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Dominion General Discussion / Can Patron ever be the bane card?
« on: February 22, 2019, 06:19:55 am »
I was reading the wiki for Patron and came across this:

Cards that can reveal Patron:
Exceptional cases: ... Young Witch (with Patron as Bane)

As Patron is $4, it cannot be the bane? While there are cost reducers, these cannot apply during setup, and can't affect Patron. Or is there something I'm missing, like maybe some card that can turn cards into other cards or something?

Variants and Fan Cards / Concept: Season token
« on: February 20, 2018, 09:52:13 am »
One day I was thinking about what good unexplored ideas there are for non-attack player interaction. Then the concept of counting if a pile had an odd or even number of cards in it came to my mind. But I realised that would be too cumbersome in play, so instead I decided it would be better to use a token to keep track of this, by flipping the token whenever a card from the pile is gained, which works the same way barring a few edge cases. Then I realised I could extend the token flipping concept to other triggers.

All these cards have the card type "Seasonal". It means, this pile starts with a Season token on it (face up), and you flip it whenever you gain that card (unless stated otherwise). Also, when a card refers to " the Season token", it refers to the one on its pile (unless stated otherwise).

Card A $2
+2 Cards
+1 Action
If the Season token is face up, discard 2 cards.

Simplest idea. Can be a cheap Lab, but at worse is worse than Warehouse. This card is in the bad state when the pile is empty, so it will not be broken.

Card B $4
+2 Cards
If the season token is face up, trash any number of cards from your hand and gain an equal number of Coppers to your hand. Otherwise, you may discard 4 identical cards for +3VP.

I like the idea of trashing cards and gaining a Copper to hand in return. The top part is a Vault-ish effect, and the bottom rewards an engine, but being in the odd state cannot generate VP forever.

Seasonal Village $5*
+1 Card
+2 Actions
This costs $3 less if the Season token is face down, but not less than $0. When you gain or trash this, flip the pile token.

Varying costs with the Season token sounds like a good idea, but I can't find a good card to tack it on to. Good with TFB, bad otherwise, even though you still probably want them. (Making this a TFB itself sounds like a bad idea)

Variants and Fan Cards / Possession alternative?
« on: January 28, 2018, 08:47:49 am »
Possession Alternative $6P
At the start of your next turn, +1 Buy.
While you have a Possession Alternative in play:
When another player gains a non-victory card, you may gain a copy of it.
When another player ends their buy phase, they reveal their hand. Take a coin token per Treasure they revealed and remaining unspent coin.

So Possession has many problems:
1. It is unfun (to watch people use your deck, especially multiple times)
2. It can be swingy
3. Can be political in multiplayer
3. Too many wonky rules interactions, especially in newer sets

Thinking about these problems, I tried to make a card similar to Possession without having the above problems. What Possession does is to take an extra turn out of your opponent's deck. Following that, I tried to simulate that by giving you what you could've gotten out of your opponent's turn.

So I ended up with gaining a copy of whatever your opponent gained. To make the game not a complete deadlock, I disallowed gaining victory cards, as well as wording the bottom part to make it unstackable. To disallow opponents from evading it completely, I added the bottom clause to discourage such behaviour.

I needed it to do something on the next turn to make the card work (like with Swamp Hag, Haunted Woods, Enchantress), so I decided to give +1 buy to go with the extra coins amassed.

This scales in multiplayer, but I think it's better to affect all opponents equally to make it less political.

I haven't tested this and I believe there are ways to improve this, please give suggestions if you have any.

Something I've been thinking about is that if some old cards had been made now, they may be made more elegantly with the new mechanics introduced in newer sets, which weren't present in older sets.

One example that comes to mind immediately is Horn of Plenty. It would make much more sense as a Night card than a $0 Treasure.

Another one is perhaps Trader. I'll say the reaction part would be better written with "exchange", as "When you gain a card, you may reveal this from your hand to exchange it for a Silver". This eliminates all the wonky "would gain" interactions.

What do you think? Are there any other cards that can be similarly made better?

