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Topics - The73rdvirgin

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1
Puzzles and Challenges / Most amount of money turn 3
« on: June 21, 2018, 02:45:37 am »
Hi all. Recently in a base set game I got a turn 3 Vassal Moneylender combo for 8 money, and it got me thinking: What is the most amount of money a player can have on their 3rd turn of the game?

Rules are as follows:
1. Choose a valid set (or subset) of Kingdom Cards to play with.
2. List your first 3 turns (if there are external dependencies involving your opponent's actions list those as well).
3. You may choose the out come of any random occurrence (ex Drawing or revealing a card, boons, hexes, who goes first, etc.).
4. The goal is to have the most money at the end of your 3rd turn, after paying off any debt carried over from your 2nd turn.
5. Post your solution in comments.

2
Variants and Fan Cards / David's Cards
« on: August 10, 2017, 10:20:01 pm »
Hi all. Been doing some work designing new cards. I have the ultimate goal of releasing 26 new dominion cards, but I am going to release them in phases so that I can react to feedback when it comes.

For now here is the first 6.

Let me know if there is anything I can do to make them easier to view or if you have suggestions on card edits. I am trying out imgur in hopes to make them more user friendly.

1.

2.

3.

4.

5.

6.

Thanks for reading,

3
Variants and Fan Cards / Dominion: Realms
« on: July 21, 2017, 01:44:32 am »
Hi all,

This is an expansion I am working on developing that I am looking for help on. I have never built my own expansion (or cards for that matter) so I don't know all the ins and outs for how to do this here are links to the cards I have come up with and I would like insight into what people think.

Dominion: Realms

The theme of this expansion is this concept of a realms hand that cards would let you access in various ways. I have not yet nailed down exactly what the realms hand will begin with, but right now I think it will initially consist of 1 copper, 1 Estate, and 2 Silvers.

The cards are as follows: (Scroll down for text version)
1. https://ibb.co/krRS75
2. https://ibb.co/kRxpLQ
3. https://ibb.co/iBkFuk
4. https://ibb.co/ehTULQ
5. https://ibb.co/nru3fQ
6. https://ibb.co/hrkn75
7. https://ibb.co/mjXZn5
8. https://ibb.co/iT3kuk
9. https://ibb.co/ig3JEk
10. https://ibb.co/eF2BZk
11. https://ibb.co/fnfLS5
12. https://ibb.co/nDBYfQ
13. https://ibb.co/gUHH75
14. https://ibb.co/hkGc75
15. https://ibb.co/dogzLQ
16. https://ibb.co/hxvgZk
17. https://ibb.co/evpm0Q
18. https://ibb.co/hkLFuk
19. https://ibb.co/bFA4n5
20. https://ibb.co/fZRc75
21. https://ibb.co/kMTqS5
22. https://ibb.co/nNzKLQ

The next few cards are more theoretical. They have yet to be play tested as they are stand ins for cards that I have since decided sucked, were op, or did not work:

23. https://ibb.co/jCsOfQ
24. https://ibb.co/gFLn75
25. https://ibb.co/fOwG0Q
26. https://ibb.co/kzwS75
27. https://ibb.co/bK20S5

28. This is overly an over complicated, crazy card that I came up with. There would be 10 Timers and 1 The Jack in the Box Card. There is no order they must be bought in. Note buying The Jack in the Box does not run out a supply pile https://ibb.co/iqO1Zk https://ibb.co/bts60Q

1.
Army
5
Action- Attack
+2$. Each other player discards down to three cards in both their hand and their realms hand.


2.
Blacksmith
6
Action
Discard 1 card per action you have. +5 cards. 


3.
Carrier Pigeon
2
Action-Reaction
+2 cards from your realms Hand. Draw a card to your realms hand.
-
When another player plays an attack, you may set this aside to this to swap your hand for your realms hand. At the start of your turn return this to your hand.
-
When you gain a card during someone else's turn you may reveal this to gain it to your reserve hand.


4.
Costume Party
3
Action
+2 Cards to your realms hand.
Each player passes a card from his or her hand to the discard of the player to the left at once. Then each player passes a card from his or her realms hand to the player to the left's hand at once.


5.
Dining Hall
5
Action
Dining Hall: +3 cards +1 action. Put 2 cards from your hand into your realms hand. Discard 2 cards from the realms hand.


6.
Divine Light
4
Action
+1 Card. +1 Action. Set this on your Tavern Mat. At the start of your turn you may call this to discard your hand, your realms hand, or both. If you discard a hand, +5 cards to that hand.


7.
Foreign Market
5
Action
+ 1 Card. +1 Action. +1 Coin. Discard any number of cards. +1 Buy per card Discarded.


8.
Fork in the Road
2
Action
+1 Action. While this is in play when you would draw a card to your hand or realms hand you may first state which hand you will draw that card to, then draw it to that hand. Reveal the top card of your deck. +1 Card.


