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Messages - GendoIkari

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6051
General Discussion / Simpsons rant
« on: April 13, 2015, 08:47:44 am »
Well apparently they are going to stop all Simpsons DVD releases.

Man, I'm pissed. I've been buying each and every seasons as it was released since 2001. I've been buying the special "molded head" collectors editions since they started doing that with season 6. I even bought the terrible release of season 20, though I've been greatly looking forward to the day that they would re-release it with all the same stuff that all other sets have had. All in all, probably well over $500 spent on it. All with the assumption that I'd have a complete collection some day.

On top of that, I've been looking forward to seeing more Simpsons as they came out. I'd seen the first 12 or so seasons before I got the DVDs, but for the last several seasons, there's been a mix of plenty of episodes I hadn't yet seen. Now I guess I'll have to find pirated stuff to actually get to watch the show. Yeah, so you can see the whole thing on that stupid FX app or whatever. I looked into that, it seems that you have to be paying for cable television or something to use it. Well screw that. I don't pay for cable television, you know why? Because I can watch the things I want by buying the DVDs!

Man this sucks.

6052
An idea i had today: How about a Reserve that does something nice on play but can only be called back into your deck by buying a VP card? Not necessarily for any great effect besides having it back. Could be a sifter, for example:

Ranger, $4, Action - Reserve
+1 Card
+1 Action
Look at the top two cards of your deck. Put one in your hand. Discard the other one. Put this on your Tavern Mat.
---
When you buy a VP card, you may call this.

The idea of using the Reserve Mat as simply a way of allowing more powerful cards (since you won't get to discard them after every play) is a good one. You could play with all sorts of triggers about what allows them to be called.

6053
Variants and Fan Cards / Re: Events
« on: April 13, 2015, 08:25:50 am »
Board control seems like it could cost 2 or 3. Remember it also costs you a buy.

IMHO, if there is only one Supply token, Board Control is actually better the more expensive it is, because it's harder for other players to keep moving it. If there is more than one, then it is crazy powerful and should be priced accordingly.


I had been assuming that each player had his own Board Control token, because that's how all other tokens work. If it's just 1 shared token, then you're right, making it cheap makes it sort of pointless, because the 3-piling player can still 3-pile pretty easily.

6054
Variants and Fan Cards / Re: Events
« on: April 13, 2015, 08:22:38 am »
Board control seems like it could cost 2 or 3. Remember it also costs you a buy. Points should be limited to kingdom piles.  Or maybe actions. Putting it on something like Copper could just be insane if you have enough buys.

This is my second ever contribution to the forum. So, I'm a still a noob at making fan cards, but these events have me excited because it opens up so many possibilities that we did not have before.
Hope my reply didn't seem too harsh or anything!
Quote
You might be right about Board Control. I still think the effect could be potentially powerful, but maybe $2 or $3 is right.

I never thought about the copper problem with Points. Man, those beggers would become crazy good. Maybe, the card could say non-treasure supply pile. Technically Coppers are a kingdom pile. Another I thought I had was to maybe have points give you a VP token every time you play the card. But, then at $6, the card is probably too cheap.

Coppers are not a Kingdom pile. The Kingdom cards are the 10 cards that change each game (or 11 when using Young Witch).

6055
Variants and Fan Cards / Re: Events
« on: April 13, 2015, 12:17:56 am »
Board control seems like it could cost 2 or 3. Remember it also costs you a buy. Points should be limited to kingdom piles.  Or maybe actions. Putting it on something like Copper could just be insane if you have enough buys.

6056
But still, Collectables just looks like a weaker Caravan. And as was pointed out before, the cost increase doesn't work with TFB, because once you trash it, it's not your card anymore, so it reverts back.
That's just silly. Every time I've played with it the cost increase worked with TfB because we use common sense. It's okay that it's just a weak caravan above the line because the below the line effect is the point of the card.

Cost increase works with TfB if the cost increase were for all cards. But if it's for cards that are in your hand, deck, or discard (or "your cards"), then it simply doesn't work. Common sense may tell you that when you play Procession on Band of Misfits, choosing a $3 action, that you should get a $4 action in return, but you don't. You get a $6 action, because Band of Misfits costs $5 when it's in the trash. The wording on the card has a defined meaning in the rules already, and if your fan card uses the same wording to mean a different rule, then there's an issue. It's like having "+1 card", and then saying that for your card, that doesn't mean "draw a card", it means something else.*

If you want it to work with trash for benefit, but also not help your opponents, then you could say "on your turns, cards not in the supply cost $1 more." This should have the same effect you are intending, with the exception that it changes the way Knights and Rogue work a little.
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Also, cost increasers are ambiguous with cost decreasers. if you have a highway and a collectable in play, does copper cost $1 or $0? Both answers are equally valid.
depends on which you played first. If you played the highway first, then it costs $1 (the collectables takes effect after the highway fails to take effect). If you played Collectables first, then it costs $0 (both take effect and cancel each other out).

