Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ClouduHieh

Filter to certain boards:

Pages: 1 [2] 3 4 ... 22
26
Dominion General Discussion / Re: Really not a fan of voyage turns
« on: March 18, 2022, 07:44:30 pm »
You know voyage works really good with action cards that let you gain cards. And then you can still play a couple treasures to buy a card. Or even if it’s just treasure cards. Or how about using a voyage turn to trash cards. And then you can thin your deck faster. There’s a lot of potential with voyage, but you do have to be prepared which 3 cards to use. Throne room isn’t the only potential strategy with voyage. And honestly you have a higher chance of having a good trasher than a throne room variant. And I have to say getting rid of all your treasures and filling your deck with either animal fair or poor house and village variants can make a voyage turn powerful. Play a wandering minstrel get 2 actions play your poor house no treasures in hand +4$ play another poor house no treasures in hand +4$ then buy a province. The voyage could potentially let you buy 2 provinces in 2 turns in a row, if you have your deck built a certain way. And some may complain that voyage is slowing the game down, but it still pails in comparison to when a player is able to chain literally their entire deck in turn after turn after turn. Voyage has a lot potential depending what cards your playing with.

27
Dominion General Discussion / Re: Seaside 2E Announced
« on: March 07, 2022, 10:38:24 pm »
Although it’s possible that the photo is legitimate, I’m still going to wait until Donald releases the information on what was removed. And what was added. Until Donald releases the information I’m not going to assume those are the cards going. Although I am a little surprised to see ghost ship and ambassador kicking the bucket if that photo is legitimate. And I wouldn’t mind seeing those both go as long as they added a couple of new attack cards. Considering that are so many new attack cards in the dominion Allies expansion, it’s not unreasonable to assume they add more attack cards to seaside, especially if cutpurse is the only one that survives. It makes lighthouse almost obsolete if cutpurse is the only attack card.

Renaissance has at least 2, guilds and alchemy only had 2 each. Prosperity and empires and hinterlands have 3 each. Cornucopia and intrigue and menagerie and seaside currently have 4 each. Nocturne has 6.  Adventures technically has 7. And Allies has at least 7 attacks from what the teaser said. With dark ages having the most attack cards. If you include the knights, one of which is two attacks. It’s at least 8 attack cards. If you still count the knights as one attack card they still have 7 attack cards. Now of course I’m including cards that have attack In the name. I’m not including possession or I’ll gotten gains for instance. Still with alchemy and guilds being the smallest expansions they at least have 2 attack cards. Which means it’s reasonable too assume they will add at least one new attack card to seaside. Especially if only cutpurse survives. Still I’m going to wait until Donald announces the cards removed and the new cards added.

28
Dominion General Discussion / Re: Dominion: Allies Teaser
« on: February 25, 2022, 11:44:48 am »
Wow 7 attack cards Yes! I love attack cards. Wow no reactions interesting. Although I definitely am interested in how rotating cards work. Definitely a new concept for dominion.

29
Dominion General Discussion / Re: Seaside 2E Announced
« on: February 02, 2022, 10:03:36 pm »

Removed bace cards.
1. Chancellor 2. Woodcutter 3. Thief 4. Feast 5. Spy 6. Adventurer
Added cards bace game
1. Harbinger 2. Merchant 3. Vassal 4. Poacher 5. Bandit 6. Sentry 7. Artisan
Removed cards intrigue
1. Secret chamber 2. Great hall 3. Copper smith 4. Scout 5. Saboteur 6. Tribute
Added cards intrigue
1. Lurker 2. Diplomat 3. Mill 4. Secret passage 5. Courtier 6. Patrol 7. Replace

Even though the ratio was the same for these there’s now guarantee that 8 cards are getting removed maybe only some are getting removed and a few others changed. And who knows maybe because exile does exist maybe island and native village will be changed to exile?

