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Messages - stechafle

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51
It is also a supply pile that could run out in most games. That could change strategy too.

52
Variants and Fan Cards / Re: Dominion: Roots and Renewal
« on: March 26, 2016, 09:39:00 am »
I play-tested 3 of these cards recently. All were an enjoyable addition to the game. Specifically:

Orphanage
I own Prosperity so always am excited by cards that use the VP tokens. I bought this with my first $3 to get the Silver on top of deck. Kingdom included Chapel so I managed to get 11 vp from this. I still lost the game by 6vp to my wife who skipped this so I think concerns about this being too automatic may be unwarranted.

Deposit
Fun card. Made for fast game due to quick Copper clearing. Might need to cost $4. With village/throne room, very likely to play Gold for $6.

Realm Tax
We put this in a kingdom with Market and Peddler to let it shine. I love the tension the card creates between buying it for cheap when it's not worth much to you and waiting until you can play at least 4 Action cards in a turn at which point it is more expensive to buy but more useful to you.

Thanks again for your creativity!

53
Variants and Fan Cards / stechafle card ideas
« on: October 25, 2015, 09:19:51 am »
?
+4 Cards
At the start of your next turn, discard a card.
$4 Action Duration

Alloy
When you play this, it’s worth $1 per differently named Treasure you have in play (counting this).
$3P Treasure

Aristocrat
+1 Action
Reveal the top card of your deck. Put it in your hand. +1 Card per $2 it cost.
<5> Action

Aumbry
Gain a Silver. Trash a card from your hand and gain a card costing up to $2 more.
$5 Action

Buried Treasure
$1
When you play this, reveal the top card of your deck. You may discard it.
-
When another card causes you to reveal this from your deck, trash this and gain a Gold.
$3 Treasure Reaction

Cathedral
+1 Card
+2 Actions
You may trash a Treasure card from your hand for +1VP.
$4 Action

Chant
+2 Cards
You may play a copy of an Action card you have in play.
$3 Action

Experiment
+1 Card
+1 Action
Reveal up to 3 cards from your deck. Put the last revealed card into your hand. Discard any remaining revealed cards.
$5 Action

Factory
Gain a card costing up to the cost in coins of the most expensive card you have in play.
--------------------------------------------------------------------------------------
When you buy this, each other player gains a card costing up to the cost in coins of the least expensive card you have in play.
$4 Action

Fleas
+1 Action
Trash a card from your hand.
-------------------------------------------
When you buy or trash this, put it into the discard pile of the player to your left.
$0 Action

Hidden Village
Reveal the top 2 cards of your deck, then put them in your hand. If you revealed an Action card, +2 Actions.
$4 Action

Hostage
$5 Event
Place your Hostage token on a Supply pile. When another player plays a card from that pile, +2VP and remove your token.
 
Initiation $6 Event
Put your Boon token on a set aside Boon. While you token is on a Boon, receive that Boon at the start of your turn.
-
Setup: Set aside the top 3 Boons face up.

Juggler
+1 Action
+$1
Look at the top 3 cards of your deck. Discard any number of them. Put the rest back on top in any order.
$2 Action

Kiln
Trash 2 cards from your hand. If you did, gain a card costing exactly $1 more than the combined cost of the trashed cards.
$5 Action

Midden
You may look through your discard pile. You may trash a card from it.
--------------------------------------------------------------------------------------
When you trash this, gain a card from the trash.
$1 Action - Shelter

Mountain Camp
Reveal the top card of your deck. If it costs $2 or less, trash it and gain a Silver. If it costs $6 or more, put it in your hand and trash this.
$3 Action

Patron
You may play another Action card from your hand. Then choose one: +1 Card, +1 Action, +1 Buy, or +$1.
$3 Action

Pearl
$1
When you play this, reveal the bottom card of your deck. If it is a Treasure play it immediately; if it is an Action put it on top of your deck. Otherwise, discard it.
$4 Treasure

