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Messages - majiponi

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1
The idea of a $2 cost Attack is interesting--it's tricky to design since the attack and benefit need to be mild enough to fit the low cost, but not so mild that the attack effectively does nothing (i.e. imagine an attack even milder than Fortune Teller).  My solution is to make the card require multiple copies to actually attack and to get stronger with more copies, so while it's cheap, it still requires an investment.  Note: I have not tested this at all, so it could be a nothing card. 



By itself, a single Knave is just a Copper, not a great deal for $2.  But with two of them in play, you get a nice discard attack, and each one after that Curses your opponent too.  Knave is non-terminal so you can easily play several of them, but the tricky part will be when to gain them and how to line them up to start attacking.  It's a pretty bad opener, and the benefit to your deck apart from the Attack is very slight.  It will take a few turns to start attacking consistently, and once it does, the discarding and cursing will make it harder for players to keep lining them up.  It's possible that unlimited cursing after three in play might get a bit oppressive, but I figured that getting to a point where you play more than three of these consistently will usually take a while.  I toyed with the idea of giving them a +Buy to make it easier to get more of them, but +1 Action +$1 seemed stronger on average than +1 Action +1 Buy.  Not sure though.  Overpaying to get extra copies or Forum-style "When you buy this, +1 Buy" are also options, but that's a lot of extra text on an already wordy card. 

Thoughts?  What are other ways to make a $2 cost attack work?

How about Duration-Silver?

Quote
Poison
cost $2 - Action - Duration
At the start of your next turn:
+$2, if another Poison is in play, each other player gains a Curse, and otherwise, they discard down to 3 cards in hand.

2
My attempts at making cheap and expensive attacks:

Quote
Pawnbroker - $2
Each other player gains a Copper. Each player (including you) may trash a card from their hand.

I came up with almost exactly the same card a few days ago! The only difference was that mine gained you a Silver.

So, this card is actually more powerful than it seems. When it "hits", it's a Cutpurse. When it misses, it's a junker. So it's actually stronger than Cutpurse. You could argue that since you have the option of trashing, it's weaker than Cutpurse, but this hits way more frequently and even damages you when it misses. Overall, I'd say it's slightly stronger.

I doubt it. At first, your opponents can trash Estates. Replacing Estates to Coppers is nice for them, isn't it?

3
Solo Challenges / Re: Empy the Black Market in as few turns as possible
« on: August 13, 2018, 07:15:08 pm »
I suppose this is supposed to be using the online implementation? Because the official rules allow for the Black Market to contain only 1 card (or maybe even 0 cards?).
If it is the online implementation, then majiponi's solution doesn't work, as Pooka and Young Witch cannot appear in the Black Market deck.

No control in BM deck? Just repeat restarting and wait for the ideal game. Only 40 games or 50 games you should start.

4
Solo Challenges / Re: Empy the Black Market in as few turns as possible
« on: August 12, 2018, 11:23:52 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)

Oh, I thought 15 cards. Then, how about Overlord-Crown method?

Fewer cards I have found to loop infinitely.
6 cards, no Event

Kingdom: Overlord, Lurker, Raze, Watchtower, Crown, Mandarin

Setup: trash Mandarin
Deck: 5 Overlord, 2 Watchtower

You have 2 Overlord and Watchtower in your hand.

play Overlord as Crown
-- play Overload as Crown
---- play Watchtower
---- play Watchtower
-- play Overload as Crown
---- play Overload as Crown
------ play Overload as Crown
-------- play Overlord as Raze (trash itself)
-------- play Overlord as Lurker (gain Mandarin, reveal Watchtower to trash)
------ play Overload as Lurker (gain Overlord)
---- play Overload as Watchtower

Now you have 5 Overlord and Watchtower in your hand.

LOOP FROM HERE

play Overlord as Crown
-- play Overload as Crown
---- play Overload as Crown
------ play Overload as Crown
-------- play Overlord as Raze (trash itself)
-------- play Overlord as Lurker (gain Mandarin, reveal Watchtower to trash)
------ play Overload as Lurker (gain Overlord)
---- play Overload as an Action costing up to $5
-- play Overload as Watchtower

LOOP END

Use Band of Misfits and Ferry instead of Overlord to make this more practical.

