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Messages - SettingFraming

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51
Dominion General Discussion / Re: Player Ranking Poll
« on: January 24, 2017, 12:35:52 pm »
No Japanese players in the top ten = madness.

Japanese players are certainly in the top 10, but we made the decision (at least I recall this in discussion) to not include any Japanese players since we've never really seen them play much, and would just be echoing what trueskill says, which was not the point of this ranking.

I'm not sure I see the point of this

It's similar to the point of having, say, a Coaches poll in collegiate sports, i.e. it gives you an idea of who the people in competition think their best peers are. You can argue the utility of that certainly, and you would have strong grounds, but nonetheless that is the point.

52
Dominion League / Re: Season 19 - Announcing Matches
« on: January 14, 2017, 02:35:32 pm »
going to play my match vs. breppert now

I'll be in the "general" Discord voice chat if you want to listen to my inanity.

53
Dominion Online at Shuffle iT / Re: Making More ShuffleIT (1.1.2)
« on: January 14, 2017, 01:40:27 pm »
Version 1.1.2 released

Fixed the bug where if an attack was played, but it was just +1 Card +1 Action because of Enchantress, the attack image was still displayed.

54
Dominion Online at Shuffle iT / Re: Making More ShuffleIT (1.0)
« on: January 13, 2017, 10:21:48 pm »
Version 1.1 Released.

What's in it:
I fixed Enchantress and Bridge Troll so that the sparklepig and, well bridge troll go away after you've played a card for +1Card +1Action, or removed the Bridge Troll -coin token.

How to get it:
Just click "Check for Userscript updates" from the Tampermonkey menu. TamperMonkey also updates automatically once per day by default, so you can just wait for that. You can also change that to update more frequently.

What I haven't done:
Logic for Moat, Champion, etc.

55
Variants and Fan Cards / Re: Dominion: Highlands
« on: January 13, 2017, 12:50:49 pm »
Sentry Tower is nothing like a Golem at the start of your next turn... Golem finds the next 2 action cards in your deck; Sentry Post only looks at the top 2 cards. If the top 2 cards of your deck are a good drawer and a non-terminal, then you can actually get an extra turn. Otherwise, it's a pretty terrible extra turn.

Basically, it costs more than Outpost, and the drawback is way worse than Outpost. Great combo with Guide though.

Well, you still get an action just from it being your turn, so just a good drawer would be enough.

Anyways, making it a full Golem just seems too strong, and any form of weakened Golem just gets incredibly wordy and strange. I'm leaning towards just removing the card.

56
Variants and Fan Cards / Re: Dominion: Highlands
« on: January 13, 2017, 12:41:04 pm »
Thanks for the input everyone. Alright, so on my list of things to do to fix this set:

1) Weaken Anthropologist. (This is done, just have to upload the new image).

+ $3
You may reveal a Copper from your hand to gain an Estate to your hand.
You may reveal a Copper and discard an Estate for
+1 Card
+1 Action


2) Balance and un-wordify Sentry Tower. I've gotten some good suggestions from you guys about that. I might implement some form of those, or I might just kill and replace the card. I'm not sure the game needs an Outpost variant.

3) Make Architecht more interesting. I still want terminal draw in the set, but I need a better idea. I've been thinking about some form of cheap big draw with a significant (player interaction) draw-back.

4) Fix the problem with Pioneer that causes it to potentially completely snowball for one player. I've thought of a pair of fixes that could be used in conjunction, though they might be too wordy.
a. The attack only hits players with 5 or more cards in hand.
b. If this is the first Pioneer you've played this turn, at clean-up don't shuffle this card, instead placing it on bottom of your deck.

5) Go back through the cards and capitalize Estates and Coppers (and other card names, if any).

6) Fix Pasture's color.

Re: Crazed Explorer, I'm not sure it actually needs any fixing. I'd like to playtest with it. I just like how it is right now, it feels balanced if a bit dangerous and weak in the wrong deck, but I could be wrong.

57
Variants and Fan Cards / Re: Dominion: Highlands
« on: January 13, 2017, 12:33:36 pm »
Stream needs to be an attack imo, as the fact it harms yourself doesn't change it's attacking your opponents. And it's not like being able to block it would make it behave weirdly (like with Masquerade, Tribute, Chariot Race & Possession), either.

The problem with that is that Stream becomes completely broken good in a game with Moat or Watchtower, since you can play 3 or 4 of them as payload, have a Moat or Watchtower in hand, and just completely bury opponents.

