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Messages - BraveBear

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26
Variants and Fan Cards / Re: Dominion: Hunting
« on: December 18, 2014, 12:13:30 pm »
Here's a weird thing about terminal Moose... in a game with no Villages at all, it simply can't be used. Any time you play it, you'll just get 2 cards that you can never play nor get out of your hand in any way, so they'll just go back. I dunno what percentage of games have no Village (including TR/KC/Procession), but it's worth considering.


It isn't limited to just actions.  So it is a terminal $4 by picking up 2 silvers, or too coppers for a terminal $2.

27
Variants and Fan Cards / Re: Dominion: Hunting
« on: December 18, 2014, 11:20:41 am »
For the new Moose...

Recommend having "costing less than this" instead of "costing 5 or less". That way you can't Moose a Moose after playing a Highway. Even though it's now terminal, allowing you to Moose a Moose could still become really messy / bad.

Also for the wording to work, I think you have to specify where the cards are being returned from... I assume you want the player to have to return them whether they are in play or in their hand.


Yeah I guess I was thinking you would need a lot of actions to preform a moose of a moose and have a highway or bridge so it would rarely come up.  However I don't see the harm in changed it to "costing less than this"

Moose
(Action) $6
Name a card from the supply costing less than this.  Gain two copies of that card putting them into your hand.  During your clean up phase put 2 cards with that same name from play or your hand back into the supply.

28
Variants and Fan Cards / Re: Dominion: Hunting
« on: December 18, 2014, 09:19:20 am »
Should I edit my first post with the updated cards from now on?  Is that better for people coming in late and wanting to comment without searching through the thread?  Or will that screw up all the comments so far?

29
Variants and Fan Cards / Re: Dominion: Hunting
« on: December 18, 2014, 08:51:46 am »
Okay so I have taken the comments into account.  I have modified them accordingly.  Moose is still in the mix.  I just still think it has life!!


Duck Call
(Action) $3
+ 2 cards
+ 1 action
Choose one: Discard 2 cards or put a card on the top of your deck

So this one makes the testing group at $3 dollars now.  Some comments have said 4 but I think you’ll find that loading up on these isn’t the best strategy so I think its fine at $3.  We will see


Camouflage
(Action) $2
+ 2 actions
You may choose a treasure card from your hand and play it immediately

Test as is


Fur Hat
(Action/Looter) $5
+ 1 card
+ 1 action
Each other player gains a ruins.  You can’t buy this if you do not have any cards costing 3 or more in play.  When you buy this trash any cards costing 3 or more that you have in play.

So I scrapped the copper gaining idea because of the sloggy nature of this card.  This card comes at a price.  I changed it to ruins because there is already a cantrip curse card.  Also I changed it to 5 so you have to trash.  It’s a little wordy which I don’t like but the idea of having to trash all of your good cards to buy this or at least trash your opening silver might prevent you from ever getting another fur hat.  I would like to see if there is a way to get the wording down.


Deer
(Reaction/Victory) $3
Worth 2 VP
_________________________________________________
When one of your cards is trashed you may discard this.  If you do +3 cards.

This still buffs early trashing because you might be able to draw more and buy more and it defends against knights and swindler which I like. 


Scope
(Action)  $3
Look at the top 2 cards of you deck.  You may put one of them back into the supply. Discard the rest.  + 1 action for each card you discard this way.

Will play test this way.


Knife
(Action/Attack) $4
+$2
Each other player discards 2 cards of the same type.  If a player discards two victory cards, trash this.

A better attack but could be trashed the first time you play it, rewards players for keeping estates, I think this change has completely changed the complexity of this card.  Unless I am missing some glaring problem I would like to test this.


Hunting Camp
(Action ) $4
+2 actions
You may trash a card from your hand.
_______________________________________________
While this is in play if buy a Victory card gain a copper

Will test this as is


Rifle
(Action) $5
+2 cards
Choose one : +1 Coin Token or +1 card

This card was said to be over powered and the VP token to be boring so I give the player the option.  Underpowered now?


