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Topics - 461.weavile

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Rules Questions / Spy + Caravan Guard
« on: February 14, 2016, 12:21:31 am »
I looked around a bit for this, but couldn't find much on Caravan Guard other than the official FAQ. The simple situation is reacting to Spy with Caravan Guard. The question is whether I draw a card before or after my opponent chooses what to do with my top card.

I can rationalize all 3 choices. Playing an action could always have the same speed, where the Spy was played first and get's to finish first, and the Caravan Guard was played second so it finishes second. Using the Reaction could make it faster, causing you to draw before being Spied on - I hate drawing corollaries to Magic, but cards played in succession resolve in reverse order. Playing on-play could effectively make both effects happen at the same time and you would get to choose which happens first, but then who would choose which happens first?

It doesn't seem like a profound question, but with the number of Spy variants, it could be a useful thing to have an answer to.

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Variants and Fan Cards / Fan Expansion - Warlords and Wizards
« on: January 04, 2016, 08:51:38 pm »
So here it is, my fan cards that my Dominion group and I mix in with the randomizers.

Detail format

http://imgur.com/a/7D3Lt

Print format

http://imgur.com/a/HeVSr

The primary goal I had when beginning this expansion was to make the Potion games more fun. They seemed to not be worth it, especially with very few cards that cost a potion in a Kingdom. So there are a few new cards that cost potion, a way to avoid buying Potions sometimes, ways to use the Potion for something after you buy what you need, and Events that cost potion.

Once that was done, it just didn't seem to be enough, so I started to do what our beloved DXV can't really do, and combine concepts from different expansions. I combined Alchemy with Adventures, Dark Ages, and Seaside. I combined Dark Ages with Adventures, Alchemy, Cornucopia, Guilds, Prosperity, and Seaside. I combined Adventures with a whole bunch of things and brought a couple Victory Point Tokens back.

I tried not to go overboard with new mechanics, so I only introduced one: a unique card that the other players cannot use, but can still limit you from getting all of them. I recommend each player gets a random one, but you can play however you like. It's designed to encourage playing with different strategies instead of just your favorite way to play. One other mechanic that popped its head up was playing cards when they aren't normally played; this already happens with Storyteller, Caravan Guard, and Black Market, but some of the cards or events have you play Treasures during the Action phase and Actions during the Buy phase. There is even one card that you play during your Clean-up phase.

What I did try to go above and beyond with was type combinations. I added a few that we haven't seen: Treasure-Traveller, Action-Reaction-Reserve, Action-Treasure (which everyone seems to try, but always falls short for me), Action-Attack-Reserve, and, most notably, a bunch of different Knight combos. We have Action-Attack-Knight-Reserve, Action-Attack-Knight-Duration, Action-Attack-Knight-Reaction, and, surprisingly, Action-Knight. There was one card which is an Action-Duration which I was contemplating making simply Duration, but it didn't feel necessary to stipulate that.

There are some tokens that are referred to by the cards and events similarly to Adventures. Four of the cards call for a Magic token, and three events call for Cantrip, Enchantment, and Clock tokens. To mirror the official tokens, that would be 24 tokens, 4 in each color.

Anybody that knows me from reddit may have seen some of these already here. You can also see some comments made in the identical topic on BGG here.

EDIT: Transcriptions courtesy of Fragasnap:
Quote
Lead
Types: Treasure, Traveller
Cost: $1P
$1P. When you play this, +1 Buy
When you discard this from play, you may exchange it for a Poison.
Quote
Poison
Types: Action, Attack, Traveller
Cost: $2P*
+1 Action. Each other player may discard a Victory card from his hand. Each other player who does not gains a Curse.
When you discard this from play, you may exchange it for a Potion and a Recipe.
Quote
Recipe
Types: Action, Traveller
Cost: $3P*
You may trash a card from your hand. If you do, you may gain a card costing up to $2 and a P more than the trashed card and put it on top of your deck.
When you discard this from play, you may exchange it for an Ether.
Quote
Ether
Types: Action, Traveller
Cost: $4P*
Choose one: +1 Card and +2 Actions; or gain a Silver and a Potiton and put them into your hand; or return up to 4 cards from your hand to the Supply; or +2 Cards and put 2 cards from your hand on top of your deck.
When you discard this from play, you may exchange it for a Gold and an Elixir of Life
Quote
Elixir of Life
Types: Action, Reaction, Reserve
Cost: $5P*
+1 Action. Put this on your Tavern mat.
When another player plays an Attack card, you may reveal this from your hand. If you do, you are not affected by that Attack.
At the start of your turn, you may call this to trash a card from your hand. If the trashed card is a Potion, gain a Gold and put it into your hand, or if it is a Curse, gain a Duchy. Otherwise, +1 Card.

Quote
Quicksilver
Types: Treasure
Cost: $4P
$2P. When you play this, trash this card. Gain a card costing up to $2P.
Setup: Each player removes one Copper from his deck and adds 1 Quicksilver before shuffling.

