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6251
Variants and Fan Cards / Re: Should Swamp be a 0$ or a 1$?
« on: February 26, 2013, 11:23:36 am »
Could you please put the card's info into your post. I can't seem to access the attachment anymore.

EDIT: Ah, I still have access to the image on my phone.

There is a clause in the wording that seems unnecessary, and one that I know is unnecessary.

1. Why do you need the "you did not buy" clause? Is there some issue with letting this happen when you gain a card from buying it?

2. "Discard a card from your hand" should just be "discard a card". When you discard a card, the hand is assumed to be the source unless otherwise stated. See the wording on Beggar for an example.

6252
Variants and Fan Cards / Re: Should Swamp be a 0$ or a 1$?
« on: February 26, 2013, 09:40:40 am »
its striktly better than all ruins so it should not be 0$

That doesn't matter. Copper is pretty much strictly better than Curse, yet they both cost $0.

6253
Goko Dominion Online / Re: Why aren't *you* playing on Goko?
« on: February 24, 2013, 04:59:59 pm »

-If you want "pro" leaderboard, you cannot see what expansions are included in the game, and you most likely end up in a base only game, which you don't want to play.


I wonder if they could program in next to the picture of the person hosting a game a little letter for each of the expansions you might be playing with. "D" for base set, "S" for seaside, etc... This would help to avoid those base only games that many of us don't like playing.

I think "D" would probably be Dark Ages, but I like your idea. If the letters just indicated which sets the game's creator owns, you wouldn't even need a letter for the base set.

6254
Variants and Fan Cards / Re: Dominion: Enterprise
« on: February 23, 2013, 05:47:22 pm »
I've been testing yet another possible card for the set. So far it seems OK. I have no idea how it will work out with a large number of players, though. Opinions welcome!

? ? ? ?
Types: Action
Cost: $5
+$3. Trash a card from your hand. Each other player may gain a Copper, putting it into his hand.

The name is still up in the air. Back in the very first version of this set, I had a card called Philanthropist, which was a $5 card that was [+2 Cards/+$2/Each other player may gain a Copper in hand]. Rinkworks thought its was too powerful and I agreed. It was the first card I scrapped from the set. I filled that slot with Monopoly, then with Boycott. Come to think of it, this is the most troublesome slot in the set.

I thought I'd bring back the idea of letting other players gain Copper. It seems like a decent non-Attack interactive effect.

Anyhow, I can't find any good art for "Philanthropist". I might call it "Almsgiver", but that might step on the toes of Schneau's winning submission to the Mini-Set Design Contest, Almoner. I suppose it could be "Patron" or "Donor", but I don't think I'll have any better luck finding art for those. If you all have any suggestions, I'm happy to hear them.

Name aside, the card seems pretty balanced from my preliminary tests, but I have some concerns. I can't tell if it's too much a solution to itself. If you have the ability to gain Copper in hand, I think that makes you want this card, since after you've trashed your Estates, you may want a bigger hand in order to offset the trashing you have to do. After all, when you're trashing Copper, this is an expensive Moneylender that helps your opponents. I could make the trashing optional. I could also bump it to +$4, but that seems obscene. I'll try to test it some more.

As usual, thanks for any feedback and suggestions!

6255
Quest
$5
Action
+1 buy
Reveal the top three cards of your deck. Put the revealed treasures in your hand, put the revealed actions on top of your deck, and discard the rest.

This one seems ok, although it seems much worse than Margrave (probably also worse than Rabble or Torturer, but is less comparable to those). Is it too obvious that is not a $4? It is definitely not better than Smitty, it may be better at some situations, but definitely not at every (or almost every) situation.

Basically, Quest seems great for BM strategies (where you don't want to draw dead Actions), but terrible for engine strategies. I wouldn't say it necessarily incentivizes boring games, though, because you can buy more Actions, knowing that Quest won't draw them dead. Of course, you'd probably usually rather draw Treasure than topdeck Actions, especially since Quest gives +Buy. Hmm… Perhaps it would promote boring games after all. What do your tests indicate, mali-mi? Does the player that buys, say, 2 Quests and no other Action cards beat the player that buys Quests and other Actions?

6256
Dominion General Discussion / Re: When is Fortune Teller a good buy?
« on: February 22, 2013, 12:17:43 pm »
It's a bad attack (maybe the worst) and a terminal.

Really? You think it's worse than Thief, Saboteur, and Pirate Ship?

6257
Variants and Fan Cards / Re: Card Idea: Committee
« on: February 22, 2013, 11:55:31 am »
What means "reaveled"?  :P

Ha, nice catch! Glad I haven't printed these yet.