Moose
(Action) $6
Name a card from the supply that costs 5 or less.  Gain two copies of that card putting them into your hand.  During your clean up phase put 2 cards with that same name back into the supply.

I am really trying to make moose work.  I hope this doesn’t turn into the next bomb.  Looking at this card now you cant gain more moose, you have to use an action, the cards don’t have to be the ones you gained that turn, if you don’t have two copies of that card in play then you return as many as you can.  If you discard them or trash them then more power to you. 


Shooting Trophy
(Treasure) $5
+$0
When you buy a victory card gain another copy of it putting it on top of your deck.

Will test as is


EDIT:Changed "Fur Hat" to a looter card

30
Variants and Fan Cards / Re: Dominion: Hunting
« on: December 17, 2014, 02:31:55 pm »
Am I missing something with Moose? Can't you get +$6 any time you play it? Or two of whatever the best action is? Buying Moose is like buying two of whatever card is best in the kingdom, for $5. How is that even close to realistic?

Yeah the new moose should look like this.

Moose
(Action) $5
Name a card from the supply that is equal or lesser value then moose.  Gain two copies of that card putting them into your hand.  During your clean up phase if either of those cards are in play or your hand, return them to the supply.

If I just gain two Silver this is still almost strictly better than Harvest or Merchant Ship. And this can do much better than Silver most of the time.

Well that can be fixed with the price point bumped to $6 dollars.  But the card doesn't seem majorly broken anymore?

31
Variants and Fan Cards / Re: Dominion: Hunting
« on: December 17, 2014, 02:22:39 pm »
Deer
I'll change Deer to read on the reaction.  "When you trash a card from your hand, +2 actions, +2 cards"

Still doesn't work; it's possible to trash a card from your hand on someone else's turn.

Quote
Scope
Yeah I guess I meant at the beginning of the game where you have to decide about being a village or a trasher.  The late game it does just skipp and provide actions.  How do you like the card though?

Not that inspiring really? But it could be fine, I guess. Playtest it a lot and see what happens.

Quote
Knife
I guess I could say "or reveal a hand with no duplicate card types"

…Meaning if someone has no matching types, they don't have to discard anything at all?

Ill have to think on Deer some more, I really want a Reaction/Victory that buffs terminal trashing.

Yes to your Knife question, I really dont think it will come up that often, most of the time you have at least 2 of one type.

32
Variants and Fan Cards / Re: Dominion: Hunting
« on: December 17, 2014, 02:08:49 pm »
Am I missing something with Moose? Can't you get +$6 any time you play it? Or two of whatever the best action is? Buying Moose is like buying two of whatever card is best in the kingdom, for $5. How is that even close to realistic?

Yeah the new moose should look like this.

Moose
(Action) $5
Name a card from the supply that is equal or lesser value then moose.  Gain two copies of that card putting them into your hand.  During your clean up phase if either of those cards are in play or your hand, return them to the supply.


33
Variants and Fan Cards / Re: Dominion: Hunting
« on: December 17, 2014, 01:15:01 pm »
Deer
(Reaction/Victory) $3
Worth 2 VP
_________________________________________________
When one of your cards is trashed you may discard this.  If you do +2 actions, +2 cards

This doesn't work because it's really confusing what should happen if one of your cards is trashed when it's not your turn.

Quote
Scope
(Action)  $3
Look at the top 2 cards of you deck.  You may put one of them back into the supply. Discard the rest.  + 1 action for each card you discard this way.

A lookout variant with a bonus.  It doesn’t force you to get rid of your good cards and if you need a village you can’t.  Some tough decisions later in the game.

How does it have tough decisions later in the game? It seems to me later in the game it's basically a Necropolis.

Quote
Knife
(Action/Attack) $4
+$2
Each other player with 4 or more cards discards 2 cards of the same type.
If the type is Curse/Ruin the player draws 3 cards, Treasure or Action draws 1 card

This needs some kind of keep-you-honest clause. What does a player do if they have no two cards of the same type in hand?