58
Variants and Fan Cards / Re: Dominion: Highlands
« on: January 13, 2017, 01:45:56 am »
I would like to note that as-is, pasture could lead to an unending game in which both players have pasture, one curses the other, and the game degenerates into:
"You take a curse!"
"No, you take a curse!"
"No, you!"
Until such time as someone gets sick of it. You need some kind of clause to fix this, such as limiting the reaction to other player's turns. This will also prevent buying a curse to hand to your opponent through pasture. Additionally, a proposed fix to sentry tower:
Quote
Sentry Tower
Action-Duration $5
You only draw one card during your Cleanup Phase this turn. Take another turn after this one. This cannot cause you to take more than two turns in a row. At the start of that turn, reveal the top two cards of your deck, play any actions you find there, and discard the rest.
This keeps the original intended effect, and puts its power level closer to that of outpost. Yes, you get the village/golem thing, but you also get at most one treasure.

Pasture won't be unending because of the opponent's turn clause, so as soon as it gets back to the person who played the curser, they would have to take the curse.

That would work for Sentry Tower, and also make any actions that involve discarding/trashing a little more natural (and scary!).

59
Dominion Online at Shuffle iT / Making More ShuffleIT (1.1.2)
« on: January 12, 2017, 04:00:48 pm »
So I made a mod for the ShuffleIT implementation of Dominion that allows you to see the duration attacks that you have in play against you. It's been tested with some help from Discord (special thanks to fieldhouse!), so it should work!

Here's an example of Haunted Woods (bonus: The bat is a .gif!):


So, what's been implemented?
Haunted Woods, Swamp Hag, Enchantress, and Bridge Troll (each with their own special animal!).

How to install:
1) Install TamperMonkey for Chrome (I'm only officially supporting Chrome, though you can make it work in other browsers)
https://chrome.google.com/webstore/detail/tampermonkey/dhdgffkkebhmkfjojejmpbldmpobfkfo?hl=en
2) Install my script: https://greasyfork.org/en/scripts/26474-dominion-hacks

Note: When you go to dominion.games, make sure to go dominion.games and not www.dominion.games. I have no idea why, but my script breaks if you use www.

That should be all there is to it, those webpages should be very easy to use. You can even get updates through TamperMonkey automatically!

Known things for me to work on (which I may or may not do):
- Displays for other things, such as if you have a Teacher on the Mat, durations in play, Relic attacks, etc.
- Champion, Moat, etc. blocking the attacks.

60
Introductions / Re: Intro to forum
« on: January 11, 2017, 11:03:04 am »
It's a fun game. Welcome!

61
Variants and Fan Cards / Re: Dominion: Highlands
« on: January 10, 2017, 11:32:57 am »
I like the cards, they all feel different although Anthropologist and especially Pioneer seem too strong.
With Anthropologist you might want to switch the two sentences because you only need a Copper in hand basically to activate it and then it's just so strong.

Regarding Pasture: Action - Reaction cards are blue, not white/blue.

Pioneer definitely needs some fixing. I've made it read "All players with 5 or more cards in hand..." so that you only have to discard one per turn in order to avoid the snowball effect mentioned above, but that only partially mitigates the issue. I could make it cost $6, as well, but I feel that would only contribute to the 1-player Pioneer snowball.

Anthropologist might need some more nerfing, yes, but taking on a junk card just to activate a cantrip seems pretty bad most of the time and I think is pretty sufficient nerfing. Flipping it around might make it less reliable, which seems good, and also kill some of the potential trash-for-benefit combos (is that a good thing to kill though?). Also something I didn't fully think about before was you only have to take on junk once per turn, and all your anthropologist's will be activated, which seems a little too strong yes.

On that note, suggested fix for Anthropologist: you have to discard the Estate in order to activate it?

On Pasture all blue just looked weird, but of course I'll fix  :)

62
Variants and Fan Cards / Re: Dominion: Highlands
« on: January 10, 2017, 11:29:52 am »
I think, overall, these are all a bit too wordy.  Also, Estate and Copper (and other card names) should be capitalized.
Yep, will fix.

I think Anthropologist is a bit too strong.
It's pretty strong, but it's not like a $5 cantrip $3 is all that amazing, and decks with junk (and having to take on extra junk to keep it activated) are pretty bad. Maybe I can make it so you have to have even more junk, or you have to take on curses instead of estates? I feel that taking on curses would make it very weak though. As is, I suppose it compares slightly favorably to Conspirator, which I think is a good measuring stick for this sort of card.

I don't think I'd ever buy Crazed Explorer, you'd be Cursing yourself most of the time.
If you can draw your deck you won't be cursing yourself, and hitting estates could be really excellent (about a 25% chance). The top half is supposed to be really strong for the cost, but maybe it's not strong enough?

Sentry Tower is not good enough.  It can whiff too easily.  Also, it should be a Duration.
Yes, it should be a duration. What are the odds of Sentry Tower whiffing compared to Outpost in a reasonably thinned deck? Probably a little higher, I suppose. Not sure how I can boon it without making it over-powered, three cards would be just too many and nearly strictly better than outpost.

