you could use tokens. Which is also bad, unless they have an ongoing purpose.
"Each other player sets aside a VP token. If he doesn't buy a card during his next turn, he takes it".
Oh wait, this isn't an attack... It's bribery. Never mind.

3230
Variants and Fan Cards / Re: Asper's Cards
« on: February 17, 2015, 03:02:22 pm »
I like the unused Actions idea, but I would require more Actions and try to make it so that you can't get one River per Lakeside Village you played that turn. Perhaps an on-play ability. [+1 Card; +2 Actions; If you have at least 4 Actions (Actions, not Action cards), you may gain a River]

I thought about something like this, though i somehow wanted to put the clause first. "If you have at least one unused action..." Of course, yours won't be nearly as confusing.

Speaking of confusion, today i wondered whether counting unused actions wasn't a bit unelegant, considering Rivers wording  tries to avoid exactly that.

Another idea i had: Simply having to choose between gaining River and the Village bonus. But that feels a bit unsatisfying.

Yet another was allowing the gain only when you played LV and allready had three cards in play. That's very similar to Conspirator, of course - except River itself doesn't count.

I'm seriously considering the topdecking restriction on gain. It harms you at the start, because you'd return an Estate or sacrifice a $5 opening. Later on, you might want to use it on an Action you couldn't play. But, you know, top-decking an action while gaining a Village is nice, problem's just that you gain even another card that spends those actions you obviously didn't have enough of. You could play it? Well, you just didn't. You might even use the effect on a River you allready played this turn. This, too, sounds better than it is, though, as you'd spend $4 and gain another River in the process.

3231
General Discussion / Re: Drinking
« on: February 16, 2015, 12:11:58 pm »
I'm drinking the same as every evening: Tab Tap water from a Pepsi Light deposit bottle.

3233
Variants and Fan Cards / Re: Asper's Cards
« on: February 16, 2015, 11:44:03 am »
Your condition is cute, but doesn't seem like much of a condition at all?

About names, there'll be something. Maybe "Post Office" and "Runner"? That would go a bit into the direction i imagined earlier before the card's name was set to River. But for now we got an image, and images are nice, and the name can be changed when the card itself is somehow set on.

You are right about this. I don't like the idea of trashing it, but probably i need another condition.

I thought about an Overpay: "Gain a River from the River pile per $ you overpayed" Doesn't seem that exciting to me, though. Besides, Overpay isn't exactly my favourite mechanic...

Alternatively, a restricted on-gain: "When you gain this, you may put a card from your hand on top of your deck. If you do, gain a River from the River pile." This does allow a few cute options, but you still have to spend $4 on each River you want to get (as you get only one per LV). Also, at the start of the game, this means either wasting a possible $5 turn for a Village and River, or using a $4 turn and harming your next one. On the other hand, hey, there may be some combos here, but i don't mind that.


Hmm. You know, Black Market allows outright buying non-Supply cards. Perhaps this could access River (and only River) through that type of mechanic, even if it was relegated to the Buy phase?

That's something i considered: "While this is in play, you may buy River cards from the River pile during your buy phase.". It's not bad, but i'm a bit worried that River would end up costing $3*/$2* or something like that, and that would make it look like Peddler, a supply card. If it costs $0*, on the other hand, it looks a bit strange that you'd "buy" it. I mean, it neither costs something (like BM cards) nor is it in the supply (like other buyable $0s are).

werothegreat's idea isn't bad either, though i wouldn't have it "spend" the buys. Diadem doesn't "spend" your actions, either. Sure, there is only one Diadem (edge case: Counterfeit), but you don't want to gain massive amounts of River, anyway. The only thing i don't like about the option is that it doesn't really feel different from Hermit. On some boards, it's going to be the same.

3234
Puzzles and Challenges / Re: Easy Puzzles
« on: February 16, 2015, 07:14:25 am »
Solution 6: Buy Mandarin every turn, with the Bane being a Treasure(Fool's Gold, Loan, Masterpiece) and with sufficient other Treasure to buy Mandarin next turn.

Sounds like a rather short game. Or do you Ambassador it back each turn?

3235
Variants and Fan Cards / Re: Asper's Cards
« on: February 15, 2015, 09:40:59 pm »
River being a non-Supply card gained with a village seems good, but "conditional get it for free" seems odd. Madman and Mercenary seem like the most comparable cards, and they require trading the original for it. Maybe an optional "when you discard this, you may return it to the Supply; if you do, gain a River"?