The more I think about the trashing option, the more I like it. I think it adds a layer of strategy. If the player to my right reveals Copper/Copper/Estate/Estate/Silver, I think I would usually name Estate. Of course, it depends on his deck.

EDIT: After further testing, I've decided to scrap this card, or at least put it on the back burner. It's too much of a downer most of the time. It's a card that seems like it should be strong but is actually mediocre, which is arguably the worst kind of card. Thanks for all the ideas and feedback, though.

P.S. One Armed Man, I meant to respond to your idea earlier (the one about naming the card before the reveal). I considered it, and it would help boost the power of the card, but I feel like it might introduce too much AP. Maybe I'm wrong. Regardless, thanks for the idea. If I ever try to fix up the card, that's likely the first change I'll try.

6258
Variants and Fan Cards / Re: Card Idea: Committee
« on: February 22, 2013, 11:37:47 am »
I'd imagine this would be very strong.  Worst 4 choose 5 should still leave a pretty good card for you to gain after about your 3rd reshuffle, and if not... well, you can trash, but that's weaker.  Adding in the +$2, makes it not hurt your current turn.

Yeah, it looks strong. I've already tested the latest version (but without the trashing ability), and it's really not. Very often you're turning over a good card and a bunch of dreck. If you flip a Province, odds are you'll be gaining a decent card, but at that point the game is nearly over. The cycling that Committee gives at least improves the odds of getting to the card before the game ends.

6259
Variants and Fan Cards / Re: Card Idea: Committee
« on: February 22, 2013, 09:04:28 am »
Here's the image mock-up. I'll be testing it more tonight or tomorrow.



A terminal, unreliable single-card trasher at $5 seems pretty weak as well, though. I wouldn't mind keeping the trashing clause. It does trash while letting you retain enough economy for the current turn's buy, but at the same time, if all you reveal are Coppers and Estates, Copper trashing is quite weak.

I do also feel like discarding the other revealed cards is comparatively much stronger than putting the revealed cards back .

I think you're correct that the discarding makes the card more powerful. I'm fine with that, as it is a $5 card. Also, it's a card that has enough decisions on it as it is. The decision about which order to put the cards back in would push it over the edge, I think.

6260
Variants and Fan Cards / Re: Card Idea: Committee
« on: February 22, 2013, 12:07:40 am »
Ah, crap. I forgot to specify the other cards get discarded. Well, I'm trying to figure out a way to make it less terrible. It's possible that allowing the trashing effect will make it too universally useful. It's just really awful in an untrimmed deck and I'm searching for fixes.

6261
Variants and Fan Cards / Re: Dominion: Enterprise
« on: February 21, 2013, 11:20:22 pm »
With Convocation in the set there'll be 3 Lab variants, as well as Inventor which sort of occupies the same space. I like the card but if you can get Boycott to work it will really fit in with the set, as it is definitely all about the long term strategy considerations.

Yeah, as much as I like Convocation, I agree that it's not the best fit for the set as it currently exists. I'm trying out another new card (Committee) to fill Boycott's slot, but I won't take fixing Boycott off the table.

6262
Variants and Fan Cards / Re: Card Idea: Committee
« on: February 21, 2013, 11:17:20 pm »
Wording issues aside, initial playtesting indicates that the card is weak. The next version I test will be this:

Committee
Types: Action
Cost: $5
+$2. Reveal the top 5 cards of your deck. The player to your left names a card. Choose a revealed card that is not the named card; trash it or gain a copy of it.

6263
Variants and Fan Cards / Re: Card Idea: Committee
« on: February 21, 2013, 05:02:39 pm »
How about, "You may choose one of the revealed cards that is not the named card and gain a copy of it"?

EDIT: Bear in mind that the card named does not have to be one of the revealed cards. As with all such cards (Wishing Well, Mystic, Rebuild), you can name the Ace of Spades if you like.

Another thought: In Colony games your opponents probably shouldn't play Rabble...

Unless Colonies are the only Victory card you have in your deck. Then they can restrict your choices by leaving multiple Colonies on your deck and naming Colony.

6264
Variants and Fan Cards / Re: Card Idea: Committee
« on: February 21, 2013, 04:53:06 pm »
You may gain a copy of one of the revealed cards that is not the named card. Discard the revealed cards.

Does this mean:

Your opponent names a card, you pick one of the other cards, and gain a copy of it?

or

Your opponent names a card, you gain a copy of a differently named card?

I think you mean the second, but it can be read as the first. So if you reveal two Golds, you can gain a copy of the other one.

