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76
Help! / He got all 10 curses and still won. Am I really that bad?
« on: May 31, 2014, 10:50:09 pm »
Kingdom:  Beggar, Cellar, University, Smugglers, Bureaucrat, Island, Nomad Camp, Wandering Minstrel, Contraband, Witch, Copper, Silver, Gold, Estate, Duchy, Province, Curse, Potion

http://www.gokosalvager.com/static/logprettifier.html?/20140531/log.516dc40ce4b082c74d7c8baa.1401590700712.txt

Not sure what I did so wrong that he was able to win despite ignoring witch.  My only guess is that University really wasn't worth going for.

77
Making a fan expansion (or at least calling your bunch of fan cards a fan expansion) seems the thing to do these days for people who like to make fan cards.  So here's my fan expansion, in its current condition.
  Flavor themes: Restoration and Inheritance. This is to come in the story timeline next after Dark Ages.
  Mechanic themes: durations, ruins, and mixed-type victory cards*.  At the bottom of the post, I included a couple of other people's fan cards which I like and would fit the themes. (*Including the Inheritance cards linked at the bottom of the post.)

Test rating: 7 means the card is plenty tested and considered finished (none are there yet), 0 means it hasn't been tested at all (or only slightly as a previous version).

UPDATED 12/1/16 added Pedestal, updated Archaeologist and a few images which hadn't been updated. (and cut Renovate ...already)
UPDATED 9/23/16 updated Mysterious Door (except for the image). will add special ruins here soon.
UPDATED 8/16/16 added Renovate and updated Ancient Temple and Mortar Repair.
UPDATED 4/12/16 added Fountain Gargoyle and Salvage Yard, updated Drawbridge and Ancient Temple.
UPDATED 3/9/16  added Mortar Repair, updated Foundation, and another new Auditor...

New cards since last update:

Quote
Pedestal
Cost $3 - Action / Reaction
+$1.
Discard up to 3 action or treasure cards. +1 VP for each card discarded this way.
-
When you discard this from your hand, +$1 during your turn.
Added the "up to 3" limitation. Still need to update the image. Test rating 2/7.

Cards that have changed recently:


Quote
Archaeologist
$5 - Action - Preserve
+1 Card, +1 Action.
Gain a ruins, putting it into your hand.
-
When you gain this, you may put your +1 Action, +1 Card, $1, or +1 Buy token on the ruins pile.
This version test rating 2/7. Originally based on Aidan Millow's Archaeologist from the Dark Ages contest. It's had major changes since the previous version.

Rules for the Preserve type: If a card with the Preserve type is in the kingdom, include both the ruins and special ruins in the supply. Whenever you would gain a ruins (except by buying one), you may discard a card to gain a special ruins instead. The ruins and special ruins count as being from the same pile. Whenever a special ruins is gained, trash a normal ruins from the supply. Include 6 special ruins per player. (The special ruins are here.)


Quote
Ancient Temple
Cost $5  - Action
+1 Action. Discard a card. Gain a card costing up to $4, putting it into your hand.
Test rating 1.5/7. much simplified fifth(?) version.


Quote
Mysterious Door
Cost 2  - Action
The player to your left discards the bottom card of his deck. If it's... a victory card, +2 Cards; a treasure card, +; an action card, play this as the revealed action card -it is that card until it leaves play.
Test rating 3/7. The attack was (usually) extremely weak, and the exciting part is getting to play it as more expensive action cards, so I removed the attack. It's simpler now.


Quote
Auditor
Cost $4 - Action / Attack
+$2, +1 Buy.
Each other player reveals their hand and discards all curses, ruins, and pure victory cards.
Test rating 3/7. An attack that makes it harder to trash your junk.

Quote
Salvage Yard
Cost $1 - Event
Discard any number of cards from your hand. Gain a card from the trash costing up to $2 per card you discarded.
Test rating 2/7. Haven't found a suitable image for it. (May need a new name to fit with an image, maybe 'Recover'.)

Building Materials rule: Mortar Repair has no randomizer, but is added as an 11th kingdom pile whenever Foundation or Building Blocks are in the kingdom. (These have been posted in another thread.)