The clause may not be perfect yet (or rather, it certainly isn't), but i'd prefer to not have Lakeside Village return to the supply. One thing i don't like about Hermit/Madman is that there's no noticeable connection between the cards. Urchin/Mercenary have the same theme, but they are still vastly different and don't feel like they belong in the same deck. River and Lakeside Village (or however the name will be) belong in the same deck, and support each other. So you wouldn't want to remove one for the other. When you gain Mercenary, chances are you're not missing Urchin at all - actually, removing it makes sense. You'd miss the Village if you gain River, though. Also, i don't see why you shouldn't do something only because there is no precedent.

That's not saying the idea can't have other problems.

Edit: I considered Lakeside Village to be more of a mashup between Walled Village and Bandit Camp, actually.

3236
I'd suggest making the returning of cards on Blackmail optional (hope nobody said this, yet). As is, it becomes a dead card if all you have in hand are good cards. Unlike Ambassador, it gives a bonus, so you might want to enable players to play it for that, even if they don't want to attack.

Also i like Building Crane. It's a very clever idea.

3237
Game Reports / Re: Secret Chamber play?
« on: February 15, 2015, 06:13:19 pm »
There are some cards here that help Secret Chamber. It defends a bit against Margrave and Pillage, can even set up Mystic this way. It makes Haven cards to money, even if those are junk. Discarding for Shanty Town might be a thing, i don't know. Problem is, Secret Chamber is still weak. Normally i'd say pick it up if you have $2 to spend and the time is right. The problem's just that the other $2s are throneable, and Pawn especially is a nice target. It also comes without risk, as it's a cantrip worst case.

3238
Variants and Fan Cards / Re: Asper's Cards
« on: February 15, 2015, 05:41:11 pm »
Hmm... A Bandit Camp variant would be the obvious choice.
Quote
Some Village, Action, $5
+1 Card
+2 Actions
You may gain a River.

If you want to go that route, I think a hermit variant is better:

Quote
Lake Village
Types: Action
Cost: $4
+1 Card
+2 Actions

When you discard this from play, if you did not buy any cards this turn, return this to the supply and gain a River from the River pile.

This would require a lot of finetuning, of course.

Lake Village is a cute name. How about another clause, though:



Now you even BUY River with Actions ;D
The really great aspect about this is that it solves the "no-Village" problem while keeping my beloved vanilla River the same <3

3239
Variants and Fan Cards / Re: Asper's Cards
« on: February 15, 2015, 09:44:01 am »
I sent Asper the template just now, but I also mocked up River just for fun (I might test it myself eventually). So I thought why not post my version of it.



It has two exotic concepts, but it really is a dead simple card.

Why not make it an Action/ Treasure?

Quote
River (Action-Treasure) $3
+2 Cards
Return this to your hand.

When you play this as Treasure, it is worth $1.

This would be possible here because you'd always know whether you played it as Action or as Treasure.
The effect is "Spend X Actions to draw X+1 times 2 cards, +$1." Totally okay for $3 or $4. Sure it makes Villages stronger, but i don't think that's a bad idea. Village + Smithy is also like one card that says +3 Cards +1 Action. But you have to gamble whether you draw them together! River is even more of a gamble because you need only one for the draw, so you have the choice to buy few (and draw less reliable) or to buy more Rivers (and have those almost-dead doubles in hand).

The Reaction effect (originally created for another terminal draw, Jeweler) is specifically to get an Action-Treasure functionality while avoiding the rules confusion and/or weird wordings this makes necessary.

3240
Variants and Fan Cards / Re: Asper's Cards
« on: February 15, 2015, 09:38:16 am »
I think Obligations is maybe too similar to Torturer. Otherwise I have no problem with it.


I don't think the +1 Buy solves River's "too weak without villages" problem. But I can understand how you might think the Reaction version is too automatic. Luckily, I have another wonderful solution! What if River weren't a Kingdom card at all? What if it were a card like Madman, Mercenary, or the Prizes, which you could optionally pick up if you fulfilled certain conditions? Then it wouldn't take up a Kingdom card slot on the boards where you didn't want it.

