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Messages - Commodore Chuckles

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376
Dominion General Discussion / Re: The bad luck thread
« on: July 18, 2019, 10:36:29 pm »
C plays a Chapel.
C trashes 3 Coppers.
C shuffles their deck.
C draws 4 Coppers and a Chapel.

Yes, I did still have 3 Estates in my deck.

377
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 18, 2019, 07:48:09 pm »

378
City Gate/Treasure Map

Just keep topdecking your Treasure Map until it finds its other half. Really easy way to connect Treasure Maps.


Obviously only works if you have no drawers. Open City Gate/Treasure Map, then Treasure Map and other card that does not draw, then you should be able to connect the Maps before third reshuffle.

I'd try and get a +Buy card though

Yes, like Forager. Wait ...

Why would that be bad? You get a powered-up Forager and get rid of a yellow Curse.

379
Is there some reason we can't just say Mill instead?

380
Inheritance/Tournament (specifially, Followers)

With Inheritance, Followers becomes especially powerful because the Estate it gives you isn't junk anymore. I even bought Inheritance before Province in the game I played and I got 4/5 prizes and won the game before the other one was taken.

Your Estates will still be junk if your opponent has a Province in hand, though.

You don't have to choose to inherit Tournaments.

Oh, okay, you were just talking about the other thing. I saw "Inheritance/Tournament" and just assumed you were talking about Inheriting Tournaments.

381
Inheritance/Tournament (specifially, Followers)

With Inheritance, Followers becomes especially powerful because the Estate it gives you isn't junk anymore. I even bought Inheritance before Province in the game I played and I got 4/5 prizes and won the game before the other one was taken.

Your Estates will still be junk if your opponent has a Province in hand, though.

382
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: July 17, 2019, 06:43:15 pm »
Prohibited is actually closer to an Adventures-style token, i just didnt want to have the rules for it buried in the rulebook, nor have it be player-specific. While there havent been non-player-anchored states, there's no reason to reinvent the wheel here - let states be attached to whatever and provide additional rules for what they're attached to.

Having something anchored to a pile rather than players feels different enough to me that it shouldn't be called a "State". I guess I can't force you to do anything though.

383
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 17, 2019, 06:24:12 pm »
Quote
Arson
Types: Action, Attack, Looter
Cost: $4
+$2. Each other player reveals the top card of their deck. If it costs $6 or less, they trash it, and gain a Ruins if it costs $1 or less and a Damage from one of the Damage piles.
Quote
Damaged Laboratory
Types: Action, Damage
Cost: $1
If the number of cards you have in play is odd, +2 Cards. Otherwise, +1 Card, +1 Action.
(This is not in the Supply.)
Quote
Damaged Village
Types: Action, Damage
Cost: $1
+2 Actions.
(This is not in the Supply.)
Quote
Damaged Workshop
Types: Action, Damage
Cost: $1
Choose one: +1 Action and +1 Buy; or gain a card costing up to $3 from the Supply or one of the Damage piles.
(This is not in the Supply.)
Quote
Tarnished Silver
Types: Treasure, Damage
Cost: $1
Worth $2 if you have at least 3 Action cards in play, $1 otherwise.
(This is not in the Supply.)
Quote
Damaged Estate
Types: Victory, Damage
Cost: $1
Worth 1VP if you have 3 or more Estates.
(This is not in the Supply.)
Possibly interesting conceptually, though I think adding only Arson for all the Damage cards is not worth the complexity--especially along side it also being a Looter: I'd want additional cards that use Damage cards. Maybe give Arson a type similar to Looter?

The Damage cards are not in the supply, so there does not need to be a special type like Looter to interact with them. Think of them as like the Spirit cards; there's no reason there couldn't be other cards that also gain Damages, but at the same time, there's no reason to submit an additional card to this contest (and that might break the rules anyway).

Also, your rendition of Arson's text is missing the "otherwise" at the end. You only gain a Damage if the trashed card costs between $2 and $6.

