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Messages - Gazbag

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351
Dominion General Discussion / Re: Why Dominion Sucks!
« on: March 11, 2018, 03:57:00 pm »
Actually being serious for a second, after 1000's of games I've discovered two major bugs in dominion.

BUG 1: The starting player has a huge advantage. In roughly 100% of the games I've lost as player 2 have been because my opponent got an extra turn than me. When both player's skill is similar this happens too often.

BUG 2: More often than in most games, the more games I play the more I've found that, when two player's skill are equal, the game comes down to good strategy and tactical play much less. After 100's of games, I think it's more down to luck.


352
Dominion General Discussion / Re: Best/Craziest Openings
« on: March 10, 2018, 06:02:40 pm »
I opened potion/scrying pool in a mission+alms game the other day, that was pretty sweet.

Maybe it's the beer, but I just can't work out how to do that. Alms can't gain SP because of the potion cost, and though you could open P/Miss then have 2P to spend, you can't buy on Mission.

Open Mission and Alms for Potion turn 1. Draw Potion with 2 Copper turn 2 and buy Scrying Pool

353
Dominion General Discussion / Re: Best/Craziest Openings
« on: March 10, 2018, 05:10:12 pm »
I opened potion/scrying pool in a mission+alms game the other day, that was pretty sweet.

354
Dominion General Discussion / Re: What should Dominion do next?
« on: March 10, 2018, 10:48:02 am »
More animals!

355
Variants and Fan Cards / Re: Dominion: Ice Age
« on: March 09, 2018, 03:58:56 am »
I think that Ice Queen is most of the times weaker than Throne Room.
Its best use is probably to turn $2 cantrips into splitters (due to the throning) and 2 turn auto-Bakers.
But I doubt that having an Ironmonger out of your deck for 4 turns or a Torturer set aside for 5 turns is worth 2 Coin tokens.

By the way Gazbag, how do you intend Ice tokens to work with Reserve cards? Are they frozen before they land on the Tavern mat or the other way around?

Ya I don't like it so much now, I'll think of something else. Reserves would go to the tavern and the Ice Queen would lose track, like Procession.

356
Dominion General Discussion / Re: Fix the worst cards
« on: March 08, 2018, 02:40:43 pm »
This whole discussion really illustrates the problem with "ranking" Dominion cards in the first place. It's too normalizing for Dominion, which is simply more nuanced and variable than what would allow for that kind of evaluation.

All of the context matters all of the time. If you reject the notion of evaluating cards in a vacuum, ever, I promise you'll become a better player for it.

These lists can be useful to new players. A lot of new players don't immediately see the value of Chapel for example and ignore it, but if they then read these card lists and see Chapel at the top of the $2's they'll hopefully learn something and become better. On the other hand seeing Masterpeice at the bottom of the $3s and deciding to never buy Masterpiece ever because it sucks will make them worse at the game. So I guess you have to be smart about it?

357
Dominion General Discussion / Re: Fix the worst cards
« on: March 08, 2018, 01:53:54 pm »
I'll throw in another name that could use a fix more than some of these other bottom tier cards: Rogue. I mentioned this in the rankings thread, but the lack of a choice is so frustrating to me that I almost always avoid the card altogether. It's a really tough fix though. Taking away the choice just makes it a strictly better Dame Sylvia, and anything else I can think of makes it either too powerful, too un-fun, or too similar to either knights or graverobber.

Rogue is good. You should think of it as a gainer 1st and an attack 2nd, because it's a very good gainer and a weak attack. You need a way to get things into the trash for it to gain of course so it's quite nice with trash for benefit.

358
Dominion General Discussion / Re: Fix the worst cards
« on: March 08, 2018, 12:55:30 pm »
Well I'm kinda bedridden right now so I have time to waste...

Duchess: Doesn't really need the Spying thing, I actually think Duchess is fine. Can be interesting deciding whether it's better than nothing on a 5/2.

Beggar: This is fine, has it's uses in decks that don't mind Copper and as fodder for Mercenary or whatever. where is Embargo?

Masterpiece: This card isn't even bad.

Fortune Teller: -1 card token is the fixed version of this attack.

Fool: No saving this, I don't think this card should exist at all.

Pirate Ship: I guess you can give this non-Copper wording. Pirate Ship does have it's moments anyway so it's fine really.

Bureaucrat: Oh man, this is so weak. It doesn't even have it's moments because Silver is better in those moments.

Navigator: Totally fine card, it's kinda like a non-terrible Harvest. I guess it could Cartographer the top of the deck but it's really underrated.

