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Messages - Gazbag

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601
Dominion General Discussion / Re: Dominion Nocturne: Night Cards PSA
« on: October 25, 2017, 08:21:13 pm »
Peddler: This will never come into play as far as I know because Night phase is after but there ya go. You don't get a cost decrease for playing a Night card.
It's also important to remember that Night phase isn't Buy phase so Peddler will cost 8 for Devil's Workshop.

602
Dominion League / Re: Season 24 - Results
« on: October 25, 2017, 03:58:05 pm »
C1: Gazbag 4 - 2 Anders

603
A lot of us don't have the boons memorized. Can we confirm what boons are set aside (akin to how we confirm our starting hand)? After all the log tells us what boons are set aside, but not what they do.
Right clicking the set aside Boons should show what they do.

604
Here's what the rest of the Boons do:

Mountain’s gift: Gain a silver
Sky’s gift: You may discard 3 cards to gain a gold
Field’s gift: +1 action +$1 (Keep this until cleanup.)
Moon’s gift: Look through your discard pile. You may put a card from it onto your deck.
River’s gift: +1 Card at the end of this turn. (Keep this until cleanup.)
Wind’s gift: +2 Cards Discard 2 cards.
Flame’s gift: You may trash a card from your hand.
Forest’s gift: +1 Buy +$1 (Keep this until cleanup.)
Earth’s gift: You may discard a treasure to gain a card costing up to $4.

605
Dominion: Nocturne Previews / Re: Previews #2: Shepherd, Pooka, Cemetery
« on: October 24, 2017, 02:36:01 pm »
Is Shepherd a must-buy in Rebuild games?
Shepherd seems to make Rebuild even better yeah, discarding Victories to find Rebuilds could be useful and Pasture costs $2 so it goes straight to Duchy which seems like a boost too.

606
Interesting that Imp costs 2 even though it isn't in the supply.

607
Alright, after continued playtesting despite what josh56 would be saying, all evidence points to the contrary.

Okay so it would be good to know a bit more about the context you've been playtesting these in. It sounds to me like you're playing 4 player games? This would explain why you're not seeing games where Bulgrim is super op. I don't have much experience with 4 player games so someone else can probably add more but as far as I'm aware the winning strategy is often to just get Silvers and a few actions and green asap because the games end really quickly, so that could explain your findings.

At a cost of 8, Bulgrim was only bought twice, even when i had enough to purchase, because our games have a very short duration & there is hardly enough time to reach a buying power of 8 & already/ instead be buying provinces.

The only two options were to slow down play (nope), or use silver spamming with masterpiece, which has better avenues of victory anyway.

Of the two times that Bulgrim was used, he mainly used his "half golem" ability, which had little effect against a silver/ masterpiece build. And only accounted for 3-4 VP at the endgame using a market/peddler build.

My opponent really is fixated on a silver build, & even the avatar i made to benefit a silver deck was used only twice. Not to mention he was the only player able to regularly afford the avatar.

If you're playing 2 or even 3 player then perhaps you had some particularly weak kingdoms with not much going on or maybe just missed the optimal strategy, unsupported Market/Peddler isn't the best but obviously I haven't seen the games so I can't really comment on that. Maybe post some kingdoms you played and explain what everyone did so we have more to go off? An unsupported Masterpiece deck shouldn't win a 2 or 3 player game in my experience, but Masterpiece might be an amazing card in 4 player I don't know. I'm also not sure what you mean by slow down play.

Also you mention a Silver/Masterpiece build a few times, did every game you played feature Masterpiece? If your playgroup finds Masterpiece to be a dominant card then maybe you should shy away from including it when playtesting because it might be skewing your games.