Picket
Draw until you have 6 cards in hand. Put a card from your hand on the bottom of your deck.
$2 Action

Prospector
+1 Buy
You may discard the top 2 cards of your deck. Look through your discard pile. You may reveal a Treasure from it and put it into your hand.
$3 Action

Recruits
+1 Action
Look at the top 2 cards of your deck. Put one in your hand and put the other back.
$2 Action

Refuge
+1 Action
+$1
+1 Card per token on the Trade Route mat
Discard one card per token on the Trade Route mat.
----------------------------------------------------------
Setup: Same as Trade Route
$3 Action

Saint
Reveal the top 2 cards of your deck. Trash any revealed cards that cost $0 and put the rest back on top in any order. +$1 per card you put back.
$3 Action

$8 Scorched Earth Event
Gain a card from a non-Victory Supply pile costing up to $6. Then trash half the remaining cards from the pile (round down).

Timberland Landmark
At the start of your turn, you may reveal your hand and allow the player to your left to choose a card for you to discard for 2VP from here.
-
Setup: Put 6VP here per player.

Trading Cog
You may trash your hand.
At the start of your next turn +$2.
$4 Action Duration

54
Variants and Fan Cards / Card Idea: Juggler
« on: October 24, 2014, 06:27:15 pm »
Juggler (Action) $3
+1 Action
+$1
Look at the top 3 cards of your deck. Discard any number of them. Put the rest back on top in any order.

Cartographer and Lookout got married and adopted a son, Juggler. This card lies well within the play-space of published Dominion cards. I like the thematic action of juggling 3 cards plus getting a copper thrown his way for the entertaining act. I have play-tested the card, and it seems fine. Suggestions for improvement are always welcome.

55
Variants and Fan Cards / Re: Dominion: Treaty
« on: September 09, 2014, 03:12:34 pm »
Is other players gaining an Estate supposed to be contingent on you trashing the Treaty? The way it's worded, it always hands out Victory cards to your opponents.

Yes, the other players gaining Estates was supposed to be contingent on the trashing. Poor wording on my part  :(

56
Variants and Fan Cards / Re: Dominion: Treaty
« on: September 09, 2014, 11:06:09 am »
I have been doing some playtesting with this idea. The original version caused too much delay while you searched through your deck and discard pile looking for that one Attack card. I decided to try a discard attack that only hits other Attack cards with the following wording. This was better but could still stand improvement.

+$2
Each other player discards an Attack card from their hand or reveals a hand with no attack cards.
You may trash this card. If you do, gain a Victory card costing up to $6. Each other player gains a Victory card costing up to $3.
$4    Action - Attack

It was still kind of weak as an attack. I actually bought it most often to trash for 6 VP Fairgrounds. My wife wants to give it +1 Action and drop the trashing part. Instead I'm thinking of dropping the cost to $3, making you choose between the attack and trashing, and changing the trashing to just gain a Victory card costing up to $5 without giving other players anything.

Any thoughts from the group?

57
Variants and Fan Cards / Re: Slow yourself down for points
« on: August 23, 2014, 08:58:51 am »
One way to get around having to keep track of turns would be to only put out 2 Swamp cards per player. It would get more tempting as the game went on.

58
Variants and Fan Cards / Card Idea: Treaty
« on: August 23, 2014, 08:55:18 am »
Treaty
Each Player (including you) reveals cards from their deck until revealing an Attack card. Trash the revealed Attack card and discard the other revealed cards. If you trash a card this way gain a Gold or Duchy. Each other player who trashes a card this way gains a Silver or Estate, their choice.
Cost $5 Action - Attack

I was trying to come up with a way to slow down someone who is pummeling you with Attacks. It benefits your economy in the early game and could turn your Attack cards into net 2 VP late in the game.

A major drawback is if you have no Attack card in deck or discard, it's Chancellor without the +$2. Maybe needs to cost less?

What else could improve this concept?

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