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Messages - Commodore Chuckles

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451
(8) Draw BB.

Took me a minute to figure out what was going on here. Is there no way to escape the smileys?

452
Also, when you trash this, play it.

Why?

So that you can't stop the trashing by trashing it from play, by using something like Bonfire.

453
At the start of each of your turns for the rest of the game: trash a card from your hand. (This stays in play.)
___
When you gain this, play it.

Also, when you trash this, play it.

454
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 25, 2019, 10:29:44 am »


Is this supposed to be a reflex game, like you have to put your hand down on the table as soon as someone plays this? And how long does the "after" last? When is it safe to pick your cards back up? And can you avoid the attack entirely by just leaving your hand on the table until it's your turn?

Either way, the name is awesome.

455
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 25, 2019, 10:19:08 am »


Quote
Banker
Action - $2

Play a non-Duration Action card costing up to $6 from the supply, leaving it there. Take debt equal to its cost in coin.

I like the idea, but the penalty seems too harsh. Paying the full price for a card is usually only worth it if you play it more than once. Maybe "Take debt equal to half its cost in coin, rounded up"? And then maybe you could raise the price of the card itself.

456
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 24, 2019, 04:18:38 pm »


I think this should be 4 Debt. It feels pretty strictly better than Vanillage as it is now.

457
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 24, 2019, 04:08:46 pm »

458
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 23, 2019, 06:26:32 pm »


This will get cleaned up at the end of the last opponent's turn because it doesn't do anything during your next turn. I don't know whether that's intentional or not. (I'm pretty sure this is how Durations work but someone can shout at me if I'm wrong.)

Hmm, yes, I believe the rulings on Coin of the Realm called on a Caravan Guard tell us that all players discard in-play cards during all cleanup phases, not only during their own cleanup phase. It should rarely matter at all. In fact, even if it did stay in play, it would never cause you to get a coffer and a debt from your own gains (unless you gain with Vampire after playing this).

On the contrary, it matters a great deal. If it's discarded before your turn starts you can play it every turn instead of every other turn.

459
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 22, 2019, 07:16:07 pm »
Monoculture:


I don't think this should have the Debt icons at the top corners. The top corners are only for how much the Treasure is worth.

460
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 22, 2019, 12:11:12 am »
[...]
herw’s entry:

Dryads is really neat; one of the more creative ideas I’ve seen here, although I’m kind of wondering why you would bother promoting a Traveler in the first place if you plan on going back to it. Mountain Troll looks cool. The others are pretty similar to existing cards and don’t excite me much, but I do like that Mesuline is another way to make a Grand Market that’s hard to get.
[...]
The trick is not to go back to the first traveller but to Franfeluche or Melusine directly. So Dryads/Franfeluche or Dryads/Melusine are really one card!

I know that. I'm wondering why you would bother promoting either of those to Dryads if you're just going to go back to them.

461
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 21, 2019, 11:43:19 pm »
Thank you for all of your entries. Making a Traveler line takes a lot of work, and I appreciate the effort you all have put into these.

majiponi’s entry (http://forum.dominionstrategy.com/index.php?topic=18987.msg800484#msg800484)

So this line has a trashing theme. Gravekeeper has an interesting interaction with the others, not only because you get +1VP for trashing but because you can gain a Silver to your hand and then Remodel it. As for the others, Bankrupt looks very strong, as it’s very similar to Masquerade, one of the strongest 3s. Imposter, meanwhile, looks very weak; it will mostly help your opponents like Pirate Ship does.

LibraryAdventurer’s entry (http://forum.dominionstrategy.com/index.php?topic=18987.msg800493#msg800493)

These have some neat interactions. Individually they look weak, but together they have some nice engine potential. The main problem I see is that they rely heavily on Victory cards to function optimally. This is also true of Shepherd, but Shepherd gives you an additional reason to gain Estates and an extra Victory card at the beginning. I fear Mimblescout and his friends will run into the same problem regular Scout did.

NoMoreFun’s entry (http://forum.dominionstrategy.com/index.php?topic=18987.msg800496#msg800496)

The interactions with Treasures are nice, but to me some of these look too swingy. Getting an early Gold from colliding your first Digger with a Silver could easily be the whole game. The same thing with colliding your first Town Crier with a Gold. Gold Rush somewhat mitigates this by staying in play, but it still gives you a bonkers benefit for drawing the right hand that could snowball rapidly.

anordinaryman’s entry (http://forum.dominionstrategy.com/index.php?topic=18987.msg800550#msg800550)

These are very nice. I like that they each give you a reason to keep them around instead of immediately upgrading them. Crusade is a good trasher, Underground Railroad is amazing draw in the beginning with the downside that you’ll mostly be drawing junk, and Bribery is a strong Attack. The weak link is Border Crossing, which has little reason to be retained, although it offers an interesting choice nonetheless. My main complaint is that Bribery is too spammable. Playing a bunch of them at once will be very nasty, and getting a bunch won’t be too hard as Crusade can gain copies of itself.