30
Dominion General Discussion / Re: Seaside 2E Announced
« on: January 31, 2022, 10:50:30 am »
Hey I happen to like I’ll gotten gains. It’s my favorite treasure. Also you couldn’t put embargo on the bottom of the pile it needs to be in the trash so I can use grave robber to obtain it again. There is more than 10 embargo tokens for the rare occasions you play it more than twice. Well they better tell us which cards are getting replaced soon, or otherwise there will be a huge riot on the forum and on Facebook over which cards are getting replaced. Either that or an actual war.

31
Dominion General Discussion / Re: Seaside 2E Announced
« on: January 29, 2022, 03:45:29 pm »
Coppersmith and saboteur both cards I never got a chance to try. As a copper strategist that’s definitely a card i would have liked. However there is a card in dominion allies that is similar and stronger than saboteur

32
Dominion General Discussion / Re: Seaside 2E Announced
« on: January 28, 2022, 05:12:43 am »
I remember getting a lot of grief when I said lookout was a horrible card, and now it’s most likely one of the cards being replaced. I also think that navigator, haven, sea hag, explorer, merchant ship, pearl diver, and cutpurse will be on the chopping block too. As for embargo I doubt he would cut that, because then what would we do with the embargo tokens that only work with the one card, just like island, what would we do with the island mat.

And if lookout does get replaced, you guys need to turn all your grief on the designer and not me, because if the designer is replacing a dud, you shouldn’t be giving me grief when I say it’s a horrible card. Because it clearly is! We all have cards we like and hate and we’re all entitled to hate certain cards. If you still think lookout is a great card then good for you.

And I can understand why it’s a good idea to replace some cards from seaside, it’s mostly for those who haven’t bought it yet. Seaside is kind of near the bottom of barrel for me, all the cards I think that might get replaced, I’d rather not play with. And I’m sure I’m not the only that sees that seaside doesn’t offer much. I mean alchemy doesn’t offer much, but mostly because it’s too small to play alone. But seaside is the second expansion I would rather not play with if we’re not playing with other expansions. I don’t bother playing these expansions alone: prosperity, seaside, guilds and alchemy. The rest of the expansions offer lots of stuff and I still enjoy playing them separately.
So It makes sense to make seaside more worth getting. There’s still plenty of people who haven’t bought seaside yet. And even though it’s the expansion that introduced us to durations, most people get encouraged to buy one of the expansions like adventures or empires over seaside. So it would make sense to make some more interesting durations too. Dominion players who are looking for more simplistic expansions still have hinterlands and intrigue which have more variety going for them. And obviously intrigue got the upgrade a long time ago.

33
Dominion General Discussion / Re: Dominion: Allies
« on: December 23, 2021, 06:32:49 pm »
I seriously doubt they would add a dice to dominion at this point. If they had plans to do that they would of done around the time seaside came out. Or for that matter the bace game would of had a dice. If you really think dice would be cool, your looking at the wrong deck builder.

Dale of merchants has a dice in each game. And only one set of animal folk merchant, in each uses a dice considering each game has at least 6 animal folk merchant sets and you play with at most 5 sets in a 4 player game. So the dice isn’t even used every game. And plus the ocelot, echidna, snowshoe hare and pangolin aren’t even close to the most interesting sets. So if you ask me if they were to add dice to dominion allies it would probably completely destroy dominion and then it would definitely be the very last expansion. A dice would make the game too random, and most gamers prefer strategy to luck in games.

34
Dominion General Discussion / Re: Dominion: Allies
« on: December 17, 2021, 10:51:08 am »
Yeah except you’ll get to use it’s affect way more often, than how often locusts affected players. Which increases the chances a province gets trashed. So a very take that attack card, if you like that sorta thing. (Which I do )

35
Dominion General Discussion / Re: Dominion: Allies
« on: December 15, 2021, 05:37:08 pm »
I personally like barbarian, finally an attack card that trashes provinces that stay trashed, or I mean not gained again. For someone who never got to play with saboteur, this is awesome. And it’s a useful attack card for weaker cards too because then they gain a curse. And it’s not all bad if they lose a province they get a duchy in its place better than no victory card at all.

