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Variants and Fan Cards / Re: Smite
« on: August 21, 2018, 11:29:12 pm »
I don't really think Lurker needed this boost!

Variants and Fan Cards / Re: Rats
« on: August 17, 2018, 05:49:48 pm »
my attempt

Ant Farm
$whatever     Action
+1 Action
Gain an ant farm. You may discard any number of actions. +1 card per action discarded.
When you buy this, you may trash any number of ant farms you have in play. If you trashed any, gain an action card.

This sounds really cool, but I need someone to help explain turing machines to me for the third time  ;)

Variants and Fan Cards / Re: Really bad card ideas
« on: August 16, 2018, 05:38:39 pm »
Band of Misfits, except made up of even MORE misfits than the other Band-of-misfits
$5                    Action
Play this as if it were one of the set aside cards on the BOMEMUOEMMTTOBOM mat. This is that card until it leaves play.
Setup: add 3 action cards not used in this kingdom, each costing $4, to the BOMEMUOEMMTTOBOM mat.

(I actually don't think this would be a horrible idea or anything, but it's still a funny one to me)

Variants and Fan Cards / Re: Need help with card concept
« on: August 16, 2018, 01:10:05 pm »
How about reducing the ability a bit to make it quicker?
Eg When you would shuffle your deck, remove up to 4 cards from it, shuffle the rest, then place 2 on the top and 2 at the bottom.
That's enough to set-up a village-smithy at the top of your deck and send a couple of stop cards to the bottom.

This is a nice idea, though I worry that it would be a bit weak in that case, considering that it's a one-shot. (Though 5 debt is not *so* expensive.)
Perhaps bumping it to 5 cards, and allowing you to place them anywhere in the deck, like secret passage, would make it worthwhile but not painful.

Variants and Fan Cards / Need help with card concept
« on: August 16, 2018, 09:16:38 am »
So, I just had an idea for a card

5D               Action-Reserve

Put this on your tavern mat.
When you would shuffle your deck, you may trash this from your tavern mat to instead look through and arrange your deck in any order you choose.

(The original version didn't trash itself, but I figured that would be wayyy too strong.)

The problem with the card, I think, would be that it would take FAR too long to resolve. It would be both pretty irritating for the person who used it and the other player. So, I need to find a way to retain the idea of the card, but also fix the time issue. Thoughts?

Rules Questions / Re: Self-Pin?
« on: August 15, 2018, 02:17:52 pm »
One funny thing is, donate/nothing also ends up as a draw with donate/possession. So that could actually be an effective counter to someone going down that route, since you can pull the nuclear option at any time.

So in a donate/possession game.....really, one reasonable thing that happens is that nobody goes for possession at all.

Puzzles and Challenges / Re: Maximum Wishes gained in a turn?
« on: August 13, 2018, 08:30:33 pm »
The question as phrased is pretty easy to answer--12, since this is the number of wishes present in the game, and it is fairly easy to gain all 12
(for example: 3 cards+Procession- Procession-Procession-Leprechaun-Leprechaun-Procession-Leprechaun-Leprechaun+ more cards + 2 magic lamps (one passed by masquerade).)

Harder is the question, how many times in a turn can you gain a wish? The answer ought to be higher, but I have no idea how to definitively determine a solution.

Variants and Fan Cards / Re: Dominion: Ice Age
« on: August 13, 2018, 08:25:53 pm »
One of the classic combo decks also hinges on the fact that cards on mats count for points--Native Village/Apothecary

Rules Questions / Re: Gain copy of heirlooms?
« on: August 13, 2018, 08:25:01 pm »
Gaining ALWAYS happens from the supply, unless specifically specified otherwise on the card.

Solo Challenges / Re: Empy the Black Market in as few turns as possible
« on: August 12, 2018, 10:27:01 pm »
Hmmm....does this work? You need to play black market....60 times I think, since you can only buy one card per BM play. So, money is not the issue here (unless I'm misunderstanding your proposal)

Solo Challenges / Empy the Black Market in as few turns as possible
« on: August 12, 2018, 07:22:19 pm »
I haven't seen one of these "post logs of different trials" challenges in a while, and someone mentioned this in another thread, so...have at it!

(For proof....I mean, a woodcutter log or video or cut-n-paste would be good, or you could just tell us what it ended up being for you.)

Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 09, 2018, 09:23:44 pm »
I thought the precedent was that "When" happens before anything else happens.

"When another player plays an attack card" happens before the attack.

"When you trash this" happens before you trash it.

I don't think this reading would work with, e.g., fortress and tomb.
Fortunately, Dominion does have a phrasing for "before" things--"when you would....", for example, on Trader.

Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: August 08, 2018, 02:34:04 pm »
Alright, I think at this point I say, the time for being stubborn is at an end. I'll replace the card with something that uses the same art, probably an Action.

Very very early idea is something like:

Financier - Action - $5
+ $1

Double your $ if you haven't yet this turn.
At the end of your Buy Phase, if you don't have at least $2 unspent, trash this.
It's worth a fortune!

That....seems too strong. like, even the $1, you can always reliably use it for (2x-2) money, where x is total money without it. And in any reasonable engine, that's just overpowering.

