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Messages - NoMoreFun

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1551
But whenever a card says "Gain a Silver" or "worth 1 VP for every 3 Silvers", you can interpret that as the "type" Silver. There's nothing explicitly saying that Silver can only refer to the Treasure costing 3 worth 2 called "Silver". "Gain a Ruins" and "Gain an Attack" refer to any card of that type in the supply. "Gain a Curse" is Ambiguous.

1552
Ideally the card with, for example, Silver as its type would be a card that's usually not always preferable to avoid the pile running out too quickly with cards like Trader and Governor. Probably a terminal action.

1553
You could make those, although I don't think any card explicitly refers to Platinum.
Correct, but it would be neat to have that in the supply. Also, what about something like this:
Duchy - $6?
Action/Victory
+1 Action
-----------
Worth three VP

Most of these cards are pointless, but one thing that's possible is:

Duke's Guard
Action/Duchy - Some cost
Some effect

With the bonus being that you can gain it instead of a Duchy for cards that explicitly mention it, and it also powers up Duke.

1554
Puzzles and Challenges / Re: Most VPs in 4 turns (again)
« on: February 09, 2013, 10:35:25 pm »
4/3 opening: 5/12
Shelter last in 4/3 opening: 3/5
Top six cards after shuffle are the three shelters, watchtower, hamlet, Nomad camp: 1/728
hamlet is one of the top 5: 4/5
Cards 2-5 after shuffle are 2 procession, nomad camp, watchtower: 1/1820
Cards 6-7 are Peddler and hamlet: 1/66
Chance of pulling off CC's incredible solution:  0.00000022870902%

I think I did it right.... anyway, I'd be surprised if anyone has done it :P

It's the top 5 cards after the first shuffle that matter (the third shelter is a residual), and Cards 1-4 and 5-6 of the second shuffle, but otherwise that seems right. The probabilities will be slightly higher because there's one fewer card in each shuffle, and one less "key" card in the first.

It is a very low probability indeed though; I forgot how unlikely specific shuffles of card decks were. I had hope because there were only 2 reshuffles, but there you go.

1555
You could make those, although I don't think any card explicitly refers to Platinum.

1556
Puzzles and Challenges / Re: Most VPs in 4 turns (again)
« on: February 09, 2013, 09:21:58 pm »
What's the probability of being able to do CC's solution? The factors are

-A 4/3 opening with a shelter last
-One of top 4 cards of the next shuffle being Hamlet, and the other 4 of the top 5 being Nomad Camp, Watchtower and the 2 shelters that were reshuffled
-The top 4 cards of the next shuffle being 2x Procession, Nomad Camp and Watchtower, then the next 2 being Peddler and Hamlet in either order.

The probabilty seems pretty high for something so mind blowing. Has anyone tried replicating this in Goko (if all the cards are there; I've never used it).

1557
Variants and Fan Cards / Re: Sylas' card ideas
« on: February 09, 2013, 09:07:26 pm »
Pickpocket is a weaker Cutpurse variant early game, and by the time people are choosing to gain curses they won't have that much of an impact.

It's not a bad idea, but you could make the bonus +$2 instead of +1 buy and/or limit the trashing to Actions and Treasures (so they can't trash curses you give them). You could even make it a Swindler variant and change the "or" to an "and"; although be careful when the curses run out.

1558
An alternative card:

Philanthropist
Action/Attack - $4
+1 card
+1 action
Choose one; you get the version in parentheses: Each player gains a copper (in hand); or each player gains a Silver (on top of his deck); or each player gains a Gold (on the bottom of his deck)

The Copper effect is essentially a Peddler

The Silver effect is a bit of a variant on Conspirator

The bottom decking essentially means that you get the gold at the start of your next reshuffle, and you also get the ability to chain these to have a very good hand later on. I can't think of any comparisons, but it's powerful.

1559
Philanthropist
Action/Attack - $2
Choose one:
Each player gains a Copper, putting it on top of his deck; Each player gains a Silver; Each player gains a Gold in hand
Put any cards you gained this way in your hand

Is there a better way to word this?

It's basically either a deck slowing attack that somewhat hurts you, a terminal Silver with a bonus to everyone (like Duchess), or a cheap terminal Gold with a penalty (like Beggar).

1560
Silver Statue
Action/Silver - $2
+$2
Trash any card you have in play (counting this)
---
When you trash this, +1 VP

Because the card has the type "Silver", whenever a card refers to Silver, you can gain/use this instead when it's in the supply. Therefore:
*You can choose to gain it with Bureaucrat, Trading Post, Explorer, Trusty Steed, Jack of All Trades, Trader, Squire, Feodum's trashing and Beggar's Reaction. Every single gain is a choice, so you can Trash a Province with a Trader to gain 7 Silvers and 1 Silver Statue.
*When another player buys an Embassy or plays a Governor for Gold, you can choose to gain this instead of the Treasure card
*They get trashed when a Noble Brigand reveals it
*These add to the value of Feodums

It can have some interesting consequences. Trading Post is a more viable deck thinner. Trader becomes a good card for Rushes. Feodum has an option for $2 turns, if slightly more precarious. Bureaucrat and Explorer are slightly more versatile, and Jack of All Trades earns some new trades; gaining VP and deck thinning.

