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Messages - Commodore Chuckles

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901
Summon + Skulk
I didn't know this, but apparently Summon doesn't work on Skulk because the Gold covers it up.

902
Welp, I just had my first game where Miserable actually mattered; I would have tied otherwise. And it was after a string of other unlucky losses, too.

903
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: August 23, 2018, 05:07:15 am »
The "nerf" on Craftsman is actually a buff, because both options are still better than gaining to discard.

Except if you're gaining Duchies, of course. But I'm not sure that evens it out, and even if it does, it's still not really a nerf.

904
Variants and Fan Cards / Re: Smite
« on: August 21, 2018, 10:35:18 pm »
The tl; dr version of the last two paragraphs I guess is that the card is designed to introduce a sort of "final blow" mechanic to the game.

Megaturns are already a "final blow" mechanic.

905
Dominion Online at Shuffle iT / Re: "rat catcher"
« on: August 21, 2018, 10:32:32 pm »
I'm not using my phone. It's Safari's fault, I guess.

906
Variants and Fan Cards / Re: Smite
« on: August 21, 2018, 09:37:47 pm »
So, it's basically a super-de-duper reverse Tactician: Get a blowout turn now, forfeit all your other turns for the rest of the game. In principle it seems interesting, but in 2-player it will just be the other guy playing Solitaire for the rest of the game.

The natural next step, mathematically, would be something that costs $17 and gives 21 VP. Maybe:

Conqueror
Victory - $17
Worth 1 VP
When you gain this, gain 2 Colonies, setting them aside.

907
Variants and Fan Cards / Re: Rats
« on: August 21, 2018, 09:26:51 pm »
So, I just came up with this thing:

Mice - $4
+1 Action
Gain a Mice.
When you gain this, trash a card from your hand and gain one costing exactly $1 more.

I'm thinking it would be way too good if it had +1 card. As it is now, it's probably still pretty good? It's Rats but without needing another trasher to interact with.

908
Dominion Online at Shuffle iT / "rat catcher"
« on: August 21, 2018, 09:09:44 pm »
This is a pretty minor thing, but...

The chat corrects Ratcatcher to "rat catcher". I'm pretty sure the single word is the correct form.

I noticed this because of something else that's not really a bug but still annoying: If you have only treasures in your hand, you can still accidentally play Crown in your action phase... because you have a Reserve card on your mat.

909
Variants and Fan Cards / Re: Spillage Village
« on: August 21, 2018, 08:11:41 am »
The problem with "splitter" is that no one can agree on what it actually means and how it's different from "village". I was thinking that it would make the most sense if "splitter" is anything that lets you play multiple action cards in a turn and "village" is a subset that always gives you +2 actions when you want them. I still think this. It turns out, though, there's a bunch of people who strongly disagree, so, well, that's that.

910
Dominion General Discussion / Re: Storyteller + Bank?
« on: August 21, 2018, 08:02:49 am »
Saying Tournament-Province is a combo is like saying Moneylender-Copper is a combo.

911
Dominion General Discussion / Re: Most hated attacks?
« on: August 20, 2018, 05:45:02 pm »
Disappointed that Hauted Castle didn't make the list in the "not really an attack" category.

Only happening once makes it pretty bearable.
Bearable yes but it still functions like an attack. More disappointed from a completionist perspective than something I’d vote for.

I feel like Masquerade should be there too. I don't hate it as much as the other cards I mentioned, but man does that card infuriate me a lot of the time.

912
Dominion General Discussion / Re: Most hated attacks?
« on: August 18, 2018, 11:14:42 am »
My least favorite attack by a million miles is the knights pile. Aside from possession, it's the only pile I would ban. I don't have much of a problem with junkers or militia type attacks because they can usually balance each other out. Starting each turn with 3 cards is fine as long as I can do the same to my opponent, same with dealing out a curse. With knights, if you lose the split in certain situations, you eventually won't have any knights of your own to even the playing field. Of course, you might not have any relevant cards at all if you're on the wrong end of the "knightmare" as I've heard it called. Not only do you have no chance of winning, you can't even really do anything at all. You basically can't even play the game if you know everything between 3-6 is going to get trashed. For me personally the knightmare is the least fun thing in the entire game. In all other games, even if you're getting destroyed, you can still buy stuff and pull off the occasional good turn just for some personal satisfaction and sense of accomplishment.

