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651
Puzzles and Challenges / Re: Easy Puzzles
« on: September 17, 2016, 05:37:15 am »
Very easy one.

Q11. Gain Platinum on turn 2.
Q12. Attack on turn 1.

Q12. Literally "Turn 1", "play an Attack". Multiplayer is OK.

652
Puzzles and Challenges / Re: Easy Puzzles
« on: September 16, 2016, 10:46:00 am »
Very easy one.

Q11. Gain Platinum on turn 2.
Q12. Attack on turn 1.

653
Variants and Fan Cards / Re: Really bad card ideas
« on: September 14, 2016, 11:18:40 pm »
New idea.
Quote
Mafia
cost $5 - Action - Attack
Each player (including you) reveals cards from the top of his deck until revealing an Action. Either he trashes that card or you gain a copy of that card, his choice.
If he revealed King's Court, he probably trashes it! Terrible!
If he revealed Rats, he will be happy.

654
Variants and Fan Cards / Re: Really bad card ideas
« on: September 13, 2016, 09:22:54 am »
This is one outtake of my fan cards with its original name. This card is designed to work with Great Hall, Nobles, Scout, Vagrant and Scrying Pool, but every single card of them is better than itself. It would be ironically too good if it costs $4. Enjoy.
Noble Scout
Cost: $5 - Action - Victory
+ 1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
Worth 1 VP

I don't see this being worth more than $4 if it only Scouts two cards.  Great Hall only costs $3, and Scouting two cards shouldn't really average any better than that on that many boards, even if it can Scout itself.  You'd need Victory cards that make money and a way to trash everything to make this reliable, but with that much effort, I would be happy leaving it at $4.

Unless you made it cost $5 because it has to suck because it's a Scout variant.  But Noble Brigand was just a Thief that wasn't supposed to suck as much...

I have a feeling that that tacking a VP on full 4-cards Scout wouldn't push it too far to be worth 5, but I'd love to try it.

I'd go as far as to say that a full 4-cards Scout with a VP and Victory type still would be nowhere near OP at $4.

I mean, it could never be printed due to the 'strictly better' thing, but still...

How about this? (ignoring the title of this thread)
Quote
Noble Scout
cost $5 - Action - Victory
+1 Card
+1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Worth 1 VP
At least, this is Great Hall. Sometimes, Laboratory.

655
Variants and Fan Cards / Re: Replacement for starting coppers
« on: September 13, 2016, 03:37:21 am »
I think it weak, too.
At least, needs a way to put on the mat twice in a turn.
But +1 Action makes it too strong.

Fmm...

How about this?
Quote
Bronze
cost $0* - Treasure
Choose one: put this on your Bronze mat; or trash this and earn $1 per Bronze on your Bronze mat.
One-shot.

656
Variants and Fan Cards / Re: Really bad card ideas
« on: September 12, 2016, 04:43:36 am »
Quote
Perfect Freeze
cost $9 - Action - Duration
Now and at the start of your next turn:
+$3
+1 Buy
You may put your deck into your discard pile.

657
Variants and Fan Cards / Re: Really bad card ideas
« on: September 07, 2016, 11:03:40 pm »
Quote
Ruined Bridge
cost $0 - Action - Ruins

While this is in play, all cards cost <1> less, but not less than <0>.

Ruined Storeroom
cost $0 - Action - Ruins
Discard any number of cards from your hand.

Ruined Fishing Village
cost $0 - Action - Ruins - Duration
At the start of your next turn,
+1 Action

658
Variants and Fan Cards / Re: Really bad card ideas
« on: September 07, 2016, 08:42:34 am »
Quote
Abandoned Factory
cost $0 - Action - Ruins
Gain a card costing up to $1.

Ruined Chapel
cost $0 - Action - Ruins
Trash a card from your hand.

Injured Soldier
cost $0 - Action - Ruins
Each player (including you) discards down to 4 cards in his hand.

Ruined Chapel is overpowered. I'd do it that it trashes itself AND the card from your hand. And the cost of 0.. Everybody will buy it and win. So better it costs another currency, something like potion maybe..

Fmm...Maybe this is better.

"Trash a card from your hand, gain a card costing less than that card."

But, don't you think a Ruins which is overpowered IS "really bad card ideas"?

659
Variants and Fan Cards / Re: Really bad card ideas
« on: September 07, 2016, 03:57:20 am »
Quote
Abandoned Factory
cost $0 - Action - Ruins
Gain a card costing up to $1.

Ruined Chapel
cost $0 - Action - Ruins
Trash a card from your hand.

Injured Soldier
cost $0 - Action - Ruins
Each player (including you) discards down to 4 cards in his hand.

660
Variants and Fan Cards / Re: Really bad card ideas
« on: September 06, 2016, 12:23:29 am »
Quote
Relddep
cost $2* - Action
+1 Action
+$3
At the start of Clean-up this turn, if you played a Treasure in this turn, return this to its Supply.

This costs $1 more per Treasure card you have in play.

