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Messages - Spellbound

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1
Puzzles and Challenges / Re: How Many Set-Ups Are There?
« on: July 29, 2015, 11:04:56 am »
This is not precise. Assuming we have Platinum, Shelters and Events in account, and BM deck has every cards not in Kingdom in it.

n = numbers of every existing cards, ignoring YW
e = numbers of events
y = numbers of bane cards

(2^(e+2))[(n!)/(n-10)! + y(n!)/(n-9)!]

2
Variants and Fan Cards / Re: Victory cards as Silvers
« on: July 25, 2015, 01:35:35 am »
You could make them become treasures worth $2, which would give some interesting actions with Mint, Mine, and the like. But I'm not sure how an Action - Treasure card would work (Great Hall, Nobles, Island, Inheritance).

Like this?
Until the end of this turn, Victory cards are also Treasure cards worth $2, you can choose to play them as Actions if they are.

Using Thief to steal Victory cards would be rage inducing. So much possibilities.

3
Variants and Fan Cards / Victory cards as Silvers
« on: July 24, 2015, 03:55:22 am »
[Some Appropriate Name]
$6
+2 Cards
+1 Buy
In this turn, you can play Victory cards from your hand as Silver.
Trash a Victory card or a Curse from your hand or trash this card.

The wording can be better but I have no idea about that.
It is always kind of a paradox against itself. If your deck is built around it, you will have a really good time buying stuffs then ended up trashing this card after Estates run out and have an absolutely horrible deck.

4
Puzzles and Challenges / Re: Easy Puzzles
« on: July 22, 2015, 02:35:51 am »
Buy Travelling Fair then 2 Curses, putting on top. Buy Quest next turn, gain Gold.

Buy Expedition with $3, hope for $6 next turn to buy Gold.

Buy Alm with $2, gain Nomad Camp. Guaranteed Gold next turn.

5
Variants and Fan Cards / Re: Witchcraft Expansion [13 Cards]
« on: July 22, 2015, 01:49:32 am »
Magick Wand is a great counter to fun imo. It can hit something good like Militia or Cutpurse early, and all your opponent can do is complain. It will only cause rage to you, if it doesn't hit, and your opponent, if it hits, as the game goes on.

Ouija Board and Cemetery doesn't accomplish anything worthy of its costs without others playing Cursers.

I don't think Haunted Castle turning Curses into benefits is a good idea since it will discourage others to give Curses, which makes HC not worth buying at all.

Voodoo Doll is clever and I like it. I will test this card soon.

Overall, I think these cards are made to be used together, they are harder to make use of seperately. Some cards like Grimoire and Pentacle are nice. And I like the concept, keep it up :)

6
Variants and Fan Cards / Re: A remodelling Treasure with funky cost
« on: July 21, 2015, 06:28:28 am »
Too much better than Remodel since it allows the remodeled card to be played first. It is a $6 imo.

7
Variants and Fan Cards / Re: Renovate: an Ironworks/Remodel variant
« on: July 19, 2015, 11:03:32 am »
I think it is situationally good as a late card and I would prefer Remodel over this. Double the trashing benefits and price it $5 would make it usable more often imo.
If this card is intended to be an opening card, every other $4 opening trasher does it better. I suggested the price to be lowered in that case.

8
General Discussion / Re: Music talk
« on: July 18, 2015, 08:39:28 am »
To be honest, I don't know much about Europian or American EDM. I would recommend searching for Darude (yes the sandstorm guy) and BT for start, their stuffs are easy to enjoy.
Also check Goldenscan's soundcloud, very classic trance.
https://soundcloud.com/goldenscan

Awaclus' explanation is good. ;)

9
General Discussion / Re: Music talk
« on: July 18, 2015, 01:58:15 am »
Dreaming isn't mine. It's Brian Transeau's work, I just put it there for my friends :P. If you like it you should check out his albums, Movement in Still Life is his best and Ima is awesome if you are into trance.

To Seprix, I would like to make more melodic based stuff. But often when I do, I would find it being cliché and just move on to have fun making 'that things you witnessed in my SC'. There is still some of melodic project, but it is going realrealreal slow. Anyways, your comments help me pretty much. Thank you.

10
General Discussion / Re: Movies: Any movie buffs?
« on: July 17, 2015, 03:22:38 pm »
I have watched this weird film, Angst. I would recommend this film to none but film buffs as it is offensive. It is a really good experience no other film can offer.

