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Messages - GeneralRamos

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26
Well a move that allows you to pile out india-panther just from drawing india panther and fortress together is probably two strong. Plus it gives you all the india-panthers, which would ruin the game, especially given that fortress remains for continued upgrading, even into duchies.

27
Variants and Fan Cards / Help with a reaction mechanic
« on: January 28, 2016, 07:29:17 pm »
Sadly original post got lost. Anyhow, i had an idea for a reaction effect earlier. But I cannot figure out a solid wording for it that doesn't get really wordy or run into weird conflict problems. Is there a way to make the effect work without being broken? It is basically a reaction (to anyone, inclduing yourself) that lets you name a card when compelled to reveal cards from your deck, and instead of that card being affected by the action, it is ignored. As a defense against certain trashing attacks, for instance, or a card you want to skip drawing if it would normally hit.

Reaction
When an action card causes you to reveal cards from your deck, you may set this aside. Name a card. While this is set aside, when you reveal the named card, set it aside with this card. At the start of your next turn, discard this and the cards set aside with it.

Maybe almost okay? Maybe hopeless? Maybe it stacks in a gamebreaking way? Not sure.

28
Variants and Fan Cards / Re: Roulette
« on: January 28, 2016, 01:45:40 pm »
EDIT: On the other hand, Island, Distant Lands and Prince presumably don't get returned to the Casino deck, because Casino loses track of them.

Not to mention reserve cards!
I wonder if the randomness might be balanced a bit by specifying the price composition of the roulette deck as "action cards cost $5" or "$4-$5" or something like that.

29
Quote
Originally, the basic bonus was +$1, and it was otherwise the same, making it a terminal Silver, a Silver, a +Buy Silver, and a Grand Market in the end.
I've been running through permutations of this card on my walks the last couple days. The more I think about it, the more I like this as a configuration for the card. It seems to solve the problem of power by not feeling so much weaker than $3 for so long. It seems to solve the problem of not being a dud if you don't get to play it in spring.
If you play consistently from Spring:
Spring: terminal silver (worse than silver)
Summer: non-terminal silver (a little worse than silver)
Fall: non-terminal silver with +buy (on par with silver, situationally better)
Winter: Grand Market (way better than silver)
If you play consistently from Summer:
Summer: non-terminal copper (weak)
Fall: non-terminal copper +Buy (still weak, but at least +buy)
Winter: market (great buy for $3)
In both cases, the card gets WAY better in Winter, but that is how it should be--it blossoms in the late game (a thematic paradox  ;)) and ramps up the ending. Missing the Spring makes Summer and Fall very weak, but Winter at least is still worth it. It might make sense to change the order in this case to +$; +Action; +Card; +Buy to make the first-play-in-Summer case substantially better.

30
I too am dubious of the math's value and averaging as a pricing solution. But even following the math, we need to factor in the fact that that is an optimal scenario, if one buys and plays it starting in Spring and then again in each successive season. I guess that's my roundabout way of suggesting maybe trying it out at $2 instead of $3.

31
Would it get too absurd if it were an a cantrip at base?
Cantrip copper -> village + copper -> village market -> village lab market.
Probably.

32
I think starting with the +Card and ending with the +$1 makes more sense. I don't mind picking one up early if it's a cantrip and won't get in the way much, probably moreso than a non-terminal copper. It also makes it more valuable in its village stages, because it's more like a true village at comparable cost.
Even so, it might still feel a tad weak, though I haven't played with it to know if this bears out: its end strength depends on your jumping onto it at the beginning of the game. If you miss spring with it, is it still going to be worth buying for the Winter when you only have Summer+Fall+Winter effects? I almost feel like it should have a bigger payoff to encourage early adoption.

33
To clarify I understand this right, provided there are not other cards moving your tokens around, the possibility is...
In Spring, +1 Action +$1
In Summer, +2 Actions, +$1
In Fall, +2 Actions, +1 Buy, +$1
In Winter, +1 Card, +2 Actions, +1 Buy, +$1
And I presume the first time you play it in a given season, you don't get the token bonus because it was not on the student pile when you played it?
If I did read that correctly, then this sounds like the pile will be a mess covered in all those tokens. It might be advisable that they go onto a mat or something.
It seems like a bit of a late bloomer. The effects of the card are not really "worth $3" or more until Winter. And to get it that good you really need to have stuck with it from the start. I like it conceptually, but it feels like it needs a buff.

34
Variants and Fan Cards / Re: Holy Order
« on: January 24, 2016, 04:23:14 pm »
Could you update the OP with the current versions of the cards?  (or put them in a new post)
After our game, I plan to add several of them to my fan card collection to print and use IRL.
I have updated the OP, with a few notes. I can provide high-res images for anyone who want to print them out, and the TS template for anyone who wants to play with these cards (without me). Just PM me

Heretic and Blackmail still refer to Excommunication even though you renamed Excommunication to Damnation.
Thanks. I did fix that but loaded an old image. I'll try to update it later.

