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Messages - The73rdvirgin

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1
Puzzles and Challenges / Most amount of money turn 3
« on: June 21, 2018, 02:45:37 am »
Hi all. Recently in a base set game I got a turn 3 Vassal Moneylender combo for 8 money, and it got me thinking: What is the most amount of money a player can have on their 3rd turn of the game?

Rules are as follows:
1. Choose a valid set (or subset) of Kingdom Cards to play with.
2. List your first 3 turns (if there are external dependencies involving your opponent's actions list those as well).
3. You may choose the out come of any random occurrence (ex Drawing or revealing a card, boons, hexes, who goes first, etc.).
4. The goal is to have the most money at the end of your 3rd turn, after paying off any debt carried over from your 2nd turn.
5. Post your solution in comments.

2
Variants and Fan Cards / Re: Really bad card ideas
« on: October 03, 2017, 10:41:35 pm »
Try this one:

Gemini
Action-Attack $4

+2 Cards
Each player (including you) chooses a card from their hand. After choices are made all players reveal their card, if any cards are the same both are trashed. You may gain a card from the trash.

3
Variants and Fan Cards / Re: King & Queen
« on: August 11, 2017, 10:44:59 am »
I had an idea for a new traveler series that goes Servant, Mistress, Assassin, Royal Fiance, Queen. Haven't nailed down exactly what they all do.

4
Variants and Fan Cards / David's Cards
« on: August 10, 2017, 10:20:01 pm »
Hi all. Been doing some work designing new cards. I have the ultimate goal of releasing 26 new dominion cards, but I am going to release them in phases so that I can react to feedback when it comes.

For now here is the first 6.

Let me know if there is anything I can do to make them easier to view or if you have suggestions on card edits. I am trying out imgur in hopes to make them more user friendly.

1.

2.

3.

4.

5.

6.

Thanks for reading,

5
Variants and Fan Cards / Re: Asper's Cards
« on: July 25, 2017, 05:53:34 pm »
You could change the wording of night watch to "you may discard a victory card for + $1. Then it is not strictly better than Oasis.

6
Variants and Fan Cards / Re: Dominion: Realms
« on: July 25, 2017, 12:58:04 pm »
Thank you for all the insight. Particularly you Faust.

I have updated almost every card.

Some notes on cards I did not change.
Blacksmith: I am still unsure how to balance this. I have considered changing it to read: draw 1 fewer card per number of actions you have. Or making it so that you discard 1 card per action you had before you played this card.

Museum Collection: This card is actually quite interesting since you can choose which cards to set aside. It is amazing for islanding away victory cards. If you have a suggestion of how it could be a more stand alone card; however, I am all ears.

Portal: I think this would be good for islanding 4 victory cards away.

Negotiate: I left the wording on this as is. Think of its phrasing in comparison to Vassal's: "Discard the top card of your deck. If it is an action card you may play it."
This works the same way, you may play any number of treasures from your reserve hand to buy a copy of it. In other words: you may use the treasures in your reserve hand to buy a copy of the card you just bought. It does not cost you an existing buy to do this, nor does it give you an additional buy if you don't.

Costume party: This is interesting if by itself because playing it reduces the number of cards in other people's reserve hands while increasing the number in yours. This implies that other people would start discarding silver the 3rd time this is played without playing a copy themselves.

Again thanks for all the insight.

7
Variants and Fan Cards / Re: Dominion: Realms
« on: July 24, 2017, 08:54:41 am »
That is a really good point that I hadn't thought of. Thanks for the input Violet. I am going to take some time this week trying to nail down exact rules for how the reserve hand works (and maybe come up for a new name for it), as well as how it interacts with existing cards. I have just been really tied up with work rn. As I said in my original post this fan expansion is by no means finalized, and I am open to any and all comments and concerns. I would really like more input. If you don't like this idea please say so; I won't be offended. If you do like this expansion I'd like to see that too. Any and all feedback welcomed.

 ps. I am also thinking that I am scrapping the Madman's Shanty card, as I think it may prove difficult to balance, and the card itself is not imperative to the expansion as a whole.