If you go for this solution, probably River should just be [+3 Cards; Put this into your hand]. No Reaction or +1 Buy necessary. It could be +2 Cards rather than +3 Cards, but my assumption is that it'll be non-trivial to get a River, so it should be on the strong side.

Hmm... A Bandit Camp variant would be the obvious choice.
Quote
Some Village, Action, $5
+1 Card
+2 Actions
You may gain a River.

Anyhow, i'm still preferring a kingdom card variant. Maybe i'll try the last version i posted (the one with a buy) at $2. For Village engines, the problem isn't affordability, but whether you find the right balance, anyhow. Getting a lot of Rivers isn't the problem. Getting the right amount is, i think. Games without Villages would be the ones to really profit: Alchemists, Conspirators, Lab, Stables and many other nonterminals can produce/draw nice amounts of coin without spare actions and often enough could profit from a cheap buy to finish the chain.

3241
Variants and Fan Cards / Re: Asper's Cards
« on: February 14, 2015, 08:31:10 pm »
2. River is just plain OP. Part of the thing about why moat and such aren't good drawers is that all cards have an implicit -1 Card in their effect. This card has no such drawback (essentially becoming a perpetual smithy), aside from the first time you play it in any given turn, and allows engines to fire very easily with very few of these and a lot of villages (the basic village becoming essentially a +3 cards +1 action with this in play…).

Mwahaha, now there's two of us, Asper... Are you afraid yet?

Consider my jimmies thoroughly rustled.

3242
Variants and Fan Cards / Re: Asper's Cards
« on: February 14, 2015, 08:20:06 pm »
A few comments:
1. Ranger. Is the version i am reading right? +1 Card, +1 action, then get another card? Thats far better than a lab, and at 2$ cost…

Argh, no... When i mocked up the card with LastFootnotes new template, i accidentally added a +1 Card...
This is how it should look like:





2. River is just plain OP. Part of the thing about why moat and such aren't good drawers is that all cards have an implicit -1 Card in their effect. This card has no such drawback (essentially becoming a perpetual smithy), aside from the first time you play it in any given turn, and allows engines to fire very easily with very few of these and a lot of villages (the basic village becoming essentially a +3 cards +1 action with this in play…).

I admit i am having a hard time to judge River's power. Originally the card was just "+2 Cards, return this to your hand". There was some discussion as to how strong it was. pacovf argued it was a Smithy plus, and should cost $5. I argued that it was a Moat plus, and should cost $4 or $3. I decided $3 was fine, because double-openings were a horrible idea, obviously.

Then it was pointed out plain River was Moat (minus) in Village-less games, and wouldn't be bought. I considered to ignore it, but then it seemed an issue too big to ignore. LastFootnote suggested to fuse basic River and another card, Jeweler, together, to get this new version of River.

I am starting to think that, while i'm sure that "perpetual Smithy" and "Smithy plus" are misinterpretations of what the card does, this version is too close in power to Smithy, and should cost $4. Maybe it doesn't necessarily need to be - it's not "strictly" better than any $3 card, and in a limited array of situations it's worse than smithy. But i am very much in doubt, and i think that if you treat River like Smithy, playing each copy only once, it's still about on par. Smithy has more cycling, River draws a guaranteed "Copper". So it "should" cost $4. The thing is just, i'm not sure whether a $4 version of River makes sense. I would prefer a version that's easily available and where balancing how many you get is the real issue. This version isn't as easy to get anymore and balancing is less of a problem, as it's still a Copper when drawn dead.

Hmm... The more i'm thinking about this, the less i like that aspect. It just makes the card too easy to play. I considered this as a problem of Jeweler before, but it itches me more with River, which was supposed to be a "clever little card", while Jeweler was supposed to be a "strong $5 card". Shame. It seemed like a really cute fix. Even if it actually could cost $3 (which i'm not saying it can't) i don't like the fact that it loses much of the strategical challenge.

This should keep that aspect:





3. An attack/treasure? This seems far too spammable, even with the nerf you gave it. I could just buy this a lot, have a good economy, all the while ruining my opponent's deck.

Well, compare it to Mountebank: It gives +$2, has a bane and junks you. Unlike Mountebank, this is spammable. Unlike Mountebank, it gives only only one junk card, causes no victory point loss, and gives you the bane (which also doubles as an actually useable card) in hand.

