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Messages - Commodore Chuckles

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351
if you use Captain on an Island, is it instantly gaining the Island from the Supply? or does "leave it there" supercede that and you just dump a card from your hand on your island mat?

Island works like any other one-shot.... "leave it there" prevents the card from moving, so the Island will not move to the Island mat, just like how Embargo will not move to the trash. You will still put a card from your hand onto your Island mat.

Specifically, the Lose Track rule causes this. "Leaving it there" makes it stay in the supply when it is played instead of moving to your play area like normal. And then when it gets to "Put this on to your Island mat", that instruction fails because that instruction expects Island to be in-play, but it isn't.

I'm kind of confused about this. The wording is ambiguous as to when the "leave it there" instruction actually applies. "Leave it there" obviously applies before you follow any of the card's instructions, because thing it's negating is the moving of the card into your play area. But does it continue to apply during the period when you're following the card's instructions? Because that's when the trashing of Death Cart etc actually happens. You could make the argument that it does, but based on the wording alone, I think you could also make the argument that it doesn't.

352
Variants and Fan Cards / Re: Design Challenge: Synergies with Captain!
« on: August 02, 2019, 06:25:30 pm »

yeah sure i'll bite. Here's one that works with captain, workshop, etc as kind of an inverse cost reducer. It's not always gonna be worthwhile (when there's no cards that select by price on the board) but workshopping grand markets sounds pretty chill.

edit: fixed to remove some ambiguity

What exactly does "select" mean here? What does "selecting" a card costing $2 more actually do?

353
In the presence of ferry, band of misfits and any other cost reducer, Captain enables the following infinite loop:
This will probably go away when I fix Band of Misfits (though I won't know for sure until that day comes, when we work on the Dark Ages layout).

Is Captain intended to be sort of a test drive for a fixed Band of Misfits?

354
Interestingly, Stef said there that a trasher from the BM deck is a "bomb" (an "exceptionally strong card")

I don't consider Bomb to be exceptionally strong, but it does strongly effect gameplay, particularly in a destructive way.

355
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 01, 2019, 06:14:15 pm »
Sprawling Village is a Village-with-a-bonus whose bonus is (outside of the rare edge-cases):
"I come with another Village when you gain me, except the second one eats one of your other Action cards."

No, that's not what it is. It doesn't "come" with or "eat" anything when you gain it. You can choose to lose an Action card on one particular turn, but then you get it back. You're neglecting the tactical flexibility it provides that Port doesn't.

356
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 30, 2019, 11:59:29 pm »
I suppose Dominion can't really have too many of those.
Huh? There is an abundance of $4 villages with a little extra. Sprawling Village is totally fine and power-level wise also pretty good, i.e. not too crazy like Port, Wandering Ministrel or Worker Village but not too weak like Farming or Mining Village either.

I think that's what he was saying. He used a confusing sort-of-double-negative there.

357
Ban:
Possession - Duh.
Rebuild - Duh.
Urchin - OP, irritating to play with.
Page - Luck-based, makes the game boring.
Familiar - You have to get it, and then it has no more impact when the Curses are gone.
Tax - Makes the beginning painful.
Keep - Creates a tedious, never-ending tug-of-war situation.

Dislike:
Governor - Too centralizing and I suck at using it.
Knights - Fighting against your constantly crumbling deck makes you feel like Sisyphus rolling his boulder up a hill over and over. And you're screwed if you lose the split.
Smugglers - Few feelings in Dominion are worse than an opponent leeching a Grand Market off of you.
Sea Hag - Makes things too painful.
Militia - Just not fun.

Like:
Not sure at the moment. I like diversity, which points to adding Black Market and nothing else.

358
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 30, 2019, 06:03:12 pm »
Sprawling Village
Types: Action
Cost: $4
The next time you play an Action card this turn, you may ignore its instructions and instead receive +1 Card, +2 Actions.
There are few enough "While this is in play" effects that I wouldn't worry too much about this being overpowered with those. My big concern is that this generally looks pretty bad next to Port. Having played with a self-Enchantress (which makes the card weaker than a Village admittedly, but just the same), losing one of your Action cards is typically a big cost, actually. (Discarding the card to avoid an "overpowered" in-play effect would make Sprawling Village significantly stronger because it would no longer consume your Action cards.) The ability to turn temporary cards (like trashers and cursers) and cheap Actions into Villages is neat, but fairly niche, so this will mostly be an expensive Village. I suppose Dominion can't really have too many of those.

I agree that it compares poorly to Port, but that's true of every $4 Village except Wandering Minstrel. Also, there's no reason to limit its use to cheap and "temporary" Actions. Its strength lies in that it lets you load up on more terminals than usual and then gives you flexibility.

359
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 29, 2019, 07:14:43 pm »


Neat, but maybe too strong when while-in-play stuff is available; such as Goons or Highway.

This is probably true. I have 2 suggestions to fix that:

1) Instead of saying, "you may ignore its instructions", you can say, "you may ignore its text". There's no precedent for this though.
2) +1 card, +2 actions, you may set aside an action card from your hand for +1 card, +2 actions. At the start of cleanup, put the set aside card into your discard pile.

Honestly I don't think this is a problem. There aren't that many "while in play" cards, and the effects on them are:

-Lighthouse's one becomes useless
-Herbalist's one sucks anyway
-Highway is a cantrip, so the effect is like Lost Arts on a single card - not broken
-Groundskeeper, see above
-Bridge Troll becomes exactly the same as Highway
-Princess becomes a double Highway, which is super strong but there's only one and you'll lose the +Buy
-Goons is super strong anyway and you'll lose the +Buy
-Haggler does have the potential to become crazy, but you'll lose the +$2 and that's a combo with just one other card

360
Let's Discuss ... / Re: Let's Discuss Renaissance Projects: Fleet
« on: July 28, 2019, 05:49:52 pm »
1. Yeah duh
2. When you would otherwise buy your first Duchy

Is that literally all there is to this?

