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Messages - segura

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1151
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 05, 2020, 02:51:04 am »
Adventurer's Village
$4
Action
+1 Action
+1 Buy
Flip over your Journey token (it starts face up). If its face up, +2 Cards, +1 Action, +$1.

Its a cheap level 3 City with its bonuses split.
Looks OK. It is on average a Worker Village with 1/2 less Action and 1/2 more Coin.

1152
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 30, 2019, 04:46:57 pm »
Whatever1
$6 Event
Move your +$1 token to a non-Action Supply pile. (When you play a card from that pile, you first get +$1.)

Whatever2
$5 Event
Move your +1 Buy token to a non-Action Supply pile. (When you play a card from that pile, you first get +1 Buy.)


I don't know, the second one is probably sound but the first one could be broken. For example in a Baker Kingdom and 5/2 , you could open with it and convert all your Coppers into Silvers.
The main idea here is obviously to counterbalance the heavy engine bias of Adventures.

1153
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 28, 2019, 01:43:52 pm »

Quote
Pioneer
Types: Action
Cost: $4
+1 Action, +$1. Move your +1 Card token to an Action Supply pile. (When you play a card from that pile, you first get +1 Card.) At the start of Clean-Up, remove it from the Supply.
Looks weakish. A rough heuristic is to pick Pioneer as target for the +1 Card token but then it is weaker than Peddler. And if you pick another card, e.g. a village, you still needs several Pioneers/Coppers to activate the +1 Card thingy.

1154
Variants and Fan Cards / Re: Price these cards...ongoing challenge.
« on: December 27, 2019, 08:48:00 am »
It completely shuts down the other players.
If they are dumb enough to not play money.

I agree that a temporary Action shut-down card is highly dubious. But I also think that there is potential at a high price, e.g. $6, to not totally prevent engine play. It might be risky to go for an engine but the active shut-down dude has to pay a large price to shut you down. Difficult to evaluate theoretically.

1155
Variants and Fan Cards / Re: Price these cards...ongoing challenge.
« on: December 25, 2019, 06:43:53 pm »
Thats irrational, you want to junk a Duchy early on. And in the late game Swindler becomes a trashing Attack without any exchanging.Thats a power buff, not a rule issue.

1156
Variants and Fan Cards / Re: Price these cards...ongoing challenge.
« on: December 25, 2019, 06:11:28 pm »
I'm not letting #3 into my game at any cost. It creates a lot of rules snarls.
it's literally just the same as Deluded; I priced it similar to when I was designing a druid-style hex-er.
It's not, though. Deluded prevents you from buying Actions, which is fine. The OP's card prevents you from gaining Actions, which interacts oddly with a few cards that force you to gain Actions.
Not really. Suppose you play Exorcist, trash an Silver and then don't gain an Imp. Normally X would happen, now it does not.
This is incredibly simple. Unless you direly want to read rule issue into it, then you can of course construct an obstacle.
Well, you can make that ruling, but it renders certain cards (Swindler, for example) extremely broken.
Swindler wants to junk Cursers, Silvers, Duchies and Estates, not Actions. So nothing broken here unless you consider trashing a $4 Action instead of exchanging it for a worse $4 Action a horrible increase in the power level of Swindler.

1157
Variants and Fan Cards / Re: Price these cards...ongoing challenge.
« on: December 25, 2019, 02:13:16 pm »
I'm not letting #3 into my game at any cost. It creates a lot of rules snarls.
it's literally just the same as Deluded; I priced it similar to when I was designing a druid-style hex-er.
It's not, though. Deluded prevents you from buying Actions, which is fine. The OP's card prevents you from gaining Actions, which interacts oddly with a few cards that force you to gain Actions.
Not really. Suppose you play Exorcist, trash an Silver and then don't gain an Imp. Normally X would happen, now it does not.
This is incredibly simple. Unless you direly want to read rule issue into it, then you can of course construct an obstacle.

1158
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 22, 2019, 11:52:51 am »

Silver is often semi-junk so this is likely too strong. I'd take a minimum price of $4, and if you wanna be on the safe side you can add an extra Kingdom card costing $4 whenever Magic Workshop is present.

1159
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 22, 2019, 04:06:57 am »
I prefer the Smithy version.

The problem of this is that it is not the best opening buy. After the first shuffle chances are high that the opponents have green in hand, so this would do something virtually identical for everybody.
So this is then only decent for alt-VP and once you start to green.

