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Messages - ChocophileBenj

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1
Variants and Fan Cards / Re: Really bad card ideas
« on: June 17, 2016, 01:34:08 pm »
Quote
Calculated Torturer:
Cost: 5
Draw until you have 7 cards in hand
Choose one of the following; Each other player discards down to 3 cards in hand, or gains curses in hand until he has 4 cards in hand
No one mentioned the first time that one can empty the Silver pile this way ^^

2
Variants and Fan Cards / Re: Really bad card ideas
« on: June 15, 2016, 04:28:01 pm »
Salted earth
Landmark
When scoring, -1 VP per Victory card left in the supply

Salty earth
Landmark
When scoring, the player who played last gains 2 VP per card they gained on their last turn.

3
Dominion General Discussion / Re: Homage to the Best Card
« on: May 16, 2016, 10:42:39 am »
http://wiki.dominionstrategy.com/images/thumb/c/c9/Triumph.jpg/320px-Triumph.jpg
Looks like Donald X Vaccarino's Triumph has a debt...

4
Variants and Fan Cards / Re: Really bad card ideas
« on: May 13, 2016, 10:41:41 am »
Innervate Wild Growth - Action - Duration - $2
At the start of each of your turns: +$1
(This stays in play for the rest of the game.)

Tracking - Action - $1
Look at the top three cards of your deck.  Discard two of them, and put the other one in your hand.

That one's actually not half bad.  Like a terminal Cartographer, or a weird Scouting Party.

Edit: that first one is much more like WG than Innervate.

Innervate - Action - $0
+$2

5
Variants and Fan Cards / Re: Really bad card ideas
« on: May 12, 2016, 11:33:32 am »
Since we're on the topic of Hearthstone-Dominion-Online-Only cards:

Thoughtsteal - Action - $3
Gain copies of two random cards from your opponents decks, putting the gained cards into your hand.

Especially fun with six players.

Unstable portal - Action - $2
Put a copy of a random attack card into your hand. It cost $3 less (but not less than $0).

6
Variants and Fan Cards / Re: A pile-control Event idea
« on: May 03, 2016, 02:28:08 pm »
Paying the cost of a Province so that nobody is able to buy a Province seems so weak to me and far too situational.
Same goes with other cards. Why not "the cost of that pile +$2" instead (considering that Knights cost $5 due to their randomizer card http://wiki.dominionstrategy.com/index.php/Knight ), even though it may turn the game into something boring if bought too many times in a row by several players.
And if you block Provinces for me, then I can block Duchies for you, and most games don't include alt-VP cards. So there should be other ideas, such as "that card costs $2 more during buy phase"

7
Variants and Fan Cards / Re: Shrines of air/water/earth/fire
« on: April 25, 2016, 03:51:12 pm »

"Take any number of cards from your Shrine mat into your hand, then put that many back."


Seems good. Thank you.
Also thank you for the side note as well. If cards had to be trashed, they would be.

8
Variants and Fan Cards / Re: Shrines of air/water/earth/fire
« on: April 25, 2016, 03:09:41 pm »
Water Shrine was first intended to be a Reaction and I dropped the reaction^^. I wanted something linked to "the next turn" and attacks but without being a reaction card.

Yes, "swap" is better (in fact in French the verb "échanger" means both "exchange" "trade" and "swap" and the word "swap" is closer to the French verb "permuter". )

Ok, which one do you prefer ?
-Swap any number of cards from your hand with the same number of cards from your mat
-Put any number of cards from your hand on your Shrine mat and that many cards from your Shrine mat into your hand.
-You may put any number of cards from your hand on your Shrine mat. Take an equal number of cards from your Shrine mat into your hand.

The 3rd one is GendoIkari's proposal, it seems a bit long to me so I dropped the "you may" (because it includes 0) and factorized the hand->mat and mat->hand clauses with the verb put to have the 2nd one.

On a side note : I forgot but cards on the mat are returned to deck as the game ends.

9
Variants and Fan Cards / Shrines of air/water/earth/fire
« on: April 25, 2016, 06:33:17 am »
Hi ; I thought to new cards and I came up with an idea of 4 different cards.

There are 3 Shrines of each kind (or rather "of each element"), they are shuffled into a 12-card pile, count as a Kingdom pile, and only the first one may be gained or bought. Exactly like Knights and Ruins.

They have a common effect and share a mat, and each shrine synergizes it own way with cards on the mat.

Quote
Air shrine
Action, cost $6
+1 card
+1 action
You may put a card from your hand on your Shrine mat.
+1 card per differently named card on your Shrine mat, then discard that many cards.

Quote
Water shrine
Action reaction cost $6
+1 card
+1 action
You may put a card from your hand on your Shrine mat.
Take any number of cards from your Shrine mat into your hand, then put that many back.