The idea is that, no matter how many Golds are revealed, you cannot gain Gold if your opponent names it. That was the idea behind your opponent naming a card, rather than choosing/discarding a revealed card. I'm going to stare at my wording for a while in order to try to wrap my head around the ambiguity you see. (I'm a bit under the weather, so I don't yet see it myself, but I strongly trust your judgment when it comes to rules minutiae, AJD.)

6265
Variants and Fan Cards / Re: Card Idea: Committee
« on: February 21, 2013, 04:21:48 pm »
Thoughts on the cost... I think it's been said before that a "Gain a Gold" card would probably be balanced at $5.. and this card is often at it's best a "Gain a Gold" (if you reveal Gold and Province). Of course it can gain other cards as well. So probably the fact that it will often be worse than "Gain a Gold" will be made up for by the fact that it is more flexible and can gain engine components. It's obviously a terrible opener, also... probably this and Hunting Party are the only 5s I can think of that are terrible openers but better later (Not counting Duke).

Anyway, I really like it. Great in HoP/Menagerie decks.

Thanks! If it turns out to be weak at $5, chances are I'll give it a small bonus (+$1 or the like) rather than lowering the cost. This is partly to differentiate it more from Smugglers (the only official non-Attack interaction gainer card), but mostly because I'm hoping this can be slotted into my expansion, which could use another $5-coster.

EDIT: It's neither here nor there, but there are some other $5s that I wouldn't open with that can be good mid-to-late-game. Mint (without Fool's Gold), Horn of Plenty, Tribute, Counting House, Harvest, etc.

6266
Variants and Fan Cards / Card Idea: Committee
« on: February 21, 2013, 03:30:59 pm »
Current Version:

Committee
Types: Action
Cost: $5
+$2. Reveal the top 5 cards of your deck. The player to your left names a card. You may choose one of the revealed cards that is not the named card; trash it or gain a copy of it. Discard the revealed cards.

Previous Versions:

Committee
Types: Action
Cost: $5
Reveal the top 4 cards of your deck. The player to your left names a card. You may gain a copy of one of the revealed cards that is not the named card. Discard the revealed cards.

6267
Variants and Fan Cards / Re: The hundredth fan card named Investment
« on: February 21, 2013, 01:40:11 pm »
Does removing the pile count towards emptying the supply for puzzles?

Sorry, I don't understand the question! I don't ever frequent the Puzzles and Challenges forum.

6268
Variants and Fan Cards / The hundredth fan card named Investment
« on: February 21, 2013, 11:16:25 am »
Quote
Investment
Types: Action
Cost: $5
Discard any number of Victory cards. +Coins equal to half the total cost of the discarded cards (rounded down).

In games using this, when a player buys a Victory card, remove this pile from the Supply.

The removed pile does not count as an empty Supply pile for the purposes of ending the game. Alternatively, the removed pile could be replaced with another Kingdom card pile costing $5, but that might be too wordy for a card.

There was a card costing $6 that was in Dark Ages and Hinterlands for a while that discarded Victory cards for $2 each. Apparently it wasn't interesting enough to make the cut. Although this card wasn't meant to be a fix for that card, there are similarities.

The idea is that you have to buy it early in the game, when it does you very little good. But at the end of the game, it can be very powerful.

6269
Dominion: Guilds Previews / Re: So. Guilds.
« on: February 21, 2013, 11:04:41 am »
Well, who really wants Walled Village, anyway?  My slog through the adventures is purely to get Governor, and maybe Envoy.

Walled Village was actually the first Promo I bought on Goko, followed by Envoy.

I like how Walled Village allows you to build a completely different kind of deck than other village cards. I think it's a bit underrated.

6270
Variants and Fan Cards / Re: Dominion: Enterprise
« on: February 21, 2013, 10:51:01 am »
Those are amazing *__*
I didn't think i could like a one-shot theme but these are fantastic. My only concern is that Boycot should not be able to remove itself from the supply... Also, where did you get the Artwork from?

The artwork I got from anywhere I could find it on the internet. It's definitely not all licensed for commercial use, but for the purpose of mocking up fan cards, I'm not too concerned about it. If—miracle of miracles—this set were to be published, the cards would have to have new art.

As for Boycott, I'm testing a new version of it now, but I may be scrapping it from the set. It's likely I'd replace it with Convocation (above), but then the set would only have 4 terminal Actions (5 if you count Conscripts). I wonder if that's an issue. I suppose Alchemy only has 3 terminal Action cards, but the question is if one-shots justify that as much as Potion-costs do. I'll have to think about it more.

6271
Variants and Fan Cards / Re: Dominion: Enterprise
« on: February 20, 2013, 05:50:21 pm »
With Convocation, if you reveal an Action, a Treasure and a Tunnel, do you have the option of discarding the Tunnel? I would think not.
If you reveal 2 Coppers and a Tunnel, do you have the option of discarding the Tunnel? I would think so.

