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Messages - One Armed Man

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1
Dominion General Discussion / Re: minion tactics note
« on: August 09, 2015, 10:44:53 pm »
Quick note about the Minion-Goons example: The cards are attacks, as well. The order of which attack you play first may have an impact. If your opponent has to discard and draw up to 4, then discard down to 3, they will have a slightly weaker hand on average compared to a player that just discards down to 3 (from a 5 card hand). They are also getting further into their deck, so Goons-first may be better if they are still developing their engine. Minion-first is better if they are greening, though.

2
Variants and Fan Cards / Re: It needs something extra
« on: May 21, 2013, 04:14:10 pm »
Quote
It needs something extra

Choose a Ruins from the Something Extra pile and put it next to an action card supply pile with at least 7 cards in it. If that pile already had such a Ruins card, return that to the Something Extra pile. When that action is played the text on the Something Extra card is executed before the text of the Action card itself.

Trash this card.

Setup: Form a Something Extra pile from 10 random Ruins cards. That pile is not part of the supply.

$2  Action

How about:

Engineer
$2 Action -Looter
+1 Action
+$1
---------------------------------------
When you gain this, move the top card of the Ruins pile next to an action card supply pile with at least 7 cards in it. If that pile already had such a Ruins card, return that Ruin to the supply. When that action is played the text on the Something Extra card is executed before the text of the Action card itself.

3
Variants and Fan Cards / Re: A bunch of Victory-related cards
« on: May 15, 2013, 03:01:55 pm »
The Herald thing is just a "win more" card. If you already have a VP lead, you are getting more of an edge from Heralds than your opponent. Plus the math is pretty difficult (Do I get a Duchy, which improves my previous Heralds? Do I get another Herald? Are Heralds worth 4 VP to me already?).

4
Variants and Fan Cards / Re: A bunch of Victory-related cards
« on: May 15, 2013, 12:04:11 am »
I like the idea of a super-charged, odd Great Hall-ish thing:

Something - $?
Action - Victory
+1 Action
+1 Card

Worth 2 Victory Points for every Province in the Trash.


So trash 3 provinces and this card is worth a province, but isn't a drag on your deck.  Good timing for three piling plus buying and trashing provinces for points would require some skill, I think.  Would the card be worth going after?  Also counters Sab's worst attack.
That would also get randomly buffed by Swindler and Bishop (Salvager and Apprentice maybe). In Colony games, the Rebuild or Expand implications are interesting. I wouldn't ever want it printed because it depends on trashing to be relevant (except for edge cases with the Action/Victory type).  This card is also vastly different in power in large multiplayer games.

5
Variants and Fan Cards / Re: Feedback Wanted: The Anti-Embassy
« on: April 16, 2013, 11:45:14 pm »
After a "discard down to 3" attack, you have to discard the rest of your hand to get 5 cards, like a regular hand with no actions.

6
Variants and Fan Cards / Re: New Knights
« on: April 07, 2013, 10:09:04 am »
One of the main defenses against a junker is to get one of your own -- not only so that your opponents' decks are slowed down too, but so that fewer junk cards make it into your own deck.  If Dame Looter is on the board, and there are no Cultists or Marauders, then whoever gets Dame Looter gets to shove all ten Ruins into her opponent's deck (in a two player game).

Edit:  This is similar to the issue with Followers.  But even then, Followers has a self junking effect with Estates.  That causes a larger VP differential in the end, but at least keeps deck compositions more balanced in the mean time, barring edge cases like Crossroads, Baron, and Scout.
There is always the possibility for: "Trash a Ruins from the supply. Each other player gains a Ruins, putting it in his hand."

7
Variants and Fan Cards / Re: New Knights
« on: April 06, 2013, 02:26:33 pm »
Both of those require getting things out of the box. Knights setup is complicated enough.

8
Variants and Fan Cards / Re: Ruminate: A remodelling Feast variant
« on: April 06, 2013, 01:37:30 am »
I would reduce to $3, so you don't get a lucky crack at a $6 directly from your starting cards (you can still do it with two other Consolidates or two Silvers, but that's ok).

Even if it's "Up to $3 more" it's almost better than Trading post. True it doesn't go into your hand, but you can open with 2 of them. Its also more versatile, so I would go with it more often than trading post.
Much of the time I use Trading Post I am trashing different cards, say Estate-Copper, Curse-Estate, Ruined Market-Survivors, Necropolis-Overgrown Estate, etc.

Also, I would make this  Consolidate (Weaker Combine 3)
Action - $3
Trash a card from your hand. You can trash another copy of the trashed card. If you trashed two cards, gain a card costing up to $4 $3 more than one of them.

