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Topics - Asper

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1
Rules Questions / Wine Merchant + Debt
« on: October 23, 2018, 04:47:27 am »
Pretty sure I know this answer, but I suppose paying back debt doesn't work during the "end" of your buy phase? Otherwise you could first discard Wine Merchant and then pay back debt.

2
Dominion: Renaissance Previews / All Renaissance names revealed
« on: October 20, 2018, 08:49:47 am »
In the German forum, somebody posted what appears to be all the names of the Renaissance cards.

Edit: Apparently the names are real. Here they are:

Kingdom cards:
Acting Troupe, Border Guard, Cargo Ship, Ducat, Experiment, Flag Bearer, Hideout, Improve, Inventor, Lackeys, Mountain Village, Old Witch, Patron, Priest, Recruiter, Research, Scepter, Scholar, Sculptor, Seer, Silk Merchant, Spices, Swashbuckler, Treasurer, Villain

Artifacts:
Flag, Horn, Key, Lantern, Treasure Chest

Projects:
Academy, Barracks, Canal, Capitalism, Cathedral, Citadel, City Gate, Crop Rotation, Exploration, Fair, Fleet, Guildhall, Innovation, Pageant, Piazza, Road Network, Sewers, Silos, Sinister Plot, Star Chart

3
Dominion: Renaissance Previews / Renaissance name BINGO
« on: September 25, 2018, 08:11:22 am »
Renaissance name BINGO!

First time trying to start something like this, so please bear with me.  ;D

Rules
1. Create a Bingo board with 3x3 fields like the one below, and fill it with names you think might end up in Renaissance as the names of card-shaped things.
2. Post it in this thread.
3. When one of the names is revealed, strike the name. Do not edit your original post! Instead, copy it and strike the name in a new reply.
4. Plurals and Singulars of the same noun count as the same name.
5. The first player to strike three in a horizontal, vertical or diagonal line AND post "BINGO!" in this thread wins. No winning without posting, posting serves as a tie-breaker.
6. Playtesters and others who know the card names are allowed to post in this thread, but should try not to spoil the game.
PS: I realize real Bingo is 5x5, but I felt the chances are slim that anybody will win that way.


I'll go first:

Theatre | Patron | Scribe
------------------------
Replica | Scientist | Opera
------------------------
Statue| Backup | Student


Edit (for future reference):
7. Posting a board containing already revealed names is cheating. Duh.
8. Like plurals, competing spellings of cards are considered the same name, as long as they are pronounced the same.
9. If, after all cards have been revealed, no player has actual Bingo, everybody who has 2 names in a line can win by posting "Almost BINGO!".

4
Rules Questions / Infinite Tunnel reveals on a Possession turn
« on: June 27, 2018, 04:11:49 am »
Usually you can reveal a Reaction infinite times to the same trigger. Judging from the online implementation, when you react with Tunnel, it is revealed from your discard pile and returned there before the Gold is gained.

Before in a discussion on the forums I argued that Tunnel can only gain one Gold because it is subsequently covered up by Gold, disabling you to reveal it again as it lost track of itself. However, in games with Possession, that Gold may never visit your discard pile...

So, why can't I reveal Tunnel infinite times on a Possession turn? Is that because in Tunnel's case we know it's the same copy? Or is it just Possession being weird?

5
Dominion General Discussion / Night cards speculation
« on: August 06, 2017, 08:28:52 am »
So, as the thread title says, I want to speculate about Night cards.

My main point: Nights might be another phase besides Action and Buy phase.
Problem: To be worth introducing an additional phase, there must be a relevant difference between the old phases and the new one.
What I'm trying to look for is what options exist to make a new phase besides Action and Buy phase worthwile. By finding out about these options, we might be able to narrow down what Night cards could do. Let's go!

Option 1: Resource production:
Given that Night cards are played after both the Action and Buy phase, and assuming you can't just go back (as the flow of time would imply), Night cards can't produce coins - simply because there is no buy phase to use them at.* However, Night cards might set up stuff for next turn, attack opponents, gain or trash. Neither of these however is sufficiently different from standard actions, as Actions already offer these options. Personally, I can't think of a resource Action cards couldn't just also produce.

