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Messages - grrgrrgrr

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101
Dominion General Discussion / Re: Seaside 2E Announced
« on: March 06, 2022, 08:02:53 am »
Based on the following image that shows all the 2E cards in the rulebook, it can be deduced which cards have been removed:
https://boardgamegeek.com/image/6638068/dominion-seaside

The removed cards are: Ambassador, Embargo, Explorer, Ghost Ship, Navigator, Pearl Diver, Pirate Ship, Sea Hag
And the new cards include 2 (white) action cards and 7 duraction cards
The removal of Embargo and Pirate Ship means that 2E comes without any tokens. But the rule book still shows the Island and Native Village mats.

Source:
https://www.reddit.com/r/dominion/comments/t6ehij/navigator_removed_in_seaside_2e_confirmed/hzbnjxa/?utm_source=reddit&utm_medium=web2x&context=3

In this topic, SmilingTeethMayBite points out that there is an inconsitency in the photo, so this photo might be incorrect altogether.

Based on the following image that shows all the 2E cards in the rulebook, it can be deduced which cards have been removed:
https://boardgamegeek.com/image/6638068/dominion-seaside

The removed cards are: Ambassador, Embargo, Explorer, Ghost Ship, Navigator, Pearl Diver, Pirate Ship, Sea Hag
And the new cards include 2 (white) action cards and 7 duraction cards
The removal of Embargo and Pirate Ship means that 2E comes without any tokens. But the rule book still shows the Island and Native Village mats.

Source:
https://www.reddit.com/r/dominion/comments/t6ehij/navigator_removed_in_seaside_2e_confirmed/hzbnjxa/?utm_source=reddit&utm_medium=web2x&context=3

Very surprised Merchant Ship survived, especially if they don't buff it in any way. I expected Explorer to be the card that held on even though it's often thought of as bad.

I don't think it will be too much of a stretch to give Lookout optional trashing and Cutpurse a "4 or more cards in hand" limit on who can be attacked by it.

It is not a stretch as all to have Explorer go, as Sculptor and falconer make this card look incredibly stupid (though I guess Harem is in the same boat, with Conquest existing.).

102
Rules Questions / Re: Coffers Rules Change
« on: March 05, 2022, 05:23:32 pm »
That said, is there any consideration on making Treasures playable during the entirety of the Buy phase (kinda contradicting what I just said above)? This mattered pretty much never pre-Renaissance, but nowadays it feels kinda ugly.

The rule was introduced with Prosperity. Removing it would break Grand Market, and significantly alter Mint and Mandarin, maybe more.

Wow, how could I forgot that one lol. But this isn't really that far of from the Coffers thing though.

EDIT: This begs the question: shouldn't the Buy phase be split into two phases: a phase A in which you play Treasures, and a phase B in which you can buy cards and (some) landscapes? For Coffers, the solution is then simple: you can play Coffers during the Action phase and phase A of the Buy phase. But I guess this opens other cans of worms (with playing Black Market through March or Gamble).

103
Rules Questions / Re: Coffers Rules Change
« on: March 05, 2022, 03:57:06 pm »
I am kinda split on this change, since I kinda dislike the errata Merchant Ship and (especially) Patron got. Is there a reason why the playability conditions aren't "when you can play a Treasure, you can spend Coffers". I know I can't outthink Donald X when it comes to Dominion design, so he must have a good reason for this.

That said, is there any consideration on making Treasures playable during the entirety of the Buy phase (kinda contradicting what I just said above)? This mattered pretty much never pre-Renaissance, but nowadays it feels kinda ugly.

EDIT: I have thought about it and yes, above suggestion is also less than ideal as Gamble suggests that you can play a Treasure. So a more ideal solution would be adding the convention that "A Coffers is a $1 producing Spoils that is always available". But that might be a too much of a breeding ground for rule questions (such as: do they count towards Storyteller and Voyage? Can I Mint them? etc.). And that probably sums up why Donald chose his solution instead.

