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1476
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 28, 2019, 01:04:18 pm »
The problem is that the Project is expensive yet only useful for a few turns. Once you are out of villages your engine collapses.
That is not situational but pretty much always the case.
Even in the best case scenario, i.e. no price gaps, decent $2s and $3s, it is only four turns until that Patrician kamikazes himself.

I think that due to the expensive price this Project could get away with being non-mandatory. While it is mandatory you have no control at all. Another option is to not restrict the gained cards to Actions, then all those $5s could at least Upgrade themselves into Gold.

1477
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 27, 2019, 05:13:21 pm »

Smeltery
Types: Project
Cost: $5
At the start of Clean-up, you may return a Treasure card to the supply and gain a treasure card costing up to $3 more than it
-
You can only buy this if you have at least 3 differently named Treasures in play
The condition is too harsh and arguably not necessary at all.
While Mine (i.e. handgaining) might be too strong it could at least topdeck like Taxman.

1478
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 27, 2019, 04:36:30 pm »


The effect is that of a cantrip Cellar. Unlike the Adventure vanilla tokens not necessarily that strong in multiples but of course you still want it on the pile of which you have most copies. I think it can get away with not being restricted to Actions as sifting during your Buy or Night phase is probably not that strong anyway.
The main reason of the Debt cost is to make this available early in Kingdoms in which it is strongest, i.e. without trashers.

And interesting idea for a "vanilla" token, but the event seems overpriced. I think +1 card, +1 action, and + are all much stronger tokens; this event should cost less than those events. It could probably be . But the cheaper it gets, the less reason you have for giving it debt cost.
A cantrip Cellar would probably be too strong for $4 and slightly weak at $5. So from this perspective it is weaker than Lab/Pathfinding yet better than Peddler/Training and Village/Lost Arts*.
The decreasing benefits of playing multiple cantrip Cellars makes it weaker relatively to the other vanilla tokens.
But Debt costs make the card available when it is strongest, i.e. early on (as opposed to getting Training / Lost Arts in the middlegame).

I don't know which of these pluses and minuses weighs heavier but as is pretty similar to I leave it as this price. I also think that the Adventures tokens are a bit too centralizing and don't mind if this Event is on average only bought in every second or third Kingdom.

As you pointed out, at lower costs Debt makes less sense and or even could be too prohibitive: in non-trasher Kingdoms you want that sifter as early as possible.

*- As Lost Arts eliminates the standard matching problem of villages and terminal draw cards (which is the very reason Village and Smithy can be cheaper than two Labs) its effect is significantly stronger than that of he corresponding vanilla card, Village, so this is where this simple comparison fails.

1479
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 27, 2019, 02:19:22 am »


Quote
Education
Project - 10 Debt
-
At the start of your turn, +$2.
At the end of your Buy phase, if you have any Debt remaining, take 2 Debt.

This card is inspired by my own status as a graduate student with loans to pay off. Yep.

Any feedback on this as an actual Project is appreciated, of course, especially concerning the upfront Debt cost.
That's a brilliant idea. With the mini-Capital effect while you are in Debt timing this well becomes anything but trivial.

1480
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 27, 2019, 02:15:33 am »


The effect is that of a cantrip Cellar. Unlike the Adventure vanilla tokens not necessarily that strong in multiples but of course you still want it on the pile of which you have most copies. I think it can get away with not being restricted to Actions as sifting during your Buy or Night phase is probably not that strong anyway.
The main reason of the Debt cost is to make this available early in Kingdoms in which it is strongest, i.e. without trashers.

1481
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 26, 2019, 05:43:32 pm »
The cost seems restrictive enough. In a way, it actually says "in games using this, you pay pay rather than a card's regular cost to buy it. If you do, +1 buy."

Turning a Goons from to is super hard to judge; but I don't think it makes it too easy to get Goons.
I totally disagree. This card is probably closest to Duplicate yet Duplicate is terminal and has a cost restriction.

For good reasons no offical $4 can gain $5s and no official card can gain Provinces without any downsides as you either have to Remodel something or the direct gainer is a one-shot like Horn of Plenty.