No, but those are the answers to the questions.

Okay, but Fleet is a Project. Those two questions basically encompass all of the strategy involved. Is there anything else we have to know about playing with Fleet besides "buy it instead of your first Duchy"?

361
Let's Discuss ... / Re: empires: city quarter
« on: July 28, 2019, 04:06:26 pm »
Scrying Pool is absolutely worth it even if there's no trashing. The ability to first remove junk from your deck still makes it easy to draw everything.

City Quarter I'm less keen on if there's no trashing. My results from using it with no trashing have been mixed. A single Scrying Pool in a hand of junk is still, in fact, pretty good. A single City Quarter in a hand of junk is a hand of junk.

362
Let's Discuss ... / Re: Let's Discuss Renaissance Projects: Fleet
« on: July 28, 2019, 03:57:25 pm »
1. Yeah duh
2. When you would otherwise buy your first Duchy

Is that literally all there is to this?

363
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 28, 2019, 03:42:38 pm »

364
The main two uses for tfb that gives you benefit based on cost are trashing Estates and trashing expensive cards. These sorts of cards suck at trashing Coppers so you should find something else to deal with the Coppers if you can. Spice Merchant, Moneylender and Counterfeit are good for this, and so is Loan if you're not getting any other Treasures. And then you can feed the Copper trasher to the tfb when it outlives its usefulness. Also, Rats are an absolute godsend here: Apprentice becomes bonkers if you turn those Coppers into Rats.

Other than that, be on the lookout for cards that give you expensive stuff for free. University is particularly good, and so are Gold gainers, as well as Border Village and Skulk.

365
Variants and Fan Cards / Re: Really bad card ideas
« on: July 27, 2019, 09:38:38 am »
King's Port
Action - $5
When you buy this, gain 2 King's Ports.
(This pile has 15 cards.)

366
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 27, 2019, 09:32:07 am »
Breeder by Commodore Chuckles
Quote
Breeder
$4 - Action
Heirloom: Pasture

+1 Action
Reveal the top 2 cards of your deck. If one has a type that the other does not, put them both into your hand. Otherwise, put one in your hand and the other back.
I am not sure why this was paired with Pasture. It makes it weaker than it would be otherwise, and this is already a kind of weak card. It also doesn't really give an incentive to keep Estates around.

Pasture makes it stronger, not weaker. If you reveal 2 Coppers, you can't put them both in your hand, but if you reveal a Copper and a Pasture, you can. Same thing for Estates: If you reveal a Copper and an Estate, you put them both in your hand.

367
Variants and Fan Cards / Re: Really bad card ideas
« on: July 23, 2019, 06:14:27 pm »
Poor Village
Action - Ruins - $0
+2 Actions
Reveal your hand. -1 Action for each Action card revealed, down to 0.

368
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 21, 2019, 02:01:55 pm »
I just had an idea. Could we set up a post, or something else, where everyone can add a link to their submission? This would make judging a lot easier. If you want to change your submission, you replace the previous link with a new one, which avoids a lot of confusion.

I once mentioned that. We need some kind of database like this one for Agricola cards: http://playagricola.com/Agricola/Cards/index.php This would make it a lot easier to judge fan cards.

Is it possible to make a post that anyone can edit? If not we would need something like a Google Doc.

369
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 20, 2019, 11:45:24 pm »
I just had an idea. Could we set up a post, or something else, where everyone can add a link to their submission? This would make judging a lot easier. If you want to change your submission, you replace the previous link with a new one, which avoids a lot of confusion.

370
Throne Room cannot find the Wish the second time because it expects it to be in play but it has moved. So it doesn’t/can't move it.

So it tries to put Wish back into the Play area, but can't because it's lost track of it. Is that right?

It's sort of a catch-22. If you TR a Smithy, TR can put the Smithy back into the Play area, but it doesn't need to because it's already there. But if you TR a Wish, TR would actually have to move it, but it can't.

371
Rules Questions / When do played cards have to enter the Play area?
« on: July 20, 2019, 12:46:40 pm »
I Throne Room a Wish. The Wish enters the Play area. I get +1 Action. The Wish then leaves the Play area and returns to the Wish pile. Because it was returned, I gain a card costing up to $6. The Wish is then played again, but apparently does not enter the play area this time. The Wish cannot return to the Wish pile because it is already there, so I do not gain a card this time.

So, why did the Wish enter the play area the first time it was played but not the second? Was it because it was in the Wish pile instead of my hand? Do played cards only enter the Play area if they are played from your hand? This clearly isn't the case, because Princed cards go into and out of the Play area, and Necromancer specifically tells you to leave the played card in the Trash. So what's the explanation for this inconsistency?

372
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 20, 2019, 10:52:19 am »
Manor - $5 Action
+1 Card
+1 Action
If this is the first time you played a Manor this turn, trash a card from your hand.
---------------------
When you gain this, gain another Manor (that doesn't come with another).
Heirloom: Haunted Mirror.

Potential problem: Ghost does not play well with forced trashers. I think this is the reason it was paired with a trashing Victory card.

373
Dominion General Discussion / Re: The bad luck thread
« on: July 19, 2019, 10:37:41 pm »
The 5th card was something else, I don't remember what.

374
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 19, 2019, 07:51:41 pm »
New entry.


375
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 18, 2019, 10:41:26 pm »


This is way too strong. Even if it was terminal, it would still compare favorably to Witch.

Even taking Goat into account?

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