384
Variants and Fan Cards / Re: spineflu, an idiot, designs fanspansions
« on: July 15, 2019, 07:42:54 pm »
Prohibited should not be a State. It's more similar to the Bane card.

Giving Stampede the "Attack" type does nothing as everything that reacts to Attack cards says "when another player plays an Attack card" and Stampede cannot be played. Note that Raid is not an Attack.

385
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 13, 2019, 11:54:59 pm »


Quote
Gremlin
$5 - Action/Attack/Doom

You may trash this, to move the Jinxed token to an Action supply pile. If you didn't, +2 cards, and each other player gains a card from the Jinxed pile.
-
Setup: Add an Kingdom Action pile costing up to $2 to the supply and put the Jinxed token on it. When a player plays a card from the Jinxed pile, they first receive the next Hex.

A way to use kingdom piles as junk. You can also use it as an expensive one-shot attack on your opponent's engine in a non-mirror. Of coure, instead of using tokens, you could use the randomizer or just an embargo token or something like that.

This is gonna make for really long, slow turns if you put the Jinxed token on something non-terminal.

Only if a player decides that playing all those $2 cards is worth all the Hexes.

386
Game Reports / Golden Deck with City Gate and Native Village
« on: July 13, 2019, 12:03:30 pm »
#28606602

I was able to set up a nice Golden Deck here: Put the Province on my deck with City Gate, set it aside with Native Village, use Misers for payload, repeat.

387
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 13, 2019, 09:22:44 am »


Will definitely need rewording. The way it's worded now, you gain the Curse/Copper, not them.

As for the idea itself, I admit I'm not particularly enamored with it. The vast majority of the time there will be no other junkers, so it will just be the same as measuring the number of Satanic Rituals you've played this turn. If the attack were based on the number of cards you gained this turn, that could be a lot more interesting.

388
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 11, 2019, 10:48:56 pm »


My entry, with a new type of junk, Damage cards. Damage cards are like Ruins, but they are not in the Supply and each have their own separate pile instead of being one mixed pile, so your opponent can choose which one they want to gain. They are, essentially, downgraded versions of existing card archetypes. So if one of your Villages is trashed, hey, you can at least gain a crummy version of it, effectively "downgrading" your Village instead of losing it. You can pick another Damage card to gain if you want to, of course. If the Damage cards themselves get hit, they get downgraded further to Ruins.

389
Merchant Guild + Villa
Get Coffers and then spend them on the same turn.

390
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 07, 2019, 01:31:55 pm »
2) In games without trashing, this would play a little weaker than a Witch.

+$1 instead of +2 Cards is more than just a little weaker...

391
C plays a Seer.
C draws a Copper.
C gets +1 Action.
C reveals 3 Curses.
C topdecks 3 Curses.

392
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 04, 2019, 05:53:52 pm »
splitter

No, not the forbidden word!

Also, for a minute I thought your post was the judging.

393
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 04, 2019, 05:36:18 pm »


If the ramifications of multiple players calling Totems is too confusing, I'll change it to only be callable on your turn and lower the price.

I think you'll have to do this. As it is this is one of those inadvisable Attack deflectors that makes everyone ignore Attack piles altogether. And yes the ramifications of multiplayer are a can of worms. Alice plays a Curser, Bob and Carol both call a Totem. The order in which they call seems to matter: if Bob calls his first, then does the Curse he just deflected get deflected back on him when Carol calls hers? And when Carol calls hers, it's actual in response to two Curses: the one from Alice and the one Bob deflected. Does she have to immediately call another Totem if she wants to deflect the second Curse?

Submission for Renaissance.


Would this make a slog of every game by hammering the Estates? A higher price seems much safer so decks build towards bigger greens.

I was thinking the same thing. I like the idea, but it needs to be more expensive.