The card itself is somewhere between Embargo and Death cart. It's an "estate" for early game use. It can be good for triggering Squire's, Fortress' and Rats' on trash effects, and it gives Ruined Village a saving grace as the easiest ruins trashed by this card. Be very careful using it with Throne Room/Procession/King's Court (you may have to trash more than you bargained for).

The original card posted was:
Silverman
Action/Silver - $3
+1 action
+$2

1561
Variants and Fan Cards / Re: Trinkets - Replacements for Starting Copper
« on: February 09, 2013, 08:00:22 pm »
Trinket 1
Treasure - Trinket - $0
Worth $1
______________
When you buy a treasure, you may trash this from play.

Trinket 2
Treasure - Trinket - $0
Worth $1
______________
When you trash this, +1 Card.

Trinket 3
Treasure - Trinket - $0
Worth $2
______________
When you discard this from play, trash this card.

Trinket 4
Treasure - Trinket - $0
Worth $0
You may gain up to 2 coppers, putting them in hand.

Trinket 5
Action - Trinket - $0
+1 Action
+$1
+1 Buy
Each opponent may choose to draw a card.  If a player draws a card this way, they discard a card.

Trinket 6
Action - Trinket - $0
+$1
+1 Buy

Trinket 7
Treasure - Victory - Trinket - $0
Worth $1
Worth 1 VP for each Trinket in your deck.

Edit: Some are probably Reactions...

I like the enthusiasm, but Trinkets 3, 4, 5 and possibly 6 don't fit the criteria in the OP. They'd make for interesting games though.

1562
Variants and Fan Cards / Re: Trinkets - Replacements for Starting Copper
« on: February 09, 2013, 07:57:48 pm »
Hmm, I wonder if this works as intended, according to the rules:

Copper
Treasure - Trinket - $0
Worth $1
---
When you trash this, gain a Silver. (This is not in the Supply.)

I think so. I don't think having 2 cards of the same name has happened yet. There may be a few issues with Ambassador. The other thing that could be done is giving the card the type "Copper".

The affected cards are (cards that refer to Copper that aren't about gaining it)
Moneylender
Coppersmith
Cutpurse
Apothecary
Counting House, Grand Market

In contrast, only Baron is affected by changing Estates.

1563
Puzzles and Challenges / Re: Empty the Supply in 4 Turns
« on: February 09, 2013, 04:12:23 pm »
I'd imagine Squire->Goons or Squire->Scrying Pool could play a role. Graverobber potentially as well.


1564
Variants and Fan Cards / Re: Trinkets - Replacements for Starting Copper
« on: February 09, 2013, 04:07:13 pm »
Lucky Coin does allow you to open Poor House/Altar (or even Poor House/Grand Market unless I specify somewhere that Trinkets are copper). These things are kind of hard to design.

1565
Variants and Fan Cards / Re: Trinkets - Replacements for Starting Copper
« on: February 09, 2013, 04:04:50 pm »
Knight's Helm changes too much, I think. At the least, it will trigger reshuffles. Rare coin is neat, but I'd put it at $3-$5 to be slightly less awesome with tfb. I suppose you put it at $7 to be out of range of the Helm.

I removed the helm because it's way too strong. However even if it does trigger a reshuffle, it wouldn't matter because it can't affect the opening 2 turns.

1566
Variants and Fan Cards / Re: Trinkets - Replacements for Starting Copper
« on: February 09, 2013, 03:58:02 pm »
Rare Coin
Treasure/Trinket - $7
Worth $1

Lucky Coin
Treasure/Duration/Trinket - $0
Either now or at the start of your next turn, +$1

The "Lucky Coin" gives a lot of flexibility to openings.

1567
Variants and Fan Cards / Re: Trinkets - Replacements for Starting Copper
« on: February 09, 2013, 03:47:28 pm »
Also anything that doesn't affect anyones opening is OK, so you could have
Bag of Coins
Action/Attack/Trinket - $0
+1 Action
Each player gains a copper. Put the copper you gain in your hand.

Because while it affects other players, it can't affect their opening (except the aforementioned edge cases).

1568
Variants and Fan Cards / Re: Trinkets - Replacements for Starting Copper
« on: February 09, 2013, 03:41:21 pm »
An opening +buy can really affect things, but probably not in a significant way in most kingdoms, so it's ok.

Nomad camp+Toy Bridge could lead to some great openings though.

