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Messages - Dsell

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26
Dominion General Discussion / Re: Het Koninkrijk Dominion
« on: November 02, 2018, 05:39:23 pm »
I found this review in English on BGG and it lists some other rules changes, namely that you can't buy copper or estates and so the box doesn't come with more copies than are needed for starting hands.

The set has no cursers (and thus no curses), and no durations, reactions, or generally anything that could be rules-confusing at all. Taking out those extra cards makes this game pretty portable and cheap. Seems potentially valuable if you want to teach the game to young children or to friends you're vacationing with (but you could only bring a carry-on).

Complete card listing is: Library, Farming Village, Bridge, Cellar, Rabble, Harem, Sage, Crossroads, Steward, Vault, Smugglers, Militia, Remodel, Market, Mine and Mystic.

27
Other Games / Re: Fireball Island
« on: October 29, 2018, 02:05:11 pm »
I joined the backerkit and am really excited for my copy to show up. I'd never heard of the original, but I think Restoration Games' premise of revitalizing older games is fantastic.

28
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 26, 2018, 04:15:24 pm »
I was skeptical about this week's contest and couldn't come up with anything very clever myself, but I am blown away by how cool and innovative some of the things y'all are coming up with are. Looks like another tough week of judging, and lots of interesting concepts that could form the basis of many future cards.

29
Variants and Fan Cards / Re: New fan based alchemy cards.
« on: October 18, 2018, 03:38:53 pm »
Wine cellar is sopose to be 4 victories for every 2 potions. If you only have one potion at end of game itís worth 0 victory points. So that means they would have to have 4 potions in order for it to be worth more than a province.

Look at it this way. If I've purchased 3 wine cellars (obviously I already have 1 potion in my deck at this point), gaining just 1 potion will net 12 points for the deck - equivalent to 2 provinces. Adding 2 additional potions beyond that would get 12 points for the pair, meaning that the average value of buying a new potion is 6 points, or equal to a province.

That would be very strong for any victory card, but this is also an action card that can help you buy more copies of itself, or potions. I would consider trying this card at 1VP/2 potions.

Thinking about alt-vp in general, they generally fall into 2 categories: steep potential but they do nothing for your deck (gardens, vineyards, silk road) or they have low and static point values but do something nice for your deck (Island, Tunnel, Farmland). Wine Cellar does both, and it's not too difficult to get its point values into the ridiculous range if you can gain lots of potions. I don't mean to say that a Dominion card can't have both variable vp and a nice benefit for your deck, but if a card falls into that category, it either needs to a very high cost, a lower point curve than other alt-vp, or a weaker benefit than some of the victories with benefits.

30
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 16, 2018, 01:00:56 am »


Quote
Silver Smelter
$7* Action

+1 Card
+1 Action
+1 Buy
Gain a Silver.

Silver produces $1 more this turn.
---
This costs $1 less per Silver you have in play.

I am wondering if I should change this to +2 Cards instead of being a cantrip. That would make it much better as a BM enabler and it feels nicer from a flavor perspective. But it's moving away a little from what I was originally hoping for with the design - a card that could be strong with support in BM, but also could be a critical component of interesting engines that like silver.

With the current design I feel pretty alright about the pricing given its comparisons to market and grand market. If I changed it to +2 cards, it might need a bump to $8* because of it's BM strength but I am not so confident in that.

31
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 15, 2018, 06:12:17 pm »


Quote
Silver Smelter
$7* Action

+1 Card
+1 Action
+1 Buy
Gain a Silver.

Silver produces $1 more this turn.
---
This costs $1 less per Silver you have in play.

32
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 05, 2018, 03:18:36 pm »


I don't even want to think about how this interacts with Possession.

33
Other Games / Re: Mobile MOBAs
« on: October 03, 2018, 02:03:54 am »
Awesome thanks!  Dieselrunner isn't a netrunner reference right?