The Smithy variant on the other hand is more versatile, even with little or no green in your deck you might want a $5 Smithy.

Basically we already went though something very similar to this with Scout and Patrol.

1160
Variants and Fan Cards / Re: I suspect this is broken...
« on: December 22, 2019, 04:03:34 am »
One could combine Marcory's point that this is similar to Borrow (relative to extra Buy at the cost of a dead card in your deck) with spineflu's "once per turn" restriction and make an Event out of it (to save physical cards).
For example: "Once per turn: +2 Buys, +1 Coin, gain a Ruins."

But it is arguable whether this is dissimilar enough from Borrow to be worthwhile it.

1161
Variants and Fan Cards / Re: I suspect this is broken...
« on: December 21, 2019, 09:04:00 am »
This is part of a Victorian era themed set I am working on. You can see the cards here. https://imgur.com/a/mJNyx3c
None have been playtested as I dont sleeve cards so I will have to look into stickers and whether they will work.
But here's the card I am particularly worried might break games.


It is a card whose only benefit is when you buy it but my worry is that you can empty the whole of this pile and a pile of 1 cost cards (like Poorhouse) with no money. You wont win just by doing this but if you were ahead it could end the game. Is this a problem balanced by the fun possibilities of the card?
Cost reduction is a larger issue than Poor House. With 2 Highways in play, you can empty the entire Ragamuffin pile, net gain 10 Buys and 10 Coins and then empty the Estate pile.
Even without cost reduction, every player can (most likely in his last turn) empty the pile and buy one Province and an Estate.

Perhaps this leads to interesting endgame play but to me it feels like a very "switchy" thing: doing so is normally bad (you might arguably buy one to spike) but once the last turn approaches this suddenly changes from crappy to brilliant, without much of an intermediate space.


About the other cards, Banker looks very interesting. I like this Remodel variant a lot, the Debt thing is a smooth mechanism to implement "pay to Remodel".
While Hoodlums reduces your handsize as well, the non-terminal Attacks is nonetheless too nasty. The Attack in and of itself is arguably harsher than that of Torturer.
Nurse looks fine.
Not sure about Enforcer. Attacks with implemented Moats are very centralizing.
Workhouse looks very strong. Hard to imagine when you would not open with it.
Coppers as cantrip Attack is as dubious as Hoodlums.
Tannery looks like a fine and balanced implentation of the rare +2 Cards +2 Coins idea.
Trinket absolutely needs to cost more than $0.
Hammer Time is weakish. +3 Cards +1 Buy is already roughly a $5 (Margrave, Tragic Hero) so there is no need to nerf it.

1162
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 19, 2019, 11:12:08 am »
net draw isn't The Point for you though, it's being able to pick the best card from between the top of your deck and whenever the next victory card [after card #3] is. It's sifting on roughly the same tier as a Embassy (no handsize gain like embassy, but is nonterminal). Like, net draw doesn't mean anything if you pick up three estates.
This is a better Border Guard for you. Let's say a $3.
This is a better Lab for everybody else, so a $6.

So nobody would ever buy this except when hitting $4 in the endgame to get 2VPs ... which is like buying Cemetery in the endgame without trashing anything.

1163
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 18, 2019, 11:26:25 am »
This is too weak as the active player net draws 0 cards whereas all other players netdraw one. Compare this with Governor which netdraws 2 for the active player and 1 for the others.
I guess this would even too weak in Kingdoms without discard Attacks if you added +1 Card for the active player: it would then be a Lab with some mildly superior sifting for you vs a Lab with some sifting for the other players.

1164
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 16, 2019, 10:25:59 am »
Santa's Workshop
$3
Action
+1 Buy
Gain a card costing up to $4. Each other player gains a Gift.

Gift
$0*
Action
+1 Card
+1 Action
+$1

Setup instructions for Gift: Use as many of them as you would Curses (haha). 50 provided.
The name is as thematic as I could get, hopefully it works.
So basically, it's a Workshop+ that gives a little present to the other players. How nice. I think the +Buy will be useful in Gardens games, and if you're making an engine, this could help you gain 3 cheap components in a single turn. Just be careful how many Gifts you give.

Just to be clear - Gifts aren't in the supply, right? Like, the impression i'm getting is they're in a similar boat to Spoils or Will-O-Wisps but uh it doesn't have the "not in the supply" disclaimer and also they're immediately compared to Curses so ... in the supply? free peddlers?

