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1
What are the first things you look for in the kingdom before your game begins?

Personally: villages, trashers, +Buy

2
Is there a way to have ranked games without a given expansion(s) or did I just not find how to?
Typically I’d like to play my games without Alchemy and Nocturne while keeping my games ranked. Can this be done?

Also, can you enter such specifications with auto-match?

Also #2, can you play games without certain mechanics (boons, hexes, debt, etc.)?

Thanks!

3
Dominion Online at Shuffle iT / Finding a table
« on: June 03, 2022, 02:34:44 am »
I’ve played a lot against AIs and since yesterday I’ve been trying to play with humans. And I don’t quite get a few things.

"Games tab" – when I click "search", I see the nicknames of multiple users appear and disappear in the "queue" and it takes several minutes until I get matched… or give up trying. I’ve tried extending my level and rating tolerances to increase my chances, to no avail. How does this work exactly?

"Tables" tab – whenever I join a table, it doesn’t start because the player doesn’t see/hear I’ve joined. Sending messages in the chat doesn’t help either. Is there a way to make this work better? I’d suggest adding sounds and/or displaying the most recent tables at the top, i.e. those where players are still on their pre-game screen, waiting for someone to join.
Also, it’d be quite helpful to see players’ ratings in this tab, so you don’t get matched with someone who will crush you.

All of this has me quite frustrated that it takes so long to find a game.

So is it just me or does the matchmaking system(s) not work very well?
Thanks for your answers.

4
Variants and Fan Cards / Builder / Conqueror
« on: May 16, 2022, 04:59:02 am »
My attempt at a Rebuild variant.

Cost: $6 - Action
+2 Cards
+1 Action

You may trash a Victory card from your hand to gain a Victory card costing up to $3 more than the trashed card.


Feedback welcome.

5
Variants and Fan Cards / Three card ideas
« on: May 17, 2020, 05:50:13 pm »
A few rough ideas, unsure if they’d work. I guess similar things have already been made.

Nascent village (Action)
cost $5
+2 Actions
For each Nascent village you have in play, +1 Card.

or

cost $5
+2 Actions
For each Nascent village you have in play, choose a different option: +1 card, +$2, +2 buys, +1 VP

**********

Majestic ring (Treasure)
cost $5
worth $1
-------
When this is in play, cards cost $1 less per card you gained this turn.

**********

Wealthy town (Action)
cost $5
+2 Cards
+2 Actions
Discard a Copper.



Thoughts?

6
Dominion General Discussion / Logic behind "special things"
« on: May 15, 2020, 01:05:20 pm »
What I mean by special thing usually is "what’s printed under the horizontal line" but in some cases it may be sth else.

**********

One card that has a totally logical "special thing" imo is Herald.

Herald is an engine piece that works well with action cards. And it’s a cantrip action card. So you may want to spam Heralds to boost your engine. And the overpay ability is one thing that makes them easy to spam – you can buy a Herald at any cost from $4 up while still getting benefit for the extra money you paid. So Herald’s special thing seems totally consistent with Herald’s ability.
That’s why I’d call Herald’s special thing logical. It all loops well together.

Market square is logical too: it gets you Gold and the +Buy gets really good once you get really rich.

Split piles have a built-in logic, the second half boosting or being boosted by the first half.

However, other cards have special things, but I fail to understand the logic, as in, "why on these cards precisely?".

Examples:
- Duchess: I see no synergy between special thing and ability.
- Forum: +buy when you buy Forum looks like something for a card you’d want to spam, like Herald. But would you spam Forum as is? Would’ve seemed fun with something like Fisherman.
- Silk merchant
- Changeling
- Messenger
- Catacombs
- Debt-cost cards: I feel like you’d make a card’s cost debt-only if you want players to be able to buy them on any turn. Do Engineer/Overlord/Royal blacksmith/City quarter have the perfect abilities for this purpose? Why couldn’t they have cost normal dollars?
- Mechanical link between hermit/madman, pixie/goat, fool/lucky coin, secret cave/magic lamp (while Pasture has a logical link with Shepherd)?
- Night ability on Werewolf

Were the special things on these cards put there and not elsewhere "because they had to be on some card" or for some divine, perfectly logical reason?