Quote
Mortar Repair
Cost 3  - Action/Material
Reveal your top 2 deck cards. You may discard one. You may trash one. Put any remaining back on your deck. If you trashed one, gain a card costing up to $3. Otherwise, +1 Action, +$1.
-
When this card is trashed, +$1 on your turn.
Test rating 3/7. It's been tested a few times since the other thread, and I like it. (The previous version seemed slightly weak so I made it reveal two cards.)
ThetaSigma12 has begun redoing my card images with better photoshop foo, but I'm including both versions on this one because the wording tweak he made makes a difference.


Quote
Building Blocks
Cost $2  - Treasure/Reaction/Material
Worth $1. When you play this, reveal the top card of your deck and discard it or put it back.
-
When you reveal this from your deck, you may put this into your hand. If you do, continue revealing cards as if you hadn't revealed this card.
Test rating 3/7. I like this one. Based on mail-mi's Sorcerer's Apprentice card.


Quote
Foundation
Cost 3  - Action/Reaction/Material
+1 Action. Reveal your top deck card. Discard it or put it back. +1 Card.
-
When this card is discarded besides during a clean-up phase, +1 card during your turn.
Test rating 3/7.

The rest of the current Resurgence cards:

Quote
Generous Benefactor
Cost 3  - Action - Duration
+1 action, +$1.
Next turn: +$2, +1 Buy.
-
While this is in play, each other player gets +$1 after they finish playing treasures in their buy phase if they have no gold, platnum, or attack cards in play.
Test rating 2/7. Working well.


Quote
Drawbridge
Cost 3 - Action - Duration
+2 cards. Next turn: You may trash a card from your hand. If you do, +1 card.
-
While this is in play, when another player plays an attack card, its player may discard a card. If they don't, you are unaffected by the attack.
Test rating 3/7.  It seemed very strong for $3 as it was, so I made the cost for the attacker smaller for the attack to get through.


Quote
Restored Village
Cost 4 - Action - Preserve
+2 Actions. Discard a card. Draw up to 5 cards in hand.
-
When you buy this, gain a ruins (or discard a card to gain a special ruins instead).
Test rating 4/7. I decided I like the $4 cost version better so I changed it back. It's powerful often, but sometimes it can be worse than a necropolis. Still, it was too strong for $4, so I thought of an on-buy drawback. The part in parenthesis is included in the rules for Preserve cards. It's just a reminder here.


Quote
Trailblazer
Cost 3  - Action
+1 card, +1 action.
During your action phase with this in your hand, you may discard a card. If you do, play this without using an action.
-
When you gain this, reveal the top 4 cards of your deck. Put any number of revealed Victory cards and Curses into your hand. Put the other cards back in any order.
Test rating 4/7. (Name and on-gain effect shamelessly stolen from a card by Just a Rube)


Quote
Collectables
Cost 4  - Action - Duration
+1 Card, +1 Action. Next turn: Reveal the top card of your deck, if it costs $5 or more, put it into your hand.
 -
While this is in play, all cards in your hand, deck, or discard pile cost $1 more.
Test rating 3/7.


Quote
Miner
Cost 4  - Action
+$1. Reveal the top 4 cards of your deck. Put one revealed treasure into your hand. Discard one other revealed card. Put the rest back in any order.
Test rating 4/7. Seems to work well.


Quote
Vandal
$5 - Action - Attack - Looter
+2 cards. Each other player may reveal a victory card from his hand and put it onto his deck. If he doesn't, he gains a ruins.  You may reveal a victory card from your hand and put it on your deck. If you do, +$2.
Test rating 4/7. Fun fact: This picture of a graffiti Texas A&M logo was taken in Rome, Italy.


Quote
Fountain Gargoyle
Cost $5 - Action / Attack / Looter / Duration / Victory
+1 Action.
This turn and next: +$1.
Worth 1VP
-
Until your next turn, when another player gains a victory card, he reveals and puts a pure victory card or a ruins from his discard pile on top of his deck.
Test rating 2/7. I know certain people won't like the looks of this version, but we've played with it and we like it. Fun is what matters not dividing lines or minor details like that. (Now it has five types, ;D But then I wouldn't actually print it or mock it up with the looter type on it.)