If you like art movies, I suggest you watch Nicolas Winding Rafn. His movies are very strange.

Seconded. I also recommend M dot Strange's movies.

Never heard of that before. Surely would give it a try!

11
General Discussion / Re: Movies: Any movie buffs?
« on: July 17, 2015, 03:16:38 pm »
I have watched this weird film, Angst. I would recommend this film to none but film buffs as it is offensive. It is a really good experience no other film can offer.

If you like art movies, I suggest you watch Nicolas Winding Rafn. His movies are very strange.

I've watched only Drive and Only God Forgives. I really like his style but I'm having hard time deciding which films of him to watch next.

Drive is really cool but I kind of think that it doesn't have much meaning behind it (not that it is needed to be, but if there is I would like to know).

Only God Forgives is so weird, but I like it. What do you make of that creepy sword guy? I think he is guilt.

My favorite art film is Mulholland Drive and There Will Be Blood. Actually I enjoy any films at all that offer something new and daring.

12
General Discussion / Re: Movies: Any movie buffs?
« on: July 17, 2015, 01:42:01 am »
There isn't much discussion about films at all in my country. I pretty much like to join :)

About Ant Man. I'm disappointed that Wright isn't the director, and I think the reason is his self parody style doesn't suit Marvel's. I've not seen the film, maybe I will.

I have watched this weird film, Angst. I would recommend this film to none but film buffs as it is offensive. It is a really good experience no other film can offer.

13
General Discussion / Re: Music talk
« on: July 16, 2015, 09:19:59 am »
Here's my SoundCloud. Weirdness guaranteed.

https://soundcloud.com/pop-pop-29

I listened to some of Elanchana's stuff and they are really enjoyable, I will listen to more in my free time. Awesome thread :)

14
Variants and Fan Cards / Re: A Traveller with 2 different routes
« on: July 14, 2015, 03:26:50 am »
Warlord is the worst enemy against Big Money and Engine that rely on vary costed key cards. Luckily it can be stopped from ever be gained by Petty Lord, which is a huge waste of time because reverse trashing Ruins doesn't give cards. I think it is okay.
If spammed though, OP as hell, since you are then likely to know what everyone has. I really doubt that it is hard to gain a mass of Warlords.
Playing 6 of them is a guaranteed pin on a player. If the deck draws themselves, gg.

Robber Knight is okay if considered singly. But I think gaining Gold is a bit much since this card can also gain Warlord.

Savior is good as Treasure Golem, so so as Golem, and worse if your opponent is spamming Warlords. If no one is playing Warlord, it is a really good money + cycling card.

I would nerf Warlord so bad and keep others the same. Overall, it sounds fun and offers a lot of choice to the board.


Edit : I misread Warlords lol, now I think it is ok.

15
Dominion General Discussion / Re: Literal Q&A about Dominion
« on: July 13, 2015, 02:24:14 pm »
A giant shredding machine.

Why does Chancellor discards your deck, literally?

16
Variants and Fan Cards / Broker
« on: July 13, 2015, 02:10:50 pm »
Broker
$4 Action
+4 Card
Randomly discard a card from your hand.
Gain a copy of discarded card, if you discard a Victory card worths more than or equal to $5, gain a Duchy instead.

Tested a bit.
Can junk deck so hard that you regret buying it, but sometimes the draw it gives worth the junk.

17
Dominion General Discussion / Re: Literal Q&A about Dominion
« on: July 12, 2015, 12:29:20 pm »
Because they breakdown from economic crisis and decide to rob Market Squares.

Why does Miser set aside Coppers, and then produce huge amount of money?

18
Dominion General Discussion / Re: Literal Q&A about Dominion
« on: July 12, 2015, 06:57:34 am »
Because Apothecary devotes himself to aid the poors for his religion. To live such a humble life, one must denounce the excesses, thus he only works with Potions and Copper and nothing else.

(To Elanchana, yes :D)

How come a Crossroad only give Actions the first time you play it and not after that, literally?

19
Dominion General Discussion / Literal Q&A about Dominion
« on: July 12, 2015, 02:09:05 am »
I thought it would be fun and clarifying, so here it goes.

How to post here:
Answer the question from the lastest post.
Ask a question about theme or story behind cards in Dominion, anything. End the question with 'literally'.

Starting question:
How does a Chapel trash your cards, literally?