Also, can you name other cards like Herald and Market Square that have the perfect special thing that perfectly complements their abilities?

7
Dominion Online at Shuffle iT / Can’t un-familiar-ize a card
« on: September 14, 2017, 02:10:58 pm »
There’s a card I really dislike and I’d like to tag it as unfamiliar, but when I do, the game keeps setting it back to familiar.

Has anyone had this problem?

8
Dominion Online at Shuffle iT / AI’s whims
« on: August 07, 2017, 06:31:17 am »
I play with Guilds, Dark ages and Base and I’ve noticed that the AI is buggily obsessed with the following cards and always buys as many as it can:
- Bandit Camp
- Counterfeit (when this one is in play, I know I’ll win the game, as the AI will play very stupidly.

Also, it seems to systematically spend all the Spoils it has in hand, even those it doesn’t need to spend.

And it seems unable to process the following cards, since it NEVER buys them (while I do):
Artisan, Poacher
Pillage
Taxman, Herald, Advisor

There may be others. Anyway the AI seems quite limited.

9
Variants and Fan Cards / Joust
« on: March 30, 2016, 09:11:17 am »

Quote
Joust (Action – $0*)
+1 Action
Choose one: +3 Cards; +2 Cards +$1 +1 Buy
Trash this.

Setup: add an extra Kingdom card pile. Cards from that pile cost $1 more. When you buy (gain?) one, gain a Joust.
*This is not in the supply.
Should it always come with a specially designed card that synergise well with it or be left as is for better variance?
Maybe it would need a "Trash this. If you do, choose…" clause.

10
Variants and Fan Cards / Clean-up booster
« on: March 30, 2016, 08:09:58 am »
Reception hall (Action $5)
+1 Action
Choose: during your next Clean-up phase, draw up to as many cards as you currently have in hand; discard any number of cards, then draw up to 6 cards.

Strong synergies with Lab and the like, failing which the second option can be a good help.

11
Variants and Fan Cards / Fundraiser
« on: March 28, 2016, 05:41:21 am »
$5 cost version
Quote
Fundraiser (Action $5)
+1 Action
+$2
You may discard an action card. If you do, +$2.
When you discard this other than during your Clean-up phase, take a Coin token.

When you buy this, you may overpay for it. For each $3 you overpaid, gain another copy of this.

$4 cost version
Quote
Fundraiser (Action $4)
+1 Action
+$2
You may discard an Action card from your hand. If you do, +$2.
When you discard this other than during your Clean-up phase, take a Coin token.

When you buy this, +1 Buy. During your Buy phase, this costs $1 less for each Fundraiser you have gained this turn.

I like the idea of a card you can get more copies of for cheaper and that works well with itself ($5 version with on-discard effect).

I’m not quite sure if this would be OP or UP. I am considering replacing +1 Action with +1 Buy in one or another version.

12
Goko Dominion Online / Campaign – dark ages 4.13
« on: March 15, 2016, 06:44:49 am »
How in heaven can one beat Act 4 game 13 of the dark ages campaign? I’ve lost about 8 times in a row, trying different stuff every time.

Any help will be greatly appreciated.

13
Variants and Fan Cards / Fixing Dominion – returns
« on: March 04, 2016, 07:51:02 am »
I know this topic comes around now and then. Here are a few tries concerning low- and high-rated cards in Qvist rankings:

Moat
Choose: +2 Actions or +2 cards

Moat
Choose: +$2 or +2 cards

Chapel
Trash this and up to 3 cards from your hand.

Annoying Mountebank $6

Annoying Mountebank
Each other player may discard one Copper. Any player who does not gains two Coppers.