Also: gain 3 cheap components? help me w the math on that - i'm seeing the gained card, the +Buy card, and ????
And the "normal" Buy. You gain one card and can buy 2 cards.

I think that a Workshop with an extra Buy is cool (I play with an "Worskhop or Woodcutter but with the Buy being storable via a token similar to Villagers/Coffers" card) but agree that a free Peddler is far too strong.

1165
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 15, 2019, 03:43:12 am »
Santa Claus, Action, $5
+1 Card
+1 Action

—————————
While this is in play, when you gain a card without buying it, +1 and each other player draws a card.

Mixture between Tree and Groundskeeper so quite lame. Potentially broken with discard attacks and in some Kingdoms during the the last turn  (easy extra Buys, Masterpiece, ...) while often being too weak (+1 Card can be situationally stronger than +1).

1166
Variants and Fan Cards / Re: Pricier Base Treasures and Victory Cards
« on: December 13, 2019, 01:42:56 pm »
Colony already bends the game towards money and these will do something similar, especially if you opt for the Fibonacci continuation.

Dominate is so interesting precisely because of the tempo issue that is absent with Colony as well as New Land: in order to get the virtual 15VP cards you have to drain the Provinces, thus strategically competing with whoever just goes straightforward for Provinces.

So while it might be fun to play around with these new Treasures (and I agree with spineflu that they look fantastic), I have my doubts about how non-one-dimensional play will actually be.

1167
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 12, 2019, 04:35:10 pm »
Quote
Bicycle
$5 Action
Reveal cards from your deck until you reveal a Bicycle. Put 3 of the revealed non-Bicycle cards into your hand, and discard the rest.
I think it might be too strong without the "non-Bicycle" clause, although I would like to remove it if possible. Essentially, it is a smithy+ that gets worse the more you have.
At first this looks crazy: 3 out of X? Wow!
But at worst this is dead and draws nothing and for a functioning draw engine, it kinda sucks that your Smithy cannot draw other Smithies, such that you have to rely on your villages to draw into them.

That's why I think that this is only suited for money decks.

1168
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 12, 2019, 02:22:50 pm »
Millstone
$4 - Treasure
$1
Choose one: return this to the Supply for +$2, or gain a Millstone.
This looks like a classic. At the first glance it looks like a strong opener as it makes spiking to $5 (or $6 on some boards) likely but on the second glance it is not better than Feast for that job and Feast was never crazy.
Also, assuming a to and fro between the gain and the liquidating option (which isn't totally realistic, you will liquidiate more often than gain), this is on average just a Silver.

1169
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 11, 2019, 08:35:46 am »
As a note, in order to win the contest, a card needs to be designed such that players could actually use it when playing the game. As it is right now, the fan submission "storeroom" by [TP] Inferno conflicts with the Dark Ages storeroom, so it should have a name change. To allow people to play with all previous and winners, I'd rather you not use names of previous winners or runner-ups. To that end, I'd like to remind @Grep know that "Rabbits" was the name of a previous runner up in contest 45 (plural is hardly a difference), so I hope you feel comforting using a new name.

The back and forth between pops and segura is feeling slightly little more combative than helpful. Of course this has absolutely no bearing on my judging, I just wanted to give a moment of reflection of whether each of you think the conversation is worth continuing in this thread. Of course, totally your choice!
Sorry, I did not want to derail the thread. I hope that [TP] Inferno can nonetheless use something from this discussion about the pros and cons of his card.

1170
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 11, 2019, 07:22:21 am »
You answered incorrectly
Nope. I did not answer your question at all because it is so particular that it is irrelevant (and your "2 Storerooms = 1 Warehouse" compairson is like saying that 2 Pearl Divers in hand > 1 Laboratory in hand so hurrah, Pearl Diver is brilliant; you cannot make such nonsensical comparisons in which the very liability of a card, sifting at the cost of handsize reduction is not only ignored but inverted) .
Of course Storeroom is fine for the endgame. You don't have to convince me of that, it is the only point we agree on.

If you ignore that a card is a bad opening and middlegame purchase and only rave about how brilliant it is for discarding green during the last turn of the game, well, such a kind of narrow analysis naturally leads to a totally wrong evaluation.

Back to Storeroom in general: I don't think that a self-junking sifter is per se a bad idea. But it needs something extra, like Rats not just being a cantrip trasher but also a Lab on-trash (and an interesting price point for TfB) to make the entire idea viable.