Option 2: Leftover use:
At the time you play Night cards, you already produced some good stuff, like coins. So, Night cards could use these, to transform them into something. However, if we just talked about a card that takes leftover coins or Action at the end of the turn to do something, I'm pretty sure a "When you discard this from play" would've worked. Unless the leftovers are what lets you PLAY the cards in the first place. Which leads us to...

Options 2B and 3: Play limitation:
Treasure and Action cards are not only different in what they do, but also in how they are played. Action cards are used by expending Actions 1:1, Treasures can be played in unlimited numbers.
So, maybe Night cards are special in what they cost to be played.

There are some obvious options here:
  • Night cards could be played using up Money
  • Edit: Night cards use up cards in play
  • Night cards could be played using up something entirely different.

I think leftover Actions won't work. A night card might translate leftover Actions into something else, but requiring them to be played would just make them Action cards. Also, I briefly considered using cards (in hand) to be played, but that just won't work most of the time. Cards in play are another resource that's best available after the buy phase, and some of you have mentioned it already. So about the reasonable choices:

Option 2B: Night cards cost coins to play.
There's some potential here: Do I buy that Gold, or do I rather buy a 5$ and play that Vampire? The fact that Nights happen after the buy phase and after you played Treasures means that the fan-favorite "-1$" instruction actually becomes possible now. Night cards would basically be Events that go round in your deck. To some degree, you could have approximated this with nonterminal Debt cards (check out my Scientist, yo!), but of course this is cleaner. On the other hand, it means you pay twice for these cards: Once when you add them to your deck, and then each time you use them.

Option 2C: Night cards use up cards in play
This is an option I had not considered in my initial post. Just like you could use up coins, you could use up cards in play. Perhaps not each play, but it's a complementary option to coins.

Option 3: Night cards cost something entirely different to play.
So, how about using something that was NOT produced earlier in the turn. What could that be, you ask?

One idea would be to just have them be a second Action phase, that starts at 1 "Night-Action". Basically, two Action phases that don't affect each other.

Another idea I had was to use a unit similar to Actions, but instead of having each card cost exactly one, have some cards cost more of it than others. For example, each Night could last 6 hours, and each card costs a set amount of hours to play. So do I play three Ghouls costing 2h, or just one Ghoul and a Vampire for 4h? I'm sure you get the idea. Probably such a unit would get relatively complex if you had cards that re-add hours, or cards that put new cards in your hand mid-night**. So the cards would basically have to be stop cards. After thinking for it a while, I'm not sure how fun this would be.

There are a lot more options here. What do you think could make Night cards special? Feel free to add your own ideas or pick apart my analysis/speculative rambling.

Cheers.

*Obviously this could be wrong - feel free to suggest how this could be solved.
**See what I did there?

6
Advertisements / Asper presents some game a friend and he did
« on: February 12, 2017, 02:53:15 pm »
Removed

7
Rules Questions / Stonemason + Knights
« on: August 03, 2016, 06:01:40 pm »
If i overpay $5 for Stonemason, can i gain two Knights even though the first covers the second? I would assume yes, as i have to gain the two cards in sequence.

8
Rules Questions / Possession vs spending tokens
« on: June 10, 2016, 10:57:51 am »
The new Possession errata states that i get all tokens the Possessed player would have gotten, so, obviously, i get VP tokens, coin tokens or debt tokens the possessed player would have gotten. So much for that. But what about spending tokens? From my reading, these are the official Possession rules by now:

  • I may make my possessed opponent spend his coin tokens (in addition to getting my own for his Baker), but may not have him spend mine
  • I may make my possessed opponent pay off his Debt tokens, but may not have him pay off mine
  • I may make my possessed opponent buy any number of Debt cards (regardless of my own debt) as long as he has no Debt of his own

Edited to make clearer who does what.

