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Messages - Loschmidt

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101
While musing on the differences between Rats and Upgrade I have developed a simple system of classifying the differences between all of the types of Trashers, Gainers and Remodelers. This is not a study of the differences between plain Trashers and Trash for Benefit cards, but merely an attempt to classify cards based on the net add/subtract of cards to your deck.

Disclaimer: I keep editing this as new ideas come to me/are helpfully pointed out :)

I propose a 6 class system; Trashers (<), Remodelers (=), Gainers (>), Upgraders (≤), Jacks (≥), Developers (±). The symbol represents the cards net effect on your deck size after you play it.

(For clarification I'm only considering the effect on the single action as you play it, not your entire turn. Also if the card offers you a choice between actions then each action requires a different classification.)

Trashers (<)

Playing these cards will make your deck smaller, regardless of what cards you trash or what other kingdom cards are present

I count 14 pure Trashers in the game, 15 if you count Mint's on buy effect. I won't list them, you all know what they are. But I'll talk about ones I found interesting once I classified them all.

Trading Post

It seems mad that i never really noticed before, but Trading Post leaves you with 1 less card in your deck. This is why it is so much faster than Mine.

Moneylender Variants

By my strict definitions these are all Trashers, but Moneylender, Salvager, Trade Route and Spice Merchant all provide you with cash (and the latter three a +buy), so they do leer suggestively at better cards you can buy to replace the trashed ones and are psuedo-remodelers in my mind.

Remodelers (=)

Playing these cards will neither make your deck smaller or larger, regardless of what cards you trash or what other kingdom cards are present

I only count 6 of these. Remodel, Feast, Mine, Expand, Rats and the first option on Grave Robber. I find it interesting that there are less of these than I imagined.

Rats

It was the realisation that Rats was in fact a net nuetral remodel variant that led me to create these classifications. While I understand that these are exactly the same for some reason it made a big difference in my head to think of Rats as; "remodelling any card into a Rats" instead of "trash a card, gain a Rats".

Transmute

Now some of you are waiting to point out that Transmute falls into this category, and on the most part it does, however it moves over to the ≤ category on the trashing curses loophole.

Gainers (>)

Playing these cards will make your deck larger, regardless of what cards you trash or what other kingdom cards are present

I count 16 in this category, not including either Border Village or Duchess who both theoretically gain you themselves.

A very straightforward category, there's nothing particularly interesting here except the realisation that Treasure Map is the most complex (at least in getting it to work) gainer to date.

Attacks

As a point of interest there are now also attacks with gaining benefits. Beaurocrat, Jester and Pillage. 

Upgraders (≤)

Playing these cards have the potential to make your deck smaller or to keep it the same size depending on what cards you trash or what other kingdom cards are present

Upgrade, Remake, Transmute and Farmland's on buy effect.

Named after the first one I thought of, Upgrade. These are more general than remodelers in that they always trash a card and have the capacity of gaining you a card but not always. For example in the absence of Poor House you can trash coppers/curses with Upgrade/Remake. This is of course a strength and not a weakness.

Jacks (≥)

Playing these cards have the potential to make your deck larger or to keep it the same size depending on what cards you trash or what other kingdom cards are present

If we needed any more evidence that JoaT was special, it turns out that until very recently he was the only card in this category. The new one is Hermit.

These two always gain you something, but optionally let you trash. Given how powerful Jack turned out to be I'm curious about Hermit now. While it doesn't have the drawing power of Jack it has a better trashing capacity and a more general gaining ability. And it can go mad.

Developers (±)

Playing these cards have the potential to make your deck smaller, or larger, or to keep it the same size depending on what cards you trash or what other kingdom cards are present

Forge, Develop, Trader.

The most general class of cards these ones can be net negative/positive or completely neutral depending on how you play them.

Forge doesn't really belong here because its usually used as a super-trasher and its gaining effect is a bit of a loop-hole. Trash no cards, gain a copper.

Trader doesn't really belong here either because it usually is used as a super-gainer, helping you megadose on silvers.

Develop is the only one that really sits here, and its probably why it is one of the more difficult cards to play correctly. Playing it heavily depends on what card you trash and on what cards are present in the kingdom. You might start out trashing your coppers (net negative), or remodelling your estates into silvers (net neutral), but then you start gaining and top-decking weird combinations (net positive). This provides the largest range of potential options of all Trash for Benefit cards.

