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Messages - kazztawdal

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1
Variants and Fan Cards / Re: Fan Expansion: Proletariat v1.1
« on: October 24, 2011, 07:19:35 pm »
I really think City Planner is too good, it feels like a buffed Island.

2
Variants and Fan Cards / Re: "Monsters" Fan Expansion
« on: October 18, 2011, 12:53:06 am »
Wow.  Wow, wow, wow.

I love the Hinterlands expansion a lot.  However, most of the ideas in Hinterlands are ideas I had here, or similar enough to make my cards meaningless.

So.

Cancel this expansion, but SINCERE and WILD thanks to rinkworks, Jimmmmm, and Jack Rudd for their constant feedback.  I'll be back with new ideas at some point soon!

3
Variants and Fan Cards / Re: "Monsters" Fan Expansion
« on: October 17, 2011, 01:25:42 am »
--
Slime - $5
Action

+1 Card
+1 Action
+1 Coin
+1 Buy

While this is in play, you may only play Slime cards and Treasures.

When you gain this, each other player gains a Curse, putting it on top of his deck.
--
This interacts in severely weird ways with a number of cards, such as Golem.

Yeah, I'll have to add an "other cards are discarded without effect" clause.

4
Variants and Fan Cards / Re: "Monsters" Fan Expansion
« on: October 16, 2011, 10:21:27 pm »
ah, all true.

that's why I post these things, heh.

Remove the +Buy from Goblin

Change Vampire to "player to your left"

Vagabond, at this point, is essentially Mountebank anyway, so screw it, let's get rid of it.

How do you like this one, it's partly an old idea, a Market that stops you from doing anything else:

--
Slime - $5
Action

+1 Card
+1 Action
+1 Coin
+1 Buy

While this is in play, you may only play Slime cards and Treasures.

When you gain this, each other player gains a Curse, putting it on top of his deck.
--

The most hardcore thing you can do with a Curse, done once per gain, and unreactable.  combos with Ambassador >:3

5
Variants and Fan Cards / Re: "Monsters" Fan Expansion
« on: October 16, 2011, 08:56:59 pm »
The new Dragon is going to look like this:

--
Dragon - $7
Action - Attack

+4 Coins

Each other player reveals the top 3 cards of his deck, discards all revealed Treasure and Action cards, and puts the rest back on top.
--

Repeated attacks will eventually do nothing, but the card can be pretty damaging, and without involving trashing.

If playtesting reveals that it's too weak, perhaps if all 3 are Victory cards, you get +2 Cards or something.


The new Goblin draws some inspiration from Hinterlands:

--
Goblin - $3
Action - Attack

+1 Buy
+2 Coins

When you gain this, each other player gains a Copper, putting it on top of his deck.
--


Mimic is out, to be replaced by:

--
Vampire - $4
Action

+1 Action

Each other player reveals and discards the top card of his deck.

For each revealed Action card, +2 Cards.
For each revealed Treasure card, +2 Coins.
For each revealed Victory card, +2 VP tokens.
--

Not terrible in one-on-one, potentially insane in multiplayer.

Vagabond has changed:

--
Vagabond - $5
Action - Attack

+1 Card
+1 Action

Each other player may discard a Copper from his hand.  If he does not, he gains a Copper.
--
it's the same in many ways, costs one more now though.  Discarding a Copper is painful on its own, which I like, cause it keeps them from being trashed.

Town Watch as it stands now:
--
Town Watch - $2
Action - Duration

+1 Buy
Now and at the start of your next turn: +1 Action

While this is in play, when another player plays an Attack card, +1 Card.
--

Temple is the same as before, cost reduced to $3 (from $5).

I'll mock-up the set and steal some artwork to throw onto the cards.  Update shortly.

6
Variants and Fan Cards / Re: "Monsters" Fan Expansion
« on: October 14, 2011, 04:47:02 pm »
Thanks for everything, guys, perhaps I'll write something up tomorrow and see about playtesting.

