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Messages - Dubdubdubdub

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1
Dominion General Discussion / Re: Anagrams
« on: December 23, 2013, 08:39:06 am »
Budbudbudbud

2
Dominion General Discussion / Re: Cards you always remember wrong
« on: September 16, 2013, 04:27:18 am »
Oracle and Fortune Teller. Will never get those two straight.

3
Variants and Fan Cards / Re: Treasure Chest Expansion
« on: June 27, 2013, 10:56:12 am »
I need a bit more time to chew this over. Great feedback; these cards are going to work out! Glad the Performers are so well liked - they need a lot of tuning, though.

I want Perpetuum Mobile to be an extreme engine enabler, so I really want to keep the +Action on (and possibly the +$1). If I drop the +Card, could this cost $P? Can someone think of a scenario where that is too crazy?

Bank - Well, you will need to rename it since there is already a card called Bank.  (Maybe just call it Banker?)
Don't know what I was thinking. It was Banker at first, but then I turned it into Bank because I thought it suited the victory type better. Oh well, this card needs work anyway!

4
Variants and Fan Cards / Re: Treasure Chest Expansion
« on: June 26, 2013, 06:32:15 pm »
Thanks! I'm positive that the cards need rewording, but 'playing' the top card seemed wrong: wouldn't you repeatedly play the top card?

I'll get back to this tomorrow (it's past midnight now), but I'm thinking this is looking more like a DA card than a Cornucopia card, really..

5
Variants and Fan Cards / Re: Treasure Chest Expansion
« on: June 26, 2013, 05:51:15 pm »
Thanks for the feedback! I improved some of the cards and replaced some of the others. I’m a lot happier with Intrigue, Alchemy and Cornucopia now. Guilds is coming up nicely, too. Hinterlands and Dark Ages are still bugging me.

Quote
Base:
Windmill
Action - $3
+1 Action
You may discard a card.
Draw up to 5 cards.
I considered moving the original Perpetuum Mobile here, because it was so bland and it looked so much like this (as pointed out by WW). Decided against it, because I still love disappearing actions. And SirPeebles liked it! I kept the cost at $3 because they are very bad in multiples, so opening with doubles shouldn’t matter all that much (just gives you 1 early $5 hand, probably).

Quote
Intrigue:
Lady-in-Waiting
Action - $5
You may discard up to 3 cards. For each card discarded this way, choose one:
+2 Cards;
+2 Actions;
+1 Buy, +$1.
(Choices must be made at once, like with Pawn)

Mechanically, this has a bit of the original Illusionist, but it plays completely differently and I think it makes much more sense.
This can either be a sifting Village, a sifting Smithy or a sifting mini-Market (-1 Card, +1 Action). Is this too strong at $5?

Quote
Seaside:
Buoy
Action/Duration -$2
+1 Action
+1 Buy
Reveal the top card of your deck and put it face up on this card. Cards that share a type with it cost one less on your next turn, but not less than $0.
At the start of your next turn: +1 Buy.

@WW: As far as I know, Duration cards get discarded in the cleanup phase of the final turn they have any effect in. I did add the +1 Buy for the next turn. That’s not just an aesthetic choice though; it makes the card a lot stronger.

Quote
Alchemy:
Perpetuum Mobile
Action - $5P
Trash this. If you do, put an action card from your hand on your Perpetuum Mobile mat.
When you play an action card you have a copy of on your Perpetuum Mobile mat: +1 Card, +1 Action, +$1.

Instead of putting the price on $P, I decided to up it to a mid-game level. I made the opportunity cost immense, just to be able to keep the whole cantrip on. Is that worth it? Or should it cost $P and just be +1 Action?
Now it has a unique cost :) I added the $1 to make it viable in the endgame.

