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Messages - Minotaur

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1
Variants and Fan Cards / Re: Really bad card ideas
« on: December 18, 2018, 11:18:15 pm »
Elite Pearl Diver
Action
Cost: $4

+1 Card
+1 Action
Keep discarding the bottom card of your deck until you choose to stop or until your deck is empty.  Put the top card of your discard pile on top of your deck.

2
Dominion General Discussion / Re: Homage to the Best Card
« on: December 18, 2018, 10:21:36 pm »

3
Variants and Fan Cards / Re: Really bad card ideas
« on: December 13, 2018, 01:38:38 pm »
My feels about Chancell XOR right now...


4
Variants and Fan Cards / Re: Really bad card ideas
« on: December 13, 2018, 12:58:01 pm »
Debtor's Prison
Project
Cost: <40>

After the game ends, debt costs are changed to coin costs, and players who have this take additional turns until they have no debt.  While they still have debt, when they gain a card, they return it to its pile and lose debt equal to the coin value of the returned card.  If they do not return it, they trash all of their cards and lose all of their debt.  At the end of each extra turn, the player reveals their hand, trashes the Treasures, and gains a Curse for each.

5
Variants and Fan Cards / Re: Really bad card ideas
« on: December 12, 2018, 03:28:07 pm »
Full Moon
Action
Cost: $3

Trash this.  For the rest of this turn, each phase is also a Night phase.

I just noticed that the wording of Werewolf makes this suck.  "If it is your Night phase....... Otherwise....."

Donald screwed up again...

6
Dominion General Discussion / Re: Homage to the Best Card
« on: December 11, 2018, 02:02:02 am »

7
Variants and Fan Cards / Re: Really bad card ideas
« on: December 10, 2018, 08:17:12 pm »
EIFFcist
Night
Cost: $4

You may trash a card from your hand.  If you do, gain a cheaper Spirit from its pile.


EIFcist
Night
Cost: $6

Reveal a card from your hand.  You may trash it.  If you do, gain a cheaper Spirit from its pile.  Otherwise, you may gain a cheaper Spirit from its pile.

8
Variants and Fan Cards / Re: Really bad card ideas
« on: December 10, 2018, 04:12:31 pm »
Pebbles Treasure-Ruins

Worth

When you gain or trash this, gain a Copper. If it's your Buy phase, put it on top of your deck; otherwise, put it into your hand.

Slingshot
Action-Attack-Tourist Attraction
Cost: $2

+$1
You may gain a Pebbles to your hand.
Trash a card from your hand.
If it is a Treasure, each player with 5 cards or more discards a card costing at most $2, or reveals that they cannot.
If it is a Ruins, each player gains a Ruins.  Play the Ruins you gained.

9
Dominion General Discussion / Re: Homage to the Best Card
« on: December 10, 2018, 03:59:53 pm »


p.s. - I decided that the guy on the left is Gerald (for no particular reason)

10
Variants and Fan Cards / Re: Really bad card ideas
« on: December 09, 2018, 12:33:31 pm »
Chancell Ore
Treasure
Cost: $4

+$1
--------------------
When you gain or trash this, put your deck into your discard pile and gain a Silver; if it is your Buy phase, put the Silver on your deck, otherwise put it into your hand.

11
Variants and Fan Cards / Re: Really bad card ideas
« on: December 09, 2018, 05:34:43 am »
Is it ok for Chancell OR to cost $3 and still be strictly better than Chancellor, or should it cost $4 just to be safe?  Maybe <4>, $1P, or <2>P?  This is a card that needs to be balanced!

12
Variants and Fan Cards / Re: Really bad card ideas
« on: December 08, 2018, 08:46:14 am »
So here's an exercise.  When would you choose to play Chancell OR differently from Chancellor?

Like... you have an extra action before you play Storyteller and you don't want to kill your Tragic Hero, and you know your good cards are in your discard pile?

13
Variants and Fan Cards / Re: Really bad card ideas
« on: December 06, 2018, 06:17:06 pm »
Nim Rod
Project
Cost: $18

When you gain a Nim that doesn't come with any more, gain a Nim that doesn't come with any more.

14
Variants and Fan Cards / Re: Really bad card ideas
« on: December 06, 2018, 02:30:43 pm »
Chancell XOR
Action-Tourist Attraction
Cost: $1

Choose one:
+$2; Put your deck into your discard pile

15
Dominion General Discussion / Re: Homage to the Best Card
« on: December 06, 2018, 02:06:37 pm »

16
Variants and Fan Cards / Re: Really bad card ideas
« on: December 05, 2018, 06:48:36 pm »
Starch Art
Project-Ruins, $0
Before you shuffle, you may pick one of the cards to go on top of your discard pile.
That one's actually worth having, isn't it? You'd pick a victory card and get an Island-like effect.

I think you still shuffle immediately after reordering your discard pile slightly.  That is, you don't set aside the chosen card and put it on top of the discard pile after shuffling.

17
Variants and Fan Cards / Re: Really bad card ideas
« on: December 05, 2018, 02:29:21 pm »
Wizard of the Coast
Action
cost: <12>

+1 Card
+1 Action
If you do not have Debt, +<12> and gain a card.

18
Variants and Fan Cards / Re: Really bad card ideas
« on: December 05, 2018, 12:50:12 pm »
Hmm. When Capitalism became known, people started designing Communism projects.

But now I'm wondering what a Lycanthropy project that gives you Full Moon as a permanent effect would have to cost. (-8

Way too variable, legitimate RBCI overall.  Stupid powerful with Werewolf (can play for free because it's Night, does both things because it's Action and Night).  Pretty good synergy with Night Watchman if you have any sort of Lab, Seer, etc.  Monastery, Cobbler, Devil's Workshop and the like couldn't care less...  Vampire only marginally cares if you might get it in before the shuffle.