8
Variants and Fan Cards / Re: Dominion: Realms
« on: July 22, 2017, 08:19:06 am »
Thank you for all the comments.

Regarding Madman's Shanty, I sort of wanted to make it so that the card doesn't lend itself to the cards present (Lost City in presence of Treasures and double library in presence of actions).

Regarding Foreign Market, I agree it would be pretty weak in most circumstances, and a must have in the presence of a peddler game. I wanted it to me the kind of thing where you could discard victory cards for extra buys in a garden or silk road game.

Regarding Godly Thunderbolt, it certainly would be a turn one auto-buy in many games. I just liked the idea of a better chapel that doesn't give you the option of which cards in your hand you trash.

Regarding Royal Census, for all intents and purposes set down means put into play. The only reason I don't say play any number of copies of a card from your hand is that if it is a Smithy type card then you could not use it to draw additional Smithies. It is possible that this type of card would be pretty weak but it seems nice in that it can be used to remove action cards that get stuck in your reserve hand. As a stand alone card it is unlikely that it would be any more than a throne room. With other Realms cards it can end up as a Throne Room or even a King's Court or better.

Regarding Fork in the Road, the player would not be allowed to look at the cards first (I think it would be too powerful if you could). I was considering making it so that if you play two or more in a single turn you may first look at the cards before deciding which hand to put them in. It is pretty good when coupled with a Library type card. While Library doesn't actually reference a reserve hand (obviously) I think this card would mean draw until you have 7 cards in a single hand.

Regarding Lost Purse, Lost purse is sort of an interesting card in that using it will deplete your reserve hand of treasures which can prove problematic later (unlike Negotiate these treasures would not return to your reserve hand after your turn). The original version of the card gave 1 treasure and allow you to only play 1 treasure from your reserve hand and allowed you to return it to your reserve hand afterwards, but this just seemed like a really powerful Venture.

9
Variants and Fan Cards / Re: Dominion: Nation States
« on: July 21, 2017, 12:05:17 pm »
Thanks for your comment Faust. I realized the same thing when I was designing the cards. I am pretty sure with the exceptions of Mosque, Museum Collection, and Hunter's Hideout all cards theoretically could stand alone. Some like supply line, storm or royal census may be weak though.

10
Variants and Fan Cards / Re: Dominion: Nation States
« on: July 21, 2017, 10:56:12 am »
Also note that Museum collection should read: Afterwards, return these cards to your reserve hand.

11
Variants and Fan Cards / Dominion: Realms
« on: July 21, 2017, 01:44:32 am »
Hi all,

This is an expansion I am working on developing that I am looking for help on. I have never built my own expansion (or cards for that matter) so I don't know all the ins and outs for how to do this here are links to the cards I have come up with and I would like insight into what people think.

Dominion: Realms

The theme of this expansion is this concept of a realms hand that cards would let you access in various ways. I have not yet nailed down exactly what the realms hand will begin with, but right now I think it will initially consist of 1 copper, 1 Estate, and 2 Silvers.

The cards are as follows: (Scroll down for text version)
1. https://ibb.co/krRS75
2. https://ibb.co/kRxpLQ
3. https://ibb.co/iBkFuk
4. https://ibb.co/ehTULQ
5. https://ibb.co/nru3fQ
6. https://ibb.co/hrkn75
7. https://ibb.co/mjXZn5
8. https://ibb.co/iT3kuk
9. https://ibb.co/ig3JEk
10. https://ibb.co/eF2BZk
11. https://ibb.co/fnfLS5
12. https://ibb.co/nDBYfQ
13. https://ibb.co/gUHH75
14. https://ibb.co/hkGc75
15. https://ibb.co/dogzLQ
16. https://ibb.co/hxvgZk
17. https://ibb.co/evpm0Q
18. https://ibb.co/hkLFuk
19. https://ibb.co/bFA4n5
20. https://ibb.co/fZRc75
21. https://ibb.co/kMTqS5
22. https://ibb.co/nNzKLQ

