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Messages - Dami4070

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Dominion General Discussion / Re: "You may" on Events
« on: March 26, 2020, 08:28:45 am »
One totally edge case reason Stef came up with is that you may want to buy a Messenger (corrected), but not distribute cards. Choosing a "you may" Event first allows you to do that (so Courier isn't your first buy). But I think the real reason is what hhelibebcnofnena wrote, maybe you misread Enhance and wanted to Enchance a Province into a Province and your opponent doesn't let you take back the buy, then you can just say that you don't want to Enhance anything.

I guess if we're looking for even edgier cases, it could be that you're planning to somehow play Storyteller and don't want to draw that much. Either you're planning to go back to your Action phase (Villa or Cavalry), or you're going to play it in you Buy phase after you started buying (through Innovation, Gamble or Way of the Mouse).

Are you allowed to buy "once per turn" and "once per game" events more than once? Is the "once per turn" a limit on how many times you can buy it, or how many times the effect can happen? Can you buy it for no effect the second time?

I would assume that's a limit on how many times the effect can happen, not on how many times you can buy it.

The Menagerie rulebook doesn't specify, but in the Adventures roolbook, on events like Alms it says "You can only buy this once per turn"

.... Did I really type "roolbook"? *facepalm*

You even managed to spell it right earlier in that sentence!

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Let's Discuss ... / Re: Let's Discuss Adventures Cards: Transmogrify
« on: April 06, 2018, 09:53:33 am »
Transmogrify is the original Salt the Earth.

Yes, I often like to buy Transmogrify early, stack them up and mill the provinces once I've got enough of a lead to guarantee a win.

3
Variants and Fan Cards / Re: Star Wars themed mini set
« on: December 20, 2017, 02:07:42 pm »
Force token - Is there only one force token shared with all players or does each player get the own? If the force token is shared by all players it would make getting and controlling Jedi apprentices much harder.

Jedi Master- The attack isn't very dominion like at all, but I like it more than discard a random x amount of cards but that isn't saying much. I would add a discard cap other wise Militia + King's courted Jedi Master can wipe out a whole hand, pretty extreme case but even Militia with a single Jedi master can easily ruin a hand. Gaining a semi temporary lab is a pretty strong effect but the needed control of the force token limits it.

Jedi Apprentice- The idea that Jedi apprentice's don't flip the token on light side makes them seem pretty strong. Turning them into a Sith doesn't seem that effective.

Sith- This is pretty much a highly rng dependent saboteur attack that can net Jedi Apprentices, similar to Jedi Master since they are both Apprentice gainers with "mean attacks". Jedi master's attack is more consistent while Sith's "can" be more destructive. In games without + muit actions you probably don't want any of these unless you're fishing for remodel targets or maybe if a lot of Jedi masters were bought. Also this card can deck out opponents, with Jedi Master.

The moat factor- Making Sith and Jedi Master moats of each other reminds of the knights. Will it be same as knights and force you to buy into them? I don't know, seems like it could happen. Depends how strong controlling the force token is to net Jedi Apprentices.

Overall- Not really a fan of the cards, but the force token idea does seem neat to me if it's shared by all of the players and is used well in cards.


Yes the force token is shared by all players to add an element of interaction.
My overall idea was that if one person goes for the Jedi master they can easily dominate the game with the force, but if two players go for it there becomes a battle for control of the force. Jedi apprentices can be turned by the dark side and they become destructive, and then can be regained by the dark side as instruments of evil.

Maybe Star Wars themes are too hard to incorporate into single cards, but I figured I might try. I'll do some thinking and see if I can balance the cards a little better.

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Variants and Fan Cards / Star Wars themed mini set
« on: December 20, 2017, 08:57:48 am »
Jedi Master: $5
Action, Attack, Force User

Each other player reveals their hand. If they did not reveal a Sith, place a card from their hand onto their deck.
Flip the Force token. If it is on the light side gain a Jedi Apprentice.


Sith: $6 (This is not in the supply)
Action, Attack, Force User

Each other player may reveal a Jedi Master from their hand. If they did not, trash the top card of their deck.
Flip the force token. If it is on the dark side, gain a Jedi Apprentice from the trash .

Jedi Apprentice: $3 (This is not in the supply)
Action, Force User

+2 cards, +1 action
If the force token is on the dark side, flip it over, trash this, and gain a Sith.

Setup: The force token starts randomly on one side.


This is my first time making a post in these forums. How'd I do?

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