Quote
Gold Leaf
Types: Action, Treasure
Cost: $5P
When you play this during your Action phase: +2 Cards, +1 Action.
$3. When you play this during your Buy phase, +1 Buy.

Quote
Spellcaster
Types: Action, Attack
Cost: $4P
Each other player plays a Delusion from the Delusion pile. Choose a player and take a Coin token for each Delusion he has in play.
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Wizard
Types: Action, Attack, Duration
Cost: $5
At the start of your next turn, +$2 and choose one: Each other player plays a Delusion from the Delusion pile and draws a card; or each other player takes his -1 Card token and discards down to 4 cards in hand; or each other player gains 2 Coppers and puts one into his hand.
While this is in play, you cannot reveal any Reaction cards or call any Reserve cards.
Quote
Delusion
Types: Action, Duration
Cost: $0*
At the start of each of your turns, discard a Treasure from your hand or reveal a hand with no Treasures.
At the start of Clean-Up during your turn, if you did not buy anything this turn, you may return this to the Delusion pile and stop discarding a Treasure every turn.

Quote
Magical Arrow
Types: Action, Reaction
Cost: $1+
If you have no cards other than Magic Arrows in play, +2 Cards.
When you draw this, if you have your Magic token, you may play this card from your hand.
When you buy this, you may overpay for it. If you overpaid by P, take your Magic token.

Quote
Magical Shield
Types: Action, Reserve
Cost: $2+
+1 Card, +1 Action. Put this on your Tavern mat.
When another player plays an Attack card, you may discard this from your Tavern mat. If you do, you are unaffected by that Attack. If you have your Magic token, you may put this on top of your deck. If you do, discard a card.
When you buy this, you may overpay for it. If you overpaid by P, take your Magic token.

Quote
Magical Hammer
Types: Action, Duration
Cost: $4+
You may trash a card from your hand. If you do: During your next turn +$1 when you play an Action. And if you have your Magic token, +1 Action per $ the trashed card costs.
When you buy this, you may overpay for it. If you overpaid by P, take your Magic token.

Quote
Magic Honedge
Types: Action, Attack
Cost: $5+
+1 Card, +1 Action. If you have your Magic token, each other player with 4 or more cards in hand reveals it and puts a card from it that you choose on top of his deck. Either way, each other player with 4 or more cards in hand puts one on top of his deck.
When you buy this, you may overpay for it. If you overpaid by P, take your Magic token.

Quote
Magic Symbol
Types: Action
Cost: $4
+1 Action. Play your Medallion and set it aside.
Setup: Each player randomly takes one Medallion and sets it aside. The other Medallions are returned to the box.
Quote
Light Medallion +1 Card, +$1
Quote
Water Medallion Gain a card costing up to $4. If it costs $3, put it on top of your deck. If it costs $2, put it into your hand.
Quote
Forest Medallion +1 Card, +1VP
Quote
Shadow Medallion (Attack) Each other player gains a Curse, putting it into his hand.
Quote
Fire Medallion Reveal cards from the top of your deck until you reveal an Action or Treasure. Trash it or put it into your hand and discard the other cards.
Quote
Spirit Medallion +1 Card, +1 Action, +1 Buy
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Time Medallion Discard any number of cards. +1 Card per card discarded. Discard any number of cards. +$1 per card discarded the second time.
Quote
Darkness Medallion +2 Cards. Reveal 2 cards from your hand and discard them. For each differently named card revealed, if it is an... Action Card: +1 Action; Treasure Card: +$1 and +1 Buy; Victory Card: +1 Card.

Quote
Trinket
Types: Treasure
Cost: $2
$2. When you play this, put it into the discard pile of the player to your left.
When you buy this, each player gains a Trinket (including you).

Quote
Spell Book
Types: Action
Cost: $3P
+1 Card, +1 Action, +$1P.

Quote
Tinker
Types: Action, Reserve
Cost: $3
Put this on your Tavern mat.
When you put another card on your Tavern mat, you may call this to gain another copy of it. You may trash this. If you do, put the card on your Tavern mat.
When you buy this, put it on your Tavern mat.

Quote
Capitol
Types: Action
Cost: $6
+1 Card, +2 Actions. Choose one: +1 Card; or +1 Action; or +1 Buy; or +$1.
You can't buy this if you have any Duration cards in play. When you buy this, +1VP per unused action you have (action, not Action card).

Quote
Warlord
Types: Action, Attack, Reserve
Cost: $5
Each other player reveals the top 3 cards of his deck, trashes 2 of them costing $3 to $7, and discards the rest. Put this on your Tavern mat.
At the start of your turn, you may call this for +$2, then your Action phase ends.

Quote
Mountaineer
Types: Action, Reserve
Cost: $4
+1 Action. Put a card from your hand on your Tavern mat. If you do, put this on your Tavern mat.
At the start of your turn, you may call this to discard a card from your Tavern mat. +$ equal to half its cost. (Round up)

Quote
Imposter
Types: Action, Victory
Cost: $5
Choose one: +2 Cards; or +$2.
2VP

Quote
King
Types: Action, Duration
Cost: $5
+1 Card, +1 Action. If this is the first King you played, at the start of your next turn: +3 Cards.