Quote
Kingdom Restoration
Cost 5  - Action
+1 Action.
You may discard the top card of your deck. Then look through your discard pile and put up to two cards from it on top of your deck. +1 Card.
-
During your buy phase, you may pay $1 to return a card from the trash pile to the supply.
Test rating 3/7.


Quote
Pioneer
Cost 5 - Action - Duration - Preserve
+3 Cards, +1 Buy.
-
While this is in play, when you buy an Action card, you may set it aside. If you do, play it at the start of your next turn, then trash it.
Test rating 3/7. I changed it to use the wording Lastfootnote suggested, gave it a name, and tested it in a couple games. I got the idea for this card in a dream.


Quote
Ancestral Crypt
Cost 5  - Action - Victory
+1 Card. Trash up to two cards from your hand. For each card you trash that costs more than $0, take a coin token.
 -
Worth 1 VP
Test rating 3/7.


Quote
Royal Heirloom
Cost 5 - Action - Duration
Reveal deck cards until you reveal an action card, put the action card in your hand and discard the rest. Then choose an action card from your hand. Play it now and play it again at the start of your next turn.
Test rating 4/7.

Almost but not quite yet junked cards:

Quote
Iron Furnace
Cost 2  - Action
Reveal a card from your hand. If it's an action, play it. If it's a ruins, play it again. If it's a treasure, +$2. If it's a victory card, +2 cards. In any case, trash the revealed card.
Test rating 3/7. (will probably cut because of the similarity to Sacrifice.)

Quote
Joint Upgrade
Cost 4  - Action
+2 Cards. Trash a card from your hand and gain a card costing up to $2 more. Each other player may trash a card and discard a card from their hand. If they do, they gain a card costing exactly $1 more than the card they trashed.
To be replaced...

Quote
Patrician
Cost 5  - Action - Attack
+2 Actions. Each player (including you) reveals cards from their deck until they reveal an action or treasure card costing at least $3. Put yours in your hand and discard the rest; each other player discards theirs and shuffles the other revealed cards back in their deck.
Test rating 2/7. (Originally based on Confessor by RTT.) Thinking of bringing this one back to the main list and just have the attack happen "If this is the first Patrician you played this turn".  An attacking village. The problem is that it can make people shuffle a lot, but if you do the attack without shuffling it makes multiples of the card too nasty. (The name is of course a reference to the ruler of Ankh Morpork. I love Discworld books. ...and now I'll have to change the name  :P)

<I removed the list of cards that have been junked from the set.>


Other people's cards that I like and would fit with the Resurgence expansion:
(Actually since I get a lot of my ideas from other people's cards, some of the above cards could go in this section. It's the timeless 'how much do I have to change someone else's idea before I call it my own work?' question, but in the matter of fan-made Dominion cards I don't think it matters that much...)

Garderobe by jamespotter (cost 2), (Renamed 'Excavation' for when I use it.)

Tribal Man by Powerman (cost 5), (renamed to Visionary for my use.)

Archaeologist by Aidan Millow (cost 5) (I added this one to my list above),
and
Arsonist by GwinnR (cost 4)

These are from the Dark Ages contest.

  Others of my cards that I consider to be part of Resurgence:
Inheritances: http://forum.dominionstrategy.com/index.php?topic=10663.0
  My cards that I might consider part of Resurgence...:
Inventor: http://forum.dominionstrategy.com/index.php?topic=14613.msg626332#msg626332
Blackmailer: http://forum.dominionstrategy.com/index.php?topic=10840
  My cards that I wouldn't include with the Resurgence expansion:
Illusionist:  http://forum.dominionstrategy.com/index.php?topic=12947.0
Alchoholics mini fan expansion: http://forum.dominionstrategy.com/index.php?topic=13526.0

78
Goko Dominion Online / Announcement: Casual Automatch
« on: May 16, 2014, 12:35:16 am »
I just finally bought the cards and so have no reason to play pro games anymore. So now I'm letting people know that there's another person using automatch with casual games now.

Before if I used automatch casual, it'd take me at least half an hour to get a match, if I ever did. Now there's one more person using it who's on often for all those who want to play casual.