Quote
Prosperity:
Dowry
Treasure/Reaction - $5
+$2
+1 Buy
When you gain a card, you may reveal this from your hand and set the gained card aside. If you do, gain 1VP. Discard the set aside cards at the end of your buy phase.
So yeah, this is just a wordy version of: ‘When you gain a card, you may reveal this and gain 1VP.’ Darn Secret Chamber for complicating reaction rules.
What do you think? Now you have to gain, making it a lot harder to exploit and running out piles. There’s always Watchtower, but Watchtower is insane with lots of cards :)

Quote
Cornucopia:
Performer: Illusionist
Action - $5
Play the effect outside the parentheses:
+2 Cards (+1 Card)
If the Performer pile is empty, play the effect in parentheses.
Play the top part of the card on the top of the Performer pile (outside the parentheses).
Above is one of 5 different Performers; there are 2 copies of each. These are the 5 different effects:
•   Illusionist: +2 Cards (+1 Card)
•   Trickster: +2 Actions (Inn on-buy effect)
•   Balladeer: +$2 (+$1)
•   Juggler:+1 Buy, +$1 (+1 Buy, +$1)
•   Conjurer: You may gain a card costing up to $4 (and another costing up to $6)
There are 5 different Performers, 2 copies of each. Each Performer gives you its own action first and the action of the Performer on the top of the pile.
When the pile runs out, every Performer gets a little better on his/her own.
Performer is part of the card name, I don’t think it needs to be a card type.

Quote
Hinterlands:
Land Run
Action/Attack - $6
Gain a silver, putting it into your hand. Every player (including you) discards down to 3 cards in hand.
You may discard an Estate. If you do: +3 Cards. Otherwise: gain an Estate.
When you buy this, reveal your hand. For every victory card you revealed, gain a silver.

Wow, it’s really hard to come up with a good Hinterlands card. The last one was too boring and it felt like cheating to move the old Lady-in-Waiting to this spot.
What do you think? Compared to Margrave (which it might share too much space with), it is -1Buy and -2 Cards (but with sifting of 3 cards), and it’s +$2, +a silver gain, +on-buy effect and a harsher attack.
I think I need some input here. I still like the on-buy!

Quote
Dark Ages
Dark Ages needs something crazy that I haven’t come up with yet. A stronger, more expensive Arsonist/Bonfire won’t cut it (and as WW pointed out: the +2 Spoils were kind of tacked on).

Quote
Guilds:
Bank
Victory/Reaction - $3+
2 VP
When you overpay for a card, you may discard this from your hand. If you do, +$2 to the amount you overpay.
You may overpay for this. Gain one Savings for every $1 you overpay.

Savings
Action, $0*
Return this to the Savings pile. If you do:   
+1 Card
+1 Action
Gain 2 coin tokens.
This is not in the supply.
There’s 20 copies of Savings. Thematically, I would like it to be a treasure, but I don't want it to be too much like Spoils so I’d rather change the name.


So what do you think? Improvements, over all?

6
Variants and Fan Cards / Re: Treasure Chest Expansion
« on: June 24, 2013, 05:34:28 pm »
Hm, considering Dowry: I just reread common mistake #19 in Rinkwork's playbook. http://forum.dominionstrategy.com/index.php?topic=699.0

Really not doable? As-is, it only works if you don't play it, which is quite a sacrifice. Making it trash the card seems like a mandatory change.

7
Variants and Fan Cards / Re: Treasure Chest Expansion
« on: June 24, 2013, 05:20:38 pm »
Prosperity:
Dowry
Treasure/Reaction - $5
$2
+1 Buy
When you would gain a card, you may reveal this from your hand. If you do, gain 1 VP instead.

How about when you reduce your deck to Dowry and some cheap buy (like Market Square) and buy a lot of Coppers every turn?
You're both probably right, I discussed this with a friend of mine as well. In your case, you have a deck that steadily produces about 5 or 6 VP per turn. That's like the golden deck, except it doesn't clear the board. That's not super strong, but of course it's quite possible to supercharge it. Maybe it should have you trash the card you don't gain, so the game will end at some point.
The other option of course, is to let you discard dowry for the effect. It could well end up as such.

I would like it to be as crazy as Goons can be, though - it is a typical Prosperity card, after all. Because I really like superturns, I would like to playtest it first. (or someone should convince me ;))


Forgot to write i like how you did Saint. I have been looking for something like it to solve a problem i have with one of my cards. Really nice cards overall. I expected a VP card for Intrigue, because choices are very common by now, but well.
Thank you! I'm thinking about dropping the price to P; because what is the difference with 2P really, if it's real cost is in opportunity?


Personally, I think a good treasure chest would mix components, like potion cost duration cards or something.
I considered that - I would love some overpay Looters or on-buy cards that care about variety. But I wanted a simple, confined challenge. Maybe later :) (does inspire me for the Guilds card though: maybe an 'A' Action, and for every $2 you overpay, gain a 'B' Action, which isn't in the supply. That's not too much Dark Ages, is it?)