Quote
Moose
(Action) $5
+1 action
Name a card from the supply.  Gain two copies of that card putting them into your hand.  During your clean up phase put both those cards back into the supply.

I have no idea if this concept would work or how many problems it could create with the lose track rule but I think it could be really fun.  Seems like it could be too powerful maybe idk

1) Yeah, the lose-track rule makes this unworkable—if the cards are anywhere other than your hand during the cleanup phase they don't get returned.
2) Even if it worked as intended, this would be strictly better than Band of Misfits.



Deer
I'll change Deer to read on the reaction.  "When you trash a card from your hand, +2 actions, +2 cards"

Scope
Yeah I guess I meant at the beginning of the game where you have to decide about being a village or a trasher.  The late game it does just skipp and provide actions.  How do you like the card though?

Knife
I guess I could say "or reveal a hand with no duplicate card types"

Moose
I think to make Moose "not strickly better the BOM"  I need to take away the + 1 action.  Then if you dont have any actions left you have to choose money and if you do have actions left then you can choose more cards.  I think the lose track rule wont really matter.  If you use moose to gain cards into your hand then trash those cards or discard those cards then thats just a way that makes moose awesome.  The only way you have to return them is if the card is in your play area or hand at the end of your turn.  I think most of the time you are going to be returning the copies.  I might have to resrict it to cards of equal value to or less to moose.  You can't just put two golds in your hand each turn haha


34
Variants and Fan Cards / Dominion: Hunting
« on: December 17, 2014, 10:31:12 am »
Here's a small 10 card set that you should be able to play with any other set.  There really isn't a new theme, just some cards that I believe to be balanced, some new ideas I think, and some simple cards but ones that might cause some tough decisions.

Before I begin testing these cards I would like some feedback on them.  Thanks


Duck Call
(Action) $2
+ 1 action
+ 2 cards
Choose one: Discard 2 cards or put a card on the top of your deck

A card that helps any deck, very versatile.  Should make for some interesting decisions in big money games and engines.

Camouflage
(Action) $2
+ 2 actions
You may choose a treasure card from your hand and play it immediately

A village that really helps draw to X and has some interesting plays with trashing and Tactician.  I think it should be fine at $2

Fur Hat
(Action/Attack) $3
+ 1 action
+ 1 card
You may gain a copper.  If you do so, each player gains a curse

A 3 dollar cantrip curser!?!?  Well when you have to gain a copper everytime you give out a curse this becomes a tougher decision.

Deer
(Reaction/Victory) $3
Worth 2 VP
_________________________________________________
When one of your cards is trashed you may discard this.  If you do +2 actions, +2 cards

I wanted a card that beefs up terminal trashers. Combos with cards like develope and trade route.  Not always going to have trashing in the kingdom but should still better used then tunnel.  I think it should be pretty balanced because you have to use one of your early buys on it to help you accelerate.  Might be a little swingy.

Scope
(Action)  $3
Look at the top 2 cards of you deck.  You may put one of them back into the supply. Discard the rest.  + 1 action for each card you discard this way.

A lookout variant with a bonus.  It doesn’t force you to get rid of your good cards and if you need a village you can’t.  Some tough decisions later in the game.

Knife
(Action/Attack) $4
+$2
Each other player with 4 or more cards discards 2 cards of the same type.
If the type is Curse/Ruin the player draws 3 cards, Treasure or Action draws 1 card

A discard attack that makes players discard cards of the same type.  So its different then miltia and bad in curse/ruin games.  Seems strong weak depending on other players strategy


Hunting Camp
(Action ) $4
+2 actions
You may trash a card from your hand.
_______________________________________________
While this is in play if buy a Victory card gain a copper

While this just seems over powered, you better have an end game stragey because your deck could become very clogged very fast.  Gardens…….

Rifle
(Action) $5
+3 cards
Choose one : +1 Coin Token or +1 VP token

This sets +3 card variant, pretty simple but could be some tough decisions towards the end game.  Might always chose coin token, but dont know.

