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Messages - majiponi

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701
King's Court indirectly plays Duration, that's why?

702
Quote
I played King's Court to choose  Band of Misfits.
I played Band of Misfits as Embargo.
I played Band of Misfits as Fishing Village.
I played Band of Misfits as Caravan.

Does King's Court remain in play until the Cleanup of the next turn? How about next one?
Quote
I played King's Court to choose  Band of Misfits.
I played Band of Misfits as Embargo.
I played Band of Misfits as Fishing Village.
I played Band of Misfits as Fishing Village.

703
Puzzles and Challenges / Re: Easy Puzzles
« on: May 18, 2016, 06:34:05 am »
I summoned Death Cart from aside.
What happened in the previous turn?

704
Variants and Fan Cards / Re: MJ's Cards
« on: May 17, 2016, 03:43:35 am »
New idea.
Quote
Hansel
cost $3 - Action
+2 Cards
Reveal any number of Coppers from your hand.
Discard them.
+1 Card per Copper discarded.
Quote
Jack and the Beanstalk
cost $2 - Action
+2 Actions
If you've played 3 or more Jack and the Beanstalk this turn (counting this): +2 Cards.
Weak Lost City. Maybe stronger than Shanty Town.

Quote
Peter Pan
cost $3 - Action
+1 Action
+3 Cards
Put 2 cards from your hand on top of your deck.

I'll discard Gold Rush. Crown will be an official card which is Action-Treasure and lets you play Treasure twice.

705
Puzzles and Challenges / Re: Villa: To Infinity and Beyond
« on: May 13, 2016, 08:04:09 pm »
Lunatic mode: During a turn before you play your turn, play Masquerade, passing Champion, and play Possession. On the Possession turn, force him to play Champion. Now you can execute your turn as normal.
Excellent!

706
Puzzles and Challenges / Re: Villa: To Infinity and Beyond
« on: May 13, 2016, 03:31:56 am »
LUNATIC MODE: 2-player game, your opponent tries to prevent your combo. (Your opponent won't play Lighthouse, reveal Moat.)

707
Variants and Fan Cards / Re: Really bad card ideas
« on: May 13, 2016, 12:16:17 am »
Quote
Dominion
cost $0 - Action
Trash this.
If you lose this game, rematch (each player must join).

708
Puzzles and Challenges / Re: Easy Puzzles
« on: May 12, 2016, 08:14:21 am »
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else).  No Empires stuff.

You start with 5 cards in hand, whatever cards you want.  Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.

You play one card and one card only.  You don't put any other cards into play while resolving that one card.

What is the largest hand size you can guarantee while still having at least one action remaining?  What card did you play?

I can get to 10 cards.

I can get 17, even with the restriction that the other 4 cards in your hand are Coppers.

Previously, you have used Teacher to put the +1 buy token on Market Square and Baker to gain an arbitrarily large number of coin tokens.


You play one Market Square. Then you enter your buy phase, spend an arbitrarily large number of coin tokens, buy Stonemason, overpay for $5, gain 2 Cultists, buy Stonemason, overpay for $5, gain 2 Cultists, buy Doctor, overpay for an arbitrarily large number of dollars, trash all the cards in your deck. As a result, you have 17 cards in your hand.

What if you draw Cultist when you trashed Cultist? Control-able?

709
Puzzles and Challenges / Re: Easy Puzzles
« on: May 12, 2016, 05:33:02 am »
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else).  No Empires stuff.

You start with 5 cards in hand, whatever cards you want.  Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.

You play one card and one card only.  You don't put any other cards into play while resolving that one card.

What is the largest hand size you can guarantee while still having at least one action remaining?  What card did you play?

I can get to 10 cards.
Counting House.

Setup:
Put +1 Action token on the Counting House pile.
Gain 53 Coppers, 4 Schemes, 1 Scavenger, 5 Counting House.
Wait until you have Scavenger in your hand after you played 4 Schemes.
Play Scavenger to discard your deck and put Counting House on top of your deck.
At the cleanup of this turn, put 4 Schemes on top of your deck.

At the start of your next turn, play Counting House to put 60 Coppers in your hand.
64 cards, 1 Action remaining.

710
Puzzles and Challenges / Re: Easy Puzzles
« on: May 10, 2016, 09:18:00 am »
Here's a very easy puzzle:
You play a card with no tokens on it. Champion is not in play. There are no durations or villages in play.

You play card X and draw four cards. You then play a Scout.

What is card X?

Scout.
Scrying Pool.
Herald hitting Smithy.
Hunting Grounds. The Mining Village you played earlier is in the trash.
You're one smart cookie.
Another. Minion(I had no cards to discard, and drew 4 cards)

711
Variants and Fan Cards / Re: MJ's Cards
« on: May 10, 2016, 07:46:37 am »
I fixed Time Traveller.
Quote
Venture Business
cost $2 - Event
+2 Buys
Once per turn: In this turn, when you buy a card, take a coin token.
Instant Merchant Guild. Without limitation, it was too strong.