Variants and Fan Cards / Split Pile + Event
« on: July 05, 2016, 11:33:21 pm »
So I thought of an idea which incorporates split piles and Events.

So you have a normal pile of 10 cards, but once they are bought out, instead of having nothing there, a new event is available. It still counts towards 3-pile ending. If Ambassador etc causes those cards to be returned to the Supply, the event become unavailable until the pile is empty again.

For example:
Flea Market $2 Action
+1 Card
+1 Action
When you discard this from play, take a Debt token, then you may pay off Debt.

Vendor $5 Event
Gain two cards each costing up to $2 + $1 per Flea Market you have in play. If either of them is a Victory card, trash all Flea Markets you have in play.

Rules Questions / Trader with no Silvers left
« on: June 24, 2016, 04:20:44 am »
I gain a card, and choose to reveal Trader to it, hence gaining a Silver instead of that card. However, the Silver pile is empty, so I end up effectively gaining nothing.

Have I gained a card this turn, and therefore, will I be able to get VP from Baths?

Variants and Fan Cards / Cheap filterer with tokens
« on: June 24, 2016, 03:14:02 am »
<Card Name> - $2 - Action
+1 Action
Take a <Card Name> token.
Look at the top card of your deck. Choose one: Put it into your hand; or discard it and spend a <Card Name> token, and if you did, repeat this step.

Basically what it does is keep discarding cards from the top of your deck until you find one that you like. However, you have limited tokens, so you can't do so infinitely (or even for long). I'm not sure how to phrase the bottom part better.

Is it good? Too strong/weak?

Variants and Fan Cards / Gaining Village - On play Port
« on: November 24, 2015, 10:25:10 am »
Gaining Village $4
+1 Card
+2 Actions

Set aside a Gaining Village from the Supply. During cleanup this turn, discard it.

The bottom part really just means "gain a Gaining Village", but is so worded so that you cannot piledrive Gaining Villages with Watchtower/Extreme Trashing.

So it's similar to Port, difference being how you get the village. In general Gaining Village has the potential to get more other GVs, but Port gets you one earlier, ensuring you will get the free Village before it runs out. Hence I think they should be the same cost.

What do you think, especially about how it compares with Port?

Dominion General Discussion / Weak +buy in engines
« on: November 23, 2015, 04:49:25 am »
Let's say there is a lot of engine potential, with a ton of Villages and Smithies and strong payload like Ghost Ship. There is no strong trashing, but there is heave sifting (Warehouse or Cellar). However, the only +buy card on the board is something weak like Herbalist or Woodcutter. Is it normally better to open with the +buy card and then build, or try to build first then get the +buy card. How would this change if Workshop (or equivalent) is on the board? (engine component gaining is not slowed, but Province gaining is)

Variants and Fan Cards / Inverse Swamp Hag
« on: November 19, 2015, 05:58:48 am »
Inverse Swamp Hag $5
While this is in play, every other player gains a Curse for every unused buy they have in their cleanup phase.
Now and at the start of your next turn,
+1 buy

This has the effect of virtually forcing every buy on a player (until the Curses run out). Name and wording can be better. Also has +1 buy to (anti)synergize with the attack.

Is this too powerful? Possibly broken? Should I replace Curse with Copper?

Dominion Articles / Request: Hermit/Market Square mirror
« on: June 24, 2014, 10:00:34 am »
Just what do you do in a Hermit/MS mirror? In normal circumstances, each person gets 1 Hermit, 4 Madmen and 5 Market Squares. That's not enough to piledrive Estates and if you do, the other player can grab the remaining Estates plus some Duchies for the win. Of course, the Hermits and MSes are not going to always split evenly, so sometimes you get 6 Hermits and 4 Market Squares, or vice versa.

So what do you do in each case? In a Hermit/MS mirror, I am always clueless as of how to end the game.

Goko Dominion Online / Logs not saved... PLEASE HELP
« on: June 20, 2014, 10:16:48 am »
Hi, my logs are not being saved. This happened sometime ago, when I posted in Goko Dominion Salvager Discussion to write about this. But since it has been quite a long time already, I decided to stop posting there and start a new thread instead.