35
Variants and Fan Cards / Re: Holy Order
« on: January 24, 2016, 11:03:11 am »
Could you update the OP with the current versions of the cards?  (or put them in a new post)
After our game, I plan to add several of them to my fan card collection to print and use IRL.
I have updated the OP, with a few notes. I can provide high-res images for anyone who want to print them out, and the TS template for anyone who wants to play with these cards (without me). Just PM me

36
If anyone wants to join in a test game of some Holy Order cards tomorrow or (better yet) Sunday (afternoon EST?) send me a PM and we'll set up a time.

37
I managed to build my Holy Order cards into a deck. Huzzah! Anyone know if any mod has the Dominion tokens, or how to make an apt substitute? Also, I'm up for trying a game with someone this weekend, if there's interest.

38
I too jumped on this bandwagon. I messed around in it a bit. And I'm trying to get my cards set up, but haven't finished doing so.

39
Variants and Fan Cards / Re: Really bad card ideas
« on: January 20, 2016, 09:33:37 pm »
Touche, all.
Worker's Village over Village would be a bit trickier, but the Possession scenario would probably persist.

40
Variants and Fan Cards / Re: Really bad card ideas
« on: January 20, 2016, 08:31:39 pm »
Wondering whether your gaming buddies are F.DS members? Try this:

F.DS Remodel Action $4

Trash a card from your hand. Gain a card that is strictly better than it.

Good because you can get rid of junk without gaining anything!
Well it doesn't specify strictly better at the same cost, so in many cases you would!
Trash Copper, gain Gold (strictly better than Copper)!

41
Variants and Fan Cards / Re: Holy Order
« on: January 20, 2016, 06:00:08 pm »
Another card idea that came to mind recently.

Inspired by Contraband. Instead of declaring what card you cannot buy, however, another player names an Action card and voids its abilities. This doesn't hinder another player from playing it (e.g., for the sake of variety for HoP), but it is only played as a dead card. Unlike contraband, no more than one card can be named per turn, so it can still be played multiple times for more Actions as needed without the fear of impairing the utility of +Action. Ultimately, this card discourages a strategy centered around one or two Action cards.

Aside from the Contraband effect, the first one played on a turn is essentially a Lost City. The draw power of subsequent ones depends of course on what Action cards are played in conjunction. This should maybe cost $5.

42
Variants and Fan Cards / Re: Really bad card ideas
« on: January 20, 2016, 04:53:23 pm »
Ce n'est pas un pipe

43
"Fortress gonna fortress."

44
Variants and Fan Cards / Re: Another risky investment card
« on: January 19, 2016, 06:26:48 pm »
This post got mostly buried in the midst of Seasons fever (justifiably!) so I'm bumping this with some mock-ups.



And alternately:

45
Variants and Fan Cards / Re: Co0kieL0rd's other cards
« on: January 19, 2016, 07:48:49 am »
Here it is as a .psd

46
Variants and Fan Cards / Re: Co0kieL0rd's other cards
« on: January 18, 2016, 11:02:38 pm »
Oh wow, that's awesome! :D Could you send me this as an xcf file so I can use it in GIMP?
I made it in PSP7, which I've had for ages. I can't save it to that format from it. Is there another format that would useful?

47
Variants and Fan Cards / Re: Co0kieL0rd's other cards
« on: January 18, 2016, 10:37:27 pm »
On an aesthetic note, shouldn't Collapsed Tower be half-blue/half-brown?

I could neither find nor make a good blue-brown template, unfortunately.

Here ya go!:

I have a template-making-template set up for quickly putting together any double-type card. If you ever need anything exotic like this, chances are I can quickly get it to you.

48
Variants and Fan Cards / Re: Co0kieL0rd's other cards
« on: January 18, 2016, 09:43:12 pm »
On an aesthetic note, shouldn't Collapsed Tower be half-blue/half-brown?

49
Variants and Fan Cards / Re: Cards for friends
« on: January 18, 2016, 03:26:24 pm »

Possible danger: it's (almost) always strictly better than smithy in the sense of: if you have another action card, you can't play that action card *anyway*, so you might as well play smithy. It's only not strictly better when you *don't* have another action card, which might happen.
Well, strictly better I believe means that it is always better. +3 cards, +1 action is indeed strictly better than +3 cards, but the mandatory discard of an Action card to do it means it is in fact never strictly better. It's also not strictly better than Lab, but it does leave you with the same number of cards in hand after. I'm inclined to think it is possible at this price, but you should test this around a bit. I can't quite tell if it will be too strong or a bit crippling in a big engine. Spamming it could manage to get your whole deck in hand, but poor timing could make it dead like Stables with no cash.

50
Variants and Fan Cards / Re: Cards for friends
« on: January 18, 2016, 03:17:15 pm »
Inre: Party Time
A suggestion to tone this powerhouse down a bit would be:
(1) change the "Contraband" clause to simply do what you expect it to be used for: "While this is in play, you cannot buy Copper"; (2) remove the +Buys because if you aren't buying Coppers, why do you need them (at least, why do you need two?).

A few wording notes: where you use "show," official cards use "reveal." The last over-the-line sentence should probably say something like "If you did not trash any Coppers this way..." because as it reads right now it accounts for trashing other cards as well, and is ambiguous about whether it accounts for cards trashed by some previously played card.

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