The only way to directly gain Provinces is via cost reducers and gainers but that's basically everything you work for during the game. With this Event in the Kingdom you can just add a Potion to your deck and don't even have to work hard to add that extra Buy and so on, just throw in a Potion that, once you start to green, reads as +1 Buy +$8.

1482
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 26, 2019, 08:47:23 am »
Walpurgisnacht
cost P+ - Event
When you buy this, you may overpay for it. If you do, gain 2 cards each costing the amount you overpaid.
This isn't strictly better than Talisman as the latter can be triggered more than once during per turn. But it is nonetheless far too strong and requires a non-Victory and potentially a cost restriction.

1483
Variants and Fan Cards / Re: Indian Reservation
« on: March 24, 2019, 09:00:32 am »
Without a non-duration restriction this plays the "on play" effect twice and the "next turn" effect once.
I don't follow how your wording implies that.

All I know is that a "play X this and next turn" TR variant has issues with Durations, as DXV noted years ago. These issues are principally solvable but not worth it ... and neither is doing a card that DXV has already nixed. Just because this, unlike the card that has been playtested during Seaside, can also Throne Nights and Treasures doesn't make it suddenly good.

1484
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 24, 2019, 03:14:46 am »
Taskmaster
Action
+1 Action.
Reveal the top card of your deck, then put it in your hand. If it's a curse, +1 Card, +1 Buy, +$1; otherwise, gain a curse.
$2
Let's assume the worst case, a Kingdom with Cursers yet no trashers. Let's also assume that the Curse pile is empty at T10 which seems relatively early. In a 2P game you have 10 starting cards, 10 bought cards and 5 Curses in your deck. That's a Curse ratio of 0.2.
I seriously doubt that in this instance I would ever want a Ruined Village that becomes a Market in 1 out of 5 cases. And usually Taskmaster is worse as it junks yourself and as the Curse ratio in your deck might be lower.

Sorry, but this card is only situationally better than Ruined Village and thus borderline junk.
You are missing that it is always a cantrip. So it does become a Market + Lab if it hits. Still relatively weak. Maybe it could gain the Curse to the top of your deck for a little self synergy?
Yes, I missed that. But it is still borderline junk as it is quite often, at least before the Curses run out, a Familiar that attacks yourself. So it is not a conventional $2 cantrip with a little extra but a $2 cantrip that only becomes wortwhile once the Curse pile is empty.

I'd try a version that discards a Curse for benefit. Far less swingy and for that reason also the conventional way to approach the dubious "good Curses" thingy.

1485
Variants and Fan Cards / Re: Indian Reservation
« on: March 24, 2019, 03:04:26 am »
Quote
You may play a card. If you did, set it aside. If you did, play it again at the start of your next turn.
If no card is set aside this way, instead get +1 card +1 action at the start of your next turn.
This is a nice buff as there are situations in which you can only Throne Treasures and a Ghost Town effect is preferable to e.g. +2$ (if you Throne a Silver) next turn.
Anyway, you need a non-Duration restriction. I guess Duration-Throning Durations is feasible (note that Ghost is far easier to track as the doubling occurs entirely during the next turn and is not "spread" over two turns like with this card) but the tracking mess it creates is simply not worth it.

1486
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 23, 2019, 07:49:35 am »
Taskmaster
Action
+1 Action.
Reveal the top card of your deck, then put it in your hand. If it's a curse, +1 Card, +1 Buy, +$1; otherwise, gain a curse.
$2
Let's assume the worst case, a Kingdom with Cursers yet no trashers. Let's also assume that the Curse pile is empty at T10 which seems relatively early. In a 2P game you have 10 starting cards, 10 bought cards and 5 Curses in your deck. That's a Curse ratio of 0.2.
I seriously doubt that in this instance I would ever want a Ruined Village that becomes a Market in 1 out of 5 cases. And usually Taskmaster is worse as it junks yourself and as the Curse ratio in your deck might be lower.

Sorry, but this card is only situationally better than Ruined Village and thus borderline junk.

