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Topics - LibraryAdventurer

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1


game #14158272

Since I can't ban Rebuild, I often ask the opponent if we could agree to ignore it for that game, but this game looked fun without ignoring Rebuild, so I didn't do that this game. I opened Peasant/Night Watchman to focus on getting Teacher quickly. He opened... Well, I can't tell because it won't reload the game. ugh. I think he opened Peasant/Magpie (or maybe Peasant/Advisor). Either way, he focused on getting the cards he wanted to put Teacher tokens on. That could make a good discussion: Should I focus more on getting to Teacher quickly or getting the cards I want for Teacher tokens?

This game, it didn't appear to make too much difference since it was really close at the end.
I made the mistake of thinking I could steal some cards with Rogue, forgetting that doesn't work so well with Necromancer on the board, but still I pulled out the win.


2
Variants and Fan Cards / You may turn your journey token over...
« on: March 24, 2018, 10:28:24 pm »
I recently made a fan card which uses the journey token, and I was thinking what kind of design space there is using the journey token. This is mostly an experiment to think what a card would be like that said "You may turn your journey token over." What do you think?

Quote
Veteran
$5 - Action
You may turn over your journey token (it starts face-up). If it's face up, +3 cards. Otherwise, +$1, +1 Buy, and discard any number of cards for +$1 each.

3
Variants and Fan Cards / Crazy Night/Victory card idea
« on: January 03, 2018, 01:21:00 am »
EDIT: I've decided this card isn't worth doing...
EDIT2: I've decided this card isn't worth doing (really this time), but here's an alternative which happens to have the same name. I'm trying to decide if it's any better...
Quote
Astrologer
$4 Night - Duration
Reveal a card from your hand or discard pile and put it on top of your deck. If you revealed a victory card, +1VP and take a coin token. At the start of your next turn, you may discard 2 cards to gain a Duchy.

EDIT: Here is the newest second version of the card:
Quote
Astrologer
Cost 4 - Night - Duration
+1VP for every two victory cards you have in play (rounded up). At the start of your next turn: +1 Action.
-
While this is in play, you may play non-action victory cards as actions with "+$1".

original version:
Quote
Astrologer
Cost 4 - Night / Victory
If you have more victory cards in play than tokens on your constellation mat and haven't put any tokens on the mat this turn, put a token on your constellation mat.
If you have no cards in your discard pile, take Clear Skies.
-
This is worth 1VP for every two tokens on your constellation mat.

Quote
Clear Skies
State
While you have this, you may play Estates, Duchies, and Provinces as if they were action cards with "+$1".
At the end of your buy phase, return this.

4
Variants and Fan Cards / Moving Statue
« on: November 26, 2017, 01:33:20 am »
EDIT:  This is the version I've been using now, and my play group likes it.
Quote
Moving Statue
Cost $4 - Action
Turn over your journey token (it starts face-up). If it's face up, +2 Cards, +1 Action. Otherwise, +1 VP.


Original version:
Quote
Moving Statue
Cost $4 - Action
You may spend a trade token. If you do, +2 Cards, +1 Action. Otherwise, +1 VP.
-
When you gain this, take a trade token and take an additional trade token if you have a Moving Statue in play.

Uses LF's trade token mechanic, but I wonder if it would be okay if it just used the journey token instead (and did the lab effect every other play). Or maybe if I made every other play, it could be a fugitive effect (lab with discard one).

5
Variants and Fan Cards / Cultist City
« on: November 15, 2017, 11:38:52 pm »
Thinking about adding this to my expansion (replacing a different $5 village-attack). How strong do you think it is?  How significant is the limitation that it won't give out ruins twice in a row?

Also, I'm undecided about the name. (It would be 'Cursed City' if it weren't for Cursed Village.)

Quote
Cultist City
$5 - Action - Attack
+1 Card.
+2 Actions.
Each other player may discard an action card from their hand. If they don't, they gain a ruins into their hand.
-
This costs $1 less if you have any ruins in play.


Coming soon (hopefully): The Resurgence of Resurgence!

6
Rules Questions / treasure hunter "gained cards"
« on: November 09, 2017, 12:20:05 am »
Do travelers obtained by exchanging count as "gained cards" for treasure hunter? (If, not this is a bug in ShuffleIt)

7
Goko Dominion Online / too many crashes
« on: October 21, 2016, 01:03:51 am »
With as often as Dominion online has been crashing recently, I'm regretting my decision to get the subscription on MF till the end of the year (I already had everything except Adventures). I should've just waited till January. oh well.

