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Messages - Co0kieL0rd

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51
Other Games / Re: Let's create an f.ds themed Cards Against Humanity deck!
« on: November 10, 2017, 08:03:14 pm »
So when is this game actually going to implemented? I'd love to play some! :D

Black: _ debate: Is _ ambiguous?
Black: I don't think _ and _ have what you can call "synergy".
Black: I'm always afraid of triggering a bad _.
Black: If you aren't the player with _ in the _, take it.
Black: If you don't have Deluded or Envious, take _.
Black: If this is your first Misery this game, take _. Otherwise, flip it over to _.
Black: Donald X. reworded Masquerade so it doesn't allow _ anymore.
Black: The _-style artwork on _ really doesn't do it for me.
Black: "Feed the _, then take it for a walk."
Black: The first edition of Moneylender had an issue with _.

White: Awaclus
White: reshuffle
White: Ruined Market
White: Village idiot
White: Masterpiece-Feodum combo
White: KC-Bridge megaturn
White: blacklisting people who say "gg"
White: greeting your opponent
White: broken interaction with Villa
White: catapulting rocks
White: +buys
White: blueness
White: revealing a Watchtower
White: pinning your opponent

52
Dominion: Nocturne Previews / Re: Another awful thread about nothing
« on: November 10, 2017, 07:28:26 pm »
You were right, this thread IS awful (except for page 4).

The question arising in my head is: Why? Why even start such an argument? What are you trying to achieve here? People have different opinions on what synergy is but so far they've been coming to terms on which cards synergize with each other just fine. Individual notions of "synergy" in general discussions on strategy have been completely sufficient for years. Why is it so important to you that people now assume yours?

What's the point in trying to define what Village and Smithy have going with each other, when all there is to know is that in an engine you want splitters and draw (which are provided by Village and Smithy) and the more copies you have of both, the more card you draw total? You can say, they have synergy, or they work well together in an engine, or you need both (or similar cards) to draw your deck.
The conclusion is always the same; they are both engine components, or, in broader terms, parts of a specific deck you need to build to pursue a specific strategy. If your strategy requires Apothecaries and Coppersmith, or alt-VP and Hoard, it doesn't matter whether they have synergy or just add their values, as long as you have a reason to include those cards in your strategy.

This is what this forum is about. It says it in its name: Dominionstrategy; not Dominionterminology!

53
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: November 10, 2017, 04:23:32 pm »
Also Warlord can just say (or reveals they can't). That should save you a line.

Thanks for the hint. I missed that in the 2nd edition rephrasings.

If you're changing the travellers can you change them to the right template? I hate the current arrow.

I'm sorry if I have offended your aesthetic sensation. If you could kindly pass me the right template, I'll gladly change it for you.

54
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: November 10, 2017, 04:08:54 am »
The Travellers

I made minor tweaks to my travellers:
  • Petty Lord cost reduced from $3 to $2 so you can always open with it, in concordance with the original travellers. It's not strictly better than Page, as exchanging Petty Lord is tied to conditions
  • Robber Knight now always gives you Silver, regardless of how much you trashed. Also, you only ever need one empty supply pile to exchange it, regardless of player number. This makes the card simpler and less wordy. I'm not sure whether it needs the looter type or if it's sufficient that Petty Lord as the relevant kingdom card has it, so you include Ruins in the setup
  • Protector now gives you coin based on card cost (instead of names) to tie in better with the set's theme, the Prime token in particular. This makes it much weaker agains Ruins junking but stronger in engines that generate large hands
  • Warlord doesn't trash from the Supply anymore but moves the Prime token instead. The attack remains functionally unchanged but requires fewer words as well
  • Savoir remains unchanged. It could use the Prime token as well (instead of naming a card) but then you couldn't pick up treasures and, more importantly, the upgrades from Petty Lord with it. I'm still considering this change for thematic reasons, but only if a nerf is necessary


   
   

Quote
Petty Lord, $2, Action/ Looter/ Traveller
+1 Action. +$1. You may return a non-Victory card from the trash to the Supply.
At the start of Clean-up this turn, you may choose one: if there is at least 1 Victory card per player in the trash, exchange this for a Protector; or, if you have at least 2 cards in hand, exchange this for a Robber Knight.