But I’m sure I’m in the minority when it comes to enjoying attack cards.

36
Variants and Fan Cards / Re: New fan based alchemy cards.
« on: March 03, 2020, 12:06:27 am »
I like the idea of your traveler cards in alchemy, but not too fond of the theme. I prefer my dominion to be realistic. Although I do I like the dinosaurs in your jungle card. And I do love your village square. I may have to add that one. The idea that your traveler is a minus point card as a traveler that can eventually become a victory card is awesome.

37
Dominion General Discussion / Re: Dominion: Menagerie
« on: January 22, 2020, 05:31:38 pm »
All I’m saying is the pig had a more active roll than the horse in harbinger. Thanks of course to online version. At the end of day though any extra card or box that has a picture of an animal on it is cool, like for instance hinterlands box had a monkey on it cool. And getting a new expansion with some animals actually having a bigger role in the game. Awesome!

38
Dominion General Discussion / Re: Dominion: Menagerie
« on: January 22, 2020, 01:33:54 am »
Enchantress didn’t just simply have a pig on it, whenever I played online my first action always had a picture of the pig on it when enchantress was in play hence my first action became the pig. So it was almost like pig was a separate Kingdom card.

Village, harbinger ect. Didn’t do that.

39
Dominion General Discussion / Re: Dominion: Menagerie
« on: January 18, 2020, 08:19:38 pm »
And don’t forget enchantress also had a pig in it.

40
Dominion General Discussion / Re: Dominion: Menagerie
« on: January 14, 2020, 11:04:51 am »
Dominion menagerie oh yeah! Awesome! I love animals! I volunteer at a zoo. When I made my own fan based expansions I did it with adding more animals to dominion. Now I can put that on hold while wait for my new favorite expansion. I can’t wait to see how the mechanics work in this expansion almost as much as which animals will be in this expansion. Thanks so much Donald for making a animal expansion for dominion. You are awesome!

41
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 03, 2020, 03:42:11 am »


When you Hear a lion roar, well let’s just say in real life you usually drop what your doing and react to it until after it’s roar has ended. But definitely not during the roar.

42
Variants and Fan Cards / Re: New fan based alchemy cards.
« on: January 03, 2020, 03:30:34 am »
And on that other note that the cards are not good enough for those alternative victory cards, i don’t know if you have looked at all my cards or not, but I did make several of action cards that potion to the cost. Like the mad scientist, it would definitely be helpful in obtaining those county cards. Of course only if there was a good trasher in the supply as well. But with that said since it’s harder to buy high costing potion cards anyways maybe if we’re cheaper and powerful but with a negative vp on it. It would be a gamble, but it might be worth trying out. Because the current ones are pretty powerful which would mean it would have to cost more with potions like possession and if that was the case than you would only get to play it a few times at the most, which wouldn’t be very useful, however if the negative vps were also attached I think you could get away with making them a little more powerful and only costing like 3 or 4 and a potion instead of 5 or 6 and a potion. Cause even if there was no trasher and even if it had like 2 negative vps on it, I would still buy one or two.

43
Variants and Fan Cards / Re: New fan based alchemy cards.
« on: January 03, 2020, 03:15:08 am »
Hmm that is an interesting idea. However county kinda opts out possession, cause then you would never buy possession, which isn’t the best because I don’t think there any current action cards you can buy that cost more than province. Of course most players hate that card. I mean I think prince costs 8. But it doesn’t cost more. I do like the idea, although I don’t understand what county has to do with potions.