It is!! Partially. It's a reference to several things - I often go by Dsell or Diesel because irl I'm D. Sellers. My favorite games/playstyles are the ones that let me create engines, so diesel is a fun reference to that. And years back I was a very avid runner/sprinter as well...I should get back into that. But yes, the nickname first came about during the time that I was getting to play lots of Netrunner, and my favorite runner faction is Shaper (Diesel is one of the core cards of the Shaper library, for anyone not familiar). The name works great for me on a lot of levels. :)

I'm really sad that Netrunner is ending. I managed to find 3 copies of Reign and Reverie, which were just delivered today. It's really reminding me that the game is swiftly coming to a close. :(

34
Other Games / Re: Mobile MOBAs
« on: October 02, 2018, 03:25:29 pm »
Yeah! I've played Arena of Valor on the switch several times now, I was actually part of a beta test a few months back.

The controls are slightly slower on switch. I thought they would be much worse for heroes who rely on skillshots, but it only feels like a slight loss of speed/control - it's a lot better than I expected.

At this point there is no crossplay between switch and mobile. Even the accounts are separate, although there is a way to sort-of semi link them. I haven't done this yet so I don't know exactly what it entails.

I'm not sure whether I'll end up playing a ton on switch, but my name is DieselRunner (for both mobile and switch). Feel free to add me!

Edit: Also you need the Nintendo online service to play against anything but bots. This is probably a given but I wanted to point it out.

35
Variants and Fan Cards / Re: Really bad card ideas
« on: September 26, 2018, 05:27:15 pm »
Split Pile: Merchant Route/Spice Road

Merchant Route*
Action
Cost: $3

+1 Card
+1 Buy
+1 Coffers

*Heirloom: Copfer


Spice Road
Victory
Cost: $4

Worth 1 VP for every Merchant Route in your deck.


Copfer
Treasure - Heirloom
Cost: $2

+1 Coffer
Gain a Copper to your hand.

36
Dominion General Discussion / Re: Homage to the Best Card
« on: September 26, 2018, 04:48:19 pm »
So, Coin of the Realm vs Villagers. They both save actions for later. I'm not really sure what my question is...

Could you just explain your design thoughts on this? If you were making CotR today, would it just be a Villagers card, or is it different enough to warrant being a Treasure-Reserve?


37
Rules Questions / Re: Anything needed for Empires?
« on: September 20, 2018, 12:05:58 am »
Errata: This game is perfect

38
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 19, 2018, 12:32:35 pm »


I like this concept, but it seems a little weird that you could discard it during an opponent's turn as a reaction to an attack, but then nothing happens with that $3 since it wouldn't stick around until your turn.

39
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 18, 2018, 02:59:34 pm »
Ransom
$5 Treasure - Reaction

$2
---
When one of your cards is trashed, you may discard this from your hand, to gain a card costing up to $2 more than the trashed card.

I like this concept a lot. Obviously it's a great defense from certain attacks and it's amazing with trash-for benefit. It's just silver on boards with no trashing, but that's not super common. If it had the ability to trash stuff, that seems like it would make it perfect, but I don't know if that would make it too strong.

40
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 18, 2018, 12:04:16 pm »
[Investment]

I like the idea of this card, but I think it can't be a reaction, since there's nothing it's reacting to.  You could say "Directly after you finish playing an Action card, you may reveal this..."

That's not a bad suggestion, but I will point out that there are no specific rules on reactions - each one gets its own FAQ. Neither the trigger nor the FAQ for Investment seem like they would be too confusing.

The other drawback to your suggestion is that it limits functionality quite a bit. I was hoping to design a treasure that enables less reliable engines. Using your clause, if Investment is drawn in a hand of all non-actions it's just silver - that's not necessarily bad, but my idea is to give those hands a second chance to kickstart the engine.

The card you create based on this does seem incredibly overpowered though, since you removed the bit about needing to show a hand with no action cards. Your version is a $4 super lab that is just silver if you can't play an action first.

41
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 17, 2018, 10:04:15 pm »
Investment
So it's a Laboratory that can redraw itself, without needing an action to use, and once you don't need to draw any more cards it doubles as a Silver?

It's only a lab if you don't have any other actions in hand. In strictly BM or games where you only buy cantrips, it's a lab equivalent that can also be used as silver, yes.