Quote
Robber Knight, $5*, Action/ Attack/ Looter/ Traveller
Trash up to 2 cards from your hand. Gain a Silver. Each other player gains a Ruins.
When you discard this from play, if there are one or more empty Supply piles, you may exchange this for a Warlord. (This is not in the Supply.)

Quote
Protector, $5*, Action/ Traveller
Reveal your hand. +$1 per differently cost card revealed.
When you discard this from play, if there are at least 2 Ruins per player in the trash, you may exchange it for a Savior. (This is not in the Supply.)

Quote
Warlord, $7*, Action/ Attack
+4 Cards. Move the Prime token to an Action Supply pile. Each other player with 5 or more cards in their hand discards a card from that pile (or reveals a hand no such cards). (This is not in the Supply.)

Quote
Savior, $7*, Action
+1 Action. Do this twice: Name a card and reveal cards from your deck until you reveal the named card, then put it into your hand and discard the rest. (This is not in the Supply.)

55
Dominion Articles / Re: Bonfire Synergies and Tactics
« on: November 09, 2017, 10:06:31 am »
In practice, I find the loss of economy a much larger concern than the use of buys. (Most of the time, if you want bonfire, there will be a card which gives +buys)

The major downside of bonfire is that, until you average 1 coin per card, it actively hurts your economy. This fact explains most all  its synergies (with gainers/remodelers) and most of its weaknesses.

Other than this, the article is fantastic, but this point really needs to be emphasized. Especially when we are talking about beginners.

Beginners don't need that emphasis, they already overvalue their Coppers.
Jfrisch's point is appropriate and generalizations don't help the argument. Also this article isn't directed to beginners only.

56
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: November 07, 2017, 09:13:12 am »
The good thing about the old provisioner is that the wording and mechanics are a lot clearer than Storyteller. Every time I introduce Storyteller to a new player IRL (and often the 2nd and 3rd times they play with it), they read the card and then have to ask for an explanation of what it does.

I mostly like the new provisioner except I don't like how the bottom is an antisynergy to the top. You could say "When you gain this, you may set aside a copper you have in play, and play it in your next buy phase." That would make it stronger, but I think that's okay. I guess some people wouldn't like the weirdness of an on-gain duration effect though.

I did this on purpose for two reasons: I actually think that the on-gain effect is so powerful in the early, while being so cheap, that is has to come with an on-play ability that is weak at first, as well as anti-synergistic later. The latter is to counteract the fact that in some decks, new Provisioner can be a super-lab but you really gotta thin those Coppers aggressively. This way, it's supposed to be strong but balanced in early-game and mid-game.

57
Rules Questions / Re: Inheritance and Gladiator
« on: November 06, 2017, 05:31:19 pm »
Welcome to f.ds, where a rules question about Inheritance and Gladiator turns into a discussion about Envious and Coppersmith!

I love this place :)

58
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: November 06, 2017, 05:20:43 pm »
I feel like Draft Horses/Building Crane needs more thematic tie-in for a split pile.

I agree, maybe the top card could be the crane and the bottom whatever the crane is building?

Are you just talking about the names of the two cards and not about mechanical synergy, because I think they got the latter?

I was just talking about the names yeah, the mechanical synergy is there for me. Maybe even too much synergy, I wouldn't be surprised if Craning Draft Horses is too strong.  Can't say for sure without testing it though, it could be good!
You may be right and I'll probably reword those two cards yet again because I'm not quite pleased with the idea.
Actually, I'm planning to revise my set even harder, and get rid of all cards that feel redundant now so many new cards released in the last 2 years (including the 2nd edition cards).