Noble Brigand: This is fine.

Harvest: Needs +buy, then it can join the ranks of Wine Merchant and Sacred Grove. Harvest's problem is that all it does is make $ and it's terminal so Silver/Gold with a terminal that actually does something will just be better. Making it non-terminal just makes it better than Gold, increasing the $ it makes doesn't solve the problem because it's terminal so Gold will still be better at making $.

Cache: Banquet is "fixed" Cache.

Mine: This could do with +$1. Mine isn't bad like Harvest, it's power level is just a little below most of the other $5s. Making it a terminal Silver instead of Copper would help that.

Mandarin: The on-gain really wants to be optional, it still wouldn't be great but it would be much more buyable.

Royal Seal: This isn't too bad, maybe you could staple this effect onto Venture or something because Venture could do with a buff.

Harem: Harem is fine, in a game where you'd buy Gold it's almost always good to buy Harem at some point.

Transmute: If this could gain good actions instead of more transmutes it would be useful.

P.Stone: This just doesn't work as a Potion card. It could probably work at a different cost. As a treasure that just makes $ it's still pretty boring though.

359
Variants and Fan Cards / Re: Dominion:Cities
« on: March 07, 2018, 06:55:02 pm »
There's no real reason to have the curse type on cards other than to confuse people.
OR to trigger off of cards that refer to the Curse type. Maybe it's not a good reason, but it is a real reason.

If the intent is that Witch doesn't give out Cursed Coins or whatever only like Vagrant would actually interact. Patrol says Curses as does Fortune Teller so would be referring to the name "Curse" Vagrant says "Curse card" so is referring to the type. There could be a few cards I missed but I don't  think this qualifies as a reason because it doesn't work.

The cleanest way to do a -vp card is to have it give each other player vp tokens when it's gained. This also gets rid of the fact the drawback doesn't do anything if it's easy to trash the card.

It also makes it so that you definitely aren't going to be trashing that card you just paid such a high price for. Depending on OP's goal, that may be more or less preferable.

Even if we agree to avoid the Curse type, is it really so confusing to print "-1VP" on a card? We already have Poor House with its "-$1"

Who said you're paying a high price? I don't really understand your point, I'll still remodel the crap out the thing if I want but I still suffer the -vp with the token version.

I never said the -1vp was confusing. We already have Curse with -1vp   :P.

360
Someone could even organise a card interactions ranking!

361
Variants and Fan Cards / Re: Dominion:Cities
« on: March 07, 2018, 05:42:35 pm »
There's no real reason to have the curse type on cards other than to confuse people. The cleanest way to do a -vp card is to have it give each other player vp tokens when it's gained. This also gets rid of the fact the drawback doesn't do anything if it's easy to trash the card.

362
Variants and Fan Cards / Re: Motley batch
« on: March 06, 2018, 11:38:27 am »
Chemistry: This can play Treasures in the Action phase and Actions in the buy phase, is this intentional? Also it gain and plays the entire Chemistry pile as Jack Rudd pointed out, but that's easy to fix. It seems like a pretty wonky overcomplicated Overlord to me.

Seasonal Commission: So it's just a Gold that can change all your actions and occasionally misses a shuffle? This should either just trash the actions or return them. More importantly though this seems like it would be better as an Event? Why would you buy it otherwise?

Brewer: Seems too similar to Ambassador, I don't think Ambassador really needs any spin-off cards, nobody likes Ambassador. Also manages to be much weirder than Ambassador, Ambassador is already a weird card!

Mayor: I like where this is going, although in it's current form it might play very similarly to Duke. I'd try it at different costs and vp values and see if it works anywhere.
Crucible: Seems like a lot of nonsense to go through for a fancy Merchant. It also seems much better than Merchant and Merchant is a pretty good card. I'm guessing this is Grand Market for $3 without much trouble, you just have to trash Coppers and Buy Crucibles to get around the drawback which seems like things you'd be doing anyway so not much of a drawback?


Re: Mayor

This effect doesn't currently exist (obviously) and that's fine. But once this effect exists, the effect "your provinces are worth 8vp" could also exist. If you have both Mayor and this other card, how much are your provinces now worth?

Inheritance exists so another thing that changes the types and effects of Estates could exist, so what do your Estates do when both are used?

363
Variants and Fan Cards / Re: Dominion:Cities
« on: March 06, 2018, 11:11:49 am »
In the rule book it says that the type curse means it is worth negative points
Well, no, the rule book says that "These are bad cards worth -1". It also says that Curse cards are base cards that are always included in the supply. If you want your cards to behave differently, you need to explain how (like how the rules for Dark Ages explain about replacing starting Estates with Shelters), and how they interact with cards that already reference Curses since you've now created a distinction that leads to rule questions and you didn't initially explain how to resolve them.