Here is a similar card from my fan expansion.
Feoffee
Action - $2
Trash up to 2 cards from your hand. If you trashed 2 cards that share a type, gain a card costing up to $5 that shares a type with both the trashed cards.
[Rules Note: Types include Action, Curse, Treasure, and Victory]

9
Variants and Fan Cards / Re: Royal Decree
« on: April 05, 2013, 09:27:22 am »
Old Royal Decree targets:
   Actions you are about to never want to use again:
      Sea Hag, Witch, Lookout, Trading Post, Forge, Duchess, Ruins, Necropolis, Secret Chamber, Marauder, Cultist, Rats, Swindler?, One-shots like Feast (Island might work?)
   Actions that like getting trashed, especially when you don't have the opportunity to play them:
      Cultist, Rats, Fortress, Squire, Catacombs, Hunting Grounds, Sir Vander, Anything that could be a Rogue or Gravedigger target latter in the turn.
   Extremely late game situations when having an action for the next reshuffle is less important.
  Regular Late game when you need certain actions to line up, especially if some of them are terminal.

10
Variants and Fan Cards / Re: Goofy idea I'm working on.
« on: April 04, 2013, 08:45:41 pm »
What if you could always see 3 quests at a time? There is a very small chance that all three would be unachievable.

Also, what about Tournament-ing the card. Have it be a supporter card:

Hero/ $3 - Action
+1 Card, +1 Action.
You can claim 1 face-up Quest that you meet the requirements for. Then, player to your left can choose to replace the face-up Quest with a random other Quest from the Quest pile.

Setup: Shuffle the Quest pile and deal 3 face-up.

Quest Achievability:
A-Have at least 7 cards in your hand  -> Hard
B-Have at least $10 available -> Near impossible because it is not your Buy phase. Could be adjusted down to only count virtual $.
C-Have no cards in your deck or discard -> Very Hard
D-Have at least 5 actions in play -> Hard, but at least you have one or more Heroes (If your fourth action is a hero, a savvy player can bury that Quest)
E-Have at least 3 actions available -> Moderate
F-Have at least 3 buys available -> Moderate
G-Reveal three victory cards from your hand -> Moderate-Easy
H-Reveal four treasure cards from your hand -> Too Easy, adjust to 5
I-Reveal a hand with no duplicates -> Moderate
J-Reveal a card costing $7 or more from your hand -> Vary Variable, Moderate?

11
Variants and Fan Cards / Re: EXODUS: a Dominion expansion set
« on: April 01, 2013, 08:52:04 pm »
Endor Witch -- You cannot just assume that people will reveal their hands.  You have to actually say, "or reveal a hand with no Fellowship cards".  So you probably want to rephrase it as, "Each other player discards a Fellowship card from his hand or gains a Curse".

In most cases, this is a $4 Curser.  Many kingdoms won't have Fellowship cards, and even in those that do, players will be unlikely to have one in their hand when Endor Witch is played.  The question then is, how does this compare to Sea Hag and Young Witch?  I think EW is more powerful.
I think that Sea Hag is more powerful, since it hurts an opponent's next or following turn. Terminal +1 card draw is very weak, worse than +$1. The bigger problem is the similarity. Of course Endor Witch is better when curses are out.

12
Variants and Fan Cards / Re: Another Werewolf idea
« on: March 27, 2013, 05:34:54 pm »
Maybe +1 Action, +1 Coin, +1 Buy as a base ability? With the other way, it bumps elbows with Market Square too much.

13
Variants and Fan Cards / Re: Contest! Innovation card
« on: March 25, 2013, 09:54:16 am »
Innovation:
Action - $1
Gain a card equal in cost to a card you have in play, putting it on top of your deck.

It's supposed to be like the "draw" mechanic; you get a card which you can play next turn.
I like this idea, but I'm worried it'll be too dead in games without non-terminals. Maybe flip it to a treasure (so in BM games you can gain a Silver, sometimes Gold with it) and price it at $5, similar to HoP?
It isn't dead with Wharf, Merchant Ship, or Outpost (however weak it is with outpost).

14
Variants and Fan Cards / Re: Ironmelter + Expansion
« on: March 20, 2013, 09:23:46 pm »
Quote
Scrap Metal - Action:
Costs $3
Discard 2 cards. Gain a card equal to their combined costs.
Much worse?! Discard a province and a copper/curse/ruins to flat out gain an extra province is pretty amazing. With an Estate in hand, this like +$3 when you have a silver (or other one of this) and +$5 when you have a gold. That makes this a Baron analog. It is a bad opener, but great later.

15
Variants and Fan Cards / Re: Innkeeper
« on: March 19, 2013, 04:58:59 pm »
Well Nomad Camp exists. Goons is an attack with the woodcutter ability.

16
For Dragon: What is "a Coppers", and how do you only put one on top of your deck?
For Unicorn: That had better be a Treasure because it is too weak otherwise. I also don't think it needs the "reveal the hand" part and it should be optional.