There are two cards in R&R that I will tackle today that are very likely to be cut from the set indefinitely, and I'll quickly explain why:

   

Back when Black Market was the only card that allowed to play treasures during your action phase, Provisioner seemed cute because it combined it with draw-to-X which is really effective. Such a strong card doesn't warrant the on-gain Copper-Save mechanic but I didn't know where else to put it. Now I know, but let's talk about Bastion first.
Bastion feels very similar to Poacher, even though the former quite stronger. It's also pretty boring which is okay for a $4-card but not a $6-card, at least that's how I feel.
Today I had this idea; why not combine discard-per-empty-supply-pile with draw-to-X? It's a natural fit and there's no other card that does it. I made X really low and gave it +1 Action because my set needed $3-cards (which I struggle to come up with good concepts for) and it needed cantrips. The new Provisioner fulfils both requirements. I made it pruposefully weak so the on-gain Copper-Save from the old Provisioner is warranted and because I think situational cards are more fun when you find a board where they shine.


59
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: November 03, 2017, 01:20:18 pm »
I feel like Draft Horses/Building Crane needs more thematic tie-in for a split pile.

I agree, maybe the top card could be the crane and the bottom whatever the crane is building?

Are you just talking about the names of the two cards and not about mechanical synergy, because I think they got the latter?

60
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: November 02, 2017, 08:20:31 pm »
Thanks for your feedback and suggestions! Aquila and Gazbag, you are making good points. Of course I want to avoid loopholes and methods to gain infinite VP but I tend to overlook such possibilities so I appreciate other people pointing me to it.

Gazbag gave me this idea for a Split pile to make Building Crane easier to access but megaturns harder to pull off (although small quatities of these cards boost you by a lot):
Quote
Draft Horses, $3, Action
+2 Cards. +1 Action. +1 Buy. +$1. Return this to the Supply.
Split pile
Building Crane, $5, Action
You may reveal an Action card costing $2 or $3 from your hand. Play it three times. If this is the first time you played a Building Crane this turn, all copies of the revealed card cost $0 this turn.

You were both right in that Smeltery would be too powerful and too easily enable infinite VP generation. Here's a massive nerf that still conveys the central concept of emptying the trash to prevent a 3-pile ending but makes VP loops considerably more difficult:
Quote
Smeltery 2, $3, Action
+$1. Choose one: Trash up to 2 cards from your hand; or trash this and return up to 5 cards from the trash to the Supply.
Games using this can’t end on 3 empty piles unless the trash is empty.

And finally, following Gazbags suggestion, Gem might be fine like this:
Quote
Gem, $5, Action/ Treasure
If it’s your Action phase, +2 Cards. If it’s your Buy phase, +$2.
While this is in play, if you played exactly 3 more cards other than Gem, return this to your hand.

61
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: November 02, 2017, 04:04:27 pm »
Just to check how Gem is meant to work. Suppose:

I play Village
I play Gem
I play Village
I play Gem
-> at this point, do both Gems go back into my hand?
Now I play Gem again. This is the 5th card I've played this turn, so it - and any future Gems I play - won't return to my hand again. Correct?
No, it's different. Gem doesn't count cards in play but cards you played, while it's in play. Let me supplement your example:

I play, in this order: Village A, Gem A, Village B, Gem B.
At this point, no Gem returns to my hand because I only played 3 cards while Gem A was in play and 0 cards while Gem B was in play.

After the original 4 cards, I continue to play: Village C, Gem A, Smithy, ending my Action phase. Then, in my Buy phase, Copper, Gem B, Copper, Gem A, Copper.
Gem A returns the first time after Village C, since at this point I played exactly 4 cards while Gem A was in play. I then play Gem A again, Smithy and Copper, causing Gem B to return. I play Gem B again (this time as a Silver) and Copper, which makes Gem A return yet again so I can play it a third time (as a Silver).

You are right that Gem is a weak Action card which only works well if you have a decent village density. But if you view it as Silver+ for $4 it seems pretty good.
Now that I think about it again, in the above example it doesn't seem hard at all to return Gem to your hand at least once per turn. And it compares very favourably to Royal Seal. Royal Seal sucks but anyway Gem should probably cost $5.

62
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: November 01, 2017, 08:55:39 pm »
Building Crane is the perfect fit for a Heirloom that gives +1 Buy. Maybe Nocturne already has one of those? In that case, you could just let Building Crane use that official Heirloom.

I really need to hug you some time.