Quote
Earth shrine
Action, cost $6
+1 card
+1 action
You may put a card from your hand on your Shrine mat.
You may gain a non-victory card costing up to $1 per 2 cards (rounded down) on your Shrine mat.

Quote
Fire shrine
Action, cost $6
+1 card
+1 action
You may put a card from your hand on your Shrine mat.
You may trash one of the cards from your Shrine mat costing up to $5. +$ equal to its cost.

So what do you think ?

Original versions below
Water shrine
Action reaction cost $6
+1 card
+1 action
You may put a card from your hand on your Shrine mat.
You may exchange any number of cards between your hand and your Shrine mat.
(there were also a rules specification saying that you have to return cards on your mat at game end)

Fire shrine were worded "for every 2 cards" instead of "per 2 cards".

10
Variants and Fan Cards / Re: Negative vanilla boni
« on: April 12, 2016, 05:34:06 am »
You could word it like this: "Pay an Action. If you do, ..." The rules could clarify that you can only pay an Action if you have 1 or more.

That said, the card should come with some sort of Village-type effect built in, otherwise it's completely useless in the absence of other Villages.

I already suggested so once and someone reminded me that it would be more like "choose one, +1 action or ..." ; in other words, nothing great but something that almost doesn't exist yet in Dominion (choosing between +1 action and something else) . So it deserves to be explored.


Negative actions are always permanent and not temporary ...
Yes,yes, that's not what I meant by "temporary"... I meant "for this card".

And then, what do you guys think about the card that transforms actions/buy/coins ?

11
Variants and Fan Cards / Re: Negative vanilla boni
« on: April 12, 2016, 04:11:53 am »
1st card :
"a negative Action card requires you to play a Village before" there are several issues here :
-rules : what if you have to play the Action, due to Golem or Herald ?
-usefulness : what if there are no villages around ?
I think players should be temporarly allowed to go below 0 actions and buys... and even so it makes them quite terrible since they can easily go really weak depending on the other available cards, or boring.
For the 2nd card, it's pretty much the same, and I'm not that sure it would be an auto-buy for $4 as unlike Feast it would be a dead card as the game goes on, plus if you buy it in opening, then you wouldn't be able to buy other cards the turn you play them.

3rd card is much more interesting and deserves examination, though it may never be bought. I don't really see what broken combos could happen here as it doesn't produce anything by itself and therefore can't be throned/kinged efficently. However, it is still weak : changing $2 into 2 actions, or tons of actions into $ or buy is... not really attracting. Maybe it should have a "+1 card +1 action" (and therefore there would be some throne/king bonus) to be balanced so it will at least never be a dead card.

13
Variants and Fan Cards / Re: Really bad card ideas
« on: March 24, 2016, 12:08:45 pm »
Deal With The Devil
Event
Cost: $0

+1 Buy
+$1
Discard the top card of your deck.  The player to your left chooses whether you trash it or gain a copy of it.

1. Be first player
2. Buy this a million times
3. Buy the supply
4. Win

Events must be bought.  1-1+1 = 1 Buy.  Step 3 fails to happen.

You could add in Travelling Fair though.

Quote
Secret History
An easy one with no issues.

Thanks Obama Donald...
Thanks Barack Trump...

14
Variants and Fan Cards / Re: Leeroy Jenkins Card Ideas?
« on: March 14, 2016, 06:00:24 pm »
Leroy Jenkins
$5 - Action - Duration - Battlecry


+1 Action
+4 Cards

At the start of your next turn, discard your hand.
Isn't Tactican almost strictly better?

No. Tactician makes you skip your current turn to get a better turn next turn, this makes you skip your next turn to get a better turn now, which is better.
Yeah, it's a reverse Tactician, almost. :)

Did no one mention that just like Reckless Greed in Yu-Gi-Oh benefits add up but drawbacks don't ?

Here's my Leeroy Jenkins proposal :

-Leeroy Jenkins-
Action, cost $5
+6 cards
+2 actions
Each other player gains 2 provinces.

15
Variants and Fan Cards / Re: Really bad card ideas
« on: August 19, 2015, 04:22:06 am »
Lost Rats
Event
Cost: $6

Move your Swarm token to an Action Supply pile (when you play a card from that pile, you first gain a copy of it and trash a card from your hand).

Lost Rats V2
Event
Cost: $6

Move your Rats token to an Action Supply pile (after you have played a card from that pile, gain a copy of it and trash a card from your hand that isn't a copy of it (or reveal a hand full of such cards) ; when you trash such a card, +1 card.

16
185/236 !
I couldn't find again some names in Adventures, however.