9.
Godly Thunderbolt
2*
Action
You may trash this and your hand if you did  +5 cards +1 Action
-
This card may not be bought with copper in play.


10.
Imbalance
5
Action-Reaction-Attack
As action: +Action Swap your hand for your realms hand
-
Whenever this card passes from your hand to your realms hand each other player gains a curse.
-
If you discard this from play during your cleanup phase you may put it into your realms hand.


11.
Lost purse
4
Treasure
1$. While this is in play you may play treasures from your realms hand. When you discard this from play, reveal cards from your deck until you reveal a treasure either put that treasure into your realms hand or discard it. Discard the other cards.


12.
Madman's Shanty
5
Action
Reveal your hand. If there are no
action cards: +2 cards, +2 action
treasure cards: +3 cards, +1 action
victory cards:  + $1


13.
Museum Collection
6
Reaction-Victory
Worth 1 VP per 3 cards in your realms hand at the end of the game.
-
When you would swap your hand for your realms hand, or when another player plays an attack, you may reveal this to set this and up to 2 cards in your realms hand aside. After the swap or attack has been resolved return those cards to your realms hand.


14.
Negotiate
5
Action
+2$ You may swap your hand for your realms hand. After your buy phase but before cleanup you may play treasures from your reserve hand to buy a copy of a card you bought during your buy phase. At the start of cleanup return the treasures played from the realms hand back to your realms hand.


15.
Network
3
Action
+2 cards to your realms hand. Put 2 cards from your realms hand into your hand.


16.
The Path Less Traveled
3
Action
+1 Action. +1 card to your realms hand. You may swap 1 card in your hand for 1 card in your realms hand.  You may play an action card from your realms hand.


17.
Photographer
2
Action-Duration
+1 Action. Swap your hand for your realms hand. At the start of your next turn you may swap your hand for your realms hand.


18.
Portal
4
Action
+1 Action. Swap any number of cards in your hand for an equal number in your realms hand. Then you may swap your hand for your realms hand.


19.
Repurpose
5
Action
Trash a card from your realms hand gain a card costing up to 2 more than it to your realms hand.


20.
Royal Census
4
Action
Reveal an action card from your hand or realms hand. Play set aside any number of copies of that action card. Play that action card once per number of set aside copies. During your clean up phase discard the set aside cards.   


21.
Signature
5
Treasure
1$. While this is in play when you buy a card you may gain it into your realms hand.


22.
Smelter
5
Action
Swap your hand for your realms hand. +4 cards to your realms hand.


23.
Storm
3
Action-Attack- Duration
You may take up to 2 cards from your realms hand. Each other player swaps their hand for their realms hand. From now until the start of your next turn no one may swaps cards between hand for their realms hand.


24.
Supply Line
4
Action-Treasure
+1 Action. Swap your hand for your realms hand.
-
While this is in play,  worth 1$ per time you swapped your hand for your realms hand this turn.


25.
Teleport
5
Action
+1 Card. +1 Action. Set aside any number of cards from your realms hand. +1 card to your realms hand per card you set aside. Then put the set aside cards onto your deck in any order. You may swap your hand for your realms hand.


26.
Wine cellar
2
Action   
+1 Action. Discard your hand. +1 card per card in your hand before this action was played. You may swap your hand for your realms hand.


The concept Cards (more rough and untested):
27.
Hunter's Hideout
5
Action
+1 Card
+1 Action
+ $1
When you trash this gain it from the trash.
-
When you gain this put it in your realms hand.


And the granddaddy of them all:
Timer/ The Jack in the Box
This pile begins with 10 timers and 1 The Jack in the Box
Cards may be bought in any order.

Timer
5*
Action
+1 Card
+1 Action
You may put a Timer from your hand into your realms hand.
-
If this card is in your realms hand at the start of your turn you may put it into your hand.
-
If The Jack in the Box is in play, this costs $3 and you may gain this to your realms hand.


The Jack in the Box
When you gain this set the Jack in the box and a Curse in front of you. When The Jack in the Box is in front of you at the start of your turn you may discard a Timer or a Curse, add a Curse to The Jack in the Box, and pass it to the left. If you do not, gain the Curses in The Jack in the Box and return it to the supply.
-
If you buy this you may not buy a Timer this turn.


So far I have been play testing P2 by using 4 from Dominion: Realms and 6 from other expansions (although I do not own Dark Ages or Guilds, and while I have ordered Seaside I do not have it yet.). In these games one player tries to build and engine using only the 6 other cards and the other tries to use most of the 4 Realms cards.

My biggest issues so far are when you get action cards stuck in the realms hand and cannot get them out. And figuring out what the starting realms hand should be.

I also need artwork for a few cards and if anyone finds images that they think would work/ are better than what I currently have. Please let me know.

Lastly I would like to thank everyone who actually took the time to look over my cards and leave comments or even make it to the end of my post. Thanks.

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