Conclusions

To be honest I'm still thinking this over, but apart from the things I've mentioned above there is one other thing I've noticed; while there are cards that let you trash multiple cards, and cards that let you gain multiple cards, there are no cards that do both. There isn't a trash x cards, gain x cards card for example. Edit: I was totally wrong Treasure Map and Remake are counterexamples there.

Rights, that's all I've got for the moment. Please comment on how much you love/hate this :D

102
That is a good point. I like the Upgrade:Remodel comparison, but i don't think its quite perfect. People love using Upgrade as a cantrip copper trasher, whereas all the other cards don't let you get away without gaining something.

If we just reorganise based on abilites rather than chronology I'd argue that Transmute is a Rats variant (semantics I know :P). It seems a more specialsed case self-gainer, whereas Rats is now the definitive self-gainer.

I prefer using Upgrade to turn Estates into Silver.

My argument was that cards in the "Remodel" family don't let you end up with less cards, you're forced to gain something. Card in the "Upgrade" family (eg. remake) can either be net neutral or lose you a card/s. They're more flexible in that regard.

True true. It's certainly not quite perfect. What I was thinking was that in each case the terminal gives you a little more flexibility in what you gain ('costing up to' vs. 'costing exactly'; 'Transmute, Duchy, or Gold' vs. 'Rats only')

Its a good comparison. I was just being pedantic. It made me think about the big difference between upgrade and remodel and at the moment i'm sitting here working on a classifcation system for trashers/remodels/gainers and cards that fit into multiple catergories (like develop). I'll have to make a diagram and post it :P

103
Wait a minute....Rats is a remodel variant.

It's a cantrip that will remodel any (non-Rats) card into a Rats.

This seems simpler in my head than self propogating cantrip, trasher, gainer thingy.

<a href="http://forum.dominionstrategy.com/index.php?topic=3909.msg81811;topicseen#msg81811">Back here</a> I suggested that Rats is sort of a Transmute variant, and since Transmute is a Remodel variant, I agree with you. (I think roughly Rats:Transmute :: Upgrade:Remodel.)

That is a good point. I like the Upgrade:Remodel comparison, but i don't think its quite perfect. People love using Upgrade as a cantrip copper trasher, whereas all the other cards don't let you get away without gaining something.

If we just reorganise based on abilites rather than chronology I'd argue that Transmute is a Rats variant (semantics I know :P). It seems a more specialsed case self-gainer, whereas Rats is now the definitive self-gainer.

104
Wait a minute....Rats is a remodel variant.

It's a cantrip that will remodel any (non-Rats) card into a Rats.

This seems simpler in my head than self propogating cantrip, trasher, gainer thingy.

105
One of best parts of Dominion to me is the feel of your deck as the game progresses. Feeling it get heavy and bloated when you play a gardens game. Picking up the thin, light, crisp deck that has been well trimmed. That why I like things like things like sifters and diggers. I still remember back playing the original expansion-less Dominion, and the joy of playing an Adventurer and flipping over card over card digging for those precious treasures. How you physically manipulate and interact your deck corresponds to what kind of deck you're trying to build.

So, so true.  I've often thought that the therapeutic effect of manipulating cards in the way Dominion requires is a large part of what makes it addicting.  The strategic component is larger (especially recently rather than with Base only), or iso wouldn't have been a success.  But it's a large part just the same, and I think that inherent joy gets lost when we focus too much on power.  Good call on Adventurer.  Golem is similarly a joy for me.

Obviously the strategic part of the game is enormous or this site wouldn't be so popular :D And I think the only reason that i ever get any work done is that Iso just isn't as satisfying as playing dominion in person.

Golem is such a joy, digging away industriously to find my actions. And I imagine i'm gonna like Sage too, finding me something nice in a ruins clogged deck. I think Graverobber has the potential to be really fun in this sense too. Sometimes the trash pile is huge and has goodies floating in it, now you get the joy of sifting through and taking something nice.

Lets never forget that Dominion is fun :)

106
Yes, I understand this. It just seems like 0 VP is not enough to make Victory a subtype on the card. This could be extrapolated to all others by that logic. I know it may look like nitpicking to you, but for me it looks like unnecessary inconsistency among cards, thematics be damned.
By convention, victory cards are worth VP. That's just a convention though. What makes a card a victory card is the word "victory" on the bottom line. That's all there is to it.