8
Variants and Fan Cards / experiment: "Discard a card you have in play."
« on: October 08, 2016, 09:19:46 pm »
How powerful would this card be?   (This is mainly a thought experiment.)

Quote
Wild Thing
Cost 4 - Action
+1 Card, +1 Action
You may discard a card you have in play.

In theory, this would let you play a card as many times as Wild Things you play per turn.
How much difference would it make if the +1 card was after the discard?

9
Game Reports / More Empires Games
« on: September 18, 2016, 12:16:38 am »
Another fun game featuring Empires cards:
, , , , ,
 , , , , ,
,

Fun game. All of us got a few provinces, at least one castle, and at least one Temple. Player 2 got a ton of VP from Temples. Player 1 went for Provinces, and I went heavy for castles. One one Legionary was bought, but Overlord was played as Legionary several times. Ball was a good enough substitute for +buy this game, that Travelling Fair was only bought twice. One of the main reasons I won was that I used Haunted Woods more than anyone else and it was the only good draw.

Final scores
Player 1: 56 points (had six provinces and opulent castle)
Player 2: 52 points (incl. three provinces, two castles: a humble castle, and a king's castle to keep me from getting both.)
Me: 66 points (incl. three provinces, six castles)

10
Variants and Fan Cards / a fan card my friend came up with
« on: July 31, 2016, 09:23:43 pm »
So I got my friend into playing Dominion, and we played with some of my fan cards so he wanted to make a fan card too. So here's his first fan card. The only part I added was limiting the attack to players with at least 4 cards in hand. Do you think it's balanced? Is it worth $6? He had originally cost it at $5, but I told him it was too strong for $5, so we changed it to $6.

Quote
Canines
Cost $6 - Action - Attack
+$1.
Each other player with 4 or more cards in hand discards a treasure or victory card. If any victory cards were discarded, take 3 coin tokens. Otherwise take 2 coin tokens.


11
Game Reports / Post your craziest random kingdoms here
« on: July 25, 2016, 01:27:55 am »



I actually played this kingdom today online. It was way fun.
(I'd post the log but the gokosalvager site is down at the moment).
EDIT: until I get the log posted, I'll just say that my Vineyards were worth 12 points each.

EDIT: Well, the images using the card image button aren't working for any card that has a space in its name... EDIT2: Apparently, capitalization matters, but only if the card has a space in its name. weird.

12
Dominion General Discussion / My first Empires games
« on: July 08, 2016, 12:20:46 am »
Today, my Empires game came in the mail, so we played a 4p game this evening with my family. I chose a kingdom with half Empires cards with a representation of each of the new mechanics, and the rest cards from Adventures and Base. 1st impressions: I love this Expansion even more than I expected to (tbh, I was less excited about this one than I was about Adventures, but my lack of excitement was unfounded.). Colonnade makes more difference that I thought it would (in a good way). Villa is very fun (as I knew it would be).
I didn't win this game.





13
Variants and Fan Cards / More X and Z cards
« on: June 15, 2016, 02:03:25 am »
I didn't want to go hunting for the older X and Z cards thread, so I started a new one when I got the idea after Seprix posted one in another thread.

Quote
Xenophobe
$3 - Action
+1 Action. Reveal your hand. If your hand is empty +$2. Otherwise, if you don't reveal any cards other than Xenophobes and zero-cost cards, +$1.
In any case +1 Card.

EDIT: Yes, I meant to have the +1 card after the reveal effect (fixed).

14
Dominion General Discussion / Favorite big terminal draw bracket
« on: April 08, 2016, 08:06:47 pm »
Yay another bracket!
+3 or more cards and the strongest of the +2 cards and draw-to-X ones.
(strong +2 cards for handsize, not strong +2 cards in general (so no cultist))
Seeds are (roughly) my preference. Go Library!

1 Library
14 Smithy

2 Haunted Woods
13 Torturer

3 Journeyman
12 Margrave

4 Wharf
11 Embassy

5 Envoy
10 Catacombs

6 Council Room
9 Nobles

7 Rabble
8 Hunting Grounds

Had to fudge the system a little so vote for 1 of these: (15/16)
Watchtower
Courtyard
Gear
Vault
Ranger

The 15/16 bracket is Courtyard plus the ones that draw less than 3 (or draw up to 6 instead of 7).

