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Messages - Sakako

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1
Variants and Fan Cards / Re: Halfback
« on: January 07, 2013, 03:50:36 am »
Why not just do what Outpost does, and make it "While this is in play, when you buy a card, +$ equal to half its cost in coins (rounded down). This effect only happens once per buy."? Or something like that.

2
Variants and Fan Cards / Re: Forfeit (Treasure)
« on: December 19, 2012, 07:56:59 am »
I like the first one, but make it "trash another card in play" to avoid timing issues, or something like that.

3
Mini-Set Design Contest / Re: Contest Idea: Filling out "the box"
« on: November 28, 2012, 06:23:19 pm »
Yeah, maybe. But blank cards, in my opinion, are just a cheap way to be able to avoid this design problems. I have like 20-25 blank cards now, when I could have an extra Kingdom card or two. It's a little disappointing.

4
Puzzles and Challenges / Re: Set-based puzzle, for a change.
« on: November 27, 2012, 04:36:30 pm »
Interactive cards? What do you mean?

5
Puzzles and Challenges / Re: Set-based puzzle, for a change.
« on: November 27, 2012, 03:39:59 pm »
Yeah, very close, but for example, Militia doesn't count. Anyway. Good guesses all around. :)

6
Variants and Fan Cards / Re: Price This Card
« on: November 27, 2012, 02:47:25 pm »
This is just a Bank -$1... so I suppose it should probably be evenly priced at $6. It's usually as good as Gold, but is often better, and is sometimes worse.

7
Variants and Fan Cards / Re: Some Treasure - Duration cards
« on: November 27, 2012, 01:38:48 am »
Shouldn't you use the term "worth" instead of the plus? It's kind of confusing otherwise. +$ usually means it's an Action card.

8
Variants and Fan Cards / Re: Mob + Cult
« on: November 24, 2012, 12:33:18 pm »
The point with Mob is that if you ever get another Mob you can just play it for free. It could be worded like

"While this is in play, Mobs don't cost actions to play."

or something like that.

9
Mini-Set Design Contest / Re: Contest Idea: Filling out "the box"
« on: November 24, 2012, 01:51:29 am »
11 is a regular action or treasure. 13 is a Victory card. I don't know where you got your numbers from Sakako

Oh, you're absolutely right. In that case the only really "viable" solutions are

1: 13 * 2 + 11 + 4 prizes (again, this is probably too much victory)
2: 13 + 11 * 2 + 6 prizes (maybe good? Is 6 more prizes too many?)

Combinations with "pile-and-a-half" or "double-piles", which include cards-plus-support like Hermit/Madman or Urchin/Mercenary (note, I'm not going to go into the case where our bigger pile is a base card and so doesn't need a randomizer):

3: 21 + 11 + 9 (perhaps a new base card?)
4: 21 + 13 + 7 (7 new prizes is probably too many though.)
5: 16 + 11 * 2  + 3 prizes

10
Mini-Set Design Contest / Re: Contest Idea: Filling out "the box"
« on: November 23, 2012, 01:31:35 am »
In terms of numbers, 41 can be made quite easily in a number of different ways:

5 + 36 (but we probably don't want a set of 5 unless it's prizes, and anyway, there are too many victory cards in set to make 36 easily)
10 + 15 + 16 (this is the one I'd opt for, allowing for 1 base card, 1 pile-and-a-half, and 1 more card)
11 + 30 (now the 11 could come from a randomizer card for a single-card pile (a la Knights), and the 30 could be 20 + 10, 15 + 15, or 3 * 10 or whatever. This could also be useful.)

Since I've just finished university, I'd be happy to host a contest or two for extra designs.

11
Puzzles and Challenges / Re: Set-based puzzle, for a change.
« on: November 22, 2012, 12:11:36 pm »
The puzzle was the number of cards in each set with people in the background. :3

12
Mini-Set Design Contest / Re: Contest Idea: Filling out "the box"
« on: November 22, 2012, 05:38:57 am »
But at $3 for 1 VP, and $5 for 3 VP, and $8 for 6 VP, that's like an Estate, a Duchy, and a Province, except you have to pay more for the first Estate. Nobody's going to buy into that.

13
Mini-Set Design Contest / Re: Contest Idea: Filling out "the box"
« on: November 21, 2012, 09:54:38 pm »
An Action that is weird:
Community
$4 - Action
If you have an odd number of Communities in play: +3 Actions
If you have an even number of Communities in play: +$3

(obviously the even number ability can be adjusted).