I think that's a fine ruling, but it is a new rule that doesn't exist in Dominion currently.
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Drawbridge's reaction is meant to trigger only when you would be affected by an attack. And I don't see the ambiguity. It seems obvious to me that witch doesn't affect you if the curses are empty, same for militia if you already only have three cards in hand.

What is the reason for only triggering then though? How would the card be different if it triggered when an attack is played? And of course it's obvious to you, you designed the card so you know what you intended. But it's not something that's defined in the rules of Dominion at all; it's a new concept that needs a new rule. Using when an attack is played avoids this issue, makes the card consistent with all other attack-reactions, and still functions the same. The only way in which it functions differently is that your opponents would have the option to trash an attack after playing it even if it doesn't affect you.

*Edit - I'm not meaning to say that what you're doing is quite the same as that, because that would be obviously dumb, and I'm not trying to insult you like that. The situation we're talking about is an obscure thing that lots of people wouldn't play correctly in the first place if they weren't the types of people to either read these forums or carefully think about rules. They're just both examples of having a fan card that requires a rule that contradicts the rule of an official card.

6057
Now that inheritance is a thing, you can say "your cards", and not have to specify cards in your hand, deck, and discard. But still, Collectables just looks like a weaker Caravan. And as was pointed out before, the cost increase doesn't work with TFB, because once you trash it, it's not your card anymore, so it reverts back. Also, cost increasers are ambiguous with cost decreasers.M if you have a highway and a collectable in play, does copper cost $1 or $0? Both answers are equally valid.

6058
Drawbridge's wording is strange. First off, by "next turn:" I assume you mean "at the start of your next turn,". Also, why "when You would be affected by another player's attack" instead of "when another player plays an attack"? They should be functionally the same, except that they can't choose to play Minion and Pirate Ship for their non-attack options and then trash them. And it causes ambiguous rules, for example does Witch "affect you" if Curses are empty? Does Militia affect you if you have 3 cards in hand?

6059
General Discussion / Re: Visual Studio 2010
« on: April 11, 2015, 10:33:01 am »
Switch to 2012? I'm sure I've used 2010 at some point; I've probably used every version there is, in fact. But unfortunately the type of stuff you're talking about is stuff I've never had to deal with that I can think of... sorry I couldn't actually be of any help. I'm just hear because people are talking about Visual Studio, which is something I use extensively.

6060
I don't think this was asked before: If i have Hireling in play and i have no cards (except cards on mats or Durations in play), do i discard Hireling because it won't have an effect? I assume no, just checking.

Edit: Just re-read it, and i guess you can never be sure it won't do anything "for the rest of the game". So it should stay out. Sorry for the dumb question.

That it's for the rest of the game doesn't even matter - game doesn't know you won't gain cards on opponents' turn; they just stay out.

Heck, even if it DID know you won't gain cards on your opponent's turn, like say in a solitaire game (ok, solitaire games are technically outside of the rules, but still), I would argue that it doesn't know that it won't draw a card for you until the moment that you attempt to draw a card and fail.

This situation already existed with Caravan actually. If you play Caravan with less than 6 cards between your deck and discard pile, it stays out, even in a solitaire game. Actually, if it didn't, then there's a paradox. You discard Caravan, so now there's a card that Caravan should have drawn, so Caravan should stay in play. But if it stays in play, there's nothing for it to draw, so it is discarded....

6061
Given that Events have come so late in the game, I think it's unlikely we'll see cards specifically referencing them; they'd need to have some neutral wording, in the manner of Messenger, something like "All buys this turn cost $1 less" or something.

I really hope that if more expansions come out, that we get more in every one. Maybe 5 to 10. Now that they exist, they seem like an important part of Dominion, sort of like how Planeswalkers were introduced in Magic: The Gathering and now every expansion has at least one Planeswalker.

I also thought of the comparison between Events and Planeswalkers. While existing stuff related to buys specify buying a card; there could be new stuff that interacts with buying events, or buying in general. In the same way, stuff that existed before which mentioned "target creature" can't affect planeswalkers, but new cards can. However, it seems less likely with Dominion, because MTG is designed to be played using cards that you choose to play with; while Dominion is designed to be played using random cards from all existing cards. This means that any card that references events isn't a good idea, because it's very likely that such a card will be in play when no events are.

6062
I figured that's how it was, but it's not. You can't even try to buy Borrow more than once per turn. That absolutely doesn't matter though, as both readings behave identical (apart from giving a "better" stalling excuse). So i guess  i'm totally overacting on the whole thing in the first place.