104
Dominion General Discussion / Re: Allies Preview 4: Recursion
« on: March 03, 2022, 02:53:10 pm »
I think the reason they didn't go for the Duration route with Lich is because it would maybe be unclear that the start-turn effects of Durations would pass to the tun thereafter. And it's easy enough to remember that you have to skip next turn.

105
Variants and Fan Cards / Re: Fan Card Mechanics Week 30: Scrapbook
« on: March 03, 2022, 02:45:34 pm »


Permanent Bonfire paired with the one thing that it can't get rid of. Other cards might be able to get some use out of it though.

coming up with the names for these was harder than the text on them

1. Bonfire is getting Errata to not work on Duration cards. Campsite should likewise be limited to non-Durations.
2. Campsite should also say "card you have in play," like Bonfire.
3. Obsidian Ring is unclear; it can be parsed as "when you [trash this] or [discard this other than during Clean-up]" (which I only know you intend because of you saying that Campsite is "paired with the one thing that it can't get rid of") or "when you [trash this or discard this] other than during Clean-up," which would actually let Campsite get rid of it. I'd rearrange the triggers, i.e. "when you discard this other than during Clean-up or trash this."
4. That said, mandatorily putting it into your hand when it's discarded has a major accountability issue. When you discard multiple cards at once, only the topmost card is shown, hence why Silos and Shepherd reveal the cards they discard. Obsidian Ring doesn't work without a tortured wording like "when you trash this, put it into your hand. When you discard this other than during Clean-up, you may reveal it to put it into your hand" and being a Reaction.

Where can you find those errata? I mean, Prince is now also a Duration card (finally).

106
Dominion General Discussion / Re: Allies Preview 2: Split piles
« on: March 03, 2022, 02:34:22 pm »
Voyage is a really cool card with lots of interesting interactions. It is nice with gainers, it is nice with cards that give tokens, it is nice with stackable attacks and it works really well with Delay. Sure, the limitation to play cards, including treasures, can be off putting but once you are used to that, Voyage is a beauty.

(if you wanna rip on split piles, please go to the Wizzard pile.)

107
Dominion General Discussion / Re: Allies Preview 3: Choose One
« on: March 03, 2022, 06:25:43 am »
I think that there is a good chance that Elder is the next Capitalism. It is wacky, but I feel that whatever you try to pull with Elder, is very much held back by the fact that Elder by itself is just a disappearing Silver. This means that turning Town Crier and Town into Grand Markets is actually nowhere near as impressive as it sounds. It also doesn't help that you likely only get two of those. Because of that, you'd actually wanna avoid being dependent on Blacksmith for your drawing (which is also hot garbage on its own).

Elder+Minion is pretty nice, though, although the opportunity cost of unlocking Elder and buying that thing over another Minion is probably too much on average.

108
Dominion General Discussion / Re: Allies Preview 4: Recursion
« on: March 03, 2022, 04:33:47 am »
Sorcerer looks way, and I mean, way better than Sorceress.
Really? I thought it was the other way around. You can set up Sorceress for a guaranteed hit. You can curse multiple times a turn with Sorceress. Neither of these is possible with Sorcerer. True, the base chance to curse is probably a bit higher on Sorcerer, but Sorceress has a way higher ceiling.

Sorceress is frustratingly bad without this setting up. Sibyl obviously exists as a setup card, but that card is rare and expansive. I guess a Sorceress is just a card that needs (specific) support to be good. And it makes literally any card that can inspect, setup or rearrange much better; it's probably godly with Wandering Minstrel.

And I completely overlooked the fact that Sorcerer works only once at most per turn. That indeed holds it back severely and makes it likely worse than Sorceress.

109
Dominion General Discussion / Re: Allies Preview 4: Recursion
« on: March 03, 2022, 03:40:28 am »
Sorcerer looks way, and I mean, way better than Sorceress.

Also, Highwayman is an example of a Duration you can play each turn. I'm wondering, is Seaside 2E also getting these kinds of Durations?

