Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Marcory

Filter to certain boards:

Pages: 1 2 3 [4] 5 6 ... 29
76
Dominion General Discussion / Re: Theme and mechanics themes
« on: October 19, 2018, 07:54:52 am »
"Nobility"--dual victory cards or cards that interact with Victory cards: Nobles, Duke, Duchess, Count, and Baron (and Dame Josephine if you want to consider Knights part of the nobility). Great Hall (where nobles eat) and Harem also fit this theme . The main exception to it Margrave--but that's German nobility rather than English.

"Commerce" Trade, Trader, and Trading post (but not Trade Route, oddly) all have to do with trashing stuff to gain Silver, and Merchant wants you to use Silver.

"Science": Laboratory, Alchemist, and Experiment all increase your handsize nonterminally. Also, scientists aren't able to do their jobs without the help of lots of underpaid graduate students, which explains Hireling's power.

"Hunting:" Hunting Grounds, Hunting Party, and Wild Hunt all give you + cards, as do Ranger and Pathfinder, who also go out into the woods to look for things.

 

77
Butcher + Silk Merchant

Obvious and potentially useful turbo remodel variant.
Silk Merchant guarantees 5 on the first shuffle. Amass Butchers and Silk Merchants, turning some starting estates into Silk Merchants early. Maybe mill a Silk Merchant for+4 Coffers and +2 Villagers. With 1 extra token, Butcher can take Silk Merchant straight to Province in the end game. The Villagers should allow multiple-Butcher turns. There are interesting decisions around when to play Silk Merchants.

Welcome to the forum.

Yeah, but how many other users did he trash before getting here?

78
Variants and Fan Cards / Re: Really bad card ideas
« on: September 24, 2018, 06:08:24 pm »
Scoutmaster Action-Reserve

Put your deck into your discard pile. Set all of the non-Victory cards from your discard pile onto your Tavern mat onto this.
-----------------
When you play an Action card that is not a Scout, or at the start of Clean up, you may call this, to discard the cards set aside on this.

79
Dominion: Renaissance Previews / Re: Dominion: Renaissance on RGG's website
« on: September 19, 2018, 09:06:05 am »
A few of the tokens will have a different shape than the others. The differently-shaped ones will be the token minority.

80
Dominion General Discussion / Re: Interview with Donald X.
« on: June 27, 2018, 04:01:24 pm »
What are the Followers following?

81
I would imagine 3-4 player games promote more diverse use of the available cards in the Kingdom, and are thus better for playtesting.

This is to say that in 2P, each player can go for the same strategy, hoping to tweak it better than their opponent can. But in 3-4 player games, there will almost always be 2-3 diverse strategies being attempted.

83
Dominion General Discussion / Re: Fix the worst cards
« on: April 09, 2018, 11:03:17 am »
Copper: It provides so little income that it's almost worthless. Make it give .
Silver: The problem with this is that it clogs up your engine. Give it the following reaction: "When you play an action, you may discard this from your hand, for + and +1 Card."
Gold: It's just too expensive. Make it cost $4 and people will buy it more often.
Platinum: It's tough to decide whether to buy this or Province. Get rid of that choice; add: "When you gain this, +5"

Estate: it only gives 1 VP and is pretty much useless. Allow this to represent another card in the Supply costing up to .
Duchy: Duchy dancing is more fun at a Ball. So when you gain a Duchy, you should be able to gain 2 cards costing up to in exchange for taking your - token.
Province: Provinces clog up your deck. So add: "When you gain this, put it on your Island mat."
Colony: Colonies need someone to manage them. So add: "When you gain this, gain a Governor."

Curse: Too boring. Instead of Curses, use a card that gives +1 Action, lets you look at the top 4 cards of your deck, add the Victory cards to your hand, and return the rest to your deck in any order.

84
Variants and Fan Cards / Re: Really bad card ideas
« on: March 27, 2018, 06:40:43 pm »
RBCI, Holy Week edition:

Betrayal Event

Once per game:
You may reveal a Council Room and a Treasurer from your hand. If you do, trash the Treasurer and gain 30 Silvers and a Curse.


85
Dominion General Discussion / Re: Holy Week Kingdom
« on: March 26, 2018, 05:45:11 pm »
First of all, a Kingdom like this should only have 30 Silvers.

