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76
Dominion Articles / Re: Updating the Top 5 lists
« on: November 01, 2011, 10:55:26 pm »
Best $5: Embassy is some high level ridiculousness and I think it'll eventually get its due. I give Embassy and Wharf a slight edge over Hunting Party/Lab, with Vault and Venture as #5 and #6. I used to use and abuse Tactician very often but there are many fast boards in which the double turn is simply unnecessary.

Worst $5: Probably stays in tact (Sab, Stash, Explorer, Contraband, Mine). Cache has potential to enter the list then drop back out once its usefulness is fleshed out.

Best $4: Jack, Remake, Tournament, Envoy, Bishop are all up there, but prioritizing Sea Hag is still the go-to strategy on most boards. It might be interesting to see how well Jack does against it as the draw/trash seems like a direct counter.
Worst $4: With the addition of Hinterlands I think Bureaucrat definitely moves up in strength, and was already better than Thief, Scout, and Coppersmith. Funnily enough I have +1.64 effect with Thief but it is very much a trap card in non-KC games. (Thief, Coppersmith, Scout, Pirate Ship, Noble Brigand)

Best $3: Masquerade should probably replace Steward as #3. Menagerie is the most board dependent of the top $3 cards so it gets bumped below the others. My list at this point would be Ambassador, FV, Masq, Warehouse, Tunnel/Menagerie.

Best $2: Chapel and Courtyard to me are locked in as #1 and #2. Courtyard is so dynamic in terms of managing your resources and is one of my favorite cards period. Crossroads, while often misused, has chapel-level implications when used correctly and is a powerful buy in most decks going into late game. #4 and #5 to me are a toss up between lighthouse and hamlet.

77
Variants and Fan Cards / Re: Fan Expansion: Proletariat v1.2
« on: November 01, 2011, 09:37:35 pm »
Being able to send a trainee + estate back to the supply to gain a $5 action makes it strictly superior to feast IMO. And the summon capability makes pairing the two up very easy.

78
Variants and Fan Cards / Re: Fan Expansion: Proletariat v1.2
« on: October 31, 2011, 11:52:57 pm »
v1.2
- replaced Craftsman (kinda boring) with Vandals
- replaced Merchant's Guild with Refugee Camp
- added more descriptions
- Turncoat now gives +2 cards immediately (gives more incentive to save the attack for later)
- Attendant now gives a choice of +1b, +1a, or trash a card from hand.
- Farmstead now 1 cattle token instead of 2.
- City Planner remade completely. Sets aside Victory Cards at a cost.

still thinking of ways to remake trainee, as an action card which upgrades into a better action card.

79
Variants and Fan Cards / Re: Fan Expansion: Proletariat v1.1
« on: October 27, 2011, 09:40:14 am »
It depends on whether the fruit token is comparable to the other $5 cantrips (treasury, market, etc). If it turns out equal or better than those the vp should be removed.

I need to reevaluate some of these cards, they should generally be inferior to their instant effect counterparts because of the option to save for later.

80
Variants and Fan Cards / Re: Fan Expansion: Proletariat v1.1
« on: October 26, 2011, 09:04:46 am »
I would say the new version of plantation is probably too good. I think it is comparable to Highway from Hinterlands, the difference being that your card also gives +1 VP. So I would either remove the +1 VP, or change it to be a terminal action.
I think Highway is way more powerful when stacked (with buys). I see it as a great hall which costs $2 more and gives you a fruit token.

81
Dominion General Discussion / Re: How would you play this kingdom?
« on: October 24, 2011, 09:56:50 pm »
I probably would have done something boring like smithy + money and used salvager to try end the game.

82
Variants and Fan Cards / Re: Fan Expansion: Proletariat v1.1
« on: October 23, 2011, 03:10:56 am »
v1.1
- Shepherd: +1a, +1c ------> +2c.
- Plantation: +1b, +2fruit ------> +1a, +1c, +1fruit
- Fruit Merchant: +$1, +1fruit ------> +2fruit
- Cattle Farm: +2cattle, $1, 1VP -------> 1b, +3cattle
- Trainee: +1a ---> 0.

