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Messages - Asklepios

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76
Dominion Articles / Re: All-around cards
« on: August 29, 2012, 12:59:25 pm »
Jack isn't an all-around card either. Rather, its a strong card for big money. In engines, it can actually gum things up as often as help.

Gold is the most all-around card I can think of. Barring very specific engines (like Scrying Pool whole deck plus attacks plus fishing villages) I can think of very few games where you won't want gold.

77
Dominion Articles / Re: Duke
« on: August 29, 2012, 12:56:57 pm »
I think Duke/Tournament is complicated.

Broadly speaking the presence of Tournament means that its not worthwhile going for pure Duke/Duchy, as your opponent going for Provinces will potentially let him get a number of Duchies away from you while still pursuing Provinces.

OTOH, I think that going for Provinces with Tournaments, but then incidentally claiming Duchies as a prize a little earlier than you would, and preemptively buying Dukes if you get $5 mid or late game is actually pretty sensible.

78
Dominion General Discussion / Re: Keeping your friends
« on: August 22, 2012, 05:27:12 am »
Unfortunately my RL friends won't play Dominion with me anymore, as I win almost every game against them. This would bother me more if I owned the game, but actually its a friend of mine who owns it and every expansion before Hinterlands.

I've only offered them strategy advice when they've asked for it, and I've pointed them in the direction of dominionstrategy.com. Unfortunately, their philosophy is that "if you analyse a game too much you take the fun out of it." They are in no way interested in knowing how many points they've scored so far, nor even how many provinces are left in the pile. They just want to have fun buying cards that sound interesting, and seeing what happens. Even with the full knowledge that 2 Smithys + Big Money is stronger than a Village Idiot deck, they'll play the Village Idiot deck because "playing villages is fun, because I get a longer turn".

Thats all fine, except when I play, I play to win, and I enjoy mastering the game as best as I am able towards that goal.

The weird thing is they're quite keen to master other games, just not Dominion, which they regard as a fun beer-and-pretzels game, and not a strategy game.

Gaming with them isn't a problem - we game regularly playing a lot of other stuff. They just won't play Dominion with me.

79
Dominion: Dark Ages Previews / Re: Count v. Mandarin?
« on: August 20, 2012, 06:15:41 am »
I like Mandarin's on-gain effect. If you get a 5/2 opening, why, just stuff your deck with 4 Mandarins right away and have terminal golds in your hand forever!  8)

And while you buy Mandarins your opponent actually builds a productive deck...

Though a deck stuffed with Mandarins CAN be productive, if you're using them in some other way, like making that third or fourth buy an Apprentice.

80
Dominion Articles / Re: Mountebank
« on: August 20, 2012, 06:01:25 am »
It's easy to not notice it, or not think of it this way, but Mountebank shares with Torturer the property of not being just a cursing attack but actually a "choose one: discard or take a curse" attack. Mountebank's cursing is a lot stronger than Torturer's, of course, and its discarding is a lot weaker, but there are certainly plenty of cases where the discard still feels like an attack.

I'd certainly agree with that. Sometimes you just need cards in hand, even if they're curses (warehouse, embassy, vault etc.)

81
Hmmm... my first thought was that BM+X is even stronger with these three cards in your starting deck. 2 Smithies + money is marginally faster thanks to Necropolis, and Hovel can be moved out of the way when you ghit that first province, so that the first province doesn't damage your deck.

This is significant to me, as it means that if BM+X is stronger, then a lot of the funky combos we've been talking about on other previews are going to be edged out, by sheer fact of relative lack of tempo.

Then there's the whole develop/remake thing. Now we've got $1 cards instead of $2 cards, any opening based on trash for benefit / remaking are going to be weaker.

So actually, I'm not convinced that these three cards instead of estate encourage engines. Instead, they up the power of Dominion's most basic winning strategy: BM+X.

82
Agree with the rats = tribbles comment. In fact, I recall on the worst card ideas thread someone proposed a tribbles card that was damn similar to rats, in that it self propagated like crazy.

