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Messages - nemryn

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1
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 25, 2019, 02:33:37 am »
Travelling Players $4
Action
Refer to the noted results. For each time you rolled a...
1, +1 Card
2, +1 Action
3, +$1
4, +1 Buy
5, +1 VP
6, You may trash a card from your hand
---------------
Setup: Roll three six-sided dice and note the results.

An attempt to make a card that varies based on something other than mucking around with piles. There's tracking issues, and also cost issues, but hey, maybe it's okay to get a cheap Laboratory every 216 or so games.

Edit: name changed from Traveling Fair

2
Variants and Fan Cards / Re: 7$ Victories
« on: November 23, 2019, 05:56:24 pm »
The "gain two Ruins. If you didn't, gain a Curse" wording lets you use Trader to gain three Silvers, for what it's worth.

3
I suspect that the -1 Card from Borrow will be more painful than it seems at first. Giving your opponent a free Urchin+ isn't the end of the world, but it's probably not something you want to make a habit of doing either.

4
With Lost Arts, "you first get +1 Action" means 'as the first part of the card's effect' and not 'before you play the card', right? I still can't play the card if I've used up all my Actions for the turn.

5
General Discussion / Re: Math Nerds...
« on: July 02, 2011, 04:12:23 pm »
I find this to be a particularly helpful pi-memorizing mnemonic.

6
Variants and Fan Cards / Re: Really bad card ideas
« on: July 01, 2011, 02:01:15 am »
Witch's Epithet
Action
$4
Trash this card and two other Witch's Epithet's from your hand. If you do, gain all the Gold in the supply, putting them on top of your deck.
It would be funny to play this and then lose on piles.

7
Puzzles and Challenges / Re: Province on Turn 3
« on: July 01, 2011, 01:55:08 am »
And another for 3+:Mining village, Masquerade, 3 Copper. Yada yada, pass an Estate, get a Tribute. Player to the left has Copper-Silver on top. $11.
This will work for 2 players too with a simple modification at the very end.
Opponent has Copper and Estate on top; Tribute gives you +$2 and you draw Copper and Estate.

8
Variants and Fan Cards / Re: Really bad card ideas
« on: June 29, 2011, 06:41:25 pm »
Roshambo $5
Action
+2 cards
You and the player to your left each secretly choose a card from the hand, then reveal them simultaneously. If you both reveal the same type of card, nothing happens. Otherwise, if you reveal...
a Treasure card, gain a Gold.
a Victory card, gain a Duchy.
an Action card, gain a Roshambo.

9
Puzzles and Challenges / Re: Province on Turn 3
« on: June 29, 2011, 04:38:21 pm »
You can even get a Platinum on T3: Draw Copper x3, Wishing Well, Coppersmith, Wishing Well to draw a Copper and wish for a Copper, play Coppersmith for $10.

10
Game Reports / Re: Anyone have a game log for Turbo-Remake?
« on: June 29, 2011, 03:03:48 pm »
Turbo-Remake isn't actually as likely to happen, as Remake already has the Turbo built in. King's Courting a Remake doesn't do anything more than Throne Rooming one does, unless you also have a +cards engine. (It's still better, though, because you can Remake your Courts in endgame.)

11
Puzzles and Challenges / Re: Places with Dominion card names
« on: June 29, 2011, 11:54:20 am »
Here is a Pawn shop next to a King's Court Buffet
A buffet is kinda like a Feast, right?

12
Dominion Isotropic / Re: Did the Discard Pile icon disappear?
« on: June 29, 2011, 11:48:13 am »
Not sure what you mean by 'discard pile icon'. I don't think I've ever seen an icon for it, just a 'Discard Pile:' label and a gray bar indicating its approximate size. Those are both still there.

13
Dominion General Discussion / Re: A 1-card Combo
« on: June 29, 2011, 11:43:16 am »
There is, by definition, no such thing as a 1-card combo.
Not even Nobles?

14
Puzzles and Challenges / Re: All the peddlers
« on: June 29, 2011, 02:54:52 am »
Well, and the fact that there are still only 10 Peddlers to gain. Talisman doesn't create extra copies or anything.