Gendo, I salute you for still having the patience to critique these batches of fan cards. Well done!

Finally someone likes my expansion
That's ... not what he said. At all.

Also, please go back and read rinkwork's guide.

Maybe that's not what he said but it wasn't crap like everybody else has been giving me

Hay! I said I thought Field was pretty good!

364
Variants and Fan Cards / Re: Dominion:Cities
« on: March 05, 2018, 01:34:09 pm »
Another thing about all the $7+ cards in Dominion is that they generally aren't really very good on their own, you have to build around them somewhat, whereas a lot of these cards are just generically powerful effects with vp thrown on. Let's take a look:

Bank: Needs other treasures to be good and ideally a way to get many treasures into play (draw) otherwise it's going to be outclassed by Gold.

Expand+Forge: Trash for benefit (although Forge is also a  very good deck thinner once you have it) needs cards that are appealing to trash and upgrade.

King's Court: Just plays other cards a lot so it can play differently depending on the other actions.

Adventures Events: These all just improve other cards.

Fortune: Basically a super Bank.

Prince: Needs specific actions to do anything.

This means that even if the card is super powerful and almost always a must buy games will still play out differently depending on the rest of the cards in the kingdom.

365
Variants and Fan Cards / Re: Dominion:Cities
« on: March 05, 2018, 12:15:30 pm »
Quote
14. Field
Victory
8

4vp
----------------------
When you gain this 1 buy and 3 coins

If you have 5 Highways in play, then you can just buy this entire pile at once. Other than that, not sure when I would ever buy this. If it's too early in the game for me to want a Province, I don't want this card either. If it's not too early to want a Province, I'll take a Province instead. Why would I want this and a card instead of a Province?

Most of your analysis of these is really good, but I actually think this one touches upon a potentially neat idea for a card. It's kinda like Villa where if you have a lot of money it essentially costs $3 because it gives you $1 back when you play it. I always felt like maybe something more could be done with that kind of thing but never really thought about it myself. An expensive victory seems like a decent place to try it.

I think the numbers on this are actually quite good too, it has a net coin cost of $5 but it's much harder to get than $5 so it giving more vp than Duchy makes sense but 5vp is too close to Province so 4vp seems like the correct number. Anyway yeah, you aren't really supposed to buy this when you have $8, you're supposed to get this+Province when you have $13 or this+Duchy on $10 or whatever. Or just in generic endgame situations you'd buy this over Province sometimes. It's just classic engine alt-vp that lets you catch up on vp after building for longer - and it even works when there's no +buy.

366
Dominion General Discussion / Re: $3 Cost Card Rankings Bottom Half
« on: March 04, 2018, 01:59:13 pm »
If Heirlooms are included with rankings (I wouldn't think they should be), then yeah Fool is probably correctly-rated.

Are you implying that Lucky Coin is weak or that the presence of Lucky Coin makes Fool weaker?

The first one. I just don't usually like Silver flooding.

Neither do I but I still think Lucky Coin is really strong. It isn't even good at Silver flooding because it only gives 1 per shuffle. It is really good at letting you hit $5 and trash down quickly at the same time though, which I'm a fan of!

367
Dominion General Discussion / Re: $3 Cost Card Rankings Bottom Half
« on: March 04, 2018, 12:32:38 pm »
If Heirlooms are included with rankings (I wouldn't think they should be), then yeah Fool is probably correctly-rated.

Are you implying that Lucky Coin is weak or that the presence of Lucky Coin makes Fool weaker?

368
Variants and Fan Cards / Re: Dominion: Ice Age
« on: March 04, 2018, 12:13:09 pm »
I felt like trying to make a Throne Room for this set, most sets seem to have Throne Rooms these days. What's a royal icy thing? An ice queen, cool here's an ice queen:



I was thinking that a Throne Room that does something else as well as throne would be sweet kinda like Procession and Disciple, we can have that experience with the tokens from Adventures but things can get confusing pretty easily when you start throning thrones. So I figured to stop things from getting too crazy it could give you something nice when you discard it from play and then hey Coin tokens seem like a perfect fit for that kind of thing so there we go. A throne that gives you free Coin tokens seem a bit good even at $5 so it also freezes the throned action and then because Ice Queening an Ice Queen means the 2nd doesn't give any Coins maybe I can get away with this giving 2 Coins.  The whole variable cost thing might just be a dud idea and probably gets messed up by cost reduction too so perhaps a non-variable number would be more sensible.

