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2
Variants and Fan Cards / Need help with card concept
« on: August 16, 2018, 09:16:38 am »
So, I just had an idea for a card

Password
5D               Action-Reserve

Put this on your tavern mat.
---------
When you would shuffle your deck, you may trash this from your tavern mat to instead look through and arrange your deck in any order you choose.

(The original version didn't trash itself, but I figured that would be wayyy too strong.)

The problem with the card, I think, would be that it would take FAR too long to resolve. It would be both pretty irritating for the person who used it and the other player. So, I need to find a way to retain the idea of the card, but also fix the time issue. Thoughts?

3
Solo Challenges / Empy the Black Market in as few turns as possible
« on: August 12, 2018, 07:22:19 pm »
I haven't seen one of these "post logs of different trials" challenges in a while, and someone mentioned this in another thread, so...have at it!

(For proof....I mean, a woodcutter log or video or cut-n-paste would be good, or you could just tell us what it ended up being for you.)

4
Puzzles and Challenges / Most money from 5-card hand?
« on: August 07, 2018, 04:10:23 pm »
Suppose you have a hand comprised of 5 action cards. Your deck and discard are empty, and you have no tokens or stuff on mats, etc. (The board likewise has no tokens on any of the supply piles.) It is a solo game.

Theoretically, what is the highest amount of coin you can achieve from such a hand (in a single turn)?

Off the top of my head I can think of a solution that nets $86--KC-KC-Hero-Hero-Trusty Steed, where Steed is used for coins and draw, and hero is used 5x for platinum and once for fortune.

A less exotic one netting a mere $54 --KC-KC-Beggar-Beggar-Coppersmith

(I assume I'm missing a lot with gainers and villa, etc. See what you can come up with!)

5
I don't like the implication that somehow getting more and more fool's gold is suddenly good for somebody.

6
Here goes, folks.

Humble Village
$2  -  Action
+2 Actions
You may gain a card costing up to 3.

Tyrant
$4 - Action-Attack
+2 cards
+1 buy
Name a card. Each other player reveals the top four cards of their deck,
discards any copies of the named card, and puts the rest back in any order they choose.

Contract
$3 - Action
+1 Card
+1 Action
Trash a card from your hand.
You may gain a curse. If you do, trash up to two more cards from your hand.

Split: Deal/Negotiation
TOP:  Deal
$5 - Action/Victory
+1 Buy
+$2
------
2 VP
BOTTOM: Negotiations
$6 - Action
+2 Cards
+1 VP
Each player reveals their hand. If nobody revealed a victory card, the game ends after this turn.

N.B.: This pile always has 10 cards, 5 of each


Wealthy Uncle
$3 - Action
If more the half of the Provinces remain in the supply pile, gain a Duchy.
If half or fewer of the Provinces remain in the supply pile, gain an action card costing up to $5.



7
Rules Questions / Self-Pin?
« on: July 05, 2018, 11:53:15 am »
I think I already know the answer to this one, but it's funny to me, so....

Let's suppose you buy donate on turn one, trashing everything. At this point, wouldn't it be literally impossible for you to do anything for the rest of the game? You couldn't pay off any debt, or buy any coppers, or...anything

(And what would the remainder of your turns look like in an online solo game? I don't think there'd be any boxes to click on at any point in the infinite remainder of your turns.)

8
Dominion General Discussion / Logical Dominion translation?
« on: June 17, 2018, 03:49:58 pm »
How difficult would it be to translate the functions of Dominion, and all its cards, into a logically-precise language, la Frege or Russell?

9
Variants and Fan Cards / Pile Control Card --Reinforcements?
« on: June 17, 2018, 03:02:27 pm »
Reinforcements - $6 Action

Trash a card from the supply.
Gain up to two cards, each costing less than this.
----------------
When you gain this, each other player may gain a card costing less than this.



Obviously a card that would be useful the whole game, but in particular the end--trash a province, gain two duchies while you're ahead; etc.

Too weak? Too pointless?

10
Goko Dominion Online / Weird Problem W/ Mac OS X Yosemite?
« on: November 25, 2015, 02:45:49 pm »
So, whenever I open Dominion, after I quit it, the dock is completely gone, and there's no way to get it back. I have to restart the computer. (In fact, not even minimizing a window works--it just freezes and then goes back to staying open).

Thoughts on this?

11
Variants and Fan Cards / Zero Dollar Card?
« on: July 04, 2014, 09:56:31 am »
$0 Action
+1 card
+1 action
You may trash a card from your hand
---------
When you gain this, gain two coppers and a curse.

This seems at first like it could be WAY overpowered--use this until you want to trash it with something else. However, I think it could work--it certainly wouldn't break the game, a zero dollar price point isn't much more ridiculous than $2, and it will ever really benefit you to have gobs of these. It's kind of the same concept as chapel, in a way.
Thoughts?

12
Help! / Analyze Another Newbie
« on: April 16, 2014, 08:15:26 pm »
So, I am a quite mediocre player, and, being a long time lurker on the forum, decided it was high time I post a game and get some advice.
http://andrewiannaccone.com/static/logprettifier.html?20140413/log.50c53406e4b0a380e35fb9b4.1397413317772.txt


Code: [Select]
Beggar, Warehouse, Watchtower, Bridge, Taxman, City, Duke, Ghost Ship, Highway, Jester

This one was beggar/duke (me) versus city stack (opponent). I'm not so sure if I chose the right strategy, or my opponent just played his badly. I open beggar/beggar, and end up getting 5 duchies, and 7 dukes. The game ends on estates piling out. My questions:
A. Was my strategy the way to go? and
B. If so, how did I misplay?

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