20
If it hits, Militia is still better, and if your victims has more Turncloak or just a single cantrip in his hand, Cabal basicly does no damage. If it doesn't, it is a really expensive terminal Silver.
You need to buy a lot of Cabal and have insane amount of +Actions and some +Cards to make use of it, which I think would be discouraging to pursue even if it allows a pin.
My idea is maybe nerf Turncloak to 'not a cantrip', like +2 Cards or +$2, as they won't have enough Actions to make use of tons of Turncloak you give, they are basicly pseudo-junk. Or if they can make use of them, you wouldn't buy Cabal anyway.

21
Variants and Fan Cards / Re: A Saboteur variation
« on: May 12, 2015, 02:17:21 pm »
Sounds too powerful. In the early game, when your opponent doesn't have that many expensive cards in his deck yet, this can slow him down a lot, and a terminal Gold for $6 is fairly good for your own economy.

+$3 was a typo. :( it would be too much better than Gold that way

22
Variants and Fan Cards / A Saboteur variation
« on: May 12, 2015, 01:59:45 pm »
Kidnap [6] (Action-Attack)
+$2
Each other player reveals cards from the top of his deck until revealing one costing $3 or more.
Set aside that card. Return them to his deck at the end of the game.

No more rage on losing VPs from Province or Colony, actually having a VP card kidnapped is helpful.
It doesn't give substitute card, but most of the time I think it will just hit Silver... maybe OP if it hits something expensive, but that won't happen much though.
Feel free to discuss :)

Fixed

23
Dominion General Discussion / Re: 'VP nerf' house rule
« on: March 15, 2015, 12:25:26 am »
Thank you so much for all the replies (especially from the creator himself).

To add, most of our plays are 3p and Duchy rush aren't that nice (or it's just us :p). I have no idea what this nerf rules would work in 2p, but I would go with the official rule in 2p.

My group did ban Colony because it was considered OP (We were all not expert, only played for like 20 matches with each other, we didn't perfectly play good anyway, so this might change). We do count both official way and nerf way, and often there are some who only wins the nerf way. It is good to have someone else win the game in nerf rule, as we are still exploring the possibilities of this awesome game and tend to pull of weird strategies without worrying to much.

24
Dominion General Discussion / 'VP nerf' house rule
« on: March 14, 2015, 12:08:46 pm »
My friends and I have just played Dominion Big Box and it's quite delightful. However somehow we think that Colony ruins things up when someone try to pull off weird strategy (pretty much involves alt vp cards). While we think it is balanced the way it is, it is boring to see everyone goes full engine all the time and vp like Monument, Gardens or Vineyard are always ignored in such Kingdoms.

So finally we came up with a nerf idea:
-Province worths 5 vp
-Colony worths 7 vp

From our plays, this nerf make Duchy more viable, and Colony less desirable. It changes the game pretty much that Colony strategy isn't an auto win any more, but still effective when played right, it is just more risky to try setup your deck when it maybe better to just buy Provinces. We even have someone goes full Duchy early when everyone aim for Colony and did win. It was awesome.

Alt VP strategies are now as doable as straightforward ones, but not to the point that everyone goes full Gardens or Goons always.

Feel free to discuss your opinion :)

25
Variants and Fan Cards / Re: Dominion: Legacy
« on: February 25, 2015, 12:02:59 pm »
To Awaclus
You point out a lot of good idea (especially Extortion one-shot nerf) and I thank you so much for your effort.
-After some thinking, I agree that Fencer is maybe a bit OP if it is non-terminal, maybe let it be terminal is better, then you will need an insane numbers of +Actions to pin your opponents, again this is likely possible. Maybe I'll figure something out for this card later.
-Extortion is now a one-shot
-Warlock is now a 'Copperer' (I did think that the Copper will stay there if you get Moated, but maybe it's unnecessary as a text)
-I give Cicerone a silly nerf, may be it sounds too lazy, but should do fine for now
-I tripped up at Philanthropist, fixed now
-I did make the 2nd text of Taskmaster so you can't get rid of him. Which hurts you in long term, but it also can protect the hand from being destroyed by another Taskmaster, Is that the issue?

What happens if a Copper goes on top of Sir Martin?

I haven't play with Knights much so I forget that case exists.
I would say the cost is the same as the randomizer card. So $5.

You could always put tokens similar to Embargo on top instead of coppers, then you could still see the top card of the deck. If anyone buys a card from the pile, instead the token is removed and they gain a copper.

Another good idea, sir. Thank you very much :D

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