79
Game Reports / I blew this game really horribly...
« on: May 12, 2014, 03:11:11 am »
Well the log search seems to be missing the past month, so let's see if I can remember it well enough:

Kingdom:
Hamlet, Scheme, Doctor, Shanty Town, Apothocary, Count, Mountebank, Knights, Market, Hunting Grounds.

I opened Scheme/Shanty Town. He opened something/potion, and went for apothocaries.  In the first half of the game, I built a nice engine with a couple Shanty towns and Hamlets plus Market, a Mountebank, a few golds, and a Hunting Grounds. I bought the first three provinces. For a few turns, we kindof alternated provinces. But I had trashed an estate and had lost the curse split, so I wasn't sure I'd win if we split the last two provinces, so I passed on buying the second-to-last province and instead bought Dame Josephine (which was the first knight taken) half for the VP and half for the attack. He proceeded to buy the next few knights and destroy my deck with them. I even had a chance to trash his Dame Molly when she hit Dame Josephine, but I trashed a shanty town instead, letting him keep Dame Molly which he was using the schemes to put on his deck along with a hunting grounds. After he trashed my golds and hunting grounds, I couldn't get enough coin for the last province.

The short version: I could have easily won this game, but I totally blew it, partly because I'm bad at keeping track of the score, and partly because I made some really bad choices in the second half of the game. I blame the bad choices of course, not the scorekeeping. Sometimes to my undoing, I still prefer to play without the VP counter.

EDIT: Closed and reopened the Log search, and now it's updated, so here's the game:
http://gokosalvager.com/static/logprettifier.html?20140511/log.50eb1898e4b0b1cbafe318a8.1399876847618.txt
Now that I look at the log, I got a couple minor details wrong (it was a Count I trashed instead of Dame Josephine, not a shanty town), but mostly I did pretty well telling it just from memory.  still can't believe I blew this game when I had the win in easy reach...

80
Variants and Fan Cards / A non-prize version of Princess
« on: May 10, 2014, 11:31:27 pm »
I'm trying to make a version of princess that is balanced as a normal kingdom card. What do you think of this:

Quote
Princess
Cost $6   Action
+1 Buy.
While a princess is in play, cards cost $2 less, but not less than $0. This cost reduction only applies for up to three buys per princess you have in play.
-
You may not buy this if you have a princess in play.
I'm wondering if I might've nerfed it too much.

81
Played a few games with this version of the Taskmaster card from the Guilds contest (I don't know who designed this card- it isn't mine).  This version isn't the original, but I think it was suggested in the contest thread IIRC. Or maybe I just tweaked it. I don't remember.

Taskmaster
$4 Action
Choose and turn sideways one unturned card on the Taskmaster mat. This is that card until it leaves play. Whenever there are 4 or more sideways cards on the mat, return them all to normal position. | Setup: Put the randomizers for 5 cards each costing up to $4 on the Taskmaster mat face-up.

The first game we played with it, it really seemed overpowered (and similar to Band of Misfits). So after the first game we changed the setup to use 5 cards costing up to $3. After that tweak, we agreed it's a balanced and fun card (although there was some AP when deciding which card to play it as).

82
Variants and Fan Cards / Auditor: a cheaper attack card
« on: April 17, 2014, 01:48:44 am »
Auditor
Action - Attack
cost $4
Discard up to 2 cards. Draw 1 card plus 1 for each card you discarded.
Each other player reveals cards from their discard pile until revealing either a pure victory card or a $0 card. They put that card on top of their deck. If they didn't, they gain a ruins.

83
Game Reports / Distracted from a simple Baker + Festival win
« on: April 14, 2014, 12:59:55 am »
I might have won this game if I wasn't having so much fun switching from trasher to trasher.

http://gokosalvager.com/static/logprettifier.html?20140413/log.5118380ee4b0626598d2683c.1397449947726.txt
Kingdom: Chapel, Duchess, Lighthouse, Develop, Island, Remake, Trader, Baker, Festival, Forge

My opponent won because he was focussed on the simple Baker + Festival strategy.

I chapelled 2 estates and six coppers, using an island on the other estate. And I thought "Hey, I can use Trader on my Chapel and Trader some silver to get a bunch of it and then Develop that silver into Islands and Lighthouses. Then I could Remake those Lighthouses back into silver. Or I could Forge two silvers and a lighthouse into a province..."
It's cool when you can have fun while losing horribly, but it would've been nice to get a Province using Forge...