63
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: November 01, 2017, 07:32:09 pm »
Here are a few more ideas I came up with and didn't get to playtest, yet. I tend to miss some important flaws when designing cards so I'll take any feedback into account before mocking these up.

Quote
Building Crane X, $3<2>, Action
+3 Cards. +1 Action. Return this to the Supply. Building Cranes cost $3 less this turn, but not less than $0<2>.
Building Crane costs $5 and when you return it, it costs $2 less. Depending on the +Buy situation in the Kingdom, the power of this effect ranged from non-relevant to absurd. Sometimes you could just drain the BC pile (costing $0) with tons of buys and set up a megaturn. I'm considering giving BC a coin-debt-hybrid cost so that you can still drain the pile with buys but you can never get them for free. You'd always have to pay at least <2> per Crane on your next turn. If that's too cheap I could adjust it to <3>. How do you like it? Can the wording on BCX be better?

Quote
Smeltery, $4, Action
Trash up to 3 cards from your hand. Return up to 3 cards with the same name from the trash to the Supply. +$1 per card you returned.
Games using this can’t end on 3 empty piles unless the trash is empty.
I had this idea for a bottom part (which probably countless people had before) and came up with a nifty top to work with it. Either it leads to interesting games, or it’s mostly annoying, we’ll see. It might also be too strong.

Quote
Gem, $4, Action/ Treasure
If it’s your Action phase, +2 Cards. If it’s your Buy phase, +$2.
While this is in play, if you played exactly 4 cards, return this to your hand.
Inspired by Asper’s Jeweller (which didn’t work out) and Road, this card is very weak when played once but if you put some work into it, can boost your turn multiple times. Alternatively, it could go back to your hand on different triggers depending on your current phase (e.g. 2 actions in your Action phase and 3 Coppers in your Buy phase).

Quote
Recruiter, $4, Action/ Looter/ Gathering
+2 Actions. You may gain a card costing up to 5. If you do, return this to the Supply and add 1 VP to the Recruiter/Crusade Supply pile.
When you buy this, if there are any VP on the Recruiter/Crusade Supply pile, take them, instead of gaining this.
Split pile
Crusade, $5, Action/ Attack/ Looter/ Gathering
+2 Cards. Each other player gains a Ruins. Add 2 VP to the Recruiter/Crusade Supply pile.
I wanted another Gathering pile like Temple from which you take the VP on-gain but of course different from Temple in all other ways. It’s got the following premises (i.e. things I want in its concept):
•   It’s a Gathering split pile
•   The top card returns to the Supply to block the bottom card
•   The bottom card adds more VP to the pile than the top card
•   One of the two cards can gain cards to circumvent the VP-taking (in case you’d rather have the card)
So far, I’m not very pleased with the whole thing. It seems clunky but perhaps you can see what I’m going for. I’ll keep thinking about it.

Quote
Bootlegger 2, $3, Action
+2 Cards. +1 Buy.
Setup: Add an extra Kingdom card pile costing up to $2 to the Supply. When you gain a 2nd card in one of your turns, also gain a card from that pile. When you trash a card from that pile, return it to the Supply.
Just another Supply-related thing I want to try out. It floods your deck with a cheap card you may or may not want. Big Money resists it. I have no idea if that’s actually an intriguing concept.

64
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: November 01, 2017, 06:44:38 pm »
Quote
Reconvert, $4, Action/ Reaction
Trash a card from your hand. Choose one: +1 Card; +1 Action; or +$1. You get your choice for each $1 the trashed card costs.
When you trash a card, you may reveal this from your hand, to return that card to the Supply.
I've tried returning to the Supply as an alternative to trashing, and I don't feel it works as most of the time it needlessly prolongs the game. Here though you can make a never-ending golden deck that could quite likely be optimal: Dominate, return Provinces to the Supply with e.g. Salvager, repeat.

That's a good thing because such a niche reaction struggles to find space for application. It should be pretty difficult to make a golden deck with it but when you do it, it should be pretty awesome. I personally like golden decks.

You know, I was thinking a bit ago about how the heirloom bar specifically says "Heirloom: X". Since it doesn't say just "X", who's to say it has to be Heirlooms only? I think what was previously Poacher could say "Shelter: X" in a bar at the bottom. Seems legit.