Then again, a Witch variant with an action - no matter how weak its attack would be - couldn't cost $5, either. Then again, Minion is another nonterminal attack that gives +$2, and that's annoying, but balanced. I admit it doesn't scale, though.

3243
Puzzles and Challenges / Re: Easy Puzzles
« on: February 14, 2015, 07:13:30 pm »
Solution 1: The Bane card is Scheme. You play it every turn and use it to set itself on top of your deck.
Solution 2: You play KC/Scheme and the Bane card, choosing to set all three on top of your deck at the end of your turn.
Solution 3: You play Haven and set aside the Bane card.
Solution 4: You discard the Bane card during your turn, then use Inn/Herald/Scavenger to put it on top of your deck for next turn.
Solution 5: You play Courtyard/Mandarin/Count each turn, placing the Bane on top of your deck.

Haven doesn't work, though, because the card is set aside between your turns.

3244
Other Games / Re: Can someone recommend me some board games?
« on: February 14, 2015, 05:32:10 pm »
Is there anybody still reading these lists? Anyhow:
Smash Up
Lifeboat
Power Grid
Escape - Curse of the temple
7 Wonders

3245
Variants and Fan Cards / Re: Asper's Cards
« on: February 14, 2015, 04:59:41 pm »
I really wish it was possible to find pictures of medieval nobleman on horses looking fierce and holding a pergament... :(
I mocked up a version for Charter with only pergament (sans fierce guy on horse), but that simply doesn't look like an attack anymore...



Edit: Renamed it because without the horse-person "Charter" neither looks nor sounds very attack-like.

3246
Dominion General Discussion / Re: taxman
« on: February 14, 2015, 12:44:14 pm »
Code: [Select]
pubby plays Taxman
pubby trashes Platinum
Mrs. Green Drake reveals Silver, Baker, Nobles, Gold, Market Square
pubby gains Platinum
pubby plays Market Square
pubby draws Platinum

So close and yet so far.
From the same game though:

pubby   plays Taxman
pubby   trashes Platinum
Mrs. Green Drake   discards Platinum
pubby   gains Platinum
pubby   plays 3 Platinum
pubby   buys Colony

That's altogether way too many Platina.

...said the guy with the Platinum avatar. :-P

3247
Variants and Fan Cards / Re: Really bad card ideas
« on: February 14, 2015, 11:03:26 am »
Boat, $2, Action - Reaction
+2 Cards
----
When another player reveals a Reaction, you may reveal this. If you do, he is unaffected by his Reaction.

3248
-Everybody is WanderingWinder.

I hope i will forgive myself not tellingt me anything about Adventures. If i all get what i mean.

3249
I just spread tons of likes among you people. I love that there are so many funny people here, especially you, Asper. If I hadn't already looked into your fan card thread, I would totally do it now.

I literally shed a tear of joy :'-)
Though i wouldn't dare try to overthrow our clowned king (and really nice guy) Ozle.

3250
Or state that you're not accepting bribes.

I just saw this typo. I really meant to say:

"Or state that you're now accepting bribes."

See, I thought that was the joke.  I say I'm not accepting bribes, which, through reverse psychology, prompts people to bribe me.  It's like saying "I'm not driving us to McDonald's" when your stoner friend hadn't even asked you to.

Say, werothegreat, did i ever tell you that you always were my favourite user here? Why, the only thing that could make our deep friendship even more awesome would be me knowing everything about that upcoming Dominion expansion. You DO know that if i was the one to know something about it, i would definitely tell you, right?

Hey, I wasn't the only one at that meetup, go heckle GendoIkari or jonts :P

Now that's just typical! A little internal knowledge of your oh-so-great Adventures expansion and you immediately forget your old pals... I am very disappointed in you, werothegreat. But i know when my friendship is no longer required. Well, at least i have other great friends like, uh, KendoIgari and joints, who surely care enough to tell me all about Adventures.

I'll be your friend.

Aw...

Funny enough, i actually considered asking you to be friends - online friends, to be precise. You see, your avatar tempts me to believe that you play Super Smash Bros for Wii U, and you can never have enough online friends.

Anyhow, as friendship is commonly known to be magic, i accept.

I don't have Smash for Wii U. I don't have a Wii U.

I have Smash for 3DS.

So. Close...

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