And if you throne Highwayman, the throner doesn't get discarded at the start of the turn, right?

Anyway, kudos to the high amount of split piles. Also good that this expansion seems to be limiting to 2 new "core set-exclusive" mechanics. I mean, Nocturne was bloated with these types of things and ended up being a little underwhelming because of that.

EDIT: This split pile seems almost nonexistent on internal synergy, unlike the piles we have seen before. It's just a bunch of limited cards that can be extraordinarily powerful under the right circumstances. So the power discrepancy makes sense.

110
Dominion General Discussion / Re: Allies Preview 2: Split piles
« on: March 01, 2022, 03:45:50 pm »
My first impressions about the split piles: The $3 costs are really strong on both piles. Especially on the Augur pile, a singular Herb Gatherer is ridiculously strong with Sibyl. The other two cards work nicely as well, so the self synergy is very real.

The other split pile is probably not that strong, but very fun to play with. Voyage is absolutely nothing like Outpost, as being able to play 3 cards, including Treasures is a severe restriction unlike pretty much anything before. Sunken Treasure is the carrier here. I think Herbalist is legitimately good on these boards.

I already like this expansion more than Menagerie and Nocturne.

111
Variants and Fan Cards / Re: Fan Card Mechanics Week 29: Gone Pair-Shaped
« on: February 22, 2022, 02:03:33 pm »
Very cool idea. I also wonder: how would Sauna/Avanto be if Sauna and Avanto where pair-shaped and Sauna dind't have the trashing effect (in exchange for a lower price)

112
Mmm, this also looks pretty similar to the mechanic of the upcoming expansion (the one that had been leaked by accident)

113
Dominion General Discussion / Re: Seaside 2E Announced
« on: January 28, 2022, 02:26:32 pm »
I'm gonna be honest, I have mixed feelings about this shift. 8 cuts is pretty drastic. In Base and Intrigue, there were a lot more obvious examples of complete duds and guess what, both sets had at least one worthless card that survived the cut (Base had Bureaucrat, Intrigue had Harem). And 2E Base even has Harbinger, which I think now qualifies as a complete dud.

And in all honestness, I hope Sea Hag stays. Attacks doing something for the user is not a one-size-fits-all rule, and Sea Hag is also less automatic than Witch or most other Cursers. And if we were to get rid of an Attack, I'd rather see Cutpurse go, as that feels like a poor man's Militia in 99% of the cases.

If I were to rank Seaside cards by how badly they deserve to be cut, I'd probably get:

S: Navigator, Pearl Diver
A: Embargo, Pirate Ship, Explorer, Cutpurse
B: Merchant Ship, Island, Haven
C: Sea Hag, Lookout, Treasure Map
D: Treasury, Smugglers, Lighthouse, Native Village
E: Rest

EDIT: Can't resist the urge to relook at this tierlist, and reposition some cards. And the poster below me is completely right about Harbinger lol.

114
Dominion General Discussion / Re: Dominion: Allies
« on: December 20, 2021, 09:48:04 am »
It's basically a fixed version of Saboteur. I do think the difference with Locusts is somewhat negligible in most situations. I mean, it can still purify from Curses if the Curse pile is depleted. (that said, I'm kinda confused why the card had to to be this way and not "and gains a Curse if they can't". But Donald X has a good reason for this; you can't outsmart him when it comes to designing Dominion cards)

115
Dominion General Discussion / Re: Dominion: Allies
« on: December 09, 2021, 02:57:25 pm »
Well, I'm Dutch, so I can fully understand what these cards do. It seems that this expansion introduces a new "Liaison" type. Whenever one of the Kingdom cards has that type, one of these beige landscapes will be added to the kingdom. These horizontals cooperate with the Favors you have. Sometimes, they provide an effect you can get by spending Favors, but that is not always the case. Looks very interesting.

EDIT: Spineflu beated be to it, but I can provide a cleaner layout.

