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26

Booming Village
$4 - Action
+2 Actions
Gain an Estate from the supply into your hand.
For the rest of this turn, Estates are also Action cards with the text "+1 Card, +1 Action".


Rule clarification for Inheritance: both texts are played in any order the player prefers

27
I like this but I doubt that it is stronger than Militia and thus a $5.
It's a treasure so it doesn't consume an action.

28
Mistletoe
Treasure - Attack - $5
+$1
Each other player with 5 or more cards in hand discards a Treasure card (or reveals a hand with no Treasure cards).
Play one of the cards discarded that way, leaving it there.



Upd: added +$1 for balance

29

Dromedary
$4 - Action
Draw until you have 6 cards in hand. If you have drawn 3 or more cards, +1 Action


A faster version of Caravan, but only works if hungry.

Works best with Dungeon, Diplomat, Dame Molly (and any other hand reducing nonterminals)

30
Enforcer 5$ Action
+1 buy
Each opponent reveals their hand, you choose a non-command action among those and play it, leaving it there.

Based off the X-Com games, a turn based strategy game series. In the game you take the abilities of your alien opponents to make your squad better and more versiltile. Just like that, enforcer is very weak by itself but gains strenght form the opponent. 5 is ok i think because band of misfits gives you choices of more cards, but they will maybe be less powerful.

I suggest to add Command type to avoid weird loops

31

Digger
Action - $4
+1 Card
+1 Action
+1 Coffers
Discard a card.
You may pay 3 Coffers to gain a Gold into your hand.


32


Elixir
$4 - Action
Choose one:
Take the -1 Card token for +$3 or
Take the -$1 token for +3 Cards


(you don't get the benefit if you didn't pay the cost)

33
Weekly Design Contest / Re: Weekly Design Contest #188: Make a Wish
« on: May 25, 2023, 11:23:27 am »


Wonderland
Action - Victory - $5
+2 Cards
You may reveal and discard three differently named Victory cards to gain a Wish onto your deck.
-----
2VP


*edit Reveal and discard for accountability

34
Just realized that Endless Chalice prevents Alms (which sounds slightly counterthematic)

35

Arquebusiers
Action - Attack - Duration - $5
+1 Action
+$3
At start of your next turn, take the -$1 token.
-
While this is in play, other players cannot play Attack cards from their hands.

36

Impeach
Event - $4

Exile a card from your hand to gain an Imp.


Sorry, could not resist a pun

37
Prospector
Action - $3
Look at the top two cards of your deck. Choose one: put them into your hand, or discard them for +2 Actions

38

Way of the Phoenix
Way
Trash this.
Trash a card from your hand, if it's an Action card, gain a Loot.

Firebird's Feather
$7* - Treasure - Loot
$3
+1 Buy
You may gain a card from Trash into your hand.


"Into your hand" is mostly for gaining an odd Copper when you are short of $1.

39
Rules Questions / Voyage + Possession order
« on: April 20, 2022, 08:15:56 pm »
1. If you have played Voyage and Possession in one turn, what is the order of turns after that?
2. If you have played two Voyages, and then Possession during the first Voyage turn, what is the order of turns after that?

40
Rules Questions / Elder + Mouse (Amulet)
« on: March 27, 2022, 04:14:47 pm »
Setup: Way of the Mouse points to Amulet

When I play Elder and a card using Way of the Mouse, should I be able to trigger two options of Amulet?

Quote
u plays an Elder.
u gets +$2.
u plays a Merchant Camp using Way of the Mouse.
u plays an Amulet.
u trashes a Curse.

41
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: February 01, 2022, 04:49:47 pm »
I couldn't avoid the temptation of making my own replacement for Pearl Diver. Intrigue already had a Kingdom treasure (Harem), and Seaside could have one.


Pearl
$2 - Treasure
$1
Look at the bottom card of your deck. You may put it into your hand.


Fishing a Treasure is the best, and fishing a Victory card is OK. For Actions, it depends: unblocking for the next Pearl might be beneficial

42
Weekly Design Contest / Re: Weekly Design Contest #135: Go Big or Go Home!
« on: November 23, 2021, 04:08:04 pm »
Armada
$7 - Action - Attack - Duration
Each other player with 4 or more cards in hand discards a card. If any Victory card discarded this way, +2VP.
At start of your next turn: +4 Cards.

43
Weekly Design Contest / Re: Weekly Design Contest #133: A Time to Feast
« on: November 02, 2021, 12:37:05 pm »
Trapper
$5 - Night
Gain a card costing up to $6 you don't have a copy in play.
You may put it onto your deck.

44
Weekly Design Contest / Re: Weekly Design Contest #132: All Hallow's Eve
« on: October 20, 2021, 02:22:26 pm »


Fairy Ring
$4 - Night - Victory
+1 Coffers
Draw until you have 5 Cards in hand.
-----
Worth 1VP per 2 Night cards you have (rounded down).


8 or 12 cards in the pile, as usual with Victory cards.
Drawing helps to collect more than one mushroom in one night.

45
Weekly Design Contest / Re: Weekly Design Contest #129: In Play
« on: September 26, 2021, 12:44:15 am »
Shadow
Night - $3
Replay an Action card you have played this turn that is still in play.


It's cheap because most of the vanilla card effects (+$, +Action, +Buy, +Cards) are not very useful at the night time. The best target would be a gainer/attacker, like Marauder or Soothsayer

46
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 13, 2021, 04:04:09 pm »
My weird idea of the week:

Yep. A strange trash traveller type line with crazy and explosive combos. Trumpet as draw, violin as gains, harp to really kick things off and grand piano as payload. FAQ: Cards under Grand Piano are not part of your deck: they do not count for end of game scoring. There are 4 of each Instrument in the trash.
Looks like Orchestra and Harp can steal cards from under someone's Grand Piano. Is it intended?
It won't be easy to to activate Grand Piano

47
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 13, 2021, 11:21:43 am »


Way of the Vulture
Play an Action or Treasure card from Trash costing less than this, leaving it there.

Shouldn’t this have a non-Command restriction? For example, I believe that 3 Highways in play, Captain in the trash and a $7 cost action in hand leads to a loop that lets you play an arbitrarily high number of actions costing up to $4 at the start of the next turn.

Agree, I missed this loop. Will reformulate to fix it

48
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 12, 2021, 01:34:47 pm »


Way of the Vulture
Play a non-Command Action or Treasure card from Trash costing less than this, leaving it there.

Update (thanks JW): added a "non-Command" clause to avoid loops

49

Templar
$4 - Action - Attack
+1 Action
Each player including you looks at the top card of their deck,
they may trash it or put it back.
Each other player gains a Curse onto their deck.



Nonterminal curser? Yes but with self-limiting damage and self-repair. Costs $4 to make it accessible at 4-3.

50
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 28, 2021, 02:47:35 pm »
Carnival
$7* - Action
+1 Card
+1 Action
+$1
+2 Buys
-
This costs $1 less per differently named
Treasure in play.
Heirloom: Beer
Beer
$2 - Treasure - Heirloom
Cards cost $1 less this turn.

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