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1

Kingswood
$5 - Victory
Worth 1% per two differently named Action cards you have (rounded down).
-
Overpay: Gain a differently named card cheaper than this per $1 overpaid.


Kingswood may grow up to 4VP in a normal kingdom (without split piles, Ruins etc), but you need to work on it.
The "differently named" clause in overpay limits its power in three-piling. Also you cannot gain Duchies this way.

2
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 18, 2024, 11:31:50 pm »


Abbey
$6 - Victory
3VP
-
When you gain this, Exile your hand.

ref

3
Rules Questions / Hasty Territory
« on: March 05, 2024, 03:58:25 pm »
Suppose a Hasty trait is set on the Clash pile. I am buying a Territory, which is a Victory card without any other type.
Do I understand correctly that Territory will stay aside indefinitely, as there is no way to "play" it?

Quote
Hasty: "When you gain a Hasty card, set it aside, and play it at the start of your next turn."

Territory: Worth 1 VP per differently named Victory card you have.
When you gain this, gain a Gold per empty Supply pile.

4


Coinery
Action - $3
Gain a Silver.
Reveal your hand, +1 Card per card revealed costing exactly $3.


5

Quote
Esplanade
$5 - Action - Command
This turn cards cost $1 less.
Play a non-Command Action or Treasure card costing up to $2 from the Supply, leaving it there.
You may play another Esplanade from hand.

6

Unseen University
$6 - Project
At the start of your turn, gain an Action card costing up to $5


Tribute to You Know What

7
Weekly Design Contest / Re: Weekly Design Contest #207: Vanilla on the Side
« on: December 20, 2023, 03:20:07 pm »
 

Fruit Market
Action - $4
+1 Action
+$1 per Buy you have
You may buy a Coster


Coster
Action - $1*
+1 Card
+1 Action
+1 Buy
(This is not in the Supply)


You can only buy one Coster when you play Fruit Market. The Coster pile has 5 cards per player.

8


Because when youre at the top, nobody can dethrone you.

May be "play from your hand" as in Voyage, to avoid problems with mandatory play such as Herald an Golem

9


Royal Forest
Victory - Reaction - $5
2VP
-
When you gain a card, you may discard this to gain a differently named card with the same cost.


10
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 16, 2023, 09:31:59 am »

Flea Market
$4 - Action
+1 Buy
You may trash a non-Victory card from the Supply.
While this is in play, cards cost $1 less per card with the same name in Trash.

11
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: November 04, 2023, 01:27:16 pm »

Corral
$4 - Action - Reserve
+$2
Put this on your Tavern mat
-
At start of your turn, you may call this to Exile a card from your hand.
If you did, and you have at least 3 differently named cards in Exile, gain a Horse.


Adventures + Menagerie

12

War Tax
$3 - Event
+1 Buy
Trash a Victory card from hand.
If you have trashed a Province, take an extra turn after this one (but not a third turn in a row)


Dare to gamble to resolve the penultimate Province situation?
Also a modest Estate trasher similar to Bonfire.

13
Weekly Design Contest / Re: Weekly Design Contest #199: Composition in Blue
« on: September 25, 2023, 12:16:58 pm »
Halloween theme 5/5 split pile


Sepulcher
Night - Reaction - $3
Trash a card from hand; +1 Villager per card type it has.
-
When you gain a card, you may reveal this to put that card into your hand

Haunted Mill
Action - Looter - $5
+2 Cards
You may gain a Ruins for +3 Cards

14

Eye for an Eye
$2 - Event
+1 Buy
Discard a Curse. If you did, each other player gains a Curse
-
In games using this, emptying the Curses pile does not count for the game ending condition

15

Lightning
Event - $3
Discard a card from your hand.
Each other player with 5 or more cards in hand discards a card sharing a type with it (or reveals a hand without such cards)


16


Did I understand the text correctly: for each player, first time they gain their first treasure card in the game, they gain a copy of it?
Or the condition is per treasure pile: when you gain your first Silver, gain another one, same for Gold etc?

The second options seems a bit hard to track

17
Torch
$4 - Action
+1 Card
+1 Action
You may trash a card from hand
---
In games using this, when a player has 4 or more cards in play none of which is a Torch, they cannot play Action cards from hand.


You have to move slowly in the darkness

18
^ the card is pretty cool, but why is the font so damn small? I guess bc the other two signs are too large, but it looks weeeird
Sorry, I am too lazy to make my own card generator or hack the existing one

19


Koi
$3D2 - Treasure - Victory
+$2
You may discard a Treasure card and take 1 Debt to gain a Koi.
Worth 1VP


Exploring the theme of animal breeding; the debt trick is to reduce the 5-2 advantage.

20
does this quailify:

Prosperous Duke $2+
project
Put an action card costing the amount overpaid under your project cube. Duchies can be played as if it were that action card.


It has other wording then Inheritance, but i think this is cleaner.

You should explicitly specify where the card comes from. Should you take it from hand or from the supply or from some other place?

21


Edit: Midas now learned to turn things into Counterfeit

This card is basically dead in absence of villages. Should it give at least +1 Action?

22

Booming Village
$4 - Action
+2 Actions
Gain an Estate from the supply into your hand.
For the rest of this turn, Estates are also Action cards with the text "+1 Card, +1 Action".


Rule clarification for Inheritance: both texts are played in any order the player prefers

23
I like this but I doubt that it is stronger than Militia and thus a $5.
It's a treasure so it doesn't consume an action.

24
Mistletoe
Treasure - Attack - $5
+$1
Each other player with 5 or more cards in hand discards a Treasure card (or reveals a hand with no Treasure cards).
Play one of the cards discarded that way, leaving it there.



Upd: added +$1 for balance

25

Dromedary
$4 - Action
Draw until you have 6 cards in hand. If you have drawn 3 or more cards, +1 Action


A faster version of Caravan, but only works if hungry.

Works best with Dungeon, Diplomat, Dame Molly (and any other hand reducing nonterminals)

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