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Topics - kazztawdal

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1
Variants and Fan Cards / "Monsters" Fan Expansion
« on: October 14, 2011, 12:43:23 am »
Hey, guys.  Like most of you, I love messing around with card designs and combos.  I've had a lot of ideas like these bouncing around in my head, and these aren't the most balanced suggestions in the universe (especially Ogre, dear Lord), but I thought I'd finally get the ball rolling and release something of a fan expansion.

This one is called "Monsters" because it's got monsters n'stuff.  It's heavily based on Attacks and really messing with the other players.

See what you think, gimme feedback, tell me what sucks and what doesn't.  I promise not to get defensive :3

Version 1 has a lot of stupid problems.  Version 2 will be posted here soon!

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Town Watch - $2
Action - Duration

+1 Action

While this is in play, when another player plays an Attack card, +1 Card.

Comment: a fairly soft defense against Attacks, but when your opponent is being aggressive, it can turn things to your advantage, especially if you've got several Town Watches out.

edit: Worthless card outside the expansion.  needs significant change.

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Goblin - $3
Action - Attack

+2 Coins

Each other player discards a Treasure card or reveals a hand with no Treasure cards.

Comment: swingy, but i think cheap Attacks like this should be swingy.

edit: this is just Cutpurse++.  don't know what i was thinking.

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Warg - $3
Action - Attack

+1 Action
+1 Coin

The player to your left chooses one:
You draw two cards or he discards one card.

Comment: if chained together, Warg gets upsetting in a hurry.

edit: I had a good idea once, then I forgot it and made this card instead.  I need to carry a notepad with me.

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Call to Arms - $4
Action

Gain an Attack card from the Supply.  Play it immediately.

Comment: a speedy way to hit your opponent exactly how and when you want.  the "Attack" designation is almost purely a disadvantage; this changes that somewhat.

edit: only good inside the expansion or if the board happens to work for it.

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Catapult - $4
Action

Choose an Attack card in your hand.  Play it three times, then trash it.

Comment: a cheap Attack-only King's Court.  let's be honest, you're only going to see that Attack a few times per game.  you may as well use it once to devastating effect, eh?  eh?

edit: again, completely Attack-dependent

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Necromancer - $4
Action

The player to your left may trash a card.
If he does, you may gain that card and put it on top of your deck.
If not, you may gain a card from the Trash pile and put it on top of your deck.

Comment: it's pretty unlikely that the opponent will let you into the Trash pile if there's something good in there, but he has to lose cards (possibly to you) to keep you out.  note that this is not an Attack.

edit: on second thought, this is really underpowered without a lot of help from other cards...

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Demon Slayer - $5
Action - Reaction

Action:
+2 Coin
Each other player discards an Attack card from his hand or reveals a hand with no Attack cards.

Reaction:
When another player plays an Attack card, you may discard this from your hand.  If you do, that Attack card is trashed.  (It may still affect you.)

Comment: a hardcore defense to keep enemy Attacks from running rampant.  the Reaction makes them think twice.  forcing them to trash the Attack is pretty rough, potentially overpowered.  i'll have to think on that.

edit: attack-dependent

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Ogre - $5
Action - Attack

The player to your left may trash a card from his hand.  If he does, the player to his left may trash two cards.  If he does, the player to his left may trash three cards.  This continues clockwise until a player refuses to trash any cards.  That player discards his hand.

Comment: in a two-player game, if you're willing to trash two cards, your opponent may be forced to either discard his hand or trash four cards total.  pretty crazy card, certain to be a gamechanger.  (perhaps also the dumbest thing i've ever come up with)

edit: i don't hate the idea, but i don't know why the trashing had to scale up so much.  i'll think on this.

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Haunted Village - $5
Action - Attack

+2 Actions
+1 Card

Each other player gains a Curse card.

Comment: a bewitched village.  is this strictly better than Witch?  it might be.  if so, add "Discard a card from your hand." after the +1 Card

edit: overpowered

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Temple - $5
Victory

Worth 1 VP for each Temple in your deck.

Comment: Competing for these is a waste of time, but getting them all will win you the game.  I'm almost positive something exactly like this has been suggested before.

edit: yeah, Donald X already rejected this idea.  I probably shouldn't suggest putting it back in the game.

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Infernal Chest - $6
Treasure

Worth $4

When you play this, reveal the top card of your deck. 
If the revealed card is a Victory card, gain a Curse.
If not, trash the revealed card.

Comment: a deal with the devil.  it could actually help you, if you prepare for it; it can trash Coppers and Curses just as well as your other stuff.

edit: swingy and potentially deck-ruining, but that is sort of the point.  needs something.

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Sorceror - $6
Action - Attack

+2 Cards

Each other player discards the top two cards of his deck, then places 2 Confusion cards on top of his deck.

Setup: Add a pile of 8/12/16/20 Confusion cards to the Supply, based on the number of players.

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Confusion - $0
Action - Confusion

Return this card to the Supply.

Comment: Confusion cards are an old idea Donald X had, but I've changed it a bit.  I think it should take up space like Curses, but have an inherent method of temporary disposal.  Sorceror can really gunk you up; it'd be interesting to see him in play.

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The Manticore - $7
Action - Duration

Each other player discards all Victory cards from his hand, or reveals a hand with no Victory cards.

While this card is in play, if another player plays an Action, you may discard this card.  If you do, the played Action is discarded without effect.

Comment: The Manticore sets up cards like Warg very nicely, keeping your opponents from simply discarding Victory cards to them.  More importantly, it turns you into King-of-the-Castle, deciding which Actions you'll allow to be played.  it doesn't currently have the "Attack" label, but if it did I think it'd need a small buff (in light of Demon Slayer and despite Call to Arms).  the card is not at all compatible with TR/KC, unlike most of the set's cards.

edit: nah.  the Manticore is just gone.  let's forget about it.

2
Puzzles and Challenges / Potential Puzzle: Buying every card
« on: June 14, 2011, 01:21:29 pm »
In a solitaire game using the stardard pile-size of a non-Colony 2-player game, what is the quickest way to buy (or gain) all but one of each Kingdom card, Treasure card, Victory card, and Curse?  You can, of course, determine the Kingdom cards, and assume perfect draw luck.

I don't think we necessarily need a solution to get people's contributions for legal answers.  In fact, it might be fun to share solutions outright and see if people can improve on them.  Up to you guys.

I'll submit something after work.

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