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Messages - ahyangyi

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51
Dominion General Discussion / Re: The Alphabetical Kingdoms
« on: April 09, 2013, 11:50:54 am »
Actually I think removing Knights makes sense. After all, there is no card named "Knight". Half of the knights are named "Sir xxx" and the other half are "Dame xxx".  How can you fit them into your alphabetical games at all?

52
Variants and Fan Cards / Re: Gold rush!
« on: March 09, 2013, 05:00:34 pm »
Prospector really needs to give +1 action, in my opinion.

Why?

53
Variants and Fan Cards / Re: Theoretical Pricing #2
« on: March 09, 2013, 04:55:03 pm »
+$1 can be priced at $4. But it overlaps with both Peddler and Tournament, and is less fun than either.
+$2 can be priced at $6, of course. Boring? So is Bazzar, Festival and Market. Grand Market is as boring once you buy it. But we don't really need more vanilla cards anyway.
+$3 is just impossible to balance.

The ones with on trash abilities are often useless. If you love Rats you might like these, though.

The on-gain one is OK, I think. But it's not the kind of very lovable card either.

54
Variants and Fan Cards / Re: Theoretical Pricing
« on: March 09, 2013, 02:46:52 pm »
I have a feeling that it might just work at $3. Opening with two copies of it isn't a problem. Compare it against Fishing Village: you get "+2 cards then discard 2" twice instead of "+1 action +$1". I think it's weaker than Fishing Village.

On the other hand, it does feel a bit stronger than Warehouse, which is also priced at $3.

Therefore, if we set it at $3, it will probably be between Warehouse (a good $3) and Fishing Village (a nearly broken $3; it almost breaks the promise that no $3 should be strictly stronger than Silver). It would need some playtesting to check whether it's overpowered.

From this point of view, I think setting it at $4 is a very safe decision. $3 a bit risky but not impossible.

55
Variants and Fan Cards / Profiteer
« on: March 09, 2013, 02:33:42 pm »
The fusion between a trader and a swindler...

Profiteer
Trash a card from your hand, gain three cards cheaper than it.
--------------------------------------------------------------------
When you gain a card, you may reveal this. If you do, trash that card and gain a card costing less or equal to that card.
Action - Reaction - $4

So it can only change your opponents' curses to coppers, instead of silvers. By trashing a feodum, you can gain only six silvers instead of trader's seven. Anyway, it's still useful against cursers and ambassadors. It is, obviously, quite a good counter against Swindlers.

It has some interesting combo on its own. For example, with two quarries played and a profiteer in your hand, you can buy a Death Cart, gaining two ruins along with it. You then reveal this, trashing the ruins to get another Death Cart and another card you want to buy (say, Great Hall). In this way, you can buy 10 Death Carts + 10 Great Halls in one turn, trashing 20 ruins along the way, therefore instantly win.


56
Variants and Fan Cards / Re: Reversing cards
« on: March 09, 2013, 02:22:18 pm »
Naicitcat
+1 action, +1 buy, +5 cards
Skip your next turn
Action - $5

57
Variants and Fan Cards / Re: War Chest
« on: February 28, 2013, 11:43:00 am »
First time you play this, you trash a copper for $0 essentially. Second time, you do it for $1, then for $2, then for $3 and so on. Eventually you'd need to start putting silvers on the mat but whatever, you can still even just play it for the +buy.

The main issue I can see is that it's far too strong a strategy to itself. The most powerful thing it combos with is more War Chests (probably), and with 2-3 of them going through your deck, you'd easily get a card giving obscene amounts too quickly. But it's REALLY hard to judge - in a quick game, it's probably bad, as it won't get up to value quick enough. But in a slow game, it'd be incredibly strong. I think that swing is probably too much, and I think it leans towards the latter too often.

If it's too strong, can we just change it to $6 or even $7? After all, Bank is there at $7, and this does not look so much stronger than Bank.
And, is it really more swingy than Bank or say, Treasure Maps?

58
Variants and Fan Cards / Re: Vassal
« on: February 28, 2013, 11:36:09 am »
Quote
Vassal -5$ - action

+1 Action

you may set 1 card from your hand aside.
Discard your handcards. If you discarded at least one card: +3 Cards
put the set aside card back into your hand.