Also, updating the OP would be nice.

And I think the new Beachcomb could work if it just couldn't discard beachcombs.
I like your suggestion. Although if it said "Shelter: Forest Hut" at the bottom of Trapper, it might lead to the question whether you should replace the other Estates with regular Shelters, too (which you shouldn't). But that's fine for a fan card, I guess. It's way more elegant anyway.

I'm hesitant to update the OP until I have established most of my card revisions. I'm testing and fixing cards pretty regularly at the moment and don't want to update the OP all the time and simultaneously make new posts. I also gotta make and upload images. It's a good chunk of work that I'm trying to distribute over several days. The OP is last on the schedule. But I won't forget about it!

Beachcomb now says "Discard up to 3 non-Duration cards other than Beachcomb you have in play. Then draw 3 cards." I just didn't upload the new image, yet.

65
Variants and Fan Cards / Re: Asper's Cards
« on: October 30, 2017, 07:08:17 pm »
Craftsmen is based on Paddock, which only could gain Silvers. I think you might recall it being relatively weak. Unlike Artificer, it doesn't put the gained cards onto your deck.
I can imagine Paddock being a good buy whenever you hit $5 with a money deck. You'll only want one (or zero) in an engine which is why we might have perceived it as weak back then. I just found it to be boring, mostly.
Craftsmen, on the other hand, if there are cheap engine components you want, can drain those piles insanely fast. Too fast to be reasonable, even for $5, I think. Artificer can only do this under very specific circumstances. With Craftsmen, it seems too trivial.

66
Variants and Fan Cards / Re: Asper's Cards
« on: October 30, 2017, 04:04:53 pm »
Yo Asper, it's been so long since I publically reviewed your cards. We’ve played with a lot of them last year and you revised them many times. Now I feel like writing something about them. I will only cover your “main set” cards. Edicts, Spellcasters and Team cards would be too much for me. Alright, here we go!

Alley: I can only remember one game with Alley where we both bought it lot. I assume we had extra buys there, which is of course the most common opportunity to snatch them up. Also, in contrast to Poor House, this is something you actually want when you Upgrade or Remake your Coppers. And that’s enough for it to be good. No more words required.

Decree: A decent Silver variant. You don’t always want it but when you do, you can usually do pretty nifty tricks with it. It benefits from Estate trashing and hates cursing attacks.

Sheriff: This is so clever, yet so simple, like so many of your cards. $4 or $5 seems like a good price to pay for this, and you should always open with it (paying the highest price possible) on any board where you would want a curser. You usually want a second one that costs at least $5, because if you paid too little for the first 2 and there’s still Curses left in the Supply, you have that difficult decision to make whether you buy a third Sheriff (which usually sucks for your deck). And that last part is the best thing about it!

Sunken City: I love Sunken City and always bought as many of them as possible. A more educated player would probably handle this more carefully as they tend to whiff about half of the time, unless you trash really fast and gain Action cards simultaneously. It looks like a double Herald but it’s really not. The missing card on the turn you play it hurts a lot when it whiffs. But that’s fine. It costs $2 after all. But one the right board it can be an excellent $2!

Carrier/ Nightwatch: This is completely new to me. It looks like a decent Peddler variant, but only in non-mirrors. My intuition tells me you want a lot of Carriers (3-4) fast but leave at least one on the pile so if other players want to block yours, they’d have to gain the last and  then gain Nightwatches and then have them in hand when you play your Carriers. Until that happens you will have gotten a lot of use out of your Carriers. But in games with 3-4 players, if everyone gets one or two Carriers each, they will probably suck for everyone as soon as people also have Nightwatches. Since there are so few of each card, it might feel extra bad if yours get blocked and your opponents’ don’t (and here I thought you don’t like that characteristic in a card). Still they are both okay cards (in matters of strength) since their opportunity cost is very low, even if you only buy them for one specific purpose. Lastly, I like the reaction of Nightwatch flavor-wise and am looking forward to some interesting multiplayer games with it.