I will make a neat update with all the suggested changes - probably tomorrow.

8
Variants and Fan Cards / Re: Treasure Chest Expansion
« on: June 24, 2013, 01:22:38 pm »
Many of these are reasonable. I'll give my reaction to each of them, and forgive me if I'm a bit harsh. That's just how I roll.

You're not harsh at all - I like your comments a lot, and I agree with most.

Quote
Base:
Windmill
Action - $3
+1 Action
You may discard a card.
Draw up to 5 cards

This seems fine, if a little unexciting. It's meant to go in the Base Set, though, so perhaps bland is the order of the day. It steps on Cellar and Library's toes a bit, but it's probably different enough. My main concern is that it doesn't look that useful outside of games with discard attacks and disappearing Actions. Even if it is, that's not a great thing in the Base Set. Chancellor already causes confusion there.

Overall, I'd prefer a card that was less similar than the existing Base Set cards. (Also, the Base Set needs more $5 cards.) If you keep it, I'd make the discarding mandatory.
My intention definitely was to make a card that was as vanilla as I could, while still making something new. I love engines with disappearing actions, so I was pretty pleased with this. At first, it didn't have the discard part, but obviously it would never be played a lot of games. Good point about that it has to obviously be good. What about: +1 Action, discard 3 or fewer cards, draw up to 6? Costing $6? Base could use a strong $6.

Quote
Intrigue:
Lady-in-Waiting
Action/Attack- $5
Choose one:
+3 Cards, +1 Buy
or
Gain two silvers, each other player gains a curse.

Intrigue already has two cards that can give out Curses. This is definitely an interesting card, but I'd prefer a different attack effect.
I tried to make cards that were very typical for the expansion they represent, without giving too much thought about how the cards would fit said sets (just a little: the cost-reducer is not in Intrigue or Hinterlands, for example).
My set needs a curser and a drawer and I'm pretty happy with this card. I'm afraid it's hard to fit into any of the other expansions. What do others think? It would play very differently from Torturer or Swindler (it's very BM-y).

Quote
Seaside:
Buoy
Action/Duration - $2
+1 Action
+1 Buy
Reveal the top card of your deck and put it face up on this card. Cards that share its type cost one less next turn, but not less than $0.

Very cool idea. Do you mean 'cards that share a type with it' or 'cards that share all its types'? I prefer the former, personally. It might be more compelling as a terminal $5 card that lowered costs by $2, but that also might be too abusable with Throne Room, etc. Definitely test it as-is.
Thanks! I did mean the former, the rewording is a good suggestion. I like that it is TR-able now, and its low cost fits the expansion.

Quote
Alchemy:
Perpetuum Mobile
Action - $2P
+3 Cards
+1 Action
Discard down to 5 cards in hand.

Not a fan. For one thing, it seems to really conflict with several Alchemy cards. Scrying Pool, Apothecary, Apprentice, and Alchemist are all about getting a large hand size. Even for the cards this combos with, it's marginal. I guess you could discard Actions from your hand so Golem could find them? And unless you're discarding only Victory and Curse cards, you're probably losing more than you're gaining with Philosopher's Stone.

Also, any new Potion cost card should really wow me. They're expensive and hard to get. You can do things with Potion-cost cards that you can't get away with on a normal card. See Golem and Possession, for example. This card is just too vanilla by far.
Very good points. This was one of the first cards I came up with. Filtering cards are fun, but this set already has Windmill, Illusionist and Land Run (most of which will change, but still).
I actually think that Saint (the proposed Promo-card) would fill this slot much better, including the potion cost and the name. It's weird and strong enough for the potion cost, and an extreme engine card. I could just drop the 'promo'-slot. What do you think?


Quote
Prosperity:
Dowry
Treasure/Reaction - $5
$2
+1 Buy
When you would gain a card, you may reveal this from your hand. If you do, gain 1 VP instead.

This basically just allows for infinite VP churning engines without ever approaching an end game condition. It's way, way easier to use than Monument since it's a Treasure/Reaction rather than a terminal Action.
Don't really agree with you here. It's pretty expensive and the above-the-line part stimulates buying (in which case it won't be in your hand to reveal). I think buying this to go for a VP-engine is not as viable as it looks. How would you abuse this card? If it is really easy, I *could* make it reveal and discard.