The next few cards are more theoretical. They have yet to be play tested as they are stand ins for cards that I have since decided sucked, were op, or did not work:

23. https://ibb.co/jCsOfQ
24. https://ibb.co/gFLn75
25. https://ibb.co/fOwG0Q
26. https://ibb.co/kzwS75
27. https://ibb.co/bK20S5

28. This is overly an over complicated, crazy card that I came up with. There would be 10 Timers and 1 The Jack in the Box Card. There is no order they must be bought in. Note buying The Jack in the Box does not run out a supply pile https://ibb.co/iqO1Zk https://ibb.co/bts60Q

1.
Army
5
Action- Attack
+2$. Each other player discards down to three cards in both their hand and their realms hand.


2.
Blacksmith
6
Action
Discard 1 card per action you have. +5 cards. 


3.
Carrier Pigeon
2
Action-Reaction
+2 cards from your realms Hand. Draw a card to your realms hand.
-
When another player plays an attack, you may set this aside to this to swap your hand for your realms hand. At the start of your turn return this to your hand.
-
When you gain a card during someone else's turn you may reveal this to gain it to your reserve hand.


4.
Costume Party
3
Action
+2 Cards to your realms hand.
Each player passes a card from his or her hand to the discard of the player to the left at once. Then each player passes a card from his or her realms hand to the player to the left's hand at once.


5.
Dining Hall
5
Action
Dining Hall: +3 cards +1 action. Put 2 cards from your hand into your realms hand. Discard 2 cards from the realms hand.


6.
Divine Light
4
Action
+1 Card. +1 Action. Set this on your Tavern Mat. At the start of your turn you may call this to discard your hand, your realms hand, or both. If you discard a hand, +5 cards to that hand.


7.
Foreign Market
5
Action
+ 1 Card. +1 Action. +1 Coin. Discard any number of cards. +1 Buy per card Discarded.


8.
Fork in the Road
2
Action
+1 Action. While this is in play when you would draw a card to your hand or realms hand you may first state which hand you will draw that card to, then draw it to that hand. Reveal the top card of your deck. +1 Card.


9.
Godly Thunderbolt
2*
Action
You may trash this and your hand if you did  +5 cards +1 Action
-
This card may not be bought with copper in play.


10.
Imbalance
5
Action-Reaction-Attack
As action: +Action Swap your hand for your realms hand
-
Whenever this card passes from your hand to your realms hand each other player gains a curse.
-
If you discard this from play during your cleanup phase you may put it into your realms hand.


11.
Lost purse
4
Treasure
1$. While this is in play you may play treasures from your realms hand. When you discard this from play, reveal cards from your deck until you reveal a treasure either put that treasure into your realms hand or discard it. Discard the other cards.


12.
Madman's Shanty
5
Action
Reveal your hand. If there are no
action cards: +2 cards, +2 action
treasure cards: +3 cards, +1 action
victory cards:  + $1


13.
Museum Collection
6
Reaction-Victory
Worth 1 VP per 3 cards in your realms hand at the end of the game.
-
When you would swap your hand for your realms hand, or when another player plays an attack, you may reveal this to set this and up to 2 cards in your realms hand aside. After the swap or attack has been resolved return those cards to your realms hand.


14.
Negotiate
5
Action
+2$ You may swap your hand for your realms hand. After your buy phase but before cleanup you may play treasures from your reserve hand to buy a copy of a card you bought during your buy phase. At the start of cleanup return the treasures played from the realms hand back to your realms hand.


15.
Network
3
Action
+2 cards to your realms hand. Put 2 cards from your realms hand into your hand.


16.
The Path Less Traveled
3
Action
+1 Action. +1 card to your realms hand. You may swap 1 card in your hand for 1 card in your realms hand.  You may play an action card from your realms hand.


