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Dominion FAQ / Re: How many people have Gold Memberships on Dominion Online?
« on: April 11, 2020, 10:47:01 pm »
I bought a Gold to play during the lockdown.
Thanks for sharing your Python randomizer code.
Ooh - interesting.
There's some fairly deep game theory, especially with more than two players. But there's also the risk that the person who ends the game will grab one.
Things get really fraught in conjunction with Fleet...
I made the same mistake and had to go back and fix my comment -- Colony is 10VP, not 11VP.I'm filing this idea under "Really bad card ideas" because I feel like it's intriguing but not worth the trouble of making it work. Sorry if not original:It's not a better Colony for 9, it is a Colony for 9.
Oceanfront Property - Victory -$9
Worth 1VP for each Oceanfront Property in the supply at the end of the game.
Woah, it's a better Colony for $9?? How broken! I'll take 4!
The one who has Witch Hunter in hand discards, right?
Witch Hunter - Action-Duration-Attack - $5
+2 Cards
+1 Action
Each other player draws a card, then reveals their hand. If a player reveals a card with the word "Curse" in its text or types, he or she receives Fear.
-
Setup: Set Fear aside face up.
You could use blank cards, and pull up an image of the fan card on a phone for reference. If you don't have blanks, you could use a different stack of kingdom cards and pretend they're he fan card.
ex: take out the pile for cellar, but tell who you're playing with "This pile is "fan card name"."
Name a non-Victory card. Then, pay any amount of $. For each $ you paid, look at the top card of the Hexes, and choose one. Each other player may discard a copy of the card you named. If they don't, they receive the Hex you chose. If anyone discarded a card, shuffle this into your deck.
In games using any cards from (this fan expansion), replace half of the Curse pile with Jinxes and the other half with one of Curios, Heretics, or ***. These cards are both part of the same pile and can be gained or bought in any order.
#11 Dual type
Agent ($4 Action-Victory)
+2 Cards
Move the token on the Agent mat to the next square if possible.
At the end of the game, this is worth the number of points indicated on the square with the Agent token.
Setup: each player puts an Agent token on the first square of their Agent mat.
Extra information: the Agent mat has 16 squares on it with the following labels: 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5.
#12 Non-terminal drawer
Home Laboratory ($4 Action)
+1 Action
Reveal cards from your deck until you reveal 2 cards costing at most $4. Put these into your hand and discard the other revealed cards.
#13 One Shot
Chaplain ($3 Action)
Return this to the Chaplain pile. Trash any number of cards from your hand.
When you buy this, you may trash any number of cards from your hand.
#14 Self synergising
Study ($3 Action)
+1 Card
+1 Action
Reveal your hand. +1 Card for every Study in your hand.
#15 $2
Night Shift ($2 Action)
+1 Card
+1 Action
Gain a coin token.
All cards cost $1 more this turn (before any cost reductions).