"You may play Night cards during your Action phase at the cost of 1 Action" would make it a pretty derpy Project, because usually you wouldn't care.  If they all gained the Action type and lost the Night type, that would be an example of the elusive Project-Ruins.

19
Variants and Fan Cards / Re: Really bad card ideas
« on: December 05, 2018, 12:07:05 pm »
Full Moon
Action
Cost: $3

Trash this.  For the rest of this turn, each phase is also a Night phase.

20
Variants and Fan Cards / Re: Really bad card ideas
« on: December 03, 2018, 11:04:03 pm »
It can also fail from Lose-track, so super powerful with Watchtower, Travelling Fair, Royal Seal...

Does it not know that you gained a card just because you topdecked it afterward?

21
Variants and Fan Cards / Re: Really bad card ideas
« on: December 03, 2018, 03:53:38 pm »
Oscar the Grouch Project

When any player would trash a card, they instead return it to the Supply. You gain a copy of the trashed card. gain it.
________________________
When you buy this, gain every card in the Trash

"The trashed card" does not exist.

22
Variants and Fan Cards / Re: Really bad card ideas
« on: December 03, 2018, 02:28:06 pm »
Nirvana
Event
Cost: $11

Gain a card.  If you do not, +1000 VP.

Who would have guessed that it wouldn't be the Sages nor the Priests who would lead us to Nirvana, but the Traders, with a little help from their blue dog?

Donald plz update Trader to use Exchange mechanic, 1st Ed OP...

23
Variants and Fan Cards / Re: Town Drunk/Bartender
« on: December 03, 2018, 01:41:20 pm »
Hmmm, how to cost Bartender...

I'll be honest, I like where Town Drunk and Bartender are at right now. Town Drunk is a card I would never buy without Bartender being around. Now a call Town Drunk, play Bartender, play Town Drunk and then call Town Drunk turn? That's a reason to buy Town Drunk, I think. Yes, you're getting $4 but you're also spending $4 for the two cards, and you need to expend some actions to do it...


The question for Bartender costs then is, how powerful is it with other Reserve cards?
The short answer is, not *that* powerful, but:

With Guide and Ratcatcher, if you play the Reserve card, you can get an additional +1 Card and +1 Action, making Bartender in essence a Laboratory that moved a Guide or Ratcatcher onto your Tavern mat. That's $5 + probably less than $1 worth of tempo. Or maybe $1 worth of tempo. That's POWER, you say, but bear in mind that you also needed a $2 or $3 second card and a bit of setup (having the Guide or Ratcatcher on your Tavern Mat) in order to gain the bonus. So at most this combo would imply that Bartender should cost $3. But it's a combo, so not necessarily.

With Coin of the Realm, Bartender essentially gives you +1 Card, +1 Action, +$1. For about $4 worth of cards and some set up cost. I'd price that as $4 or $5, as it's a Peddler variant where the drawback is "you must have a Coin of the Realm in play before playing this."

With Teacher, Bartender is "+1 Card, skip having to shuffle before you get a Teacher ready for next turn". This *is* powerful as it basically lets Bartender count as a copy of Teacher, tempo-wise. But is that tempo worth ~$8, with the setup requirement -- working to get Bartender, working to upgrade up to Teacher, getting a Teacher in play with a Bartender at the ready? You had to have a Teacher in play, and you have to wait til next turn to play Teacher again. Hmmm.

Duplicate is a lot like Teacher, but then you probably had to call Duplicate early, during your Action phase. How good of a card are you getting with Duplicate, then? I feel like Duplicate's power level will be lessened if you use it with Bartender, so it likely balances out. Weaker Duplicate, two turns in a row, for $6 over two cards? Probably fine.

Transmogrify and Royal Carriage basically make Bartender "Cantrip, get a Transmogrify or Royal Carriage ready again." Of course, Royal Carriage could then be used again this turn on whatever you use its Action on, which is powerful but not outside how Royal Carriage already worked. The most powerful use of this would be if you have multiple Bartenders and Royal Carriages in your hand with Town Drunks? This sounds more fun than broken, though. Again.. cost? Probably not more than the cost of buying a Royal Carriage and a Bartender ($6).

Finally, for the sake of completeness, Distant Lands and Wine Merchant don't interact with Bartender at all. Which is probably a good thing.


In conclusion, Bartender is probably fine at $2. If you test it and find it is too powerful, consider bumping it up to $3 to deal with the Teach and Royal Carriage and Guide/Ratcatcher power spikes.

I'm probably not going to test it, but I appreciate the thoughts.  There are a lot of $4 and $5 Reserve cards, but you might draw Bartender as a pure Cantrip half the time.  Then again, Town Drunk lowers the odds of that, but you don't want too many terminal Silver variants in your deck on most boards...

Having the pile be balanced on its own but not too strong with enablers would be nice.  In 2P, refusing to buy Town Drunk could be an effective denial, but if you have 1-2 Town Drunk hanging out at the Tavern for most of the game, that's not too bad.

24
Variants and Fan Cards / Re: Really bad card ideas
« on: December 03, 2018, 12:18:07 pm »
Nirvana
Event
Cost: $11

Gain a card.  If you do not, +1000 VP.

25
Variants and Fan Cards / Re: Really bad card ideas
« on: December 03, 2018, 11:23:18 am »
Amateur Fireworks
Action-Night-Tourist Attraction
Cost: $1

Trash this.  Play the top four cards of your deck in order.  Each time that you play a card and it does nothing, gain a Curse.  Trash the four cards.  If this is your Night phase, +1 VP.

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