I have to say, without the other cards in this set, it'd be hard to say rats are any good. +1 card just isn't a good enough trash for benefit to play the card with just a plain old trasher, I reckon. Even if you start using trash-for-benefit like Bishop and Apprentice and Trader, I still think you're slowing your tempo too much by committing to rats.

As for mixing it in with cards that have inbuilt trash for benefit, I'm still dubious. Gain the one-shot golds? You've still got to get them in your hand in a deck thats mostly rats. Gain an attack from Squire? Ok, you're attacking now, but you've still slowed yourself more than your opponent. Trash a Feodum? You've spent two $4 buys on gaining three silvers. Trash a Squire to gain a Cultist and then trash the Cultist to draw... more Rats? While you're messing around with this, three piles run out, and your opponent wins on estates.

No, so far, Rats is just a trap, as far as I can tell. Its a worse card than Scout.

Despite being 99% sure, however, there's a nagging voice at the back of my head telling me that Develop / Rats would be awesome...

No, no... it wouldn't.

But would it?

83
Variants and Fan Cards / Re: Warlock
« on: August 08, 2012, 07:14:36 am »
Exactly. If Warlock is terminal it compares poorly to Baron.

...which is why I suggested +1 card, +1 action.

84
oooh i do, i do.

85
Also, I've been staying out of these discussions as much as possible, but since I'm here now, there was a short discussion a few pages back about the order of operations if you upgrade a Cultist into a Gold with Watchtower in hand. Can you top-deck the gold before you draw 3 or not? My take is this, but I'd like to hear an official answer:

I think Donald's weighed in on this; you get the cards first.

You do what upgrade says in order. First, you trash a cultist - but wait! When the cultist is trashed you draw 3 cards! - and then you gain a gold, which you can top-deck. You don't get to wait for something else to happen.

First you trash, then you gain, and the +3 cards happens when you trash, not when you gain.

(insert blue dog comment here)

86
Dominion: Dark Ages Previews / Re: Did... did Transmute just get better?
« on: August 08, 2012, 04:35:10 am »
I don't know... but Sage/Feast seems like a really worthwhile opening if there's a nice $5 on the board.

It's true. Usually you don't want Feast when you're going for a power $5 just because silver/silver will usually do the job just as well and leave you with 2 silvers after you get the $5. But with sage/feast, you can afterwards buy Sages whenever you have less than $5, and so those sages will always find a power $5 because the cheapest non-sage card in your deck will be a $5!

Hmm, thats very clever, hadn't thought of it that way.

87
This seems like it would work better with remake. Neither topdecking nor the ability to gain extra poorhouses from your estates is valuable enough to have a trasher that's 2x as slow.

Oh definitely! But almost everything works well with Remake, the Engine Decks friend! On the other hand, Develop barely works with anything, which is why I'm always looking out for stuff for it to partner with.

88
Dominion: Dark Ages Previews / Re: Sage Jokes
« on: August 08, 2012, 04:24:23 am »

Sage skips a moat. Them some big skips.

Sage stops for a moneylender and a loan. Shoulda stopped for copper, then he wouldn't need to.

Sage skips chapel and heads to the laboratory. Sage of SCIENCE.

Sage skips the secret chamber but fetches the torturer directly. He's not ashamed of what he has to do.

Sage skips poorhouse and fetches nobles. Classist bastard.

Sage stops for a Scout. Why? WHYYYYYYY?

89
Dominion: Dark Ages Previews / Re: Combo: Feodum + Trader
« on: August 08, 2012, 04:08:08 am »
So everyone talking about Feodum+Trader is thinking about using Trader to gain a ton of Silvers and then buying out the Feodums.

But when I read it I was thinking about the pinata effect, and I was like "Surely Trader is the worst trasher to use on Feodum!"

No way, man. When you trash a Feodum with Trader, you get 7 Silvers and all your other Feodums generate 2 more VP. That's a trade I'm more than happy to make.

Intuitively, I agree, but lets try and do some maths here to confirm.

Assume a game where both of two players are playing for that combo.