It just seems like an interesting quirk.
I kind of like that. Although, if the revealed Action was also a Reaction, then you *could* discard the Tunnel. Actually, I quite like the card in general, because it doesn't quite match any existing card and it looks like one of those cards that's hard to use right, but powerful when you do.

Thanks. I thought it would be too close to Laboratory, but it's different enough to be interesting. If you let your deck get too Treasure-heavy, for instance, it may only draw you one card. It also cuts through Curses like nothing, making it a decent Witch counter. If I actually end up doubling the size of this set, I'll almost certainly add it.

6272
Variants and Fan Cards / Re: Dominion: Enterprise
« on: February 20, 2013, 04:59:51 pm »
"Set this aside" and "a card" versus "reveal this" and "any number of cards" seems like a wash to me. It does take a little bit of extra text to instruct the player to return the card to hand.

Yeah, that's the part that takes the extra text.

It doesn't actually counter SP decks in the traditional sense. SP decks benefit from the Clerk trashing as well. In any case, if you do find some combination that is really strong with the current version of Clerk's reaction, the modified version should mitigate it.

I do miss the old version of Clerk that gained a Silver. It diluted your deck and mitigated how powerful the trashing usually got.

6273
Variants and Fan Cards / Re: Dominion: Enterprise
« on: February 20, 2013, 03:18:27 pm »
dondon, thanks very much for the ideas! I have to say that I think removing the self-trashing portion of Boycott makes a lot of sense. I think I've got enough one-shots in the set without it at this point. I also really like the idea of making the pile that the token starts on a $5 card. I might test it with and without that part. I wonder if moving the Boycott token should be optional for the version that doesn't trash itself.

So how does this version look?

Boycott
Types: Action
Cost: $4
+$2. You may move the Boycott marker to a nonempty Kingdom card pile in the Supply.

Setup: Add an extra Kingdom card pile costing 5 Coins to the Supply and put the Boycott marker on it. A pile with the Boycott marker is not part of the Supply.

At this point, I definitely don't want the gained Boycott to go on your deck, since I want all players to be able to buy a copy of Boycott before it gets removed from the Supply. Not that you were necessarily advocating that in combination with the removal of the self-trashing clause. I just thought I'd address it.

EDIT 2: I also glossed over the concern for Clerk's power in countering Scrying Pool decks. An alternative suggestion is to set aside Clerk and trash exactly 1 card from your hand upon getting attacked instead of trashing any number of cards. This still turns discard attacks into a net benefit and also soft counter Curse-givers but not to an extreme extent. I just think that being able to trash your entire hand in response to an attack is really swingy. Compare to Trader, where revealing it in response to a Curse-giver is not so amazing.

Hmm, I understand your concern. There are two reasons I haven't changed Clerk's reaction to [set aside/trash one] as you suggest. First, it would have to be a lot more wordy and I'm worried about space on the physical card. Second, I haven't actually had balance issues with Clerk's current reaction. As I've said, it discourages buying Attacks on turns 1 and 2. After that, the chance that you're trashing more than 1 or 2 cards from your hand is pretty slim. I mean sure, you might get lucky and be able to trash 4 Curses, but you might also be able to buy 8 Provinces by turn 13 using Chancellor. The odds just aren't in your favor.

As far as countering Scrying Pool decks specifically, I'm not really concerned about interactions with a single card (see Mill Town/Tactician) unless they create rules ambiguities, are able to shut a player out of the game, or are absurdly powerful combos that you can build without relying on your opponents. If Clerk's presence means players don't buy Scrying Pool, so be it. There are plenty of games where Scrying Pool is dominant. If Clerk turns out to be too powerful against all, most, or even a large proportion of Attacks, I'll definitely change it. I'm definitely open to the possibility that it's too powerful and I just haven't playtested it enough yet. It certainly does look powerful, I'll grant you.

6274
Variants and Fan Cards / Re: opinion request: two wacky cards
« on: February 20, 2013, 08:39:01 am »
I think they're both going to be difficult to track. That's not necessarily a dealbreaker, but the question is, "Are they interesting enough to make the tracking issues worthwhile?"

6275
Variants and Fan Cards / Re: Dominion: Enterprise
« on: February 20, 2013, 12:15:25 am »
With Convocation, if you reveal an Action, a Treasure and a Tunnel, do you have the option of discarding the Tunnel? I would think not.
If you reveal 2 Coppers and a Tunnel, do you have the option of discarding the Tunnel? I would think so.

It just seems like an interesting quirk.

Huh, I guess you're right. That is an interesting quirk.

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