Second, there are other possibilities: perhaps Governor and King's Court/Throne Room, to represent Pilate and Herod? (Unless Pilate was a Patrician). And surely you need a Temple?

Judas was the Treasurer of the 12 disciples. Barabbas could be a Noble Brigand. The angel was a Herald. The empty tomb could be an Abandoned Mine, and the temple after the money-changers were turned out would be a Ruined Market. Of course Dominion no longer has Thieves, but the other men crucified could be Bandits. And the Sanhedrin met in a Council Room, and they relied on Legionaries to do their dirty work.

There's enough to have at least 20 Kingdom cards; could you do 10 split piles?


86
Variants and Fan Cards / Re: Dominion: Ice Age
« on: March 23, 2018, 04:43:39 am »
I agree, maybe something like:

"+2 Cards
Put this on your tavern mat.
---
During your Action phase, you may spend an action to call this. If you do, +2 Cards."

Would it be easier to just remove the Reserve part, and say "If this is the first time you played Wanderer this turn, you may put this in your hand"?

87
Dominion General Discussion / Re: Ambassador and When to Buy Curses
« on: March 21, 2018, 05:40:25 am »
Under what circumstances is it a good idea to buy a Curse for Ambassador?

I've never tried it IRL, mostly because when Ambassador is on the board I'm already too busy fending off/passing out other junk, but it's fun against Lord Rattington. I opened Double Ambassador and quickly found myself with a super thin deck consisting of nothing else besides some Villages and a couple Pawns, so I bought a Curse with the extra Buy and spent a few turns double-cursing him.

It's a fun way to inject cursing into a game that wouldn't otherwise have it, but it seems like it might often be a waste of time against an actual human. Does anyone have any examples of games where it was a good move?

When else is it a good idea to buy a Curse?

New players always laugh when I tell them a Curse costs $0 and they're free to buy them whenever they please, but there are circumstances where it's the best move. I'm sure I'm missing some, but off the top of my head:
  • End with a three pile when you're ahead
  • Fairgrounds
  • Museum if you really need 1 extra VP
  • Watchtower them straight into the trash for Goons or to defang your opponent's curser
  • Force your opponents to gain it with Messenger (probably helps if you have a Watchtower)

Am I missing any? When do you buy Curses?

[Warning: Shameless self-promotion ahead:]
This thread 5 years ago was my first post in this forum:http://forum.dominionstrategy.com/index.php?topic=8215.msg245764

It doubtless needs some updating but it should be a good starting place.

88
Dominion General Discussion / Re: Dominion Anthology/Fan edtion PLEASE
« on: March 17, 2018, 06:06:21 pm »
By 'theme' I meant less the Roman empire than the use of VP's, Debt, Landmarks, Events, and Gathering cards--the new mechanics introduced in Empires.

A 'Treasure chest' expansion--of, say, 25 Kingdom cards--would need to highlight some of the hallmarks of each of Dominion's 11 existing modules. That leaves about 2 Treasure Chest cards to represent each expansion.

It would be very hard to represent the key elements of all 11 expansions while simultaneously adhering to some of the main design requirements of a Dominion set. Remember that each set needs to contain several Villages, a Kingdom Victory card, a Kingdom Treasure, a Reaction, a Junking Attack, a trasher, and some +Buy, at a minimum, as well as a good range of card costs.

It would be extremely hard to design a set will all of these basic elements while simultaneously representing each of 11 Dominion expansions.

I think Donald's approach of creating new 'advanced' expansions that expand on previous 'basic' expansions is the approach that is likely to continue to be the most aesthetically and commercially successful.

89
Dominion General Discussion / Re: Surplus
« on: March 17, 2018, 03:56:57 pm »
Sauna/avanto is one that everybody skips a key factor of. They have an avanto but no sauna and then they can't play any more actions.
Really? My experience of online games with this pile is that they tend to end up in mirror matches where both players get at least two copies of each.

I mean...it's pretty clear this dude is trolling at this point, right?
Chase Adolphson is just very young.  Be nice, etc. etc.

And his experience playing is in friendly games with his family, not with online cuthroats like us.

90
Dominion General Discussion / Re: Dominion Anthology/Fan edtion PLEASE
« on: March 17, 2018, 03:55:51 pm »
But on the other hand, it's cool to see Donald do old tricks in new ways. Island--the VP that disappears from your deck once you play it--reappeared as Distant Lands in Adventures. Dominate is a new kind of Colony that uses only one of the 500 cards in a set instead of 12. Trade re-implements Trader in a new way. Knights was a much cooler reworking of Saboteur.

