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Messages - infangthief

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76
Non-Mafia Game Threads / Re: Break the Code - Forum Version
« on: June 19, 2022, 05:44:34 pm »
First question:
How many black tiles do you have?
fang: 2

77
Non-Mafia Game Threads / Re: Break the Code - Forum Version
« on: June 19, 2022, 05:41:40 pm »
It looks like someone redid the setup. That's ok, but make sure you have the right tiles noted. Keep same player order.
Ok, yes, it has changed! Noted down my new numbers.
With the public link, I guess anyone could meddle and change it any time. Should we keep our own records of the available questions also, then we can continue the game even if it gets changed again?

78

Quote
Pilgrim
$2 Action

+1 Card
+1 Action
+1 Buy
Exile this.
----
When you discard this from Exile, if you have the Rosary, +1VP.

79
Non-Mafia Game Threads / Re: Break the Code - Forum Version
« on: June 18, 2022, 03:40:10 am »
Right, I've made a copy of my tiles, reordered according to the rules. And I've looked at the 6 revealed questions. So I think I'm ready.

80
Non-Mafia Game Threads / Re: Break the Code - Forum Version
« on: June 17, 2022, 01:59:18 am »
Never tried it before, but sounds good. Count me in for a round please.

81
Judging at last, thanks for your patience!

Great entries and a lot to think about and admire. I haven't been able to playtest any, so apologies if my estimations are off - I've done my best.

Telescope + Astronomer
by Builder_Roberts
A Laboratory where you get to pick 2 cards from 4 sounds strong already, then the possibility of a free Warehouse effect at the end of your turn. But then $6 is a lot, so maybe ok. An interesting twist might be if the Telescope made you topdeck instead of discard, then you could use it to help set up for regaining it with an Astronomer next turn (though that might increase the game-slowing decisions). Either way, looks like a good Navigator replacement.
Cursed Stone + Road
by Joxeft
Silver with a bonus if you're happy to restrict your buying choices. DXV has said he doesn't like $4 Silver+ cards, because people just buy them when they would have bought Silver anyway. I'm not sure I agree with him, so I'm not going to count that against this card. Cursed Stone is an interesting penalty that will always be relevant - at the very least it prevents you buying more Roads, Silvers or Golds, and there are nearly always Action cards with $ in them.
Seal of Loyalty + Pawn Shop
by Augie279
This does a lot! Double Broker, with the option to get the Artifact. Seal of Loyalty is very useful, especially with future Pawn Shops (if you still have it when you play them). Very good thematically too.
Doorbell + Door
by J410
This seems very weak to me, because discarding a card hurts a lot. At $3 this would be fine. Having Doorbell is an advantage, but using it just gives me a Village with a little bit of sifting, which is hard to get excited about.
Magic Brew + Scientist Association
by fika monster
I like the Magic Brew effect; permanent Transmogrify seems very strong (though I think the wording needs improving - see other exchange cards). And I like the Ally's pick your own Artifact idea, great flexibility. "Usable" would need defining in an FAQ. I think it still has the Importer problem that faust pointed out.
Quill + Scribe
by 4est
Scribe/Quill seems really interesting. At first I thought it was so overpowered, like if you start your turn with Quill then your first Scribe is a Village and all subsequent Scribes are Lost Cities. But then I realised that, if it is that powerful, then you're very unlikely to start your turn with the Quill (but you still have the penalty of 1 fewer card end of last turn). So, a high risk strategy which kind of forces your opponent to mirror you. How does Quill work if you've played Outpost? Finalist
Broom + Witch in Training
by faust
Another step down the Witch ladder, and I like the theme of the Witch school having only one broom to go round everyone. The only way to give out more curses than your opponents is to get extra copies, which is a different dynamic than standard Witch. And very interesting I think. In multiplayer it would be annoying if the player on your left decides not to get any Witches in Training, but that does increase the interdependence of different players' strategies. Finalist
Building Permit + Reconstruct
by AJL828
Remodel variant that gains to your hand. The Building Permit looks like a powerful Artifact that will be fought over, which is good, but getting it is probably hard enough that there is some chance you will still have it at the start of your next turn. There is also the possibility of using Building Permit on the same turn that you get it, if you try hard.
Mystery Box + Night Porter
by xyz123
Quote
Mystery Box
Artifact

At the start of your turn receive the next Boon.
Quote
Night Porter
Night
$3

Choose two: Gain a Horse; +1 Villager; +1 Coffer (The choices must be different).