Moose
(Action) $5
+1 action
Name a card from the supply.  Gain two copies of that card putting them into your hand.  During your clean up phase put both those cards back into the supply.

I have no idea if this concept would work or how many problems it could create with the lose track rule but I think it could be really fun.  Seems like it could be too powerful maybe idk


Shooting Trophy
(Treasure) $5
+$0
When you buy a victory card gain another copy of it putting it on top of your deck.

I like the idea of a good treasure card that helps you get more green, pretty simple card to add and could be crazy for engines


I haven't gone through all the threads to fine out if some of these ideas have already been done.  But anyways let me know what you think, what I can do to improve some of the cards, which ones you would play with, and which ones are duds.

35
Variants and Fan Cards / Re: Really bad card ideas
« on: November 06, 2014, 01:41:53 pm »
Random Market -Action ($3)

+$2

Look at the top of the randomizer deck.  Either place that cards pile in the kingdom or place the card on the bottom of the randomizer deck.  Trash this.

36
Dominion General Discussion / Re: IRL handicapping
« on: October 27, 2014, 01:05:24 pm »
I have an interesting case where I used to play once a week, 3 player games, with randomized kingdoms from all the decks.  For about a year or two we were all about equal in skill.  However now we haven't had time to play every week.  While I have read more articles, watched hundreds of YouTube videos, and played more then a 1000 games online in the past year, they only still play when we get together. 

Here's what normally happens.

1.  I recognize its clearly a BM board, go for it, win easily, but we all still have fun because its fast paced

2. I try a crazy engine that should never work and doesn't, I lose, We all still have fun because someone beat me even though the game might have been tedious.

3.  I go for a complex but winning engine, everyone hates me because my turns took 5 minutes each and they stood no chance the whole game.

SO to avoid such situations as the last one you just have to play boring winning strategies, or complex and fun losing strategies.  Of course number 3 has been coming up more and more these days haha

37
Game Reports / Re: Game where opponent ignores Torturer and pays for it
« on: September 02, 2014, 01:21:54 pm »
Wouldn't mass upgrades into GM be better here?  Unless your opponent gives you half the curses before you get two upgrades then I actually see the attack part of torturer being pretty ignorable here.  (being the only the draw I see it still being pretty important)

Also why did you open silver/fools gold?  Wouldn't double fools gold be a better opening?

Your opponent lost because all he bought was fools gold and cities not because you burned him or something

38
Goko Dominion Online / Re: Prince on Goko
« on: August 28, 2014, 02:22:39 pm »
Well I just bought it, tried setting up a casual game with a bot.......wont load

39
Dominion General Discussion / Re: Best Expansion for 4-Player Tournament
« on: August 05, 2014, 01:40:54 pm »
Seaside + Dark Ages!

Durations, insane trashing, engine and big money strats what more can you ask for!

40
Goko Dominion Online / Re: Saying gg and leaving
« on: July 01, 2014, 10:37:19 am »
If I win a close game then I write gg and leave, not caring whether or not they say it back.

If I lose a close game then I write gg and leave, not caring whether or not they say it back.

If I get killed in a game then I write gg and leave, not caring whether of not they say it back.

If I kill someone like with a big goons turn or torturer chain then I leave WITHOUT writing gg.  This is the only time I will not say gg because it obviously was only a gg for me.

In any game, if someone writes gg before me then I take the time to write gg back.  If the person leaves before I get a chance to write gg, then I leave and play the next game without caring one way or another.

41
Dominion League / Re: Standings & Results thread
« on: June 26, 2014, 09:02:36 pm »
D4-4 (BraveBear) vs D4-7 (rrwoods): 4-2 BraveBear Wins

42
Dominion General Discussion / Re: Dominion oxymorons.
« on: June 24, 2014, 10:16:49 am »
King a Begger

43
Game Reports / Opening Adventurer
« on: June 20, 2014, 07:58:17 am »


Code: [Select]
Chapel, Fool's Gold, Moat, Alchemist, Familiar, Quarry, Baker, Merchant Ship, Adventurer, Harem


SO I open adventurer on a baker board and actually win this game.  There was no plus buy or gaining so 1 Province per turn was all you were getting.  My question is, did I get lucky?  Did KingZog3 play sub par like he said in the chat?  Or was this the best strategy?!?!  I was confident enough to try it out in a League Game but still want to know if I am way off base here....

