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 - segura

Filter to certain boards:

Pages: 1 ... 5 6 [7] 8 9 ... 62
151
Design something* that either provides a new endgame trigger besides or instead of the normal two (3 piles, Provinces) or a new winning condition besides or instead of Victory points.

* - No restriction, so card, landscape, split pile, Traveller line, anything goes.

152
Looks a bit too strong compared to Expedition.

153
Should be simple enough via a token, e.g. a Project cube.

154
Variants and Fan Cards / Re: Kru5h's card ideas
« on: September 03, 2023, 01:30:16 pm »
How about making it able to play Treasure? Then it combines a weaker King's Court and a weaker King's Cache.
And there should be a non-Duration clause.

The problem with playing Treasures is that it wouldn't require an Action to play a Treasure. So instead of it becoming a weaker King's Cache, it actually becomes stronger, because now you can double-play Spoils without moving them back to the Supply.
I am not a fan of adding the ability to also play Treasures.; that is messy for several reasons and likely makes the card too good.
But if the card remains an Action (and does not become an Action-Treasure like Crown) you do very well have to spend an Action to KC the Treasure, just like with Specialist. So it is not clear what is better, the wasted Action or the KCing of the Treasure.

156
Quote
Mixing Bowl
$4  Event
+1 Buy
Rotate all Kingdom piles twice.
Each player who does not discard a card rotates their deck twice. If all other players discard a card, +1 Card.
+1 Villager
This could be useful in a Kingdom where there are at least one split pile or where opponent's strategy replies upon ordering thier deck.  :)
What is the point of drawing while buying? This only matters with Villa, Cavalry and Launch.



Looks pretty automatic (and auto-win-ish) in 3/4 and 5/2.

157
Variants and Fan Cards / Re: Fika monsters Dominion fan cards
« on: September 01, 2023, 12:54:51 pm »
This is too text intensive. I suggest to just restrict it to gain a Duchy, Duchies are Thrones, Duchies can Throne anything. Two nerfs and one buff, less text.

158
Ghoul gives you the option to play a Zombie twice and a Thrones Zombie Spy is strictly better than Lost City.
So you can safely rund two copies given that that first copy you play each turn is always at least a Lost City+ and the second copy you play each turn is a this turn Barge.

159
Rules Questions / Re: Renaissance: Scholar with Flag
« on: August 29, 2023, 12:50:10 pm »
You were right. Flag only triggers when you draw for the next turn in Clean-up.

160
I think that this is too good. The first one is better than Lost City (Spy plus the flexiblity of other options) and the second one is Barge.
So you can safely add at least 2 copies to any deck.

161
Looks like a massively nerfed IGG.

162
Kinship
Project
$5
After you have played a Brother, you may play a Sister from your hand, and vice versa.

163
I would not call it a Villa effect as you don’t get a free Action and teleportation back to your Action phase. But you can of course exchange a Silver for a DoubleNecro before you play your Smithy.

164
Balance
Landmark
When scoring, 4VP per brother or sister you have, whichever is fewer (if it's a tie, count either).
A shorter text which is functionally the same would be: „When scoring, 4 VP per pair of Brother and Sister you have.“

165
I really like this but fear that it might be too good (of course you can always argue that power level is not that relevant in the case of Ways).
It is better than Sheep as it grants 3 Coins as well as access to two otherwise unavailable cards.
It is worse than Sheep as you can only use the Coins for buying these very two cards.

I feel like it falls into the Shaman or Baker category where the "Setup"/"In Games Using This" clause is more important than the effect. There's always a chance that it just kills at least one of the piles because you don't want to be using a terminal action to play it.
You cannot separate the setup and play effect unless Potion is in the Kingdom.

166
I really like this but fear that it might be too good (of course you can always argue that power level is not that relevant in the case of Ways).
It is better than Sheep as it grants 3 Coins as well as access to two otherwise unavailable cards.
It is worse than Sheep as you can only use the Coins for buying these very two cards.

167


Sometimes a mule is a good horse, and sometimes it's just a mule.
Poacher is a Peddler that can degrade into an Oasis later whereas this is a Peddler that sucks to open with (because it is only a Copper after the first shuffle and thus does not help you to hit 5) but is then fine.

168

Usually Peddler variants cost $5. How do you justify this costing less?
I think this is fine at $4. Sure, you can get cheap Actions to make Swineherd shine. But you might also draw into that splitter or that strong $5 which you don’t want to play as Peddler in that very moment.

169

170
Variants and Fan Cards / Re: Fan Card Mechanics Week 70: Turn Counter
« on: August 09, 2023, 02:46:08 pm »
This is obviously overpowered. A non-mandatory cantrip trasher would likely be OK or too good at $4 and, ignoring the situation in which you draw this at T3, this is always at least as good.

Besides the power level the card does too much.

171
does this quailify:

Prosperous Duke $2+
project
Put an action card costing the amount overpaid under your project cube. Duchies can be played as if it were that action card.


It has other wording then Inheritance, but i think this is cleaner.
I think the wording of Inheritance was debated for quite a long time and is the best compromise to get. Your wording does not really work for me: "Played as if it were that Action card" just means you can play it during your Action phase, following its instructions. But Duchy has no instructions. So the way I parse this, it just means "you can now play Duchies, but they don't do anything". You don't change what happens upon playing, only the rules for when they can be played.

And if this were to work, technically it would have to involve some sort of shapeshifting - the instructions of the set-aside card now need to be on Duchy somehow.

I suggest just using the existing wording.

I did not participate in any of those discussions. And if you ask my opinion: Inheritence is written like it is for an computer program. Store info, make them refence that info.

Meanwhile humans would not have an problem with just: "play it like some other card". At least, if you not have to ignore current text that is on it. I found many people struggling with ways.
Command cards, respectively non-Command restrictions like on Inheritance, have been introduced to avoid loops. Loops are not an issue in and of themselves, but when combined with something like Training you can get infinite Coins.

This has nothing to do with whether the game is physical or digital.

172

I really like this. The Throne Room with a buff as the baseline is fine but nothing to write home about. Where this really shines is as an alt-VP card. You nearly always have Provinces and with this you might want to keep an Estate around. But with a lot of VPs on the Duchy pile you want a midgame Duchy and timing it well is obviously the tricky thing.

So yeah, really great TR variant with a Gathering-like alt-VP twist.

173


BM Project. Might be a $5, I don't know.

174

How come this doesnt have +1 buy?

Well I don't think there's a rule that cards that produce a lot of $ must give you a buy. It would be much stronger if it had a buy, but stronger isn't better!

This feels like it's strong enough to be bought reasonably often without the buy (like mb one of three games), and if that's true, it's just a question of how strong you want the card to be. For sth that nukes other cards and just makes them into $, having a weaker effect seems preferable to me.

Also I kinda like that midas can only make money and nothing else
I don’t get this argument. You gotta play 3 Villages, Hand of Midas and two $5s to produce 10 Coins. That is only one Coin more than you get via 3 Golds and 3 Golds is not particularly exciting.

If you use that terminal space to draw, 3 Villages, a Gear and two Rabbles net draw 5 Cards (ignoring the extra stuff those terminal drawers do). That is far better than the above effect on virtually every board.

An extra Buy would be a simple fix because then the card would actually to something useful. It would still be weak and situational but at least it would be bought on some boards.

175
Terminal space is most of the times to scarce to make this worthwhile. Lots of Coins are pointless without extra Buys so you’d rather have those nonterminal Golds and use terminal space to draw.

Pages: 1 ... 5 6 [7] 8 9 ... 62

Page created in 0.047 seconds with 18 queries.