You may discard a non-Victory card costing $2 or more to take the Mystery Box.
Another strong Artifact that you can get by handicapping yourself. Seems like a great use of Boons and I like the Night Porter options, though I think it should probably cost $4. The choice of whether to take the Mystery Box is probably well balanced in some kingdoms (eg is it worth holding back a Silver to take it?); in others I think you'll hardly ever get to keep the Mystery Box till the start of your next turn, but at least it will be always influencing play. Finalist
Smuggler's Map + Junk
by emtzalex
Laboratories that stay out an extra turn, so long as you play at least one per turn. And if everyone does that then everyone has the Smuggler's Map whenever they need it, all very harmonious. Seems solid, similar to Caravan but with a bit more to think about.
Toolbox + Charitable Village
by Galaxi
A cheap double-Village, with the drawback of giving someone else an extra Action at the start of their turn, which is handy for them for engine reliability. I'd be inclined to make it so all other players start with an extra Action, and increase the cost to $3, but might be fine as is.
Hammer + Builder
by Commodore Chuckles
Quote
Builder
Action - $4
Gain a card costing up to $4. Choose one: +$1, or take the Hammer.
Quote
Hammer
Artifact
The first time you shuffle on your turn, first gain a card costing up to $4.
The Hammer ability seems really good, and the Builder choice makes you estimate when you next expect to shuffle. I like "when-shuffle" triggers. I was going to say that a workshop with +$1 already seems too strong for $4, but there is Inventor, so I must be wrong there! Finalist
Secret Ingredient + Greengrocer
by spineflu
A Market with a Potion cost. It's all about getting the Secret Ingredient, for which you will need an ordinary Potion and $3. Then once you've got it you can get Greengrocers really fast, and much easier to get any other Potion-costing cards, until someone takes the Secret Ingredient off you. Fun but very swingy.

So my finalists are:
Quill + Scribe by 4est
Broom + Witch in Training by faust
Mystery Box + Night Porter by xyz123
Hammer + Builder by Commodore Chuckles

... and I'm going for:
Runner-up: Mystery Box + Night Porter by xyz123
Winner: Broom + Witch in Training by faust

82
Puzzles and Challenges / Re: The highest Plateau
« on: June 14, 2022, 09:22:19 am »
In multiplayer games, I get the highest number for challenge 1 with the following kingdom:

Card                   Number of $2 cards (including starting cards)

Imp gainer          13
Pixie                   11
Tracker               11
Bauble                10 (+any number of Favors)
6 other $2 cards: 60
Estates:              15
                         -------------
                         120 $2 cards, for 240 VP
With Inheritance and Lurker (as one of the $2 cards) you can gain everyone else's Estates out of the trash, for another 9.

83
Judging is ... not here yet. Sorry, very busy few days.

84
Non-Mafia Game Threads / Re: Codenames XIII
« on: June 13, 2022, 05:01:07 pm »
Page is red
Post is red
Hit is red

85
Dominion General Discussion / Re: Prosperity 2E Preview 3
« on: June 13, 2022, 03:56:50 am »
My comment was not about the case of "one of them failing to do it" so no idea why you're quoting me, but ok.

It was a joke, which I will now try to explain.

[explanation]
Awaclus's post said "Collection+Stampede results in both players starving to death, unless one of them failed to do it". The caveat was clearly intended to refer to doing the Collection+Stampede thing. But I wanted to deliberately misinterpret it as if it referred to starving to death. Then you said you could eat while playing Dominion, so it sounds like if any player could fail to starve to death in a Collection+Stampede game it would be you.
[/explanation]

86
Dominion General Discussion / Re: Prosperity 2E Preview 3
« on: June 13, 2022, 02:17:51 am »
Quote
Collection+Stampede results in both players starving to death
I don't know how it is for you but I can eat and play Dominion at the same time. Sleep deprivation will play a bigger factor ;)
The full post from Awaclus did allow for the possibility that one of the players might not starve to death:
, unless one of them failed to do it.
:P

87
Non-Mafia Game Threads / Re: Codenames XIII
« on: June 13, 2022, 02:07:15 am »
Website: 3

88
Non-Mafia Game Threads / Re: Codenames XIII
« on: June 13, 2022, 02:06:27 am »
Maple is blue
Smuggler is neutral

89
One big question I had about this mechanic, in terms of design for it, is how strong is the capacity to combine cards (and, in particular, to combine Action cards). My first impression is that combining Action cards is incredibly strong. It is not hard to think of 2 card combinations that are extremely powerful.
It does seem powerful, yes. Even if the 2 Action cards you combine don't have any special synergy, just the act of combining them is like gaining a Lost City (without benefitting your opponents). Then if they do have synergy it's even better. I like your Tactician + Watchtower example!

90
Variants and Fan Cards / Re: Fan Mechanics week 39: Snowy Mac-snow
« on: June 12, 2022, 04:02:17 am »
Nice judging.
I was wondering why Snow has a cost of $3? Is the idea that it should be good fodder for remodeling?