Trying to differentiate and balance these cards. Shep being terminal should be enough. Trainee still seems too powerful compared to feast but I want to keep the idea of upgrading it into a better action.

Any thoughts on the other cards?

83
Variants and Fan Cards / Re: Create a card inspired by another game
« on: October 22, 2011, 12:23:32 am »
Citadels

Bell Tower
Action
Cost: 7
+$3
+3 VP
When you buy or gain this card, choose a supply pile and move the Bell Tower token to it. The game does not end if that Supply Pile is emptied (while the token is on it).
There is only one Bell Tower token in the game and it can be moved.

84
Variants and Fan Cards / Fan Expansion: Proletariat v2.3a
« on: October 20, 2011, 09:26:16 pm »
This fan expansion is a compilation of my fan card ideas, mostly based on giving the player more options and decisions. The main theme of this fan expansion is resources on demand, introducing new mechanics which allow players to save up resources and/or trade them for an on-demand bonus. These mechanics include:
- Neutral Cards which are permanently available to all players, which either warp the game or grant additional options.
- Token Currencies which can be saved up and cashed in later on.
- Variable Cost Cards which grant a bonus if you spend more $ to buy the card and are designed to take advantage of token currencies.

Quote
Token Rules:
- Fruit tokens may be cashed in during your buy phase for +$1 each.
- 2 Cattle tokens may be cashed in during your action phase for +1 card, +1 action.
- Tokens last until cashed in, and are worth nothing if the game ends.
- Tokens cannot be played while actions or other effects are resolving.

Orchard - Victory - $3*
Worth 2 VP
When you buy this card, you may pay an additional $2. If you do, gain 2 fruit tokens.

Goodwill - Treasure - $4
+$1
While this is in play, when you buy a card, gain a fruit token.

Fruit Merchant - Action - $4
Gain a fruit token. You may discard up to 2 cards. Gain a fruit token per card discarded.

Shepherd - Action - $4*
+2 cards
Gain a Cattle token.
When you buy this card, you may pay an additional $2. If you do, gain 2 Cattle tokens.

City Planner - Action - $4*
+2 cards, +1 action
Discard a card.
When you buy this card, you may pay an additional $2. If you do, set aside a victory card from your hand, returning it to your deck at the end of the game.

Mulching Machine - Action-Reaction - $4*
+1 card
Choose one: +1 action, or trash a card from your hand and gain a fruit token.
When you gain a card, you may discard this card. If you do, trash the gained card and gain a fruit token.
When you buy this card, you may pay an additional $3. If you do, trash any number of cards from your hand. Gain fruit tokens equal to the number of cards trashed.

Plantation - Action - $5
+1 card, +1 action
Gain 1 fruit token. For every fruit token played this turn, Plantation costs $1 less.

Cattle Farm- Action - $5
Gain 3 Cattle tokens. Look at the top card of your deck. Discard it or put it back.

Rancher - Action - $6
+3 cards
You may reveal a victory card from your hand. If you do, gain a cattle token or +1 buy.
When you buy this card, gain an action card costing up to twice the number of cards in your hand.

Botanical Gardens - Victory - $6*
Worth 4 VP
When you buy this card, you may pay an additional $3 ($6). If you do, gain another (2) Botanical Gardens.

Quote
Neutral Card Rules:
- Neutral Cards are unique cards which remain in the supply permanently and affect all players. In games where Neutral cards are enabled, randomly select one of them and add it to the supply.
- 'Neutral - Active' means the card's ability can be activated by any player once per turn (during their action phase).
- Activating a neutral card is similar to playing an action, but does not count as an action played and doesn't require actions to be used.

Fertile Ground - Neutral
If this card is in the game, Victory cards are worth 1 more VP but cost $1 more.