Replace Pooka to Black Market, whose Deck has Pooka, Watchtower, Young Witch(, whose Bane is Lurker), Mandarin. Add Crown. After you've got enormous Treasures, 2 Black Market, Library in hand, play those Black Markets to gain Watchtower, Mandarin (reveal Watchtower to trash). Use Pixie instead of Raze.

5
Solo Challenges / Re: Empy the Black Market in as few turns as possible
« on: August 12, 2018, 09:10:25 pm »
I wanted to do this for a while and finally I had time. I visualized mith's awesome solution. Go upvote his post.



Wait, I don't think this works? You keep The Forest's Gift until cleanup, meaning that you won't be able to receive it from Pixie again this turn...

*Edit* I think jonaskoelker's post explains it. From this video, it sounded like you were relying on The Forest's Gift to get the buys and money you needed; but I see that you don't actually need many buys or money to gain everything.

Replace Pooka to Black Market, whose Deck has Pooka.

6
Puzzles and Challenges / Re: Easy Puzzles
« on: August 10, 2018, 11:59:11 pm »
You have only 3 cards, which are in your hand. No token, no Duration. Your opponent has 7 Provinces, 8 Duchies, 8 Estates. Win in this turn.

Hard: No Events, no card in trash.
Lunatic: No Villa
Phantasm: 2 cards
I assume it has to be my turn? Otherwise I can do it with one card in my deck: Possession.

My turn. Up to 2 Landmarks if you use.

Phantasm solution
Quote

play King's Court to play Jester 3 times
gain Blessed Village for +1 Action
gain Masquerade
gain Blessed Village to draw Blessed Village
gain 6 Border Villages to gain 6 Feoda
play Blessed Village to draw Masquerade
play Masquerade to pass Blessed Village, to be passed Treasure Hunter
play Treasure Hunter to gain 40 Silvers
buy Feodum

7
Puzzles and Challenges / Re: Easy Puzzles
« on: August 08, 2018, 06:40:21 pm »
You have only 3 cards, which are in your hand. No token, no Duration. Your opponent has 7 Provinces, 8 Duchies, 8 Estates. Win in this turn.

Hard: No Events, no card in trash.
Lunatic: No Villa
Phantasm: 2 cards
No landmarks, presumably? Wall/Wolf Den/Bandit Fort could give your opponent a negative score despite all their green.

Up to 2 Landmarks if you need. I assume that your opponent has the least negative score (like no Silver/Gold, 2 Platinum).

8
Puzzles and Challenges / Re: Easy Puzzles
« on: August 08, 2018, 09:39:05 am »
You have only 3 cards, which are in your hand. No token, no Duration. Your opponent has 7 Provinces, 8 Duchies, 8 Estates. Win in this turn.

Hard: No Events, no card in trash.
Lunatic: No Villa
Phantasm: 2 cards

9
Puzzles and Challenges / Re: Most money from 5-card hand?
« on: August 08, 2018, 09:20:41 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!

Oops! Then, how about introducing Upgrade, King's Court, 2 Tournaments? Trash all but Chapel. This enables you to gain Province and Diadem in a single turn.

10
Puzzles and Challenges / Re: Most money from 5-card hand?
« on: August 08, 2018, 03:33:00 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

11
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 06, 2018, 11:11:30 am »
Quote
Judge/Courthouse
Victory Split Pile (Supply 12)
This pile starts the game with 6 copies of Judge on top, then 6 copies of Courthouse.
For a 2-player game, use only 4 of each card. Only the top card of the pile can be gained or bought.

Quote
Judge
Action - Reserve, $6
Put this on your Tavern mat.
---
When the game ends, you may call one Judge to take an extra turn after this one in which you cannot play Judges. Resolve multiple Judge calls in turn order, starting with the next player.

Quote
Courthouse
Victory, $10
6VP

I play a Herald to reveal Judge. Do I play it?

I think eventually Donald said that there is an implicit "can't overrides can" rule; so you just wouldn't play it.

However, there's no reason to restrict the playing of judges here. There wouldn't be any opportunity to ever call them again, so who cares if you play them?

Also, I don't like that the pile has 8/12 cards; a pile's type defined by it's top/cheaper card, so this pile should be an action-reserve pile; thus getting 10 cards like normal.

Plus, except in a 6 player game; I don't see how Courthouse will ever be available. Players have basically no reason to ever buy more than 1 Judge.

Herald just says "play it", mandatory. No "may". So I asked.

