151
Mini-Set Design Contest / Re: The Contest Set Card List
« on: May 27, 2016, 11:02:50 pm »I called mine seer.Wow, that's even worse than calling it mint.
I called mine seer.Wow, that's even worse than calling it mint.
My first game with Saboteur was a five-player game where everyone was so afraid of them that we basically developed an unspoken agreement not to use them (it reminded me a little of the doctrine of Mutually Assured Destruction during the Cold War). Then late in the game, one of the players who was trailing got desperate and bought one, and soon everyone was going for them.I suspect Dominion somewhat lacks Timmy-appeal.
That's because our game is actually balanced
Well, we still have stuff like Scout and Thief that are kind of equivalent to Magic's Timmy stuff in terms of power level.
I think a better analogy might be stuff like Treasure Map, which looks hugely powerful, but really isn't.
EDIT: I guess sometimes Scout and Thief look really strong to rookies.
"You mean Saboteur TRASHES THEIR CARDS!?!?!?!?!?!? OMG SO POWERFUL OP"
I remember the first game I played with Intrigue cards. It was a 6p game. The first played opened Saboteur and then the rest of us rushed the Ironworks. Maybe it didn't help that we had just played a Uni/Vineyards game so we were all in the mindset of "must get all the action cards".
For Fallen Empire, although you said the order choice was because of the large difference between 6-3 and 9-0, I think it might work better as either mandatory 6-3 or random, because of platinum. Start with a 9-0. t1: Buy platinum. t2: Buy copper. t3/4: buy gold. proceed to build whatever engine strikes your fancy, because you have that much money and still only 7 or 8 cards. And that's assuming you didn't choose survivors for your ruins.Technically, you can do that even on a 6/3 if one of your Ruins was Abandoned Mine. With Ruined Market as the other ruin, you can take off pretty quickly. But so can your opponents, which is why I'm okay with it.
I apologize for being harsh. I suppose it fits my profile pic.No problem at all, I appreciate the feedback.
From a phone it's hard to give good feedback, but I like Terrains more than Governments. They are simpler and seem to change the game in a way to make it more fun (and presumably that's the goal of fan cards).So do I, mostly, though I still like the Governments sometimes. That's actually why I made it so that you're twice as likely to have a Terrain with an effect than a Government with an effect, and why I made it so that you can have multiple terrains but not multiple Governments (that, and the fact that Fallen Empire and Uninhabited Lands don't work well together).
Rocky Highlands could have some unplanned effects though. Think about Great Hall, Nobles, Harem, Inheritance, etc.True, and I did consider the effects on hybrid VP, but it hasn't been a big issue in games we've played.
I do like Ancient Kingdom though, but in combination with cost reducers it could get really bad. Trash a Duchy to have a Tactican turn then buy it back for $1!True, but that's only really all that powerful with Bridge, Quarry, or Highway. Bridge Troll and Ferry stay in effect at the start of your turn and reduce the number of cards you draw, and you can't have more than one copy of Princess. And honestly, occasionally getting to pull off maneuvers like that is more fun than annoying, at least to me.
If you're worried about everyone voting for King's Court, you could always change the question to "What is the best village other than King's Court"?Well, I guess I have to add the TR variants now . Popular demand and Donald X. have spoken!Well that's hardly an argument against having a proper list of villages, is it.I did not add the Throne Room variants because I think they are quite different from villages. They just allow other cards to be played like villages.
Not at all! You don't necessarily even need any cards with +1 Action for Throne Room to be a village. Start a hand with Throne Room / Throne Room / Smithy and keep the chain going with more throne rooms and payload / draw.
Good point! Never thought of that. If lots of people vote your comment up, or have similar posts, I will add them. However, once KC is added, almost everyone will vote for it .
I personally count Throne Rooms as full-on villages, when counting villages, to make sure I have a good number of villages. They can be harder to use but then so can some of the other villages.
I do tend to try to go for deck-drawing engines more often than I should. I doubt it's purely the Stables:Treasure ratio, though, because of all the Stable-less hands (which are more common than the treasureless hands). Or is Stables more of a money-ish card where you might hope to play a couple on a good turn but not rely on it for significant draw, and just accept that a significant percentage of your hands aren't going to have any draw in them (almost halfway between an actual engine and Big Money-Terminal Draw)?Stables. Whenever I try to use it, I always keep drawing a hand with treasure but no Stables followed by a hand with several Stables and no treasure (or vice versa). And then in the next game when Stables look like a good idea, I tell myself that there's no such thing as an "unlucky card," that Stables shouldn't be that bad, and that my past experiences are just a statistical outlier (with maybe a bit of confirmation bias) and no predictor of how good Stables will be in the current game...only for it to happen again and make me lose. So frustrating, especially since I know that it's really not a bad card, just one I tend to have bad experiences with.
I'd have to see how you're playing. That almost never happens to me. You might be overbuying Stables, for example.
Check out http://www.makeplayingcards.com/. I've done some looking around at many sites for professionally printing fan cards (although for games other than Dominion), and that site has a nice layout for printing your cards, and lots of quality options.By my calculations, the closest size is Bridge size, which is 1/20 in (1.27 mm) too small in each direction (which doesn't sound like much, but would be obvious if you're paying attention).
There are other similar sites as well, and it is probably way cheaper than you think (I know it was for me!).
Most of the sites range around $35-$50 US for a deck of 216 custom cards. (Each single card can be customized too, front and back!)
The only issue with Dominion is the size of the cards. Make Playing Cards has many option for card sizes, but I'm not sure if they have the Dominion size or not.