Interestingly, Beri's entry could be worded more naturally if Snow cost $5, while my entry would be better if Snow cost $0 (I didn't like that you could Ice-Crystal your starting Coppers into cards costing $6).

91
The contest is closed.
The judging will be in a day or two.

Here's the list of entries I'm judging - let me know if I missed any:

Telescope + Astronomer by Builder_Roberts
Cursed Stone + Road by Joxeft
Seal of Loyalty + Pawn Shop by Augie279
Doorbell + Door by J410
Magic Brew + Scientist Association by fika monster
Quill + Scribe by 4est
Broom + With in Training by faust
Building Permit + Reconstruct by AJL828
Mystery Box + Night Porter by xyz123
Smuggler's Map + Junk by emtzalex
Toolbox + Charitable Village by Galaxi
Hammer + Builder by Commodore Chuckles
Secret Ingredient + Greengrocer by spineflu

92
Non-Mafia Game Threads / Re: Codenames XIII
« on: June 11, 2022, 02:08:53 am »
Dollar is red
Jail is red

93
did this thread actually exist or is the tweet just making it up? I also feel like it's pretty trivial that rats is a remodeler -- until the pile runs out, at which point it becomes a trasher.
It is hard to take it seriously when the date is about a year before Dark Ages was released.
Maybe it is referring to some other game with Rats in?

94
Rules Questions / Re: Not enough Banes
« on: June 10, 2022, 04:24:15 am »
Note that this can allow for the paradoxical case of Young Witch being in the game due to Black Market, but Black Market then being selected for the Bane, so you might want to disallow that case by special exception (or not; it doesn't hurt anything aside from being apparently impossible).

Why is this apparently impossible? The Black Market DECK is not considered a kingdom card pile, and as such can’t be chosen as a bane pile. The Black Market PILE is a kingdom card pile, and could therefore be chosen. I don’t see any potential problems arising from Black Market being the bane pile. Please correct me if I’m wrong. I’d love to learn.

It is certainly possible for the Black Market pile to be the Bane pile.

Exactly as I stated.  ;)

Why is it normally impossible to have Young Witch in the Black Market deck and the Black Market pile being the bane pile? Why would you normally only have one or the other? Because it’s not recommended to have cards with setup instructions in the Black Market deck? I think it’s not recommended because it can potentially be confusing. I don’t see how this example can be confusing, though. Maybe it’s just me…

In normal circumstances, Young Witch causes you to add a new kingdom pile, to be the Bane pile.
So if you have Young Witch in the Black Market deck, it causes you to add a new kingdom pile, which can't be Black Market, because Black Market is already in the kingdom.

95
Here is your friendly 24 hour announcement!

96
Rules Questions / Re: Not enough Banes
« on: June 10, 2022, 03:58:31 am »
Note that this can allow for the paradoxical case of Young Witch being in the game due to Black Market, but Black Market then being selected for the Bane, so you might want to disallow that case by special exception (or not; it doesn't hurt anything aside from being apparently impossible).

Why is this apparently impossible? The Black Market DECK is not considered a kingdom card pile, and as such can’t be chosen as a bane pile. The Black Market PILE is a kingdom card pile, and could therefore be chosen. I don’t see any potential problems arising from Black Market being the bane pile. Please correct me if I’m wrong. I’d love to learn.

It is certainly possible for the Black Market pile to be the Bane pile.
What chipperMDW is saying is normally impossible is the combination of Black Market as the Bane pile AND Young Witch in the Black Market deck. Normally you'd only get one or the other, or neither.

97
Non-Mafia Game Threads / Re: Codenames XIII
« on: June 09, 2022, 05:29:06 pm »
Welcome, fang! Good to have you. Codenames works wonderfully as a forum game—in some ways better than IRL. I see you already messed up; Red went first in the previous round. :P ;)
Thanks. But I think the randomiser randomises which team goes first.
Or have you guys been re-randomising until you get the other team going first?

98
Non-Mafia Game Threads / Re: Codenames XIII
« on: June 09, 2022, 07:16:50 am »
Monopoly: 3

99
Non-Mafia Game Threads / Re: Codenames XIII
« on: June 09, 2022, 05:11:19 am »
Red goes first
POPHIDEREINDEERSNAKEBABY
IGLOOTHIEFBEARSMUGGLERROOF
DOLLARPAGEKISSPOSTST.PATRICK
STAFFMAPLECOWJAILWHEELCHAIR
LONDONHITFORCECATMESS

Our team first, I'll start thinking up a clue.

100
Non-Mafia Game Threads / Re: Codenames XIII
« on: June 09, 2022, 04:45:19 am »
ok then I'd say fang can be spymaster in the next round?
Eevee for blue, me for red, and my team is silverspawn jotheonah Jimmmmm?
I'll prepare a grid and send to Eevee.

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