Environmental Degradation - Neutral
If there is 1 empty supply pile, Cards with the same name can only be played 3 times per turn.
If there are 2 empty supply piles, Cards with the same name can only be played 2 times per turn.

Out of Season - Neutral
At the start of the game, each player (in turn order) places an Out of Season marker on top of any supply pile.
Cards from those supply piles cost $1 more for the remainder of the game (effect stacks).

Archipelago - Neutral
When a player plays an attack card, he may discard a card. If he does not, other players are unaffected by the attack.

Prismatic Jewel - Neutral-Victory
Worth 4 VP
At the end of the game, the player with the highest number of different card types in their deck gains the Prismatic Jewel. If more than one player satisfies this condition, no player gains it.

Pawn Shop - Neutral-Active
You may return a card from your hand to the supply. If you do, gain a card costing up to the same value which shares a card type with it. Put it in your hand.

Wandering Merchant - Neutral-Active
Discard two action or treasure cards. Choose one: Gain an action card costing up to $4, OR trash a card from your hand and gain a card costing up to $1 more, OR +1 buy.

Mercenary - Neutral-Active
Trash a treasure other than Copper. Choose one: Look at each player's hand and choose a card. They discard that card (unless they have four or less cards in hand) OR Each other player gains a curse, putting it into their hand.

Travelling Circus - Neutral-Active
Choose one: All players pass a card to the player on their left, OR All players may discard a card and draw a card, OR All players may look at the bottom card of their deck and can discard it or put it back.

Quote
Miscellaneous Cards
- The rest of this expansion consists of card ideas following a similar theme. Most importantly, rather than adding more curse-giving attacks this set introduces Squatters.

Squatter - Action - $1
+1 action
Return this card to the supply.
When you buy this card, you may return it to the supply immediately. If you do, each other player gains a Squatter.

Laborer - Action - $2
+1 action, +$1
If you have two or more Laborers in play (including this); +1 card.

Trainee - Action - $3
Return this and one other card from your hand to the supply. Gain an action card costing up to the total value of those two cards.

Refugee Camp - Action - $4
+2 actions
Draw until you have 5 cards in hand.

Hooligans - Action-Attack - $4
+$2
Each other player reveals a card from their hand (unless they have 4 or less cards). Choose whether they place it on top of their deck or discard it.

List of Descriptions and Interactions
Shepherd & Cattle Farm: These two cards represent two different ways of using cattle tokens. The first (Shepherd) is where you play a terminal drawer and draw (usually dead) action cards, which you can then play if you have cattle tokens. The second (Cattle Farm) is when you have tokens in store, but are unsure whether it's worth drawing the top card of your deck, hence the mini-spy effect. Cattle tokens are very useful for action chains, terminal drawers, and allows players to use less village-type cards in their engine.
Fruit Merchant, Goodwill & Plantation: These cards represent different ways of getting lots of fruit tokens. Goodwill combined with buys and squatters/plantation/laborer becomes a very powerful trio, otherwise it is a 'save for later' alternative to Silver. Fruit Merchant works best with bad hands (FCEEE), allowing a person to save up to $3 for later. All of these cards work well with grand markets and big buys (platinum, botanical gardens, mulching machine). During playtesting, fruit tokens seem to work best in both very slow (saving for later) and very powerful decks (accumulating boatloads of tokens).
City Planner, Rancher & Mulching Machine: The usage of fruit tokens allows a player to buy cards without actually playing cards. These cards are designed to take advantage of the remaining cards in your hand (usually victory cards/curses) by granting a bonus if you can reach the required $ to buy it while having unused cards in your hand. Mulching Machine's design makes it possibly the only trasher which doesn't clog the deck after its usefulness has run out. The reaction effect trashes, which is important for removing Squatters & Curses from the game.
Orchard & Botanical Gardens: These two cards represent different sides of fruit token usage in the late-game. Orchard is an on-demand source of tokens which can be saved to potentially buy a province next turn. Botanical Gardens grants an efficient source of VP if you've saved up many tokens already and want to dump them.