I don't buy this. Suppose your right player buys the last province, and a single Judge is left. Do you call Judge?

12
Variants and Fan Cards / Re: Kru5h's card ideas
« on: August 06, 2018, 10:21:44 am »
Quote
Judge/Courthouse
Victory Split Pile (Supply 12)
This pile starts the game with 6 copies of Judge on top, then 6 copies of Courthouse.
For a 2-player game, use only 4 of each card. Only the top card of the pile can be gained or bought.

Quote
Judge
Action - Reserve, $6
Put this on your Tavern mat.
---
When the game ends, you may call one Judge to take an extra turn after this one in which you cannot play Judges. Resolve multiple Judge calls in turn order, starting with the next player.

Quote
Courthouse
Victory, $10
6VP

I play a Herald to reveal Judge. Do I play it?

13
This is my first time writing something like this, so if anyone has any feedback, it would be greatly appreciated. :)
How about starting Sauna-Silver? You can buy Engineer to gain Schemes after Saunas are sold out.

14
Variants and Fan Cards / Re: Kru5h's card ideas
« on: July 30, 2018, 07:48:15 pm »
Quote
Angry Mob Action - Attack,
+1 Card
+1 Action
You may choose a card from your hand. If you do, discard it or put it onto your deck and
each other player with 5 or more cards in hand does the same thing with a card from their hand.
Technically it needs some wording like Bureaucrat, i.e. "or reveals a hand with no copy of the chosen card.".
The obvious comparison is Urchin as it is the only other cheap cantrip Attack. It feels kind of weird but as it is a fairly situational card, making it often just a mere cantrip, it is probably OK.
Applications that come to mind are discarding a Curse when you cannot trash it during your turn to prevent the opponents from trashing it or sifting through it. Also, topdecking a village when you have already drawn enough of your deck to shut down opponent's engines. Or topdecking a Gold when you have 11+ and no extra Buy. Basically topdecking anything whose marginal play benefit (this turn) is zero or small.


Quote
+1 Card
+1 Action
You may choose one. Each player with 5 or more cards in hand...:
discards a card; or puts one from their hand onto their deck.

Of course the function is a little different
As I am pretty sure that this "anti-Lab" (ignoring sifters and other cards that can deal with crap on top of your deck like Lookout this attack is nearly identical to the -1 Card token) cannot cost less than $5 it is more than just a little different.

I can't see the difference. I discard a Copper, she discards an Estate, isn't it all right? (The same thing is to discard A card, or to put back A card.) And anti-Lab function works only once (maybe 0 times if 3-4 players). I don't see this costs $5 or more.

15
Variants and Fan Cards / Re: Kru5h's card ideas
« on: July 30, 2018, 03:26:22 am »
Quote
Caltrops Action - Attack - Duration,
Until your next turn: When another player plays a duplicate of a card they have in play,
they discard the top two cards of their deck; and when another player shuffles their deck, they gain a curse.
At the start of your next turn,
+2 Cards

Quote
Angry Mob Action - Attack,
+1 Card
+1 Action
You may choose a card from your hand. If you do, discard it or put it onto your deck and
each other player with 5 or more cards in hand does the same thing with a card from their hand.

What do you guys think about the above two card variations?

When do I gain a Curse? Before shuffling? Or after?

What is the same thing? Picking up a choice? I'd prefer writing...

Quote
+1 Card
+1 Action
You may choose one. Each player with 5 or more cards in hand...:
discards a card; or puts one from their hand onto their deck.

Of course the function is a little different

16
I have no idea if this is possible, but I thought I'd throw it out there in case anyone wants to try:

The goal is to reorder a kingdom pile, such as interleaving a split pile, or sorting the Knights alphabetically, then return the game to its initial state (aside from that pile).

If it's not possible, how close can you get?

I don't think you can reorder the Castles pile and get back to the initial game state - there's no way of returning the +1VP you get from gaining Crumbling Castle.
[EDIT: Actually maybe it is possible... if Crumbling Castle is gained on a Possessed turn then no-one gets the +1VP token, right?].
No, Possessor gains, and she takes 1vp.

17
Puzzles and Challenges / Re: Easy Puzzles
« on: July 21, 2018, 12:10:26 am »
farmland
Yes, I kept her from buying a Farmland to remodel Province to King's Castle. Is there another good idea?