The ones I missed
-in Base : Spy, Thief---------
-Intrigue : Steward, Scout----------
-Prosperity : only Counting house
-Cornucopia : Remake, Horse traders
-Guilds : Plaza, Merchant Guild
-Alchemy : None !
I missed a lot in Seaside, Hinterlands and Dark Ages but if I focused a bit more on them I'd have them

17
Variants and Fan Cards / Re: Really bad card ideas
« on: August 13, 2015, 01:32:51 pm »
French Army
$5, action victory
Resign the game
--
1789 VP

German Army
$5, action attack duration
Call your opponents sub-humans and do whatever you want, kill them, rape them... but get rid of them, because the chief you put in place yourself  (or maybe your friends) asked so.
The next turn, don't expect your opponents to smile at you.

By the way, today is 08/13 and 1961/08/13 was the day you had the famous Berlin wall... but whatever, I'm personally after "the next turn" with Germans, so don't start an useless debate

18
Dominion General Discussion / Re: Literal Q&A about Dominion
« on: August 07, 2015, 06:37:14 pm »
Because you never know the true intentions of a jester : gifting you, or doing evil to other people

Why can a single beggar protect you from a pillage or from an evil minion ?

19
Dominion General Discussion / Re: Name a card that fits its name
« on: July 31, 2015, 09:48:11 am »
Um.. Baker

According to me, Baker wakes up early to prepare bread IRL, so it prepares you a coin at the start of the game. But the action part... well, it's something.

Gardens
(honestly, would you visit a garden full of junk ?)

20
Dominion General Discussion / Re: Custom Cards
« on: July 31, 2015, 06:53:17 am »
Swindler doesn't matter, since you won't gain an actual Scout/Harvest but a fan card...

21
Dominion General Discussion / Re: Custom Cards
« on: July 31, 2015, 05:56:00 am »
But there's only one blank card per Dominion box...

(though one could use cards such as Woodcutter and Chancellor as fan cards, just remember "hey it's not a Woodcutter it's a fanmade village" ; "also it doesn't cost $3 but $6" for Remodel purposes)

22
Variants and Fan Cards / Re: Really bad card ideas
« on: July 28, 2015, 05:13:06 am »

Hunt, 3$
+1 Action
Reveal any number of cards from your hand. Reveal cards from your deck until you reveal a card that isn't a duplicate of one revealed from your hand. Put it into your hand and discard the rest.

Not sure this sucks enough.

Well, this looks like sage but in different, and not really thrilling (the original version wasn't much either)
-----
Trolling Rebuild
Action, cost $3
+1 action
Trash a victory card from your hand
Gain a victory card costing up to $2 more than it.

Now, let's go for "troll" cards :

Rebuild troll
Action duration attack, Cost $6
+1 action
Until your next turn, when another player gains a Victory card, he puts it on top of his deck.
Now and at the start from your next turn :
You may put your deck into your discard pile. Look at your discard pile ; you may trash a Victory card from it and gain a Victory card costing up to $3 more.

Scout troll
Action duration attack, cost $5
+1 action
Each other player takes his -1 card token
Now and at the start of your next turn : Reveal the top 4 cards of your deck, put all the Victory cards into your hand and the rest back on top of deck in any order

Moneylender troll
Action duration attack, cost $6
Each other player gains a Copper
Now and at the start of your next turn : you may trash a copper from your hand. If you do, +$3

23
Variants and Fan Cards / Re: Really bad card ideas
« on: July 28, 2015, 04:01:39 am »
-Iron : refers to all that gives +cards, +$ or +actions respectively fron victory, treasure or action cards
-Trade : trashing cards, gaining silvers
-Party : look from the top of your deck and discard some cards
-Min? : related to treasure cards in general

Party:  Take a card that is horrible and change it into something that doesn't suck.

In RBCI, yes ^^ but I was also taking Hunting party into account, which isn't an horrible card !

24
Variants and Fan Cards / Re: Really bad card ideas
« on: July 27, 2015, 12:03:31 pm »
-Iron : refers to all that gives +cards, +$ or +actions respectively fron victory, treasure or action cards
-Trade : trashing cards, gaining silvers
-Party : look from the top of your deck and discard some cards
-Min? : related to treasure cards in general

So...

Iron Trade Mind Party.
Action, $6
Look at the top 5 cards from your deck. You may trash up to 2 of them. For each trashed card, gain a Silver and if it is...
a Treasure, +$1
an action card, +1 action
a victory card, +1 card
Discard the rest. You may trash any number of the gained silvers this way.
Gain a Treasure costing up to $3 per Treasure you trashed overall as you played this.

25
Dominion General Discussion / Re: Literal Q&A about Dominion
« on: July 15, 2015, 09:58:30 am »
Because you gain the trust of the Peddler by acting more, and she demands less from you ; after 4 actions she is so convinced that she joins you for free !

Why, literally, does an Outpost allow you to take a second turn ?

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