1487
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 22, 2019, 02:14:35 pm »


The non-mandatory trashing is the little extra, similar to Junk Dealer or Upgrade having a little extra relative to a mere cantrip trasher.
The main idea of the Attack is that you might want to junk the opponents if you have more trashing power.
To kickstart this Curses game I put the topdecking attack in there; not sure if it is too strong though.
The extra Buy is there to make everything run smoother with Potions but it could be too much.
Why do you need potion in costs?
Because the card is too good for $5 and because the junking subgame would be less interesting if Scientist were easier to gain (just play a Junk Dealer game: not so hard to gain a second or even third one).

1488
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 20, 2019, 08:18:43 am »


The non-mandatory trashing is the little extra, similar to Junk Dealer or Upgrade having a little extra relative to a mere cantrip trasher.
The main idea of the Attack is that you might want to junk the opponents if you have more trashing power.
To kickstart this Curses game I put the topdecking attack in there; not sure if it is too strong though.
The extra Buy is there to make everything run smoother with Potions but it could be too much.

1489
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 11, 2019, 04:36:23 am »
Progress by Aquila
I like this, it is pretty straightforward with the neat "once per game" twist (which is similar to Aquila's Prospects).
Without that it would be strategically boring, you just wait until enough tokens are on the card and then take them.
Now you have to think about when you need the tokens most (early on  to get your engine running vs. late for a mega-turn), you naturally want a lot of them and you have to consider when your opponent(s) will want them.
A possible alternative that comes to mind is to make the trigger "costing 5 or more" and then do the halving.


Tulip by Lurker
The idea of a Victory card that is worth 1 per copy left in the Supply is an old one so being able to return them to the Supply for a benefit is neat.


Gem Mining by King Leon
The most creative and complex card that implies a minigame.
I understand the rationale behind limiting the slots to a row/column and the spillover (bootstraping the minigame, even if Bob did not want to go for the gems at all, if Alice gets some and B gets some remaining gems he might go for them after all) but it does not feel natural.
On the other hand the more natural "put them wherever you want" is too easy and does not lead to tricky decisions (do I really want to take 4 gems, finish the column, get a $5 but gift 2 gems to Bob?).
It is hard to judge details like the gem distribution and the bonuses without having played with the Event. If Leon or somebody else ever tries this out it will likely have to get slightly tweaked anyway given how many paramaters there are.


Salesman by hhelibebcnofnena

I like the "Villager cantrip" basis of the card. It is a bit like Patron, sometimes you might be able to save the Villager.
But the rest is bad. In order to make Salesman work you need several copies, so you will save the villagers less often and then the card still produces on average less Coffers than Baker. Ignoring player interaction, Salesman is to Baker as Native Village is to Village.
With Throne Room (variants) in the Kingdom this downside could be compensated for by the relatively more Villagers you get.


Prospector by mail-mi
Looks sound and well thought out. Quick Treasure trashing often makes you want to go for an early Gold and the Coffers help you do get there. There are also potential tricks like, while readjusting your deck in the middlegame, trashing a Silver, buying a Gold and getting a Coffers and a VP. Importantly there is no abuse potential as this does not seem like something which you can/want to do consistently.
A small detail, I wonder whether the card could get away with "when you gain a Gold".


Botanist by NoMoreFun
I like the Cultist-like idea of a "half-terminal" and the self-limitation of the card (you cannot mindlessly flood your deck with them) but I feel like the latter is too harsh. So perhaps the card is not overpowered if you get rid of the non-Botanist Action card restriction. The worst that can happen is that, ignoring player interaction for the sake of simplicity (Alice buy a Botanist but then Bob plays 2 Botanists, thus stealing "Alice's" Villager) , the card is always at least once non-terminal.


Casino by Commodore Chuckles
This is similar to Spice Merchant, with some Coin-spike or megaturn potential. Also neat in non-mirror Garden games.


Uprising/Commons by 4est
Uprising is far too good and will only lead to degenerate play. For example, why should Alice trash an Ironmonger if Bob can pick it up so cheaply for 5D and get to immediately play it. This would be like Summon but this turn instead of next.
So if nobody has an incentive to put an Action on Commons only Copper will land there. All that achieves is an auto Copper pile-out, e.g. in a 3P game after 13 turns.


