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Messages - grrgrrgrr

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226
Dominion General Discussion / Re: Menagerie Bonus Previews
« on: March 09, 2020, 02:10:21 pm »
Let's wrap it up with a conjecture based list of synergies and antisynergies.

Way of the Chameleon
S: Any virtual Money (esp. Poor House)
S: Lab variants (and Horse givers)
S: Cantrips, when there is too much draw already
S: Any source of + Cards actually, to avoid reshuffles
S: Opposing Enchantresses
A: Steward (as in: more stiff competition)
A: Drawers that don't use "+ Cards"

Way of the Rat
S: Cards that scream "get the most of this ASAP", especially Grand Market
S: Cards with a "while in play" effect, especially Highway
S: Villages, to grant the terminal space
S: Throne Room variants
S: Donate
A: Most cards really prefer to be played 99% of the time.
A: Treasureless decks

Village Green
S: Tactician
S: Sifters, especially Embassy and Dungeon
S: Cards like Loan and Rebuild that search for non-Action cards
S: Opposing discard attacks
S: Gainers, to increase the density of this card 
A: Lack of above makes its extra effect mostly irrelevant (though not entirely)
A: Strategies that don't care about Villages (like, god forbid, Smithy BM)

227
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 01, 2020, 03:40:49 pm »
revised to
Quote
Sepulcher • $6 • Night - Duration
While this is in play, at the start of your Clean up phase, if there are fewer than 7 cards on this, set aside 2 cards you have in play on this. At the start of your turn, if there are 3 or more cards on this, you may put them into your hand and discard this.


(also revised upthread)
clearer?

Much clearer. You did buff its effect quite a bit though.

228
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 29, 2020, 06:29:08 am »
There was some talk about MTG in the discord that got me thinking about my favorite MTG card and it made me realize it's well-suited to being a reverse-Crypt:


Quote
Sepulcher • $6 • Night
At the start of your Clean up phase, move a Treasure you have in play to be touching this and no other cards. If you cannot, after drawing your new hand, put all cards touching this into your hand and discard this; until the start of your next turn, when another player plays an Attack, it doesn't affect you.

The Attack blocking is because this'd really suck to get hit with a handsize attack with.
I think the most you could get with this is 7 treasures? Someone better at geometry can probably figure out a better pattern; however you'll probably want to  be inefficient since the game can change a lot in 7/8 turns
This has a lot of ambiguity to me; I've never played mtg. It would be simpler in many ways to set Treasures aside under it until you have seven. There's also no implication that this stays in play until you put everything in hand. And how long is the attack block lasting? The turn you play it, the turn you put everything in hand or for all the time it's out?

Yeah, I'd do something like this.

Quote
While this is in play, at the start of the Clean-up phase of your turns, set aside a Treasure you have in play under this. If you can't, turn this sideways. Then, at the start of your next turn, put all those set-aside Treasures into your hand and discard this from play.

229
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 28, 2020, 03:38:45 pm »
A Band of Misfits variant


EDIT: Also included Horses, provided that the conjecture about them is true (i.e. they are the +Card versions of Coffers/Villagers).

230
Dominion General Discussion / Re: Is Recruiter too good?
« on: February 22, 2020, 03:15:02 pm »
Rebuild is not nearly as one-dimensional and automatic as people make it out to be. A very underrated benefit is as an unorthodox miller. You don't really care whether Rebuild hits Province or Duchy; your goal is to annihilate the Province pile. A very annoying way to bolster your lead, or to punish overbuilding.

231
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 22, 2020, 04:42:00 am »


Quote
Nickel Silver
$0 • Treasure
+$2
+1 Buy
While this is in play, cards cost $1 more.

Nickel Silver or German Silver doesn't actually contain any silver, it's an alloy of 60% copper, 20% nickel, and 20% zinc. It was used to make jewelry and cutlery that imitated the appearance of silver, but much cheaper (and lighter). It was only made in the West from the 18th century onwards, but it was known as "white copper" in China much earlier than that.

I'd prefer if it were an Action card, so it could cooperate with stuff like Apprentice. Right now, it seems to be really weak, even worse than Herbalist.

232
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 21, 2020, 09:29:58 am »
So when my opponent, who went first, gets their witch on turn 3, they can wreck my ability to be Twice Industrious?

