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Messages - GendoIkari

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6076
Variants and Fan Cards / Re: Illusionist (Reserve card)
« on: April 08, 2015, 06:43:31 pm »
"Each other player gains a Curse card."

I just noticed that this sort of precludes any future card with the Curse type: only Witch, Sea hag, Embargo and Torturer refer to "Curse cards", all other cursers just instruct you to gain a "Curse".

(if a card with the Curse type was added, those four cards would leave you a choice as to which card you gain; all others would force you to gain plain ol' Curse).

Where are you getting this rule that "Curse" means "The card named Curse", while "Curse card" means "A card with the Curse type"? As far as I know, there's nothing in the rules like that. In fact, Spice Merchant seems to prove this wrong. It says "trash a Treasure", not "trash a Treasure card."

Anyway, lots of times in the past people have tried to create fan cards with the Curse type, and they have always been rejected as a bad idea because it's undefined in the rules how this would interact with cards that refer to "Curse".

I think it's the kind of rules issue that Donald would just wipe away, saying "And that's how it is.". Like he did with Duration Attacks. Or cards that gain from the trash. Declare it is that way, and ta-dah! It works.

I do agree with LastFootnote though, the Actions-as-Treasures thing is really broken and ugly.

I'm not sure what you mean. What duration attacks or gaining from trash rules did Donald have to come up with? With "curse" vs "curse card", it's simply an issue of using 2 different wordings to mean the same thing. Just like "silver" vs "silver card", or "treasure" vs "treasure card".

6077
Variants and Fan Cards / Re: Illusionist (Reserve card)
« on: April 08, 2015, 01:22:17 pm »
"Each other player gains a Curse card."

I just noticed that this sort of precludes any future card with the Curse type: only Witch, Sea hag, Embargo and Torturer refer to "Curse cards", all other cursers just instruct you to gain a "Curse".

(if a card with the Curse type was added, those four cards would leave you a choice as to which card you gain; all others would force you to gain plain ol' Curse).

Where are you getting this rule that "Curse" means "The card named Curse", while "Curse card" means "A card with the Curse type"? As far as I know, there's nothing in the rules like that. In fact, Spice Merchant seems to prove this wrong. It says "trash a Treasure", not "trash a Treasure card."

Anyway, lots of times in the past people have tried to create fan cards with the Curse type, and they have always been rejected as a bad idea because it's undefined in the rules how this would interact with cards that refer to "Curse".

6078
Discussing things that you'll actually do is no where near as fun as discussing insane edge cases that won't ever happen!

6079
Variants and Fan Cards / Re: Illusionist (Reserve card)
« on: April 08, 2015, 12:49:58 am »
So with this, you can play any action as a treasure during your buy phase. Not sure if this would cause any rule issues.

6080
Variants and Fan Cards / Re: Illusionist (Reserve card)
« on: April 07, 2015, 10:34:00 pm »
This anti-combos with scout. You change the type of an action to victory so that scout will pick it up, but now it's not an action, so you can't play it. It should probably add the type instead of replacing the old one.

And it's an issue with curses, because everywhere that "Curse" is used, there's no rules clarification if it's a curse the card or curse the type.

6081
Dominion: Adventures Previews / Re: Champion and Teacher speculation
« on: April 07, 2015, 05:01:52 pm »
Gendo, weren't you at the DC meet-up? I thought you already knew what these cards were.

Yeah, that's why I'm not providing any of my own speculation. But I thought it would be interesting conversation to see what wild and strong card ideas people come up with.

6082
Dominion: Adventures Previews / Champion and Teacher speculation
« on: April 07, 2015, 02:46:43 pm »
So we know that Champion and Teacher are the highest level of the Traveler cards. Meaning that they have a cost of $6*, and to get one, you have to buy a $2, and then go through 4 shuffles of playing each previous iteration. All this means that these cards can be very powerful, since you can never get one early. You'll have to shuffle your deck at least 4 times before getting one. And you can't speed this up with Royal Seal or Watchtower because the upgrades aren't "gained."

