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Topics - spiralstaircase

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1
Dominion Online at Shuffle iT / Chat broken on iPad
« on: May 20, 2019, 03:21:04 pm »
Hi,

When I play on an iPad, I can't post anything in the chat.

This is partly a bug report, and partly an apology to anyone who I've been giving the silent treatment.  Sorry!

2
Variants and Fan Cards / Crystal
« on: April 03, 2018, 09:21:58 am »


Quote
Crystal
Types: Treasure
Cost: $5
+1 Buy
You may turn a complete set of face-up Copper, Silver and Gold cards face down for the turn, for $6.

I wanted to do something that used the turn-face-down mechanic from Nocturne.  Does this work, do you think?

3
Variants and Fan Cards / Fiddler
« on: December 04, 2017, 05:38:07 am »


Quote
Fiddler
Action - $2
+1 Buy
You may pay any number of Buys.  For each Buy you paid, +1 Card, +1 Action

On its own, it's a spammable $2 cantrip - they're nice to have, sometimes - and it lets you gamble away your starting Buy in the hope that it can kick off your engine and hopefully dig for something that would give you back that Buy.  But paired with something like a Market Square, you get a strong source of cards and actions.

Thoughts?

4
Dominion Online at Shuffle iT / Internal error
« on: October 23, 2017, 09:30:41 am »
My opponent was disconnected right after I'd won, and then I was returned to the game in a state where I couldn't do anything.  I reloaded the page and got told "Internal error".  I've tried logging in in another browser and I keep getting "Internal error" and the castle and spinner.

Is there anything I can do to get back in?  I'd hate to miss my chance to play with the Nocturne Teasers.

My username is "Percysnoodle".

5
Variants and Fan Cards / Does this work?
« on: June 19, 2016, 04:23:15 pm »
Antechamber
Action - $3
Play a card from your hand.
If you did not draw any cards as a result, play it again.

6
Variants and Fan Cards / Another approach to an Alchemy sequel
« on: March 06, 2016, 12:40:47 pm »
A while back, Doom_Shark posted a proposed second half to Alchemy.  Though the idea was shelved for a while, I'd really like to see Alchemy get a bit more love, and it did set me thinking about what an Alchemy sequel would look like.  Alchemy introduced a new cost - what about introducing a new value?  So here are some quick thoughts on cards which give you an alternate score.  Not alternate VP cards, but an alternative to VP.  These cards give you Story Points at the end of the game; if a kingdom contains at least one of these cards then at the end of the game, you score the minimum of your VP and your SP, so they're not ignorable.

Genie of the Lamp
Action - Fairytale - 2P
Worth 5SP.
Do this three times: Name a card. Reveal cards from your deck until you reveal the named card or a treasure.  If you reveal a treasure, discard the revealed cards.  Otherwise, put the named card into your hand and discard the rest.

Genie of the Ring
Treasure - Fairytale - P
Worth 2SP.
When you play this, reveal your hand.  If you have at least one Action card in hand, +$2.

Efreet
Action - Attack - Fairytale - 3P
Worth 1SP for every 3 attack cards in your deck.
Each other player with at least five cards in hand chooses and reveals three cards.  You choose one of the revealed and trash it.

Marid
Action - Fairytale - 2P
Set aside this card and set another card from your hand aside, under it.
--
At the end of the game, this card is worth 1SP for each 1VP that the card under it is worth, to a minimum of 0SP.

Ghul
Action - Fairytale - 1P
Trash up to two cards from your hand.  Gain a card from the supply or trash costing up to the total cost of the trashed cards.
Worth 2SP for each differently-named card in the trash.

Dragon
Action - Fairytale - 1P
Trash an action card from your hand.  Gain a treasure card costing up to twice the cost of the trashed card.
Worth 1SP for each treasure costing at least $5 in your deck.

I may add some more of these later.  It occurs to me that this might be the way to get "you want curses" to work.

7
Variants and Fan Cards / Dominion: Austerity
« on: February 21, 2016, 09:14:14 am »
This started out as a joke, then a thought experiment, then a challenge.  None of these have been thought through all that much, but I think it threw out some interesting ideas.

Anti-Loan
Treasure - $4
$1
When you play this, reveal cards from your deck until you reveal a Treasure. Gain a copy of it.  Discard all the revealed cards.

