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Messages - Commodore Chuckles

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301
Dominion General Discussion / Re: Next expansion possible and when?
« on: September 01, 2019, 05:45:49 pm »
There's no expansion this year, though there were two promos.

There will probably be an expansion in 2020, probably earlier rather than later.

302
Variants and Fan Cards / Re: Really bad card ideas
« on: September 01, 2019, 05:43:54 pm »
Correct me if I'm wrong, but putting your cube on a Project is not called "gaining" it, is it?

303
Variants and Fan Cards / Re: Really bad card ideas
« on: September 01, 2019, 11:59:13 am »
You can't gain Projects, so yeah, it's bad.

304
Dominion General Discussion / Re: Interview with Donald X.
« on: August 31, 2019, 09:28:51 am »
I think the idea is to make its utility last longer by giving you more stuff to trash.

305
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 31, 2019, 09:18:44 am »


Inherited Lands
Project, $10
At the start of your turn, you may discard a Victory card to gain a Duchy.

Get a whole bunch of Duchies for the price of two! If that's what you really want.

I think this is too expensive. Keep in mind that you first you have to spend a turn buying this instead of a Duchy, then you can only gain one if you happen to have a Victory card in your 5-card hand.

Philanthropist
Action - $5
Reveal your hand. If it does not have more Golds than Curses, gain a Gold to your hand.

Looks incredibly weak. It will lose most of its ability after a few turns and then become a dead card. The chances of a Curser being present are small and even then it's overpriced. As for deliberately gaining Curses to get more Golds, I don't know why you'd ever want to do that.

306
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 30, 2019, 09:15:52 pm »


There are 15 Trusts in the pile.

A card inspired by Magpie, but without the problems I have with it. The things I don't like about Magpie are:

1. Too automatic. Magpie never hurts you. With Trust, you have to think hard about when to get it. If you get it too early, it'll basically be a delayed Gold (which might be what you want, but not always).

2. Too swingy. I always end up with 2 Magpies while my opponent gets 8. Magpie has a snowball effect where the more you have, the more you're likely to get. With Trust, the opposite is true, and in fact a Trust will blow up if it collides with another Trust.

I put the "gain a Treasure" part in a when-trash clause because I like that it enhances Rats-style tfb tricks.

I don't think this counts as a monogainer since it can gain a treasure when trashed (the closest example from the rules was Beggar, which gained as a reaction).

Ooh, good point. I chose Treasure-gaining because of the theme, but I'll change it to something else.



Now it's a one-shot super-lab if it reveals non-Actions or itself.

307
C plays an Artisan.
C gains a Cursed Village.
C takes Haunting.
C receives Haunting.
C discards Haunting.
C topdecks a Cursed Village.

308
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 30, 2019, 08:04:08 pm »


There are 15 Trusts in the pile.

A card inspired by Magpie, but without the problems I have with it. The things I don't like about Magpie are:

1. Too automatic. Magpie never hurts you. With Trust, you have to think hard about when to get it. If you get it too early, it'll basically be a delayed Gold (which might be what you want, but not always).

2. Too swingy. I always end up with 2 Magpies while my opponent gets 8. Magpie has a snowball effect where the more you have, the more you're likely to get. With Trust, the opposite is true, and in fact a Trust will blow up if it collides with another Trust.

I put the "gain a Treasure" part in a when-trash clause because I like that it enhances Rats-style tfb tricks.

309
Variants and Fan Cards / Re: Dominion: Industrial Revolution!
« on: August 29, 2019, 07:39:05 pm »
Theater isn't worth doing, in my opinion. It doesn't actually "solve" the problem of missing engine components, because the card itself is going to be missing from most games. If you think a board needs a Village, the simplest solution is to just add a Village. And so on. And if a board does have all the "necessary" components, Theater is useless. It really isn't worth all the rules confusions.

310
Variants and Fan Cards / Re: Dominion: Industrial Revolution!
« on: August 28, 2019, 07:39:38 pm »
I think it's very problematic that there are no middle-cost cards. If you play with only cards from this set, often the only ones you really want will cost $6+. You'll spend a large number of turns at the beginning buying nothing but Silvers. How boring is that?



There are two versions of Smog here. Which is the correct one?

311
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 28, 2019, 07:28:09 pm »
Merchant Village
cost $3 - Action
+1 Card
+1 Action
+1 Buy
You may play a Merchant Village from your hand.
Gain a Merchant Village.
---
There are 20 copies of Merchant Village, rather than the usual 10.

This completely outclasses Market Square when there are no trashers.

Lackeys completely outclasses Moat when there are no Attacks.

312
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 25, 2019, 12:17:00 pm »

Quote
Phantom Village
+1 Card
+5 Actions
The player on your left names an Action. For the rest of this turn, when you play a copy of the named card, discard 2 cards.

Neat idea but I think it should only force you to discard one card. Discarding hurts. If you're relying on, say, Smithy for draw, discarding two cards makes it pretty much worthless. Discarding one card makes it basically a Moat, bad but manageable.

313
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 24, 2019, 05:35:18 pm »


I decided to go back to the original 3 options and tack on a +Action. I liked the Pawn-like sometimes-useful nature of the original, but the fact is that giving a bonus to your opponent is going to be a big demotivator for a card you don't really need that much. As an explicit, but weak, Village, the choice becomes more interesting.