Lady-in-Waiting: Two years ago, I might have said, this is rarely ever worth it. With the huge boost to alternate VP strategies since Empires, as well as lots of your cards supporting VP rushes, this is actually a decent card. Again, opportunity cost is the only thing that matters here. It’s a cantrip that leaves your deck once played which makes it perfect for BM + draw and “good stuff” decks. In both cases, it’s probably better than your third or fourth Silver.

Pilgrim: Ah yes, I remember our first (and only) game with Pilgrim as if it had been last week. There are several considerations to make before deciding how many Pilgrims you play when you have them in hand; How much $ do I want to make this turn? Can I find my key actions in my deck with this? Do I trigger a reshuffle with this? And most importantly, can I afford to give my opponent another Pilgrim? Tough decision in a simple card. I like it. The on-gain incentive is good. If Pilgrim tends to be bought too infrequently, just boost that.

Sawmill: This is a Chancellor variant in a fancy disguise. Don’t deny it! I know you liked Chancellor a lot ;) In the second shuffle, instead of +$2, you gain a card costing $2 or $3. If there’s any such card you want, Sawmill is probably better than Chancellor. And, other than the latter, Sawmill gets better each time you shuffle when building an engine. In slogs it’s horrible though.

Scientist: Neat. We played with Scientist once. I think it was balanced. Taking debt is an elegant penalty.

Well: Wasn’t this one of my favorite cards of yours? I still like it a lot. We should play with it soon!
Farmer: This was called Blacksmith before, I think. Back then I thought it was weak but it turned out picking cards from a large sample is actually pretty useful in most decks (monolithic strategies being the exception), provided there’s Copper trashing.

Heir: Cool idea. We played a game where you made it work but I can’t remember if you won or what. It’s certainly a powerful support card for Victory card rushes. Its flexibility should also make it useful in engines and help them green earlier.

Hunter: A weak-ish Lab variant that has gotten better over time. A must-buy in VP slogs where you rarely hit $5.

Scribe: A card that hurts engines the most. I would say I’m starting to see a pattern if the pattern wasn’t clearly in front of me, yet. Although I doubt the existence of this card in the Kingdom alone would be sufficient to discourage you from building even a weak engine. That’s because when you buy this card you essentially pay $4 for a much-delayed Silver. That’s bad. Like… really bad, especially for money decks (which want the Silver now, not later). Because of that delay, Scribe might be at its best in an engine mirror with spare actions. Even then it would struggle hard to be the best $4 to buy on any board.

Town/ Road: Another simple set of cards that require you to make important decisions. How many Roads do you want in your deck? A good player shouldn’t have too much trouble figuring that out though, I assume.

Assemble: I liked the old Assemble that gained two cards onto your deck with a total cost of up to $3 more than the trashed card. What was the problem with it? This is very different, although more useful overall. In a thin deck you can gain cheap engine components by trashing Coppers. When trashing is more scarce, you can buy Assemble in the end-game to turn $5-cards into Provinces. The Copper penalty for the $2-discount compared to Expand is totally reasonable here.

Cliffside Village: This is the first card in this list I don’t like. It’s boring and seems redundant even though there’s not actually an official card akin to this. It’s just perception.

Craftsmen: This is too powerful for $5. Artificer often gains $3-cost cards but you gotta do a lot of work if you want more expensive stuff, or you just gain a card with one Artificer per turn while the others gain nothing. Craftsmen just burn through piles with no downside while also providing economy. Drop the +$1 and it might be fine.

Maze: Another one of my favorites. This usually equates to a Duchy in points and provides cursing. It’s pretty powerful but the power is distributed over two different aspects (you get the other half of the benefit at the end of the game) and pay some opportunity cost (no economy) so it should be balanced.

Necromancer/ Zombie: Someone already compared this to Nocturne’s Necromancer and found enough differences so they should be able to happily coexist. Yours is stronger, hence it costs $5. I also like yours a bit more. Games with it have been fun.

Sanctuary: This might be situationally pretty good. If there are any attacks that you normally can’t ignore, I will ignore Sanctuary if I want to win. Although, I might be totally underestimating it. If there aren’t any good attacks, I will buy the heck out of this.