Quote
Cornucopia:
Illusionist
Action - $4
+1 Action
You may discard any number of differently named cards. For each card you discarded: +1 Card, +1 Action, +$1, or +1 Buy

I have two issues with this card. First, the differently-named bit seems very tacked on (and you'd need to say, "You may reveal then discard"). Second, do you choose the bonuses one at a time, or all at once? I assume one at a time. It's a little confusing.

Even once the card is understood, I see it creating huge amounts of AP. It's like a mega-Pawn. "OK, I choose +1 Card. Now I need to reevaluate my new hand before choosing another bonus. Hmm…" Once the player has decided to stop drawing cards, the rest is a bit faster. Still, I'd reduce the number of options.

I notice this is the third non-terminal discard card in the set. Was that an intentional theme?
Yeah, this card needs work. This and Landlord are the least imaginative of the set.
To be clear: it's supposed to work like Pawn: you discard a number of cards, you choose the total bonus, and then draw. I think it's main issue is in keeping track. Cornucopia deserves a lot better, I love that set.
I like Schneau's Polymath-idea, but I was thinking: what if every card has a very minimal bonus, and this card gives you the sum of the one you played and the one on top of the pile in the supply?

+2 Cards
+2 Actions
+$2
+2 Buys
Gain a card costing up to $4

Combining half-bonuses makes the card even more variable. The 5 different cards would have different names, I think, like with Knights.

If the pile is empty, each of the bonuses is improved by 1.
What do you think?

Quote
Hinterlands:
Land run
Action/Attack - $5
+$2
+3 Cards
Every player (including you) discards down to 3 cards.
When you buy this, reveal your hand. For every victory card you revealed, gain a silver.

Cute on-buy effect. I always enjoy an opportunistic buy. I don't see why it can't be on-gain, though. You could always add "you may" to avoid mandatory Silver gain if someone were to Ambassador it to you.

What is with the self-discarding, though? A card that makes you discard down to 3 cards is pretty harsh, even with the +$2. It probably seems worse than it is, but that in itself can kill a card. You should playtest it. Maybe it's not as harsh as it looks, but I think most players aren't going to think discarding down to 3 cards is fun.
Glad that you like the on-buy, so do I. I think it's very Hinterlands-y :).
What if the draw is upped to 4? It should be a very strong sifter. In a deck with a lot of silvers, this should do the trick of getting up to $8.

Quote
Dark Ages:
Arsonist
Action/Attack/Looter - $3
+2 Actions
Choose one:
Each other player gains a Ruins
or
Trash this and gain a Bonfire.

Bonfire - Action
Return this to the Bonfire pile and trash any number of cards from your hand. Gain two Spoils.
This is not in the supply.

Even though it's Ruins instead of Curses, a $3 junking attack is harsh. And it's non-terminal! So everybody opens with 2 of these, junks until the Ruins run out, then converts them to Bonfires and tries to trash the Ruins, rebuilding with the Spoils. Cute idea, but more than any other junker, this seems like a mandatory opener. If you choose not to participate, your deck will be instantly ruined and your opponent will get to use all of their trashing on Coppers and Estates. It seems even worse than Sea Hag or Ambassador in this regard.

I was pretty pleased with how much of DA I could cram into this card without it getting too crazy. But you make a good point: I'm not sure if it's very fun, really. Making it cost $4 would help a lot, but still. I do like the village-junker; that part also makes that at some points you won't upgrade to Bonfire. What if I marry it to Mountebank? Cost $5, +2 Actions. Every other player may discard a Ruins. If they don't, they gain a Ruins and a Copper." The rest would stay the same.

Quote
Guilds:
Landlord
Reaction/Victory - $4+
2VP
When you overpay for a card, you may discard this from your hand. If you do, you may add $2 to the amount you overpaid.
You may overpay for this. If you do, gain another copy of this for each $2 you overpaid.
(setup: there are 6 copies per player in the supply, with a minimum of 12 copies).

A little niche, perhaps? It allows you to completely ruin your deck in the endgame with a few massive VP gains. Maybe that's interesting? I guess it combos in a neat way with other overpay cards, but that's a really specific interaction which only works with 4 other cards in the entire game. I'd prefer a Reaction that got you Coin tokens.
Wasn't even happy with this when I wrote it down. I really like the reaction bit though, but to make it viable, the card needs an overpay effect itself. Maybe it shouldn't be a victory card - I kind of decided it had to be, because Guilds lacked it, but I can't come up with something other than VP/coins, which I really don't like.