The only practical difference would be that you could buy Mission just to spend 4 coins. That doesn't matter for currently known cards or events. If there was a card or event like Storyteller that activated in the Buy phase, it could matter. There would have to be no cards costing less than $4 that you want, and you don't want to use this "Buy-Storyteller" to draw that many cards (or whatever the effect would be).

Also possible things that trigger when you buy an event. There could be an event that simply gives bonus to buying other events this turn.

For some reason, I was thinking 3 events in a game when I said that. Though even then it would be very unlikely.

6063
I figured that's how it was, but it's not. You can't even try to buy Borrow more than once per turn. That absolutely doesn't matter though, as both readings behave identical (apart from giving a "better" stalling excuse). So i guess  i'm totally overacting on the whole thing in the first place.

The only practical difference would be that you could buy Mission just to spend 4 coins. That doesn't matter for currently known cards or events. If there was a card or event like Storyteller that activated in the Buy phase, it could matter. There would have to be no cards costing less than $4 that you want, and you don't want to use this "Buy-Storyteller" to draw that many cards (or whatever the effect would be).

Also possible things that trigger when you buy an event. There could be an event that simply gives bonus to buying other events this turn.

6064
Never-Ending Curse
$0
-2VP
-----
When you discard or trash this, return it to the Never-Ending Curse pile

With the discard clause this is basically "opponent draws a worse hand in the next shuffle.". I think this could be done better with an attack that says "Each other player puts their -1 Card token on top of their deck."

And now that I've written that out, I really hope that's an attack that exists in the set.

That's pretty much the same thing as the Minion attack.

Not quite.  It doesn't force a discard or ruin the player's current turn.  It does, however, stack with Minion; playing Minion after that attack causes the opponent to draw only three cards.

Anyway, this attack falls under the realm of fan card unless it turns out to be real, in which case I suppose I can try to gloat about a random prediction that happened to be correct.  But then I'd rather gloat about a card named Amulet.  But gloating isn't usually my style anyway; I'll fish for cheap +1s with bad puns!

If the player doesn't draw in the middle of their turn, then it will leave their next turn with a random 4 cards, just like you had played minion on that hand. If they do draw, then they will have 1 less total card in their hand after the draw, just like if you had played minion instead. Of course the actual effects are not literally the same, and there's plenty of situations where one could be harsher than the other, but as a whole, they both have the same basic effect, which is the effect of "discard 1 card at random."

6065
Never-Ending Curse
$0
-2VP
-----
When you discard or trash this, return it to the Never-Ending Curse pile

With the discard clause this is basically "opponent draws a worse hand in the next shuffle.". I think this could be done better with an attack that says "Each other player puts their -1 Card token on top of their deck."

And now that I've written that out, I really hope that's an attack that exists in the set.

That's pretty much the same thing as the Minion attack.

6066
Without the once per turn clause, possession +borrow is broken
Why? The if clause still prevents you from using it more than once that turn.

So what's the point of the "once per turn" clause here? Buying Borrow more than once per turn would make no sense anyway, since there's no Treasure cards that "draw" cards (and thus remove the -1 Card token) AFAICS. Is it just for clarity, or due to some unrevealed Adventures cards?

Without the "once per turn" clause the best strategy on a Borrow board would be for P1 to keep buying Borrow on T1 until his opponent either resigns or dies of despair.
That's more or less the reason. "Once per turn" was happening anyway (it's on Mission), and here was an Event that cost $0 and gave you your Buy back. LF complained that you could buy it repeatedly. So it says "once per turn." I did not realize that some people would read that as "every turn for the rest of the game."

Wait, so i don't get my buy back? But it says "once per turn" only after the +1 buy  :o

Not quite clear what you're asking, you get +1 buy when you buy it, so you get your buy back. But I also am curious why the "once per turn" is not before the +1 buy. I guess it's just astetics, but it is a bit confusing if "once per turn" means "you can only buy this event once per turn."

I figured that "Once per turn" was part of the effect you get on buying the event. It sits in the middle of the instruction, after all. So i assumed you could buy as many Borrows as you wanted (getting +1 buy each time), just that you would get the +$1only once, regardless of your -1 card token. Obviously that's not the case, as the "Once per turn" covers not only the entire effect (including the +1 buy), but the whole act of buying the card. Not that it played any different.

Maybe this clears up what i was getting wrong.

Yeah, it's not self-evident, but it's been discussed elsewhere in these previews. Luckily, there will be a rulebook and it will say stuff like this.

6067
I always wondered why curses have their own type in the first place. I thought they should be victory cards that happen to have negative victory points on them.