Anti-Trade-Route
Action - $3
+1 Buy
Gain an estate.
If you do, +$4 and reveal your hand. -$1 per victory card in your hand, to a minimum of $0.

Anti-Watchtower
Action - $2
Choose one: Trash a card, or put a card from your hand on top of your deck.
When you discard a card other than during cleanup, you may set this card aside.  If you do, draw until you have 6 cards in hand, then discard this card.

Clarification: If a card asks you to Ďdiscard down to X cardsí, you discard them one at a time and may react after discarding any of them. If you react to the last one, you have already discarded down to X, so you draw up to 6 and stop.  Otherwise, you draw up to 6, then discard cards until you have X cards in hand.

Anti-Bishop
Action - Attack - $5
Discard a treasure.  If you did, name a card in the supply.
Gain a number of curses equal to one plus half its cost in coins, rounded down.
If you gained at least one curse in this way, gain the named card.
Each other player gains a curse.

Anti-Monument
Action - $3
+$4. Gain a curse.

Anti-Quarry
Treasure - $4
Worth $3.  While this is in play, Action cards cost $2 more.

Anti-Talisman
Treasure  - $4
Worth $3.  While this is in play, you may not buy cards costing $4 or less.

Anti-Workerís-Village
Action - $2
+1 Card
+1 Action
+2 Buys

Anti-City
Action - $5
+1 Card
+1 Action
If there are no empty supply piles, +$1, +1 Buy
If there is up to one empty supply pile, +1 Action

Anti-Contraband
Treasure - $3
Worth $1
+1 Buy
When you play this, the player to your left names a card from the supply costing at least $3.  While this is in play, that card costs $2 less.

Anti-Counting-House
Action - $4
Discard any number of coppers. For each copper you discarded, +1 Card, +$1

Anti-Mint
Action - $4
Trash a treasure card.  If you did, gain a gold.
When you buy this, gain two coppers.

Anti-Mountebank
Action - Attack - $5
+1 Buy
Trash a treasure.  If you do, +2VP.
Each other player may discard a treasure.  If they donít, they must return a VP token to the supply.

Anti-Rabble
Action - Attack - $5
Discard down to three cards.  If you discarded any cards, each other player reveals their hand and discards a treasure or action of your choice, then draws up to five cards.

Anti-Royal-Seal
Treasure - $4
Worth $2
While this is in play, when you gain a card, you may discard the top card of your deck.

Anti-Vault
Action - $5
+2 Cards
+$2
Spend any number of $. Draw a card for each $1 you spent in this way.
Each other player may draw a card.  If they do, they discard down to four cards.

Anti-Venture
Treasure - $5
Worth $3
When you play this, reveal cards from your deck until you reveal a card that is not an action or a Treasure.  Put that card on top of your deck.  Discard the other cards.

Anti-Goons
Action - $6
+1 Buy
Each other player gains a curse.  If they do, they draw up to 6 cards.
Discard a treasure.  If you do, at the end of your next buy phase, +1VP per unspent buy.

Anti-Grand-Market
Action - $3
+1 Card
+1 Action
+1 Buy
You canít buy this unless you have a copper in play.

Anti-Hoard
Treasure - $5
Worth $2
While this is in play, when you buy a Treasure card, if it costs $5 or more, gain a Duchy; otherwise, gain an Estate.

Anti-Bank
Treasure - $5
When you play this, itís worth $4 minus $1 per Treasure card you have in play (counting this).

Anti-Expand
Action - $2
Trash a card from your hand. Gain a card costing up to $1 more than the trashed card.

Anti-Forge
Action - $2
Trash a card from your hand.  Gain any number of cards whose total cost equals the cost of the trashed card.

Anti-Kings-Court
Action - $2
Choose up to three Action cards in your hand.  Play them in any order.

Anti-Peddler
Action - $8
+1 Card
+1 Action
+1 Card
During your Buy phase, this costs $2 less per unused Action.

Soil
Treasure - $0
Worth $0
When you buy this, +$1

Mud hut
Victory - $0
Worth 0VP
When you buy this, +$1

8
I'm thinking about a card which says something like "until the start of your next turn, when an opponent buys a card, take a coin token".  It seems like a decent idea in single-player, but I can't solve the problems with multiplayer.