Overgrown Estate breaks the convention but fits the rule. It does so for both theme and functionality. I am betting more people appreciate this than are bugged by it.

Count me as not bugged. Actually I'd be considerably more bugged if none of the shelters were victory cards. Victory cards are a nice type that have many interactions, crossroads/transmute/silk road etc.

overgrown estate seems worse than just a plain estate..

Apprentice = draw two cards = same
Bishop = one less VP for draw
Remake = gain an estate many games
etc. etc.

You forgot plain trashers (as opposed to the TfB you've mentioned). So its better when you trash it with chapel/steward and a whole host of DA cards too rats/hermit/other stuff.

Anyway its more interesting

107
Dominion: Dark Ages Previews / Re: Things we DIDN'T see in the previews
« on: August 12, 2012, 08:34:30 am »
hovel is a reaction

108
Rules clarification. If you play rats and you reveal a hand of all rats, do you trash a rat?

109
Dominion: Dark Ages Previews / Re: Did... did Transmute just get better?
« on: August 10, 2012, 03:03:57 am »
Think about it - Transmute a Feodum for the Silvers, and you get a Gold.  The Gold isn't adding to your VP total, but it's certainly helping your economy.  Ruins?  Transmutes own Ruins.  Cultist me?  Thanks, I'll just turn those all into Duchies!  That's probably the best thing to happen to them - no other trasher will give a card a $5 leap in cost.

Every trasher has had a significant boost. But you're right, Transmute probably has the biggest increase in useability. Before I only ever bought Transmute if I was in a serious Johnny mood and had a wacky idea (this is, admittedly, often) but now I can imagine several scenarios in which I would happily buy Transmute. Hooray!

110
Rats is my favorite Dominion card. Now you know that about me. You give your kingdom a rat problem. Sure, you get rid of some garbage, but now you've got Rats, and they don't get rid of themselves. Isn't the solution worse than the problem? Plus, let's not forget, there are twenty Rats, rather than the usual ten. That's right: today, you didn't get the whole story just looking at the pictures. Twenty Rats, even in two-player games. Just chewing your deck to pieces. Well secretly there's probably something you can do with them. Looking over the cards spoiled so far, they seem to be a combo with most of them, what's up with that.

Rats is the card I'm most excited about. And not just because Donald says its his favourite.

One of best parts of Dominion to me is the feel of your deck as the game progresses. Feeling it get heavy and bloated when you play a gardens game. Picking up the thin, light, crisp deck that has been well trimmed. That why I like things like things like sifters and diggers. I still remember back playing the original expansion-less Dominion, and the joy of playing an Adventurer and flipping over card over card digging for those precious treasures. How you physically manipulate and interact your deck corresponds to what kind of deck you're trying to build.

I can't wait for the first time I try to play Rats. I just know its going to be horrible! There are going to be Rats everywhere getting in the way of everything. I'm going to constantly be drawing Rats and getting nowhere and I'll absolutely love it :D

111
Dominion: Dark Ages Previews / Re: Spoils Gainers
« on: August 10, 2012, 02:50:08 am »
What about something like this?

Archaeologist

Trash a Ruins from your hand. Gain a Spoils, putting it in your hand.

There's no guarantee a looter is out. How about;

  ==Archaeologist==

All other players gain a Ruins.
Trash a Ruins from your hand. If you do gain a Spoils.

Action - Attack - Looter

112
Dominion: Dark Ages Previews / Re: Spoils Gainers
« on: August 10, 2012, 02:47:54 am »
Its just occured to me how good Spoils are for engines. You want expensive engine pieces but you don't want to have money around in the long run, this gives you good cash right now and then dissapears. There is a lot of potential for using Pillager (or preferably a $4 as yet to be announced Spoils gainer) as a starting platform for your favourite engine.

Pillage/Spoils

My first thought -- awesome wordplay.  The attack doesn't benefit your current turn.  In that, it is like Sea Hag and Saboteur.  Hag is amazing, Sab is not so much.  Pillage costs $5 like Sab.  But the attack is likely to hurt a LOT, especially after the early game.  No wonder it's a one-shot.