Quote
Queen
Types: Action, Attack
Cost: $5
+1 Card, +1 Action, +$1. Each player (including you) with at least 4 cards in hand discards a card.

Quote
Rook
Types: Action
Cost: $3
+2 Actions, +$2. If you have a King, Queen, or Knight card in play, +1 Card. The next two Action cards you play from your hand this turn must have more than one card type.

Quote
Castellan
Types: Action, Knight
Cost: $5
Each player (including you) reveals the top 2 cards of his deck and discards them. You may gain a copy of one of the revealed cards costing from $3 to $6. If a Knight card was revealed, +$2.

Quote
Dame Bridget
Types: Action, Attack, Knight
Cost: $5
Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card.
While this is in play, cards cost $1 less, but not less than $0.
Quote
Dame Cassandra
Types: Action, Attack, Knight, Reserve
Cost: $5
*Knight effect* Put this on your Tavern mat.
At the start of your turn, you may call this to choose one: +1 Card; or +1 Action; or +1 Buy; or +$1
Quote
Dame Clare
Types: Action, Attack, Knight
Cost: $5
Now and at the start of your next turn: *Knight effect*
Quote
Sir Cole
Types: Action, Attack, Knight
Cost: $5
*Knight effect* Each other player chooses one: take their -1 Card token and -$1 token; or gain an Estate and a Curse.
Quote
Dame Isabelle
Types: Action, Attack, Knight, Reaction
Cost: $4
*Knight effect*
When one of your cards costing from $3 to $6 is trashed, you may discard this from your hand. If you do, put the trashed card into your discard pile and gain a copy of it.
Quote
Sir Nicholas
Types: Action, Attack, Knight
Cost: $5
Take a Coin token. *Knight effect*
Quote
Sir Peter
Types: Action, Attack, Knight
Cost: $5
*Knight effect* (but you can gain one card another player trashes)
Quote
Dame Regina
Types: Action, Attack, Knight
Cost: $6
+1VP. *Knight effect*
Quote
Sir Robin
Types: Action, Attack, Knight
Cost: $5
+$1. When you buy this or play this, *Knight effect* (but you only trash Sir Robin if you played it)
Quote
Sir Zachary
Types: Action, Attack, Knight
Cost: $6
*Knight effect*
When you discard this from play, you may trash it. If you do, gain a White Knight or a Black Knight.
Quote
White Knight
Types: Action, Attack, Knight
Cost: $0*
*Knight effect* (but is not trashed when trashing other Knight cards) If no player trashed a card by this, you may gain a Prize (from the Prize pile) or a Duchy. Otherwise. +1 Action.
Quote
Black Knight
Types: Action, Attack, Knight, Duration
Cost: $0*
*Knight effect* (but is not trashed when trashing other Knight cards) At the start of each of your turns, you may trash a card from your hand. If you do, +$1 per $ it costs and +1 Card and +$2 if it has P in its cost.

Quote
Cantrip
Types: Event
Cost: $2P
Move your Cantrip token to an Action Supply pile. (When you play a card from that pile, first choose one: either +1 Card and +1 Action or play the Action normally.

Quote
Enchantment
Types: Event
Cost: $5P
Move your Enchantment token to an Action Supply pile. (When you play a card from that pile, play it twice.)

Quote
Rewind
Types: Event
Cost: $2P
+1 Buy. At the start of Clean-Up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck.

Quote
Visions
Types: Event
Cost: $3P
+1 Buy. Each other player may discard a Reaction card from his hand. Each player who does not reveals his hand. You may choose one of the revealed cards and play it. Return that card to the hand of its owner during your Clean-Up phase.

Quote
Time Slip
Types: Event
Cost: $1P
If you Clock token is not on a Supply pile, choose a Kingdom card from the Supply. Put one copy of it into your discard pile and put your Clock token on its pile. (When you buy a card with your Clock token on it, you may return it to its pile and remove your Clock token. If you Clock token is on a Supply pile, -3VP.

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Battlefield
Types: Event
Cost: $1
+1 Buy. Each player (starting with the player to your left) may reveal and discard a card from his hand. The player that discarded the card with the highest cost in coins gains a Spoils from the Spoils pile.

Quote
Battle Strategy
Types: Event
Cost: $5
Look at cards from your deck and either discard them or set them aside until you have set aside 4 cards. Put them on top of your deck in any order. Put your -1 Card token on your deck.

Quote
Surprise Attack
Types: Event
Cost: $2
+1 Buy. You may play an Action card from your hand. Discard it.

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Hidden Trap
Types: Event
Cost: $2+
+1 Buy. Set aside a card from your hand. At the start of your next turn, play it or discard it.
When you buy this, you may overpay for it. If you do, set aside the card face-down.

Quote
War Drums
Types: Event
Cost: $4
+1 Buy. Once per turn: Choose an Attack card you have in play and play it two more times. Other players cannot gain cards by this.

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