So anyway, PLEASE HELP!!!!!!!! When I first moved to Goko (from Iso), I was disappointed that I couldn't save the game logs. Then, GS came up, and I was excited, that now the logs would not be lost in history forever. But now, its happening again! WHAT'S HAPPENING? PLEASE HELP!!!!!!!!!

To prove that the logs are gone, I first try to search for it (and fail to). Then, I look at the leaderboard and see that the last recorded game was less than 1 min ago (not 3 hours or something).

Also, I found out that the prediction of logs lost at a certain hour was not true.

Game Reports / Non-obvious strategy wins!
« on: May 18, 2014, 12:26:00 am »

Code: [Select]
Hermit, Oracle, Bridge, Death Cart, Remake, Talisman, Embassy, Graverobber, Laboratory, Mountebank
Now the obvious thing to do here is Remake for trashing, then get a Mountebank and Lab for draw. That was what my opponent went for, but there is a less obvious strategy that I used and won. But before I post the log, how about you guess my strategy first?

Game Reports / First Hermit/Market Square game-- SUCCESS
« on: May 12, 2014, 11:25:50 am »
Being my first Hermit/MS game, it was unfriendly one: I had a 2/5 opening. My opponent also has 5/2, but doesn't know the combo, and thus buys random cards, including a Soothsayer.

Undaunted, I still opened Hermit/nothing and build up on Hermits. The Soothsayer wasn't harmful: I could easily trash the Curse.

So I win the Hermits 9/1 (Counting Madmen) (so obviously he didn't know the combo). I got 6 Market Squares when I pulled the trigger. My opponent had already gotten 3 Provinces, but that was no worry.

Once I drew my deck with 3 Madmen, I realised that I had made a mistake, I didn't get something for my Hermits to trash. But I still had a way out: I could trash a Market Square and go on with my turn. So I managed to end the game with $58 and 7 buys.

Mind you, through all this, I am totally not an expert player, and had totally zero experience with the Combo (I don't own any expansions, so couldn't practice online, and I don't own DA IRL either). And even with an unlucky start, I still managed to pull it all off in just 14 turns. This shows the power of the Combo.

On a side note: this is the first game I have played that Sea Hag has ever been totally ignored. Probably due to two 2/5 starts.

Variants and Fan Cards / Discard to gain (not playtested)
« on: May 04, 2014, 05:44:10 am »
Wine Cellar
$4 Action
+1 card
Discard any number of cards. Gain a card costing up to the number of cards you discarded in coins.

Despite not playtesting, I have a few comparisons. Secret chamber and Vault gives you coins per card discarded, so this is quite similar. Probably inferior most of the times (can't add value with your Silvers and Golds), but can act as a +buy with very large handsizes. Other comparisons include Feast and Horse Traders, which help you get $5 very easily (but not $6). However it is no good with discard attacks.

Thoughts on my card:
This is probably good in slogs, but can also be good with draw engines. I actually wonder if it's possible to have an engine which gains Provinces (and even Colonies) with this card.

And one more thing: can anyone give a good name for this card? Thanks :)

EDIT: Thanks Awaclus for the suggestion of the name Wine Cellar.

Game Reports / Threw the game because of misplay
« on: May 04, 2014, 05:33:46 am »

Code: [Select]
Native Village, Secret Chamber, Feodum, Scout, Smithy, Trader, Young Witch, Horn of Plenty, Hunting Party, Merchant Ship, Peddler
Bane: Native Village

In this game, I go for Trader-Feodum with a few peddlers for trashing, while my opponent goes for HoP engine with Hunting Party and Native Village. So guess why I lost? I shall leave it as a puzzle to you ;)
(By the way, I know, because my opponent told me once game over)
But anyway, I got very frustrated after I knew I could have won but lost.

Edited to show bane

Goko Dominion Online / Keeps glitching in my games
« on: April 30, 2014, 02:30:13 am »
I know this has been written somewhere, but still...