I'm guessing that this is mostly because people want to think of victory cards as "things that give you points." There were plenty of complaints when overgrown estate was created because it doesn't give points.

6068
Without the once per turn clause, possession +borrow is broken
Why? The if clause still prevents you from using it more than once that turn.

So what's the point of the "once per turn" clause here? Buying Borrow more than once per turn would make no sense anyway, since there's no Treasure cards that "draw" cards (and thus remove the -1 Card token) AFAICS. Is it just for clarity, or due to some unrevealed Adventures cards?

Without the "once per turn" clause the best strategy on a Borrow board would be for P1 to keep buying Borrow on T1 until his opponent either resigns or dies of despair.
That's more or less the reason. "Once per turn" was happening anyway (it's on Mission), and here was an Event that cost $0 and gave you your Buy back. LF complained that you could buy it repeatedly. So it says "once per turn." I did not realize that some people would read that as "every turn for the rest of the game."

Wait, so i don't get my buy back? But it says "once per turn" only after the +1 buy  :o

Not quite clear what you're asking, you get +1 buy when you buy it, so you get your buy back. But I also am curious why the "once per turn" is not before the +1 buy. I guess it's just astetics, but it is a bit confusing if "once per turn" means "you can only buy this event once per turn."

6069
The token gives you an action when you play a card from that pile, and your Estates are not from that pile.

Yup, but if you're +1 Action token was on the estate pile...

That pile ain't yours, son!

Although you can't use lost arts to put an action token on the estate pile, it's at least possible that another card would allow you to do so. Nothing in the action token rules prevent it from being on the estate pile. Highly unlikely, though.

6070
Dominion: Adventures Previews / Re: French Preview : Pistage / Quête
« on: April 09, 2015, 03:56:55 pm »
If you don't have an Attack or Curse or 6 cards in hand, can you still buy a Quest to just discard as many cards as you can?

Sure. But you wouldn't gain a gold. Could be a way to activate Tunnel or defense against Haunted Woods.

6071
I don't remember if it's been asked already, but...

Opening Expedition/Trade, do you think it's going to be a thing?

I doubt it. If you're unlucky, your second hand will still only have $4. If that doesn't happen, then I suppose you're in an ok position; but probably worse than opening Explorer (is opening Explorer still considered pretty strong? I dunno.) Now if you hit $4 first, then Smithy / Trade should be very similar to Expedition / Trade, except that you have a Smithy in your deck.

Except that you can't get Trade with $3.

Also, yes, if you're unlucky, the 2nd hand will have $4. I think this is too risky on 4/3, but it's only 10% of 3/4, gotta often be worth the risk.

Oops, I was thinking of Smithy as the same as Expedition, because they both give you a 7 card hand, but forgot that you won't be playing Smithy on turn 2.

6072
Doesn't everyone just use an app to randomize anyway?  Even shuffling 100 cards back when there were only 3 expansions was a chore and a half.

Yeah, they're, like, convenient, fast, and super easy to use.

And require owning a smartphone.

Not really; there are multiple websites that do the same thing; which only require owning a computer with internet.

And I do enjoy lugging my desktop around with me to game nights!

I would think that at least 1 of the following things would be true a vast majority of the time:

1. The game night is at a location where there is a computer, like someone's house.
2. At least 1 person at the game night has a smart phone.

6073
I don't remember if it's been asked already, but...

Opening Expedition/Trade, do you think it's going to be a thing?

I doubt it. If you're unlucky, your second hand will still only have $4. If that doesn't happen, then I suppose you're in an ok position; but probably worse than opening Explorer (is opening Explorer still considered pretty strong? I dunno.) Now if you hit $4 first, then Smithy / Trade should be very similar to Expedition / Trade, except that you have a Smithy in your deck.

6074
Doesn't everyone just use an app to randomize anyway?  Even shuffling 100 cards back when there were only 3 expansions was a chore and a half.

Yeah, they're, like, convenient, fast, and super easy to use.

And require owning a smartphone.

Not really; there are multiple websites that do the same thing; which only require owning a computer with internet.

6075
I don't understand the argument that says "these special Curses affect the balance of existing Attacks, so we shouldn't do special Curses."

How is that any different from Ruins, which affect the balance of a lot of cards (Vineyards, Fairgrounds, Golem, to name a few)?

Because that's ALL they do. Anything at all that you want to accomplish with a new "Curse" type card can be done just as easily without giving it the type "Curse". The only thing at all that having "Curse" be the type is to change the way those existing cards work. And while Ruins may have affected the balance of certain cards, they didn't change how those cards actually work. What you do when you use those cards is still exactly the same. A new Curse card wouldn't just change the balance of certain cards, it would change the actual effect of resolving those cards.

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