I like the minion effect and this is pretty similar and mostly a bit stronger. therefor it doesnt attack and you cannot choose +2$ so it is not self supporting with virtual money. On the otherhand you can set a gold or any strong action into the next hand. so it even works with powerful tressure cards (platin/Gold)

Do you think this is balanced?

How can you set a gold or any strong action into the next hand with this?

59
Variants and Fan Cards / Re: Really bad card ideas
« on: February 28, 2013, 11:29:23 am »
Unnamed card
+1 Action, +1 Card
Describe any effect that can happen when it's not your turn. (for example, "gain a silver" or "trash your hand" are valid, "+1 Action" is not)
Every play except you chooses whether you get the effect, or he gets.
Action - Attack, $2

The point here is, if you describe good effects like +1 card, then everyone gets that good effect except you. If you describe bad effects, then only yourself get that bad effect (which can be deadly in a multiplayer game).
But once you learn to describe in a silly way, you'll definitely win with it. For example, you play Unnamed card, and say "If you have Unnamed Card in play, you gain 12 provinces. Otherwise, trash your hand, your deck and your discard." You will just win.

That's why I post it here.

60
The Noble ___ seems simple enough, but already has some strange things:

Noble Great Hall and Noble Tunnel are strictly better than Duchy (assuming they would be worth 3 and 4 VP respectively) by a far margin. Noble Island seems like it would be pretty great. Noble Harem seems interesting, although not much more interesting than Harem itself.

Fun thing: Noble Curse would be basically identical to an Estate.

Cards that interact with Victory cards in a positive way would be much better (spamming Noble Scout seem like it may work to keep the engine going through heavy greening). Noble Crossroads in particular would be amazing. Noble Hoard would be pretty interesting, but not clearly dominant competing with Provinces at $8.

Really cheap cards seem like they would be way better if the increase does not break the 4/5 barrier. Noble Chapel seems a lot better than Chapel with 3/4, although it probably means both players would get +2VP and the game would be the same as with Chapel.

Now I think the coolest part about this general idea is that a really simple idea like "substract two cards and make a modificator" already brings up a lot of strange interactions.
The Settled X card in the original post increases the price by $3 for the 2VP and requires a card costing $2-3. That doesn't have the "strictly better than Duchy" problem with cheap Victory kingdom cards and also doesn't let the Peddler player get additional 16VP for free.

By the way, I now think that letting Settled X to cost $6 for X costing $4 is perhaps reasonable too. The reasoning is that, by abusing the known property that no $4 card is strictly preferred than Silver, Settled $4 cards are never strictly preferred than Harem. Harem is not particularly strong. Therefore, if a card is sometimes preferred over Harem and sometimes not, it's probably fine too.

61
I think dealing out a modifier for everything sounds like crazy overkill, but then I am the guy who has been forcing all my games to exactly 3 Dark Ages cards. I like my strange in small doses, so I can savor it.

I'd much prefer shuffling the modifiers in with all the other randomizers, so they come out in proportion. Then dig for the first valid kingdom card for each modifier in play, just like digging for a bane.

Yes, this is what I have in mind. And if we can get the most random format to work, other formats (like predefined sets) will work well too.

62
I didn't see enough cost-reducers.

Small [Remote?] [Aged?]__
Cost -$1

If this is a Treasure or Action, when you play this, you may discard a card, If you do, "card effect."

The problem is, of course, draw-to-X cards like Library or Jack-of-all-trades are actually improved with the discard effect. A Small Library lets you to Cellar one card in addition to what a normal Library does, and at a cheaper cost!

Perhaps it'd be better to just discard 2 cards afterwards. This is what brings Witch to Young Witch (of course there's also a Bane card... but see below). This is only exploitable when you discard all your cards (for example, storeroom). But you can't really do too much broken things without cards, so it's probably not broken.

By the way, I think we should generally forbid these negative template from Attacks. For example, imagine a Small (Young?) Sea Hag or a Small Saboteur. They will make the game way too slow. I don't think they're acceptable or fun, at all.
Even in regular dominion, you prefer hamlet to village in draw-up-to kinds of games. Small _ cards are weaker in the presence of sifters and discard attacks. Small_ cards don't work as well in multiples in most games.

You are right. But I think that if we can avoid the occasional "strictly stronger and cheaper" relationship, we should.