If it turns out to be too weak:
Each other player must either (their choice): discard two Coppers; or discard one Copper and gain one Copper; or gain two Coppers.

Rebuild $6
+2 Cards
+1 Action
You may trash a Victory card from your hand. If you do, gain a Victory card costing up to $3 more than the trashed card.

Witch
+2 cards
Each other player may trash a card from their hand costing $3 or more. Any player who did may gain a card costing at most $2 less than the trashed card.
Any player who did not trash a card gains a Curse. / Any player with more than 4 cards in hand gains a curse.

Soothsayer $6
Gain a Gold. Every other player gains a Curse.

Annoying Goons
Remove +Buy

Throne room and Moneylender: add "you may"

Chancellor
Make it a "choose one" version of Scavenger.

Spy
Every player sets aside the top card of their deck … Any cards thus set aside go back on top of their owner’s deck at the end of your Action phase, or earlier if you decide so.
Damn wordy I know…

Thief
Add "+$2"
… Gain at most one of the trashed cards.

Counting house
Add "+1 Buy"

Farmland
Non-compulsory on-buy effect and "up to $2 more" or "costing $3 more".

Forge
exactly up to

Scout
Take any non-Action, non-Treasure cards in hand.

14
Dominion Articles / Beri's case study #1
« on: February 29, 2016, 06:33:29 am »
I played a fun game yesterday and only saw some combos as I played, so I'd like to have your view on which option would be best.

I hope this is the good place to post this kind of things, otherwise, feel free to move the topic.

We played with:

Poor house
Hamlet
Nomad camp
Baron
Mining village
Patron
Horn of plenty
Laboratory
Bazaar
Peddler

Obviously Patron goes well with Horn of plenty, but then I saw the following:
Poor house + hamlet (get peddlers and provinces)
Hamlet + baron (get estates, peddlers and provinces)

What path would have been yours?

15
Variants and Fan Cards / Alternative base cards
« on: February 23, 2016, 10:52:21 am »
What if base cards changed from one game to another, or what if there were more base cards?
Here are a few attempts:

Copper mine $2+
Worth $1
For each $1 you overpay, take a coin token.

Copper mine $1
Worth $1
When you buy this, take two Coin tokens.

Silver mine $4
Worth $2
+1 Buy

Golden mine $7 (wow, a base card costing $7!)
Worth $3
+1 Buy

Platinum mine $9
Worth $4
+1 Buy

Potion $5
Worth $2 or a potion

Estate $2+
Worth 1 VP
For each $1 you overpay, set aside the top card of your deck. Put it in your hand at the end of your Clean-up phase.

Merchants’ province $8+
Worth 8 VP
During your Buy phase, this costs $1 more for each Gold or Platinum you have played this turn.
----
When this pile is empty, the game ends.

16
Variants and Fan Cards / Recover
« on: February 15, 2016, 08:34:24 am »
Quote
Recover (Action-Duration) $0
At the beginning of your next turn: draw until you have 5 cards in hand, +2 cards.
————
When you buy this, play it.
This card becomes unbuyable and ungainable until the end of your turn as soon as you have gained a card or got $1 or more.

Means you can only get this card if it is nearly the only thing you do on your turn. Is wording ok?
Does it sound too good? Perhaps it could be toned down to +1 card.

17
Variants and Fan Cards / Patron
« on: August 26, 2015, 03:29:53 am »
Quote
Patron (Action-Reaction) 4$
Gain a card costing up to $4.

When you play a card, you may discard this from your hand. If you do, add 1 to the number in one [coin icon] on that card until it has been resolved.

With Patron, you can turn a Remodel into an Expand, double the effect of a Bridge/Highway, add +1 to a +coin, etc. Also combines well with itself.

The reaction part is something I've never seen before and I think will be a lot of fun. At worst, this card is a copper.