Both players open Trader / Silver. For now, lets assume that both buy Feodums at every $4 thereafter, then switch to Traders or Silvers when the $4 run out, whichever is optimal at that time.

In this theoretical situation we expect the Feodum's to go 4-4.

Now with 40 Silvers to consider, and disregarding first turn advantage, we'd also assume 20 silvers apiece.

On one turn a player draws Trader-Feodum-Silver-Silver-Silver.

Either way, he'll likely be buying his Feodum this turn, but that doesn't figure into the overall Silver split.

If he Traders his Feodum, he gains 7 Silver, rather than 3 Silver. So, net +4 Silver in Silver acquisition speed.

So that makes the final split 34:26 Silver and 3:4 Feodums.
Player 1 in this circumstance gets 3 x 11VP. Player 2 gets 4 x 8VP.

Or in other words, its marginally advantageous to trash a Feodum with Trader once, if both players are playing for Feodum Trader.

Of course what I actually expect to happen is that the player with first turn advantage will win!


90
Re: Cultist chaining, its no better than Familiar chaining really. You get the +2 cards instead of +1 card, but the additional "cursing" (or ruinating, I should say, to coin a word) action is conditional on drawing another Cultists.

BUT its a lot less disruptive to your tempo to seek Cultist than Familiar, as $5 is easier to get to than $3P, what with Horse Traders etc, and $5 remains more useful in the later game than $3P. Familiar is very often bypassable on a fast Kingdom - while they arse around getting the potion then the familiar, you can Hunting Party-Gold or FishingVillage-Wharf or whatever to victory. In contrast, a $5 Cultist disrupts your tempo a lot less, and has the side effect of inflicting diversity in an opposing deck, which is weak if they're using fairgrounds or menageries, but strong if they're playing Hunting Parties. In fact, I'm confident that a Cultist or two will demolish a traditional Hunting Party rush deck.

Then, of course, there's the trashing effect, which is an awesome little bonus. One of the main worries with Familiar is that once the curses run out, you're left with a card that does nothing. Sure, if you draw it with an action in hand, you can cycle it, but if you draw it on a terminal draw, its a dead card. Familiar really benefits from a trash-for-benefit buddy to work with. Cultist, otoh, needs just any trashing card to make it trash-for-benefit, and given that you'll likely want the trasher to get rid of ruins anyway, that makes Cultist + Any Trasher a fantastic combo.

On the downside, Cultist is an attack that works strongly in engines, I think, but the very nature of its attack will make engine building harder (a bit like Mountebank or Witch, in that sense). That makes me think that 2 Cultists + BM might be better than trying to build Cultists + most Engines, unless there's Chapels and Fishing Villages and Wharfs and other super strong stuff like that.

Overall I'd rate Cultist as a top tier card, almost up there with the other strong $5 attacks, like Mountebank and Witch. Well, perhaps equal with Witch, and marginally worse than Mountebank. But definitely better than Saboteur, and superior to Familiar by virtue of its cost and built in trash for benefit.

91
Whoever suggested Ruined Black Market (which only and always contains Scout) already won this game.

Thanks! :) But I still maintain that Ruined Chancellor was funnier. Seriously, I was drinking tea at the time, and it squirted out of my nose.

92
Late to the party here, but I also laughed out loud at Ruined Chancellor. Actually, literally did so, which is a real rarity for me reading the internet. Well done.

Don't know if its true globally, but in colloquial English in England, ruined also means very drunk. So a Ruined Bishop would be pretty amusing to my game group.

Wonder if there'll be a Ruined Attack of some sort. Like Ruined Militia, that makes everyone discard down to 5 cards. Or maybe a Ruined Black Market that only sells Scouts.

93
Ok... is this going to be a decent combo or strategy, or is it just poor?

So we have Develop, which ain't great. Then we have Poorhouse, that costs 1, and wants decks that ain't fill of cash. And you've got coppers and estates to work on. All we need now is a 3 cost village like Fishing Village or Village, and we've got the potential for Develop to very quickly make a deck that can generate $8 a turn.

So copper goes to -> poorhouse. Estate goes to village+poorhouse.