Puzzles and Challenges / Re: Most money from 5-card hand?
« on: August 08, 2018, 09:04:30 am »
Hand: Procession, Champion, Lurker, Chapel, Diadem
Setup: Play Procession to play Champion twice and Lurker to gain Champion. Repeat this 1 million times.

play Procession to play Champion twice
play Lurker to gain Champion
play Chapel
play Diadem for $5,000,012

no treasures!

Puzzles and Challenges / Most money from 5-card hand?
« on: August 07, 2018, 04:10:23 pm »
Suppose you have a hand comprised of 5 action cards. Your deck and discard are empty, and you have no tokens or stuff on mats, etc. (The board likewise has no tokens on any of the supply piles.) It is a solo game.

Theoretically, what is the highest amount of coin you can achieve from such a hand (in a single turn)?

Off the top of my head I can think of a solution that nets $86--KC-KC-Hero-Hero-Trusty Steed, where Steed is used for coins and draw, and hero is used 5x for platinum and once for fortune.

A less exotic one netting a mere $54 --KC-KC-Beggar-Beggar-Coppersmith

(I assume I'm missing a lot with gainers and villa, etc. See what you can come up with!)

Variants and Fan Cards / Re: Really bad card ideas
« on: August 01, 2018, 12:19:25 am »
(Yet to be titled, from the 35th Dominion Expansion)
$3/12 Plow Tokens            Action/Attack/Reaction/Freedom

+1 Action
Choose one: gain a card onto your freedom mat, or gain a Hut token, placing it on any one of your jousting mats, or discard any number of cards, and drawing that many cards from the Community Garden Deck.
You may reveal this when you draw a card at a time other than your draw phase; if you do, return it to the supply and take a turn separate from the current one.
When you gain this, gain 3 mountain tokens, and roll the Drawbridge die, if there are no more than 3 cards and 4 enhancers in play.

Dominion General Discussion / Re: Question- What is an Engine
« on: July 25, 2018, 11:04:42 pm »
A lot of these definitions strike me as a bit strange in that they don't really describe how one uses the word "engine", how the word might have come into existence in the world of Dominion, etc.--it's just a whole lot of retroactively looking at a lot of engine theory and finding some ad hoc way of connecting loose threads: an engine is a deck which, on more than 60% percent of turns gains multiple cards OR plays more than x number of cards EXCEPT in the case of....etc.

The concept of engine is easy to explain! "Hey, that strategy where you buy one smithy and money? Well it's not as good as this deck--see how efficient it is? It's sort of an....engine, you could call it".

(I find a lot of the aforementioned descriptions really really interesting! And I'm not saying they are useless. But the concept of definition should be nailed down more.)

EDIT: Ahh, Avorian said something similar. Ninja'd, as they say.

I might test the card at $5, and if it is too weak, well there you go, if not, hey, we did it!

thanks for all the input, all!

Re: Tyrant, yes, it does seem a little weak as is. Increasing to 5 might make it better? Though only playtesting will tell, and perhaps it will just be scrapped?

@Faust, yes, as you might tell Deal/Negotiations were cards sort of reversely-designed. I wanted to make something that altered game-ending conditions (why haven't we had more of those, huh??), but obviously something like that shouldn't be just a normal supply pile. So what you see is the result. But as you say, there are.....a lotta problems.

Contract--would bumping the price to $4 make it better? I don't mind having a pretty strong card; the nice thing about a $4 is that anyone can open with it, etc. And compared with, say, Junk Dealer....this seems weaker.

Humble Village still seems fine. And Wealthy Uncle seems a little weak, but also fine.

ha, actually I was making a cheap joke about how little the card makes sense thematically.

You are by far the better person here by advancing actual Dominion discussion!

I don't like the implication that somehow getting more and more fool's gold is suddenly good for somebody.

Here goes, folks.

Humble Village
$2  -  Action
+2 Actions
You may gain a card costing up to 3.

$4 - Action-Attack
+2 cards
+1 buy
Name a card. Each other player reveals the top four cards of their deck,
discards any copies of the named card, and puts the rest back in any order they choose.

$3 - Action
+1 Card
+1 Action
Trash a card from your hand.
You may gain a curse. If you do, trash up to two more cards from your hand.

Split: Deal/Negotiation
TOP:  Deal
$5 - Action/Victory
+1 Buy
2 VP
BOTTOM: Negotiations
$6 - Action
+2 Cards
+1 VP
Each player reveals their hand. If nobody revealed a victory card, the game ends after this turn.

N.B.: This pile always has 10 cards, 5 of each

Wealthy Uncle
$3 - Action
If more the half of the Provinces remain in the supply pile, gain a Duchy.
If half or fewer of the Provinces remain in the supply pile, gain an action card costing up to $5.

Dominion General Discussion / Re: Reactions
« on: July 16, 2018, 11:20:22 pm »
1. Tunnel. Gaining golds is fun. Market square is nice too, but it's always sad to discard it since usually you could've played it.
2. Trader. Can't remember the last time I bought one. Though the mechanic itself is, in theory, kinda neat I guess.
3. Watchtower is great, as you say.

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