I try to stick with something that seems like it would fit with alchemy, or chemistry, or herbs, or medicine or something like that. Example: herb forest instead of county. Also I would make it cost 7 and a potion. But make it 8 vp instead of 6 vp. Cause I feel it should give you more Victory points than a province, because it would be harder to get than a province. Even if it was at 5 and a potion. It would definitely slow the game down. However if it was worth more vps than a province, and you made it another optional way to end the game, just like colony is another optional way to end the game. It wouldn’t have to slow the game too much and players could still try to end it with the herb forest instead. However I don’t think it would be a good idea to add colony and platinum to the equation. Platinum would make it way too easy to obtain the county or even the herb garden and not only that but with colony in the supply it defeats the purpose of having county in the supply in the first place.

But yes that idea would make it more appealing to get potion cards, although if vineyard is in the game, I think most players would never pass up on that since it’s a stronger version of gardens.

44
Dominion General Discussion / Re: Interview with Donald X.
« on: January 03, 2020, 02:42:28 am »
Donald I have a question? But first I want to say I was first introduced to dominion a year before adventures came out. And the first expansion I ever bought before adventures was hinterlands. I love hinterlands it’s always the first expansion I introduce to friends new to dominion. I have all the expansions except renaissance and intrigue, my friends own those anyways. And so when I finally got around to cornucopia it had already been combined with guilds. And I’m not like other players, I prefer to keep my cards in the box they came in. And I always just keep the base cards in the tiny yellow bace card box. Even if that means I can only bring a couple expansions at time that’s fine, cause some other friends will also just bring a couple of theirs anyways.

But every time I look at alchemy, it makes me sad that it’s the only expansion still in a small box. If your not going to make any potion cards that’s fine.

My question is... Are you ever going to make another mini expansion? Then there could be 2 mini expansions sitting on my shelf together.

Also about the promos, there’s about enough of them now to form a sort of mixed up expansion. Would you ever consider putting all the promos old and new in an alchemy sized box. Because that would solve the lone wolf problem that alchemy is, without actually making any potion cards.

And I’m sure there’s not that many who would want to buy alchemy in a combined box, like cornucopia and guilds. Especially since it seems a lot of avid dominion players seem to be putting all there dominion cards in a briefcase like box.

45
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 12, 2019, 09:34:38 pm »

46
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 06, 2019, 02:06:37 am »
let me know if bull isn’t their I think I just fixed it. Although I don’t know for sure cause I saw the original bull just fine.

47
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 05, 2019, 11:35:29 pm »
Well people will think twice before buying chapel, for awhile at least. The player with the least amount of dung piles will still think twice about buying chapel.

I thought the point of the contest was to make a card that would make players avoid chapel. With a pile of dung you will avoid buying chapel. With a pile of dung in the game players players will probably think keeping their coppers and estates is better than a huge minus score. In a 4 player game let’s say 30 cards are in the trash that’s the exact of opposite of a province, if that’s the case all players will probably have a minus score at the end of game. So all players will avoid trashing cards and if that’s the case, then that’s the real point of this card. No minus score from a pile of dung means no buying chapel and no trashing cards. Which I thought was the point of this contest in the first place.

Make a card that makes buying chapel a bad idea.

And fixed pile of dungs wording

48
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 05, 2019, 10:24:53 pm »




49
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 04, 2019, 07:05:49 pm »
Ah okay now I understand. Thanks gendo Ikari

50
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 04, 2019, 04:12:14 pm »
Now that doesn’t make sense about the last challenge he said my messenger bird didn’t quite fit the duration effect and yet I based it off of cargo ship which is a duration also even though there are cards that give out +1 card to each other player mine was a little better for instance lost city and soothsayer both let the other player draw cards however if militia was played they would lose all those extra cards anyway. With my messenger birds duration effect they wouldn’t lose the extra card also if outpost was played they would get an extra card on that turn as well. So I don’t get why mine didn’t quite work as a duration?

Which is quite a lot stuff you wouldn’t be able to do unless it was a duration card. I just want to clarify why mine doesn’t work as a duration card.



If outpost was with this card in a game it would be a very interesting game.

Pages: 1 [2] 3 4 ... 22

Page created in 0.063 seconds with 18 queries.