369
Tournaments and Events / Re: Cage Match Tournament 1: Nocturne
« on: March 02, 2018, 09:52:40 pm »
/in

Thanks for organising  :)

370
Variants and Fan Cards / Re: Really bad card ideas
« on: February 27, 2018, 03:32:16 pm »
Boon Chooser
$0 Action - Fate
Reveal all of the Boons. Choose one of them.

This is (almost) strictly better than Copper, as you can just choose The Field’s Gift.

This is the really bad card ideas thread.

I'm struggling to evaluate that card.
It's just so absurdly flexible.
Any kingdom with +buy can pick this up at no opportunity cost, and has options of money, trashing, card gaining and even some deck shenanigans.
It even has self-synergy on any board for which wisp is good, since it gains them, and wisp draws this as a bonus.

Obviously if the card was locked into a single choice, it would be shit.
But does having 12 diverse options flip it into a passable card?  Would you buy one on a board with pouch?

Honestly I don't know, but I'm not willing to take a stand on this one and call it definitively bad...from a power level perspective.

It's bad for design reasons, even if it isn't atrocious by power.

Seems way better than Druid, Swamp's Gift alone is usually enough to make Druid good. Lack of +buy isn't a huge loss because you can just take the Forest's Gift if you need it.

371
Variants and Fan Cards / Re: Really bad card ideas
« on: February 27, 2018, 02:19:19 pm »
$4 Action - Fate
+$2
Receive a Boon

Edit: I misread this as really Bard card ideas, my bard.

372
Dominion Articles / Re: Tracker
« on: February 27, 2018, 01:54:40 pm »
I think you need to talk about Pouch, you make a comment that it's hard to justify buying Tracker over a $3 or $4 but Pouch means that you can often buy 2 Trackers for $4 or Tracker and another $2.

373
Let's Discuss ... / Re: Let's discuss: $2 defensive cards
« on: February 27, 2018, 12:18:02 pm »
Guardian and Lighthouse are the best defence, Guardian has better defence than Lighthouse but is weaker when in your deck so it balances out. Moat is the beast out of the others, Faithful Hound doesn't really defend against attacks unless you wanted the Hound anyway, Beggar as attack defence almost never happens. It's generally not worth adding the reactions to your deck in 2p unless you have a use for the action part.

When not being attacked Moat and Faithful Hound can be decent enough draw so you buy them sometimes, the dog also has it's discard tricks which can be pretty good. Lighthouse can be fine in draw-to-X decks as a Silver that plays more nicely in that type of deck, Guardian has uses in the opening letting you open Guardian/$5 on a 3/4 start, Beggar is good when it's good.

The important thing is that the only one's that are good at blocking attacks are Guardian and Lighthouse because you don't have to draw them in your 5 card hand for them to work. Only buy the others when you want them anyway.

374
Dominion General Discussion / Re: very short strategy article
« on: February 26, 2018, 02:30:44 pm »
I think the main purpose would be to show that Nomad opening isn't good.

375
Cathedral: Based on how broken Lurker+Hunting Grounds is I'd be careful with Cathedral, I don't think it's too strong but it seems pretty one dimensional. Like you rush Duchies with it and that's about it, I think a Crossroads/Shepherd like thing would be more interesting to someone who likes to green early? Something to incentivise early green rather than just Duchy gaining.

Blessing: The effect of this is very powerful, but the drawback is huge. Probably enough to make this never worth buying because its just going to do more for your opponents than you. The card could probably work at $5 without the drawback as a powerful, if a little bland trasher.

Arcane Chest: As others have already said you basically just name victory with this early in the game and then name treasure/action later and it's rarely going to be a particularly interesting decision. I think that type naming is always going to be a bit of a dud because of this but I can something like this working if it's a bit more like Contraband, Contraband is certainly something that can be improved upon.

Shadow Council: Seems pretty broken to me at $3. Seems like a pretty clear $5, non-terminal junking is crazy good.

Indulgence: Man these drawbacks are huge, if gaining Golds is something you want to be doing (which it often is) this just helps out your opponent way too much. It also just seems like a less fun Explorer apart from that, jumping through hoops for strong effects is usually more fun than getting them for free but also helping your opponent.

Squirrel Seems like you'd only buy this if you need the +buy, it can add a ridiculous amount of +buy to the game though.

Cathedral v2: This is more interesting than the 1st to me. It could probably gain any card up to $5 to join Altar and Artisan.




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