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Variants and Fan Cards / Re: Really bad card ideas
« on: January 08, 2019, 05:57:45 pm »
Like Nothing
Cost: $0

+2 Cards
+1 Action
When you gain this, gain an Estate, a Curse, and a Like Nothing that doesn't come with anything else.

Actually pretty interesting

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 17, 2018, 02:58:25 am »
My attempt:

(I note there's a typo--should say "per Flower Seller [singular] that you have")

EDIT: A good question to be asked: how many flower sellers are there? The answer: equal to the number of avenues in the supply (which itself follows standard victory card rules).

Rules Questions / Re: Capitalism and Black Market
« on: November 16, 2018, 12:26:46 am »
Here's a similar question.

--I have bought innovation.
--I buy crown.
--I play crown, choosing a treasure
It seems like this works fine, even though it is, indeed, post-buying a card, since crown directly tells you to play a treasure.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 09, 2018, 12:15:29 pm »
Thought of this one a few weeks ago, finally made it into card form today...hopefully, it still counts!
(....even if it doesn't count for the contest, per se, I'd still like feedback!)

Dominion General Discussion / Re: Interview with Donald X.
« on: November 07, 2018, 02:12:30 pm »
Seems like the color possibilities for card types have just about been exhausted! Have you considered different patterns (zigzags, polka dots, etc.) for when colors can no longer do the trick?

you can now megaturn with stewards and bridges. that's pretty neat.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 01, 2018, 02:17:59 pm »
I wanted to design a card that reflected the simplicity and subtle versatility of my favorite chess piece.
Don't know how well it turned out....tell me what you think!

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 06, 2018, 12:04:09 pm »
This one is maybe (=definitely) unwise for logistical reasons, but I think it's balanced!

Come to think of it, I will have to think about which Villager-giving cards count as 'Villages' in my random kingdom generator.

I think itís a case-by-case thing. Acting Troupe and Recruiter count as villages. Sculptor and Silk Merchant donít.

I think they should all count. They all enable more than one terminal action to be played in the same turn.

For pedantic purposes, sure. For a kingdom generator, no.

Isn't the purpose of "always include a Village" in a Kingdom generator more or less to "always provide me with a way to play multiple terminals per turn"?

To borrow an old saying: Knowledge is knowing that Silk Road is a village. Wisdom is not trying to use it as one.
...and true mastery is realizing that Silk Road isn't an action at all!

(sorry, sorry)

Dominion: Renaissance Previews / Re: CSM and Ducat
« on: September 26, 2018, 05:45:53 pm »
One test I've been doing is, randomizing a kingdom, replacing the first two cards with CM and Ducat, and seeing how often you want Candlestick Maker at all.

Priest would be broken with Watchtower and Travelling Fair. If you play two Priests and have a Watchtower in hand, you can alternate between buying Travelling fairs and Coppers (then curses) for a net gain of 112 coins, giving you more than enough money to buy all the provinces.
Even with a single Priest, you can trash all the Coppers and Curses, which makes a three pile extremely easy.

Actually, for this reason, I suspect that the combo in practice would often not be so broken--the first person to match a single priest and watchtower could pre-emptively obviate the combo by just emptying those piles.

Just played a lightning fast gardens match with mountain village + workshop. It's....a very good village. Might not beat wandering minstrel as the best $4 village, but it's close.

EDIT: upon further play....I think this is stronger than wandering minstrel. Also combos well with scholar, how fun!

Again,, you can try out the cards right now (yes unless you are reading this from the future).

Everything you read, you are reading from the future!

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.

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