Now we've got the potential for Develop to very quickly make a deck that can generate $8 a turn.

Hell, if you don't have Village there, you can always develop estates into develop + poor house, and then develop your develop to get that worker village instead.

And here's another thought: if there's one thing develop IS good at, its getting three piles low before you get a chance to do much.

So maybe there's an opportunity here for a deck that builds towards getting one or two provinces fast, then running out piles?

What do you reckon? Combo or nombo?


94
Variants and Fan Cards / Re: Warlock
« on: August 06, 2012, 08:54:40 am »
Why not ditch the reaction and have it as:

Warlock
Action
$4
+1 card, +1 action.

Discard a Curse.  If you do, +$3.
OR
Gain a curse in your hand.

95
Dominion Articles / Re: Combo: The Embargoed Spice Venture
« on: August 06, 2012, 08:46:49 am »

Here is a simulation where the bot manages to kill all of its coppers and get 8 Ventures, and here is a more realistic simulation where the bot ends up with 6 Ventures and 2 Coppers.  In both games, since the bot likes to open Embargo, the Golds get embargoed right off the bat, and the Silvers get embargoed not long after (around turn 5).  By turn 8, there are two embargo tokens on Gold in both simulations (and also two on Silver by turn 8 in the first simulation).  The Venture cascade starts by around turn 10, at which point it generates enough money to buy more Ventures.  By turn 15, both simulations are busy buying Provinces almost every turn (indeed, the less-ideal simulation starts even earlier than the more-ideal simulation).
[/quote]

So the combo beats a player that determinedly buys big money even when the golds are embargoed?

It just makes no sense. Even if the BM player doesn't switch to buying Ventures instead of golds, he'll be buying something else. No real player is going to buy embargoed golds till he has 10 curses in his deck.

Simulate it instead with the proposed combo deck against Big Money that buys Ventures when Gold is embargoed, and see if it does as well. Or, as WW says, try it against Spice Merchant / Venture without the Embargoes.

96
Dominion Articles / Re: Mine
« on: August 03, 2012, 12:15:50 pm »
I definitely would agree that Mine/Governor isn't great, as you'll only be wanting that Mine once the Governors have run out, and Governor is so fast that you're pretty much wanting a Duchy with that spare $5 at that stage.

I'd also query Hunting Party/Mine. The issue here again is the sheer speed of the basic Hunting Party deck (buy multiple silver and one gold, and spend anything from $5-7 on Hunting Party thereafter). Sure, you can get those copper changed into silvers and those silvers into golds, but the nature of the Hunting Party searching means that the additional card's diversity represents a significant slowdown.

Generally I think Mine fares very badly in any game with strong $5 cards, as you'll almost never have time to buy it.

To me, Mine has a few roles only:

1) In a game with no good trashing, but with strong drawing power and Horns of Plenty, Mine helps accelerate towards getting critical mass of Horns of Plenty.

2) In a game where the key VP card is Silk Road, and Harems are on the board, but its otherwise quite a slow board.

3) In a game where there's multiple good potion cards, especially Vineyards, and a low enough tempo that you're going to have time to regear once or twice.

4) In a weak set overall that has Platinum.

These are all niche applications certainly, and I'd say Mine is probably worth ignoring about 90% of the time.

97
Game Reports / Re: Quickest an opponent has resigned?
« on: August 03, 2012, 12:01:35 pm »
I just played a game of 4/3 vs 5/2 where my opponent got Witch first turn. I lost, but it was surprisingly close.

I've won more than a few Mountebank games on 4/3 vs 5/2. Lost more, of course, but I think a lot of players aren't very good at Mountebank games anyway, so I often just go silver/silver, and hope that I can outplay them in the long run. A lot of R25- players don't have much of a feel for tempo, so will often buy green cards too late in a Mountebank game, I find.

98
Game Reports / Probably the most complicated match I have ever played
« on: August 01, 2012, 02:21:57 pm »
http://dominion.isotropic.org/gamelog/201208/01/game-20120801-110659-0c3e82c0.html

This game was amazing: my thanks to my opponent for the game, and a shame the lag slowed it down so much.