The Spoils are a nice little prize too.  That they are also one-shot... hm.  The wording on the card means that Pillage is throneable/KC-able, giving you much more Spoils than usual.

Since everything about Pillage and Spoils disappears after use, it might be a very nice way to kickstart a treasureless deck.  Spoils can provide the cash you need for your first Grand Market or Goons, and then you're off to the races.  This is further facilitated by Squire, in that Squire can get you to Pillage without treasure as well!

8)

I like your thinking :P

113
Dominion: Dark Ages Previews / Re: A missed opportunity
« on: August 10, 2012, 02:41:56 am »
All of the current alt VP count things that you own. As soon as you count something external you share out with your opponent. That means anything you do to make it better also makes it better for your opponent. This ends up with as not particularly interesting situation. If you split them evenly it I'd irrelevant how many points they are worth.

EDIT: Furthermore any trash counting card would need to be a trasher lest it be obsolete on some boards my bad

114
Dominion: Dark Ages Previews / Re: Spoils Gainers
« on: August 10, 2012, 02:00:26 am »
Its just occured to me how good Spoils are for engines. You want expensive engine pieces but you don't want to have money around in the long run, this gives you good cash right now and then dissapears. There is a lot of potential for using Pillager (or preferably a $4 as yet to be announced Spoils gainer) as a starting platform for your favourite engine.

115
Dominion: Dark Ages Previews / Re: Spoils Gainers
« on: August 10, 2012, 01:52:38 am »
So what other sort of thing can you do, that results in gain you would call spoils? Economic and property crime, like theft. Hm... that would actually be a pretty interesting Thief variant: If you trash a treasure, you gain a Spoils or two. Early game, thin your opponents' decks in return for some limited-use high-impact acceleration. I like it. Mid-late game, similar to real Thief but probably better.

That is a brilliant idea! A really neat way to improve thieving. Whatever you trash from their deck turns into a Spoils in yours.

116
FWIW, I was expecting the upgradable cards to be more like a more complex City - or like the heroes in THunderstone. So that's still a possibility.

A card like that would be cool. How would you upgrade them? It could count the trash and then level up at some point, but stopping to count how many cards are in the trash in annoying... Hmmm

117
Dominion: Dark Ages Previews / Re: Spoils Gainers
« on: August 10, 2012, 01:26:37 am »
But, targeted trashing seems much, much more powerful than targeted discard. Since you get Spoils, why wouldn't the opponent be able to choose what card to trash? At 5 cost and terminal, would such an attack be so bad. Okay, with many DA cards, it is weaker, but outside DA, suck an attack would be sick to play. It would be sort of like Masquerade. Combine it with a discarder like Militia or Goons, and you can really hurt your opponent.

I suppose we've been over this before, there are a lot of issues with trashing attacks. I just think that it fits in with the theme of the set. And we're yet to see a true trashing attack; Swindler and Saboteur are more like remodelling attacks. Oh well I trust DXV to come up with a balanced trasher. He's had some time now to nut it out.

But what about other possibilities for Spoils gainers. Do you think they're mild attacks where the Spoils is the main benefit, or more powerful one-shots like Pillager? Donald did mention that at least one of them sticks around.

118
Dominion: Dark Ages Previews / Re: Spoils Gainers
« on: August 10, 2012, 12:42:56 am »
That being said, given that we have so many on-trash benefits in this set, any trashing attack is bound to be severely weakened when playing with other Dark Ages cards. It wouldn't shock me if the set didn't contain any trashing attacks.

Thats why I think its a one-shot <i>directed</i> trashing attack. Pillager is our first directed discard, nothing is off the table anymore.

119
Dominion: Dark Ages Previews / Re: Puzzle: The Four Mysterious Ruins
« on: August 10, 2012, 12:37:17 am »
A draw engine usually can't run comfortably on a plain +2 actions card. (Pure Nobles, for example, is not great.) Vs, an already-strong engine is perfectly happy inserting a single +buy card, and you only need one to start doing Province+component or double-Province.

Pure Nobles isn't the best drawing engine but its perfectly functional. And if someone is just throwing +2 actions into your deck all you need to do is buy a few Library's (substitute other draw to X) and you're laughing. +2 actions is not an attack.