The other thing about knights- some of them are just so much better than all the others the vast majority of the time. In boards without trashing, Dame Anna can easily decide the whole game. Same with Martin in games without plus buy. On the other hand, knights like Natalie or Vander can just end up futile as whatever you gain from them might get trashed anyway. Imagine if there was exactly one witch in the whole pile that made your opponent discard down to 3 or one random militia that would give you 2 actions. That's what knights feel like for me.

And this is the Knight rant I could have written. Well done.

I agree that Dame Anna is really swingy. Other potentially "important" ones like Molly and Martin get trashed pretty fast, so you can't get much benefit from them usually. However, the trashing you get from Anna immediately makes your deck better for the rest of the game. That's pretty game-deciding.

About Natalie, the whole reason she's good to get is that you can keep getting cheap cards to buffer your deck against the other Knights. Vander definitely feels sad when your Gold immediately gets hit, though.

913
Dominion General Discussion / Re: Most hated attacks?
« on: August 17, 2018, 03:40:11 pm »
There are 4 attacks I've never found fun. Not sure how I would order them:

Militia: Having to see a good hand be destroyed is always irritating, but this card is also boring, so I've just never had fun with it. And having your first $5 hand taken away is beyond aggravating.

Urchin: Overpowered in a really boring way. Having to Discard down to 3 when your own hand has a Mercenary is super annoying. The luck factor is the cherry on top of the unfundae.

Familiar: It just isn't very interesting most of the time. You just make the game more frustrating for each other, and then it doesn't do anything when the Curses are gone. Also has an annoying luck factor.

Knights: Man, I could write a whole rant about the problems with these, but I'll try to be brief. Playing with trashing attacks feels like fighting the wind a lot of the time: You buy a card, it gets trashed, ad nauseam. The random bonuses only encourage people to buy all the Knights instead of just a few, even though they can't really be used as engine pieces due to the randomness. And then if you lose the split you're screwed. In the end, they all trash each other (assuming the split is even), thus making the whole thing seem like a pointless distraction.

914
Variants and Fan Cards / Re: Really bad card ideas
« on: August 17, 2018, 08:05:36 am »
Band of Misfits, except made up of cards even MORE misfitting than the ones in Band of Misfits except made up of even MORE misfits than the other Band-of-misfits
$5                    Action
Play this as if it were one of the set aside cards on the BOMEMUOCEMMTTOIBOMEMUOEMMTTOBOM mat. This is that card until it leaves play.
----
Setup: Add to the BOMEMUOCEMMTTOIBOMEMUOEMMTTOBOM mat all of the cards that were cut from previous expansions.

915
Personally, I think it would save a lot of card space if Possession just said "Possess the player to your left" and then have the rulebook explain what "possess" means.

916
Since there will apparently be Action Tokens, will we get a shorthand for them similar to Coffers? What would the shorthand be? Aquila came up with "+Power" for his fan expansion with Action Tokens. That seems like a good name, but I'm not sure it matches this set's theme.

917
Thoughts:

player 1's deck could be used for memory; Silvers for on bits and Coppers for off bits, since those are the biggest piles in the game.

Player 2's deck would store the instructions. Masquerade can be used to flip bits by switching out Silvers and Coppers from Player 1's hand.

Something like Shanty Town would be used for decision making; I'm not sure how exactly that could work. There also has to be a way to jump to any part of Player 2's deck so that instructions can be executed; I'm also not sure about that.

Player 2 would have to manipulate Player 1's hand so that memory can be read. Hands in Dominion are unordered, but this can be fudged a bit by saying the bit read/written is the last card drawn. Governor can draw Player 1's cards. The Fear Hex can force them to top deck (We'll say they have to top deck in reverse order they drew, to keep things in order) but the randomness factor of the Hexes would also have to be fudged somehow.