An asymmetrical opening: 5/2 vs 4/3, with:

Bazaar, Colony, Expand, Highway, Hoard, Merchant Ship, Mountebank, Platinum, Potion, Scrying Pool, Tactician, University, and Warehouse


What do you do with a board like that?

My first thought was University / Tactician, transitioning to the megaengine from hell.

I went Potion/ Warehouse, thinking the odds of 2P from this were good. Nope, Turn 3 missed the potion, so I bought a potion. Turn 4 hit both potions, so I knew I was shuffling again before getting a second Uni. So far, so not good. Turn 5: a flat $2. Great. My two potions continued to be drawn together, over and over... I was sure I had already lost...

Both of us thought Highway/Tactician, but my opponent was there first, and had an early Expand cleaning up his deck.

Both of us declined Mountebank early on, in order to accelerate our own engines. For my opponent's part, I think he was crazy to decline Mountebank on a 5/2 split, regardless of engines.

Even so, it looked very bad for a very long time.

Turn 12: my opponent buys Colony and Scrying Pool. I have no colonies yet, nor any platinum.
Turn 14: my opponent buys a Colony and a Bazaar. I have no colonies yet, nor any platinum.
Turn 15: my opponent buys a Colony. I have no colonies yet, nor any platinum.
Turn 16: my opponent buys a Colony and a Bazaar. I have no colonies yet, nor any platinum.
Turn 17: my opponent buys a Colony and a Mountebank. I have no colonies yet, nor any platinum.

Turn 18...:

5 colonies down, and in the depths of despair, having spent the last few turns acquiring duchies and provinces in the hope I might climb back in the game some how. I Scry, play my Bazaars and Highways, Scry again and then...

*click*

I stop for a long time. I add up the numbers. I realise I may have the cards in hand to do this.

That turn, I go for 2 provinces, 3 duchies and 1 colony. I inflict 2 curses. I end the game on three piles using University to gain Expands.

Boom, game over, comeback of the year, hell yeah!

I spent the whole second half of the game expecting to have lost, but working towards a hope that I might find my way back in. Then suddenly, there it was.

Lesson for me: Never give up. 5-0 down on Colonies doesn't mean the game is over.

99
Variants and Fan Cards / Re: 'Strife' Expansion
« on: July 30, 2012, 08:29:23 am »
My thoughts:

Cannon seems very swingy. If it hits copper, you've just strengthened their deck. If it hits province, you've just demolished their deck. Admittedly they get that money back next turn, but after that you've put eight trash cards in in the late game. I suppose its nicely self limiting though, as it'll then start clearing out that trash for the player afterwards, but if I were playing cannon, I'd get one, hit a big card, then stop using it.
All in all though, I can't say its over-weak or over-strong. Instinct says to me it should cost 2P rather than 1P.


Cannon attacks a card from hand. You'd only be forced to kill a province if you have 4 or more cards, and all of them provinces. You'd probably win anyhow in that situation.
My general though - too many handsize reducing stuff..

Oh, I missed that!

Hmmm, in that case it seems truly poor as a card, at any price. I doubt I'd pick it up even if it had a $0 cost, short of a Vineyards game. Its either going to be helping out, or needing a lot of luck to do a mass of damage. I guess theres the fact that as it thins the opponent deck its more likely to hit something good, but that'll be a one off, after which it'll be back to undoing its own damage.

100
Variants and Fan Cards / Re: 'Strife' Expansion
« on: July 30, 2012, 07:15:50 am »
My thoughts:

Cannon seems very swingy. If it hits copper, you've just strengthened their deck. If it hits province, you've just demolished their deck. Admittedly they get that money back next turn, but after that you've put eight trash cards in in the late game. I suppose its nicely self limiting though, as it'll then start clearing out that trash for the player afterwards, but if I were playing cannon, I'd get one, hit a big card, then stop using it.
All in all though, I can't say its over-weak or over-strong. Instinct says to me it should cost 2P rather than 1P.