Capitol becomes nonsensical when you have any sort of variable-worth Treasure, like Bank.
Yes, this is a question that needs answering. So Bank, Fool's Gold, and Philosopher's Stone would have zero value, because they only have value when they are in play, and at the end of the game they are in your deck (not in play), and thus are not worth anything.

Pasture is horribly political, and in a 2-player game makes it not worth it to play any sort of junking Attack.
I feel that Pasture isn't as balanced in 3+ player games, in 2 player games you have to take on a pretty bad card in order to get the defense, and so just buying a bunch of them could be kind of bad. There's definitely a sort of RPS nature to the card that I like. I don't really get how it's political, as you're always going to react it since you don't want the junk for yourself. I don't think it's over-powered, just because it's difficult to have a bunch of a stop-cards in hand.

Architect seems like a worse Patrol.
This is correct, hence it costs $4. I don't think this card is very interesting, though, and I'm definitely up for replacing it with a more interesting terminal draw card.

I would change Stream to a Treasure-Attack, increase its cost (say to ) and have it only give other players Coppers.
As an attack I think Stream would be really really good, almost brokenly so. I like keeping it as weak card, although maybe everyone gaining coppers isn't actually all that playable as a strategy and the card rarely gets bought, even as $2 silver.

63
Variants and Fan Cards / Re: Dominion: Highlands
« on: January 10, 2017, 01:34:11 am »
Anthropologist might be nice in the beginning or in games without trashing.
Pioneer is strictly better than Lab (even better than two Labs so probably this has to cost 7 or 8 or even more).
Chickens is my favourite card here and a great addition to the 'animals that drain their piles' series!
Crazed Explorer is quite creative and doesn't need the Reaction type. It seems good early on but can be a serious risk when it might later hit Provinces, Gold with no other 6s around or a 5 in a Kingdom with no other good/flexible 5s.
Sentry Tower is an interesting Outpost variant.
I like Capitol, for Silver alone it yields 50% more VPs than Feodum and is overall more flexible. I would think a bit about how you wanna nerf it though, on-gain Curse seems a bit dubious on a Victory card to me.
Pasture is simple and good and probably makes you think twice about buying a junker. Which isn't bad in my book given how dominant junking usually is.
Stream is far too cheap (Silver with a bonus is usually priced at 5$) and doesn't require the Duration type.

Thanks for the notes! The type errors were me just not fixing them as I was modifying the cards.

Stream isn't really that much of a bonus since all players gain the copper, including yourself. It could reasonably cost 3 or 4 though, although 5 would definitely be too high.

Pioneer is I don't think strictly better than lab since the attack part only hurts the card itself, but yes it's definitely usually better than lab so it should probably cost more. Maybe $6, maybe $7, though $7 may be too steep.

I've been thinking about the drawback to Capitol, and I think a more fitting solution might be to gain in to the top of your deck so that it kind of slows your next turn, which I think is a more interesting victory card drawback and doesn't go null if the curses are empty.

I'll make some of those changes next time I'm around my computer. Thanks again!

Edit: Changes made

64
Variants and Fan Cards / Dominion: Highlands
« on: January 10, 2017, 12:54:22 am »
I've been playing Dominion for a while, but haven't really spent any time on this part of the forum. Anyways, I made a small expansion (12 cards). They're mountain themed. I'll let you guys figure out the play theme (if there is one).


Anthropologist is a card that can give you quite a bit of cantrip economy, but you have to keep junk around in order to activate it. It also gives you the option to take on more junk in order to keep it activated.


This card is really great, of course, but has the disadvantage that it's difficult to use it to kick off a turn, since you'll often have to discard one.


Note: This is a pile of 20. It's a really nice card for early game economy that doesn't slow your cycling, but over-buy it (or just have the game go enough turns), and the pile will run out, and you'll run out of chickens!


This is a (not too) friendly swindler. It's quite bad when it hits your coppers, but can be nice on estates. This can definitely be quite a strong card, but it's a stop card and it can be dangerous as well.


This is a thinner that can also be a junker. Not as oppressive as Ambassador, as it's really good on estates but underwhelming (though useful) on other cards.


This is an Outpost variant that basically plays a schemed (weaker, because it doesn't seek through the deck) Golem at the start of your Outpost turn. It does not stack, and costs 6 just because extra turns are super good, and this is a village so flipping over just a single smithy, for example is not bad. Arguably worse than Outpost at $6, but I think that's fine.


This gives a lot of cards and actions, but with the significant drawback of decreasing hand-size by 2 (including the card play). The bottom half makes it so it can score you two points as well, but with the draw-back of taking on a bit of extra junk.


This can be a whole lot of points, especially in a slog. Which is why it costs 5 and has the harsh on-buy drawback.


Underwhelming as a trasher, but the defense reaction bit is quite excellent. Probably a weak card, but hey, they can't all be strong and I think the interesting nature of the bottom half makes it okay. Could probably cost $2.