Quote
Promos:
Saint
Action - $4
Trash this. If you do, put an action card from your hand on your Saint mat. Whenever you play an action card, add +1 Card, +1 Action to its description if you have at least one copy of it on your Saint mat. Return the cards to your deck at the end of the game.

Neat idea. +1 Card/+1 Action may be a bit much. I'd try +1 Card first and go from there. Instead of adding the effect to the description, just say, "When you play an Action card, +1 Card if a you have a copy of that card on your Saint mat."
I'm thinking if I make this $2P (and replace Perpetuum Mobile with it), the +1 Action can stay. It fits Alchemy very well that way. I think I'd sooner drop the +1 Card or bump up the price. Good rewording!

9
Variants and Fan Cards / Treasure Chest Expansion
« on: June 24, 2013, 02:02:35 am »
Latest versions of the cards are in reply #11. Decided not to edit into the original post, to keep it clear.


I got inspired, so why not try my hand at a Treasure Chest expansion? One typical card for each expansion.
I must say, some may be a bit rushed. Pretty happy about most of the others, though. Fire at will!

Base:
Windmill
Action - $3
+1 Action
You may discard a card.
Draw up to 5 cards


Intrigue:
Lady-in-Waiting
Action/Attack- $5
Choose one:
+3 Cards, +1 Buy
or
Gain two silvers, each other player gains a curse.


Seaside:
Buoy
Action/Duration - $2
+1 Action
+1 Buy
Reveal the top card of your deck and put it face up on this card. Cards that share its type cost one less next turn, but not less than $0.


Alchemy:
Perpetuum Mobile
Action - $2P
+3 Cards
+1 Action
Discard down to 5 cards in hand.


Prosperity:
Dowry
Treasure/Reaction - $5
$2
+1 Buy
When you would gain a card, you may reveal this from your hand. If you do, gain 1 VP instead.


Cornucopia:
Illusionist
Action - $4
+1 Action
You may discard any number of differently named cards. For each card you discarded: +1 Card, +1 Action, +$1, or +1 Buy


Hinterlands:
Land run
Action/Attack - $5
+$2
+3 Cards
Every player (including you) discards down to 3 cards.
When you buy this, reveal your hand. For every victory card you revealed, gain a silver.


Dark Ages:
Arsonist
Action/Attack/Looter - $3
+2 Actions
Choose one:
Each other player gains a Ruins
or
Trash this and gain a Bonfire.

Bonfire - Action
Return this to the Bonfire pile and trash any number of cards from your hand. Gain two Spoils.
This is not in the supply.


Guilds:
Landlord
Reaction/Victory - $4+
2VP
When you overpay for a card, you may discard this from your hand. If you do, you may add $2 to the amount you overpaid.
You may overpay for this. If you do, gain another copy of this for each $2 you overpaid.
(setup: there are 6 copies per player in the supply, with a minimum of 12 copies).


Promos:
Saint
Action - $4
Trash this. If you do, put an action card from your hand on your Saint mat. Whenever you play an action card, add +1 Card, +1 Action to its description if you have at least one copy of it on your Saint mat. Return the cards to your deck at the end of the game.

10
Dominion World Masters / Re: Dutch Championships 2013
« on: June 21, 2013, 07:39:33 am »
Gisteren gehoord dat de voorronde in Zwolle morgen niet doorgaat ivm te weinig aanmeldingen. Erg jammer, vooral omdat ze niet aangeven wat de mensen die zich wel hebben ingeschreven dan moeten doen om aan de finale mee te mogen doen.

Ik vermoed dat er verwacht wordt dat ik me voor een andere voorronde inschrijf. Dat zou balen zijn; ik kan dan eigenlijk niet.

11
I can't seem to change my avatar a second time. The prompt tells me 'avatar saved', but the image doesn't change.

I logged in a day later, and the new image is up. i'm happy!

12
I can't seem to change my avatar a second time. The prompt tells me 'avatar saved', but the image doesn't change.

13
Dominion General Discussion / Re: How to Play Alchemy
« on: December 28, 2012, 05:36:52 am »
Personally, I think about half of the Alchemy cards work fine just by themselves such as Scrying Pool, Vineyards, Alchemist, and Familiar for instance. So, I know it recommends 3 to 5 Alchemy cards, but adding one just one to the kingdom adds a strategic element of should I buy a potion for that card or not.