So kind of like my Zealot for the non-terminal draw competition, but slightly nerfed... 3 actions is a bit much though don't you think? Stock up on these and drawing cards like Hunting Grounds, and this card gets ridiculously broken.

Also the pile of increasing VP value cards should maybe start at $1 for 1 VP. Otherwise nobody would ever buy it.

14
Puzzles and Challenges / Re: Set-based puzzle, for a change.
« on: November 15, 2012, 05:26:41 am »
Another extra clue:

The promo cards have precisely 1.

15
Puzzles and Challenges / Re: Set-based puzzle, for a change.
« on: November 13, 2012, 10:45:49 pm »
Nope, you haven't got it yet.

As extra clues:

Hinterlands has 5.
The cards in Alchemy which are important are Golem and Herbalist.

16
Variants and Fan Cards / Re: Really bad card ideas
« on: November 13, 2012, 09:48:58 pm »
Idiot's Village
Action/Victory - $3
+1 Card
+2 Actions
Worth 2VP for every Action you have in play

So basically you just spam Duration cards on the last turn?

17
Puzzles and Challenges / Set-based puzzle, for a change.
« on: November 13, 2012, 11:57:49 am »
Alchemy has two.
Base set has (arguably) seven.
Cornucopia has five.
Dark Ages has nine.

How many do the other sets have?

18
Rules Questions / Re: Why do Shelters cost $1 instead of $1*?
« on: November 12, 2012, 11:34:21 pm »
Does that mean that technically you can return Shelters to the supply with Ambassador, giving the player to your left the copy of whatever Shelter you return?

19
Puzzles and Challenges / Re: Another numbers puzzle
« on: November 10, 2012, 10:09:46 pm »
Told you it was easy. :P

20
Variants and Fan Cards / Re: Power Grid promo card
« on: November 09, 2012, 04:21:43 pm »
How about a card that is 2VP + 1VP per empty supply pile.
It would give players some incentive to 3-pile or even 5- or 6-pile if they can ;)
It should probably be priced at 6$.

Edit: After reconsidering the idea I guess it might be too hard to pull off at 6$ but at 5$ it's just strictly better than duchy. So the solution might be to make it 1VP + 1VP per empty supply pile at 4$?

I designed a card which incorporated this feature about 5 posts up, made it 1VP + 2VP per empty supply pile for $6 (plus a Band of Misfits-like trashing effect); but it cost $1 more for each empty supply pile, to reflect the rising prices of resources in Power Grid. If it's going to be just a victory card then I would suggest 2+1, at $5+$1X (or even 3+1 for $6 + $1X), where X is the number of empty piles.

21
Variants and Fan Cards / Re: Yet another attempt at game theory
« on: November 09, 2012, 04:16:16 pm »
The "choose a card costing $0 for them to gain, putting it on top of their deck" idea is flawed. For some of these cards, the targets may not be able to avoid being hit by that effect. They could easily lose their whole turn because a stack of 5 Curses got put on their deck.
Yes, that's true, but then there are 5 less Curses. Also if you're in a position where you can play 5 Knaves in a turn, you're probably doing a lot better than winning just by Curses. At any rate, that's the least important bit of the cards, as you can tell - it's the equivalent of the "Knight effect", and it's easily interchangeable. The main point of this post is the other half of the cards.

EDIT: Also, you can't really talk about which card costs the most or the least out of an arbitrary set of cards. Which costs more, a card costing $4, or a card costing $3P? There's no strict ordering.
Well, for the purposes of this card, why don't we translate a Potion to, say, $2.5? That way there is a strict ordering. Or, we can just say that Potions don't count, like a number of other cards do.

22
Variants and Fan Cards / Yet another attempt at game theory
« on: November 09, 2012, 08:09:21 am »
So I was talking with a friend about his fan set, and I came up with "Knaves" on the side. Some of the names are pretty bad, but whatever! :D

Quote
Knaves (randomizer)
Action - Attack - Looter - Knave
$?

Shuffle the Knave pile before each game with it. Keep it face down except for the top card, which is the only one that can be bought or gained.

Quote
Tortured Prisoner
Action - Attack - Looter - Knave
$7

Each other player may reveal a card costing $5 or more from their hand. If everyone does, gain a card costing less than a Province. For each player who didn't reveal a card, choose a card costing $0 for them to gain, putting it on top of their deck.