7
Variants and Fan Cards / Re: "Monsters" Fan Expansion
« on: October 14, 2011, 04:15:11 pm »
Town Watch - $2
Action - Duration

+1 Action
+1 Buy
+1 Coin

While this is in play, when another player plays an Attack card, +1 Card.

Just realized something about this one.  How long does this stay out?  I assume until next turn, but the rules on Durations are that they stay out until the last turn in which they have an effect.  So unless it does something next turn (like +1 Buy, +1 Coin, to continue in the Lighthouse mold), a literal reading of the card is, I suppose, that it gets cleaned up on the very turn you play it.

Edited to "Now and at the start of your next turn: +1 Action".  Which may be too good for a $2 card, with the +1 Coin and +1 Buy already.  I'd leave the +1 Buy over the Coin, myself, just because nothing else in the set currently adds Buys.

Quote
Quote
Goblin - $3
Action - Attack
+2 Coins
Each other player places a Treasure card on top of his deck, or reveals a hand with no Treasure cards.

I think you made it even stronger.  Compare Ghost Ship, a brutal attack, with Militia, a merely annoying one.  I guess it's situationally stronger, since deferring a Gold in an otherwise junky hand might greatly improve the next hand.  But overall I'm still really dubious about this at $3.

Heh.  The price can go up, sure.  I'd like this card to work, because I do like the idea behind it.

Quote
Quote
Vagabond - $4
Action - Attack

+1 Card
+1 Action

Each other player discards a card from his hand, then gains a Copper and puts it into his hand.

A cantrip spammer is a brutal card, almost certainly overpowered at $4.  The gain-to-hand nuance does weaken it a bit (usually) in a very nice way, but I still think this needs to be $5 and is questionable even then.  One thing that makes Coppers even worse than Curses, despite that they have a little buying power, is that they'll almost never run out.  The fact that Curses run out is a big downside for cards like Witch and Familiar, and yet those are still among the strongest cards in the game.

But definitely playtest this one, because this might definitely not play out exactly like I envision it.

Hm.  I hate to disagree with the master, but I don't think it does enough for a $5, and it's certainly more powerful if it uses Curses, isn't it?

Would +1 Action, +2 Coin make sense for a switch to $5?

Quote
Quote
Sacrifice - $4
Action
You may gain a Curse card.  If you do, trash this card, and gain an Action card costing $5 or less from the supply.  Play it immediately.

Interesting; I suspect it will mostly be situational, but I can see it being useful once in a while.  Question:  When you play the gained card, does it use up an action?  What if you have no actions left?  Maybe that's not a big deal, since Throne Room manages to be clear on this point despite not clarifying on the card itself.

It used to say "Play it twice immediately," actually.  The gained card doesn't use an Action on its own, and it can't be used with TR/KC because it is supposed to be played immediately after this action resolves.

I was thinking about modifying Call to Arms and Catapult and I essentially turned them into one card, without the Attack restriction.

Quote
Quote
Mimic - $4
Action
Each other player reveals and discards the top card of his deck.  You may play one of the revealed Action or Treasure cards as though it were in your hand.

What if the revealed Action is Feast?  Does it get trashed?  I've seen this sort of idea before and found it interesting, but I can't help but worry that there could be some complicated rules snags.  Can't think of any offhand, though.

I'd probably lower the price.  Unless you can reliably mimic a $5 card with it, it's probably not worth it at $4, since you could have simply bought the mimicked card in the first place.  The uncontrollability of it should probably drive the price down.  Compare with Smugglers, a $3 card that lets you gain Golds and Grand Markets -- not just use them, but add them to your deck.  This is even swingier, since it's more likely to hit Coppers and Curses and can't make use of any non-hybrid victory cards that come up.  I actually wonder if a $2 cost is okay here, but I'm only guessing.


I'm also wondering if this uses up an Action, heh.  Yeah, I tend to overestimate the value of milling an opponent's deck, so I agree that the card is probably overpriced.  It could stay at $4 if it went through more than one card, or something, but otherwise, yeah, it ought to go down or just be replaced with something else.