This. This is one of the main things Isotropic taught me: just a single potion cost card is just fine. with 3-5, they tend to dominate.

14
Loser's Bracket / Re: Rats! Division (Losers Bracket) - Bracket and Results
« on: December 20, 2012, 07:25:27 am »
Huh. The weirdest thing happened. Like some other players did lately (http://forum.dominionstrategy.com/index.php?topic=5432.0), my opponent Gandi and me decided more or less at the same moment that we need to cool it with online Dominion. He sent me a personal message explaining that he's dropping out of the tournament, after we already played six games (3-3). His words described exactly what I was thinking these last weeks, so I've decided to drop out as well. Is this a big problem for the organization?

However, we did play some really cool games. The best one being this: http://dominion.isotropic.org/gamelog/201212/18/game-20121218-123255-e5ff958a.html

It's a very typical example of the Ambassador/Possession conundrum (Ambassador is super dangerous late-game, but just so strong early game. What to do what to do), fueled by Tournaments and Minions. I happened to get and play my Possession first, so I completely wiped Gandi out, but it could have just as easily gone the other way.

I did have fun with these games :) have fun in the rest of the tournament, everybody!




15
Loser's Bracket / Re: Losers Bracket RD 2 Signups - 1/???
« on: December 11, 2012, 05:02:53 am »
Yeah - I'm in!

16
2012 / Re: Witch Division: Bracket and Results
« on: December 09, 2012, 04:27:10 am »
Redwoods forfeits. Dub4 advances.

Thanks

17
2012 / Re: Witch Division: Bracket and Results
« on: December 06, 2012, 05:39:37 am »
Mm.. maybe a bit soon, but: I can't seem to reach Redwoods. His profile says he was last active on january 5th this year, so it is very well possible that I won't be able to reach him with a pm on this forum. Does the organization have another way of messaging him, maybe?

I still haven't reached Redwoods. What should I do?

18
2012 / Re: Witch Division: Bracket and Results
« on: December 05, 2012, 10:56:02 am »
Mm.. maybe a bit soon, but: I can't seem to reach Redwoods. His profile says he was last active on january 5th this year, so it is very well possible that I won't be able to reach him with a pm on this forum. Does the organization have another way of messaging him, maybe?

19
Dominion General Discussion / Re: Card-specific beginner traps
« on: December 04, 2012, 04:48:05 pm »
Workshop is one that I think many players first over-buy (filling they're decks with terminals, for example), then with some experience under-buy (not noticing when it can accelerate an engine deck), before finding a good balance.

Spy is another one that I think many beginning players buy too often.

We definitely overbought Ironworks, just gaining more Ironworks with Ironworks, without a clear purpose for them all. One of the most popular cards in Intrigue for weeks. We played some rubbish games :)

20
@DG and jsh: definitely good points. I never thought I would just find silent agreement on this forum :) Especially the Cartographer/Scout/Apothecary etc. functionality DG mentioned can be very strong.

21
Could anybody give me some feasible scenarios where Lookout still outclasses Forager? Non-terminal trashing for that price is pretty good, but Forager gives +$ (sometimes a lot), +buy ánd control over what it is you're trashing. All Lookout gives in return is a slightly larger handsize and a bit of cycling. Right?

Oh, and to chime in on the Rogue discussion: it (obviously) combo's incredibly with Feodum. Graverobber will do, but Rogue gives +$2 to buy silvers and new Feodums.

22
Variants and Fan Cards / Re: Redistrict: a one-shot mass Remodel
« on: December 01, 2012, 06:07:53 pm »
Well, it's a one-shot. I think a little AP is ok. The problem with, for example, Pearl Diver, is that it's a cheap cantrip beginning players buy too many of.

23
Variants and Fan Cards / Re: Redistrict: a one-shot mass Remodel
« on: December 01, 2012, 05:51:38 am »
I like it!

24
Variants and Fan Cards / Re: Dreaming of new cards?
« on: December 01, 2012, 05:46:45 am »
KC-KC-Emargo-Embargo on Feodum, buy Feodum, Reveal Trader 36 times.

I love this idea... but 36?

25
Puzzles and Challenges / Re: Dominon analogies
« on: November 16, 2012, 03:54:47 am »
Estate : Greathall   ::  Copper : Peddler
I would say:
Estate : Greathall :: Copper : Bazaar

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