314
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 24, 2019, 12:11:31 pm »


How about this? I added weak sifting as another option and now you choose three.

315
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 22, 2019, 08:07:14 pm »


Removed ambiguity. Having "the choices must be different" between the other two turned out to be less awkward than I thought.

I'm starting to think this should only be $1. It looks pretty weak next to Pawn.

316
Variants and Fan Cards / Re: Really bad card ideas
« on: August 22, 2019, 07:42:02 pm »
MehBringer
Action - $1
You may put your deck into your discard pile. If you did, +1 Card, +1 Action and you may put a card from your discard pile on your deck.

317
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 21, 2019, 09:00:16 pm »

can i choose the same choice twice (and let everyone else load up on villagers/coffers)?

No. I was hoping I wouldn't have to explicitly spell that out because the wording would be messy.

318
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 20, 2019, 09:34:32 pm »

319
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 19, 2019, 11:08:37 pm »
Here's a simple card inspired by some of the rotating cards in Agricola. (NOTE: it is an heirloom, not a supply pile)


Why doesn't Research just say "the player to your left may..."?

320
After Church and Captain release we have exactly 10 promos. What do you think about the kingdom made out of them?

( 3 ) Black Market, Church
( 4 ) Dismantle, Envoy, Walled Village
( 4|5 ) Sauna/Avanto
( 5 ) Stash, Governor
( 6 ) Captain
( 8 ) Prince

Can't really say without knowing what's in the Black Market deck :P

321
Variants and Fan Cards / Re: Really bad card ideas
« on: August 19, 2019, 05:27:11 pm »
I still laugh at my own oldie
Empty Recycle Bin $4, Action

When you play this, trash your discard pile.

This might fit the theme better:

Empty Recycle Bin
$4 - Event

Remove all cards in the trash from the game.

322
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 19, 2019, 05:24:31 pm »


A kind of mini-Embassy with the passing mechanism from Masquerade. But unlike Masquerade you don't always want to pass the worst card (to be fair this isn't always the case with Masquerade either).
The wordiness and slow execution are obvious downsides.

It seems to me that you'd nearly always just want to pass junk. Trashing a junk card is well worth 1 Debt. And trashing an expensive card is pretty bad. Oh, and at the beginning, the worst cards in your deck are the most expensive ones (Estates or Shelters) which will create rich-get-richer stinginess.
Sure, it is a weird discontinuity. But this is not unseen in the game, e.g Upgrade often prefers Estates over Coppers.
I don' think that the delta between 1D and 2 Coffers is so tiny such that you always want to pass junk.

You're missing my point.

Alice plays swamp tower. She and Bob reveal Estates. Carol happened to draw 5 Coppers and so must reveal a Copper. She gets slapped with 1 Debt and gets one of her early payload cards replaced by a dead card. Alice and Bob waltz away with the highest-card reward and one of them gets rid of a dead card to boot. Carol just got screwed over big time, all because of shuffle luck.

323
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 19, 2019, 05:07:24 pm »


A kind of mini-Embassy with the passing mechanism from Masquerade. But unlike Masquerade you don't always want to pass the worst card (to be fair this isn't always the case with Masquerade either).
The wordiness and slow execution are obvious downsides.

It seems to me that you'd nearly always just want to pass junk. Trashing a junk card is well worth 1 Debt. And trashing an expensive card is pretty bad. Oh, and at the beginning, the worst cards in your deck are the most expensive ones (Estates or Shelters) which will create rich-get-richer swinginess.

Gift is the card that gives the player interaction.
Either you play it as a Silver and discard it to the left, trash it or sift through it. Just because it lands in somebody else's deck doesn't mean that the card is interactive though. Unless you want to argue that playing it as a mere Copper to keep it and later play it as a Silver will arise often.
I think that something like this can work, but only if the decision is non-trivial.

there are definitely situations that you would play it as a copper to keep it (if you have an extra $1 you don't want to spend). I can kind of hear your other point though that the interactivity is low (though it is still present). I'll see if I can tweak this.

I guess the problem is that you don't really care that it ends up in your opponent's deck, so there's no weighing of benefit for you vs. your opponent. Still, I do like that this gets the "wandering" card idea to work. There have been a lot of other ideas for cards that get passed from deck to deck. They never work because there's never any reason to buy the card in the first place. Making it an Heirloom solves this brilliantly.

324
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: August 18, 2019, 01:14:07 pm »
I can say right away that Factory is too good. It doesn't take much thought to play a string of Lost Cities.

325
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 15, 2019, 10:50:26 pm »

Guided Tour: The cards could even be used to get more fodder for guided tour. imagine trashing a $5 to get a bridge, ironworks, village, and smithy.

Bridge, Ironworks and Smithy all have the same cost so you'd only be able to gain and play one of them.

True. I missed that part. That definitely makes it weaker. Still, with a reasonable 2, 3 and 4 I think this is still a bit strong.

I think Gold is mainly what makes it too strong, especially with Gold gainers. Even without a way to fill your deck with Golds, Gold is usually a card you don't really mind trashing anyway. Also, the combination of Pyrrhic Victory with Guided Tour is really crazy. You only need to play Guided Tour once to suddenly have a huge advantage.

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