Quote
Quote
Temple - $5
Action - Reaction

Action:
Reveal and discard the top card of your deck.
If it's a Treasure, +3 Coins.

Reaction:
When another player plays an Attack card, you may gain a Gold.

Comment: total rework of Demon Slayer, renamed to Temple.  terrific Goblin counter.

Pretty swingy, and in the absence of attacks it's almost certainly weaker than Tribute, both in the best case and the average case.  Moreover, the worst case (getting nothing) will happen frequently with Temple and only extremely rarely with Tribute (i.e., when it turns up two Curses).  Should it also give you something if you turn up an action or a victory card?

It's funny, for some reason I think of every Action in the context of "what if this got used three times in a row?" and decide how powerful it is that way.  It's a bad habit; I have fever dreams about King's Court being played on King's Court...

Either the price should go down to $3 or $4 or it should let you draw some cards.  It's certainly not what a $5 terminal should be.

Quote
Quote
Dragon - $7
Action - Attack
+4 Coins
All other players discard the top 3 cards of their decks.

Comment: Replacing the Manticore with another legendary creature, this one far more recognizable and with a much simpler effect: he burninates the top of your opponent's deck.  He also has a shiny hoard of treasure for you.

Burninating the countryside!  Burninating all the people!

Thing is, arbitrary cycling is usually a net benefit and only becomes a bad thing at the end of the game, once players start greening.  Before that, you're usually just letting them get to their recent buys quicker.

Very daring, putting a +$4 there, but on a $7 terminal, hey, why not?

Again, that's me and my sick, sad belief in milling, leftover from playing too much M:TG in 9th grade.

Dragon has turned into a conditional trasher, which may be too disgusting for words.  I'll let you comment on it before I go on.

8
Variants and Fan Cards / Re: "Monsters" Fan Expansion
« on: October 14, 2011, 03:36:07 pm »
Dragon now reads:

Quote
Dragon - $7
Action - Attack

+4 Coins

All other players reveal the top 3 cards of their decks, trashing one Non-Victory card among those revealed (that you choose) and discarding the others.  (If all 3 cards are Victory cards, they are all discarded.)

Can't decide if there should be a Non-Victory restriction or a $5 or under cost restriction on the trashing.  I do think the person playing Dragon should choose the target for trashing, because otherwise it's very likely to just get rid of Coppers.

9
Variants and Fan Cards / Re: "Monsters" Fan Expansion
« on: October 14, 2011, 03:30:31 pm »
Town Watch - $2
Action - Duration

+1 Action
+1 Buy
+1 Coin

While this is in play, when another player plays an Attack card, +1 Card.
As written, this is never in play when another player plays an Attack card. You may want to alter the wording so that it can be.

You're completely right.  I even just read rinkworks' novel on fan cards and should have remembered how Duration cards work.

I'll make an edit right now.

Quote
Quote
Dragon - $7
Action - Attack

+4 Coins

All other players discard the top 3 cards of their decks.

This is only an Attack because you've plonked "Attack" onto it. Its effect on the other players is not a nasty one.

Hum.  It is variably nasty; I hate having my combo milled out.  You're probably right, though... I have an idea for an edit.  I'll go change it.

10
Variants and Fan Cards / Re: Very very silly card
« on: October 14, 2011, 03:26:50 pm »
If I saw someone buying up all the Wheeee cards, I'd start Cursing them as much as possible.

Unless... that was their plan all along!

OH GOD, OH GOD

11
Variants and Fan Cards / Re: "Monsters" Fan Expansion
« on: October 14, 2011, 03:12:27 pm »
Monsters Fan Expansion
Version 2 (10-14-2011)

Some new cards, a lot of reworks.  The Attack-Reaction theme is still the same.  A LOT less trashing.

Enjoy and thanks a lot for the feedback!

----

Town Watch - $2
Action - Duration

+1 Buy
+1 Coin

Now and at the start of your next turn:
+1 Action

While this is in play, when another player plays an Attack card, +1 Card.