Tribunal: I like the idea. Some people might not like it. But they can’t possibly deem this more unfair or hurtful than Mountebank or Minion.

Werewolf: This would be among the strongest attack cards in Dominion. It’s pretty swingy and similar to Mountebank but not as absurdly swingy as the latter (which I have come to hate in the past weeks). +$3 is huge and Silver as a defense hurts engines a lot. Your Werewolf might drive games towards Big Money even more than Witch does. That’s quite a ridiculous claim. You could rename yours “Lycanthrope” or “Lycan”.

Minister: Finally an engine component! And what a potent one! I’ll gladly give you 2-3 VP if you’re going for a money strategy to gain all the great cards. If you’re going for engine as well, the penalty doesn’t even matter. I’m not saying it’s too strong. It costs $6. It competes with Goons so it better be powerful.

Homonculus: A cantrip trasher is good but it’s delayed and the opportunity cost is so high that I will happily ignore it if there’s any decent alternative trasher available. On boards with other good potion cards you probably don’t want this too early as having to trash and re-buy the Potion would be too painful.

Incantation: We conclude with a great, great card. Incantation is so good. A lot of fan cards with Potion cost just have it for the Potion’s sake but this is such a good non-terminal that $3P-cost seems very adequate. And its effect is unique, too! Design-wise, probably your best work.

Phew, I wrote quite an essay here. It made me want even more to play with your cards again.

67
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: October 28, 2017, 11:49:39 am »
Villages/ Splitters

I have completely overhauled the villages of my set and... most of them are still kind of awkward. I mean, except for Reeve, they have some caveat in that they can't easily be gained or don't draw a card unconditionally. But maybe that's fine since Dominion has plenty of simple and gentle villages. I'm trying to find a good place in Roots in Renewal for each of these. Feedback is very appreciated here, as some of these cards seem clunky, even to me.

   
Quote
Reeve, $4, Action
+1 Card. +2 Actions. You may gain an Estate to your hand.
Setup: Each player sets aside a Manor and moves their Estate token to it. (Your Estates gain its abilities and types.)
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Manor, $0*, Action
Choose one: +1 Card; or +1 Buy. (This is not in the Supply.)
Reeve existed even before Inheritance was published, although back then it just modified Estates with an "In games using this"-clause. This new wording should avoid any confusion when Estates are also inherited; they simply lose the abilities of Manor.
Reeve is great in some alt-VP strategies, with cards like Crossroads, Shepherd, Silk Road etc. but since the Estate gaining isn't mandatory, you can use it as a regular village in engines as well. Also watch for 3-pile endings with this card!


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Refugees, $2, Action
Choose two: +1 Card; +1 Action; +$1. (The choices may be the same.)
Setup: Put this onto the Refugees mat. At the start of each player’s turn, if the Refugees pile is empty, put a card from the Refugees mat into the Supply.
Refugees can be a Necropolis, a Moat, a Copper or... a Pawn? No! It doesn't give you buys! See, it's all balanced. What's those other lines of text? There's only one Refugees in the Supply at a time so it always empties out when you buy it? Surely that's never going to matter...

   
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Builder, $4, Action/ Reaction
+4 Cards. Discard 3 cards.
When another player plays an Attack card, you may discard this, to gain a Battlement from its pile onto your deck.
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Battlement, $3*, Action
+2 Actions. You may gain an Attack card.
When discard trash this other than during Clean-up, you may trash it. If you do, each other player trashes an Attack card they have in play. (This is not in the Supply.)
Builder has been like this for a while. Only Battlement, the splitter, changes all the time. I know reactions that harm the attacker are considered bad design but I figured it might be okay to trash your opponents' attack cards if you have to trash your Battlement for it. Some of you will say it's not okay, it sucks... but I'll only be convinced after sufficient testing, ideally with different people who tell me afterwards how it felt playing with and against Builder/Battlement. However, I tend to miss problematic interactions between original cards and my own so I'm thankful for any hints about such.

