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226
Variants and Fan Cards / Re: New landscape : Laws
« on: April 13, 2020, 01:06:50 pm »
Law 1: This is gonna force three-pile endings and generally be a bit strange, it needs a win condition to replace the draining of the provinces.
Law 2: This one works well.
Law 3: Increasing costs has rules issues and is confusing with cost reduction.
Law 4: Not a fun play experience with trashing.
Law 5: Calling out Ruins or any specific Kingdom card is bad form if it isn't always included in the kingdom with that card.
Law 6: Extremely swingy with certain piles in 3- or 4-player and makes boring decks with just treasures the best option.
Law 7: This one is confusing, I'm not sure what it exactly does.
Law 8: This one is good, but do the players choose the pile? It isn't specified, although I assume they do.
Law 9: Very swingy, but fun. A bit board dependent. Hard nerfs trashers.
Law 10: This needs a clause for cases like Golem. What if you play Golem eighth in a turn? Do the cards it reveals just not get played? It doesn't say, it needs something like Enchantress. It probably should only affect actions, not all cards.

227
Dominion General Discussion / Re: Interview with Donald X.
« on: April 10, 2020, 09:56:28 am »
This might be a dumb question, but why do kingdom treasures with on play effects say "When you play this" i.e. Venture?

228
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 10, 2020, 09:54:15 am »

Ironworker, the filterer that's sometimes a Lab, sometimes a Smithy, and sometimes a Silk Merchant. Originally it gave you +$2 for treasures but that's too easy of a condition for Big Money to get for a very strong benefit. If you get a card that's a mix of the three types, then hurrah, you can get more than one of the bonuses. It also once let you et all three easy because it only took one discard out of four, that's clearly broken. Then it took two but still revealed four, and I didn't want this to be a superlab too often. Now you can normally only get one bonus, and maybe it's too strong on actions because you get a somewhat better lab, but sometimes that's hard to line up and you can't pay those actions this turn. It's also strong on mixed type cards (and with capitalism) but I'm fine with that because it isn't common.

229
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 09, 2020, 12:10:43 pm »
Would this sort of thing work?


I already think its a bit weak and should be triggered by any player so that you can trigger it yourself but just wondering if its in the rules. Is a free play enough like a non-terminal play?
This works like Sheepdog, which is allowed in the rules post, so you should be fine.

230
Variants and Fan Cards / Re: Really bad card ideas
« on: April 08, 2020, 09:44:34 pm »
Snowy Outpost
$5
Action-Duration
Take four extra turns after this one. After taking those turns, for the rest of the game, when you would take a turn, instead skip it. (This stays in play.)
Snowy Dominate
$14
Event
Gain 4 Provinces
+36 Victory Tokens
For the rest of your turn, when you would gain victory cards or victory tokens, ignore it.
Snowy King's Court
Play four cards from your hand three times. For the rest of your turn, whenever you would play a card, instead ignore its effects.

231
Variants and Fan Cards / Re: Collecting Ways
« on: April 07, 2020, 03:12:13 pm »
Alligator is fine, but maybe too variable for a Way. Bear is probably a bad idea, attacking Ways don't seem like a good play experience. Beetle is just a good vanilla card. Eagle is the same as an outtake passed on for mole, the main problem is that it was used too much, but it isn't a bad idea. Fox is definitely too strong especially compared to Sheep, it's so often better. Gargoyle is fine. Goose is very weak since most of the boon options are the same or worse than other official Ways. Hare isn't something that's likely to play well on a way i think? Hippo is maybe a bit too harmful to attacks and on-demand moats aren't great play experiences. Magpie is worse than Pig, Magpie is sometimes a cantrip while pig always is. Maybe it could dig for a treasure, like Venture? Manatee works pretty well probably. Octopus, like any trash gainer needs some way to put things in the trash. Panda works pretty well. Parrot is very likely too strong. Perhaps a cost restriction, it only works on cards up to 4, or up to the cost of what you used the way on. Reindeer is definitely too good. Tiger is very good and Zebra works well.

232
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 05, 2020, 02:37:39 pm »

I'm changing my entry a little, to simplify the wording. It now doesn't set itself aside like Encampment does because it doesn't really need to and that just makes it more confusing, and it doesn't go to your hand anymore because it already has an on-gain, and it isn't good to have two on-gain effects.