Comment: modified to actually work!

--

Goblin - $3
Action - Attack

+2 Coins

Each other player places a Treasure card on top of his deck, or reveals a hand with no Treasure cards.

Comment: now this is fairly annoying.  rather than batting Treasures out of your hand, the Goblin forces you to tuck them away.

--

Haunted Village - $3
Action

+2 Actions

You may gain a Curse.  If you do, +2 Cards.
You may trash this card.  If you do, +2 Cards.

Comment: total rework.  depending on how good your trashing is, this can be a really powerful Village variant.

--

Warg - $3
Action - Attack

+1 Action
+1 Coin

The player to your left chooses one for you:
+2 Cards; or all other players discard a card.

Comment: it's still up to the player to the left, but his choice has a consequence for everybody.

--

Vagabond - $4
Action - Attack

+1 Card
+1 Action

Each other player discards a card from his hand, then gains a Copper and puts it into his hand.

Comment: repeated attacks have little effect on the upcoming turn, because your opponents can keep discarding the new Copper, but they'll still have them in the deck to deal with later.

--

Sacrifice - $4
Action

You may gain a Curse card.  If you do, trash this card, and gain an Action card costing $5 or less from the supply.  Play it immediately.

Comment: a spooky Feast

--

Mimic - $4
Action

Each other player reveals and discards the top card of his deck.  You may play one of the revealed Action or Treasure cards as though it were in your hand.

Comment: A potential combo with Goblin.

--

Spellbook - $5
Action

+6 Cards.
Discard 4 cards.
Trash a card.

Comment: A totally new concept for the set, basically a Warehouse on crack.  A crackhouse?

--

Temple - $5
Action - Reaction

Action:
Reveal and discard the top card of your deck.
If it's a Treasure, +3 Coins.

Reaction:
When another player plays an Attack card, you may gain a Gold.

Comment: total rework of Demon Slayer, renamed to Temple.  terrific Goblin counter.

--

Fort - $5
Action - Victory

Worth 2 VP.

You may trash this card and a Gold.  If you do, gain a Fortress.

--

Fortress - $0 (not in the Supply)
Action - Victory - Reaction

Worth 6 VP.

Action:
+2 Cards

Reaction:
When another player plays an Attack card, you may reveal this card from your hand.  If you do, you are unaffected by that Attack.

Comment: another old idea of mine to replace some cards that were terrible: an upgradable Victory card.  this one becomes a 6 VP Moat, though at considerable expense.

--

Infernal Chest - $6
Treasure

Worth $4

When you play this, discard the top card of your deck and gain a Copper, placing it on top of your deck.

Comment: Trashing is a really, really severe penalty, so this Sea Hags you with Coppers, which will last until late game.  it isn't really very "Infernal" anymore, but I like the word.

--

Sorceror - $6
Action - Attack

+2 Cards

Each other player gains 2 Confusion cards.

---
Setup: Add a pile of 8/12/16/20 Confusion cards to the Supply, based on the number of players.

Comment: Basically taking rinkworks' suggestion verbatim.

--

Confusion - $0
Action - Confusion

Return this card to the Supply.

--

Dragon - $7
Action - Attack

+4 Coins

All other players reveal the top 3 cards of their decks, trashing one Non-Victory card among those revealed (that you choose) and discarding the others.  (If all 3 cards are Victory cards, they are all discarded.)

Comment: Replacing the Manticore with another legendary creature, this one far more recognizable and with a much simpler effect: he burninates the top of your opponent's deck.  He also has a shiny hoard of treasure for you.

12
Variants and Fan Cards / Re: "Monsters" Fan Expansion
« on: October 14, 2011, 09:41:19 am »
Yep.  You can kind of tell, I thought about most of these cards twice, and then posted the list.

The biggest problems that I need to work on immediately:

1. Most of the cards only make sense in the context of the expansion.

2. I completely forgot, or ignored, a few existing cards (despite being an avid player).  I woke up this morning thinking "Oh God... Goblin is just a better Cutpurse!  I'm an idiot!"  In my defense, Cutpurse is eminently forgettable.