Quote
Gutless Chicken
Action - Attack - Looter - Knave
$4

Reveal a card from your hand. Each other player may reveal and discard a card costing the same amount as that card from their hand. For each player who didn't reveal a card, choose a card costing $0 for them to gain, putting it on top of their deck.

Quote
Irrational Pirate
Action - Attack - Looter - Knave
$5

Reveal a card from your hand. Using up to that many Copper from the supply, distribute the Copper into piles in front of each player. Each player may choose to gain the pile, or to trash it. For each player who trashed their pile, choose a card costing $0 for them to gain, putting it on top of their deck.

Quote
Janken Master
Action - Attack - Looter - Knave
$6

Each other player places a face-down card from their hand in front of them, revealing all cards at the same time. For each Action card revealed, +1 Action. For each Victory card revealed, +1 Card. For each Treasure card revealed, +$1. For each player who revealed cards with the lowest cost, choose a card costing $0 for them to gain, putting it on top of their deck.

Quote
Greedy Auctioneer
Action - Attack - Looter - Knave
$5

Each other player, beginning with the player to your left, either reveals a card or passes. If a player passes, they must continue passing. Each player who didn't pass must reveal a card with a higher cost than the previous highest-costing revealed card. When all players but one have passed, trash the last card revealed from each player. The player with the highest-cost card gains a different card costing exactly the same as the card he trashed. For each player who passed, choose a card costing $0 for them to gain, putting it on top of their deck.

Quote
Colonel Blotto
Action - Attack - Looter - Knave
$5

Each other player may place three cards face-down in front of him in a row. Reveal all the face-down cards at once. Trash the lowest-costing card (or cards, in the case of a tie) in each position (first, second, third). For each player who passed, choose a card costing $0 for them to gain, putting it on top of their deck.

Quote
Minor Miner
Action - Attack - Looter - Knave
$5

Place a card costing more than $0 face down in front of you. Each other player may place a card face down in front of them. Reveal all the face-down cards at once. Then, if more cards revealed cost more than yours, trash all cards that do. If more cards revealed cost less than yours, trash all those cards instead. For each player who didn't reveal a card, choose a card costing $0 for them to gain, putting it on top of their deck.

Quote
Hare-Eating Buck
Action - Attack - Looter - Knave
$5

Place two cards costing different amounts face-down in front of you in a row. Then, each other player may do the same. Reveal all face-down cards at once. If your cards are arranged in increasing order, each other player whose cards are in decreasing order trashes one of them, their choice. For each player who didn't reveal cards, choose a card costing $0 for them to gain, putting it on top of their deck.

Quote
Jack of Tarts
Action - Attack - Looter - Knave
$5

You may trash a card from your hand. Each player may place a card face-down in front of them. Reveal all the face-down cards at once. Trash the card (or cards) with the highest cost. For each player who didn't reveal a card, choose a card costing $0 for them to gain, putting it on top of their deck.

Quote
Lord and Knaviour
Action - Attack - Looter - Knave
$6

Each other player deliberates between them until one other player reveals a card costing $5 or more from their hand (or each player reveals their hand without such a card). That player trashes that card, gaining a card that you choose costing exactly $2 less than it, and that player gains a card costing exactly $3 less than it, putting it on top of their deck. You gain a copy of the trashed card. For each player who didn't reveal a card, choose a card costing $0 for them to gain, putting it on top of their deck.

23
Puzzles and Challenges / Another numbers puzzle
« on: November 08, 2012, 10:43:22 pm »
Here's a pretty easy puzzle for you.

Hunting Party has four.
Mystic has two.
Ironworks has zero.

How many does Black Market have?
How about Village?
Which has more, out of Chapel or Stables?

24
Variants and Fan Cards / Re: Power Grid promo card
« on: November 08, 2012, 10:31:12 pm »
How about something like this? The name is pretty crap though XD

Flower Grid
Action - Victory
$6*

Play this card as if it were an Action card in the supply other than Flower Grid. Trash a card from that supply pile.
Worth 1 VP, and 2 VP more for each empty supply pile.
---------
This card costs $1 more for each empty supply pile.

25
Variants and Fan Cards / Re: Really bad card ideas
« on: November 08, 2012, 08:57:13 am »
How about "The largest number that can be described in less than 68 characters"?

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