Sanitarium is the draw-up-to-x village that for some reason still doesn’t exist in Dominion. It comes with a very engine-friendly on-gain bonus that only works in Spring. Otherwise it would be overpowered. The trash-on-gain incentivizes you to gain Sanitarium during the opening and, with weak or no other trashing around, as many of them as possible on turns 3 to 5. Of course that’s not always going to be the best strategy but most of the time, Sanitarium’s unique abilities will make the decision not to prematurely gain a village non-trivial.I always assumed there was a reason why non-terminal draw-to-x doesn't exist. With an action-based deck and a card that lets you discard non-actions, you can easily go through your deck each turn (and the fact that this is a village makes it easier to use non-drawing terminals as payload). I'm not sure this is enough to be overpowered, but it will definitely require testing.
Oops, misread which clause you were referring to.^ Huh? You can't use the Mission effect unless the previous turn wasn't yours, as written on the card. Without Outpost, you can only have two turns in a row before your opponent gets a turn. There is no Infinite Mission strategy.Right. You would need to finish a turn with enough money and buys to buy many multiple Missions.
You can't even do that. It says "Once per turn" at the start of the card text.
Yeah, the discussion branched off from here:Although, I've often wondered how messy Mission gets without the Once Per Turn clause.So leaving the "Previous Turn" statement in place, what kind of shenanigans could you come up without the Once Per Turn statement.
Although, I've often wondered how messy Mission gets without the Once Per Turn clause.
Which of the following is the worst thing about Crete? (all responses are hidden)
These are both speculative, but they seem promising.
Cultist + Save
A Cultist chain is a great way to draw a bunch of other action cards you can't play! Normally, to play other action cards after Cultist, you need to lead with a village. But it takes a lot of villages to reliably open with a village. It's really sad to open with no village, play a bunch of Cultists and draw a village (and other action cards). Well, with Save and a couple villages, you only need to experience this sadness once; simply save the unplayed village for your next turn! Rinse and repeat for a decent engine fueled off of Cultist's draw.
Cultist + Coin of the Realm
Or, even better, grab a couple Coins of the Realm. Because they're treasures, you can play them after a Cultist chain. On the next turn, you can play your Cultist chain and call Coin of the Realm if you have any other actions you want to play. Play your second Coin of the Realm and you're in a great position!
I ranked Treasure Trove 30th, here it's 59th.Care to elaborate? I've seen it used to good effect in Big Money and can see the synergy with Copper-trashers and scaling trash-for-benefit, but don't feel I really understand the card.
Guys, Treasure Trove is totally broken. It's a difficult card to use in engines but oh mansies, this thing is enormous. I think the community really needs to rethink this card; there's a Treasure Trove of potential here that most people appear to just not be seeing.
I ranked Distant Lands 20th, here it's 54th.I agree. Mathematically, Distant Lands gives you more VP for your money than Provinces (3 Distant Lands give the same VP as 2 Provinces but cost $1 less), and is the only non-scaling VP card other than Colony to do so. And while it costs an action to play (and shouldn't be bought unless you're confident you'll draw and play it before the end of the game), it removes itself from your deck, making greening easier.
*evil laugh* I remember losing so many games in playtesting because I thought I could just get by without going for Distant Lands. Don't let this happen to you, unless you're playing me Distant Lands is vastly underrated by the community, it's a wonderful card and it is really powerful. Going for Distant Lands will change the way you build your whole deck, where it feels like you are just spinning your wheels for four or five turns, but it's so many points and I think that's where people are misreading this card.
Had anyone ever bought Harvest?I once used it as payload in a double-Tactician engine where I drew my deck, then discarded four differently-named cards with Storeroom to guarantee that all of my Harvests were worth $4. Outside of that narrow situation, though (deck-drawing engine with a Vault variant and no better payload, including Gold/Platinum), it doesn't seem worthwhile.
I think I didn't, at least in the last couple of years.
The biggest shock to me here is that the guy who filled his list out backward thought Diadem and another card were worse than Bag of Gold.
DemtherIt's not an Expand, but you can dream...
$4, Action
Trash a card from your hand. Look at a card costing up to $3 more than the trashed card.
Farming MancandAssuming "Discard the other cards." means "Reveal your hand and discard any cards that are not the named card.", this is an interesting concept, although I doubt it would work in practice.
$6, Action
Name a card. If you do, +1 Card per card in your hand. Discard the other cards.
Farming SilpA cheaper, non-terminal Altar that can't gain $5 cards, or a more expensive, non-terminal Remodel that's better at trashing $0 cards and no good at upgrading non-junk. Either way, it's an interesting idea.
$5, Action
+1 Action, Trash a card from your hand. Gain a card costing up to $4.
Really, they shouldn't even be different cards - adding a +Buy to Chancellor makes it a reasonable $3, if still not that good.said Donald, then he thought, "Wait, I already have Chancellor and Woodcutter at $3, so to keep it from being strictly better than them, let's bump it to $4 and throw in an interesting on-buy ability or something."
Theme suggestion:That would be otterly ridiculous.
Otters.
Even if you're planning on adding treasure latter, Alms can still be useful for double-buys in the early game, as long as you have enough virtual coin for a single card and a +buy. I've often done things like play a Woodcutter variant and buy a $2 card and Alms. Basically, if there's enough virtual money to get a desirable card (and your engine relies on cards costing 4 or less), Alms rewards picking up a +Buy significantly earlier than you normally would.I see Alms as favouring engines that have lots of virtual coin and some spare buys (and 4-cost or less cards worth getting).
Alms favors engines that have ONLY virtual coin and some spare buys (and 4-cost or less cards worth getting).