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Messages - RandomGuy804

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1
Variants and Fan Cards / Re: Dominion: Industrial Revolution!
« on: November 07, 2019, 01:18:02 pm »
In a vein attempt at making the flavor text for this set, I came up with this (Probably the best line I could think of in less than an hour):

"Your old chariot needed two horses to run smoothly; these new chariots travel at the speed of ten horses, and cost just as much."

2
I was playing a game with friends after I'd bought Renaissance.  We did a whole game of all Action cards giving money and Capitalism and it raised an interesting question:  We know what cards are affected by Capitalism, but which cards are the most changed, positively or negatively, when under Capitalism?

The cards in question don't have to be directly affected by Capitalism (i.e. have +coin in their text), but they benefit in some way, either positively or negatively by the addition of Capitalism.

A good example of a card positively affected, proven during our game, is Minion.  Minion in and of itself can be irritating when played as an action, but can be even more devilish as a Treasure; since you can play it as a Treasure during your Buy Phase (with Capitalism), the smartest play is to use it to discard unnecessary Victory cards from your hand and draw 4 more cards, possibly allowing you to get even more Treasures (or Minions)

Since most cards in some way are positively affected, I was also wondering about cards that are negatively affected, and nothing really came to mind.  Maybe Poor House, but even then I could see it as valuable if it's the last Treasure you play when you have no more Treasures in hand.

So, which cards do you guys think are the most positively or negatively affected by Capitalism?  I'd love to hear what people think.

3
Dominion: Renaissance Previews / Re: Renaissance rulebook is up
« on: November 05, 2018, 10:18:36 am »
I also find "Hideout" to be an interesting card; it's a pseudo-village that penalizes victory card trashing.  What this means is that early game it's not that useful (unless you want to trash Coppers or received Curses), or... Wait, you can use Trader to trash Estates and turn them into Silvers.

4
Dominion: Renaissance Previews / Re: Renaissance rulebook is up
« on: November 05, 2018, 10:13:23 am »
Technically both Lantern and Enchantress cause me to do something else than following the play instructions on a card. Do I get to choose the order, and does it make a difference?

I think Lantern effectively modifies a "how many cards to reveal" property unique to Border Guard (whose default value is 2), and Border Guard's on-play instructions use that property. Where Enchantress says don't even follow the on-play instructions, so it doesn't matter what the value of that property is.

You're correct. 

Looking at the sets of 10, Donald really went all-out with the names for the sets.  My personal favorites are:

"Overture" and "Prelude" (Both being musical terms for an introductory theme that encompasses an entire theme)
"Capture the Flag" (Appropriate name for a flag which constantly moves from person to person.)
"Memento Mori" (Remember death indeed.)

5
Dominion: Renaissance Previews / Re: Renaissance rulebook is up
« on: November 05, 2018, 09:52:35 am »
Reread the section about Capitalism, and now it makes sense.  (I was confused before I read it)

Thank you for the clarification.  At first I thought you could place both cubes on the same Project if you wanted.  With that in mind, I think games would be interesting if players only had one Project Cube to use, forcing you to choose between two potential projects.


6
Dominion: Renaissance Previews / Re: Renaissance rulebook is up
« on: November 05, 2018, 09:29:30 am »
Cathedral/sewers... At the cost of your first two turns, you could gain the ability to trash two cards at the start of your turn.

Also, question: can you place multiple project cubes on the same project? If so, imagine two cubes on capitalism to turn actions into silvers.

7
Variants and Fan Cards / Re: Really bad card ideas
« on: August 29, 2018, 02:33:50 pm »
In the spirit of the new Renaissance expansion, here is my dumb idea for what I'd do for the "Projects" stack and their respective tokens:

In general play:  Projects can be used during any game, even in games without Renaissance cards (think of them like Shelters or Platinum/Colony; they COULD be used, but they're better with cards from Renaissance).  There are, however, some Action cards/events which interact with Projects.  If you use those cards, you have to use Projects.

Projects Setup:
Shuffle the Projects Pile and place them face down.  Flip over the top card of the pile.  That is the first available project.

During your Buy Phase, you may choose to buy the top card of the Projects Pile.  Take that card and place it face-up in front of you, then flip over the next card in the Projects Pile.  The project starts at level 0.  You cannot upgrade a Project on the same turn that you gained it unless you have additional buys

All Projects have a cost associated to them, and can be upgraded by paying the same amount.  When you upgrade a Project, place a Project token on the Project card.  Upgrading a Project does cost you a Buy

Projects can be upgraded a total of 5 times.  Once a Project has reached the fifth upgrade (which will be referred to as "Level 5"), it can no longer be upgraded.

All players are limited to One Project at a time.  You cannot own a project and buy another one.

At any point during your turn, you may "discontinue" your Project.  If you choose to do this, you set aside all of the project tokens and put the Project face-up at the bottom of the Projects Pile.  You are then reimbursed a set amount of money equal to the cost of the project, times the number of project tokens and divided by two (rounded down)

For Example: Charles decides to discontinue his $2 Level 5 Project.  He puts the card at the bottom of the Projects pile and returns all 5 Project tokens to the supply.  He is reimbursed +5$ for doing so, but loses the benefits of the Project.

Here are a couple of the Project ideas that I had (Note: None of them have names because I couldn't think of any):

$2
For each level: +1 VP.  At the start of your Clean-Up Phase, you may trash a number of cards from your hand equal to the number of Project Tokens.

$3
Level 1: At the start of your turn, choose one: +2 Cards, +2 Actions, +1 Buy, +2$$, or gain a Silver to your hand (the choices must be different)
Level 2: At the start of your turn, choose two: +2 Cards, +2 Actions, +1 Buy, +2$$, or gain a Silver to your hand (the choices must be different)
Level 3: At the start of your turn, choose three: +2 Cards, +2 Actions, +1 Buy, +2$$, or gain a Silver to your hand (the choices must be different)
Level 4: At the start of your turn, choose four: +2 Cards, +2 Actions, +1 Buy, +2$$, or gain a Silver to your hand (the choices must be different)
Level 5: At the start of your turn, choose five: +2 Cards, +2 Actions, +1 Buy, +2$$, or gain a Silver to your hand (the choices must be different)

$4
While this Project is in play, all cards cost 1$ less, but not less than 0 (this affects all players)
Level 1 & 2: All cards cost 2$ less, but not less than 0 (The owner of the project only)
Level 3 & 4: All cards cost 3$ less, but not less than 0 (The owner only)
Level 5: All cards cost 4$ less, but not less than 0 (The owner only)
While this is in play, when you buy or gain a Victory Card, remove one Project Token.  If there are no Project tokens to remove, then put this card at the bottom of the Project Pile.  (The owner does NOT get reimbursed for this)

6$
At the start of your turn:
Level 1 & 2: Gain a Silver.  You may discard a card to put the Silver into your hand
Level 3 & 4: Gain a Gold.  You may discard a card to put the Gold into your hand
Level 5: Gain a Gold to your hand (no need to discard anything)


There's also an Attack card that I came up that relates to Projects:

Sabotage
$6
Action-Attack-Duration
Remove one Project Token from each other players' Projects.  +$ equal to the total taken (i.e. take one from the $2 Project and get +2$, etc).  Set this card aside.  While this card is in play, no Projects may be upgraded, and subsequent Sabotages do nothing.  (This is an anti-spam method)

Edit: Did a bit of tweaking.

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