394
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 04, 2019, 10:02:00 am »
Quote
Sorcerer’s Apprentice Action - Traveller - $4*
Put a non-Reserve card from your hand onto your Tavern mat. If it is a...
...Action card, gain a card costing up to $5
...Treasure card, +$2, +1 Buy
...Victory or Curse card, +1 Card, +1 Action
-
When you discard this from play, you may exchange it for a Sorcerer.
(This is not in the Supply)

Why doesn't it just trash the card? Is it just so that it can interact with the Tavern Mat? There's no way to get it back right? The only way I can see this being different from trashing is with Miser.

395
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 03, 2019, 10:59:25 pm »
For Renaissance, if for some reason that wasn't obvious.


396
Dominion General Discussion / Re: Strictly Better
« on: July 03, 2019, 06:18:35 pm »
You guys are forgetting Possession again. A Mining Village in your deck is something you can trash once but that your opponent can trash every time they Possess you.

Also, if card A is not strictly better than card B when it gives you everything card B gives you plus a risky option, then I'm pretty sure nothing can ever be strictly better than anything else. The same argument can be used that Goons is not strictly better than Militia because it might motivate you to buy Coppers that will screw you over later, and so on.

397
Variants and Fan Cards / Re: Kru5h's card ideas
« on: July 03, 2019, 06:15:47 pm »
Are you sure? If your discard pile is empty, you're basically just drawing two cards and putting one onto your deck. That makes it a Secret Passage/Fugitive variant, both of which cost $4. If your discard pile has something useful in it, it's even more powerful.

Drawing a card and putting one on your deck is City Gate, which is $3. And City Gate is actually better than that because it's guaranteed to happen every turn.

Secret Passage and Fugitive are both much stronger. Secret Passage gives you numerous options, while Fugitive lets you discard junk.

It is certainly much better if you happen to have something in your discard pile, making it overall comparable to Harbinger. So I guess $3 is a good price. Though for what it's worth, I think Harbinger should have been $2.

398
Variants and Fan Cards / Re: Kru5h's card ideas
« on: July 02, 2019, 09:50:49 pm »
I had this card idea, but it's probably too slow to resolve with all the decisions you have to make.

Rearrange, Action $2
+1 Action
Look through your discard pile and at the top card of your deck.
Set aside a card each from your hand, the top of your deck, and your discard pile.
Put one each into your hand, on the top of your deck, and your discard pile.

Edit: Forgot the +1 Action.

You could just make the rearranging forced:
Rearrange
+1 Action
Discard the top card of your deck.
Put a card from your hand on top of your deck.
Look through your discard pile. Put a card from it into your hand.

That's good, but I'd change the order so that you can put the original card back on your deck if you so choose. (That way you never end up worse off than you started.)

+1 Action
Discard the top card of your deck.
Look through your discard pile. Put a card from it into your hand.
Put a card from your hand onto your deck.

That makes it a little stronger too because you have to put 1 of 6 back on your deck, instead of 1 of 5. Still seems pretty weak though

We could add +1 card to it. Then it could cost $3 or $4.
Would be a bit boring, though.

Actually, I think adding +1 card would make it balanced at $2. Without that, it's so weak I don't know if I would ever buy it. I also don't think it would be all that boring. It would be a $2 cantrip with a weak but amusing bonus.

399
Variants and Fan Cards / Re: Kru5h's card ideas
« on: July 01, 2019, 11:02:30 pm »
I had this card idea, but it's probably too slow to resolve with all the decisions you have to make.

Rearrange, Action $2
+1 Action
Look through your discard pile and at the top card of your deck.
Set aside a card each from your hand, the top of your deck, and your discard pile.
Put one each into your hand, on the top of your deck, and your discard pile.

Edit: Forgot the +1 Action.

What do you do if your discard pile is empty (or your deck or hand for that matter)? Can you choose which place not to put either of the two cards in?

You could just make the rearranging forced:
Rearrange
+1 Action
Discard the top card of your deck.
Put a card from your hand on top of your deck.
Look through your discard pile. Put a card from it into your hand.

Yes, I like this a lot better. Much simpler and gets rid of rules confusions.

400
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 01, 2019, 07:58:41 pm »
Discard-playing effects are surprisingly absent from Nocturne.

I think Ghost covers this territory pretty well.

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