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Messages - Commodore Chuckles

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51
Dominion General Discussion / Re: lurker + knights is confusing huh
« on: July 08, 2022, 06:45:17 pm »
Too bad those Golds just end up getting trashed by other Knights anyway.

52
Variants and Fan Cards / Re: Really bad card ideas
« on: June 20, 2022, 09:30:16 pm »
Blue Mutt
Action - Reaction - $2
+2 Cards
-
When you gain a card, you may set this aside and put it in your hand at end of turn.

53


A lab variant! Like Stash, it has a differently colored back.

I don't think this needs a differently colored back, because you're not actually putting it in your deck when you're done shuffling.

54
Festival/Library is a good engine, yes. (And yes, it's been known since Base Game 1.0 days.)

I think Bandit has an anti-synergy here, since the Golds clog up the engine.

55
Silk Road always seemed weak to me. Would it be too good if it were 1 for every 3 instead of 1 for every 4?

56
Builder
Action - $4
Gain a card costing up to $4. Choose one: +$1, or take the Hammer.

Hammer
Artifact
When you shuffle, first gain a card costing up to $4.

I wanted to make an Artifact that gives interesting tactical choices. If you're not about to shuffle, there's more of a risk that another player will snatch the Hammer away from you before you can use it. And getting stuck with it when all the good cheap cards are gone isn't good either. But maybe you want it at the very end to gain some Estates.

this + warehouse/forums (or other cycling) ends games real fast

unsure whether thats a feature or a bug

Good point. OP updated.

57
I think the "Wrong! Rats isn't a trasher!" attitude comes from the fact that when new players first see it they often don't realize what it's doing. If somebody on here called Remodel a trasher, I don't think people would immediately pounce with "Wrong! Remodel isn't a trasher!"

58
Builder
Action - $4
Gain a card costing up to $4. Choose one: +$1, or take the Hammer.

Hammer
Artifact
The first time you shuffle on your turn, first gain a card costing up to $4.

I wanted to make an Artifact that gives interesting tactical choices. If you're not about to shuffle, there's more of a risk that another player will snatch the Hammer away from you before you can use it. And getting stuck with it when all the good cheap cards are gone isn't good either. But maybe you want it at the very end to gain some Estates.

59
What's the best way to say this? A Dominion player who chooses not to trash and calls themselves a "Copper Strategist" is like a Chess player who chooses not to promote their pawns and calls themselves a "Pawn Strategist." They might be able to win some games, but they're missing an enormous strategic aspect of the game. You can play however you like, but the comparison is still worth noting.

For me personally, the occasional Copper game can be fun, but if not getting rid of your starting cards was a good strategy a lot of the time, the game would be a lot more boring.

60
I'm wondering why Dark Ages needs a second edition. That feels like a solid set with almost no duds. I'm struggling to think of a single card in the set that feels like it needs replacing actually, despite it being a very large set.
I agree that the set is very solid but there are two outliers: Rebuild and Cultist are ridiculously overpowered.

Urchin is also OP - a very stupid and unfun card, if you ask me. And does anyone actually like the Knights?

61
I think Cartographer should go. It's never good or interesting. Night Watchman is what this card wanted to be.
Is Night Watchman ever good or interesting?

It is interesting when you realize that it guarantees $5 on turn 3/4. It's not that interesting after you're done realizing that.

And when you realize you can use it to top deck cards you just bought. And when you realize you can play it right after you buy it. And when you realize it's not competing with $5 cards like Cartographer is.