So a little more on Bulgrim, note that what I'm saying is looking at the context of 2 player games. In terms of it's power level 3-4vp that doesn't add a dead card to your deck is very competitive with Province and would have to cost $7-$8 on it's own, it's also not uncommon that you end up with 20+ Actions in your deck either in which case Bulgrim will be worth even more.
Calling Bulgrim's effect a "half Golem" is a bit misleading as getting a free half golem (i.e. one which doesn't cost a card space in hand or an action to play) is on very similar power level to having a self-scheming Golem, arguably better as there is no risk of turning over 2 terminals and prematurely ending your action chain. Golem costs $4P so self-scheming Golem would have to cost $5P or even $6P, which is obviously not directly comparable to $8 cost but is very close. You seem to be saying here "I paid $8 and only got a half golem and 3-4vp" I'd be saying "I got a half golem and 3-4vp and I only paid $8" Hopefully this helps to explain why people are telling you that it's too good.
In terms of design I would say that you pick the golem option over 90% of the time, very occasionally taking the money and almost never trashing. The +1 card and +1 Action options seem useless next to the golem effect. I would strongly consider whether the other options are worth all the extra words with them being so situational or just scrapping the golem effect for something of more reasonable power level.

I do agree that it's more important that these are balanced amongst themselves than balanced compared to regular kingdom cards (although I see no reason why these shouldn't be both) but I don't think that is possible in their current form, one will have a vp effect that is better than the others on a given board and will give the player with first choice a huge advantage. The first step to making these balanceable is to either scrap the vp aspect of them as Landmarks cover this space really well already, or if you insist on keeping it change it to a threshold to mitigate the effects of one getting out of hand and being unbeatable, something like "Worth 5vp if you have 10 Silvers in your deck at the end of the game".
 

608
Do people think it's important that this type of card lets you play multiple different terminal actions per turn? Cultist and Vassal are terminal but let you play multiple copies of themselves but I doubt anyone would call them villages or splitters or whatever, they're more like conditional non-terminals.

If this is the case then is Royal Carriage only a village/splitter when there is a different non-terminal card in the kingdom? As otherwise it only lets you play one terminal multiple times.

It's important that this type of card lets you play multiple Bridges per turn.
Do play games exclusively featuring Bridge or something?

What about Bridge Troll, Goons or Merchant Guild? Which actually require you to play different cards to stack the effect.

609
Do people think it's important that this type of card lets you play multiple different terminal actions per turn? Cultist and Vassal are terminal but let you play multiple copies of themselves but I doubt anyone would call them villages or splitters or whatever, they're more like conditional non-terminals.

If this is the case then is Royal Carriage only a village/splitter when there is a different non-terminal card in the kingdom? As otherwise it only lets you play one terminal multiple times. 

610
I was thinking of Events like Inheritance or those that add tokens to supply cards. Similar Events could give you tokens with static, non-card related abilities. Example:
Ah right I see what you mean, although no events currently work like this so I'd worry more about the actual effect than the best way to implement it first.

611
The first thing I'll say is that this seems like a wacky and fun idea that seems like a good fit for a fan card so I like that but I'll outline a couple of problems I think they have.

I think each one of these has too much going on. 3 options and an additional static effect just seems like too much and I agree with Asper that the vp part is pretty well covered by Landmarks. Also with just 3 examples there is already substantial crossover in abilities with +1 Card, + 1 Action and +1 Buy showing up multiple times already.

I disagree with Asper about these being similar to Events, the closest comparison I think these cards have that exists in dominion is Hireling and Prince. Comparing Avatars to Hireling we see a pretty huge gulf in power level. They cost a similar amount but don't have to be drawn and played before you get the effect, they have stronger and more flexible effects and give vp on top of that! I don't mind these being a bit more powerful because you only have access to one but I think this is a little too much at the moment.

I would suggest each one having just 1 ability. This will allow them to be much easier to balance and also give them a bit more character e.g. Merchant Prince's static and 3rd ability clearly point towards a treasure and money theme but ability 1 and 2 are kind of just diluting that theme and give the card more flexibility than it really needs. I would say with this one just stick to option 3 and maybe change it to give you a coin token each turn so as to not add any unnecessary new tokens to the game.

612
Dominion Articles / Re: Cartographer vs. Forum
« on: September 27, 2017, 05:40:56 pm »
Cartographer is a bit like Ironmonger: a good card in nearly every deck. But unlike Forum, which is a double Fugitive (and Fugitive, if it existed as normal card, would be a 4.5), it is not a powerhouse.