A simple village variant. Advantage over vanilla village is that you get to see an extra card (and potentially unlock things that need top-deck information).


This is just a smithy variant with a little twist.


It's a silver that costs $2! It also can change the atmosphere of the game by handing out a lot of coppers. Can even be used by a player who has more deck control in order to bury opponents.

65
First time that this happened to me:

Turn 1 - singletee
s plays 3 Coppers.
s buys and gains a Fishing Village.
s draws 4 Coppers and an Estate.

...

Turn 2 - singletee
s plays 4 Coppers.
s buys a Doctor.
s shuffles their deck.
s looks at a Fishing Village.
s topdecks a Fishing Village.
s gains a Doctor.
s draws 2 Coppers, 2 Estates and a Fishing Village.

Opening Doctor on a 3/4 is so sad

66
Dominion Articles / Re: Giant
« on: January 03, 2017, 02:37:44 pm »
I kind of wrote this article with "not getting Giant" as the default, trying to highlight the scenarios where it is workable and how it specifically helps when you can incorporate it. But I see how by doing this I'm not really highlighting when not to use it explicitly. Should I add more of a drawback section for that or something?

We need Giant to be championed. Is it a great card? No. Does it suck? Absolutely not. Yes, it's slow, but the attack is good and $3 per play is nothing to sniff at.

67
Dominion Online at Shuffle iT / Re: Ratings
« on: January 01, 2017, 09:50:58 am »
My question is this: what games are rated? Just ones formed in the random queue, or all games including those played at custom tables?

68
In all honesty though there is a serious argument to be made for horn of plenty over fortune, especially with the reduction of bad cards in the second editions.

69
Goko Dominion Online / Re: gokosalvager.com going down
« on: December 27, 2016, 11:20:27 am »
Thanks for all the memories.

70
Dominion Articles / Re: Giant
« on: December 27, 2016, 10:09:41 am »
A special case for Giant is in certain Rebuild games. If Rebuild isn't well supported, a Giant BM strategy can compete against Rebuild favorably. The basic idea is to get 2-3 Giants, then buy Duchy or Province whenever possible. Giant's swinginess allows the Giant BM player to deny Duchy and spike Province. This combined with the Curses can give an edge to the Giant player over the Rebuilder.

What is this based on? I'm not saying it's not true, it sounds plausible enough, but I'm just a little skeptical.

If I remember correctly tracer built a Giant BM sim that beats rebuild-money 55% of the time. The key I think is that you start buying duchy on your third five, as giants spikiness still allows you to hit 8 and the points are vital against rebuild. But of course tracer would know better than I.

71
Rules Questions / Re: Question about Possession
« on: December 25, 2016, 12:12:59 am »
(Didn't want to start a new thread...)

Do number of Possession turns affect who wins/loses/ties?  So like if my opponent and I have equal normal turns and we tie in VP but I had more Possession turns, do I lose?

No.

72
Other Games / Re: Generals.io
« on: December 22, 2016, 10:20:51 am »


made the leaderboard!

(also noticed a Stef on the 1v1 leaderboard, wonder if it's our Stef)

It is.

73
Dominion General Discussion / Re: Best Dominion moments 2016
« on: December 15, 2016, 11:08:23 am »
Turn 20 - JW
J plays 5 Golds.
J buys a Dominate.
J gains a Province.
J gets 9 VP.

I can only hope that you were playing pure BM and got lucky out of your mind.

74
Dominion League / Re: Season 18 - Results
« on: December 13, 2016, 05:53:15 pm »
I will return next season.

75
Dominion General Discussion / Re: The Dominion Cards Lists 2016 Edition
« on: December 13, 2016, 12:19:38 pm »
wanna see limetime chime in cuz he just barely had rebuild in his top 100 overall.  i thought i was a bit out there, but damn
I perhaps underrated it a bit.

The general opinion of rebuild has been inflated by the people who believe you need a really strong engine to beat it. You actually olny need a good-ok engine to beat it especially with the large amount of points provided by empires.

That said it was has gotten worse because...
Replacing the worst cards in the game with pretty decent cards makes each board better on a whole meaning rebuild will come up less often.
Adventures and empires helps engines a lot more than rebuild.
Only 7 ish rebuild enablers in empires and adventures compared to tons of engine enablers.

I agree with this. Especially the part about the addition of points in Empires making Rebuild even less playable--Rebuild is only "good" because it destroys the points pool and doesn't give the engine the time to catch up. But in Empires with there being a lot of other ways to score points (and often those ways being nearly wholly unavailable to the Rebuild player), it makes Rebuild less of an even reasonable option on most boards.

Playing Rebuild is basically essentially the same as playing a strong-ish BM strategy. And those strategies are less and less relevant by the day.

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