ClouduHieh’s entry (http://forum.dominionstrategy.com/index.php?topic=18987.msg800562#msg800562)

I assume Fur Trader is supposed to be worth 2 VP for every Traveler YOU HAVE? That’s an interesting idea, but the other cards in the line don’t really interact with each other.

4est’s entry (http://forum.dominionstrategy.com/index.php?topic=18987.msg800631#msg800631)

Another good one. Cottage is a nice and simple starting card, though the cheapness and the +Buy might make just spamming these a viable strategy, especially if there’s something like King’s Court. Abbey is maybe OP as well. Hospital is a cool attack. City Hall is really cool, I love that you got the idea of losing VP chips for benefit to work. Manor looks okay, it opens up the interesting strategy of buying a bunch of cheap Victory cards for VP and then trashing them immediately with Abbey.

segura’s entry (http://forum.dominionstrategy.com/index.php?topic=18987.msg800652#msg800652)

Archer has the swinginess problem; getting to trash 3 cards by immediately colliding this with another Traveler from this line will often be game-deciding. Mauler is way too good, even for a $6 Traveler. The attack is horrifically brutal and getting 3 or even 4 Coffers will be common. Really don’t like the infinite Attacks clause on General; even disregarding Mauler that will be painful on a lot of boards. Having said all that, I do like Infantryman and Cavalry.

Chappy7’s entry (http://forum.dominionstrategy.com/index.php?topic=18987.msg800654#msg800654)

I love the theme as well as the fact that you have to do a bit more to advance to the next level. Unfortunately, these hardly interact with each other, which is something I’d really prefer to see in a Traveler line.

Kudasai’s entry (http://forum.dominionstrategy.com/index.php?topic=18987.msg800662#msg800662)

I’m sort of feeling that this line isn’t interesting enough for how complicated it is. The idea of adding an Artifact to a Traveler line is good, but I think just one Artifact for the Travelers to interact with might be good enough. I definitely don’t like that Matriarch locks in the Artifacts. Travelers missing the shuffle can already screw you over real bad; this just increases the problem. The official cards have Tournament, but that involves more strategy than this (and Tournament is still widely hated).

FlyerBeast’s entry (http://forum.dominionstrategy.com/index.php?topic=18987.msg800971#msg800971)

Another Traveler-Treasure with an amusing theme. Meal is great, and interacts well with Morsel. Morsel itself looks good except it seems too obviously better than Peasant; would it be more interesting if it gave $0? Dessert looks very interesting. Toast looks good.

Fragasnap’s entry (http://forum.dominionstrategy.com/index.php?topic=18987.msg800702#msg800702)

Well, this line will have junk being gained and trashed like crazy, that’s for sure! I feel that Iconoclast is a bit too easy to get for how insanely strong it is, and that Saint maybe makes things a bit too easy.

herw’s entry (http://forum.dominionstrategy.com/index.php?topic=18987.msg800870#msg800870)

Dryads is really neat; one of the more creative ideas I’ve seen here, although I’m kind of wondering why you would bother promoting a Traveler in the first place if you plan on going back to it. Mountain Troll looks cool. The others are pretty similar to existing cards and don’t excite me much, but I do like that Mesuline is another way to make a Grand Market that’s hard to get.

Aquila’s entry (http://forum.dominionstrategy.com/index.php?topic=18987.msg800873#msg800873)

Quester looks pretty swingy; I say this mostly because it’s a Traveler so you won’t necessarily keep it around very long and also because you’ll probably play it pretty early when collisions like this are very random. I love Victim, and Avenger works well with it. Tag Team looks neat.

faust’s entry (http://forum.dominionstrategy.com/index.php?topic=18987.msg800987#msg800987)

Really like the idea of traveling through the basic types; a pure Reaction-Traveler is one of the more creative ideas I’ve seen here. And if I’m reading it right, you exchange some other card to get to the next stage, instead of Forgotten Path? That’s certainly interesting. This line overall looks like something you might not necessarily want to go for, which is good; it makes the decision more interesting.

Gazbag’s entry (http://forum.dominionstrategy.com/index.php?topic=18987.msg801008#msg801008)

I agree that First Mate looks crazy, and not just because he doesn’t seem to be wearing anything under that coat. I’d limit it to discarding 2 cards at most. These cards overall are very creative in and of themselves. Unfortunately, they lack any synergy with each other beyond just generally caring about Action cards.