3. Attacks really shouldn't just mess with the poor jerk to your left.

I won't give up, though.  Hefty, destructive and wanton revisions are coming.  Thanks for the feedback.

13
Variants and Fan Cards / "Monsters" Fan Expansion
« on: October 14, 2011, 12:43:23 am »
Hey, guys.  Like most of you, I love messing around with card designs and combos.  I've had a lot of ideas like these bouncing around in my head, and these aren't the most balanced suggestions in the universe (especially Ogre, dear Lord), but I thought I'd finally get the ball rolling and release something of a fan expansion.

This one is called "Monsters" because it's got monsters n'stuff.  It's heavily based on Attacks and really messing with the other players.

See what you think, gimme feedback, tell me what sucks and what doesn't.  I promise not to get defensive :3

Version 1 has a lot of stupid problems.  Version 2 will be posted here soon!

--

Town Watch - $2
Action - Duration

+1 Action

While this is in play, when another player plays an Attack card, +1 Card.

Comment: a fairly soft defense against Attacks, but when your opponent is being aggressive, it can turn things to your advantage, especially if you've got several Town Watches out.

edit: Worthless card outside the expansion.  needs significant change.

--

Goblin - $3
Action - Attack

+2 Coins

Each other player discards a Treasure card or reveals a hand with no Treasure cards.

Comment: swingy, but i think cheap Attacks like this should be swingy.

edit: this is just Cutpurse++.  don't know what i was thinking.

--

Warg - $3
Action - Attack

+1 Action
+1 Coin

The player to your left chooses one:
You draw two cards or he discards one card.

Comment: if chained together, Warg gets upsetting in a hurry.

edit: I had a good idea once, then I forgot it and made this card instead.  I need to carry a notepad with me.

--

Call to Arms - $4
Action

Gain an Attack card from the Supply.  Play it immediately.

Comment: a speedy way to hit your opponent exactly how and when you want.  the "Attack" designation is almost purely a disadvantage; this changes that somewhat.

edit: only good inside the expansion or if the board happens to work for it.

--

Catapult - $4
Action

Choose an Attack card in your hand.  Play it three times, then trash it.

Comment: a cheap Attack-only King's Court.  let's be honest, you're only going to see that Attack a few times per game.  you may as well use it once to devastating effect, eh?  eh?

edit: again, completely Attack-dependent

--

Necromancer - $4
Action

The player to your left may trash a card.
If he does, you may gain that card and put it on top of your deck.
If not, you may gain a card from the Trash pile and put it on top of your deck.

Comment: it's pretty unlikely that the opponent will let you into the Trash pile if there's something good in there, but he has to lose cards (possibly to you) to keep you out.  note that this is not an Attack.

edit: on second thought, this is really underpowered without a lot of help from other cards...

--

Demon Slayer - $5
Action - Reaction

Action:
+2 Coin
Each other player discards an Attack card from his hand or reveals a hand with no Attack cards.

Reaction:
When another player plays an Attack card, you may discard this from your hand.  If you do, that Attack card is trashed.  (It may still affect you.)

Comment: a hardcore defense to keep enemy Attacks from running rampant.  the Reaction makes them think twice.  forcing them to trash the Attack is pretty rough, potentially overpowered.  i'll have to think on that.

edit: attack-dependent

--

Ogre - $5
Action - Attack

The player to your left may trash a card from his hand.  If he does, the player to his left may trash two cards.  If he does, the player to his left may trash three cards.  This continues clockwise until a player refuses to trash any cards.  That player discards his hand.

Comment: in a two-player game, if you're willing to trash two cards, your opponent may be forced to either discard his hand or trash four cards total.  pretty crazy card, certain to be a gamechanger.  (perhaps also the dumbest thing i've ever come up with)

edit: i don't hate the idea, but i don't know why the trashing had to scale up so much.  i'll think on this.

