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Dominion General Discussion / Top 10 best recepients for the +Card token
« on: February 14, 2020, 12:44:29 pm »
This top 10 consists of the best cards to use your +Card token on, be it through Teacher or through Pathfinding. I will make similar top 10s for the other Teacher tokens in the future. Feel free to post your disagreements in this topic. Hope this will spark a good discussion.

The +Card token is probably the most versatile of the tokens, as it works on about everything. The only truly awful candidates are cards that don't see play later on, or draw-to-X cards (and even then, +1 Card on Minion is still pretty solid). That being said, cantrips that are already somewhat spamable are generally the preferred targets.

This is my list for now. Write-ups will follow in the future.

1. Governor
2. Magpie
3. Hamlet
4. Pawn
5. Border Guard
6. Market Square
7. Port
8. Ironmonger
9. Plaza

Variants and Fan Cards / Ideas for Adventure themed cards
« on: January 21, 2018, 05:05:08 pm »
The Adventures expansion really had some interesting mechanics, many of which felt underused. Here are several ideas for cards that could fit right into the Adventures expansion (not really; as there are also some with Guilds mechanics). Without further adeu, here they are! They are ordered by price (and events are separated).

Coupon (Treasure, $2)
Exchange any number of +Buys for +1$ each.
When you buy this card, you may overpay. If you do, gain an Action or Treasure
costing equal to the amount you have overpayed. Move your +Buy token to
its pile.
My goal was to create a $2 card that in itself benefits from many Buys, and that enables the +Buy token through overpaying. I like this version, though it might be OP when buys are plentifull.

Dwarves' Workshop (Action, $4)
Choose one: Move your -2$ token to an Action supply pile, or gain a card costing up to $4.
A workshop variant that makes good use of the -2$ token. May seem kinda OP, but it's also kinda slow at the same time.

Ecological Village (Action, $4)
+2 action, +1 card
When you gain this, you may move your trashing token to an Action Supply pile.
(when you buy a card from that pile, you may trash a card from your hand)
A village variant, and a more efficient version of Plan.

Robot (Action, $4)
Choose one: +1 action, +1$, +1 card or +1 buy. If this is the first time you played Robot this turn,
you may move your +action, +card, +buy or +$ token to its pile.
A card that moves teacher tokens to its own pile. It can become a strictly superior Grand Market, but it takes quite a few plays to get there. In that sense also a bit of a Traveller. I know a similar idea has also been brought in other threads, but I'd like to share it regardless.

Mystery Village (Action, $4)
+1 action
Play the card on the Mystery Village mat
Setup: Put an action costing up to $3 that gives +1 action onto the
Mystery Village mat.

My favorite idea on the list, and probably better suited as a promo. It is a village that functions differently in each game, and can answer a lot of questions in the vein of "how would this card function if it was a village".

Housecleaner (Action, $5)
+1 card, +1 action
Draw cards untill you draw a Victory card costing up to $6. Move that card to the Tavern mat. Discard the rest.

This card enables Alt-VP strategies, as those VP cards won't be in your way now. The synergy with Disant Lands is intentional.

And now some events.

Money Pig (Event, $0)
When buying this event, you may overpay. +1 coin token per $ overpaid.
(Setup: Each player moves their +Buy token to the Silver pile at the start of the game)

This event is a perfect smoothener, but needs spare buys to work. The setup ensures that those are always there.

Reinforcements (Event, $5)
Gain an Action costing up to $4 that gives +1 action. Move your +Action token
to its pile.
A bit similar to Mystery Village, but more Adventures fitting. The idea is to get a cheaper version of Lost Arts that has far more limited targets, only allowing to make the Village of your choice.

Decorate (Event, $8)
Once per game: Gain a Duchy. Set aside a non-Victory Action card from the Supply costing up to $4.
Move your Duchy token to it (your Duchies gain the abilities and types of that card).
A Duchy version of Inheritance! Will probably play completely different. I decided to let it come with a Duchy, otherwise it is probably too inefficient.

And that's it! What do you think of these ideas? I may post some more in the future.

Dominion General Discussion / The most powerful board
« on: December 21, 2016, 12:45:54 pm »

With Empires out, I was wondering: what is the most powerful kingdom in Dominion?

When trying to the question, I was thinking about a kingdom that at least contains the following cards:
- Counting House
- Highway
- King's Court
- Coppersmith
- Scheme (not important, but makes it on turn faster)
What the remaining five cards are doesn't really matter, although several attacks can somewhat slow the game down.
The event cards are Counting House's super best friends. To be precise:
- Travelling Fair
- Banquet

With this setup, if you start with 5 coppers, the game will be as follows:
T1: Your hand: 5 coppers
-Buy Travelling Fair
-Buy Banquet for Counting House & 2 coppers; topdeck only counting house
-Buy Copper; don't topdeck
T2: Your hand has 1 coppers & 3 estates & Counting House (worst case scenario)
-Play Counting House; draw 8 coppers (you have $9)
-Buy Travelling Fair
-Buy Banquet for Counting House & 2 coppers; topdeck all
-Buy Banquet for Scheme & 2 coppers; topdeck Scheme and 1 copper
T3: Your hand has 1 Counting House & 1 scheme & 3 coppers
-Play Scheme; draw Copper
-Play Counting House; draw 10 copper (you have $14)
-Buy Travelling Fair (2x)
-Buy Banquet for Counting House and 2 coppers; topdeck Counting House
-Buy Banquet for Highway and 2 coppers; topdeck all (2x)
-Topdeck Scheme (via scheme)
T4: Your hand has 3 coppers; Scheme; Highway
-Play both Highways and Scheme. Your hand now has 4 coppers and Counting House
-Play Counting House; draw 16 copper (you have $20)
-Buy Travelling Fair (4x)
-Buy Banquet for King's Court and 2 coppers; topdeck King's Court (2x)
-Buy Banquet for Coppersmith and 2 coppers; topdeck Coppersmith (2x)
-Buy Copper
-Topdeck Counting House (via Scheme)
T5: Your hand has King's Court, King's Court, Coppersmith, Counting House
-Play King's Court+King's Court+Coppersmith+Coppersmith+Counting House
You now have 29 Copper in Hand. All of them are woth $7. So enjoy having $203 with Travelling Fair for the buys.

Yup, you gain the ability to buy all provinces in the 5th turn! And if you don't start with $5, if will be slightly weaker but still very strong.

This setup is an amalgation of already existing concepts. Counting House+Travelling Fair is a ridiculously powerful duo. Banquet is always a huge improvement for Counting House. Counting House always wants to work with Coppersmith, but usually doesn't get to.

What do you guys think. Do you know a stronger board?

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