1171
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 10, 2019, 05:28:17 pm »
Quote
If you draw two copies of them together the quality is exactly the same as Warehouse.
No, not at all. Warehouse has less sifting depth. 2 Storerooms have more sifting depth but reduce the handsize by one. Being a Lab or being an anti-Lab kinda matters. A lot. For example if Rats did not have the on-trash Lab effect it would suck.

You surprise me here.
You're shuffling your deck a hand of cards for the Fleet turn of a game of Dominion.  I offer to gain either two Warehouses on top of the deck before you draw your five, or one Dungeon.  You pick the Dungeon?
Doesn't matter. Two Storerooms are simply not the same as one Warehouse. That's a fact, not an opinion.
Once we agree that the world is not flat we can talk about which is preferable in which situation (but no, I can already tell you that a larger sifting depth is not always better than the cost of a larger handsize reduction; Dominion ain't that trivial/simple/Kingdom-insensitive).

1172
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 10, 2019, 12:56:29 pm »
It's not self junking
Tell that to the player who has 10 or 20 Storerooms in his deck because he opened with it.

Quote
the kind of card you'd willingly buy when six provinces are remaining in a Dominion game.
I agree, the card is only a good purchase around the time everybody starts to green.
Which makes it narrower and weaker than Cellar, Warehouse and Dungeon, i.e. sifters that are decent during all phases of the game.

Quote
If you draw two copies of them together the quality is exactly the same as Warehouse.
No, not at all. Warehouse has less sifting depth. 2 Storerooms have more sifting depth but reduce the handsize by one. Being a Lab or being an anti-Lab kinda matters. A lot. For example if Rats did not have the on-trash Lab effect it would suck.

Quote
Sometimes Warehouse gets skipped and therefore often this would get skipped
Again, Warehouse is flexible and good during all phases of the game whereas Storeroom can only be gained late in the game to keep the self-junking at bay.
I like narrow cards but not when they play strategically identically in all Kingdoms.

Quote
just like Port doesn't have a huge impact on whether you decide it's an engine game or not.
Huh? Port is one of the strongest villages so its presence or absence does very much determine whether a Kingdom enables an engine or not.

Quote
But I think the card is strong in an exciting way.  Hitting 10$ and buying a "Storeroom" and a Province seems really strong.
This is simply not the case; the card is weak if it can be only used in the endgame. Warehouse and Dungeon are often good openers as cycling accelerates your build-up and during the middlegame you increase the matching chances of your engine pieces.
I agree that cycling through green during the endgame is an important job of sifters but your notion that it is the main or only job is dubious.

1173
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 10, 2019, 10:11:19 am »
I'm skeptical this is actually brokenly bad rather than brokenly good.
Storeroom, without the Rat-style propagation is very similar to Dungeon. We can debate all day long about whether the start of the turn consistency that Dungeon provides is weaker or stronger than the non-Duration, do-it-all-now aspect of Storeroom. But it is obvious that they are similar in strength.

But it seems crystal clear to me that the price difference of $1 cannot even nearly compensate for the self-junking of Storeroom.

I also don't see the comparison with Rats. Sure, they both propagate but Rats has a $5 (4-5 is far huger than 2-3) play effect and an on-trash effect that you ALWAYS (there is no way Rats is viable without other trashers) use whereas Storeroom provides no bonus when you get rid of them (and is also less suited for trash for benefit due to the low price).

1174
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 08, 2019, 07:05:37 am »
Storeroom
$2
Action
+1 Action
Gain a Storeroom. Do this twice: +2 Cards, then discard 2 cards.

Tried to make it simple. Basically, it offers some nice sifting search space, but do you really want more copies of it? Worse comes to worst though, it can sift through other copies of itself.
I don't like this. The play effect looks like a slightly stronger version of Warehouse/Dungeon (although Dungeon's second sifting happening at the srat of the turn is neat for consistency so it is arguable which is better) but the self-spamming is simply nasty. You can easily end up with all Storerooms if the other players forsake it and all that the sifting will achieve is reduce your handsize.

1175
Weekly Design Contest / Re: Contest #53: Three is Company
« on: December 02, 2019, 10:17:39 am »


Based on my card Delegate (submitted for the Command-type contest). Based on the playtesting results from Delegate, I think it would be safe to say that Emissary works great with 3 or 4 players, but is unbalanced at other player numbers.
Why? Sure, in a 2P games you have less options and the other player can simply play money to make Emissary pointless. But as it stands the card looks extremely strong: even a petty Pearl Diver makes Emissary better than DoubleLab.

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