9
Feedback / Am i the only one getting aggressive PMs?
« on: April 11, 2016, 10:01:22 am »
So, there's this user whose name i'm not going to say, who sent me quite a few PMs in which he insults me. What do i do? I assume theory has better things to do, and probably it's petty, but on the other hand i can imagine him doing it to more people than just me and would like to let those people know they are not the only ones.

Also yes, i'm still here. What's with that?

10
No seriously, come closer. I can hardly see you back there. Woha, is this a new Dominion concept behind your ear? Where did that come from?

These are a quick idea i had when i thought about what Donald might do next. It's partly inspired by 461.weavile's Medallions (Warlords and Wizards):

Spells are effects similar to Events, which you can buy during your buy phase. They don't go into your deck. Instead, you have 5 tokens in your colour, which you put on (or next to) the Spell card. That Spell is now "prepared". Either way, to actually use a Spell, you have to play a kingdom card that tells you to cast them, and by casting a Spell, you lose the token again. Naturally, you can have up to five Spells prepared, as many of any as you like. Each time a Spell-casting kingdom card is in the supply, 3 Spells are chosen at random to be available. I decided to include a new type after some feedback convinced me it was reasonable.





Be aware, dear observers: For the novelty and pure magic of this new concept, several prices will be off.

11
Variants and Fan Cards / Fixing Dominion... again.
« on: July 08, 2015, 07:17:36 am »
Here are some mockups i made that can be used to replace some original cards that strike me as being off-balance or boring. I completely removed Rebuild and, by genetic engineering, made one card out of Chancellor and Woodcutter. With the absence of Vanilla Woodcutter, it would be possible to cost Nomad Camp at $3 and give a buy to Fortune Teller, both of which i considered but decided against. If you start doing stuff like this, you'll go on with removing the attack from Scrying Pool, or the passing from Masquerade, and then it's just a small step until Dinosaurs return and we have to allow them to marry.

Be warned that Spy STILL is slow and annoying, but fixing that is beyond the scope of what i'm trying to do here. Also, with the last bonus below the text, it's not as base-friendly as it used to be. The same goes for the Woodcutter replacement i threw in, but hey, instead of two awful attacks it now has one decent one, and instead of an awful +Buy for $3 it has a... mediocre one? So, everybody wins. I just wish there was free Pizza to celebrate.

Let me know what you think.


Note: Cards in OP have been updated


12
Variants and Fan Cards / 2 ideas on IGG
« on: April 21, 2015, 04:11:20 pm »
The fact that Port has 12 cards in its pile made me think: Would IGG be a better card if there was another number of them then 10? Don't get me wrong, i don't mind the card, but i feel IGG is (as competitive players use it) too little about the decision when to spend money to curse your opponents, and too much about cutting the game short.

Another option that would remove the rush ability completely would be an IGG-Event, where you just pay some coins, maybe gain something for balance (Copper, Silver), and everybody else gains a Curse. As i said, the difference here would be that this makes the rush (nearly) impossible, not just harder, like a 12 (or 9) card IGG pile would.

What do you think? Is IGG rush an interesting strategy and i'm just missing the point? Or, asked differently, do you think IGG should or should not be about the rush? Would it maybe be imbalanced without the rush ability?

13
Dominion: Adventures Previews / Important poll on Adventures
« on: March 27, 2015, 04:32:52 pm »
I know you are all exited for Adventures. So, i made a poll to finally answer the one question that we all have been pondering for the last few weeks.

14
Variants and Fan Cards / Fan Card Shuffle App
« on: November 12, 2014, 07:27:18 am »
Cheers, guys. I created a fan card shuffle app a while ago and thought i could share it with you instead of letting it rot on my PC.

It's far from perfect, but contains all the cards currently available and has room for 3 sets of fan cards you can add to shuffle in (yes i know, 3 is an arbitrary limit - i might fix this some time). Also i know the Navigation inside the app is terrible. I will fix this some time, and not too far from now, too (probably). For now, i hope you can put it to use for what it is.

Also if you encounter any bugs, please let me know. Enjoy:

Dominion Blender

Edit: Forgot to mention, it's Android only.