--

Haunted Village - $5
Action - Attack

+2 Actions
+1 Card

Each other player gains a Curse card.

Comment: a bewitched village.  is this strictly better than Witch?  it might be.  if so, add "Discard a card from your hand." after the +1 Card

edit: overpowered

--

Temple - $5
Victory

Worth 1 VP for each Temple in your deck.

Comment: Competing for these is a waste of time, but getting them all will win you the game.  I'm almost positive something exactly like this has been suggested before.

edit: yeah, Donald X already rejected this idea.  I probably shouldn't suggest putting it back in the game.

--

Infernal Chest - $6
Treasure

Worth $4

When you play this, reveal the top card of your deck. 
If the revealed card is a Victory card, gain a Curse.
If not, trash the revealed card.

Comment: a deal with the devil.  it could actually help you, if you prepare for it; it can trash Coppers and Curses just as well as your other stuff.

edit: swingy and potentially deck-ruining, but that is sort of the point.  needs something.

--

Sorceror - $6
Action - Attack

+2 Cards

Each other player discards the top two cards of his deck, then places 2 Confusion cards on top of his deck.

Setup: Add a pile of 8/12/16/20 Confusion cards to the Supply, based on the number of players.

--

Confusion - $0
Action - Confusion

Return this card to the Supply.

Comment: Confusion cards are an old idea Donald X had, but I've changed it a bit.  I think it should take up space like Curses, but have an inherent method of temporary disposal.  Sorceror can really gunk you up; it'd be interesting to see him in play.

--

The Manticore - $7
Action - Duration

Each other player discards all Victory cards from his hand, or reveals a hand with no Victory cards.

While this card is in play, if another player plays an Action, you may discard this card.  If you do, the played Action is discarded without effect.

Comment: The Manticore sets up cards like Warg very nicely, keeping your opponents from simply discarding Victory cards to them.  More importantly, it turns you into King-of-the-Castle, deciding which Actions you'll allow to be played.  it doesn't currently have the "Attack" label, but if it did I think it'd need a small buff (in light of Demon Slayer and despite Call to Arms).  the card is not at all compatible with TR/KC, unlike most of the set's cards.

edit: nah.  the Manticore is just gone.  let's forget about it.

14
Variants and Fan Cards / Re: Idea for a New Dynamic
« on: September 14, 2011, 01:05:52 pm »
Something as "mostly harmless" as +1 card can be amazingly powerful if you let it happen right in the middle of resolving another card.

This, here, is the problem.  One card being "amazingly powerful" is a bad thing, a nasty vicious thing that we, amateur game designers/tweakers that we are, shouldn't like.  We can come up with a hundred combos where +1 Card in the middle of a card resolution turns the mundane into the bonkers, but pure domination doesn't make a card strategically interesting.  Minion used to be The Card, and now it's been overshadowed by cards like Goons or Watchtower, and combos like, well, Goons/Watchtower.

The best cards are Powerful When Used Correctly, like Masquerade or Conspirator or Gardens, even Chapel.  I want to be rewarded for being clever, not just because I bought Das Übercard.

I remember someone once remarked on these forums that the idea of cards that cost $7 was once considered unthinkable--until Donald went and did it. Now you'd sound silly suggesting that a gap between $6 cards and $8 cards is somehow a necessary aspect of the game. Read your own comment back and try to think whether you would have responded the same way to the idea of Duration cards--that is before Donald went and broke his own game's rules in Seaside. It's okay if you don't like the idea (it might turn out to be hopelessly imbalanced), but this is a pretty silly reason to reject it.

This is called a "straw-man" rebuttal, where you're not really arguing against my point, but inventing your own point and then defeating it.  You're a smart guy; you can do better than that.

I know it doesn't sound like it, but I do like your idea a lot.  +$1, +1 Buy and +1 Action are neat ideas that can probably go anywhere (although adding +1 Action in your Buy phase might, again, lead to insanity).  +1 Card would need to be handled very carefully to be balanced.