18
Variants and Fan Cards / Influences - expansion (WIP)
« on: April 08, 2015, 07:41:25 pm »


Inspired by two novel concepts, I have created my own Dominion cards.
These two concepts are the following:
- cards you may only play when you have no actions left – artefacts
- cards that have an on-draw effect – trigger

Then I had ideas for other cards that mainly deal with drawing cards and the fact that you have more than 5 cards in hand between two turns.

I hope these inspire you and you can help me fine-tune them.

Trigger
Cards on your Trigger mat are considered as being in your hand. They can be trashed or discarded by the effects of other cards as if they were in your hand. During your Clean-up phase, they are discarded like other cards from your hand. However, you cannot move a card from your Trigger mat to your Trigger mat.

Enchanted estate (Victory-Trigger) $5
1VP
After you take a card in hand, you may put this on your Trigger mat. If you do, discard any number of cards, +1 Card per card discarded.

Conjurer (Reaction-Trigger) $5
After you take a card in hand, you may put this on your Trigger mat. If you do, +1 Card.
When you discard this other than during your Clean-up phase, +3 Cards.
When you trash this, +5 Cards.

Power stone (Trigger) $5
After you take a card in hand, you may put this on your Trigger mat or trash this from your hand. If you trashed it from your hand, +4 Cards. If you put it on your Trigger mat, +1 Card.

King (Trigger) $7
After you take a card in hand, you may put this on your Trigger mat. If you do, +1 VP token.

Rich land (Victory-Trigger) $4
2VP
After you take a card in hand, you may put this on your Trigger mat. If you do, +1 Card.

Good prince (Victory-Trigger) $3 V1
2VP
After you take a card in hand, you may put this on your Trigger mat. If you do, all players (including you) draw 1 card.

Good prince (Victory-Trigger) $5 V2
2VP
After you take a card in hand, you may put this on your Trigger mat. If you do, +2 Cards, each other player draws 1 card.


Psychic (Action-Duration-Trigger) $5
+1 Action
Do not draw any cards during your next Clean-up phase. At the beginning of your next turn, draw until you have 5 cards in hand, then +1 Card.
After you take a card in hand, you may put this on your Trigger mat. If you do, look at the top 3 cards of you deck. Discard them or put them back in any order.


Actions / number of cards
Usurper (Action) $2
(+$1)
Draw until you have as many cards in hand as the player who has the most cards in hand.

Ambush (Action-Attack) $2
+1 Action
+1 Card
Each other player discards down to 5 cards. +1 Card for each card discarded by the player who discarded the most cards this way. If no cards were discarded, each player draws a card.

Righter of wrongs (Action-Attack) $4
+1 Action
+$2
Each other player draws 1 card, then discards 3 cards if he has 6 cards or more in hand.

Guarded village (Action-Reaction) $4
+1 Card
+2 Actions
When another player plays an Attack card, you may trash this from your hand. If you do, you are unaffected by the attack and gain a Gold.

Artefacts
Although they are not Action cards, Artefacts may be played during your Action phase.
Emerald amulet (Artefact) $4
+2 VP tokens
This card may be played only if you have no Actions left.

Ruby amulet (Artefact) $3
+2 Cards
This card may be played only if you have no Actions left.

Sapphire amulet (Artefact) $3
+1 Card for each Action card you have in play.
+$3
This card may be played only if you have no Actions left.

Diamond amulet (Artefact) $3
Gain a card whose cost is equal to or lower than the number of cards you have in hand.
This card may be played only if you have no Actions left.

Amethyst amulet (Artefact) $2
Gain a Gold and a Curse.
This card may be played only if you have no Actions left.


Victory
Merchants' province (Victory) $8*
8 VP
During your Buy phase, this card costs $1 more ($2 more) for each Gold (Platinum) you have in play.
If this pile runs out, the game ends.

Cursed province (Action-Victory) $4
5 VP
Trash this card. Gain a Curse.

At the beginning of your Clean-up phase, if you have Cursed provinces in hand, discard them all but two. Place the remaining Cursed provinces on top of your deck.

Treasure
Grant (Treasure) $5
Worth $1 for each Action card you have in play.