I don't think Witch effects getting Twice Industrious, but even without that interaction it's probably a bad design anyways. I think I'll change its abilities to reflect a cost $2 card or make it a debt card. This way you don't have to rely on taking a chance and getting lucky. Thanks to you and Naitchman for the feedback.
I mean, Witch, Marauder, even Messenger have the ability to mess that up for other players - rather than a cost wording, change it to "When this is one of your first two cards you gain during your turns" and you're fine.

I'd say: When you gain this during your first two turns,...
EDIT: and not bother with Twice Indistruous.

233
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 21, 2020, 09:01:17 am »
My attempt at a Traveller line



Update: Altered the wording of Top Executive

234
Updated the list. My old list was:

1. Governor
2. Sauna/Avanto
3. Magpie
4. Cultist
5. Tournament
6. Groundskeeper
7. Plaza
8. Grand Market
9. Baker
10. Port

Interesting list btw, Markus. I'm not too keen on Market being so high, but I definitely understand it though. Market is likely to be the best target for the +Card token on the vast majority on the boards. It is still useful enough to warrant a purchase, but week enough that the +Card makes for a serious improvement.

Governor holds an odd place, but it is very likely to be the best +1 Card target on pretty much any board it appears on by a comfortable margin. The only thing that holds it back from being the most used target is the fact that Peasant tends to be too slow, and Pathfinding still takes an opportunity cost. But it still scores extremely high for a not-too-cheap non-cantrip on the Markus' Pathfinding list, and that says enough imo.

235
Probably not scholar
If we want a bottom 10 list:

1. Any one-shot
2. Diplomat
3. Menagerie
4. Poor House
5. Library
6. Jack of All Trades
7. Cursed Village, Watchtower, Scholar

Speaking more seriously, if you find that you have about equal amounts of Village and Smithy, which would you prefer to put the token on?

I would not include Poor House, as a mass-Poor House deck usually has no treasures at all.

236
Thanks for the input. I definitely should have included Border Guard, Pawn and Hamlet, and I have probably overrated Sauna/Avanto, Cultist, Baker, Groundskeeper and Grand Market.

I still consider Governor as a nr 1. Governor is an extremely centralizing force. If it is boosted by the +1 Card token, it will be so strong that it doesn't care about anything other than something like a chapel, and a +1 card Governor will outpace the vast majority of the Pathfinding/Teacher boosted engines. The pathfinding token will almost never fail to be useful, as a Remodeler and a Gold gainer are much better when they are cantrips. And the megaturn will be a lot more efficient when the Governor draws 4 cards.

I've put the Sauna/Avanto combo at #2 because I've used the +Card token on it in a game with junking (by Mountebank if I recall correctly) where Sauna and Avanto initially struggled to connect and trash anything. Then the Teacher arrived to put the +1 card token on the sauna/avanto pile and all struggles were completely gone. I was consistently able to draw everything and all junk was gone in one turn.
Although Sauna/Avanto are usually good enough at drawing the deck without any help, they still need the deck to be compact. However, when the Saunas become Labs and the Avantos become Hunting Grounds, this struggle is eleminated almost completely. That being said, they do prefer the +$ token most of the time.

Although Cultists indeed prefer the Action token most of the time, they never fail to be an amazing target for the +1 card token. This is mostly because Cultists are ridiculous cards you want many off, but when you put the +1 card token on it, they become an excellent drawing machine that can draw the entire deck at the expense of one action. A #4 position is probably overselling it though, as they do need external Village support if the deck gets more actions you wanna play each turn.

237
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 15, 2020, 04:40:21 am »


Inventions are cards which you can play as one-shots by meeting some condition which is described for each card below the dividing line. You can also buy and play them as normal.

Looks pretty awesome, but I'd certainly give it a different color, as a reminder that these cards provide extra options during your turns by virtue of being in the kingdom. Reactions are having a different color for similar reasons - to remind that they have an effect on moments other cards typically have no interaction.

Also, two of the entries say "you may you may".

238
Dominion General Discussion / Top 10 best recepients for the +Card token
« on: February 14, 2020, 12:44:29 pm »
This top 10 consists of the best cards to use your +Card token on, be it through Teacher or through Pathfinding. I will make similar top 10s for the other Teacher tokens in the future. Feel free to post your disagreements in this topic. Hope this will spark a good discussion.

The +Card token is probably the most versatile of the tokens, as it works on about everything. The only truly awful candidates are cards that don't see play later on, or draw-to-X cards (and even then, +1 Card on Minion is still pretty solid). That being said, cantrips that are already somewhat spamable are generally the preferred targets.

