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Dominion General Discussion / Re: Is Rebuild ever fun?
« on: April 18, 2022, 12:30:40 pm »
If anything, terminal Rebuild would be even more monolithic. There's less action space in your deck.

Dominion General Discussion / Re: Interview with Donald X.
« on: April 17, 2022, 06:14:41 pm »
For Importer, did you consider for it to give +5 favors (for a total of 6)? I only ask this because then in Importer only games we would be able to use Crafter's and Architects guild (and City-State) three times total. As it is, we can only use them twice which lessens their impact on the game and also leaves a useless favor on the mat (which somewhat bothers me aesthetically).
I didn't consider it. Another reason to do it would have been to be able to nudge Island Folk up to 6 favors.

On a related note, why does Importer give Favors in set-up, but only there? Why does it either not have that setup at all, or have some way to gain Favors during the game?

The whole point was to have a different experience with Favors. You have to be careful how you spend them since you won’t get anymore.


It guarantees that there will be +Buy in the kingdom (yay) which means the cost reduction will probably be more helpful.  Then again, the 3 locked piles could be duchess, explorer, and harvest, and then key becomes a copper for $4...(not yay). Such is the way with cards that rely on other cards, like Commander, Prince, etc.

There's already something named Key (Treasurer's Artifact).


Action ($3)

+1 Card
+1 Action
Reveal the top 3 cards of your deck. Put the Supporter cards into your hand and put the rest back in any order.
Setup: Add an extra Kingdom card pile costing $2, $3, or $4 to the Supply. Cards from that pile are Supporter cards.

The non terminal draw counterpart to Young Witch. Its usefulness will vary considerably depending on the Supporter card (cantrips that can be easily gained like Magpie and Port seem pretty good, but a bad terminal like Fortune Teller means this is probably skippable). I know Young Witch only allows $2 or $3 cards, but for this card I think going up to $4 makes it more useful (there are a good chunk of nice $4 engine pieces, like the two I mentioned) and it also allows for more fun.

If you wanted it a little more concise, you could have it work like Settlers instead. Just fish a Supporter card out of your discard pile. Also the Setup could say "costing from $2 to $4". That's how it's usually phrased.


Middleman: Action, $4
Gain the top card of the Imports deck.

Setup: Shuffle together three unused non-Attack Action piles costing $5 face down. This is the Imports deck.

Topographer's Guild

At the start of your turn you may spend any number of Favors. For each Favor spent, look at one card from the top of your deck. Discard any number of them then put the rest back in any order.

Well I guess it's not strictly weaker than Forest Dwellers. It's better if you're accumulating a ton of tokens. Still, seems pretty similar.

Dominion General Discussion / Re: Dominion: Allies First Impressions
« on: March 26, 2022, 10:01:58 am »
You mean it can make Royal Galley itself miss a shuffle? That’s true. But the set-aside card gets played on both turns, so I don’t think it can meaningfully “miss a shuffle”.

Oh yes. Plenty.

Dominion General Discussion / Re: Outpost + Lich
« on: March 05, 2022, 11:01:49 am »
I think you'd discard Outpost in Clean-up of the next turn that's actually taken, which would usually be the player to your left's next turn.

Dominion General Discussion / Re: Allies Preview 5: More Cards
« on: March 04, 2022, 09:50:43 am »
>inb4 someone is going to confuse Courier and Courtier

Hey, Harbinger used to be called "Courier", and I argued against "Courier" and "Courtier" being released simultaneously. But there was bound to be a Courier eventually. Only so many words in English.

Dominion General Discussion / Re: Allies Preview 4: Recursion
« on: March 03, 2022, 02:04:28 pm »
I now had 3 Wizard games. Each of them was 4/3 vs 5/2. Each of them was decided by getting access to Student. This seems like a major flaw to me. And it's a shame, because it could have easily been avoided: Just change Student so the player to your left gets to decide whether to rotate the pile.

The player to your left probably doesn't want you to have first shot at whatever the next card is, so they'll say no. And the pile will never be rotated. Sounds bad!

You can buy Student with your $5 hand, or you can just wait until they rotate the pile for you. It's not perfect, but it mostly works out.

Dominion General Discussion / Re: Allies Preview 3: Choose One
« on: March 02, 2022, 10:29:34 am »

Two additional rulings that you can discover from online:
-If you Elder a Scrap and trash a Curse, you get no bonuses.

I guess I'm missing something, but why does that require a ruling? How could it be thought of differently?

People asked about it on discord! I didn't expect the question either.

I assume the motivation for asking this is, if you trash a Curse, Scrap can be interpreted as having an instruction "Choose 0:", which Elder would bump up to Choose 1.

(I assume Elder does usually work on Scrap, though? Elder / Scrap : Estate --> 3 bonuses?)

I think the current ruling is that Elder/Scrap on a $0-cost card doesn't give you 1 option, since you technically didn't get a choice of options. In general Elder does work on Scrap and Courtier to give you an extra option, assuming you already got at least one.