Gubump’s entry (http://forum.dominionstrategy.com/index.php?topic=18987.msg801034#msg801034)

The meta-ness is cool. My main concern is that these are too strong; Concubine and Consort in particular get nuts with Queen in play, and from what I can tell, Queens can stack!

King Leon’s entry (http://forum.dominionstrategy.com/index.php?topic=18987.msg801089#msg801089)

More cool Meta stuff, and the Traveler Token looks cool. My main complaint is that absent other Travelers these will all be very weak when you’re first going through the line to get the Paladin.

---------------------------

Short list: anordinaryman, 4est, FlyerBeast, Aquila, Faust

It was very close between those five, but the winner based on elegance, balance, theme and interactions is 4est, with FlyerBeast as the runner-up.

462
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 20, 2019, 10:37:10 pm »
Yes, sorry about that, I've been occupied with other things. I'm writing up the final judging post right now; I'll give 24 hours for any additional entries.

463
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 18, 2019, 12:49:15 pm »
if Pearl Diver is the only non-terminal Action and there are no gainers or extra Buys

It's literally impossible for this to be the case if Peasant is on the board.

Peasant automatically makes any board into an engine board; the only exceptions are deliberately contrived boards with mostly Kingdom Treasures.

464
Variants and Fan Cards / Re: Dominion: Swords & Sorcery
« on: May 18, 2019, 12:18:02 pm »
You have some neat ideas here. All the complicated interactions feel very D&D-like, which works here. I like the Gear cards a lot (though this is another name that's already been taken.) I've been wondering about ways to mod cards besides the Adventures tokens, and this looks like a great way to do it.

Barbarian: Like a lot of people here, I'm not normally a fan of trashing Attacks. Seeing all your hard deck-building work destroyed just feels super bad. There are some exceptions. They can be fun if there's a way to gain cards back from the trash. I also don't mind Giant because it's slow. Since there's only one Barbarian I might not mind it so much either. Another thing to note, though, is that this doesn't give you any benefit when you play it, which might annoy some people.

Cleric: Looks neat. A Loan that can't irritate you.

Fighter: On first glance, I don't like it. It doesn't seem interesting, and the benefit cancels out the Attack exactly, making it a Ruined Mine overall.

Sorcerer: Seems... rather weak? The best comparison is with Transmogrify, but you can't upgrade the cost by one and you don't get the benefit and the start of your turn. Having to gain a Curse to put it in action is also nasty. Maybe it should instead be "up to $1 more"? That would be interesting, and have a nice parallel with Transmogrify.

Wizard: I think this would be strong enough without the +Action. This effectively costs $5, but it's actually a bit cheaper because there are some cards that give you Golds for free. You just need a Silver or Estate in hand to gain a $5, which is a premium ability normally reserved for 6s.

Circus: This doesn't need to be a dual-type. Why not "Choose one: +1 Coffers or +1 Card, +1 Villager"?

Goblin Ambush: I'm not seeing a compelling reason for this to have a Duration effect.

School of Magic: This looks fine, but I think it should cost at least $6.

Tomb Raider: Looks okay.

Corrupt Noble: Whoa, this thing looks bonkers strong! The per-Buy idea is cool, but it makes it even better than Bridge, which can already be broken. Maybe it could be used to limit the power instead? Like, "$1 less for every 2 Buys you have left"?

Dark Priest: I feel like I must be missing something here. How would discard it from play other than during Clean-up? And it doesn't give Curses, so how will Cleric be useful?

Dragon: This is super cool. Very thematic. One thing, though, is that Sea Hag is another Attack that gets a lot of hate. This can give you some benefit, but not when you play it, which might annoy some people. It's nice that there's a way to block it, at least.

Monstrous Lair: Another Attack that gives you no benefit (when you're using the Attack part anyway). I like that the Golds can divert the Barbarian Attacks, at least.

Hidden Treasure: Looks fine.

Pendant: Nice interactions with Wizard.

Pegasus: The swinginess could be a problem here. If your Adventurer happens to be on the bottom of your deck, then it sucks to be you.

Dragon Heist and Prince's Rescue I like.

Ruined Crypt I do not. This will introduce a huge amount of luck into the game, especially if there are no other junkers. I know there's already Followers, but that junks you up as well. And for what it's worth, Followers is the only prize I really hate.

465
Dominion Articles / Re: Notes on Castles
« on: May 16, 2019, 11:45:18 pm »
My thoughts:

I agree that grabbing Humble and Crumbling too early is a common mistake that's easy to take advantage of. If my opponent takes Humble I'll usually wait for them to take Crumbling as well before dipping into the pile myself.