17.
Photographer
2
Action-Duration
+1 Action. Swap your hand for your realms hand. At the start of your next turn you may swap your hand for your realms hand.


18.
Portal
4
Action
+1 Action. Swap any number of cards in your hand for an equal number in your realms hand. Then you may swap your hand for your realms hand.


19.
Repurpose
5
Action
Trash a card from your realms hand gain a card costing up to 2 more than it to your realms hand.


20.
Royal Census
4
Action
Reveal an action card from your hand or realms hand. Play set aside any number of copies of that action card. Play that action card once per number of set aside copies. During your clean up phase discard the set aside cards.   


21.
Signature
5
Treasure
1$. While this is in play when you buy a card you may gain it into your realms hand.


22.
Smelter
5
Action
Swap your hand for your realms hand. +4 cards to your realms hand.


23.
Storm
3
Action-Attack- Duration
You may take up to 2 cards from your realms hand. Each other player swaps their hand for their realms hand. From now until the start of your next turn no one may swaps cards between hand for their realms hand.


24.
Supply Line
4
Action-Treasure
+1 Action. Swap your hand for your realms hand.
-
While this is in play,  worth 1$ per time you swapped your hand for your realms hand this turn.


25.
Teleport
5
Action
+1 Card. +1 Action. Set aside any number of cards from your realms hand. +1 card to your realms hand per card you set aside. Then put the set aside cards onto your deck in any order. You may swap your hand for your realms hand.


26.
Wine cellar
2
Action   
+1 Action. Discard your hand. +1 card per card in your hand before this action was played. You may swap your hand for your realms hand.


The concept Cards (more rough and untested):
27.
Hunter's Hideout
5
Action
+1 Card
+1 Action
+ $1
When you trash this gain it from the trash.
-
When you gain this put it in your realms hand.


And the granddaddy of them all:
Timer/ The Jack in the Box
This pile begins with 10 timers and 1 The Jack in the Box
Cards may be bought in any order.

Timer
5*
Action
+1 Card
+1 Action
You may put a Timer from your hand into your realms hand.
-
If this card is in your realms hand at the start of your turn you may put it into your hand.
-
If The Jack in the Box is in play, this costs $3 and you may gain this to your realms hand.


The Jack in the Box
When you gain this set the Jack in the box and a Curse in front of you. When The Jack in the Box is in front of you at the start of your turn you may discard a Timer or a Curse, add a Curse to The Jack in the Box, and pass it to the left. If you do not, gain the Curses in The Jack in the Box and return it to the supply.
-
If you buy this you may not buy a Timer this turn.


So far I have been play testing P2 by using 4 from Dominion: Realms and 6 from other expansions (although I do not own Dark Ages or Guilds, and while I have ordered Seaside I do not have it yet.). In these games one player tries to build and engine using only the 6 other cards and the other tries to use most of the 4 Realms cards.

My biggest issues so far are when you get action cards stuck in the realms hand and cannot get them out. And figuring out what the starting realms hand should be.

I also need artwork for a few cards and if anyone finds images that they think would work/ are better than what I currently have. Please let me know.

Lastly I would like to thank everyone who actually took the time to look over my cards and leave comments or even make it to the end of my post. Thanks.

12
Sweet. I have been playing a ton. I actually already have access to every expansion except for dark ages and guilds (and I get a decent amount of play with those online). Is dominion.games the best site for online play? I win most games I play on there, and I was wondering if there was a website for higher elo play.

13
Hi All,

This is my first forum post on this site. I just started playing around Christmas, and I am totally hooked. I go to the University of Michigan and was absolutely blown away by my luck (about as good as getting a 5-2 in a game with page and Mountebank). Super stoked for the tournament.

As someone who has never played in a dominion tournament (I have played in chess tournaments for years) what do I need to know to be ready to compete (rules, regulations, entry fees, memberships, etc.).

Looking forward to seeing you all there!

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