15
This post of LastFootnote's made me think "What if we combine a few generaly weak copper focussed cards into one?"

The literal card+card version:
Quote
Coppersmith Counting House
Cost $6 - Action
Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand. Coppers produce an extra $1 this turn.

another version that adds +buy while hoping to cost 5:
(takes limited number from coppers from the discard pile and can't be throned/KCed)
Quote
Coppermaster
Cost $5 - Action
+1 Buy.
Look through your discard pile, reveal up to X (2?) Copper cards from it, and put them into your hand.
-
While this is in play, coppers produce an extra $1.

What do you think of these? Worth using in place of Coppersmith and/or Counting House sometimes?

16
Hearthstone / Hearthstone Noob
« on: February 08, 2016, 01:14:53 am »
So I just got through the introductory quest in Hearthstone. It was, as it says, very easy to learn, but what getting better and having fun tips do you have for the Hearthstone noob?
Basically it seems almost the same in gameplay and mechanics as MTG (which I've only played like 3 games of). What are the important differences?

BTW, my username is TheLibrarian (because LibraryAdventurer wouldn't fit).

17
I thought I'd start a new thread, since this really has nothing to do with printing cards anymore.

EDIT: Ok, so I just installed Tabletop simulator along with the Dominion cards for it. The controls & stuff will take some getting used to, and I still have to figure out how to put my fan cards into it, but I'm getting started.

They have a little software for card creation packed into it (not inside the simulator, but comes with it), and there's a tutorial for card creation that explains it well. Just watch out you do NOT listen to tutotials that require you to build one gigantic file on your own. The software that's included can export such a printout sheet, no need to do it on your own. I might make a video about this.

I didn't find any card creating software that was included in the download (why do they hide these things?), but I did finally get my fan cards into the simulator, and even played a test game with myself just to see how playing in the simulator works. So I think I'm ready to invite other people to play my cards. So who wants to play who has Tabletop Simulator?
Also, the backs of my cards are not exactly the same as the Dominion cards I downloaded for the simulator. Is there a place I can get the exact card back picture used for the rest of the cards?

18
Thought of this too late for the Adventures set contest, so I thought I'd post it on its own.

Quote
Inventor
Cost $5 - Action
You may draw 3 cards. If you do, at the end of your clean-up phase take your -1 card token. You may trash a card costing at least $3. If you do, +1 Card, +1 Action. If you don't do either one, +$1.
Inventions are expensive and inventors are demanding, but they can produce big benefits.

19
Variants and Fan Cards / Printing Fan-made cards with art included
« on: December 27, 2015, 03:33:41 am »
I usually use fan-made cards as text-only printed from a .doc file because I always assumed that printing out fan-made cards using the actual card design with full color and artwork would be way too expensive. But it occurred to me today that I could print them as photos at a place like Walgreens instead of using a home printer (color toner is sooo expensive...). And I looked up prices and found that printing 4x6 photos could easily cost only 10 cents each, which means I could print ten copies each of twenty cards (using blank space around the card to fill the 4x6 size) for $20. Not cheap, but to have my expansion look a lot more official, it might be worthwhile to me (once I finalize my cards of course), and hey hobbyists spend money on their hobbies.

Has anyone else printed out full color versions of any fan-made cards?  How do you do it?
(I'm looking at you, LastFootnote) 
..or do people just post mock-ups for the way they look online?

20
Variants and Fan Cards / Building Materials card trio
« on: December 27, 2015, 03:09:39 am »
Here's three cards that go together for my Resurgence expansion.  Building Blocks is already listed as-is in my Resurgence thread without the Material subtype, but it's included in this trio.  For the other two, I decided I could split my 'Foundation' card idea into two separate cards (and the crowd cheers), but I want to make a special rule for this trio of cards to make there never be only one of them in a kingdom. Maybe "Whenever you play with a Building Material in the kingdom, add a second Building Material to the Kingdom as an extra kingdom card pile."  Clearly, they are designed to synergize with each other.

Quote
Building Blocks
Cost $2  - Treasure- Reaction- Material
Worth $1. When you play this, reveal the top card of your deck and discard it or put it back.
-
When you reveal this from your deck, you may put this into your hand. If you do, continue revealing cards as if you hadn't revealed this card.
You could think of it as a peddler variant.