I'm not too big on Small either, to be honest. (Pun not intended but still neat.) I find it very difficult to connect with other Castles, because it comes before most of the others. Immediately trashing it for a bigger one feels disappointing, even if it's not necessarily bad. Is it better to upgrade it the first time you draw it, or keep it around for a while?

Haunted is pretty good. Opulent is very good, and it's bonkers when you're drawing your whole deck.

I'm usually reluctant to get Sprawling. Getting 1 more VP than a Province is a poor trade-off for the extra stop card.

I haven't been able to get much VP out of Grand. This might simply be because my opponents often start on the Castles early, forcing me to get in on the game before I can draw my deck. I feel that unless you have an opportunity to get a big pile of VP, you should let your opponent take it and open up King's for you.

466
Even if you don't have another Transmogrify, you should be able to trash the Cemetery immediately, right?

467
Dominion General Discussion / Re: Cards with the Best Flavour
« on: May 12, 2019, 01:45:33 pm »
Pirate Ship: send your ship on a raid, see what it brings back.

Ah, yes, I forgot about this one. Definitely one of my favorite cards thematically: steal Treasure and build up a secret stash that you can use later.

468
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 12, 2019, 09:04:28 am »
Any restrictions? Amount of cards in the line etcetera?

I think for now I'll just say there have to be at least 5 cards and they have to increase in price and power. I'll handle any other exceptions as they pop up.

For the particular "story" my traveller line tells, it would be nearly impossible to find art that lines up (you know, with the same person in each of these scenarios). Would it be worth it to mock up cards with image art potentially missing? Would I be penalized if I simply submitted each card as raw formatted text?

Actually, this is a good point; I didn't consider that the official Travelers all show the same person. All of the submissions will have this "problem" I guess.

I personally would prefer mockups without art instead of just text. Seeing the whole card makes it easier to visualize how it plays.

469
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 11, 2019, 10:51:19 pm »
Thank you very much, belugawhale!

Challenge #29: Make a Traveler Line
Judging will be based on creativity, balance, theme, and interactions between the Traveler stages.

470
Variants and Fan Cards / Re: Hex and Boon Variants
« on: May 08, 2019, 06:08:19 pm »
The Hexes and Boons are weak because they're random. Upping their effect would make them too swingy.

471
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 07, 2019, 10:31:27 pm »
Traitor cards are cards that your opponents can play from your hand during their turn. They would ideally have different backs similar to Stash. When an opponent plays one of your Traitors, the Traitor is set on the table and then put back in your hand during their Cleanup phase. You play the Traitors in your Action phase, and you may play any number of Traitors from any number of opponents' hands in a single phase. You may look at a Traitor from your opponents' hand and then choose not to play it.


472
Dominion General Discussion / Re: Cards with the Best Flavour
« on: May 07, 2019, 08:02:18 pm »
Catapult: Pretty much the perfect name for a card that trashes and does something based on the thing trashed.
Werewolf: Honest Smithy by day, demonic monster by night.
Necromancer: Summons Zombies, which can kill people who can then be made into more Zombies.
Young Witch: Not as effective as a more experienced Witch, can be warded off with a Bane.
Transmute: Looking past the fact that it sucks, the way it cycles types around (and gains Gold) is cool.
Leprechaun: Gives you Gold, but is highly temperamental. Grants you a Wish if you rub him just the right way, but usually just Hexes you for bothering him.

My favorite is Deluded because you would have to be deluded to buy something other than an Action card.
You mean like Province?

473
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 02, 2019, 11:24:29 pm »
How would the "put it on the bottom" cards work with Scheme?

474
Dominion General Discussion / Re: Homage to the Best Card
« on: May 02, 2019, 11:16:55 pm »
Highway to Hell - Gets what amounts to a bunch of expensive Poachers as there's no +Buy.
Cellar Dweller - So should I discard the Cellar to the Cellar, or should I keep it in case this Cellar draws another Cellar I want to discard? I wouldn't have bought so many of these, but I had a lot of junk...
Prince and the Pauper - Gets Prince on impulse without even checking if there are any good $4 or less cards.
Settler for Less - Opponent grabs all of Bustling Villages because you spent all your time trying to uncover them instead of building a good deck.
Trader to the Cause - Now how do I get rid of the Silvers?
Das Capital - Debt is scary but I really need the +Buy.
Wolf Den in Sheep's Clothing - Hey, I can win by a point if I also buy an Estate...

475
Transmogrify & Treasure Map

Don't want to junk your deck on the oft chance your Treasure Maps will collide? Grab a couple of Transmogrifys instead and turn those initial starting silvers into treasure!

And then turn those worthless Golds into $5/$6 Actions!

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