62
With a Quarry in play:

C buys a Villa.
C takes 2 VP from the Colonnade pile.
C gains a Villa.
C puts a Villa into their hand.
C gets +1 Action.
C plays a Villa.
C gets +2 Actions.
C gets +1 Buy.
C gets +$1.
C plays a Patrol.
C draws 2 Coppers and a Garrison.
C reveals a Copper and an Estate.
C puts an Estate into their hand.
C topdecks a Copper.
C plays a Garrison.
C gets +$2.
C buys a Villa.
C takes 2 VP from the Colonnade pile.
C gains a Villa.
C puts a Villa into their hand.
C gets +1 Action.
C plays a Villa.
C gets +2 Actions.
C gets +1 Buy.
C gets +$1.
C plays an Expand.
C trashes an Estate.
C gains an Expand.
C plays 2 Coppers. (+$2)
C buys a Villa.
C takes 2 VP from the Colonnade pile.
C gains a Villa.
C puts a Villa into their hand.
C gets +1 Action.
C plays a Villa.
C gets +2 Actions.
C gets +1 Buy.
C gets +$1.
C buys a Villa.
C takes 2 VP from the Colonnade pile.
C gains a Villa.
C puts a Villa into their hand.
C gets +1 Action.
C plays a Villa.
C gets +2 Actions.
C gets +1 Buy.
C gets +$1.
C buys a Villa.
C takes 2 VP from the Colonnade pile.
C gains a Villa.
C puts a Villa into their hand.
C gets +1 Action.
C plays a Villa.
C gets +2 Actions.
C gets +1 Buy.
C gets +$1.
C buys a Villa.
C takes 2 VP from the Colonnade pile.
C gains a Villa.
C puts a Villa into their hand.
C gets +1 Action.
C plays a Villa.
C gets +2 Actions.
C gets +1 Buy.
C gets +$1.
C buys and gains a Ducat.
C shuffles their deck.
C draws 5 Coppers.

63
What on earth is the argument for getting rid of Develop?

It's usually weak, that's reason enough for some people. I don't think it's reason enough for Donald, though.

I think Cartographer should go. It's never good or interesting. Night Watchman is what this card wanted to be.

I'm surprised to see some semi-defense of Nomad Camp here. I think it would be worse than Woodcutter even if it cost the same, because it's something you pretty much never want on top of your deck.

I actually think IGG is worth keeping. Games where the rush is good are games that weren't going to be interesting anyway. If the rush isn't good, it can still be worth getting if your deck has become stuffed with green or you can remodel it.

I wouldn't be surprised if Donald said he hated Oracle, for the same reason he hated Spy. It's weak and slow to resolve.

64
You know what else is so much better than Silver that it's almost criminal? Delve.

65
Variants and Fan Cards / Re: Fan Mechanics week 39: Snowy Mac-snow
« on: June 02, 2022, 10:51:05 pm »
Snow Imp
Action - $4
+2 Cards
Reveal the top card of your deck. If it's an Action card, play it, otherwise gain a Snow.

66
I don't think removing Attacks appeals to casual players. I get the impression that casual players are the ones who like Attacks the most, while more serious players are more likely to dislike cards that can destroy their carefully built engines.

67
Dominion General Discussion / Re: Prosperity 2E Preview 3
« on: June 02, 2022, 10:33:09 pm »
Also surprised that Goons, the card known for generating insanely huge scores, has been replaced with a card that is likely to generate even higher scores. Granted, the loss of the ability to buy Coppers for points might just balance it out; but hard to say.

As Donald said in the OP, the problem with Goons wasn't the VP-gaining, it was the attack, which didn't fit with the rest of the card and could also lock the other player out of getting it.

Regarding replacing all on-Buy with on-Gain: I personally think it's a mistake. I never had trouble remembering that Goons, Hoard, Haggler, Merchant Guild and Port only worked with buying instead of gaining. Goons and Merchant Guild reminded you with the +Buy, Hoard is rarely played outside of the Buy phase, and Haggler and Port would be obviously stupid if they were on-Gain.

The only cards where I was ever tripped up by this were Noble Brigand and Farmland. In a Hinterlands 2nd Edition Noble Brigand is probably on the chopping block anyway, so that leaves Farmland. After I made the mistake with Farmland it made sense to me why it didn't work on-Gain, but it still annoyed me in the first few seconds after I gained it and realized I couldn't do the upgrading. Meanwhile, while original Merchant Guild never confused me, new Merchant Guild actually did! I actually thought I would get Coffers for gaining anything, until that didn't work and I had to read it carefully.