So anyway, what ideas to you have for what these cards might do?

6083
Dominion: Adventures Previews / Re: New mechanics
« on: April 07, 2015, 02:21:13 pm »
Duplicate is a Reserve you can call on your opponent's turn.

Oh, I guess it is. So in this situation, you discard it from play during your opponent's cleanup phase?
Yes.

Is this a new rule that will be introduced in Adventures, or is it supposed to follow from the base rules? Because it seems to me that the base rules' description of the cleanup phase sound like only the current player performs any cleanup.

My guess is it follows from the generalization of the Duration rule—the card is being cleaned up on the last turn on which it does something. But that generalization hasn't per se been stated in a rule book yet.

It has been stated in an online ruling, though.  (See: multiple Outposts in one turn)

But that rule has always only applied to Duration cards. The rule for all other cards has been simply that at the end of your turn, you clean up all cards you played that turn (See Possession, which does something next turn, but is cleaned up this turn).

6084
Dominion: Adventures Previews / Re: New mechanics
« on: April 07, 2015, 02:15:40 pm »
Duplicate is a Reserve you can call on your opponent's turn.

Oh, I guess it is. So in this situation, you discard it from play during your opponent's cleanup phase?
Yes.

Is this a new rule that will be introduced in Adventures, or is it supposed to follow from the base rules? Because it seems to me that the base rules' description of the cleanup phase sound like only the current player performs any cleanup.

6085
General Discussion / Re: Baseball!
« on: April 07, 2015, 10:51:07 am »
I'm going to Fenway for the first time.  Checking off another historic stadium.  April 19!

Go Sox!

6086
Dominion General Discussion / Re: CARD OF THE WEEK #3: Moat
« on: April 07, 2015, 10:31:42 am »
hurr hurr Lost Arts makes them a Lab hurr

Hey if you put all 4 "basic" tokens on Moat, then it's like playing a Market and then 2 Labs!

6087
Dominion: Adventures Previews / Re: New mechanics
« on: April 07, 2015, 10:15:18 am »
Also, a Moat Reserve would only be called when an opponent played an Attack, so there would be some games where it just sit sadly on your Tavern mat, or not be bought at all.  At least Moat can draw you cards.

It could be a Victory card.

But then how would it get onto your mat?

In addition to being an Action card and a Reserve card.

That's three kinds of timing, requiring two dividing lines. Not gonna happen.

Then it can be a Treasure instead of Action.

??? That's still three kinds of timing.

Harem doesn't have a dividing line.

It's supposed to.

6088
Dominion General Discussion / Re: CARD OF THE WEEK #3: Moat
« on: April 07, 2015, 10:10:36 am »
Sometimes you just have a lot of extra +Action lying around. In this case, Moat is a $2 Laboratory. I've been beaten before by an opponent using Moat as Lab.

6089
If you happen to have 20 blue back proxies you can use, you can keep the events in a separate pile that is only drawn from if one of the proxies was drawn from the randomizer deck. Do the blank cards have blue backs? I can't remember

There are some blank cards with blue backs, but I'm not sure if there are 20.

In addition to the blanks, there's the 7 base-card blue-backs from the original set. But still not 20.

6090
Dominion: Adventures Previews / Re: New mechanics
« on: April 07, 2015, 10:06:37 am »
The thing about standard Reserves is that they get called on your own turn, when they can go into play as usual. A Reserve you could call on opponents' turns would probably have to be classified as an Action-Reserve-Duration or Action-Reserve-Reaction.

Duplicate is a Reserve you can call on your opponent's turn.

Oh, I guess it is. So in this situation, you discard it from play during your opponent's cleanup phase?

Hmm, this is actually a good question. Never came up in my Duplicate games. I'm thinking that it will stay in play until the end of your own turn, because I think in general the cleanup phase only affects the player whose turn it currently is. I mean, obviously the other players don't discard their hand and draw 5 new cards, so why would they discard stuff from play?

