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1
Variants and Fan Cards / Treasure Chest Expansion
« on: June 24, 2013, 02:02:35 am »
Latest versions of the cards are in reply #11. Decided not to edit into the original post, to keep it clear.


I got inspired, so why not try my hand at a Treasure Chest expansion? One typical card for each expansion.
I must say, some may be a bit rushed. Pretty happy about most of the others, though. Fire at will!

Base:
Windmill
Action - $3
+1 Action
You may discard a card.
Draw up to 5 cards


Intrigue:
Lady-in-Waiting
Action/Attack- $5
Choose one:
+3 Cards, +1 Buy
or
Gain two silvers, each other player gains a curse.


Seaside:
Buoy
Action/Duration - $2
+1 Action
+1 Buy
Reveal the top card of your deck and put it face up on this card. Cards that share its type cost one less next turn, but not less than $0.


Alchemy:
Perpetuum Mobile
Action - $2P
+3 Cards
+1 Action
Discard down to 5 cards in hand.


Prosperity:
Dowry
Treasure/Reaction - $5
$2
+1 Buy
When you would gain a card, you may reveal this from your hand. If you do, gain 1 VP instead.


Cornucopia:
Illusionist
Action - $4
+1 Action
You may discard any number of differently named cards. For each card you discarded: +1 Card, +1 Action, +$1, or +1 Buy


Hinterlands:
Land run
Action/Attack - $5
+$2
+3 Cards
Every player (including you) discards down to 3 cards.
When you buy this, reveal your hand. For every victory card you revealed, gain a silver.


Dark Ages:
Arsonist
Action/Attack/Looter - $3
+2 Actions
Choose one:
Each other player gains a Ruins
or
Trash this and gain a Bonfire.

Bonfire - Action
Return this to the Bonfire pile and trash any number of cards from your hand. Gain two Spoils.
This is not in the supply.


Guilds:
Landlord
Reaction/Victory - $4+
2VP
When you overpay for a card, you may discard this from your hand. If you do, you may add $2 to the amount you overpaid.
You may overpay for this. If you do, gain another copy of this for each $2 you overpaid.
(setup: there are 6 copies per player in the supply, with a minimum of 12 copies).


Promos:
Saint
Action - $4
Trash this. If you do, put an action card from your hand on your Saint mat. Whenever you play an action card, add +1 Card, +1 Action to its description if you have at least one copy of it on your Saint mat. Return the cards to your deck at the end of the game.

2
Help! / Optimization
« on: October 22, 2012, 08:17:30 am »
I saw a simple little Alchemy set before me: http://dominion.isotropic.org/gamelog/201210/22/game-20121022-051116-22b5bcef.html
Decided to dip straight into double potion to Transmute into Vineyards. I was uncontested there, so I felt good; especially since Great Hall was there for a perfect third pile. 
But after a quick started, I slowed down too much. He upgraded his Pirate Ships to $6 and kill one of my potions (very glad I bought two) and raked in 2 double province turns.

I managed to win with a lucky courtyard, picking up my potion just in time. What could I have done better? I bought lots of coppers to fuel my Transmutes - mistake against his PS's?

3
Goko Dominion Online / getting those 3 stars
« on: October 15, 2012, 12:45:57 pm »
Just started playing the adventures. The first couple of levels are of course very simple - there's not really any way to lose. But getting a three star rating is a problem :)
True, I'm not playing optimally, jerking around with elaborate baseset engines instead of something simpler. But I consistently beat the bots with like 44 to 5 or something, still getting 1 star. So what is this rating based on? Mainly on number of turns? *only* on number of turns?

4
Tournaments and Events / Yet to be organized Dutch tournament
« on: September 03, 2012, 11:26:36 am »
Davio had the right idea: we should open a new thread for this.
I would like to organize a one day tournament in Utrecht, Netherlands. I think it should be an 'Open Utrecht (Students) Dominion Tournament', as in: anybody can play, but it's 'marketed' towards students because that tends to help get a big turnout in a city like this.

Some interest has been shown already; -Stef-, you had some ideas on how to improve on the structure the Dutch Nationals used?

5
Mini-Set Design Contest / Playtesting: Herald (Challenge #3)
« on: July 19, 2012, 12:02:11 pm »
shark bait's Herald was one of the 3 tied winners of the third Challenge.

Herald
$4 - Victory
2 VP
--
When you buy this, place a card that is in play on top of your deck.


Challenge #3 - Victory Card

Objective: Design a Victory card.  The card cannot be a dual-type card -- that is, its one and only type must be "Victory."

6
Mini-Set Design Contest / Playtesting: Almoner (Challenge #1)
« on: July 19, 2012, 12:00:38 pm »
Schneau's card Almoner won the first challenge.

Almoner
$2 - Action
+1 Card
+1 Action
You may gain a Copper, putting it into your hand.


Challenge #1 - Peddler Variant

Objective: Design a card that offers +1 Card, +1 Action, and +$1 (e.g., Peddler).  It may offer other benefits or penalties, but it must offer at least +1 Card, +1 Action, and +$1, and it may not offer more cards than +1 Card, more actions than +1 Action, or more $ than +$1.  Receipt of these bonuses may, however, be conditional upon meeting some requirement (e.g., Tournament), as long as sometimes you may receive all three required bonuses.

7
Mini-Set Design Contest / Playtesting: Soothsayer (Challenge #2)
« on: July 19, 2012, 11:59:45 am »
LastFootNote's card Soothsayer won the second challenge.