Pretty much anything that DXV could do in a Treasure Chest he could also do in a new expansion that 1) would have a coherent theme and 2) would likely sell much better.  Or he could do another standalone, like Hinterlands--an expansion whose cards are simple and unsexy but still hold their own quite well.


91
Variants and Fan Cards / Re: Really bad card ideas
« on: March 13, 2018, 08:31:27 am »
Texas Hold 'Em Night $4

At the start of your next turn, +$2

Reveal cards from your deck until you have revealed three Actions. Set aside the Actions and discard the rest. Until the end of your next turn, at the start of each player's turn, they must play the set-aside cards. Discard these during your next clean up phase. 

92
Dominion General Discussion / Re: very short strategy article
« on: February 22, 2018, 09:10:08 am »
Shorter strategy article: try to win.
Shorter strategy article: try to win

93
Dominion General Discussion / Re: Interview with Donald X.
« on: January 03, 2018, 02:57:05 am »
The obvious follow up: when will you ask?
Well of course I'm waiting at least until you stop beating your wife.

So when did the Nocturne playtesters stop beating their spouses? And when did Dame Josephine stop beating hers? :P

94
Dominion General Discussion / Re: Christmas Kingdoms 2017
« on: December 26, 2017, 08:34:14 am »
And if you play the Hannukah event you can get 8 Nights in a row!

95
Variants and Fan Cards / Re: Really bad card ideas
« on: December 17, 2017, 08:28:25 am »
Great Wall Action-Victory

+1 Card
+1 Action
Worth 1

When you gain this, gain a copy of this.
__________
When scoring, this is worth -1 per card you have after the first 15.


96
Variants and Fan Cards / Re: Really bad card ideas
« on: December 16, 2017, 06:42:40 pm »
Magician
Action
Cost: $4 adults/$1 children

You may reveal a hand with a Gold in it.  If you do, you may reveal a hand with no Gold in it.  If you do, +5VP.

Sleeve Action

+1 Action

Set this and a card from your hand on your Tavern mat.
____________________
When you resolve any part of an Action card, you may call this, to put this and the card set aside with this back into your hand.
At the start of your turn, if this is on your Tavern mat, discard your hand and gain a Curse.

97
Dominion General Discussion / Re: Interview with Donald X.
« on: December 01, 2017, 12:37:25 pm »
The problem is, those deities suck. They just suck, man. I mean I always knew they were renamed Greek ones, but really, they have zilch going for them.
When Donald X. gets struck by lightning, remember this...

Of course Donald X prefers the Greek deities. We all know he's a Hera-tic.

98
Dominion General Discussion / Re: Interview with Donald X.
« on: November 28, 2017, 06:14:50 am »
I know I am beating a dead horse here. Donald has repeatedly stated he is not going into Potions anymore.

That could be worked around by making the promo self-synergistic while interacting with potions and/or potion-cost cards. Possibly using the split-pile trick to reduce complexity.

Bribe
$2 Action
Discard a card from hand. All costs of cards in the kingdom are lowered by one * (where * is: Coin, Debt, Potion)

Something like this may give a nod to Potions.

This is not the thread for card suggestions. Try the Variants forum instead.

99
Variants and Fan Cards / Re: Really bad card ideas
« on: October 29, 2017, 08:26:52 pm »
Procrastinator's Village — Action
+1 Card, +1 Action — When this is in play, when you buy a card, +1 Action.
Synergies: Black Market, Villa

That's why it can cost the same as regular Village.

100
Variants and Fan Cards / Re: Really bad card ideas
« on: October 28, 2017, 05:56:10 pm »
Procrastinator's Village Action-

+1 Card
+1 Action

When this is in play, when you buy a card, +1 Action.

Bandwagon Action

If you are the player with the most tokens or are tied for the most, +3 .

If you are not, trash this and gain a Curse.

Hindsight Night

If you could have played your cards in play in a more optimal fashion this turn, +1 .
_____________
You may not play any other Night cards after playing Hindsight.



Pages: 1 2 3 [4] 5 6 ... 29

Page created in 0.047 seconds with 18 queries.