Quote
Foundation
Cost 3  - Action - Reaction- Material
+1 Action. Reveal your top deck card. Discard it or put it back. +1 Card.
-
When this card is discarded besides during a clean-up phase, +1 card on your turn.
...and this one as a lab variant.

Quote
Mortar Repair
Cost 3  - Action - Material
Reveal your top deck card. Discard it, trash it, or put it back. If you trashed it, gain a card costing up to $3. Otherwise, +1 Action, +$1.
-
When this card is trashed, +$2 on your turn.

21
Game Reports / In which I get 7 provinces and lose.
« on: December 25, 2015, 03:23:27 am »
Kingdom: Vineyard, Masquerade, Trade Route, Armory, Feodum, Remake, Festival, Haggler, Wharf, Goons
https://dominion-game-logs.s3.amazonaws.com/game_logs/20151225/log.0.1451030946542.txt
http://www.gokosalvager.com/static/logprettifier.html?
(I can't seem to get the log-prettifier link to go this log, so I posted separate links.)


Code: [Select]
Vineyard, Masquerade, Trade Route, Armory, Feodum, Remake, Festival, Haggler, Wharf, GoonsI went for Wharf+Festival with a Goons or two. He went for Goons +Feodums.
I keep underestimating Feodums.

22
Quote
Royal Chariot
Cost 3? - Event
+1 Buy. Move your chariot token to an action supply pile. (When you play a card from that pile, you may play it a second time. If you do, remove the chariot token.)
Works similar to Royal Carriage, but significantly weaker since you only have one chariot token and you choose the card ahead of time.

An alternate version that works more like Scheme (or my Royal Heirloom card) and doesn't need a token:
Quote
Royal Decree
Cost 3? - Event
+1 Buy. Set aside a card you have in play. At the start of your next turn, play it.
Probably stronger than the previous version since it plays the card at the start of your next turn.

And an event version of Lighthouse:
Quote
Guard Patrol
Cost 2? - Event
+1 Buy. Take your Guard Patrol token. At the start of your next turn, return it. (When you have your Patrol Guard token, you are unaffected by attacks.)

23
Other Games / simple online version of coup
« on: November 09, 2015, 01:48:06 am »
PSA: Someone at BGG has put up an online version of Coup:
https://boardgamegeek.com/thread/1445180/play-coup-online

Coup is a bluffing game from the makers of Resistance (but I like Coup a lot more than I like Resistance).

PS: It appears to be enabled for muliplayer (not against AI) but I've never gotten into a multiplayer game, I'm guessing because very few people use this online version.

24
Variants and Fan Cards / A $2 cost attack card
« on: September 03, 2015, 01:46:32 am »
I just played a couple games with my Mysterious Door card ($3 cost until tonight) and was thinking this card might be weak enough to be the first $2 cost attack card*.

Quote
Mysterious Door
Cost 2  - Action - Attack
Each other player reveals the bottom card of his deck. You decide if he puts it on top or discards it. Either way, if the player on your left: topdecked an action card, do what it says as if you played it; discarded an action card, +2 actions; revealed a victory card, +2 Cards; revealed a treasure card, +$2.
It's possible to get an unusually good effect for a $2 cost, but only if the player to your left reveals a good action card and you tell him to put it on top of his deck (which would usually help him unless the card is a knight or something like that).
I realize it can be slightly political, but I'm okay with that as long as the choice will (usually) be made based on how good the revealed card will be for the player of Mysterious Door, and not 'do I want to help this person over the other?'. In the two games I played today, only twice was an action card revealed by Mysterious Door. (Part of the reason for that is my gaming group is reluctant to use it which is partly why I think it'd be good to lower the cost. Between the two games, only one Mysterious Door was gained (voluntarily) by someone other than me.)

*Well, except Embargo, but it doesn't have the attack type.

25
And this time, there's actually a reason for the card to have all those types.


Quote
Fountain Gargoyle
Cost $5 - Treasure-Victory-Duration-Attack
Worth $1 this turn and next.
Worth 1VP
-
Until your next turn, when another player buys a victory card, they must reveal their discards and put a card costing $2 or less from it on top of their deck.
I wanted a treasure-duration-victory card with a "while this is in play" effect, so I used a simplified version of my old Auditor card's attack. The problem I see is that the attack can stack (assuming the other player has multiple $2 or less cost cards in their discard pile), but how bad would topdecking coppers hurt?

EDIT: fixed wording with "Until your next turn"

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