84
This is loosely based on the Councilman card from the Guilds contest. It's my attempt at using the 'underpay' mechanic. (I was going to wait until the guilds contest was finished to post this, but I don't know if that's going to happen.)

Quote
Blackmailer
$8-  Action - Attack
+1 Card, +1 Action.
Each other player must discard a treasure or gain a ruins. If anyone discarded a treasure, gain a coin token. Otherwise, +1 Card.
 -
You may underpay for this card. For each $1 you underpaid, each other player takes a Coin token.

older version:
Quote
Blackmailer
$8-  Action - Attack
+1 Card, +1 Action.
Each other player must either gain a ruins or pay by discarding a treasure or losing a coin token. If anyone gained a ruins, +1 card. Otherwise, gain a coin token.
-----
You may underpay for this card. For each $1 you underpaid, each other player takes a Coin token.

This uses mechanics from two different expansions (coin tokens and ruins), but I'm okay with that.  Do you think this would work & be balanced?  Any ideas on how to make it less wordy?

85
So I played a game with my parents with Deart Cart the other day. I think this was our first time using that card. So my mom buys multiple death carts and uses them (sometimes using a band of misfits as a death cart) to get to $8 almost every turn starting before I had gotten any provinces, trashing whatever other action card she had in hand, and she won.

The kingdom: Poor house, Beggar, Wishing Well, Swindler, Forager, Shanty Town, Conspirator, Death Cart, Band of Mistfits, Harem.

I look at the kingdom and think, hey this is a great game for band of misfits, since they can be used as any other action card in the kingdom. So I aim to load up of band of misfits, usually using an early one as a forager to trash my junk and them as activated conspirators once I had two other actions in play. This plan didn't make it against my parents' death carts.
I've played with Death Cart online and no one has done that good with it. I guess I didn't realize how good that card is?

86
Variants and Fan Cards / YACI: a literal loan card.
« on: March 21, 2014, 11:01:02 pm »
A more literal loan card:

Loan (b)
Cost $0.  Treasure.
Worth $-2. When you play this, trash it.
When you buy this, +$2 and +1 buy. You may not buy multiple loans in one turn.

87
I really really hate tournament so I decided not to play with it anymore, but that's kinda hard online when hardly anyone wants to play casual and you can't veto cards in pro.
Yesterday I got a pro game using automatich, saw it had tournament, so I said "Sorry I don't play with tournament" and resigned. Got matched up with the same guy again and he declined the match.
So frustrating that it's so hard to avoid playing with one certain card when playing online... <deleted some whining about being poor here>. Even if I paid to have all sets, I'd never play pro games again to avoid tournament, so it'd be hard to find an opponent because all the better players seem to just play pro.
I don't even know if you can see the kingdom beforehand when playing casual if you use automatch, can you?


88
This is a kingdom supply pile where each card is different, like the knights. Each is an inheritance from a dead relative. They're obviously very experimental, but I wanted to see what people think (besides a distaste I'm sure some people will have for certain unorthidox mechanics).

Unlike other kingdom card piles, the inheritance pile is kept face down so you don't know which one you're getting. They all cost $5, and all of them get trashed after being used. Almost all of them give you a VP token when you play them and are worth 1 VP themselves, so you get that 1VP whether or not you get a chance to play it (as long as it doesn't get trashed another way).
There are 12 because they are victory cards. In a 2-player game, the players may decide which four Inheritance cards to leave out.

Uncle Zed
Trash this. Gain any number of action cards with total cost up to $8. +1VP.
Worth 1 VP.

Uncle Ted & Uncle Ched  (Two cards which are the same.)
Trash this. Gain a Gold. +1VP.
Worth 1 VP.

Uncle Ned
Trash this. Gain a province and a copper.
Worth 1 VP.

Uncle Ed & Aunt Edna  (Two cards which are the same.)
+1 Action. Trash this. Gain any action card. If it costs less than $5, you may put it in your hand. +1VP.
Worth 1 VP.

Uncle Jed
Trash this. Gain a Harem (whether or not there are Harems in the Kingdom), putting it into your hand.
Worth 1 VP.