Forged coins (Treasure) $2
$0
When this is your first buy in a turn, +1 Buy, +$4, gain a Copper.

Black gold (Treasure-Looter) $6 V1
$4
When you play this card, gain a Ruins.

Black gold (Treasure) $6 V2
$4
+1 Buy
When you play this card, gain a Curse.

Black gold (Treasure) $5 V3
$4
When you play this card, gain a Curse.

Black gold (Treasure) $6 V4
$4
When you play this card, all other players gain 1 VP token.

Bond (Treasure) $5
+$6
+1 Compulsory Buy*
All cards you buy this turn may not have a greater cost difference than $1 from one another.

*Compulsory Buy means that if you use your optional Buy during your Buy phase, you must Buy one more card for each Compulsory Buy and make sure to meet the bottom line condition. E.g. you have $12 and two Compulsory Buys. Either you buy nothing or you buy three cards. In the latter case, you may not buy a $5 card, since you would then be forced to buy $4 or $5 or $6 cards with it, which you can't (minimum 5+4+4=13).

Debt (Treasure) $4
+$2
Play another Treasure card. Trash it. Gain a Treasure card costing at least $3 less than the trashed card, placing it in your hand.


Transformations
(Urchin- and Hermit-style)

Tissue merchant (Action) $5
Discard 1 card.
+4 Cards
+1 Buy
When you discard this from play, if you have bought at least 1 Copper this turn, you may trash this. If you do, gain a Dealer from the Dealer pile.
-----
Dealer (Action) $0*
Trash a non-Victory card. Gain 2 cards whose cost is equal to or lower than that of the trashed card.

Barracks (Action – Attack) $3
+1 Card
+1 Action
Each other player with 5 or more cards in hand must discard or trash (he chooses) a Treasure card from his hand.
When this is in play, when you play an Attack (including this) and have 3 or more Attacks in play, you may trash that Attack. If you do, gain a Fortified duchy from the Fortified duchy pile.
-----
Fortified duchy (Victory) $0*
4 VP

Action
Poacher (Action-Reaction) $4
Discard a card.
+2 Cards
+1 Action

When another player plays an Attack card, you may set this aside. If you do, after the attack, discard this and you may gain a Silver (a Gold) for each card you have discarded or gained (trashed) because of the Attack.

Sales counter (Action) $5
+1 Action
+1 Card
+$1
You may gain a card from the Private pile.

Setup – randomly designate a pile of cards all costing $3 or $4. It is the Private pile. Cards from this pile may not be bought.

Win-win (Action-Attack) $4
+$3
Each other player gains a card costing $4 you choose.

Rationing (Action-Duration) $3
+1 Action
Until the beginning of your next turn, players may not buy non-Victory cards costing more than $5.
----
While this is in play, during your turn, all cards cost $1 less, but not less than $0.

Decay (Action) $3
+1 Card
+1 Action
Trash a card from your hand. If you did not trash a Copper, gain a Copper.

When you buy this, put the top 2 cards of one pile of Kingdom cards or the top 2 cards of the Curse pile into the trash.

Artisans' village (Action) $3
+2 Actions
Reveal the top 2 cards of your deck. Discard any Treasure cards revealed. Take the remaining cards in your hand.

Patron (Action-Reaction) 4$
Gain a card costing up to $4.

When you play a card, you may discard this from your hand. If you do, add 1 to the number in one coin icon.

With this card, you can turn a Remodel into an Expand, double the effect of a Bridge/Highway, add +1 to a +coin, etc. Also combines well with itself.

Illusionist (Action) 5$
+1 Action
Trash a card from your hand. Gain a card costing up to 1$ more, placing it in your hand.

Illusionist (Action) $6 V2
Trash a card from your hand. Gain a card costing up to 2$ more, placing it in your hand.


Drawbridge (Action-Duration) $2
+1 Action
+1 Card
At the beginning of your next turn, you may discard a card, then draw until you have 5 cards in hand.

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