18
Puzzles and Challenges / Re: Easy Puzzles
« on: July 20, 2018, 10:40:43 pm »
My sister Akihime played a Hunting Party.
I knew that she had Copper, Silver, Gold, Estate, Province, and Contraband in her hand.
I named a non-Province card when she played the Contraband.
Why?

19
Rules Questions / Re: "in play" on Royal Carriage
« on: July 18, 2018, 04:07:45 am »
Thank you. I was not sure whether Estate3 was "still" in play, since it hadn't moved since I had played it as the second time, which may cause Royal Carriage to be called.

20
Rules Questions / "in play" on Royal Carriage
« on: July 17, 2018, 09:50:59 pm »
Call a royal carriage on a card that is in your opponent's play area.

Is it possible to call Royal Carriage after playing an Action which I played and which is in my OPPONENT's play? I mean,

I Inherit Crown, Sally Inherits Caravan Guard.

play Estate1 to play Estate2 twice
- play Estate2 to play Estate3 twice
--- play Estate3 to play Throne Room twice
----- play Throne Room to play University twice
------- play University to gain Mandarin
--------- reveal Watchtower to trash
------- play University to gain Cultist
--------- reveal Watchtower to trash
----- play Throne Room to play Ambassador twice
------- play Ambassador to put back Estate3
------- play Ambassador
--------- Sally plays Estate4 to draw Estate3
--------- Sally plays Estate3
--------- I revealed Estate2
--- play Estate3 (which is in Sally's play) as Caravan Guard
----- call Royal Carriage to replay Estate3 (which is still in Sally's play)

Is it legal? Lighthouse's "in play" means "in my play", and Grand Castle's one means "in our play", I suppose.

21
Puzzles and Challenges / Re: Easy Puzzles
« on: July 17, 2018, 04:49:28 am »
I Inherit Crown, my opponent Inherits Caravan Guard.

Play Band of Misfits as Crown, playing Estate twice.
.. first play of Estate, play University twice
.... first play of University, gain a Mandarin to top-deck BoM and Estate
.... second play of University, gain a Catacombs and reveal a Watchtower from hand to trash it, drawing the BoM and Estate
.. second play of Estate, play Ambassador
.... first play of Ambassador, return Estate to the supply, opponent gains Estate
.... second play of Ambassador, opponent reacts with Estate, putting it in play
.. Estate has finished resolving, call Royal Carriage

Although by all rights, I'm pretty sure we've lost track of the Estate so many times we can't actually call RC (since it doesn't know that it's the same Estate in play).

I doubt I can call RC even if I put a card on my opponent's play directly, or I play a card which has already been in her play.

22
Puzzles and Challenges / Re: Easy Puzzles
« on: July 12, 2018, 11:47:40 am »
EDIT: With Stonemason on the board, you can get 4 and don't even need the Charm thing.

I think it's more using on-gain effects of kingdom cards.


Are we allowed to leave the Buy phase, then come back into it? Because Villa + Pathfinding could enable some shenanigans.

No, gotta stay in your buy phase.

Are we allowed to have non-Treasure cards in hand AFTER playing a Treasure? I mean,

play Horn of Plenty to gain Border Village
call 3 Duplicates to gain 3 Border Villages
gain Horn of Plenty, Watchtower, Cultist
gain Cursed Village
reveal Locusts to reveal Cultist
draw Watchtower, Horn of Plenty, Cursed Village
gain Copper

play Potion
play Counterfeit to play Horn of Plenty twice
play it to gain Mandarin
play that to gain Cultist
reveal Watchtower to trash it

repeat this 9 times

With enough coin tokens, we can gain 66 Golems if we have enough in Supply.

23
Variants and Fan Cards / Re: Really bad card ideas
« on: July 10, 2018, 09:26:48 am »
Ruin
cost $0
Action - Ruins
Flip your table.

Simple is worst. Only 3 words.

Does this flip all Journey tokens though?  Could have uses.

It also seems to combo with Necromancer.

No. This card ruins the game. Start another game without this card, please.

24
Variants and Fan Cards / Re: Really bad card ideas
« on: July 09, 2018, 04:44:27 am »
Ruin
cost $0
Action - Ruins
Flip your table.

Simple is worst. Only 3 words.

25
Variants and Fan Cards / Re: Mashups
« on: July 06, 2018, 09:46:01 am »
Market Village
Action - $4
+1 Card
+2 Action
+1 Buy

Like this?

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