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Advertisements / I'm running a kickstarter: Take-That Towers
« on: July 30, 2021, 03:38:38 am »
I'm running a lil kickstarter for a card game I designed and illustrated.

If you're into the same types of games I am, or if you like the cards I've designed for WDC, you may like this one.

I'm doing this project for fun, so everything's priced bottom-dollar. I just want people to play my stuff.

Kickstarter page

Weekly Design Contest / Weekly Design Contest #112: Steal the Show
« on: April 19, 2021, 10:02:45 pm »
WDC 112: Steal the Show

Design an Attack card that steals from other players.

- It must have the Attack type, but it doesn't have to be an Action.
- Other players must lose something that persists across multiple turns and you must gain something that persists across multiple turns. You do not have to gain the exact thing they lost - Bandit and Pirate Ship are OK, but Jester is not.
- The effect can be delayed - Rogue is OK.
- The stealing can involve any resource that persists across turns - cards, tokens, states, etc. Effects that only last a turn (e.g. you get $2) do not count. Effects that go away almost instantly (-1 coin token or Coffers), are discouraged.
- It's fine if you want to do a split pile or non-supply card , but please cap entries at 2 designed cards max.

Judge's Opinion:
- Don't give players the option to steal from 1 player only. They should steal from everyone (like official cards).
- If I must squint, you have too much text
- The rules are loose. You can get away with many designs if they have thieving flavor

Variants and Fan Cards / Dominion: Cool Dudes
« on: March 15, 2021, 10:46:24 pm »
Cool Dudes

Various cards focusing on two mechanics: Villagers and Exile, with a handful of interactions between them.

Magic Study was inspired by fika monster's Picnic card. I'm sure other cards resemble other fan cards, whether intentional or not.

Weekly Design Contest #107: Coppers and Estates

Design a card(s) or landscape that names Copper and/or Estate in its text.

Examples of valid entries: Moneylender, Baron, Banquet, Shepherd/Pasture, and Fountain.

Deadline: March 12

Game Reports / A surprisingly interesting Masterpiece board
« on: May 09, 2019, 08:04:15 am »
Code: [Select]
Mining Village
Spice Merchant
Scrying Pool

I thought this kingdom was really fun!

Without Masterpiece, this board is dull. You trash down, get some Pools and Universities, then go for single province turns gaining cards along the way.

But with Masterpiece, there's suddenly a fast way to gain multiple cards per turn. You can gain 5 silvers and trash them next turn. Tomb gives you +VP for trashing, Spice Merchant gives +Buy, and Mercenary gives the attack. So it's pretty good to buy!

Introductions / I'm back
« on: April 26, 2019, 11:13:07 pm »
Hi friends!

I used to post here a lot back in the day. If anyone wants to add me as a friend on dominion online, my username is "pubby".


BTW, check out my first win:

Game Reports / Bad strategies vs Ambassador
« on: July 04, 2015, 07:13:19 pm »

P.Stone beats Ambassador:
Code: [Select]
Courtyard, Ambassador, Chancellor, Loan, Oasis, Shanty Town, Philosopher's Stone, Throne Room, Stables, Hunting Grounds

Counting House beats Ambassador:
Code: [Select]
Lighthouse, Ambassador, Bureaucrat, Quarry, Counting House, Harvest, Ill-Gotten Gains, Jester, Knights, Treasury

Explorer/Beggar beats Ambassador:
Code: [Select]
Poor House, Beggar, Haven, Ambassador, Feast, Silk Road, Trader, Catacombs, Explorer, Hunting Grounds

Bureaucrat beats Ambassador:
Under Construction

Game Reports / Beggar Feodum pulls ahead
« on: June 04, 2015, 05:09:24 am »

Code: [Select]
Beggar, Native Village, Chancellor, Conspirator, Feodum, Fortress, Taxman, Cultist, Ghost Ship, Rebuild

I thought this Kingdom looked really evil and unfun with Rebuild and Cultist, but to my surprise there was a neat way to victory: Beggar Feodum! Since my opponent went heavy on the Cultists, my Beggars were able to react every time and so I ended up with 17 silvers in my deck. Nice result for an awful kingdom.

Dominion Videos and Streams / Mystery Adventures previews in Thai
« on: May 07, 2015, 11:03:34 pm »
I found another Adventures preview. It's pretty cool to see more people doing this.

Maybe someone would be able to translate?

2015 / discussion: match structure
« on: April 15, 2015, 06:51:49 pm »
I've been wondering about how matches would be structured. I never played in a Gokodom, but apparently this is how it worked:
IV. Match Structure

A. Each match will involve a minimum of three games and a maximum of 6 games.  In order to eliminate first-player advantage as much as possible, the following rules will be used:

1. Let Goko randomly determine who has the first seat in the first game.  That player will sit in the second seat in games two and three.  If more games are needed, that player will sit in the first seat in games four and five, then again in the second seat in game six.  This is more easily represented as A-B-B-A-A-B.

2. Because Goko randomly assigns starting players, you may be required to reset games to get the correct start order for each game.  It is recommended that you play unrated games for this reason.

3. Winning a game awards 1 game point; drawing a game awards 0.5 game points to both players.

4. A player wins the match if after 3 or 4 games, s/he has 3 game points; or after 5 or 6 games s/he has 3.5 game points.  A 3-3 tie on game points is a tie for the match.

Maybe this worked well but it seems confusing to a newcomer like me.

This is what I would suggest:
1. Play pro games without restarting.

2. You gain 2 points for winning as first player, 3 points for winning as second player, and 0 points for ties.

3. The first person to reach 8 points wins the match.

Game Reports / Very fast quarry game
« on: February 13, 2015, 10:10:30 pm »

Code: [Select]
Squire, Oasis, Plaza, Quarry, Worker's Village, Council Room, Haggler, Soothsayer, Trading Post, Harem

I think this is the fastest board I've ever played. 10 turns to buy 33 cards.

Puzzles and Challenges / Infinite stalemate game
« on: January 23, 2015, 04:19:21 am »
The only way to end a Dominion game is by running out of piles. Buying/gaining cards from a pile is optional, and so it is possible for games to last an infinite number of turns.

Do any scenarios exist where the only optimal play for both players is to prolong the game? Think of a situation where a player will lose next turn if they attempt to buy/gain from any pile.

Here's a silly example I thought of:
Both players have only 1 card in their deck: chapel. The chapel pile is empty and both copper and curses are down to 1 card each. The copper pile has an embargo token on it. Attempting to buy a copper will lose you the game. The optimal move is to pass your turn every turn.

Can you think of any other scenarios? Bonus points for a scenario that could realistically happen.

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