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1551
Dominion: Renaissance Previews / Re: Artifact Origin cards as a card type
« on: February 15, 2019, 12:04:23 pm »
Sure, it isn't all very formalized. But I am fairly certain that a card with the only type Shelter makes no sense whereas a card with the only type Reaction does. Tunnel makes sense and works without the 2VPs, Necropolis is unplayable without the Action type.

1552
Dominion: Renaissance Previews / Re: Artifact Origin cards as a card type
« on: February 15, 2019, 11:34:31 am »
There is no reaction-only card.
Hovel clearly shows that Reaction would indeed, if such a classification system existed, be a primary type.
Shelter is really only a subtype that is there for flavour and to remind you that it is a non-Supply card and couldn't be the only type on a card unless you want to do Confusion / an empty card.

1553
Variants and Fan Cards / Re: Dominion: Roles
« on: February 14, 2019, 11:56:27 am »
Bidding negative VPS is probably a better way to implement a role auction, Debt changes the opening quite a bit.

I'd focus on cantrips like Guard with mild effects. First, because you can simply add them to the game instead of substituting an Estate or Copper (as already mentioned, if you substitute a starting card with a cantrip you will always shuffle at T2 which is dubious, with official cards such a thing can only happen with Doctor or some Hexes/Boons). Second, because being a cantrip automatically forces you to make the effects weak.

1554
Dominion: Renaissance Previews / Re: Artifact Origin cards as a card type
« on: February 13, 2019, 04:49:49 pm »
I don't think that anything as rigid as primary vs secondary types is necessary, Dominion is thankfully not as rule-intense as a CCG.
You have nonetheless something like an implicit order of types. For example Werewolf is Action-Night-Attack-Doom so you could argue that the "primary" types (that say if/when you can play a card) are coming first, Attack as more of a keyword comes second (although I somehow really like that unlike any similar games it isn't interpreted as keyword in/above the text but as type in a part of the card underneath the normal text, that is somehow visually more elegant) and Doom as a mere setup thing come last.
Then again Josephine isn't playing along, Action-Victory-Attack-Knight, would make more sense from a hierarchy of types perspective.

I also think that a less rigid approach comes with the benefit of a more pronounced theme. Heirlooms and Shelters could just be labeled or codified or coloured or whatever as non-Supply cards and not feature any type. This would be clearer rule-wise but come at the cost of flavour. I like to know that this eerie mirror is a family heirloom.

1555
Dominion: Renaissance Previews / Re: Artifact Origin cards as a card type
« on: February 13, 2019, 04:28:33 pm »
What the type Reserve "means" is when you play it, you put it on your Tavern mat.

But this by itself seems as arbitrary as a thing to give a type to as any other thing that cards do when you play them. Cards with "trash this" don't have a type; Cards with "+1 Action" don't have a type; etc.
Knowing that, except for Coppers, only brown cards can be on your Tavern mat is incredibly useful to prevent mess-ups, just like knowing that those orange cards might stay in play for more than one turn.
You can of course argue that the text is all that a card needs but types and colours and icons (and keywords, +1 Coffers is far more elegant than take a Coin token) are shorter than walls of text. Just imagine every Treasure card being as white as Action cards and featuring the text: you can only play this in your Buy phase. That would reduce ease of play quite a bit.

1556
Variants and Fan Cards / Re: Dominion: Roles
« on: February 13, 2019, 03:37:38 pm »
Cleric already exists in the form of an Heirloom and is called Goat.

Merchant or Armorer totally change the opening and are far too good for starting deck cards.

Farmer is Cellar. You can literally exhange a starting Estate for a Cellar in every deck if you want to in your games. Not that this would be any good as it messes with the opening but you can simply do that when you next time play Dominion until you realize why starting cards should not be sifters (or draw in general).

Guard is the only idea with some merit here. Of course it is not directly workable as it also messes with the opening but the card idea is nonetheless OK as it is something that is overpowered for a Kingdom card but fine for a non-Supply card.

1557
Variants and Fan Cards / Re: Dominion: Dynasties
« on: February 11, 2019, 02:25:13 pm »
Engraver looks broken as it enables infinite loops (buy Copper, trash Copper for VPs). Doesn't seem to difficult to pull off something like playing 5 Engravers, trashing 5 Coppers, getting 15VPs and then buyign 5 Coppers to do the whole thing again next turn.

I like Ambush, it is a cool State idea.