Royal Galley ($4, Action - Duration)
+1 Card
You may play an non-Duration Action card from your hand. Set it aside; if you did, play it again at the start of your next turn.

Specialist ($5, Action)
You may play an Action or Treasure from your hand. Choose: play it again, or gain a copy of it.

Subordinate ($3, Action - Liaison)
+1 Card
+1 Action
+1 Favor

Woodworker ($4, Action)
If none of the Supply piles are empty, +1 Action and gain a card costing up to $4. Otherwise, trash a card from your hand and gain a card costing up to $2 more than it.

Contract ($5, Treasure - Duration - Liaison)
+$2
+1 Favor
You may set aside an Action card from your hand, to play it at the start of your next turn.

Art Museum ($5, Action)
+$3
This turn: if you gain a card costing $3 or $4 more, +1 Buy (This seems messed up)

Importer ($3, Action - Liaison)
At the start of your next turn, gain a card costing up to $5.
-
Setup: Each player gets +4 Favors

Marquis ($6, Action)
+1 Buy
+1 Card per card in your hand. Discard down to 10 cards in hand.

Barbarian ($5, Action - Attack)
+$2
Each other player trashes the top card of their deck, gains a cheaper card that shares a type with it if it costs $3 or higher, and gains a Curse otherwise.

Christmas Ball ($2, Treasure - Liaison)
Choose 2 different: +$1; +1 Buy; +1 Favor; This turn, when you gain a card, you may put it on top of your deck.

And the Landscapes are:

City State
When you gain an Action card during your turn, you may spend 2 Favors to play it.

Gang of Pickpockets
At the start of your turn, you may spend a Favor. If you don't, discard down to 4 cards.

Astrology order
When you shuffle, for every Favor you spend, pick one of the cards to go on top.

Costal Harbor
During clean-up, you may spend any number of Favors, to keep that amount of cards from your hand for your next turn. (you still draw 5 afterwards)

Banker's Association
At start of the Buy phase, +$1 per 4 Favors you have.

116
Dominion General Discussion / Re: Dominion: Allies
« on: December 05, 2021, 05:37:23 pm »
Are there any plans for previews?

117
Laws are landscapes that come in sets of 3, and provide any effect that will apply to a player's turn.

The rules are as follows:
  • Each player will have a wooden cube in their colour to track which Law will apply on their turn
  • Starting on Turn 3, at the start of each player's turn, that player will place their wooden cube on one of the available Laws
  • In a 2-player game, players cannot place their cube on a Law that already contains the other player's cube.  In a game with 3-5 players, players cannot place their cube on a Law that already contains two cubes. In a game with 6 players, players cannot place their cube on a Law that already contains three cubes
  • You must move your cube to a different Law at the start of your turn

I really like this concept, but I think there is a bit of an issue with this implementation. In a 2 player game, after Turn 3, no one gets to choose where their cube goes. At the start of each turn after that, there is (a) the Law your cube is on, (b) the Law your opponent's cube is on, and (c) the Law with no cube on it. Under these rules, your only "choice" is to move your cube to (c).

In a 5 player game, is be impossible to follow those rules in one situation. If at the start of your turn (after all the cubes are down) your cube is alone on a Law, that means that each other Law has 2 cubes on it. At that point, you either have to violate the rule that "In a game with 3-5 players, players cannot place their cube on a Law that already contains two cubes" or the rule that "You must move your cube to a different Law at the start of your turn" but you cannot follow both.

I don't immediately have a solution that I love for these. The most obvious would be to make it so there are 4 Laws in a set, but that seems like it might be too much. You could fix the issue with the 5 player game by allowing 3 cubes per Law, and just leave the 2 player rule, but it will make the mechanic play radically differently in 2 versus 3+ player games.

Thanks for the feedback.

Good catch on the lack of choice for 2-player games.  I think you're right that the most obvious fix is to increase the number of Laws per set to 4, so that you have 2 Laws to choose from.   