As written, in a four-player game, you'd get three times as many coins.  If I change it to 'the player to your right', then it feels like I'm putting pressure on one player to play a certain way that the others don't get.  Maybe that's fine, as you don't get to choose the player.  I wondered about limiting it so that you divide the number of buys by the number of opponents, rounding up, but that means that by buying less the early opponents can pressure the later ones.  I also thought about having it so that in 3p you don't get the first coin and in 4p you don't get the second, but then the the earlier opponents can pressure the later ones to buy less by buying more, which seems worse.

Is there a way to fix up the idea, or should I give up on it?

9
Variants and Fan Cards / Cost advice for two attack-ish cards
« on: January 31, 2016, 06:55:26 am »
Quote
Trench
Action - Reaction - $5
At the start of your next buy phase, +1 buy and +$2 per unused buy.
---
While this is in play, cards cost +$1.
If another player gains a card other than during a buy phase, you may play this card.

Is this fair at $5?  Should it be an attack?  Should it be a duration?

Quote
Leper
Action - Attack - $4
Gain a copper and a silver, putting them into your hand.
Each other player gains a curse.  If they do, they gain a Leper.

Does this seem fair at $4?

10
Variants and Fan Cards / Expansion creation advice
« on: January 25, 2016, 03:55:07 am »
For creating individual cards, we have rinkworks' amazing Fan Card Creation Guide.  Increasingly, though, people are assembling their fan cards into expansions.  Those who've done this - what advice would you give on how to put together an expansion?  Those who haven't - what do you like to see?

Some possible questions to answer:
  • What balance of card costs and types do you put in?
  • What does each set need?  Should there be at least one trasher, one gainer, one sifter etc...
  • How many themes should an expansion have?  How many cards make up a theme?  Are off-theme cards OK?
  • To what extent is it OK to use mechanics from other expansions?  What about completely new mechanics?
  • How do these things change in large vs. small expansions?

11
Game Reports / Minion -> Double Tactician
« on: December 18, 2015, 12:00:18 pm »
I got Double Tactician working today for my first time: https://dominion-game-logs.s3.amazonaws.com/game_logs/20151218/log.0.1450457790474.txt

It surprised me to see that the wiki article on Tactician doesn't mention Minion at all.

12
Variants and Fan Cards / Trying to get the number increaser to work
« on: October 10, 2015, 03:03:35 am »
Year of Plenty
Action - Duration - $4
+1 Action
At the start of your next turn, +1 Card
----
While this is in play, if an action which is not Year of Plenty gives you:
Cards, +1 Card
Actions, +1 Action
Buys, +1 Buy
$, +$1

13
Variants and Fan Cards / Wafer-thin mint
« on: February 08, 2015, 11:25:04 am »
A very sketchy idea that just came to me, and I want to get it down before I forget it.  It's an attack that fills you up in the hopes you'll go pop.

Wafer-thin mint
Action - Attack
Each other player gains a copper, putting it into their hand.
Then, each other player reveals their hand.  If they have four or more treasures, they must discard two of them.

Still thinking about how much this should cost.

14
Variants and Fan Cards / Cage
« on: January 19, 2015, 02:51:01 am »
Sorry if this has been suggested before; I did't see it in a quick search.

Cage
$3
Action
+1 Card
+1 Action
Discard two identical cards.  If you do, +3 cards.

15
Variants and Fan Cards / Pirate Lair
« on: November 02, 2014, 07:00:46 am »
Pirate Lair - Action/VP -  $5
Put a token on your Pirate Lair mat.
At the end of the game, Pirate Lair is worth VP depending on the number of coins on the Pirate Lair mat as follows:
0: 0VP; 1-2: 1VP; 3-5: 2VP; 6-9: 3VP; 10-14: 4VP; 15-20: 5VP; 21+: 6VP

16
Variants and Fan Cards / Wartorn Province
« on: July 28, 2014, 01:17:01 pm »
Wartorn Province
$5 - Victory
Worth 6 VP
Wartorn Province counts as a Province. (the Wartorn Province pile does not count as a Province pile)
----
At the end of the game, trash a victory card.


The idea here is that it's a cheap but high-value card that slows you down by forcing you to keep another VP card around.  I'm trying to develop the 'at the end of a game' as a mini-theme; this is the least problematic card with that wording.  The 'counts as a province' part is there to give it a few more interactions.

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