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Topics - Nik

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General Discussion / Dominion: The Gathering
« on: May 20, 2014, 09:01:20 pm »
Not quite sure where to post this...
I've had an idea for a while: a CCG where each player has a pool of cards which he can buy from that go into his deck--just like Dominion. Instead of '+1 card +2 actions,' however, they would be 'units' that can damage opponents. Also, each player would have a separate pool of cards.
Does this sound like a good idea? Would anybody be interested?

Dominion General Discussion / Great Dominion Strategy Video!
« on: April 30, 2014, 08:11:46 am »
While surfing around YouTube, I found this great strategy video that covers newbie mistakes. I suggest you show it to new players, it's really good.

Non-Mafia Game Threads / The Resistance
« on: April 02, 2014, 07:54:21 am »
(Shamelessly taken from BGG):

The Empire must fall. Our mission must succeed. By destroying their key bases, we will shatter Imperial strength and liberate our people. Yet spies have infiltrated our ranks, ready for sabotage. We must unmask them. In five nights we reshape destiny or die trying. We are the Resistance!

The Resistance is a party game of social deduction. It is designed for five to ten players, lasts about 30 minutes, and has no player elimination. The Resistance is inspired by Mafia/Werewolf, yet it is unique in its core mechanics, which increase the resources for informed decisions, intensify player interaction, and eliminate player elimination.

Players are either Resistance Operatives or Imperial Spies. For three to five rounds, they must depend on each other to carry out missions against the Empire. At the same time, they must try to deduce the other players’ identities and gain their trust. Each round begins with discussion. When ready, the Leader entrusts sets of Plans to a certain number of players (possibly including himself/herself). Everyone votes on whether or not to approve the assignment. Once an assignment passes, the chosen players secretly decide to Support or Sabotage the mission. Based on the results, the mission succeeds (Resistance win) or fails (Empire win). When a team wins three missions, they have won the game.

1. Jimmmm
2. Tables
3. Luser
(I would like at least 7 people playing.)
Look to the next thread for the rules:

Rules Questions / About Bridge/Princess/Highway/Quarry...
« on: March 31, 2014, 08:12:52 am »
I don't understand why these 4 similar cards cost $4 or more, when they are just silver or less. Aren't Bridge and Princess Woodcutters? Isn't Highway '+1 card +1 action +1'? And isn't Quarry Gold-for-Actions? Sure, they might give a little boost with Swindler and Workshop, but otherwise I find them weak at their prices. Am I wrong?

Variants and Fan Cards / Dominion: Renaissance
« on: March 25, 2014, 09:09:47 pm »
Dominion: Renaissance is a fan expansion with a Renaissance theme. It also has themes of vanilla cards, non-attack interaction, and a new card type: Non-action, or cards that are just +1 action when you draw them in hand; and can't be dead cards if you draw them with a Warehouse. On to the cards!
Artisan Village-Nonaction-$4
+1 card +2 actions. This is not an Action.
Renaissance Village-Action-$4
+2 cards +1 action. Each other player draws a card.
All cards cost $2 less this turn, but not less than $0.
Gain a card costing up to $4, put it into your hand.
+3 cards +1 Action. This is not an Action.
+1 Action +$1. Play a card from your hand. It doesn't cost an Action.
+$2 +1VP. This doesn't cost an Action.
+1 Action. Look at the top 5 cards of your deck. Discard one, trash one, give one to the player to your left, put one into your hand.
+2 cards +$2. This is not an Action.
+1 card +$1. Play a card from your hand. That cards numerals are +2.
+$2. Look through your deck, choose five cards to discard. 
Gain a Gold, put it into your hand. Each other player gains a Silver, putting it into their hand.
And that's all for now! I have more, but I want to fix these first!

Variants and Fan Cards / Nik's Dominion Expansion
« on: March 23, 2014, 02:13:14 pm »
So recently I've been working on a fan expansion (as all Dominion fans are.) So far I have a lot of cards, but I'd like to improve these 12 first. Critiquing would be appreciated! :)