I think as long "Buy" and "Gain" are separate things, there's guaranteed to be at least some confusion. The only way out is this:

Market
Action - $5
+1 Card
+1 Action
+1 Gain
+$1

68
Online, I always do 2p. In person, it's always as many people as I can find, with the exception that I don't do 6p. That's too much. But in person it's a very different experience. We're not just sitting around waiting while our friends play their turns. We're sitting around the table, conversing, making jokes, laughing, hanging out. So it's a lot more tolerable to have even a sloggy game in person of you're with people you like.

This. Multiplayer online sucks.

69
Payoff
Treasure - Reaction - $5
+1 Card
+$1
-
When you draw this other than during Clean-up, you may play it.

My attempt to make Venture better. The problem with Venture is that it works so badly with other deck-drawing cards. This fixes it by letting you play it in your Action phase along with your other deck-drawing cards. But if you run out of actions you can still play it in your Buy phase.

70
Variants and Fan Cards / Re: Inspired by Flavor Text
« on: May 25, 2022, 10:56:52 pm »
Quote from: Empires
you have a food taster, who tastes anything before you eat it, and a dagger tester, who get stabbed by anything before it stabs you.

Food Taster
Action - Reaction - $2
Exile a card from your hand. If you have 5 or more cards in Exile, discard or trash any number of them and trash this.
-
When you gain a card, you may reveal this to Exile the gained card.

Dagger Tester
Action - Reaction - $3
Exile a non-Victory card from the Supply. If you have 4 or more cards in Exile, discard or trash any number of them and trash this.
-
When one of your cards is trashed, you may reveal this from your hand to Exile it.

71
Dominion General Discussion / Re: What cards do you ban and why?
« on: May 25, 2022, 10:32:02 pm »
I mean I know a lot of people hated possession, but i did not know how great strong that majority is.

It is likely that more people have banned the card possession than the total of all other bans of any other card combined! someone who knows excel better than me can probably answer this quickly.

Correct me if I'm wrong, but I think Possession is actually banned by default? So it's more that a lot of people haven't bothered to un-ban it.

Also, in terms of number of bans, Possession is actually only the second most hated card in the game. The most hated is... Stash. :P

72
Dominion General Discussion / Re: Prosperity 2E
« on: May 24, 2022, 09:22:27 pm »
The preponderance of Treasures on everyone’s list suggests to me that the game has shifted toward engines quite a bit since Prosperity. I feel like most of the treasures in Prosperity just need a $1 discount to be viable again.

I think this has more to do with the fact that a lot of the Prosperity Treasures were weak to begin with - it's been my biggest beef with the set for a long time now. Some Treasures, like Fortune and the new Sunken Treasure, are good engine supplements. Hopefully we'll get some more of those when the second edition comes out.

The two cards I think have definitely gotten worse since they first came out are Hoard and Mint, both because the value of Gold has declined so dramatically.

73
Dominion General Discussion / Re: Seaside 2E Preview 3
« on: May 18, 2022, 05:09:47 pm »
VERY happy that Lookout survived. One of my favorite cards.

I wouldn't have minded seeing both Merchant Ship and Treasury get cut.

I have mixed feelings about Ambassador. I think it ended up being less interesting than it seemed at first. Most of the time you're just passing Estates and Coppers back and forth, which can be frustrating and tedious. Doing devilish things like handing out Curses and Potions didn't come up much in any of the games I played.

74
Dominion General Discussion / Re: Seaside 2E Preview 1
« on: May 18, 2022, 05:06:25 pm »
I really hate to say this, but... Astrolabe looks like Woodcutter 2.0. There doesn't seem to be a reason to buy it over Silver unless you need the +Buy.
Being non-terminal and only a stop card half of the time makes it quite a bit better than Woodcutter (and Silver, for that matter).

I'm not seeing it. If you're drawing your whole deck, you need two of them to get the same $ that one Silver gives you.

75
Landlord
+2 Cards
You may gain an Estate or trash an Estate from your hand to put this in your hand.
How much dose it cost and what type of card is it?

Whoops, now I feel stupid! OP has been updated.

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