Environmental Degradation, Out of Season & Archipelago: These cards add different dynamics to the game intended to make the dominant strategy less clear to the players. ED adds a risk to relying on any single card engine, as an opponent can empty the pile to render it useless. OoS allows the players to mini-embargo a card at the start of the game, granting an incentive to buy other cards. Archipelago makes players think twice about pursuing attacks, forcing them to pay a tax to use them.
Pawn Shop, Wandering Merchant & Mercenary: These are the quintessential 'neutral shop' cards. Pawn Shop allows for instant strategy shifts, giving players a lot of flexibility in putting together card combos. The latter two cards grant a bonus effect at a large cost to the player. Mercenary is extremely powerful for eliminating power cards, and works well with treasure gaining cards and IGG.
Fertile Ground: Shifts the value of all the victory cards in the game, pushing players out of their comfort zone (of knowing when to go green). Makes Botanical Gardens and other easily stacked victory cards more powerful.
Prismatic Jewel: Like ED, grants an incentive for variety. Card types include Action, Reaction, Duration, Attack, Treasure, Victory, Curse.
Travelling Circus: A card filled with minor/fun effects which would generally make for very weak cards on their own. Works with Pearl Diver!

Squatter: Squatters are one-shot cursing attacks which are powerful with +Buys. Named Squatter because of the 'Get off my lawn' effect when you send them back to the supply.
Laborer: A simple card which can be stacked to create a cheap, strong engine.
Trainee: Acts as a slow pseudo-trasher, which be upgraded into a better action.
Refugee Camp: A village geared towards hand-size reduction rather than +cards. Works well as a counter to Squatters and Militia, but otherwise it fulfills a niche role and is difficult to string together without powerful trashing.
Hooligans: A more flexible type of handsize reducer, the choice of attack allows you to always damage your opponent.

85
Dominion General Discussion / Re: Is border village a trap?
« on: October 16, 2011, 06:37:27 pm »
The new village idiot is the guy buying these and gaining non-terminals all day (Except if they're using trash for benefit cards)

I've already seen it spammed on festivals and labs

86
remodelling border villages into provinces is strong werk

87
Dominion General Discussion / Re: Seaside or Prosperity?
« on: September 14, 2011, 02:47:57 am »
In my opinion prosperity adds the most strategic depth and is by far the most bang for your buck.

88
I've had a few games where horse traders/village/minion outperformed minion only.

89
Dominion General Discussion / Re: Is the point counter cheating?
« on: June 15, 2011, 11:09:42 pm »
Might as well start off with 4 golds; as long as everyone does it it's fine right? If you don't like the term cheating how about 'playing fun mode'.

90
Dominion General Discussion / Re: Is the point counter cheating?
« on: June 15, 2011, 09:48:58 pm »
Memorization is part of the skill of dominion in the same way that card counting is in most card-based games. I also absolutely think having a card tracker which tells you what's left in your deck would be cheating and the point counter is virtually the same thing.

The fact that both players are using it, or that a player can cheat on his own regardless because it's an online game, doesn't change what it is.

91
Puzzles and Challenges / Re: Potential Puzzle: Buying every card
« on: June 14, 2011, 08:16:46 pm »
I'm willing to bet most new puzzles are solvable using the ironworks/kc/bridge/nobles solution from puzzle 1.

92
Game Reports / Re: Ambassador vs Chapel?
« on: June 12, 2011, 11:55:09 pm »
In a game with handsize decreasers like this, ambassador can usually maintain its full effect whereas chapel can't. In order for chapel to beat it I think you needed to be trashing 4 at once every time not 3. I also noticed how fast his deck cycled compared to yours due to the early warehouse and tournament buys, leading to an ambassador play virtually every turn.

Tournament/ambassador is also ranked#2 in best openers behind mountebank/chapel. I think tourney gets a bad rep as an opener because people tend to keep buying more. I mean getting an early treasury is great but stacking them isn't.

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