+1 action is however just horrible enough to be interesting. Its a conspirator activator, peddler cheapener, replaces itself with draw to X, you can TR it to make a really inefficent 2 card village. You're not going to buy it but maybe you can work around it. And I think thats the point of Ruins

120
Dominion: Dark Ages Previews / Spoils Gainers
« on: August 10, 2012, 12:11:26 am »
So Pillage nets you a Spoils. DXV admitted that there are two other cards that net you Spoils.

What are they?

Based on the themes of the set I'd be willing to bet there's a trashing attack.

How much design space is left in the trashing attack front? Many times we've asked this, and there have been a lot of trashing attack fan cards. Donald has an article somewhere on why trashing attacks are hard to make.....can't seem to find it. You know the one anyway. In summary trashing attacks are swingy and/or weak. I'm going to take a punt on a anti-Lookout style trasher. Look at the top 3 cards of your opponents deck, trash 1. Except it's a one shot al la Pillager and it nets you Spoils.

A non-attack Spoils gainer would be interesting too. Given Spoils is a pretty cool idea.

Thoughts?

121
Rats is a card that a newbie sees and thinks "oh cool a cantrip that multiplies and lets me trash" and it is cool..at first..until you have trashed all your bad cards and have a hand full of Rats.

No way.  Newbies think, "Why in the world would I want to trash Coppers?  That's money!  Why would I want to trash Estates?  Those are points!!"

You're right. Most of these cards are not newbie friendly, this expansion is definitely not coming out when I teach new players.

122
Dominion: Dark Ages Previews / Re: Puzzle: The Four Mysterious Ruins
« on: August 09, 2012, 11:08:54 pm »
Oh, and I think that the Ruined Village will give +2 actions. I have two theories for this. One, I realize that Ruins are meant to be junk cards, but I feel they aren't meant to be total dud cards. So, +2 actions can sometimes be beneficial, and NV, Hamlet, and Squire show us that at $2 +2 actions has to do something extra. And, let's face it, how often do you want a Shanty Town that never ever draws a card? But, here is my second reason that I think Village will be +2 actions, what does Pillage do? It discards a card. What does Village do. It draws a card. So, I feel that when the Looters Pillage, they are also taking the card draw from Village. Apparently, they also found some spoils along the way.

I don't buy this sorry. The +1 cards makes things a little smoother but +2 actions is the whole point to a villlage. A just +2 actions card is fully functional. I'd buy that card if it was the only village, i'd spend a reasonable amount on it in some cases.

The only guaranteed ruin as it stands is +1 buy. The only times spending an entire action on +1 buy is justified is if there are heaps of cheap cards that you want lots of (a rare situation) or if your engine is ticking away very smoothly indeed. The main problem with a +2 actions card is the opportunity cost in taking a turn to buy it. If someone just gives one to you that'd be <i>awesome</i>.

123
Dominion: Dark Ages Previews / Re: Puzzle: The Four Mysterious Ruins
« on: August 09, 2012, 09:44:28 pm »
Yeah, another suggested option which I saw someone else post would be "Ruined Mine" which gains you a copper in hand. Usually, but not always, worse than a +$1.

I like this one.

Also, it's just occured to me that Gardens is a very effective counter to Looter attacks. All of that junk doesn't bother you and the ruined market is actually <i>helpful</i>.

124
I really hope that there's another card that turns into Madman. Ruins are cool because 3 different cards hand them out, spoils are cool because 3 different cards can get you them. But the idea that there's a stack of cards just for one other stack of cards to turn into seems like a wasted opportunity.

Fingers crossed you can make other cards go mad

125
Dominion: Dark Ages Previews / Re: Puzzle: The Four Mysterious Ruins
« on: August 09, 2012, 09:19:02 pm »
I was actually implying at the existence of a ruined Treasure of some sort.

The theorised (and hinted at)

+$1

card is basically a ruined treasure. Its a copper as an action. You can't ruin a treasure any worse than that. Unless you have a $0 treasure. Which in the absence of mine/bank is effectively a blank card. But I suppose that's better than nothing. Probably just as useful as the +buy will be.

....

Actually a $0 treasure would be helpful for HoP and you could trash them when buying Mint or when playing Loan. Okay I take it back. Ruined treasure it totally plausible. It has as many positive interactions as the rest.

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