661
Variants and Fan Cards / Re: Historian / Antiquarian
« on: August 24, 2016, 02:20:01 am »
Historian: Action, 5$
+1 Card
+1 Action

While this card is in play, when you would draw a card, instead look through your discard pile and put one card from it in your hand and another on top of your deck.
So, this card does nothing but +1 Action when your discard pile is empty, right?
What happens when you try to draw when your deck is empty? Reshuffle? Or putting a card into your hand?
How about making this optional?
Or using Journey token?

662
Variants and Fan Cards / Re: Really bad card ideas
« on: August 17, 2016, 09:25:45 am »
Quote
Marriage
cost <6> - Event
Once per game: Choose one:
gain a Victory card;
or gain two cards costing up to $5;
or trash any number of cards from your discard pile.

663
Puzzles and Challenges / Re: Easy Puzzles
« on: August 05, 2016, 06:08:13 am »
For 1, Peddler should also be valid.  Both this answer and the provided one depend on tricky timing when you check the cost.

PPE: I don't think BV works because the card you gain from BV isn't one you gained from Stonemason overpay.

I think he says BV works because BV lets him gain Mandarin.

664
Variants and Fan Cards / Re: Events costing $P
« on: August 02, 2016, 09:19:12 am »
How about this?
Quote
Multiply
cost P
+1 Buy
In this turn, when you buy a card costing up to $6, gain a copy of that card.

665
Solo Challenges / Re: Gain Provinces as many as possible
« on: July 27, 2016, 06:46:27 am »
Oh, you gave me the 10th Province!

Quote
Kingdom: Poor House, Squire, Stonemason (Bane), Scrying Pool, Hermit, Market Square, Storeroom, Black Market (Black Market deck includes Candlestick Maker, Baker, Death Cart, Young Witch), Remake, Sir Martin, Festival
Use Shelters

Play Copper, buy Poor House
Buy 30 Ruins
Play Poor House with no treasures, use a coin token, buy Stonemason, overpay $3, gain Hermit, Market Square
Play Hermit, gain Storeroom, trash Overgrown Estate, discard Market Square, gain Gold, trash Hermit, gain Madman
Play Gold, Abandoned Mine, buy Stonemason, overpay $2, gain 2 Squire
Play Stonemason, trash Gold, gain Remake, gain Festival
Play Remake, trash Squire, gain Scrying Pool, gain Silver, trash Squire, gain Sir Martin, gain Black Market
Play Black Market, buy Candlestick Maker
Play Silver, buy Squire
Buy all but 1 Copper and Curse (from now on "c" means one of these)

Megaturn: starting hand is cccc+Scrying Pool
Play Scrying Pool, draw 30 Ruins, Poor House, Remake, Necropolis, Market Square, 2 Stonemason, Madman, Sir Martin, Squire, Storeroom, Festival, Black Market, Candlestick Maker, copper/curse
Play Madman, draw 47 copper/curse -> 1 buy 2 actions 0 money
Play Festival -> 2 buys 3 actions 2 money
Play Squire -> 4 buys 2 actions 3 money
Play Market Square -> 5 buys 2 actions 3 money, draw copper/curse
Play Ruined Market -> 6 buys 1 action 3 money
Play Necropolis -> 6 buys 2 action 3 money
Play Sir Martin -> 8 buys 1 action 3 money
Play Candlestick Maker -> 9 buys 1 action 3 money
Play Storeroom, discarding 29 ruins, 52 copper/curse, Poor House, Remake, 2 Stonemason, Black Market -> 10 buys 0 actions 89 money
Use a coin token
Buy 10 Provinces

EDIT: The original author says he can gain 8th without buying in Lunatic Mode.

666
Solo Challenges / Re: Gain Provinces as many as possible
« on: July 26, 2016, 08:12:47 pm »
Example: 5 Provinces

Kingdom: Poor House, Squire, Stonemason, Develop, Death Cart,
Remake, Graverobber, Border Village, Expand, Peddler
Use Shelters and Platinum/Colony

Buy Abandoned Mine, Ruined Market, Ruined Village
Play Copper, Abandoned Mine, buy Squire
Play Squire(gain Silver), buy Poor House
Play Necropolis, Ruined Village, Ruined Market, Poor House(reveal Abandoned Mine), buy Death Cart, Peddler
Play Peddler, Death Cart(trash Ruined Village), Silver, buy Stonemason, overpay $6, gain Border Village, Develop, Border Village, Remake
Play Remake(trash Border Village, Peddler, gain Expand, Platinum)
Play Platinum, buy Graverobber
Play Stonemason(trash Platinum, gain Province, Province)
Play Expand(trash Graverobber, gain Province)
Play Develop(trash Expand, gain Province, Border Village, Graverobber)
Play Graverobber(trash Border Village, gain Province)

3B(Black Market, Baker, Bane) are unused. Of course, this is improvable.