15
Variants and Fan Cards / Re: Idea for a New Dynamic
« on: September 13, 2011, 02:08:09 pm »
On your own turn, you should be able to trigger the effect at any time, even in the middle of resolving an action card (as my throne room/tactician example suggests). The particular cases that Rinkworks is concerned about are exactly the kind of interesting combos I had in mind in the first place. I don't see anything broken, although admittedly it's hard to say without particular cards to evaluate.

This is a balance nightmare.  Your idea of an "interesting combo" makes me think you're probably a Magic the Gathering player; and if you're not, you should be.  In that game, the entire goal is to come up with a sincerely broken deck that very few opponents can counter.  That's what being able to clean-up during card resolution could do; you're essentially circumventing the game's own rules.

In that respect, it goes without saying that a card that can do this is a must-buy for every player in every game, which is completely insane.

Your idea only works if you can only play the card in your own Action phase, when you would play an Action card.

16
Variants and Fan Cards / Re: Discard Attacks
« on: September 07, 2011, 12:58:04 pm »
How about something simpler:

Ransack
$4 - Action/Attack

Each other player discards one card.
Then, each other player with less than 3 cards in his hand draws until he has 3 cards in his hand.


--

debating between that version and this:

Each other player discards one card.
Then, each other player with less than 3 cards in his hand draws one card.

--

the second version is more ferocious if something, ie Torturer, empties your hand.  that might be a $5 card.

a wussy version would allow your opponent to draw first, then choose his discard.

17
Variants and Fan Cards / Re: Empty Supply Piles
« on: September 02, 2011, 12:55:16 pm »
Entrepreneur
$5 - Action - Attack

+1 Action

If there are no empty supply piles, each other player gains a Curse.
If there is one empty supply pile, each other player gains a Copper.
If there are two or more empty supply piles, each other player gains a Silver, and this card is no longer an "Attack."

18
Dominion General Discussion / Re: Any Gossip About Fall 2011 Expansion?
« on: August 25, 2011, 12:33:14 pm »
Does this topic actually have anything to do with Hinterlands?

19
Variants and Fan Cards / Re: Really bad card ideas
« on: August 24, 2011, 12:57:55 pm »
Copper Strip Mine
$3

Put your deck and discard pile into your hand.  Trash every card in your hand except for Copper Mines, Coppers, Victory cards, and Curse cards.  Each of your opponents may gain their choice of 1 of the cards trashed this way.

+1 Buy for each card trashed this way.

20
Dominion General Discussion / Re: "Duchy" does not have a 't' in it.
« on: August 24, 2011, 12:45:28 pm »
You're just mad that you can't afford a Provints.

21
If I were designing a sort of official Dominion league game structure, each game would feature 3 randomly chosen sets, with no alteration to how the randomizer works.  So, if Prosperity is in there, before determining the kingdom, there'd be a 33% chance of a Colony game.

Colonies I could take or leave.  It's Platinum that really changes the game.

22
Variants and Fan Cards / Re: Tax
« on: August 19, 2011, 12:10:49 pm »
I'd prefer to try playtesting it as altering base cost, and then if that proves to be too ridiculous, just buy cost.

Either way, I like the card a lot.

23
Game Reports / Re: One epic turn
« on: August 09, 2011, 05:02:49 pm »
One of my favorite games involved a deck with King's Court, Council Room, and Militia.

24
Game Reports / Re: One epic turn
« on: August 09, 2011, 12:38:00 pm »
That's a nice one, but you can get much crazier turns in dominion!

My craziest turn I've ever played :

http://councilroom.com/game?game_id=game-20110720-201807-01ed7b07.html#HockeyHippo-show-turn-21

Gaining more than 200 VP in one turn :P

If I'd seen that, I would have conceded immediately.

I love the icing on the cake there, embargoing the King's Courts.   ;D

25
Variants and Fan Cards / Re: Rubberbanding cards?
« on: August 09, 2011, 12:29:15 pm »
I would ban Counselor outright in meatspace games, just for the sheer amount of shuffling it would require.

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