LOG
http://dominionlogs.goko.com/20140619/log.51467e35e4b0de86766bf3f3.1403232140061.txt  -(log viewer wasn't working for me)



44
Dominion League / Re: Standings & Results thread
« on: June 19, 2014, 11:19:38 pm »
D4-6 (BraveBear) vs. D4-4 (KingZog3): 4-2 BraveBear wins

45
Dominion General Discussion / Re: Plays that just feel so wrong.
« on: June 17, 2014, 01:25:53 pm »
I remember one of AdamH's games where he trashed a platinum with spice merchant for plus cards and it won him the game.

Sadly I only do things in dominion that feel good so I don't have an example of my own.  Maybe that's why I'm mediocre....

46
Dominion General Discussion / Re: The strength of Herald engine
« on: June 05, 2014, 08:25:39 am »

[/quote]
but terminal draw is actually Herald's least-favorite thing to hit other than non-actions[/quote]

This.  Herald doesn't want to draw your deck when you still have a bunch of heralds in your hand because then they are useless. The only time you want this is if you have plenty of gainers that you can use, then draw or hit the gained cards with your heralds.

Things that heralds like to hit attacks>terminal money>cantrips>gainers>village>terminal action>draw

Any trasher can be tricky.  If its late then hitting a trasher or remodel type can be risky but hitting them early can really speed up your build.






48
Game Reports / Never Give Up! Never Surrender!
« on: May 16, 2014, 10:01:12 am »


Code: [Select]
Menagerie, Philosopher's Stone, Noble Brigand, Plaza, Procession, Embassy, Knights, Minion, Mountebank, Upgrade
http://dominionlogs.goko.com/20140515/log.516e333ee4b082c74d7d297e.1400185962367.txt



I make a really smooth engine with plaza menagerie and upgrade adding a platinum for buying power.  I quickly get a HUGE lead while still having 8 coin tokens with only two Colonies left.  I thought knights would not be able to stop be in time but Hey JC sticks with it and amazingly gets me in the end.  I obv should have started draining piles or built more but with lack of plus buy I thought colony every turn with 12 coin tokens in my reserve would be enough.  I was wrong


49
Goko Dominion Online / Re: How do you get Goko Game Logs?
« on: May 16, 2014, 08:24:40 am »
While we are on the topic of this, how do you show the board with the actual cards.  I have a interesting game that I have wanted to post but didn't want to be an animal and not show the cards.

50
Dominion Videos and Streams / Thank You for the Videos!
« on: May 13, 2014, 09:09:25 am »
So I've waited to post this for awhile now because I didn't want my new found skill to be a fluk.

I played isotropic off and on while it was up.  Had a weekly game night that was dominion only for years.  Have read every article and most likely every post discussing strategy on this forum.  I was waiting for goko to get better before I bought it but couldn't wait any longer and bought all the cards at Christmas this year.

I think my highest iso rating back in the day was around 12.  And this didn't change much in my first 400 games on goko not being able to break the lvl 15/4500 mark.

But then something happened.  I binge watched dominion videos for a week straight.  Something clicked and I sat down one night and bam!  Jumped all the way to 5200 in one night.  Thought it was luck.  Couldn't believe it.  But another 400 games later and I'm still right there.

Okay lets get to the point of this long winded post, riddled with self indulgence.

THANK YOU VIDEO MAKERS!!!

I'm looking at you AdamH, WW, Qvist, RTT and many more. You have no idea how much your videos have helped my game.  Reading strategy is one thing but seeing someone play it out is just 1,000,000 times better.  So don't stop making videos you'll always have one fan.

-Bear

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