667
Solo Challenges / Re: Gain Provinces as many as possible
« on: July 26, 2016, 06:12:41 am »
7 without Alms nor Advance? Insane!

668
Solo Challenges / Re: Gain Provinces as many as possible
« on: July 25, 2016, 08:51:56 pm »
Improved solution!

Events
Alms
Travelling Fair

Kingdom Cards
Page (Bane)
Squire
Black Market
Hermit
Storeroom
Gladiator/Fortune
Death Cart
Tournament
Rats
Bridge
Young Witch

Setup

1. Alms for:
15 Potions
39 Silvers
31 Coppers
11 Estates
29 Curses
9 Pages
9 Squires
9 Black Markets
9 Hermits
9 Storerooms
5 Gladiators
10 Death Carts (pile empty) + 20 Ruins
10 more Ruins (pile empty)
9 Tournaments
19 Rats
9 Bridges
9 Young Witches

2. Exchange Page up to Hero. Play Hero, gaining Fortune and exchanging for Champion. Play Champion. Alms the Page back.

3. Play Hermit, trashing it for Madman.

4. Play Black Market and Potion to get Scrying Pool from the Black Market.

5. Play Death Cart, trashing itself. Play Silver and Copper. Buy Province.

6. Play Tournament, revealing Province to gain Princess.

The Megaturn

1. Starting hand is Scrying Pool and 4 Copper.

2. Play Scrying Pool, drawing all 136 other Action cards and a Copper. Your handsize is now 141.

3. Play Madman, drawing the rest of your deck, which is 132 cards. Your handsize is now 272.

4. Play Gladiator, revealing Princess and getting +$3.

5. Play Bridge, getting +$1, +1 buy, and reducing costs by 1.

6. Play Squire, getting +$1 and +2 buys.

7. Play Princess, getting +1 buy and reducing costs by 2.

8. Play Storeroom, getting +1 buy and discarding everything except Fortune for +$266.

9. Play Fortune, getting +1 buy and doubling your $ from $271 to $542.

10. You now have $542 and 7 buys. Card costs are reduced by 3. Buy Travelling Fair 16 times, reducing your $ to $510 and increasing your buys to 23.

11. Buy 12 Colonies for $96 and 11 Provinces for $55. You have bought all the Colonies and Provinces and have $359 left over.

Excellent! Alms and Fortune are overpowering, as I thought.
Try Lunatic Mode, which is the original version of the quoted blog, which is before the rule change of Band of Misfits. The author managed to gain 7. I only found a way to gain 6.

669
Solo Challenges / Re: Gain Provinces as many as possible
« on: July 24, 2016, 08:37:53 pm »
Oh, I forgot to write this.

6. Up to 2 Events.

670
Solo Challenges / Re: Gain Provinces as many as possible
« on: July 24, 2016, 08:34:17 pm »
Seems pretty OP for Cornucopia. Either way, to clarify, you can have multiple cards in hand of the same name, you can only just play one?
Yes. Only playing is limited.

671
Solo Challenges / Gain Provinces as many as possible
« on: July 24, 2016, 09:36:28 am »
From this Japanese blog.
http://oourajin.hatenablog.com/entry/2015/03/12/220421

Gain Provinces as many as possible.
1. 4-player game. Other players do nothing.
2. Kingdom is free.
3. Perfect luck.
4. You can use any number of turns.
5. You cannot play cards which have same names multiple times. For example, if you play Copper, you cannot play Copper anymore in this game. Throning is unacceptable.

Hard Mode: Gain Colonies instead of Provinces.
Lunatic Mode: Before Adventures.

672
How about this?

Quote
Prototype 1
cost $3 - Action - Attack - Reaction
+$2
In this turn, when another player gains a card, he takes his -$1 token.
When another player buys a card, you may play this from your hand.

673
Puzzles and Challenges / Re: Easy Puzzles
« on: July 19, 2016, 01:24:44 am »
Same way as many other "how do you discard this card from play when it normally can't?" questions. I can't think of any other possibilities at the moment.

Enchantress

How about this?
Discard Transmogrify you played in this turn from play.

674
Puzzles and Challenges / Re: Easy Puzzles
« on: July 02, 2016, 04:57:33 am »
Trash a Province on Turn 2. (no Donate)
Turn1(Opponent): use a coin token, buy Borrow, buy Travelling Fair, buy Stonemason, overpaying $3, gain 2 Masquerade, put them on top of her deck
Turn1(mine): buy Alms to gain Villa, buy Province
Turn2(Opponent): play Masquerade, pass Masquerade
Turn2(mine): play Masquerade, trash Province

675
Puzzles and Challenges / Re: Easy Puzzles
« on: June 28, 2016, 06:30:34 am »
I am easy to gain once you gained me, and if you reveal me to your Chariot Race, it very likely sucks no matter whose pile i came from.
"NO CARD". You don't even need to gain it. Just trash with Donate.

Another quiz.
I have some coins unspent in this Buy phase. I have some debt. But I don't pay for them due to an tactical reason. What is that?

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