Uncle Bread
+$6, +1 buy. Trash this. +1VP. You may not buy more than one victory card this turn.
Worth 1 VP.

Uncle Fred
Trash this. +4VP.
Worth 2 VP.

Uncle Dread
You may trash one other card from your hand or discard pile. Each other player gains a curse and a ruins. If anyone gains a curse or ruins, trash this and +1 VP.
Worth 1 VP.

Uncle Red
Trash this. Gain an attack card and play it now. If the gained attack card costs less than $5, also gain any card costing up to $3. +1VP.
Worth 1 VP.

Uncle Thread
+$1. +1VP. Additional +$1 each turn for seven turns or until game ends. If you had more than 3 turns left on this duration when the game ends, +1VP. Keep this card in play until the end of the seven turns or end of the game, then trash it.
Worth 1 VP.

89
So I played two games with my parents today and may have finally convinced my mom that trashing coppers is a good thing. She at least recognises that buying extra coppers is rarely useful (We don't have the base set, so we've never played with Gardens).

In the other thread, luser suggested having her start with 6 estates and 14 coppers. Since she already knows that extra estates are bad until the very end of the game (even though she still doesn't like trashing them), I opted to let her start with 5 extra coppers, so her deck had 3 estates and 12 coppers. But I didn't think of doing that till the second game.

The first game kingdom: Native Village, Embargo, Fishing Village, Steward, Ambassador, Warehouse, Forager, Watchtower, Upgrade, and Torturer.
     FYI, I have Intrigue, Seaside, and Dark Ages, and I usually add in one proxy card per game which is often a fan-made card, but in this case was Watchtower. I usually play 3-player with my parents.
     With an abundance of trashing, it seems like this would've been a great kingdom to have her start with five extra coppers (of course I gave her a few extra coppers anyway with Ambassador) to learn that trashing them is a good thing. I won this game by a lot anyway largely because I'm the only one who used Ambassador. And I learned this game that Watchtower is, at least on boards like this, a lot better than I thought it was. I did point out that Watchtower is a great defence against torturer, but I didn't tell them that they probably want more than one Watchtower when I have two torturers which I'm playing pretty often because of trashing.

The second game kingdom: Lighthouse, Haven, Island, Navigator, Conspirator, Treasury, Bazaar, Rogue, Harem, and LastFootnote's Wheelwright as the proxy card.
     Seeing this kingdom, I wondered if it might be best to wait till next time we played to use the extra five coppers idea, but I decided against waiting, so she started with 12 coppers and 3 estates. I figured as much of a disadvantage five extra coppers would be, it would still help her to learn that coppers are junk despite a kingdom that isn't ideal for the purpose. This game, I tied with my dad, only beating my mom by five points. I'm pretty sure she at least learned that having extra coppers is not an advantage. 

Maybe next time I'll start with five extra coppers as a handicap.


90

Tsunami
$5 Action - Attack - Duration
This turn and next turn: At the end of your action phase, trash at least 2 and up to 5 cards from your hand. Each other player must trash a card from their hand costing at least $2.
When you discard this from play, trash it.

(Yes, the attack happens both turns too.)

91
Game Reports / Aaauurgh! YASL (Yet Another Stupid Loss*)
« on: February 07, 2014, 01:22:52 am »
Fun game & set of cards, but I could easily have won if I bought a province instead of a platnum on my last turn. Course I could've played it better several other ways too, but all I really needed to do was be a little more alert that one turn. At least I got the unique experince of KCing a Black Market.

Kingdom cards: Hamlet, Squire, Black Market, Wishing Well, Coppersmith, JackOfAllTrades, Quarry, Count, Duke, King's Court
http://dom.retrobox.eu/?/20140206/log.512aeebae4b022198f05ebf4.1391753191734.txt
Cards I bought with black market: Stables, Worker's Village, Hoard, City, Cellar (The Cellar was free with a Quarry).

*Yes, I have a background of roguelike games.