233
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 05, 2020, 12:02:07 pm »
Which actually is another reason it’s not as strong as Fugitive and doesn’t matter if it’s cheap.. because only the first one you play each turn is a Fugitive... the rest are cantrips that do nothing at all.
You cannot make unconditional statements about Climber. One Climber could lead to several Fugitive effects in a row, one Climber could be a mere cantrip, one Climber could re-take the Rope after you were forced to return it in the very same turn.

The key question is rather: how often will one Climber in your deck allow you to sift on average? I think it is larger than one (=1 would suffice for a price of $5 as well), hence a price of $5.
The only counterargument I see is that Climber underperforms in junky decks, i.e. at the very moment when you need a sifter most.
I think the pure factor of how variable and somewhat inconsistent it is as a sifter means it shouldn't have a price point of 5, and is justified in being less, although it is definitely undercosted.

234
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 05, 2020, 09:30:39 am »
A Fugitive that only works if you draw your cards in the correct order isn't that strong. Say you're playing any engine with Border Village as your main village. This becomes pretty weak. Same with any 5 cost village paired with a 4 cost Smithy. You don't really want multiple, and cost reduction screws it up. I think it has enough downside to be balanced at 2 or 3.
I do not understand this at all. The net effect of Rope is the same as that of Fugitive, and as already mentioned, Fugitive is between a $4 and a $5. It is of course a possibility that you can only play $2s or Coppers after Climber, or that you have several Highways in play, but not very likely. It is much more likely that you will play, as you mentioned, a $5 and a $4 and even if this is the end of your Action phase, you might still get some sifting during your Buy phase. This particular situation would make Climber better than Forum.

So no, not nearly balanced at $2. Definitely a $5. But then the more expensive thingy does not work anymore.
I don't think it's a 5, you do have to jump through hoops to make it work, but it's probably too strong at 2. I think 4 would be better, similar to Conspirator. Like Conspirator, it has a fairly powerful effect that requires outside support for it to function.

235
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 05, 2020, 08:51:02 am »
The problem is playing cost reduction before the Climber. This isn't quite as likely with Bridge and Highway, but with Bridge Troll, Climber is going to cost the same as most of your other cards if you have just 3 or 4 in play which isn't unlikely in a deck using the card, and it can happen with other reducers, such as the self-cost reducers from Menagerie and Highway if you draw the Highways early.

236
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 05, 2020, 07:24:05 am »
A Fugitive that only works if you draw your cards in the correct order isn't that strong. Say you're playing any engine with Border Village as your main village. This becomes pretty weak. Same with any 5 cost village paired with a 4 cost Smithy. You don't really want multiple, and cost reduction screws it up. I think it has enough downside to be balanced at 2 or 3.

237
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 01, 2020, 07:42:52 am »

238
Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: March 31, 2020, 07:23:09 pm »
I actually am curious how you play this.  It's actually sort of a finesse card and do you buy one for $3 on first shuffle?  I don't know!  On the surface it's sort of like Stockpile, but the differences are actually quite huge after thinking about it for a minute.  If you cycle them, then they end up just being a Silver that eventually vanishes.  Which might be good!

Black Lotus
Treasure
Cost: $1

+1 Buy
+$3
Trash this card
The concern here is that it's basically a slightly worse Stockpile.

239
Variants and Fan Cards / Re: Really bad card ideas
« on: March 30, 2020, 03:31:05 pm »
The problem with the classically broken MTG cards is that Black Lotus and the Moxes are strong for reasons unique to magic. A few of the other cards do work, though.



For ancestral Recall, wouldn't you always choose to draw three? Also, time walk would be way to cheap. Outpost is , and is a weakened extra turn.
They're based on classic MTG cards known for being overpowered. Since that's how the actual Ancestral Recall works, I wanted to be accurate. The costs are the same as the MTG versions except for Tolarian Academy since I forgot to give it one accidentaly. The fun thing with this version of Time Walk is that it can extremely easily give you infinite turns.

240
Variants and Fan Cards / Re: Really bad card ideas
« on: March 30, 2020, 10:51:19 am »
The problem with the classically broken MTG cards is that Black Lotus and the Moxes are strong for reasons unique to magic. A few of the other cards do work, though.