1558
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 11, 2019, 02:58:59 am »


I've never enjoyed playing Salvager, and it didn't seem to fit the theme of Seaside anyways. Ransacker replaces it and would be (I think?) the first duration trasher.
This is too good as it will quite soon, once Estate and Copper are in the trash, become a mixture of Amulet and Merchant Ship.

1559
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 10, 2019, 03:02:34 am »
There be no Reaction in Seaside:



This is to replace Navigator. You can discard or put back the cards you look at, and it's non-terminal in a niche, hopefully interesting kind of way. And a complimentary reaction that might interact with too many things in Seaside. Tried a few wording shortcuts to make things less wordy, but is it understandable?
You smartly prevented a mono-card-strategy but I still wonder whether this is too strong/cheap. Beyond the sifting and the Reaction this is a double Peddler and unlike Herald and Vassal it virtually never misses if you manage to put enough <$5 Actions into your deck.

1560
Variants and Fan Cards / Re: Dominion: Nobility
« on: February 10, 2019, 02:51:59 am »
Pursuivant CAN be used as trasher but you can also thin via other cards and use this as something that is only a bit weaker than Poacher/Peddler once you are thin.
Or, more likely, you use it as both. A Forager or Lookout that transformed into a Peddler would be pretty sweet which is why I think that this is definitely a $4.

1561
Let's Discuss ... / Re: Let's Discuss Renaissance Cards: Lackeys
« on: February 07, 2019, 12:35:52 pm »
To me, the most interesting unresolved question is how Lackeys can cost $2 when Experiment and Expedition each cost $3.

Expedition: As a one-off, you get the effect of two Labs next turn.

Experiment: You get two one-shot Labs.

Lackeys: As a baseline, you get a two-shot Lab, but:
  • PRO: You have the flexibility to use the Villagers in some other way
  • CON: The second Lab-effect will be delayed by another shuffle
  • MEH: Once you've used it twice, you're left with an Action that draws 2 cards dead.
Assuming Donald X. knows what he's doing, the MEH and the CON outweigh the PRO enough to merit the $1 discount?
Good analysis.

I think that the card is a borderline $3 but isn't the design principle to make cards as cheap as possible?
Along the same line you could also argue that Spices is very often better than Gold (admittedly this case is easier as it is Kingdom vs. Base card) so it could cost $6 but as it isn't broken at $5 you roll with the lower price .

1562
Variants and Fan Cards / Re: Moneyer
« on: February 07, 2019, 05:49:41 am »
Moneyer (2019-02-06)


Feels weird as there is no official terminal with +1 Card. I think this is a $5, the extra card and the Coffers instead of Coins doesn't make it that much better than Salvager. I'd probably get rid of the +1 Card and simply do a Coffers version of Salvager for $5.

1563
Variants and Fan Cards / Re: Dominion: Nobility
« on: February 07, 2019, 05:47:15 am »
Serf is similar to Herald and might have to cost $4. I also think that it is more boring as unlike Herald it doesn't makes you increase your Action card density. You can imagine a Kingdom in which you play a money-intense deck and buy the card as a half-Lab (if you have a lot of copies in your deck and manage to pull that off) just for the sake of drawing, something that would not be not feasible with Herald.

1564
Variants and Fan Cards / Re: herw's cards
« on: February 07, 2019, 05:46:29 am »
I think it would be OK at $2 and would argue that it is better than Herbalist or Duchess due to the non-terminal Buy option.

1565
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 22, 2019, 03:13:35 pm »
I consider Ruins as Basic cards, because they are obtainable, even if nobody plays a Looter.

So, I define a Basic card as a card, which is always obtainable (as long the Supply lasts) without the need of another card (other than Treasure cards, of course), either in the starting deck, in the Supply or via a new mechanic. For example, a Promissory Note card would count as new mechanic.
By your definition of "Basic cards", Ruins are not Basic cards as they are only in the Supply if Looters are in the Kingdom. Or I am confused about it.

The challenge sounds cool but I think that it either needs a more clear definition or be more lacksadasical about what counts as "Basic card".

1566
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 16, 2019, 08:39:57 am »


No idea about whether it does the trick but the point of the on-gain Haunted Woods like self-attack is to make this worse when it could potentially shine, in Alt-VP games with e.g. Duke or Silk Road.
This is pretty much just a worse Annex?
Annex gains one Duchy where Archduke can gain several Duchies. I agree that it is weak though but with cantrip green gainers it seems better to err on the safe side.

1567
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 16, 2019, 08:27:44 am »


No idea about whether it does the trick but the point of the on-gain Haunted Woods like self-attack is to make this worse when it could potentially shine, in Alt-VP games with e.g. Duke or Silk Road.

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