15
Puzzles and Challenges / Re: The fatal buy
« on: June 26, 2011, 04:45:04 pm »
I'm not sure it actually satisfies the conditions of the puzzle, though; the first post implies that Geronimoo's deck is able to buy a Province with 100% certainty next turn regardless of the shuffle as long as he does nothing, whereas your solution requires that his deck be in a particular order on his next turn. It also requires the additional assumption that his opponent names Province, which isn't a stated part of the problem.
I think it could still work if Geronimoo only has five Ventures, and buys a Contraband instead of a Gold.

16
Puzzles and Challenges / Re: Worst kingdom deck
« on: June 25, 2011, 04:23:38 pm »
Perhaps you thought I meant in the general case, but that would be pretty silly! I'm not actually sure there are any Dominion cards that are strictly worse than other ones, given the existence of Forge.
You must be using a different definition of 'strictly worse' than I am. As I understand it, it can only apply to the general case; if you have to specify a context, then it's not strictly worse.

But, this is a semantic quibble, not a substantive argument; I agree that buying any of those would be worse than buying Silver on that board.

17
Puzzles and Challenges / Re: Worst kingdom deck
« on: June 25, 2011, 01:22:53 pm »
Cards That Are Strictly Worse Than Silver
None of those are strictly worse than Silver, just the regular kind of worse. And some of them aren't even that.

18
Game Reports / Re: Trading Post/- or Vault/-
« on: June 25, 2011, 11:52:38 am »
I usually find Trading Post to be slow and awkward, eventually it turns into a dead card, and there are better ways to trash things on this board. I definitely would have gone with Vault.

19
Puzzles and Challenges / Re: Isotropic Abuse
« on: June 24, 2011, 01:33:47 pm »
#3: Anything where the excluded set matches one of the 'common' Kingdom cards; you still play with Duchies even if you ask for no $5 cards, or no Victory cards, and so forth.

20
Variants and Fan Cards / Re: Really bad card ideas
« on: June 21, 2011, 12:15:03 pm »
Watchtower and Talisman can lead to some quick finishes as well ;)
Or Royal Seal. Although with Watchtower or the Seal, it's arguable that 'immediately' would take precedence.

21
Variants and Fan Cards / Re: What would you like to see in Dominion?
« on: June 21, 2011, 12:11:01 pm »
No, those force the reveal if you don't have the relevant card, so they're fine. Throne Room and Explorer could just as well say '..or reveal a hand with no [Actions/Provinces]'.
As it happens, Donald X has said that Throne Room's lack of "You may", in contrast to King's Court, was an error, but that (unsurprisingly) the official rules still require following the card's exact instructions.

In general, it makes sense for cards like these to have the card choosing/revealing be optional, but effects that would hurt you to not be.
It would be interesting for isotropic to try the Throne Room version as it should be. Just temporarily, or based on a player choice. Just so people could try and see how it works.
It wouldn't really make much difference, imo. Isotropic handles the 'making sure you're not cheating' aspect, and the scenario where you're forced to play a card you don't want to doesn't happen that often. It wouldn't really be a noticeable difference.

22
Variants and Fan Cards / Re: Really bad card ideas
« on: June 20, 2011, 06:51:24 pm »
Fun (simple) Puzzle: How do you get Chuck Norris?
Horn of Plenty.

23
Variants and Fan Cards / Re: Really bad card ideas
« on: June 20, 2011, 04:29:01 pm »
Palace $11

Pick an action card. Play it as many times as you like.
Quickly degenerates into a 'who can name the highest number' competition with Monument. Which, admittedly, can be pretty fun if you know your absurdly-high numbers. (I'll play the Monument G(5^^^^^5) times...)

24
Variants and Fan Cards / Re: Really bad card ideas
« on: June 20, 2011, 02:41:58 pm »
Aneurysm
$7 - Action-Attack
Each other player places an embargo token on top of his deck.
What does that one even do? Whenever you draw a card, you get a Curse, until you reshuffle?

25
Variants and Fan Cards / Re: Help: Ideas for a four player game
« on: June 19, 2011, 10:05:31 pm »
I often do a draft when I play: deal out 10 randomizer cards, then you go around the table and each player chooses a card, then either puts it in the supply or vetos it. Either way, you deal out a new card to replace it. With four people, you go around twice; after the last pick, you shuffle the remaining randomizers and deal out as many as you need to reach 10.

Or, for a real crazy and probably hideously unbalanced game, just take one of each card, shuffle them up and divide them into 10 piles, and just use that as your Supply. You'll probably want to put all the cards that cost a Potion in their own pile, or else just not use them at all.

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