92
Dominion General Discussion / Other Silly Custom Kingdoms
« on: January 22, 2014, 08:16:55 pm »
This was first custom kingdom I made.  This is also the only one I've actually played with so far (once).
  Shady Characters:
Swindler, Heretic (by A Drowned Kernel), Black Market, Spy, Vandal (mine), Conspirator, Bandit Camp, Graverobber, Defector (mine), Harem*
  To include in the Black Market deck: Vagrant, Secret Chamber, Thief, Shanty Town, Smugglers, Urchin, Gambler (mine), Gambler** (by Lastfootnote), Pirate Ship, Necromancer (by heatthespurs), Rogue, Band of Misfits, Counterfeit, Torturer, Cultist.
*We like to tease my mom beacuse Harem is one of her favorite cards, so I made sure to include it.
**It'd definitely be shady to have two different cards with the same name in the black market deck...

When my brother came to town, we used the Shady Characters kingdom.  He had only played a few times before, and expressed his dislike for attack cards in general (especially cursers and my Vandal card), so just for next time he comes I made a community/"Let's All Be Nice To Each Other" kingdom:

Duchess, Village (could choose from a few villages for this), Bishop, Noble Brigand, Joint Remodel*, Generous Benefactor*, Council Room, Embassy, (Market/Bazaar/Festival), and Horn of Plenty

Both Joint Remodel and Generous Benefactor are mine, created party for this kingdom:
Joint Remodel
$4 - Action
+1 Card. Trash a card from your hand and gain a card costing up to $2 more. You may put it on your deck. Each other player may trash a card from their hand. If they do, they gain a card costing exactly $1 more than the card they trashed.

Generous Benefactor
$4 - Action/Duration
+1 action, +$1.  Next turn: +$2, +1 Buy.
While this is in play, each other player gets +$1 on their turn.

Later, I had a whim to design an Adventure themed kingdom, but I couldn't nail it down to 10 cards:
- Crossroads
- Artefact (by Asper) or Talisman
- Treasure Map
- 1 of these reactions: Secret Chamber, Tunnel, Traders, Horse Traders
- 1 of these attacks: Marauder, Young Witch, Sea Hag, Witch, Mountebank, Cultist, Warlock (Priestcraft by yuma -I just renamed it)
- 1 of these attacks: Urchin/Mercenary, Thief, Pirate Ship, Noble Brigand, Necromancer (same one as my 1st set), Ignoble Brigand (by awildnoobappeared), Rogue, Margrave
- 1 of these: Forager, Oasis, Star Charts (by WanderingWinder), Band of Misfits, Troglodyte Caves (by ChocophileBenj), Catacombs
- 1 of these: Traveller's Village (by andwilk), Inn, Border Village
- Voyage (by markusin)
- Adventurer (obviously)
(if Young Witch is in, use Forager, Oasis, or Crossroads as the bane card.  Or maybe Urchin, that'd make an interesting bane card.)

Now, while posting this, I had a whim to make an "after the adventure" themed kingdom:
- Lookout/Watchtower -the first ones who see the adventurer return
- 1 of these: Herald, Wandering Minstral, or Storyteller (by eHalcyon)  -a bard
- City -where the adventurer returns to first, or Farming Village -the adventurer's real hometown.
- Monument -because the adventurer saved the world (or some other spectacular feat)
- Band of Misfits -the Adventurer brings home some strangers to the city who helped him along.
- Hoard -He also brings home treasure
- Taxman -Of course the government won't let him keep all the treasure.
- Prison (mine, shown below) -Where the bad guys go.
- Nobles -The king gives the adventurer a title. He is is now nobility.
- Mortuary (by markusin) -because not everybody made it back home

Prison
$3 - Action - Reaction
+1 card. You may set aside up to 3 cards from your hand. Put them into your hand next turn.
---
When another player plays an attack card, you may reveal this. If you do, the other player sets aside the attack card (after it resolves), and puts it into his discard pile after his next reshuffle.

...Now that I've written this, I thinking it probably should've went to the variant cards forum.

93
Dominion General Discussion / A sad noob case. (Re: effective trashing)
« on: January 12, 2014, 01:22:15 am »
One of the people I often play with simply refuses to believe me when I tell her that it's good to trash copper and estates.  She never uses trashing unless it's to trash curses or TFB.  She says, "That's just your style of playing", or "You beat us because you practice online not becuase you trash stuff."  I'm afraid I'm going to start winning every time (or at least every time that trashing is available) and playing against them won't be as fun.  I need new people to play with. (and I highly prefer playing in person to online.)
Then another possibility pops into my head: maybe I'm subconciously keeping myself from getting better to keep it from being less fun...