Soothsayer
Types: Action Attack
Cost: $4
+2 Cards. Each other player gains a Curse, setting it aside on his Soothsayer mat.
In games using this, at the start of your Buy phase you may discard a Treasure from your hand. If you don't, discard all cards on your mat. Trash the set aside cards at the end of the game.


Challenge #2 - Curser

Objective: Design a card that may cause other players to gain Curses.  It need not always dispense Curses, so long as it does so at least some of the time it is used.  The card text must specifically mention Curses (thus disqualifying Ambassador, which would otherwise qualify).

8
Game Reports / 'double' golden deck
« on: April 02, 2012, 12:57:58 pm »
Today I stumbled upon a beaut. This deck wasn't entirely planned to turn out like this; I was going for an Inn/Menagerie combo (love those); using Bishop for some trashing. Haggler was on the board.
What it turned into was a deck I could reliably draw each turn. Inn, Haggler, Bishop, Gold and Province were the only doubles in it. I could trash Gold and Province each turn for +9 vp, buying a Province and gaining a Gold. I'm definitely going to try to do this again (and faster) when I see the needed cards on the board!
http://dominion.isotropic.org/gamelog/201204/02/game-20120402-095302-fd1ac36a.html

9
Variants and Fan Cards / Chimneys and Change - Unfinished fan expansion
« on: January 03, 2012, 04:46:08 am »
Hey everybody, after quite a bit of remodeling and scrapping, I've collected a number of home-made cards for you to enjoy and to review. I hope we can get some interesting ideas from my card suggestions.

The theme is early industrialization. Winds of change are blowing, but many ofter the older Nobles still ignore the new capital that is coming up. Technically, the theme is a mixture of Intrigue, Seaside and a bit of Cornucopia, but none of that was intended. It has cards that care about your hand or the supply, there are a lot of choices and when-you-do's, there are a couple of duration cards... and more! The set isn't finished yet, but I suddenly realized that's no reason not to post it yet. There are 17 cards so far. I think the theme needs some fleshing out, perhaps in the cards that are still to come?

So, feel free to fire at will! I have playtested some of these, but my friends don't really seem to like that as much as I do.


Laborer: my attempt at designing a chainable terminal action. The basis for this card was made by a friend of mine. The image is probably the most industrial in the set.


Renovate: every Dominion expansion needs a Remake-knockoff. Renovate often functions as a Chapel, though.


Park FAQ: as long as there is still a Park in the supply, this is an action card. There are always 10 Parks to set up. The card is not a dual-type.


Theatre: I like Wishing Well, but this will probably feel quite different. There are 17 cards in the supply, and only 1 of them is right. When your top card is a Gold and want it in your hand, what do you say?


Jeweler


Treasure Island Fun Fact: this card was called Sewer for a long while, but it didn't quite add up. Then I started using the Island mat, and it clicked (though it still doesn't really make sense). FAQ: if you put a treasure card on your Island mat with the Island card, it can still be played and trashed by Treasure Island.


Furnace: The first draft for this was designed so that you could keep it in play indefinitely and play it at the start of each turn. You could only reveal 2 cards, though. It was fun and worked well, but there was hardly ever a reason to buy more (or less) than one. That didn't feel right. Oh, and it was called Communism. Not sure why.


Pay Day


Land Run


Inflation: designed by a friend of mine. Simple as it is, it works really well. I'm still afraid it's a lot weaker than Militia, though. Then again: Inflation is spammable, Militia is not (while Cutpurse is semi-spammable).


Earl: possibly my favorite card for now, but I haven't tested it yet. Can you find anything wrong with it? Basically, it says +1 VP token for each victory card in your hand when you gain a victory card. A hand with 4 Earls and a Silver nets 16 VP when you buy an Estate, but I think that is easier said than done.


Sellsword: I have a feeling this has been done before, or something very similar to it. Still, anything wrong with sniper Militia?


Magnate: I guess a Mountebank comparison is inevitable. How does Magnate hold up? It's quite a bit harder to KC, that's for sure.


Stock Market: used to be called Fish Market, because of the Seaside theme, but that just didn't make sense. Initial design by a friend of mine. EDIT: Play Stock Market again at the start of your next turn.


Secret Passage: I like hand control. Hence: Secret Passage, Earl, Jeweler, Pay Day, Laborer.


Writ of Passage: I didn't notice up until now that there are two 'Passages'. Does anyone have a good suggestion? Something a bit more industrial, perhaps?


Diked Marsh: last but not least, a bit of my Dutch heritage.


What do you guys think?

10
Dominion Articles / Combo: Hamlet/Menagerie
« on: December 10, 2011, 11:38:30 am »
This one may be obvious to most, but with these two cards on the board I win almost every time.

Menagerie is one of my favorite cards. I love building the engine around it that it needs. On its own, Menagerie isn't particularly fast; it should be assisted by all the other kingdom cards you're buying. With Hamlet around, that is not a problem.

Menagerie has 2 problems:
- your deck is full of coppers and estates, so it's hard to get all different cards in your hand (especially after drawing 3 cards from your first Menagerie).
- getting all this variety in cards often leads to a surplus of terminal actions. This is bad.

Hamlet solves both. Being able to discard up to 2 worthless cards from your hand makes your Menagerie hit almost every time. And the +buy and +action are almost always worth it. The action helps you play all the remodels and militias and bridges you draw, while the buy will at least get you another Hamlet (or new card you didn't have in your deck yet).
The discard ability also makes it viable to start buying Menageries earlier in the game. This is great: one of Menagerie's weaknesses is that it doesn't really fire off until mid-game. These cards were made for each other.

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