15
Other Games / Which Smallworld game to get?
« on: March 09, 2014, 01:42:59 pm »
Folks, i need your help.

I consider buying a Smallworld game (original or underground), but i can't make up my mind which one to get. The original game appeals a bit more to me because it seems more diverse and colorful thematically (and i think the expansions were mostly designed for it). Then again i read that SW Underground was something like a 2.0 version of the first game, with deeper gameplay and more interesting abilities.

Can somebody help me decide which one to get?
As i will buy some of the expansions sooner or later, it matters a bit whether the game mixes well with those.

Thanks in advance :)

16
Variants and Fan Cards / Deliberately political cards
« on: January 19, 2014, 06:43:12 am »
I know Donald doesn't like political cards, and i personally am not a fan of political games, either (Catan, yuk!). But if we had a card that deliberately centers around the theme of politicalness (so obviously that everyone notices it), would that change things? For example:

Politician, Action, 4$
+3$
For each other player, choose one he may do (choices must be different):
Gain a Silver; Put his deck in his discard; Trash a card from his hand; Draw a card; Take a coin token;

The vanilla bonus is just a placeholder, and maybe not a good one. I just wanted it to be terminal (because some of the bonuses stack and some don't). The fact that it lacks a 5th bonus so that in 6-player games someone will get nothing is intentional  ;D

Edit: Card wording.
Edited again to better working version.

17
Game Reports / Was it the Bot or was it me?
« on: January 18, 2014, 05:30:52 pm »
I guess some of you know the situation that you just won a game against a bot, used a clever little strategy to do this, and now you wonder whether it was actually a good strategy or whether the bots just were too stupid.

Example:

I play against two bots. Both of them go for Ambassador and for Rebuild in the next step. Obviously good cards. I go for Secret Chamber(!) and Islands/Gardens. Interestingly i don't lose. Their constant playing of Ambassadors floods my deck with Coppers, which pushes my Gardens, makes me see Money more often and as an attack helps me settle my hands with my SC. Also they harm each other with it and my SC is a great help in making sure i always get to 4$, which allows me to green like silly. I win against them (by a few points), with both having 6 Provinces each and me swimming in Islands and Gardens.

So: Can it really be that two of the best cards in Dominion fail so miserably against Gardens and *cough* Secret Chamber? I see the synergy with the alt-victories as a 4$-enabler and that Ambassador is weak against Gardens, but isn't Rebuild supposed to make the game shorter? How could i get so much green in the first place? I wish i had a Log to at least make sure they didn't ambassador their starting Estates away or something like that...

Anyway, has this ever happened to you? And what do you think of my unexpected win?

18
Variants and Fan Cards / Fixed draw Village
« on: January 18, 2014, 05:08:47 pm »
A very small idea that i am pretty sure somebody had before:

Quote
Forum
Action, ??$
+2 Actions
Draw cards until you have 5 cards in hand

My general concern is what it should cost. Obviously it's a good counter to discard attacks and allows you to play a terminal just to draw up to your normal handsize after that. But then again it's pretty bad for Drawing engines, so maybe 3$ is fine? I haven't spent much thought on it, so forgive me if the idea is inherently stupid. Also i didn't spend too much thought on the name.

19
Rules Questions / Thought on Attacks and things happening at the same time
« on: September 25, 2013, 07:55:53 am »
I just noticed the following:

By Dominion convention and rules, if somebody plays an attack, players resolve its effect in turn order.
Also the rules state that if several things happen at the same time, you decide in what order you have things happening.

So consider "each other player gains a Curse", which is actually a case of several players doing something at the same time. If it wasn't for rule 1, i think the active player could decide which player gets his Curse first (it's his card), and so if they run out in the middle (due to Embargo, Ambassador, Trader...) he could do a political decision. The same applies to non-junking attacks, though not as notably.

Personally i believe Donald X never thought of rule 1 as an exception to rule 2, because rule 1 came first. Still it feels like one to me. Any thoughts?