Dominion General Discussion / Re: Allies Preview 2: Split piles
« on: March 01, 2022, 06:02:38 pm »
So now you can take 4 turns in a row without Possession? Or am I missing some changes via errata?

Unless I'm missing something, you can take unlimited turns with Voyage. You just can't get benefit from playing Voyage on a Voyage turn. But while Outpost and Mission are both once per turn, Voyage has no such restriction.

Well you can play a bunch on one turn, but you can't "chain" them.

Dominion General Discussion / Re: Allies Preview 2: Split piles
« on: March 01, 2022, 03:00:34 pm »
is there a subtheme with U / R sifting this time?

and incidentally here's where we're at on the previews countdown, i think. i got the number of boxes for rotate wrong yesterday - shout out to hsypsx in the discord for catching that. Also unless we're Done With Cantrips i think i misunderstood the "+1 Card and +1 Action" wordcount part of the preview, which seems to portend Wild Stuff is coming.

click to enlarge.

And now you've gotten the number of boxes for turn wrong today. Both Allies use it once each, and Voyage uses it twice, for a total of 4 times.

I wasn't sure on the 2nd box check for voyage. From the teaser, it's not clear whether that's purely wordcount, or if it's cards-that-have-the-word.

Without checking, I think it's wordcount.

Dominion General Discussion / Re: Allies Preview 1: Allies
« on: February 28, 2022, 11:03:38 am »
"End of your turn" is after you've drawn a new hand of cards.

Weekly Design Contest / Re: Weekly Design Contest #142: High Spirits
« on: February 08, 2022, 05:19:38 pm »
i still don't get why he'd do that and not 13 hexes.

Oh man, I didn't even think of that during testing. I might have pushed for it, but honestly getting to 12 Hexes was hard enough.

Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: February 03, 2022, 05:19:02 pm »

"When you gain this, set it aside. Discard it after you next shuffle."

Does that fit better?

Dominion General Discussion / Re: Seaside 2E Announced
« on: January 30, 2022, 10:25:46 pm »
I hope Hinterlands 2E is in the pipeline. Like Seaside it also has enough blank space to fit another card.

Only if you cut at least two of the three Victory cards.

Dominion General Discussion / Re: Seaside 2E Announced
« on: January 28, 2022, 11:11:00 pm »
Honestly wharf should be removed. It’s too strong and does everything. If it didn’t have the +buy it would still be super strong and worth it. It just gives too much, and if I had a time machine it’s definitely one of 7 seaside cards I’d rethink. And the second edition is kind of a time machine.

Also, I have a feeling 7 cards will be replaced and we get 2 extra— for a few reasons: seaside already has more blank cards, and if any of NV, island, or pirate ship are removed (incredibly likely that pirate ship is removed) the lack of Mats adds room for more new cards. We might even only lose 6 cards.

Right now Seaside has 300 physical cards. If it were going to get more cards, it would be in groups of 100. And I will tell you right now, that's not happening. Seaside will still be 300 cards. It might get cheaper, like Hinterlands is! But it also might not. We are in an inflationary period and board game margins are pretty thin I think.

Dominion General Discussion / Re: Seaside 2E Announced
« on: January 28, 2022, 03:22:59 pm »
I'm gonna be honest, I have mixed feelings about this shift. 8 cuts is pretty drastic. In Base and Intrigue, there were a lot more obvious examples of complete duds and guess what, both sets had at least one worthless card that survived the cut (Base had Bureaucrat, Intrigue had Harem). And 2E Base even has Harbinger, which I think now qualifies as a complete dud.

The question is, are those sets now a lot better than they used to be? And I think the answer is pretty clearly yes.

Weekly Design Contest / Re: Weekly Design Contest #140: Choose Three
« on: January 28, 2022, 12:29:15 pm »
Sorry, meant to add Foreman to the Honorable mentions. That's been fixed now.

Weekly Design Contest / Re: Weekly Design Contest #140: Choose Three
« on: January 28, 2022, 12:26:36 pm »
Master Laborers by CaptainReklaw

This one really suffers from too much text, which admittedly is going to be a natural problem to run up against with this contest. I guess the idea here is to choose a card that's not otherwise playable? And the Curse-gaining option is there in case you've chosen Curse for this and want to gain more of them? But even then, a non-terminal +1 Buy and +$1 with -1 VP attached to it doesn't sound great. Maybe there's something I'm missing here.

Hack of all Smithies by LibraryAdventurer

Well the options are pretty bland, but I like that it only happens every other time due to the Journey token. That makes the card more interesting. In a game with more players, I'm guessing the Copper-junking will get really oppressive though. Yeah it's only every other play, but if this is your smithy you're often going to be playing several each turn.

Foreman  by Xen3k

Six options is a lot! It's a tough line to walk between having terse options and having interesting ones. I do appreciate that the text isn't tiny. Gaining a card to your hand is pretty unique. I don't know, I'd probably cut at least one of these options for simplicity and with the hope that players will resolve it faster.