Ironmonger is a powerhouse and I don't know where you got Fugitive = $4.5 from. Secret Passage is pretty much as good as Fugitive and it's not a particularly strong $4.

In the secret histories Donald mentions that Fugitive was a bit too good at $4, but obviously not good enough for $5. The big difference with Secret Passage is that Secret Passage doesn't increase cycling, where as Fugitive cycles by 1 (Relative to a cantrip or nothing). Which I assume made Fugitive too good as an opener or something.

613
Any cantrip has positive synergy with Scrying Pool by virtue of being a cantrip. Pool draws it because it's a cantrip, and then it can draw another card (which is nice when you have cards in your deck that aren't Actions).

Everything you've said here is correct but I think you're missing the point a bit. It is in fact possible for a pair of cards to have both synergies and anti-synergies with each other. In the case of pool and race obviously cantrip actions are great with pool for the reasons you have stated. The anti-synergy is about the often overlooked spy attack that comes with pool which you want to use before you play your races but will often end up in too much of your deck being drawn due to scrying pools general brokenness.

You can do this with a number of card combinations mentioned in this thread. For example there is certainly synergy between Overlord and Cultist, any 5 cost has synergy with Overlord by virtue of being a 5 cost. If you play the Overlord as Cultist first and proceed to chain all of your regular Cultists after then it's great, play a Cultist first or expect a stack of Overlords to chain... not so great.

Count has pretty strong synergy with Windfall- it's a thinner, a really good one at that! That makes it so much easier to  draw your deck and trigger Windfall right? But then there's the anti-synergy that Count adds cards back to your deck and so you can't play it to actually buy the Windfall (unless it's the last card in your card).

614
Any cantrip is reasonable in a pool deck. Just play race first.
Of course, but then if your opponent has an expensive card on top you can't use the spy attack on pool to help. Not to mention the fact that you don't always start with a race in your opening hand. I mean you'll still be relatively happy to pick a few races with spare buys in a pool game but there's certainly some annoying anti-synergy there.

615
Scrying pool+Chariot Race

Oh boy that spy attack will really help me win all these races!

Wait I need cards left in my deck to win races...

616
Rules Questions / Re: Ferry with Split/Mixed piles
« on: September 26, 2017, 05:33:11 pm »
So.... something interesting just occurred to me. Is the Ruins pile an action-supply pile? The rules say to go by the randomizer card... but Ruins don't have a randomizer card.
I played a game the other day where ruins was the Obelisk pile so yes?

617
Dominion General Discussion / Re: Resources for "New to Dominion" page
« on: September 26, 2017, 06:27:57 am »
The glossary page is still using Spy as an example of a cantrip and chancellor as an example of cycling and could probably do with an update.

618
Dominion General Discussion / Re: The Value of Loan
« on: September 25, 2017, 10:06:42 am »
When you play the game of Loans, you thin or you die.

619
Variants and Fan Cards / Re: Adaptive cards
« on: September 24, 2017, 02:05:46 pm »
Hi Asper you've clearly thought quite a bit about this!
The core idea of these cards was to add a new type of card that is flexible game by game but not play by play. I like your idea of the options being changeable when you gain the cards but these change the flexibility to turn by turn (I think they should be on buy to avoid mid-turn gain tracking nightmares) which is a new thing entirely.

Assuming the idea works as it is right now I feel like the effects need to be different enough that the decision is meaningful (Automaton probably fails here) and of a similar enough power level that you don't end up choosing the same option every game (Aristocrat probably fails here). I don't think having each player pick a different option is as important because in theory there will always be an optimum decision, similar to opening buys. Having one option counter the other probably just means one of the options never gets picked.

So having thought about this myself some more I  might try having the choices be tied to on gain abilities, such as a powerful card that either gives your opponents a Silver or gives you 2 Coppers when you gain it and you choose which at the start of the game and it's locked in for the whole game. Another idea is something like Border Village but it has a variable cost.

620
Dominion General Discussion / Re: Need Help Developing a Ranking System
« on: September 24, 2017, 09:11:33 am »
I think the idea of blanket rankings for cards is pretty distracting and not really relevant to an actual game of dominion. If Shanty Town is the only village on a board then it is an S rank card- in the context of that board. Perhaps a way to do it would be to put cards into categories and rank them within those categories. E.g. Farming village would be in the village and sifter categories. It would be like an average C as a village and an F as a crummy sifter.