63
Variants and Fan Cards / Re: Card idea: Silversmith
« on: February 27, 2013, 02:02:37 pm »
i called it smith because i draws cards like smithy but its more flexible so i made it a silversmith maybe it could be called steel-smithy

In the overall game of dominion, nearly everything has been shown as +cards. Embassies, Hunting Grounds, Oracles, Torturers...

To add some more fun: Moats, Courtyards, Nobles, Crossroads, Madman...

64
I didn't see enough cost-reducers.

Small [Remote?] [Aged?]__
Cost -$1

If this is a Treasure or Action, when you play this, you may discard a card, If you do, "card effect."

The problem is, of course, draw-to-X cards like Library or Jack-of-all-trades are actually improved with the discard effect. A Small Library lets you to Cellar one card in addition to what a normal Library does, and at a cheaper cost!

Perhaps it'd be better to just discard 2 cards afterwards. This is what brings Witch to Young Witch (of course there's also a Bane card... but see below). This is only exploitable when you discard all your cards (for example, storeroom). But you can't really do too much broken things without cards, so it's probably not broken.

By the way, I think we should generally forbid these negative template from Attacks. For example, imagine a Small (Young?) Sea Hag or a Small Saboteur. They will make the game way too slow. I don't think they're acceptable or fun, at all.

65
Variants and Fan Cards / Re: Another Bridge/Princess Variant
« on: February 26, 2013, 03:04:44 am »
Hinterlands seem to really like this. (And for a good reason -- its theme is when-gain, after all)

I mean, Troll Bridge + IGG + IGG =  Province
Troll Bridge + $6 = Province, If you can buy a Border Village to get a Cache.

But this looks so interesting!

Oops. Actually with any $6 at you hands, you can always just buy a copper and a province.
But its real power seem to be when it's cast multiple times (not unlike Bridge!!).

Note: KC-KC-Troll Bridge-Troll Bridge-Troll Bridge is less powerful than KC-KC-Bridge-Bridge-Bridge, because the "when this is in play" clause doesn'[t work with KC at all. But you can still buy 3 coppers, 6 provinces and 1 duchy in that turn. Not too shabby either.

66
Variants and Fan Cards / Re: Another Bridge/Princess Variant
« on: February 25, 2013, 07:51:48 pm »
Hinterlands seem to really like this. (And for a good reason -- its theme is when-gain, after all)

I mean, Troll Bridge + IGG + IGG =  Province
Troll Bridge + $6 = Province, If you can buy a Border Village to get a Cache.

But this looks so interesting!

67
General Discussion / Re: Dominion intrudes on real life
« on: February 24, 2013, 03:07:52 am »
I'm spending this night at a hotel named the City Inn.
And can't help but think about Dominion every time I see its logo.

68
Variants and Fan Cards / Re: Reversing cards
« on: February 24, 2013, 02:54:58 am »
I never knew there was a discarding phase.
Is it triggered by Militia?
Sorry, meant Clean-up phase.

Quote
When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold.
Everything you played (except Duration) are discarded during Clean-up. You would probably want to state "from your hand during Clean-up" to prevent it from being a card on the table.

(sighs) But then it doesn't look like a reversing card, nor does it look particularly interesting or broken, anyway...
I still prefer the version which looks like a Duchess.
Okay. But the reverse of Tunnel would allow you to discard it when you gain a gold, other than during your clean up phase.

Everyone seems to have a different approach to reverse Tunnel. But, how is the discard-when-gain-gold ability useful?

Who said they have to be useful?

I'm sorry about my wording. I was asking about possible cases that this card shines. That is, I was expecting answers like "the ability becomes useful if you Village-Remake-Library, for example".
And being not useful at all is still perfectly fine.

69
Variants and Fan Cards / Re: Reversing cards
« on: February 22, 2013, 01:15:25 pm »
I never knew there was a discarding phase.
Is it triggered by Militia?
Sorry, meant Clean-up phase.

Quote
When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold.
Everything you played (except Duration) are discarded during Clean-up. You would probably want to state "from your hand during Clean-up" to prevent it from being a card on the table.

(sighs) But then it doesn't look like a reversing card, nor does it look particularly interesting or broken, anyway...
I still prefer the version which looks like a Duchess.
Okay. But the reverse of Tunnel would allow you to discard it when you gain a gold, other than during your clean up phase.

Everyone seems to have a different approach to reverse Tunnel. But, how is the discard-when-gain-gold ability useful?