Hogwarts by majiponi
I guess this is just intended to be a pun as tapping cards in Dominion makes no sense (unless you design a Duration card which does not do something at the start of the next turn but during the turn and have to somehow mark that it has already done something) and it is not explained what the Mana can be used for.


Ring of Power by faust
This does not match the parameters of the contest, a binary private variable that can be triggered by other players has nothing to do with amassing common resources. Ignoring that, the card provided neat payload for a deck-drawing engine and in Kingdoms with gainers you can gain enough Silvers or other $3s to "survive" until then. Or you gamble and rarely have a discard pile.


Playwright/Theater by Fragasnap
Non-terminal Gathering cards and especially cantrips are problematic. This is smartly mitigated via the split pile (and the high cost respectively opportunity cost in the case of the Duchy gainer; not all decks can deal with that).
The cards seem quite swingy though, whoever is able to first play Playwright and then Theater will likely get a huge pile of VPs.
On the other hand you could argue that this large amount of VPs is necessary to make players go for these expensive cards at all.


Runner-up: Gem Mining by King Leon
Winner: Progress by Aquila

1490
Sure, if you don't like random stuff Hexes and Boons suck. I never had any issues with random events and risk management in games though so I like this kind of thing.

I think that there is a big difference between on-play and on-gain Hexes/Boons. Cursed and Blessed Village are simply good cards. I also think that, given the combination of Hexes with two Night cards, it is a good design concept to make non-terminal Attacks random and weak-ish.

In my opinion Hex/Boon swinginess does not impact the game as much other other random stuff, like the Cargo Ship example I mentioned, a lucky early Swindler hit or Tournament in general. You can basically resign after Swindler converted your only $5 into a Duchy whereas the most nasty Hex, Delusion, is rarely game deciding.

1491
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 09, 2019, 09:12:37 am »
Hogwarts
cost $2
Action - Land
+1 Action
+1 Buy
+1 Coffers
Take an extra Buy phase immediately.
---
Tap: Add a colorless mana to your mana pool.
1, Tap: Add a blue mana to your mana pool.
2, Tap: Add a white or black mana to your mana pool.
Nothing against a Magic joke but half of your card is mechanically dead (Land as type, tapping and Mana make no sense in Dominion unless you define what they are supposed to mean) and due to the interpolated Buy phase it is strictly better than Candlestick Maker.

1492
Cobbler is not good as is. That doesn't mean you'll never use it, but it's slow and heavily reliant on being able to gain cards with +Actions. An extra +Action is more than a slight boost in power, but it needs at least a slight boost. Adding an extra +Action doesn't seem to make it a power card.

Do you have an alternate suggestions for where Lucky Coin should go?
I disagree with your evaluation of Cobbler. If you gave it an extra Action it would be a village Workshop instead of a delayed cantrip Workshop; that would obviously be far too crazy.
Sculptor is also fine. Unlike Cobbler the gaining is not delayed but if you gain non-Treasures the card is terminal. I'd even argue that Cobbler is slightly better as being able to gain the very engine piece you need at the start of your turn increases consistency (Duration draw already increases consistency quite so Duration hand-gain is pretty sweet) whereas Sculptor is more risky, i.e. if you did not play a village before Sculptor the card becomes a plain Workshop (if you want it to use for engine build-up).


Nobody likes Hexes.
I do as the fun of not knowing what will hit you outweighs the downside of extra randomness to me.
Somebody getting a Cultist on T3 that lands on Cargo Ship is to me a worse "swinginess offense" than Alice being hit by Delusion vs Bob being hit by Famine.

1493
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 04, 2019, 02:17:13 am »
Thanks a lot, Chuckles!

Contest #21: Design a card with the Gathering type or something similar.
It could also be something that amasses Coffers or Villagers or a landscape card.
It should feature the idea of amassing a common resource that can be grabbed by everybody, i.e. something like Sinister Plot (private resource) or Trade Route (tokens just representing the value of a variable) would not fit.

1494
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 28, 2019, 06:23:06 pm »
So this includes discarding it during cleanup if you didn't play it?
Yes.