6091
I actually like that the first printing will have the regular backs.

It won't just be the first printing; they'll keep it this way.

Anyway, I don't see a problem with this. I suppose while shuffling there could be a minor annoyance with being able to see the color of the card on top, so you would be able to keep shuffling until either an event or a non-event is on top. But not something worth complaining about.

6092
Variants and Fan Cards / Re: Journey token Cards
« on: April 06, 2015, 10:28:35 pm »
Mix it Up
$2 Event

+1 Buy
Each player flips his Journey token, as a coin, and leaves it in its resulting state.

This wouldn't do anything at all on 99% of boards.

6093
Dominion: Adventures Previews / Re: New mechanics
« on: April 05, 2015, 11:06:30 pm »
I'm a huge fan of the Exchangeable Cards. It's what I assumed Hermit/Urchin would be when Dark Ages was previewed, so I'm excited to see the idea of upgradable cards used in this set. I was hoping that each level would be a strictly better version of the previous one, but apparently they won't be (please correct me if I'm wrong).  That'd be a cool mechanic for another deck builder, though.

As far as I know, nothing has been specifically said about each version being (or not being) strictly better than the previous. But we do know that Hero is the 4th card in the line, so you'd need to find 3 other effects that are each strictly worse than "+$2, Gain a treasure". Seems quite unlikely. Possible, but probably redundant and boring.

6094
Dominion: Adventures Previews / Re: New mechanics
« on: April 05, 2015, 05:35:09 pm »
We know eight of the ten tokens: the four + tokens, the two - tokens, the Estate token, and the Journey token. It sounds like of those eight, the Journey token will be the only one used by regular cards rather than Events. So rather than depending on the cards in the Supply, token availability will likely depend more on the available Events, requiring at least seven Events for all the tokens from how things currently work and quite possibly requiring as many as nine.

I just don't see why you would assume that. We've only seen 14 out of 30 (I think) Kingdom cards. Plenty of room for cards to refer to tokens. At least, I think it's reasonable to think that tokens would be referred to by more than 1 thing. Or cards could refer to more than 1 token type. Not the Estate token I'd assume. Having another card refer to that one would be plain weird.

6095
Dominion: Adventures Previews / Re: New mechanics
« on: April 05, 2015, 05:25:16 pm »
I'm quite happy that we won't play with all of the tokens all the time. Just imagine a game with four players, where everyone has 10 tokens in play.

We don't know this, though. With 10 Kingdom cards, plus 2 events, you could definitely be using every token type at once. Though I doubt it would often be a good strategy to go for all the token cards in the same game (because it's rarely a good strategy to get so many different cards anyway).

And of course you can play with more than 2 events at once as well.

6096
Dominion: Adventures Previews / Re: Preview: Storyteller
« on: April 05, 2015, 04:32:15 pm »
Merchant Ship = Wharf

6097
Variants and Fan Cards / Re: Journey token Cards
« on: April 05, 2015, 02:46:27 pm »
Probably too strong. Maybe if the +action only happened with the up side... or, perhaps if it only happened with the down side.

6098
Dominion: Adventures Previews / Re: Event Speculation
« on: April 05, 2015, 01:21:08 pm »
Maybe a simple "turn your Journey token over" event.
This wouldn't work unless there were a lot more things that used Journey tokens. Otherwise the vast majority of the time that you have that event, the Journey token wouldn't even be in the game.

But an event that actually uses the Journey token could be cool.

6099
Assume a kingdom of Crossroads, Great Hall, Scout, Baron, Tournament, Inheritance, and a bunch of other useless cards.  What would be the strongest 4/3 opening?

Baron Silver probably, because I think it's the best chance at a first-shuffle $7.

6100
Don't hate me for this, but what about SCOUT + Inherited-Tourneys.  Scout draws out the Estataments AND the Provinces.

I seriously think that Scout + inheritance could be strong in a lot of situations. Maybe especially with tournament.
And successful Tourneys can give you Followers, which give you another Estatament.

Mind=blown.

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