70
About specific examples, the problem with Loan at $7 is not that you don't want it early if it costs $7, is that early, you don't have $7, so you would only buy it if the bonus itself (plus the $1 of Loan) is enough, but costing $7 almost completely ruins the trashing power of Loan. This kind of thing is what I say can happen to many cards. However, for RL play, it could be fun to try and maybe repeat the choice if the resulting combination is bad in some sense.
Settled Loan would be $6. But it's true, Settled Early Game Card is usually very bad, because you don't want to pay extra for VPs in the early game. At least Steward, Chapel and Swindler if it is the only curser in the game are exceptions - while they lose a lot of their power when Settled, Steward is still usable for its versatility in the mid game and Chapel and cursers are just that good.

Settled Fortune Teller would be very interesting. Probably not very good though.

Perhaps the only usage of Settled Loan I can think of, is when you won't buy a Province late game (because you either fail to hit 8 or you face PPR). You have 3 options then:
Gold: +3 coin
Duchy: +3 VP
Settled Loan: +2 VP, +1 coin, deck cycling (which is probably undesired at this stage), optional treasure trashing (which is probably marginally useful)

If you would certainly take Gold over Duchy, you won't want Settled Loan. If you would certainly want Duchy over Gold, you won't want Settled Loan either. But if Gold and Duchy are almost as good for you, Settled Loan could become a marginally better option.

That being said, being situationally marginally useful is still miserable.

With the additional clause "When you buy this, you may trash a Victory card from you hand", however, buying it at turn 3 or 4 is as good as buying a Silver in terms of average buying power, but you get the trashing ability. This would be closer to a Turn 3 or 4 Loan, which is as good as buying a Copper in terms of average buying power but also gets you the trashing ability. Perhaps it would make it a bit more desirable.

71
Variants and Fan Cards / Re: Reversing cards
« on: February 21, 2013, 11:04:27 pm »
I never knew there was a discarding phase.
Is it triggered by Militia?
Sorry, meant Clean-up phase.

Quote
When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold.
Everything you played (except Duration) are discarded during Clean-up. You would probably want to state "from your hand during Clean-up" to prevent it from being a card on the table.

(sighs) But then it doesn't look like a reversing card, nor does it look particularly interesting or broken, anyway...
I still prefer the version which looks like a Duchess.

72
Variants and Fan Cards / Re: Reversing cards
« on: February 21, 2013, 03:14:49 pm »
Ad
-2 coins
Play a treasure card from your hand twice.

Action - $2

Play this with a copper and you actually did nothing but put 2 cards into play. Play this with a silver, you get 2 coins. But you get the 2 coins by playing a silver anyway. With gold, Ad+gold effectively converts an action to a coin, which still isn't much.

Ad can make loans a bit more useful, though. Ad with philosopher's stone or platinum is probably the best use of this card.

The premise here is so Ad-Venture is roughly the same as Adventurer. And the name "Ad" actually makes some sense!

73
Variants and Fan Cards / Re: Reversing cards
« on: February 21, 2013, 03:04:32 pm »
I never knew there was a discarding phase.
Is it triggered by Militia?
Sorry, meant Clean-up phase.

Quote
When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold.

74
Variants and Fan Cards / Re: The hundredth fan card named Investment
« on: February 21, 2013, 01:04:15 pm »
Does removing the pile count towards emptying the supply for puzzles?
I guess no. It's like a card that has been set into the Island mat. It's not reachable at all but it still exists.

75
Variants and Fan Cards / Re: Reversing cards
« on: February 21, 2013, 12:59:04 pm »
Baroness
2 VP
Whenever you gain a Gold, you may also gain a Baronese.
Victory - $3

It is the reverse of a Tunnel, but also looks like a Duchess in some senses...

The reverse of a Tunnel should be when you discard a Gold, right?

I kind of like the "when you gain a Gold" effect, though, as a mechanic. It acts like the opposite of Duchess, and functions a bit like Harem.

The actual opposite of Baron also seems nifty: "You may gain an Estate; if you do, +$4".

Another spin at the reverse Tunnel:

Lennut
2 VP
When you discard a Gold at the Discarding Phase, you may also gain a Lennut.
Victory - $3

What do you think about this? So you cannot simply discard a Gold with Cartographer and get Lennut, you have to gain it in the more painful way.

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