1495
Dominion Articles / Re: Hermit
« on: February 28, 2019, 04:43:46 pm »
I have my doubts about the strength of Madman and I could be totally wrong, given that it is not easy to play well with Hermit/Madman. And, as others have pointed out, exchanging itself into one-shot is not the only thing that Hermit does. To evaluate the strength of the card correctly you also have to look at the other stuff it does, the trashing and mandatory gaining.
Well it's not easy playing with Hermit/Madman, it's why I wrote this. It's the single best thing Hermit does. You will lose most games ignoring it. If you don't believe me, you can go and try it for yourself.

And okay about the Hermit being useful outside of Madman, nobody disagrees, but what do I say? Hermit gains a $3, and it can trash a card. It's right there on the card. It can turn a junk card into a $3. Nobody has to be a rocket scientist to read what it does.
I disagree with your evaluation of Madman, not at least because you ignore the stuff the Hermit does and because you evaluate Madman in a vacuum. Context is how you understand when a card is good or bad. It is like claiming that the payload of Trade Route is always the most important part of the card and ignoring that the trashing part of that card can be more relevant.

For example in Kingdoms in which the gaining or trashing of Hermit is very relevant the relative strength of Madman decreases, i.e. the opportunity cost to get one is higher. An obvious example is a junking intense Kingdom with no other trashers but Hermit. Pointing out that context matters and that a card like Hermit/Madman is more Kingdom-sensitive than e.g. Laboratory is fairly trivial and not rocket science either but seemingly necessary.

1496
Dominion Articles / Re: Hermit
« on: February 28, 2019, 08:26:01 am »
I have my doubts about the strength of Madman and I could be totally wrong, given that it is not easy to play well with Hermit/Madman. And, as others have pointed out, exchanging itself into one-shot is not the only thing that Hermit does. To evaluate the strength of the card correctly you also have to look at the other stuff it does, the trashing and mandatory gaining.

Madman it is a powerful one-shot but the claim that you should always get it as soon as possible is wrong.
In Kingdoms with junkers you might want to keep Hermit around longer. As DG has pointed out a huge hand can be pointless early on if you do e.g. hit $7 with no extra buy and all you want is a $4 or a $5. In the very situation in which you might want to exchange Hermit for Madman you hit $5 so you rather buy a Kingdom card instead of nothing. And last but not least, the opportunity cost to get that powerful one-shot is buying a $3 and not buying a card on the turn you exchange it for the one-shot.

Also, what Chuckles said. In order to constantly play Hermit you are forced to gain $2s/$3s and while there are Kingdoms in which this is brilliant there are also Kingdoms in which that Silver gaining will become self-junking at some point which makes Hermit a not-so-good card in this very Kingdom.

1497
Variants and Fan Cards / Re: Houseruling Caravan Guard
« on: February 28, 2019, 08:22:39 am »
I don't want to trash-talk Horse Traders but without the Reaction it would probably be a $3. There are much smoother (read, non-terminal) discard-for-benefit cards and if you want the extra Buy you'd often prefer a Woodcutter.

1498
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 28, 2019, 07:59:56 am »


Here's my Night - Traveller line.
Very great line. I do especially like Wanted Criminal (as a non-terminal gainer/junker it is a bit like a less random Jester) and Underground Market.
The Province with 2 Underground Markets and Wanted Criminal that Fragasnap mentioned can be prevented via making Wanted Criminal only work with non-Victory cards. This would come at the cost of preventing Estate junking though.

1499
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 28, 2019, 07:46:02 am »


Might compare too favourably with Merchant Guild and the Reaction might be too crazy with sifters. I considered the Tunnel wording but it seemed too weak.

1500
Variants and Fan Cards / Re: Houseruling Caravan Guard
« on: February 28, 2019, 07:29:45 am »
Giving it this weird Horse Trader like extra thingy against handsize attacks probably makes it too good.

It's not only handsize attack, it's every attack including Torturer with an empty curse stack, Enchantress dodged by CG before he turns into a pig, Minion played for the coin etc. That being said, turning a delayed Peddler into an instant Peddler is a mild benefit you get.
Indeed, a Laboratory as a Reaction effect is incredibly strong which is why that very Reaction is attached to Horse Trader, a fairly weak terminal, instead of a decent cantrip.

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