1569
Variants and Fan Cards / Re: Trinkets - Replacements for Starting Copper
« on: February 09, 2013, 03:38:11 pm »
Why do they need to produce +1$ somehow?  I don't like that requirement.  A similar restriction on how useful or un-useful an estate replacement should be would forbid Necropolis for sure.

Nevermind, I guess you didn't say they couldn't produce +2$ or more..

They can't have too big an effect on the opening. The only way Necropolis can really affect your first 2 turns is if other players buy up on Noble Brigands, or you get a Nomad camp and can play your Necropolis to buy a turn 2 peddler, or edge cases like that.

Also I'd imagine them being designed around using Shelters as well, but not necessarily

As an example, here's another idea of something that would be acceptable:

Iron Brace
Action/Trinket - $0
+1 action
Discard a card. If it's a(n):
Treasure or Trinket: +$2
Action: +2 Actions

1570
Variants and Fan Cards / Re: Trinkets - Replacements for Starting Copper
« on: February 09, 2013, 03:29:29 pm »
I'll start with one:

Trinket Box
Treasure/Victory/Trinket - $0
Worth $1
Worth 1VP for every 2 Trinkets in your deck (rounded down)

I'd imagine that some of these Trinkets would be self trashing, and you want to trash Copper anyway, but this card is the disincentive. It gives you back the VP that you used to have when Estates were still Estates.

1571
Variants and Fan Cards / Trinkets - Replacements for Starting Copper
« on: February 09, 2013, 03:23:04 pm »
Similar to Shelters, post ideas here for some replacements for starting copper.

Requirements:
They must produce +$1 somehow
They must not be able to trigger the first reshuffle by themselves
There can only be one copy (although you can design 2 that interact with each other if you want)
You must be able to play all of them in your first 2 turns (so probably no terminal actions, although having exactly one would be acceptable)
They must have the type "trinket", which is not reflected by any colour on the card, so you can have any type combination.

You don't need to post a full set of 7.

1572
Puzzles and Challenges / Re: Empty the Supply in 4 Turns
« on: February 09, 2013, 02:39:05 pm »
The interesting thing is that with only 4 turns, this may not actually be that hard to replicate in a real game or on Goko. I'm not sure how the solution's going to play out but I'd imagine it would be more based on topdecking than triggering many perfect reshuffles. When it's revealed, I'd like to calculate the probability of being able to actually do it.

Edit: I hope it also doesn't have any tricks like Self Tributing or Self Smuggling so we could then see it be done against an opponent.

1573
Variants and Fan Cards / Re: Another take on "Blood Money"?: Ring of Power
« on: February 09, 2013, 12:43:28 pm »
Imo, 7$ trashers are poor design.  It's unfair to expect people to design around them.  They break innocent cards like Quarry with their swinginess.

The only $7 trashers are in the same set as Quarry, so it would have been at least partially intentional, knowing how often the combo would come up.

1574
Variants and Fan Cards / Re: Dominion: Enterprise
« on: February 09, 2013, 12:50:34 am »
I don't think playing Conscripts multiple times has the exponential effect of playing a Madman multiple times, so it's probably not as vital.

The closest existing card to Conscripts is Marauder. It gives a curse instead of a ruins, and instead of being a permanent card that gives a temporary gold it's a temporary card that gives a permanent gold. The non terminal thing is a nice bonus but probably won't come up that often. It will be very nice with cards like Spy and Enforcer so it can be truly non terminal but it will largely be a rare thing. It does mean conscripts will never clash though.

I'd like to see barracks playtested with the conscripts gain used every single time. "+1 action, gain 2 Golds" is obviously too strong for $5, and I'm not convinced that delaying it reshuffle is bad enough to make it balanced, especially considering there's a curse being given. If the bonus is just +$3 then at least there may be a reason not to play your Conscripts immediately. Maybe tether the action to the draw (or even make it +2 actions again with this link)

Also I've brought it up a lot, but if Inventor had a different name, the when trash Conscripts wouldn't seem forced at all. It wouldn't seem any more forced than Catacombs, Cultist or Hunting Grounds anyway. Having an entire kingdom sized pile for one card does stick out a lot in a small box. Dark ages could get away with having 20 Rats, but that's because it gets compared to all the other large expansions and comes out on top. Tournament prizes are 5 unique cards, and Potion's necessary for 10 cards in Alchemy. When trash conscripts on "Inventor" would just add a little bit. Also if there are balance issues, a when gain conscripts bonus could work.

1575
Game Reports / Pulling the rug out with Talisman
« on: February 08, 2013, 09:11:41 am »
Not optimally played by either player, but I do like how this game turned out, and it's one of the first times I've used Talisman to great effect: http://dominion.isotropic.org/gamelog/201302/08/game-20130208-060942-862f4b35.html

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