This is my list for now. Write-ups will follow in the future.

1. Governor
2. Magpie
3. Hamlet
4. Pawn
5. Border Guard
6. Market Square
7. Port
8. Ironmonger
9. Plaza
10.Laboratory

239
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 08, 2020, 04:24:56 pm »
My entry for this week is a new Treasure subtype: Jewelry:

Normally your buy phase consists of of two sub phases: First, play your treasure cards (spend coffer, pay off debt); second, buy card(s) (or event(s), or project(s))

Treasure-Jewelry cards are are cards you can play any time during your buy phase. Frequently, they will care about cards you bought (and are better if you play them after at least one buy).

Examples:






Notes on mechanic:
• Originally, I considered Jewelry as its own type and Jewelry cards had to wait until a card was bought to be played. But they seemed more interesting as regular treasure cards that just don't get the extra benefit (or in the case of Necklace are handicapped) if you play them as regular treasures before before buying.
• Most Jewelry cards will have +1 Buy.
• I may change the color, for now I went with just changing the background to the treasure color so they're overall similar to Treasure cards, but with a noticeable difference
• Any suggestions on name / theme? I'm not in love with "Jewelry" but it's the best I could think of.

Notes on specific cards:
• Ring: A copper, unless you wait, can then get you coffers
• Bracelet: you can get 2 provinces for $15 instead of $16 (or less with multiple bracelets).
• Necklace: really benefits from waiting until after your first buy, though is buffed with events, projects, cards that cost only debt, etc. (is there a better way to phrase? The "or $0" clause seems inelegant, but necessary.
• I'm working on at least one more than will let you play treasures (useful when the kingdom allows you to draw cards after you buy, e.g. with Innovation
 

Feedback on both the mechanic and example cards very welcome!

The mechanic looks fine, though fairly easy to forget. Two of your examples are fairly broken:
* Bracelet absolutely should cost $5. It compares extremely well to Bridge (nonterminal and produces $2), and Enhanced Silvers are never priced at $4.
* Necklace is completely unusable without external sources of +Buy. I'd therefore recommend to somehow involve a +Buy token, or make it part of a split pile.

240
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 08, 2020, 03:49:44 pm »




Rules are horizontal cards that give an effect that holds from the start of the game. They can be seen as Projects that are bought prior to the start of the game. Or as a Landmarks that do more than just altering the VP count. It is not recommended to play with more then two horizontal cards - be it Events, Landmarks, Projects and Rules.

About the five rules:
* Golden era: Basically a Delve for Golds. However, it does nerf Golds as TfB fodder quite hard.
* Modern Times: Wanna play Dominion with 6-card hands? Here is your chance! The starting deck is bigger to ensure the first shuffle still happens after T2.
* Accelerate: This card rewards the ability to play multiple cards a turn.
* Fair Start: This card forbids 5/2 openings, and also prevents unlucky 3-Estate draws later on. Plays rather awkward with Heirlooms/Shelters though.
* Heritage: When you own Renaissance, this card provides multiple rules for the price of one! I'm pretty sure the games where the set aside card is Cathedral are going to be very fun.

EDIT: Fixed the description of Modern Times, and slightly modified the descriptions of the cards themselves.

241
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 06, 2020, 05:45:24 pm »
I agree with most of what you said. Here's my 2cents

Pioneer by Fragasnap
This could work as a $6 cost, as it is basically a Peddler+ when drawn with another Action card. Being able to move your +1 Card token mid turn is a scary feat, but it really needs to connect probably in order to be that impactful. And using your +1 Card token on a card that appears once isn't super impressive (but not bad either)
There's no way this is strong enough for $6. A peddler+ is usually $5 cost (see Artificer, Treasury, Baker...), so $5 would probably be good here.

Archaeologist by LibraryAdventurer
Very very very broken. After four purchases, ruins are going to be absolutely amazing. I mean, Abandoned Mine becomes a free Grand Market for crying out loud. Getting there shouldn't be difficult in 2P: the card itself is a cantrip and, afer two purchases, Ruins aren't going to be a hindrance either and Archaeologist becomes a superior Lost City. Not sure how to balance it; getting rid of the ability to gain ruins to the hand and to play $3 costs would be a start I suppose. Right now, it's probably superior to The Forbidden Card: Superlab.
You're probably right that it's too strong, but I don't think it's quite as broken as a Superlab. I'll make it slightly weaker.