20
As some of you might have noticed by looking at my "personal text" at the left, i am currently working on a randomizer app that will allow adding your selfmade fan cards. I am doing this for android devices, and most of it is allready done. This is the status quo:
  • Complete random choice of cards from the sets you choose
  • Option to bundle Potion cards, that is, either 0 or 3-5 show up
  • Option to play without attacks
  • Sort chosen cards by cost, Set or name
  • Exchange chosen cards by click on them
  • Exclusion list and favourite list
  • Add own cards, where a card has:
    • A name
    • A cost from 0 to 99, any number of Potions and possible overpay
    • Any combination of types excluding Shelter, Ruins and Knights
    • Any number of setup rules and additional materials, including mandatory Platinum/Colony/Shelters, Potion (without having Potion cost), a Bane card (if Young Witch is used, both share the bane) and any material used by other cards, including tokens, mats and non-supply-cards, as well as any completely new material. The only thing not implemented yet is an automatic "additional pile" option.
  • Storing those cards in up to 3 different fan sets that can also be renamed
  • English and german language

Right now i am working on an option for biased randomization (if that combination of words makes sense).
Edit: The bias is not very good right now, and i'd appreciate input on what i should probably change. Actually, that's the main point of this post. These are some ideas i had:

If "biased random is chosen",
  • at least two 5$ cards are included
  • if there are at least 3 terminals, a Village is added
  • not more than 3 attacks are on the board
  • Thief and Noble Brigand only show up at the same time if Platinum or a Kingdom Treasure is used
  • Woodcutter and Nomad Camp don't show up at the same time.
  • Chancellor and Scavenger don't show up at the same time.
  • Shelters are used when Rebuild is chosen

What should be added here? What are bad ideas? Halp!

21
Variants and Fan Cards / Asper's Cards
« on: August 24, 2013, 12:25:40 pm »
I created these over the course of several years with the main goal to bring original but relatively easy to understand concepts to life. The cards can be split up into several groups:
  • Dominion Legacy: Cards and Events using existing game mechanics, but in new ways. This is the biggest bulk. (Cog icon)
  • Fame cards: A minor mechanic about cards that get better if the player fulfilled certain "Feats" tracked on a board (Also cog icon).
  • Spellcasters: Cards that allow you to "cast" Spells that you previously bought. (Wand icon)
  • Seasons (created by Co0kieL0rd and me): Cards that change over the course of the game. (Hourglass icon)
  • Team Dominion: Cards created for a Dominion variant that has players team up against each other. (Shaking hands icon)
  • Edicts: Sideways cards that introduce straight-up rules changes. These predate Projects, by the way.


Format:
Card Name
Cost
Types
Text
-
Under-the-line texts



Legacy
These are cards that use existing mechanics. No real new rules.




















(predates Allies)















(predates Nocturne, was called Necromancer, and now I'm bored of changing its name)
(my Necromancer also came with Zombies starting in the trash, howaboutthat, I renamed those, too)
(you have three guesses how this card was called before Nocturne)


















Events
These are just some new Events.

Blessing
0
Event
Once per turn: +1 Buy; Trash a card from your hand.


Tithe
0
Event
Once per turn: You may trash an Action card from your hand, for +1 Buy, +$2


Synthesis
P
Event
Once per turn: +1 Buy; Name a card. When you discard copies of that card from play this turn, you may put them onto your deck.


Plundering
2
Event
Gain a Spoils from the Spoils pile.


Exodus
3
Event
If at least one Supply pile is empty, gain a non-Victory card costing up to $5.


Parting
3
Event
Flip your Journey Token over. If it is face-up, gain a card costing up to $5.


Buerocracy
5
Event
Move your Bureaucracy Token to another Supply pile. (When you gain a card from a pile with your Bureaucracy Token on it, put it onto your deck).
Setup: Each player puts their Bureaucracy Token on the Province pile.


Improve
5
Event
Trash a card from your hand. Gain a card costing up to $3 more than it.


Sale
6
Event
+1 Coffers; Gain a card costing up to $5.


Contest
6
Event
Gain a card of your choice from the Contest pile.
-
Setup: Make a Contestdeck out of 10 different unused Kingdom cards costing $5.



Edicts
Edicts are straight-up rules changes. They can never be bought or added to anyone's deck, and are basically a broader variant of Landmarks.