241
Variants and Fan Cards / Re: Really bad card ideas
« on: March 29, 2020, 10:10:17 pm »
I spent time on this.





242
I would nominate Alchemist as the worst "story". You pay money to buy potions, then you play potions that produce potion to buy alchemists that work while holding up a candle with one free hand.



Then you can make them stick around by showing them more potions later. What exactly is it that they're doing for you?
The strangest part of all this is that the Alchemists should really be making potions for you, not the other way around. That's your job!

243
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 29, 2020, 08:01:54 am »
Bread should be a reaction. The whole package here is kinda weak especially since you have to use Harvest for any of it to work. I do like the flavor here.

244
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 27, 2020, 03:05:48 pm »


Lets you gain Horses or upgrade your Horses with better equipment, letting you make use of them more much longer.
This isn't a reaction. This doesn't really seem like worth using to exchange, it's usually not that hard to grab a bunch of Destriers.

245
Dominion General Discussion / Re: Awesome flavor of Menagerie
« on: March 26, 2020, 07:34:27 am »
Black Cat is basically the same as any other dog, until the other players cross its path, which gives them bad luck. In this case a curse.
Way of the Mole digs through your deck.
A Hostelry is another word for Inn. There are people at an inn, hence the actions. But you can also put up a horse at an inn, which you're buying for your treasures.
Snowy Village has people, but if it's cold out it's harder for them to get work done.
Goatherd's goats eat your cards so they can get bigger and then get sold at the market for cards. Just the thing my goats need to get big. A bunch of copper coins and several houses.
Stockpile literally lets you stockpile the card itself on the exile mat.
Way of the Butterfly is simple. Your card is going through metamorphosis.
With Way of the Owl it isn't a direct similarity, but Library and Scholar are both cards based on knowledge and Watchtower looks on from above. Owls are known for being wise, and they fly over everything. 

246
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 25, 2020, 02:05:26 pm »

General is too weak compared to the others. Minister is a Remodeling Festival probably worth , King is a high-value Victory card probably also worth , whereas General is somewhere between Witch and Ghost Ship, which places its value at . That said, they're all too strong for how easy they are to get. Minister and King are on par with the Travellers, so Inheritor is kind of like getting a Page and paying just extra to be able to upgrade three tiers instead of just one. And you can open with two of them. (General is stronger than either of the Travellers, but it's not as strong as Hero or Disciple IMO.)
I do agree that it isn't as well balanced as it could be. I'm changing the the text of Inheritor to this.

The effects of the other three cards remain the same. If you can line it up with a 5-cost action or victory, you get one of the three strong cards. Is this too weak now? If so, I may strengthen the effects of the other 3 cards somewhat. Since i also forgot to mention it in the original post, there are five copies each of Minister, General, and King.

247
Dominion General Discussion / Re: Fleet vs Seize the Day
« on: March 25, 2020, 12:34:44 pm »
The only reason I can think of is that Fleet might be too automatic as a buy at 4, something Donald was trying to avoid with Project design. Seize the Day doesn't have that problem as much, since it's an event.

I can see Fleet being an automatic buy similar to how Seize the Day is an automatic buy; but both of them still have strategic decisions about when to buy them. I mean, a once-per-game Event basically is a Project in every way.
Fives are very strong, and some boards mean you might want to skip it because of that. Cost reduction based boards especially, since they can't reduce the cost of Projects. Seize the Day works for those megaturns and other types of megaturns, Fleet typically does not.

248
Dominion General Discussion / Re: Fleet vs Seize the Day
« on: March 25, 2020, 12:24:30 pm »
The only reason I can think of is that Fleet might be too automatic as a buy at 4, something Donald was trying to avoid with Project design. Seize the Day doesn't have that problem as much, since it's an event.

249
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: March 25, 2020, 10:40:00 am »

For my entry, here's Inheritor. He's going to rule the kingdom someday. But how will he rule? Will he rule with the help of the people as a Minister? Will he wage war as a General? Or will he bring prosperity to the kingdom as a King? That's all up to you.



250
Variants and Fan Cards / Re: Wording Challenge: Kitchen
« on: March 24, 2020, 06:03:36 pm »
I think a better wording might be "When you would play a card". That might run into issues with thrones, though.

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