   
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Bivouac, $3, Action
+2 Actions. Reveal cards from your deck until you reveal an Attack card. Put it into your hand and discard the rest.
[Split pile]
Siege, $6, Action/ Duration/ Attack
Each other player discards a Siege they have in play and gains a Ruins. Now and at the start of each of your turns, until this leaves play: +$1
Bivouac and Siege form a split pile. This hasn't been tested so far and Asper argues that these two would synergize even better with each other if Siege offered some draw. I'm not opposed to it but I also want to capture typical properties of sieges - steady-state and ruination - in Siege's concept. I'd also like to keep its unique mechanic of discarding other Durations from play to stop their effect. Is there still room for draw? Or is Siege too weird or weak? Should Bivouac's effect be on Battlement instead? So many questions. I guess many answers lie in play-testing.
I just noticed Bivouac needs the looter type as well.

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And the River is delayed because of the aquatic theme of Seaside Durations.

Huh, maybe River and Sea should have been swapped.

I like it the way it is. The River one is pretty sweet, whereas the Sea one makes me salty (triggers a bad shuffle everytime!)
Does it really? Or were you just looking for an excuse to make that salt pun?

69
I played several games with Werewolf yesterday and boy, can it be brutal. In an engine you mostly draw with it but of there's other draw, you might be able to play multiple Werewolf in your Night phase every turn. In a kingdom with no villages or trashing, the Werewolf split becomes as crucial as with Minion or Cultist. This is due to the facts that you can get away with gaining all the Werewolves you can get and, I think, it's the only attack in the game that both can easily be stacked and stays potent for the entire game. This can lead to slogs start similar to Cultist-BM games but due to Envy and all those handsize and topdeck attacks either stagnate or, whoever has more Werewolves just wins. But it's going to be a long and painful game for both players until the end.
With that said, if you stack Doom attacks every turn, it becomes unimportant which Hexes you get hit with. You just deal with the fact that your deck is bad and your turns are bad.
I still like Werewolf. I liked Cultist too when I first got Dark Ages. But most Cultist games are boring because Cultist-BM crushes most other decks. This should happen less with Werewolf since the draw can't be chained and it's got no payload option, like Minion. But when Werewolf is the powerhouse on the board, the game might be awful from start to finish. I just hope it's not going to be that case often.

70
Why does the Werewolf art show a buff black guy instead of an actual werewolf? I know he's supposed to be the smithy, but it justs looks weird.

The online implementation could at least show some fancy, hearthstone-esque animation showing his transformation if you play him in your night phase.

71
Dominion: Nocturne Previews / Re: Is there any update on Nocturne?
« on: October 25, 2017, 10:32:42 pm »
There was a delay shipping the trays, and we now expect Nocturne to ship (from RGG) on November 13.

I was so hoping it would be a Friday!

72
Dominion: Nocturne Previews / Re: Bonus Preview #2: Faithful Hound
« on: October 25, 2017, 05:02:34 pm »
Wow, this card is actually much better than it looks. Before playing about 10 games with it online I didn't think there were so many cards that combo with Faithful Hound. Another simple, well-designed card!

73
So when do you want boons?

You want Boons when you want the card that hands them out for other reasons.
What about Fool? You never want that for other reasons than the boons. So are you saying you never want Fool?

74
So with the Idol are all treasures played at once, but you don't ahve to play all of them?

so if i have 4 Idols do i just play them at the same time and everyone else gets a curse, or do i play them one after another so it's boon curse boon curse?

The latter. You basically always play treasures one at a time. It just didn't matter prior to Prosperity's kingdom treasures.

75
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: October 25, 2017, 11:58:29 am »
Beachcomb has the issue of leading to infinite loops, and I think it's pretty common that they're possible.
E.g. Village, Beachcomb, Market in play, empty deck and discard, 2 Actions.
Play Beachcomb, discard Village, Beachcomb, Market. Draw Village, Beachcomb, Market.
Play Village, Market, we're back where we started, but with +1 coin and +1 buy.
Dang, I forgot it was supposed to not be able to discard Beachcombs from play. But I guess with at least one other Smithy variant and a Village variant in the Kingdom, you can theoretically do infinite turns. I'm afraid there's no way to make this effect work without also enabling infinite turns :(

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