Expansion
Edict
At the start of your turn, you may take your -$1 Token, to get +1 Action.


Appeasement
Edict
When another player plays an Attack card, you may discard an Estate from your hand, to be unaffected by it.


Diplomacy
Edict
At the start of your turn, you may discard 2 cards, for +1 Card.


Isolation
Edict
When you gain a card, you may exile it and gain a Copper.


Gigantism
Edict
Setup: Use 3 additional Kingdom card piles.


Trade Agreement
Edict
When you shuffle your deck during the game, you may gain a Silver and shuffle it in.


Imperialism
Edict
Setup: If it isn't already there, add the Platinum pile to the Supply.


Inflation
Edict
Cards can never cost less than $2.


Monarchy
Edict
Once per turn, when you play an Action card, you may set it aside here to play it again. Trash it at the start of your cleanup phase.


Reformation
Edict
Setup: Add a Province to the Supply per player.


Simplicity
Edict
Setup: Each player gets +5 Villagers


Tyranny
Edict
When you gain a Treasure card, take your -$1 Token.


Supervision
Edict
Setup: Before drawing starting cards, all players may look through their deck and put its cards in any order.


Banishment
Edict
When you buy a Victory card, trash a cheaper Victory card from the Supply.


Urbanisation
Edict
Setup: Each player replaces one of their starting Estates (or a Shelter of their choice) with a Copper.



Spellcasters & Spells
When a card with the Spellcaster type is in the supply, 3 Spells are chosen at random and put next to the Supply. Spells are effects similar to Events, which never go into your deck, but which you can buy in your buy phase. Each player gets 5 Spell Tokens in their color. When you buy a Spell, you put one of your tokens on the Spell you bought. That Spell is now "prepared". The only way to actually perform what a Spell does is when a Spellcaster card tells you to „cast a Spell“. By casting a Spell, you do what it says, then remove your token from the Spell. Naturally, you can have up to five Spells prepared.


Trickster
2
Action – Spellcaster
+2 Actions; You may cast a Spell.


Magician
3
Action – Spellcaster
+1 Buy; You may cast a Spell.
-
While this is in play, Spells cost $1 less, but not less than $0.


Shaman
3
Action – Spellcaster
+2 Cards; You may cast a Spell. If you do: +1 Card.


Stone Circle
3
Victory – Spellcaster
Worth 2 VP.
-
When you gain this, you may cast a Spell.


Shaman
3
Action – Spellcaster
+2 Cards; You may cast a Spell. If you do: +1 Card.


Ivory Tower
4
Action – Spellcaster
+1 Card, +1 Action; Discard up to 2 cards. Cast a Spell per card discarded.


Grimoire
4
Treasure – Spellcaster
+$1, +1 Buy; When you play this, you may cast a Spell. You may discard a card, for +$1.


Sorcerer
5
Action – Spellcaster
+3 Cards, +1 Buy; You may cast a Spell.


Warlock
5
Action – Spellcaster
+2 Cards, +1 Action, +1 Buy; You may cast a Spell.
-
When you gain this, gain a Curse.


Wizard
5
Action – Spellcaster
+1 Card, +1 Action, +$1; You may cast a Spell.


Esprit
1
Spell
+3 Buys


Purity
2
Spell
Trash any number of cards from your hand.


Wisdom
2
Spell
+2 Cards


Dexterity
4
Spell
Gain a card costing up to $5.


Harm
3
Spell
Gain a Silver. Each other player gains a Curse.


Wealth
4
Spell
+$3


Glory
7
Spell
Gain a Province.



Seasons
Season cards were created as a project together with the user C0okyL0rd. They change as the game progresses. When one or more Season cards are in the Supply, use the Season mat. The Season Mat has 20 spaces on it that go in a circle, and shows the 4 Seasons. A token is used to track the current time of year, starting the game on space 1, the first of Spring. After each full round (that is, after the last player in turn order took their turn) the token is moved forward one space. After each 5 turns a new Season begins. Summer starts with turn 6, Fall with turn 11, and Winter with 16. After turn 20 it is Spring again, and so on. Season cards check the current Season and do different things depending on it.