42
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 17, 2018, 06:08:43 pm »


Investment
$5 - Treasure/Reaction

$2
---
On your turn, you may discard this to reveal your hand with no Action cards. If you do, +2 cards.

What would be the timing for this? Start of turn, or any time during your turn?

Anytime during your turn that you have no action cards in hand.

It should probably say "During your turn" instead of "On your turn" but oh well.

Edit: It was bugging me so I changed it in the op.

43
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 17, 2018, 04:36:17 pm »


Investment
$5 - Treasure/Reaction

$2
---
During your turn, you may discard this to reveal your hand with no Action cards. If you do, +2 cards.



Edit: Changed from "On your turn" to "During your turn" - I don't believe a tiny wording change merits a spoiler tag and the old version but correct me if I'm wrong.

44
Am I reading wrong, or did the mafia believe (at least night 1) that their goal was to AVOID killing the traitor? Loooool

45
Mafia Game Threads / Re: M118: Pacific Northwest Mafia (Day Six!)
« on: September 13, 2018, 03:01:12 pm »
Woohoo town!! Definitely some sub-optimal play on both sides. But a really fun first game back!

Also, and again, so glad to have you back!!!!

Thanks!! It was super fun! ;D

46
I was in turns happy and agonized that I was no longer alive. At least my plan caught the scum.

It was a great plan. And actually, I felt like this setup may have been a little imbalanced in favor of town. Scum made some mistakes, but I think if town had played a little better it would have reeaaaally difficult for scum to have any chance.

47
Mafia Game Threads / Re: M118: Pacific Northwest Mafia (Day Six!)
« on: September 13, 2018, 02:23:44 pm »
Mcmc was a great IC. And thanks to Iguana for modding. It was all so beautiful!

48
Mafia Game Threads / Re: M118: Pacific Northwest Mafia (Day Six!)
« on: September 13, 2018, 02:21:54 pm »
Woohoo town!! Definitely some sub-optimal play on both sides. But a really fun first game back!

49
Mafia Game Threads / Re: M118: Pacific Northwest Mafia (Day Five!)
« on: September 11, 2018, 12:41:26 pm »
Glad you realize instead of replying to my post where I vote the reasons I want to lynch you and Joseph with an analytical response that I might have listened to you just replied by self voting and resigning to saying Iíll never read you correctly. Iím sorry if you feel that way Iíll have to go back and do some research but you didnít do much to try to convince me otherwise.

I did read your vote count analysis post. It was very biased because you viewed all the wagons as though you are 100% town which I understand you know that but the rest of us donít and when it comes to strickt wagon analysis taking yourself out isnít a very convincing argument. I donít see where youíve explained why robz is scum at all. And I agree with you that Joseph is very possibly scum.

I didn't try to explain that I thought Robz could be scum. Joseph was my primary for today. More reads than that (town or scum) would've been anti-town. I've already said this. It informs scum on who they want to take with them to the final 3, and how they want to tailor their arguments. For someone, like Robz, so enamoured with Survivor I would expect this concept to be familiar to you.  :P

You had no reason not to build this argument when you were L-1 though. I hadn't voted for you because I wanted to give you one more shot to make this case. You didn't.

50
Mafia Game Threads / Re: M118: Pacific Northwest Mafia (Day Five!)
« on: September 11, 2018, 11:54:43 am »
Galz if you really think it's Robz you shouldn't just lay down and die. But if it's Joseph, like I think it is, we're still looking at a town victory here.

This is true. I do think it's Joseph over Robz, which is all I'm holding onto at this point.

Even if I had voted him instead of myself today, and even if you had joined me, Robz would've voted me over Joseph as any alignment, because it sets up the Joseph lynch over himself tomorrow - same goes for me pushing Robz and Joseph casting the deciding vote.

Today we needed to follow the IC. It was the only way anything was getting done. I wish cops had made more ICs, sure, but that's behind us. I would not have voted with you against mcmc, but if Joseph wasn't at least the secondary lynch, I would have tried to convince Mcmc to make it so.

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