621
Variants and Fan Cards / Re: Adaptive cards
« on: September 24, 2017, 06:06:53 am »
I like this idea in general, but I'm not sure the two choices need to have their own individual names... if nothing else, keeping the names consistent across Adaptive cards (α/β?) would make it easier to design the double-sided tokens.

I also wonder whether making every player decide their choice for every card at the start of the game might cause too much startup time. Another option would be to have each player only decide their choice for any given card the first time they gain/play it. That also at least somewhat alleviates the last-player-advantage potential that could come with some cards.

ETA: This could also be the perfect use case for that split card design I made

First off thanks for the feedback! The idea of the names came from the Siege cards from MTG. I think it'll end up easier to track with the individual names for each choice because if say there are 3 Adaptive cards in the kingdom it'll just be quicker to glance over and check what options your opponent has gone for rather trying to see which card each A or B is mapped to, also the individual names are a bit cooler right? Although this is something I'd have to play with a bit more to get a better feel for what works best.

I think the AP at the start of the game is probably the biggest worry at the moment. I don't think it's a problem with just 1 in the kingdom but anything more than 2 could be a bit much, especially for new players. Another thing to test and try to figure out!

Hey that's a really sweet template! The only problem is that  I was going to do one with a variable on gain effect which wouldn't realy work with this. 

Finally, does anyone think Aristocrat is a bit weak? Maybe it could cost $2 or increase the price and the number of cards?

622
Variants and Fan Cards / Adaptive cards
« on: September 23, 2017, 07:24:25 pm »
Hey! This is an idea for a new type of card I came up with when I was thinking about how Intrigue's themes can expanded upon. Adaptive cards!
Adaptive cards are cards that give you two options- but you have to choose the option you want at the start of the game and that is locked in for the duration of the game. Here's an example:

Harbour Town
$6 Action-Adaptive
+1 Card
+2 Actions
If you chose...
Import: You may gain a card costing up to $4.
Export: Discard any number of cards. +$1 per card discarded.

So after sorting out other setup rules and drawing opening hands starting with 1st player each player chooses either import or export and Harbour Town has that effect for that player. This could be tracked with double sided tokens showing which option each player chooses if necessary.
A couple of other ideas:

Aristocrat
$3 Action-Adaptive
Reveal the top 3 cards of your deck. If you chose...
Greed: Put all revealed Treasures into your hand.
Generosity: Put all revealed Actions into your hand.
Put the rest back in any order.

Automaton
$4 Action-Adaptive-Attack
+$2
If you chose...
Might: Each other player reveals their hand and gains a Curse if they have no duplicates.
Magic: Each other player reveals the top card of their deck and gains a Curse if it costs from $3-£6.

Any and all critique and feedback is appreciated, whether it's about the idea itself or the power of individual cards. I also have Tabletop simulator and might be interested in testing fancards with other people if anyone is interested.

Cheers!

623
Dominion General Discussion / Re: Need Help Developing a Ranking System
« on: September 23, 2017, 07:00:14 pm »
There are no weak villages

Shanty Town.

no weak trashers

Trade Route.

Have you ever decided to not go for an engine because Shanty Town is out instead of regular old Village? If a card adds a unique effect to the board you'll still go for it if the payoff is there so sure these two may be weaker relative to other villages and trashers (debatable in Shanty Town's case I think) but it doesn't matter because the base effect of +2 actions or trashing is so good. I think this is the point Awaclus was making.

624
Miser + Fountain

Miser lets you "Trash" coppers with them still counting towards fountain.


625
Introductions / New to the forum
« on: September 22, 2017, 04:29:55 pm »
Hello!
I've been playing Dominion on and off since 2010-2011ish but mainly irl. I've recently came across quite a bit more spare time though and have started playing online and just signed up to the league. I'm thinking of doing some recording/streaming of Dominion too so if anyone is interested in joining me for some games that could be cool too!

Cheers
Gaz

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