Battlefield seems to be always better than Estate, but thats not saying a great deal given that a player will rarely want to buy estates anyway. All in all, I think its a very interesting card, as you can't just spam it in the way you would most alt-VP cards. In fact, its probably most comparable to Fairgrounds. I do wonder if its undercosted at $2 though. I would have said $4, as we're always expecting it to be worth at least 2VP, and even with no other green cards other than estate, duchy, province it'll be 4VP. I'd have costed it at $4, to put it in line with Silk Road, which seems comparable in power.

Mercenary is pretty interesting. Again, I worry about the low cost, but its a nice balancing mechanic. Kind of a mix between Militia and Minion. I think in attack terms, its attack is a lot better than militia of course, as the victim can't choose what to hold onto. I wonder if it might work better if it were just a militia-style attack (discard down to 3 cards) but with the changing control effect. The timing is interesting too, as the order of resolution makes it very hard to retain mercs. All in all, very interesting card, and very hard to say whether it is strong or weak without playtesting.

Raiders is a real oddity, but I wonder if its second cantrip effect offers too much board control for its price. I would limit it to trashing non-victory cards from the supply, or up it to $4.

Treaty is Embargo with a shorter lifespan but a little bonus... yeah, works for me.

Archer seems too good for $3, as a double archer opening would make for efficient trashing of your own deck while offering a Super-Bureaucrat attack. I'd say $4, as its benefit is better than Bureacrat, and its attack stronger, but its not good enough to justify $5. I think while its a better card than Bureacrat its fine for it to occupy the same price level though, as its different enough for each to be good in different kingdoms.

Conscription is mini-possession, and is almost too random to be useful. I like it! Good card for $3.

Encampment, I agree with the poster above, should be choose 2. For choose one, I'd not even buy it at $2. After all, you're sacrificing a buy and $3 now for its effect later. Definitely not worth it. Even at choose 2, I'd say its worth only $2, to make it comparable to Hamlet.

Knight is weird. Other players are going to want to discard and cycle victory or curse cards, so you'll normally call action or treasure as your chosen type. Then it all gets a bit head-gamey, especially in multiplayer. In a duel, it becomes quite weak, I think, as the opponent can control what effect you gain, and force you to have spent a terminal action on a small effect. Hell, even if they give you the +1 action, you've still not got a power effect. All in all, $3 seems appropriate, but I'd say that in a duel game, it is a very weak card, and in a multiplayer game its a weak but fun card.

Prize Fight is a terminal tournament that costs $3, and can always be lost. Its... weird. I think i dislike ti for the same reasons I dislike tournament, but its no less balanced a card than tournament.

Tribunal offers a small opportunity for collusion. So does Masquerade, of course, but Tribunal more so. Still, ignoring the funky game effect, +3 cards for a $3 terminal action is too good to me. Compare it to Smithy: thats $1 more for the same number of cards. Does being forced to make this attack make it weaker than Smithy? Personally, I think not. I'd make it $4.

Wall is kinda cool. Not as defensively solid as a moat, but actually a nice way to gradually thin your deck while defending yourself, with the added bonus that you can keep the estates there and use up the coppers first, thus retaining the VP of that trashed card. Hell, because its optional, you can even stash your provinces there. $3 seems kind of solid for it.
My only comment would be that you ought to need to have Wall in your hand to use it defensively (and thus should be used as a reaction in that circumstance). Persistent defence that doesn't need it to be in your hand simply seems too strong for $3, and would mean that if Wall was present, nobody would buy attacks.

Banner is really weird. I like it, but have no idea about its balance. Gaining actions only is an odd limitation though, and I wonder if it could just be gaining a non-victory card, to allow it to be useful in decks that need money rather than just pure engines.

Dungeon is again very hard to judge, but I like it as it stands. My only worry about it is a "dungeon lock" being possible, where the speed at which they return cards isn't enough to give them a hand of cards. It makes Masquerade locks even nastier too. Would this card work if you got back everything in the dungeon rather than just 1 card?

Messenger gives an excellent degree of draw control, but without +card I'm not sure that draw control is worth it for $4. I'd make it $3, as its very comparable to Scheme, in that it might give you more choices than Scheme, but its dependent on shuffle position a lot.