Forest Path by Something_Smart
On face value, this looks pretty horrible, as it's a Woodcutter that cost $5 that can do something else. But woodcutters are helpful at depleting the pile with the -2$ token on it. And on turns you move the -2$ token, it could be essentially equivalent to +$4, +1 Buy, which is nice. Playtesting needs to determine if this card is good enough (it's almost certainly not broken), but I think it will be on the weak side (though certainly not Harvest-tier weak).
I think you misread the card. You either get +$2 or place the -$2 cost token, never both. Which IMO makes it too weak for $5, but I think it'd be fine at $4.

My favorites (with appropriate tweaks): Pioneer, Shipwright, Forest Path, and my Archaeologist of course.

But congrats to NoMoreFun anyway...

I didn't misread Forest path; when you move the -2$ token and then use the extra buy to gain 2 cards from that pile, then you essentially gained $4 out of this card. You are right at your other points.

I realize that some of the feedback is somewhat ill-formulated, but I think that Tramway is still a valid choice for a winner.


242
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 05, 2020, 09:16:59 am »
Ok, judging time.

Tramway by NoMoreFun
This is a really nice way of using your -1 card token. Tramway+Smithy is a slightly more reliable version of Village+Smithy. When you don't undo the -1card token, you can have some actions and some Coffers, but your next hand is gimped. Like it a lot. A $4 price would've been probably better though.

Pioneer by Fragasnap
This could work as a $6 cost, as it is basically a Peddler+ when drawn with another Action card. Being able to move your +1 Card token mid turn is a scary feat, but it really needs to connect probably in order to be that impactful. And using your +1 Card token on a card that appears once isn't super impressive (but not bad either)


Clownpiece by Majiponi
I'd love to see Diadem as a regular Kingdom card, but I'm afraid this is going to be on the broken side. You have to consider that Smithy variants are not the only viable targets for Lost Arts; turning nonterminals into villages is also a very good use of the event. Spamming villages is going to make it a little too easy to make this produce lots of money, especially considering it is nonterminal action card. It'd work better as a Treasure.

Archaeologist by LibraryAdventurer
Very very very broken. After four purchases, ruins are going to be absolutely amazing. I mean, Abandoned Mine becomes a free Grand Market for crying out loud. Getting there shouldn't be difficult in 2P: the card itself is a cantrip and, afer two purchases, Ruins aren't going to be a hindrance either and Archaeologist becomes a superior Lost City. Not sure how to balance it; getting rid of the ability to gain ruins to the hand and to play $3 costs would be a start I suppose. Right now, it's probably superior to The Forbidden Card: Superlab.

Usurper by somekindoftony
Not sure if I want an attack to be this expensive. The attack is definitely interesting; it's a Torturer that takes longer to to become a thread, but can become even more oppressive when it's stacked and the victim doesn't bring enough variety into the deck. The trashing token isn't going to be any meaningful when Ruins overtake the deck, and the +1 Card token elevates the price too much. Interesting concept, and you should definitely play with this idea in future contests.

Shipwright by Gazbag
This card is nice if you want several copies of a singular $5 cost, but can be rather slow since it requires to move your first -2$ token before you can get your first copy. For getting $4 components, it is horrible. On the flip side, being able to move your -2$ token on play is a strong feat on its own. Very had to judge whether it's broken or underpowered (the latter is definitely not the case on Seer boards), but it looks solid.

Whatever1/2 by segura
Two submissions at once is not allowed, but I will comment regardless. Donald has a sound reason to not allow the Coin token or the Buy token on treasures. Enabling the coin token on Copper would be clearly ridiculous, and enabling it on Silver or Gold would make it too automatic as well. Whatever 2 fares extremely poorly in comparison to Seaway, as that card actually makes you gain a card. Enabling the Buy token on Copper would be extremely busted with Gardens, too.

Fairy Forest by Gubumb
We don't need more Smithy variants, and this one doesn't seem to bring much on the table. The ability to be screwed over by Delusion or War is probably reason enough to consider it inferior to any Smithy variant (including Smithy itself) for engines. For Money, the situation isn't much better, as Envious can be extremely annoying. Receiving boons is cute, but most are fairly superfluous, and receiving one in two plays is probably already balanced at $5; we don't need a bad version that gives hexes.