94
So after looking at the contests that have been going on, I added a bunch of fan-made cards to a list of cards I plan to use with proxies a lot of times when I play.  I thought I'd give some testing feedback to the authors of the cards.  So in the past couple days, I played three games using the cards Investment (by LastFootnote) and Voyage (by markusin).  I ended up modding both of the cards from their original forms in ways that I think makes an improvement.

Investment: The first game I played with just myself using three characters (I choose a strategy and a little personality for each player and play in-character).  The investment card was a dead card the first couple times it was drawn because it was either drawn as the only action in a hand, or just drawn without an action I wanted to invest.  So, when I played with two real players in the second two games, I added a +$1 at the top, so it would do something on the turn that you play it (even if you play it without another action in hand).  I think that was the only tweak I made:

Investment
$5 cost  Action
+1$. You may choose an Action card from your hand. Set aside this and the chosen card (face up). Return them to your deck at end of game. When you play an Action card, +$1 per copy of it you have invested.

It worked very well in the two games we played with it, fun and useful but not overpowered.  Of course, it works best with a cheap cantrip (or village), like wishing well.  In the game I invested in wishing wells, pawns were the only source of +Buy on the board, but I had a couple big turns playing 3 or 4 wishing wells and then a pawn.  Anyway, we liked the card.

Voyage: There was originally a weird part at the bottom of the card which would run out the pile of Voyages really fast.  I knew I wouldn't like that part, so I dropped it. Then, in the first game with myself, it was slightly disappointing with the same problem investment had at first -that it usually didn't do anything on the turn it was played, even though it was nice for the next turn.  So here's the version we used in the second two games:

Voyage
$5 cost  Action-Duration
Reveal cards from the top of your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order. You may put one revealed card costing less than $3 into your hand. Discard the rest. At the start of your next turn, +2 Cards.

It seems a minor change to allow the player to keep one of the revealed cheap cards in hand and it makes the card do something helpful for the turn it's played (even when you don't have extra actions to draw the cards you just put on top).  This also worked well in the games we played.
Both cards were put to good use.

So... I was thinking about continuing to do this kind of post when I play with cards designed by the community here.  Is posting this feedback helpful?  Do you think anyone might be offended when I make tweaks to their card when I use it?

95
Game Reports / fun win against a Gardener
« on: December 16, 2013, 09:34:30 pm »
Don't think it quite qualifies as epic, but this was a fun win.  I got a witch just before I realized my opponent was going for a Workshop-Gardens strategy (which he went all-out till the end).  So I played the witch sparingly and other times dicarded it with my cellars, trying to get a few quick provinces, and it totally worked.
He lost by two points when he had two curses and "curses!" was his final comment :)

http://dom.retrobox.eu/?/20131216/log.516e0e73e4b082c74d7d10c1.1387246630625.txt
kingdom cards: Cellar, Chancellor, Woodcutter, Workshop, Feast, Gardens, Laboratory, Market, Witch, Adventurer


96
Help! / I suck (Goons game)
« on: December 11, 2013, 12:56:40 am »
I mentioned elsewhere on the forum that I suck, so people suggested I post here so maybe people can help me get better.

Here's the game I just finished:
http://dom.retrobox.eu/?/20131210/log.50ce7267e4b0e91495e0f8a2.1386740577931.txt

Kingdom cards: Embargo, Menagerie, Scheme, Village, Fortress, Remodel, Smithy, Explorer, Mine, Goons.
Not sure what else to say about it except I'm not sure how I could've done better.  Seems like I got a lot of bad shuffle luck to me.

97
Variants and Fan Cards / Playing certain potion cards without potions
« on: December 03, 2013, 02:45:20 am »
I don't like having potions as a treasure card, and I don't really care for the majority of the alchemy expansion cards, but I wanted to mod these two cards that so that I could use them without potions:

I just made the University cost $6.

Golem  cost $5 and added this clause: You may only buy this if you discard a curse from your hand. (I thought it was appropriate to have to have something special in order to buy a golem, and this makes a minor use for having a curse without nullifying its penalty)

Do you think this is balanced?

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