I think for the scenario in the 5-player game that you mentioned, perhaps the rule should be tweaked to say you must move "you must move your cube to a different Law at the start of your turn if you can"

Scaling this well based on the number of players is difficult, but I think Dominion already becomes a very different game at more than 3 players.

Another solution is to not outright forbid choosing the same law as the opponent, but instead make the player you copy gain a reward such as a Horse. Of course, this has its own complications regarding first player advantage.

At any rate, you are free to pretend Dominion is a 2-4 player game.

118
Variants and Fan Cards / Re: Fan Card Mechanics Week 21: Curse you!
« on: October 22, 2021, 11:02:10 am »
If I'm still in time, I have this entry:


119
Variants and Fan Cards / Re: Fan Card Mechanics Week 21: Curse you!
« on: October 22, 2021, 09:58:03 am »
Do you actually plan to judge this contest?

120
Variants and Fan Cards / Re: New mechanic: Modifiers
« on: August 25, 2021, 02:52:49 pm »
Thanks for the input, emtzalex! Glad that I didn't keep this mechanic untill I'd host a Fan Mechanic contest.

The idea of this Modifier is to provide an extra challenge in finding the path to the victory. Although it doesn't increase the amount of options like Events do, it causes the kingdom to have a pile of cards that aren't as well understood as your average Dominion card. The card may not have a publish-worthy effect, but the player still has to figure out how this "new" version of the card plays in comparison to the old version, and then find out if and how it fits in the strategy. But I get there may not be a need for it and people would rather play with 10 well polished cards. The topic you have linked to examplifies that. And the mechanic should obviously not make the Landscape synonymous to "This card is left out of the kingdom", which is likely the biggest hurdle to overcome.

Your suggestions are interesting, particularly the one where players can choose if the Modifier should take place or not. It definitely prevents the modifier from destroying the card, but being forced onto a given set of resources and give this new monstrosity a chance is also part of the charm. I will definitely take this into consideration.

Still, I can't help but feel that aside from Magic Suit, the ideas are at least somewhat decent. But this obviously needs to be proven through playtesting.

121
Variants and Fan Cards / New mechanic: Modifiers
« on: August 24, 2021, 03:28:35 pm »
Modifiers are card shaped objects in the vein of Events, Projects, Landmarks and Ways. When the Kingdom has a Modifier, one of the Action supply piles will have the Modifier token on it. When a player plays a card from that pile, he/she first gets the effect as described on the Modifier, before following the instructions of the card itself (similar to Adventure tokens). The effect is involuntarily and lasts an entire game. Some modifiers alter intrinsic properties such as the cost.

Here are ideas I came up with. As you see, Modifiers typically have a double-edged sword kind of effect. Some modifiers just give the card a small buff.




Edit: OUTTAKE:

122
Variants and Fan Cards / Re: Fan Mechanics Week 17: Idle Hands
« on: August 15, 2021, 05:54:35 am »


Is it action card or an +1 action? Slightly confused

Action Card. Fixed it.

123
Variants and Fan Cards / Re: Fan Mechanics Week 17: Idle Hands
« on: August 12, 2021, 03:33:54 am »


EDIT: Slightly modified the text.

124
Is the winner going to host the next contest?

125
Variants and Fan Cards / Re: Fan Card Mechanics Week 15: Level Up
« on: July 17, 2021, 06:04:40 am »
A lab variant. Powers up the more you buy it, but you have to keep fueling it.
 added the +1 Buy treatment to it. Now either you could pile this on a turn, but have a load of junk in your deck, or you could spent a lot of excess money on powering it up.



Adding this +1 buy-on-purchase effect to a card that only costs $2 is always sketchy, as a Ferry or singular Quarry can reduce this card's cost to $0. This interaction is downright broken in this case, because it enables to power up Volatile Laboratory infinitely and then snatch all VLs away entirely for free.

It's otherwise a cool idea, but you gotta do something about that (just removing and making the card your typical it-needs-+Buy-to-be-truely-amazing card is probably just fine. Alternatively, you could add an overpay effect).

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