17
Grand Vizier
+ 1 Action
Gain a Treasure costing up to 8$ - 1$ per card in your hand, putting it in your hand.
If you do, trash a non-Victory card from your hand.
4$ Action

Not necessarily better than Explorer w/out Province (Hand with no card you want to trash, hand size was 7 before, etc.)
Not necessarily better than Lookout (If you have all the good Actions and Treasures cards in hand or if you don't want unnecessary silvers, cannot trash estates)
Not necessarily better than Trading Post (Now trashes 1 card, no estates)
Not necessarily better than JOAT (Trashing isn't optional, cannot draw you 2 cards if you had 4 cards in hand before, trashes coppers not estates).
Is still a good opener if you want silvers.
Can trash its own gain in edge cases and when the only point of playing this was to set up another GV.
Cannot trash Victory cards because it looked really strong if that was the case. If you are suffering from discard attacks, you are discarding your Victory cards anyway and you almost would rather have estates than coppers anyway.
Doesn't gain a Gold even when 2 of these collide, requires 3 or more GV to gain golds, or another case where handsize is reduced (beggar, market square, discard attacks, minion, actions that decrease handsize, black market comboes, etc.)
"If you do" is there because all Treasure cards in the supply could be gone, creating an edge case where you can claim not to have non-victory cards. It can be easily replaced with "... or reveal a hand of all Victory cards."

Editted to in hand.

18
Variants and Fan Cards / Re: Gang of Misfits
« on: March 13, 2013, 01:31:30 pm »
Gain Scheme. Return Gang of Misfits.

Gain Island. 2VP and thinning every day!

Gain Tournament when you have a Province in hand. Gain Caravan otherwise.

Gain Sea Hag, so strong.

Gain Ironworks, Ironworks a Gardens.

Gain Throne Room to play on a Golem, to play the Gang of Misfits from your deck, to gain ....

19
Variants and Fan Cards / Re: Dominion: Enterprise
« on: March 12, 2013, 04:30:50 pm »
Another way to make it more versatile is to make it "non-Copper" or "non-Treasure" so that those other card types can be used without calling them out specifically.

20
Variants and Fan Cards / Re: Dominion: Enterprise
« on: March 11, 2013, 10:03:30 pm »
If you do a discard-junk card, you can make it more versatile with a Vagrant-like clause.

21
Variants and Fan Cards / Re: Dominion: Enterprise
« on: March 11, 2013, 01:49:28 pm »
I think the Profiteers buff that you should consider first is looking at the top 3 cards for treasures instead of 2.

22
Grand Vizier now prevents yourself from using the newly acquired gold, except by itself (and optionally with a random card from the deck).
Hand: GV GV Copper Copper Estate. Play GV, trash Copper&Estate, Play GV, Gain Gold to hand, discard Gold and Copper to draw a random card & give opponent Copper to hand.

Hand: GV Warehouse Copper Copper Estate. Play Warehouse, draw Copper Estate Silver. Discard Silver, Copper, Copper. Play GV, You now have 3 cards in hand, so only trash 2 estates.

Hand: GV Copper Copper. You have been hit with Militia. Play GV, gain Gold to hand, trash 2 coppers, buy $3 cost.

Hand: GV Hamlet Copper Copper Estate. Play Hamlet, draw copper, discard 2 coppers. Play GV, gain gold to hand, trash copper estate, buy $4 card.

Hand: GV Hamlet Silver Silver Estate. Play Hamlet, draw copper, discard 2 Copper&estate. Play GV, gain gold to hand, discard 2 silvers, draw something, buy $3+something card.

23
You are welcome Asper:

I thought about Dragon. I like the curse version better than the Rabbley version, since Rabble is already a mediocre $5 attack and already has +3 cards, it will be the most frequent choice, especially if the top cards are provably weak. I had an idea for that part of the card: "he gains a card costing $2 or less of your choice". If Ruins are available from a Looter, you can choose them. You can choose Estates or Coppers when Curses are out. The "$2 or less" bit is to prevent team-ups where you give a friend a province. It is a little more powerful than the curse bit, admittedly.

Switching the order of the effects is the right call on Grand Vizier. I don't think the Grand Vizier's optional +1 Action needs to be dependant on having a treasure in hand. Like Throne Room, it is unaccountable (meaningless because you can choose the other option). My updated wording is ambiguous; you shouldn't use it: "Choose one: Trash up to 2 cards from your hand; or +1 Action and you may discard a treasure card"

24
Variants and Fan Cards / Re: Another Copper-junker
« on: March 07, 2013, 08:32:42 pm »
I thought the reasoning behind a Coppering attack is that people are unlikely to run out of Coppers in the supply even if the attack is successful over and over. This card happens to be fairly weak since it helps mild engine-players with its light trashing. Its basic ability is woodcutter, which isn't too strong by itself. Good defenses include mandarin, fortress, courtyard, scout?, cartographer, navigator, gardens, silk road, duke, draw-up-to, apothecary, estate-trashers, watchtower, trader. Strong against Scheme, alchemist (strong with as well), trading post, altar?, cellar?, pearl diver?, pawn? (those cheap cards might end up trashed). It seems okay.

25
Variants and Fan Cards / Re: Redemption expansion cards - updated
« on: March 07, 2013, 01:50:04 pm »
Guys, I don't think anyone's going to convince him to change it at this point. Not unless they've got a less confusing way to do the exact same thing.
Challenge accepted.

Inventor2
$6 - Action
Play this as if it were an Action card in the Supply other than Inventor2 that you choose. This is that card until it leaves play except it gains "If you have no more than 1 card with this ability in play, trash a card from your hand, discard a card, and gain an Inventor2 and play it. At the beginning of your Clean-up, return this card to the supply."

Not quite exactly the same but I tried. I don't like the card nonetheless.

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