+$2, or at the start of your next turn, +2 cards. Gain a Prize from the Prize pile.
So Cornocupia's 'thing' was Prizes, but they could only be bought with Tournament. Tavern now introduces another way.
+2 cards +$2
I know Donald has says that all the obvious ideas for cards were either taken or unbalanced, but this one is obvious but yet never official. I imagine Eldermen-BigMoney would be a very powerful combo.
Town Council-Action-$6
+1 buy. Each Treasure in your hand produces +$1 this turn.
Or, a Coppersmith that doesn't suck!
Each other player must discard a card costing $4 or more. If they don't or can't, they gain a Curse. When another player plays an Attack against you, you may reveal this from your hand. If you do, +2 cards.
Sort of a cross between Secret Chamber and Militia.
Reveal your hand. If you have no Actions it, +2 cards +$2. Otherwise, for each Action in it, +1 card.
$3. +1 buy.
Homeless Shelter-Action-$1
+1 card +2 Actions. Each other player draws a card.
Why not another $1 card, except one that doesn't hurt your deck?
1VP. +2VP.
Coat of Arms-Treasure-$4
You may trash up to 3 Treasure cards from your hand. For each one you do, +1VP.
You may or may not discard this card for 5 turns (you may have tokens to represent them.) For each turn it stays in your hand, +1 card +1 action.
An interesting Duration card, don't know if it could work.
Gain a Copper, set it aside. You may put it into your hand at any time.
A nice card for when you gets stuck with $7, and could work for a nice, inexpensive Economist-BigMoney combo.
+1 Action. Each other player gains a Curse.
An inexpensive Curser.

Variants and Fan Cards / New Card Type: Non-Action
« on: March 07, 2014, 07:22:18 am »
...I'll think of a better name for it eventually.
So my idea is Non-Actions--Actions that aren't Actions. In another words, if you draw a Non-Action with, say, Council Room, you can play it. And if you draw it in your hand, it's basically a free +1 action. As an example:

Lumberjack $4
+1 buy
This does not take up an Action.

Puzzles and Challenges / What Card Am I?
« on: February 28, 2014, 07:55:50 am »
I think it's rather easy, but maybe not:

I am an Action, but yet I am not
I give you +1 Action, but yet I do not
I give you +1 card, but yet I do not
What card am I?

Extra hint:I cost less than $6

Goko Dominion Online / A Few Questions about Online Play
« on: February 20, 2014, 08:20:16 am »
So, I've just got started on Goko doing Adventures and Bots, but I wanted to go to the next level--online play. I haven't finished a game yet, but from what I got; I like it. But I have a few questions. First, how do I ONLY find games I can Join? It's very annoying when I find 50 games that are already being played, and none that are open.
Second of all, why must I search by card? Why can't I just get up 'All Games?'
Am I doing something wrng, or is this a problem for everyone. Thanks.  :)

Dominion General Discussion / What Expansions Would You Like to See Next?
« on: February 19, 2014, 06:09:31 pm »
Theme or mechanics.

Special Powers
'Renaissance' Theme
Non-attack interaction theme
A 10-card set that talks about other cards in the set
Attack-Durations (not a whole expansion on this though, added to another one would be nice)
Beyond Colony and Platinum
Sci-fi theme!

Introductions / Hi!
« on: February 19, 2014, 06:27:36 am »
I'm Nik the Dominion Player. I have a lot of spare time, AND a gamer family, so we play Dominion almost every day!
I'm DominionGuy on BoardGameGeek.

By the way, I have a few questions:
1. What's respect? (And how do I give it and get it?)
2. How do I get a profile pic?
3. Why does it say 'Herbalist' under my username?

Dominion Articles / Scout Strategy Article, or, It's Not a Bad Card
« on: February 18, 2014, 08:27:40 pm »
When I say 'Scout' you already are thinking 'The Worst Card In Dominion? Yeah." And then you joke about for a while, mainly by saying that Scout is the best card in Dominion (sarcastically). Well, I'm here to tell you you're all wrong. Scout is, in fact, a very powerful card. Why?

1.Looking to your next turn.
You don't want Provinces in your hand, however many points they're worth. Now, sure, with the Scout, you do put those Victories in your hand, but they don't count against you on our next turn.
2. It interacts amazingly with +card cards.
Take this situation. You have this hand: Gold, Scout, Silver, Village, Duchy. In this instance, I'd first play the Scout. I look at the top 4 cards of my deck. Let's say they are: Duchy,Duchy,Remodel, Gold.
First, I get to discard two annoying Duchies that would otherwise cloud up my next hand. Now also, Scout has a clause on it: 'you may put the rest of the cards back in any order.' This is great! So I'll, of course, put the Gold on top. I'll then play the Village. Now I have two Golds and a Silver, which means I can buy a Province!

Interacts well with:
+card cards, heavy Victory decks, Big Money, Intrigue
Interacts badly with:
Non-Victory decks, non-+cards kingdoms, curses

In conclusion, I won't say it's the best $4 card, but it is a pretty powerful one. Join the fight to make Scout NOT The Worst Card Ever!

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