Weaver by AJL828

It reminds me a lot of Scrap! Still, it seems like a perfectly reasonable card. Simple too.

Worm Hole by mathdude

Tiny text! Choosing effects for yourself and an attack for others is clever, but it's political in a very un-Dominion way. Specifically the ability to choose the topdecking attack which may only hit the player to your right. Are they winning? Hmmm.

Black Spot by spineflu (with Marked)

OK. I feel like a lot of work went into this one to plug all the holes, but the whole thing still feels kludgy in a Fool kind of way. And I fought to keep Fool in Nocturne! Am I a hypocrite? Sort of. I think having "the first time you play this" on Fool would have been better than Lost in the Woods. Aaaaanyway I like the core premise of choosing Hexes, but I think that premise could be done more simply. Though maybe not with "Choose 3"! Man this is a hard contest.

Railway by Augie279

Buh. That's a lot of text and options. Um, hmmm. So it's a strong card that makes it easier to gain more of itself. I'm glad none of the options is +Actions. I think overall there must be some version of this that doesn't have the +1 Buy and "Discard a card" up top. As it is the card is so busy.

Monastic Village by JW

Well outside this contest, this could be worded a lot better. I'm not going to hold that against it though. Yeah, this is pretty cool. The only thing I don't like about it is that it's so similar to Chapel in how quickly it can trash early on. It's OK if some cards are similar to others, but that's an effect that I don't think there should be much of in the game. Still, cool card.

Will by 4est

OK, this one I'm all about. My instinct says it's weak early on. It might need some tweaking. But as a premise it's solid and I think it's probably close to being a great card. The thing I worry about it it running piles pretty fast. And in games with a cheap alt-VP it can gain a ridiculous amount of VP in the end-game. Maybe you can even just rush it. Hmmmm. In any case I feel like the concept has a lot of potential.

Informant by scolapasta

Bile rises in my throat when I see so many different expansion mechanics in a single card. Other than that I like it. A unique mechanic, not too wordy. I think requiring the choices to be different is the way to go regardless of the Tavern mat. Otherwise you just give them Villagers forever. Eventually you have enough Villagers, you know? But honestly the card would be better if the options weren't all things you could save. As it is the context of what you give them matters less, and therefore the decision is slower.

Cleanse by xyz123

I wonder if this fits on an Event with the large font.  Um, this is maybe balanced. It doesn't really grab me. It gives you so much of exactly what you want. I don't know.

Town Hall by The Alchemist

Well that's sure a powerful effect. A super-Count. I have no idea if it's balanced. Probably not though, right? I mean you can just choose to topdeck two cards and discard 3, and often that's better than discarding your hand to Tactician. And the payoff is arguably way better. But of course it costs $8. Maybe it's weak at that cost! Either way it's complex.

Cursed Bishop by Lackar

Yeah I think it's too much like Bishop. Also trashing a Silver from hand is a very steep price to pay in order to Hex other players. I guess technically you could choose that option without a Silver in hand, but I doubt that's the intent.

Tres Leches by arowdok

Too much text! The 3 thing is cute, but I think you went overboard with it.

Yacht by jakav

Huh. This is an interesting one. I think I'd put the gaining option last. I was thinking it should be first so you can gain Copper and then draw it, but there's already +$1 as an option. Anyway I like the premise. The execution is a little too much of "everything you want in a Smithy", which is a neat trick with so few words.

Scrier by exfret (with Spells)

Whoa that feels like a lot of options, mostly because the ordering matters so much. It's an interesting way to do it, though.

Geisterschloss by Meta

Uh well, this doesn't really grab me either. Well I think I maybe like that +2 Cards and +1 Card are both options. That's cute in a way. But drawing 3 and then putting two back, and then drawing 2 or 3? Seems real fiddly.

Swiss Village by NoMoreFun

Perfectly reasonable, but not interesting.

I feel pretty bad. I think you all did well considering what an absolute beast this prompt was. Sorry for being harsh.

Honorable Mentions:
Weaver by AJL828
Monastic Village by JW
Foreman by Xen3k

Informant by scolapasta

Will by 4est

Weekly Design Contest / Re: Weekly Design Contest #140: Choose Three
« on: January 28, 2022, 11:30:04 am »
Ha ha! And I forgot. I'll judge them right now.

Weekly Design Contest / Re: Weekly Design Contest #140: Choose Three
« on: January 27, 2022, 09:58:32 am »
If the cards haven't been judged in about 3 hours from now, I will judge them and post the results sometime in the next 24 hours.

Dominion General Discussion / Re: Interview with Donald X.
« on: January 24, 2022, 02:44:00 pm »
I do like that system. One downside is that it incentivizes voter suppression even more than the current system since every vote you stop for the opposing party makes that party weaker in the legislature, but hey some parties will already suppress voters to the maximum extent they can get away with anyway, so maybe that's a wash.

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