918
Puzzles and Challenges / Re: Your approach with this Kingdom set?
« on: August 15, 2018, 06:41:30 pm »
That's... a lot of landscape cards.

919
Rules Questions / Re: Self-Pin?
« on: August 15, 2018, 06:08:31 pm »
A rational, if unsporting, player that was losing would go for Possession. )-8

Is this the first example of a pairing that utterly breaks Dominion? I guess one had to happen sooner or later, and it's impressive it was later rather than sooner.

Donate/Market Square comes close to breaking it, or at least reducing it to a degenerate state. There are probably other Donate combos that are similar.

But really, Possession on its own already broke the game. Hence the need for errata.

920
I do think that there's some design space for a "top of your deck remodeler" i.e. something that trashes a card from the top of the deck and then also gains something to the top of the deck. I'm still somewhat disappointed that Zombie Mason doesn't top deck the gain; it would feel a lot more interesting if it did.
Multiple cards have tried that; for a while Dark Ages had one called Rebuild (Remodel one of top 3, putting the gained card on top). I thought it was fine, but it was a dud, players didn't like it. I think the key thing is, they didn't want to trash random cards from their deck, and getting to get something better and still have it on top was somehow not enough. But Zombie Mason got through because the card has other options too, and rewards you for getting cards into the trash.

That makes sense. I feel, though, that Zombie Mason would have been a good opportunity to implement the concept of top-decking the gain (since, as you pointed out, trashing a good card isn't as bad with it.) As it is now, it feels super weak. Would the top-decking somehow make it too strong?

921
I love that idea for Barber. 'Just a little off the top please'. Trash the top card of your deck; you may gain a card with up to the same cost.
I didn't know my Barber was becoming a Zombie; thanks for the tip.

I do think that there's some design space for a "top of your deck remodeler" i.e. something that trashes a card from the top of the deck and then also gains something to the top of the deck. I'm still somewhat disappointed that Zombie Mason doesn't top deck the gain; it would feel a lot more interesting if it did.

922
Rules Questions / Re: Self-Pin?
« on: August 14, 2018, 11:31:30 pm »
It's viable if you Donate everything except Possession.

923
Variants and Fan Cards / Re: Rats
« on: August 14, 2018, 11:26:37 pm »

I'm not quite sure what cards like Rats are supposed to be. Animal themed and a 20-pile Supply? Well, if that's the case, I think I've got one for you.

By my definition anything self gaining that can f** you up is a rats. Your cat might be to tame to qualify.

I was assuming that anything with mandatory self-gaining was a Rats, so Magpie is also a Rats.

924
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: August 14, 2018, 01:36:27 pm »
My attempts at making cheap and expensive attacks:

Quote
Pawnbroker - $2
Each other player gains a Copper. Each player (including you) may trash a card from their hand.

In general, has a net effect of trashing for you and -1 card for everyone else.

Quote
Master Thief - $7
Each other player reveals their hand. Gain a card from each hand to yours that is not a Master Thief or Victory card, and then each other player gains to their hand a card costing less than the one they lost.

My attempt at the uber-powerful "Take a card from your opponent's hand and put it in yours" idea. They gain a card costing less so that gaining expensive cards isn't completely discouraged, and it can't gain itself to prevent the swinginess that would probably result.

925
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: August 14, 2018, 09:10:05 am »
Also, I'd be really interested in seeing a attack card from somebody.

Well, it wouldn't be hard to come up with a card that has a decent attack but is expensive due to the other stuff it does (see Goons). It's much trickier, though, to come up with an attack that itself warrants a high price but isn't completely broken.

Quote
Evil Overlord - Action - Attack, $7

Choose an non-Duration Action card from the supply costing up to $5. Each player plays that card, leaving it there.

How exactly does this work? Does everyone gain a copy of the card and play it? Or do they reveal their hands if they don't have a copy to play? And in what order do they play them?

This seems pretty weak/nichey. It's hard to think of cards that will help you but hurt the other guy when you both play them.

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