Reinvest by grep
A bold move to not include a once-per-game clause. Needs playtesting to see if it is necessary. Comparing to Inheritence, it can be activated earlier as part of the price is in Debt. And being able to use $5 costs is a plus, too. At the same time, it seems rather clunky, as ensuring to hit $5 with a specific target in hand can be painful. It is a neat attempt at giving Inheritence a brother, but ultimately, I doubt if this is going to bring too much on the table.

Carnival by spineflu
This one compares poorly to Seaway (especially since it's a Project), and tying a "Modular buy splitter" effect to a +Buy token doesn't sound like a good idea. Don't get me wrong, a modular buy splitter can be cool, but it is much better to make it the on-buy effect of a specific card. Your idea is broken with Pedler: if both players move their +Buy token to Pedler, then the first player to play 4 actions can deplete the entire Pedler pile in one turn, while the other player is stuck with a useless +Buy token he can't even move. To be honest, I like your original nom a lot better, though that one was flawed as well.

Forest Path by Something_Smart
On face value, this looks pretty horrible, as it's a Woodcutter that cost $5 that can do something else. But woodcutters are helpful at depleting the pile with the -2$ token on it. And on turns you move the -2$ token, it could be essentially equivalent to +$4, +1 Buy, which is nice. Playtesting needs to determine if this card is good enough (it's almost certainly not broken), but I think it will be on the weak side (though certainly not Harvest-tier weak).

Lion by Clouduhieh
I don't like that the non-attack portion is completely identical to Haunted Woods. And the attack portion seems not to be something that alters the path to victory, but rather just needlessly drags out the game. The ability to dodge Reactions seems kinda cool, but is ultimately a way to make a card extra wordy for something that is not that strong or common to begin with.

Merchant Warf by Abel_K
Thanks to Gubumb for providing a readable version of this card. It is still unnecessarily convoluted and the use of either or the tokens seems completely artificial to me. It also raises questions to what happens when you play multiple Merchant Warves, or when you buy Seaway after buying a card with the +Buy token. If you wanna finetune this card, please consider a Cargo-Ship like approach (no idea if it is balanced):
Quote
+1 Action
Once this turn, when you gain an Action, you may set it aside face up (on this). At the start of your next turn, play that card and then then choose 2 different : +1 Card +1 Action  +$1.

Adventurer's Village by [TP] Inferno
Mmm, I'm not convinced this is balanced at $4. Mass buying this still provides a good amount of +Actions, +Coin and +Buy without reducing your handsize. The thing that keeps City from being overbearing is the First Mover problem. This card doesn't have that at all.

Final result:
Winner: Tramway by NoMoreFun
Runner-up: Shipwright by Gazbag

243
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 04, 2020, 06:19:22 am »
I will finish the judging this evening (European time). Feel free to post ideas until then.

244
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 02, 2020, 01:40:31 pm »
Time to say "24 hours left".

245
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 28, 2019, 07:03:37 pm »
one quick clarification @grrgrrgrr - can it be a regular card or does it have to be a sideways card like object?

Regular cards are definitely eligible.

246
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 27, 2019, 03:21:15 pm »
can we use more than one of the adventure tokens? also do we have to maintain all of the regular functionality for the trash/estate tokens or can we come up with new functionality and just say "don't use this with plan/inheritance"?

asking specifically on those two because everything else is pretty straightforward on how it works

a) You can definitely use multiple tokens.
b) You have to stick with the original functionality of the token. (otherwise, I might as well add the ability to create custom tokens)

247
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 27, 2019, 01:04:46 pm »
Very well. Next challenge will be

CHALLENGE #56 - WHAT'S YOUR NEXT ADVENTURE

Design a card shaped object that uses one of the tokens that were introduced in the Adventures expansion.

248
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 26, 2019, 04:31:48 am »
Gift Exchange has a problem.

Play Apprentice to trash Province.
Play Gift Exchange to gain Province.

...too overpowering. Cost restriction is needed.

Treasurer does something similar with gold. It's fine.

249
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 17, 2019, 12:11:24 pm »


Quote
The Grinch ($3, Event)
+1 Villager
If the Grinch token is face down, turn it over. (When the Grinch token is face up, each player gains an Imp at the end of their turn)

To clearify, there is one Grinch token, which starts face down.

250
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 13, 2019, 10:59:04 am »
Fertile Village (Action, $4)
+1 Card
+2 Actions
You may discard an Action, to gain another Fertile VIllage.

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