Sometimes when I join a game, the game lags a little before the loading screen appears. This lag may lead you into thinking that  the game was abandoned before you actually start, so you join another game. If this happens, you may find that you have glitched by joining two games. This is most evident when you hear the background sound playing differently, or simply when the board changes. This results in you having to quit both games.

Who has glitched to join 2 games before? Just curious. Anyway, I hope this can be prevented by removing the lag.

Help! / 8 point Fairgrounds... but still too slow to provinces?
« on: April 05, 2014, 05:34:53 am »

Being a Shelters game, I decided to go Fairgrounds. Furthermore, I spot Menagerie/Oasis Combo to help me. I managed to get them up to 8 points, but I still lose. Is Fairgrounds just too slow, or am I playing it wrong? Should have I prioritized Fairground buys over boosters? Or am I just unlucky?

Kingdom cards: Beggar, Haven, Menagerie, Oasis, Ghost Ship, Margrave, Market, Merchant Ship, Treasury, Fairgrounds

Help! / Best opening on board with Chapel, Cutpurse and Familiar
« on: February 21, 2014, 08:20:46 am »

Code: [Select]
Cards: Chapel, Cutpurse, Familiar, Festival, Ghost Ship, Philosopher's Stone, Remodel, Tactician, Wharf, WitchIn a four-player game, Chapel, Cutpurse and Familiar were on the board. We all opened differently (slightly):

Chapel, Potion (me)
Chapel, Cutpurse
Silver, Potion
Silver, Cutpurse

I opened Chapel, as it was good for trashing, and Potion, to get a Familiar ASAP. However I lost in 4th place. Is Chapel/Potion the best opening here? Or did I play wrongly or get unlucky?

Which opening do you think is the best? (assuming 3/4 opening)
Log here:

I heard that there is no card with 'gain a $4 card, put it into your hand' because it would conflict with nomad camp. But how about this?

Factory v.2 $3
+1 action
Gain a card costing up to $3 except Factory
When you gain a card, you may reveal this. If you do, put the gained card into your hand.

Factory $4
+1 action
Gain a card costing up to $3.
When you gain a card, you may reveal this. If you do, put the gained card into your hand.

The reason why unlike workshop, which can gain itself, Factory can't gain itself because two factories in hand can piledrive the whole factory pile.

Generally, you need to have two in hand to become powerful, but when you do, this can be putting a silver or fishing village or some other power card into your hand!

(Note that you can play any gainer, like Workshop, but its's rare for them to be in the same game.)

A few points that I don't like about this card:

1. This is as swingy as TM to collide. Maybe it should cost $3, but not allow it to gain itself?

2. Does this wording still conflict with Nomad Camp?

Feel free to comment anything good or bad about this card, and how it can be improved. Also inform me if there is a thread with a similar idea.

Variants and Fan Cards / Attack idea: you buy, others gain
« on: June 07, 2013, 04:30:43 am »
(can anyone give me an idea for a name for this?)

Action-Attack $5
+1 buy
The first time you buy a card this turn, choose one: either you gain it, or all other players do.

v2. Action-Attack $5
The first time you buy a card this turn, choose one: either you gain it, or all other players do.

Action-Attack $5
+1 buy

When you buy a card this turn, you may return it to the supply. If you do, each other player gains a copy of it.

What do you think? Basically, you can choose a card to give to your opponent. So if you buy a Curse, you can choose whether to gain it, or your opponent gains it (probably your opponent). Likewise, if you buy a Province, you can choose to gain it, or let all opponents gain it (I'd say you'd gain it

Get it? So this will probably be used to give out curses, then when they run out, they give out coppers. (For scout-haters: this card is flexible enough to give Scouts to other players!)

I'm just afraid that it would be too overpowered with the +buy. Maybe I should give some other vanilla bonuses to the card, maybe +$2?

Feel free to say anything good or bad about this card ;)

Edit 1: changed +buy to +$2, changed wording
Edit 2: Whoops, now its too underpowered. Added the +1 buy back

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