(should probably be renamed to Pupil now...)










22
Variants and Fan Cards / A "Duration" attack that works
« on: July 08, 2013, 10:28:27 pm »
All this talking about a duration cost increaser got me thinking about how to make a working "Duration" attack. Here's an idea:

Freebooter
Action - Attack, 4$
+2 Cards
Each other player with 5 or more cards in hand puts a card from it aside face-down.
At his next clean-up phase, he discards it. If he does and would draw 5 cards for his next turn, he instead only draws 4.


Do you think it needs a Duration type (with a next-turn instruction that is not an attack) to avoid people forgetting what that set-aside card is for?





Edit: Okay... Nobody cares.

23
Game Reports / Awesome Scout
« on: July 02, 2013, 09:20:08 pm »
Disclaimer: I don't claim i had the best strategy on the board. Probably there were much faster ones. Still, i think a setting where Scout produces +1Action, +8$ is remarkable. There's no log because it was a real life game.

Story: We have all the expansions except Guilds, and decided to only use cards from two sets for a game. This one was Intrigue/Prosperity:
Scout
Bishop
Bridge
City
Mint
Torturer
Contraband
Goons
Harem
Kings Court

I opened 4/3 with Bridge/Silver and had 5 Coppers in hand turn 3. I felt lucky enough to buy a Mint and was lucky enough to buy a Harem turn 4 (though it would have worked out sooner or later anyway, as both opponents trimmed my deck with their Bishops). Turn 5 i copied my first Harem with Mint and bought a City. Soon i could trash my remaining money for another Mint and it didn't take long until my deck had no other money but Harem, and two Mints, a Bridge and 2 Cities as the only Actions (no estates). This was the time where i felt i actually wanted some Scouts. Using my Mints to gain up to 2 Harems per turn, my Scouts drew me ridiculous amounts of them. I more than once revealed 4 Harems, and being able to end a turn with a Bridge even gave me the buy i needed to make good use of them. It was absurd. In fact Scouts became so good that i'd rather discard two Harems for Goons then them.

Long story short, i still lost the game by two points, because i was stupid enough to reveal Mint and gain my 12th Harem, powering up my KC/City opponents. Still it was fun, and it made me see that while Scout is an awful card almost always, there are really specific games where it actually shines. Sad that there are so few of them.

24
Puzzles and Challenges / Guaranteed Familiar
« on: June 28, 2013, 03:13:58 pm »
Assuming you start the game with a 2 Copper hand, what is the earliest turn you can own a Familiar even with the worst possible shuffle luck? What cards are in the kingdom?

Edit: Thread title changed for reasons. You can assume what you want about your opponents (starting hand, good or bad will), only they have awful shuffle luck, too (meaning they will fail to help you whenever possible). The number of opponents is yours to chose, but only legal numbers for Dominion games.

If you want to know beforehand, it's turn 03.

25
Variants and Fan Cards / Old ideas that work better with Guilds rules
« on: June 18, 2013, 08:20:07 pm »
I don't know about you, but i found the new Guilds rules were able to strongly improve some older card ideas i had. Am i alone?

For example

Old version:New version with Guilds rules:
Expedition
4$, Action - Duration
+1 Card
+1 Action
+2$
At the start of your next turn: + 1 Buy

While this is in play, at the start of each other players buy phase, he gets +1$         
Expedition
4$, Action
+1 Card
+1 Action
+1$
Each player (including you) takes a coin token.



Elf
3$, Action
+3 Actions
+1 Buy

When you buy this, you may put a card from your hand back in the supply.
If you do, gain a card costing at most the same.
(No name yet)
2$+, Action
+3 Actions
+1 Buy

When you buy this, you may overpay for it. If you do, for each $ you overpaid,
put a card from your hand back in the supply and gain a card costing at most the same.

PS: If you have a good name idea (or any idea at all) how to name a Village-y card-changer with a bit of guilds in it and that fits in a set named "modern times", let me know.

PPS: Hooray for Tables!

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