Profiteer kind of relies on good cards being in the trash, but I suppose it sets itself up for that. I guess its self limiting in a way, as your deck gets smaller and smaller, and to get to province you need to go through gold. I guess its also interesting in that if you pur great stuff in  the trash, your opponents might claim it before you do. All in all, a really interesting mechanic.

Sapper is brutal in the early game. Open Sapper/Silver. Name a cost of 0 on turn 3, and buy another silver. Gain a 1 or 2 turn lead. For this reason, I'd make it cost $5.

Siege I thought looked like wharf, but on reading I realised what it actually does is much more brutal. The attack portion of this is truly nasty!
I haven't got a great feel for how good this is, but I half suspect it should be a $5 attack.

Soldiers, I think, is brutal enough without the second effect. I'd get rid of the discard and draw clause, as otherwise the attack isn't self limiting enough. I guess it might misfire early game by clearing away their estates, and they can modify their tactics by greening later, but I'm still concerned about the effect of this. Its destructive effect as good as saboteur (fewer targets, but more specific targetting), but for $1 less, and with +2 cards. Either lose the +2 cards or the draw and discard, I reckon.

Cavalry has a really cool base effect, I'm not sure of the $value of the second half of the equation. However, I reckon its overcosted at $5 regardless. Its essentially a cantrip with an effect that won't always hit, and which can be planned against. I'd say call it $4 instead, and maybe even give it +$1.

General is interesting. I wonder though if it could be simpler, and more in tune with the attack theme of the set. I'm thinking ($4, Action) +1 Card, +1 Action. "While General is in play, if you play an attack, gain +1VP".

Gibbett is really interesting, in that it offers the opposition a choice of playing a really weak turn, or losing a strong card, but costs you a card and an action and a card slot to do so. Throwing estates on the Gibbett seems too easy though. However I don't think this is an overpowered attack at $5. This COULD make for low fun though, in that it can make for a very one sided game. A bit like the Torturer effect, but at least thats limited by curses. Maybe as a penalty option add "or gains a curse"?

Revolutionary is like Forge, but cheaper, forced in what you trash, and much much weaker for having to gain exactly three cards. Overall. I'd consider it almost always too weak to be worth acquiring - a strong contender for knocking Develop off its top spot as #1 Worst Trasher. To me, the fix here would be to say two cards and to make it cost $4, thus making it very similar to Remake. You'd get two cards out of it, you'd trash rapidly, and the fact that your deck value doesn't increase is balanced by the increased trashing speed and the ability to go province->province.

Stockpile is entirely fair and sensible. A slow burning money accumulator for $5. Cool.

Tariff is a bit odd, in that its a bit like a lesser effect than embargo, but generates a pile of cash at the same time. I'd consider making it cost $3, but otherwise be unchanged.
In comparison to Embargo, I'd disagree strongly that embargoes are in any way significantly limited by curses running out. If embargoes become redundant because curses run out, the cursed player has likely lost anyway. Multiple tariffs won't break the game, I'm sure. Even if provinces get pushed out of reach, a three pile is generally going to be attainable.

Admiral is Monument if there are no mats in play, which is most of the time. If there are mats in play, then it becomes a very conditional gainer of low value VP cards as well. All in all, a contender for worse $6 card around...  Its not even worth $5. It'd be worth $4.1, I reckon, and thats only if there are mats about.
I can't see a way to redeem this card when its so similar to Monument. Essentially, I think it needs a totally different bonus mechanic.

Frontier can only be worth 6VP, and its as hard to acquire as Province. Thats too weak to me. Call it a $4 alt-VP card, and it becomes worth thinking about.
I suppose there's edge cases where it might be worth $8+, but emptying more than 3 piles requires strong engines normally, and that usually means you're either stopping that engine from working by buying Frontiers, or you're getting all the Frontiers on one turn anyway, so the 4+ piling becomes overkill in a case where you'd have won anyway.
So yeah, $4 cost, I reckon, even if this means yet another Ironworks-rush option.





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