712
This card can lead to perpetual loops where your Action count gets arbitrarily high.
How does it happen?

713
Variants and Fan Cards / Re: MJ's Cards
« on: May 07, 2016, 10:45:50 am »
Time Traveller:
If you look through older threads, you'll see that your not the first to come up with this. Asper made a version without the sifting, and he said it was balanced, just unfun. The best version I saw was "Deposit" which was Asper's with a once per turn. I'd suggest ditching this and working on your much more unique ideas.

Gold Rush:
6 might work, test it at 6 as well as five. I like it as a card though.

Silver Rush:
Seems a bit weak at first. After reading it over my only suggestion is to make the gaining optional, or to make it an attack.

Magic Lamp:
Change it to "Spend a lamp token" instead of use a lamp token.

Pastoral Land:
Seems Interesting, not much to say.
Fmm...I'll discard Time Traveller. I'll find another Event which interacts with coin tokens.
I'm thinking of another idea of Silver Rush.

Quote
Silver Rush(C)
cost $5 - Treasure - Duration
Now and at the start of your next turn: gain a Silver, putting it into your hand.
Very close idea to Merchant Ship. However, SR doesn't spend an Action, it thickens your deck with Silvers (you have less chance of playing SR).

714
Variants and Fan Cards / Re: Really bad card ideas
« on: May 07, 2016, 03:58:10 am »
Grand Finale
Cost: $25
Victory

100 VP
---------------
You must have 25 Coppers in play when you buy this.  For each additional copy you buy of this card, you must have an additional 25 Coppers in play.  If you gain this without buying it, return it to the Supply.  If you gain this during a turn in which you played Counting House, return it to the Supply.  When you buy and gain this card, end the game at the end of the turn.
Too complicated!

Quote
Grand Finale
cost $0 - Event
Once per turn: If Counting House is not in play, +1000vp, end the game at the end of this turn.

You can buy this if you have 250 Coppers in play.

715
Variants and Fan Cards / Re: A pile-control Event idea
« on: May 03, 2016, 06:00:35 am »
Q. What is the cost of Knights' pile?

Well, I think this is bad idea because this can wipe out other players' turn if stacked (in multiplayers games). Embargo is fine because it penalizes, but not completely blocks other players' strategies. They can still gain cards (gaining one or more curses). They have choices.

716
Variants and Fan Cards / Re: MJ's Cards
« on: May 02, 2016, 01:08:40 am »
Cards which are still alive. (Needs more discussion.)
Quote
Quote
Time Traveller
cost $2 - Event
+1 Buy
Take a Coin token.
Each other player draws and discards a card.
Quote
Gold Rush
cost $5 - Treasure
You may choose a Treasure from your hand. Play it twice.
At the start of Clean-up this turn, you may choose a Treasure card you have in play. If you discard it from play this turn, put it on your deck.
Quote
Silver Rush
cost $5 - Treasure - Duration
Now and at the start of your next turn:
+$2
+1Buy
Each other player gains a Silver.
Quote
Magic Lamp
cost $2+ - Action
+2 Cards
Use a Lamp token. If you do, choose one: +1 Action; or +$1; or trash a card from your hand.
When you buy this, you may overpay for it. For each $1 you overpaid, take a Lamp token.
Quote
Pastoral Land
cost $4 - Victory - Reaction
Worth 1 vp for every 2 Victory cards on your Tavern mat (round down).
At the start of your Buy phase, you may reveal this from your hand. If you do, put any number of Victory cards from your hand on your Tavern mat. You can't buy cards in this turn.
Quote
Twin Princesses
cost 6P - Action - Duration
If the previous turn wasn't yours, take another turn after this one.
Quote
Crusade
cost $5 - Action - Attack
+3 Cards
Each other player with 5 or more cards in hand trashes a Treasure from his hand (or reveals a hand with no Treasure cards).
Quote
Carpenter
cost $5 - Action
+$3
Reveal cards from the top of your deck until you reveal a Victory card. Put it on top and discard the other revealed cards.
Quote
Treasure Ship
cost $3 - Action
Gain a card costing up to $3, putting it into your hand.
Quote
Mercury
cost $4 - Action
Gain a card costing up to $4.
When another player plays an Attack card, you may play this from your hand.
Quote
Princess Bergamot
cost 6P - Action - Reserve
Put this on your tavern mat.
Directly after resolving an Action, you may call this. If you do,
+1 Action
Reveal your discard pile, and put an Action card into your hand from that pile.
At the start of Clean-up this turn, put this on your tavern mat.
8 more Princesses I am writing. It'll be used in games like Knights.

Discarded ideas. (Needs no discussion anymore.)
Quote
Nurse
Broom
Mirror of Erised

Another.
Quote
Princess Cramcram
cost $6 - Action - Duration
At the start of each of your turns for the rest of the game:
+1 Buy
(This stays in play)
While this is in play, cards cost $2 less on your turns, but not less than $0.

717
Variants and Fan Cards / Re: Really bad card ideas
« on: May 01, 2016, 03:22:03 am »
Quote
Inflation
cost $2+ - Event
Put a Tax token on any pile per $1 you overpaid.
For the rest of the game, any cards from that pile cost $1 more.

718
Do you think the event would be more interesting if you could either trash a card or gain a card from the trash (opponent's choice) and get $?

Pact-$1
+1 buy
Choose one: trash a card from your hand or the player to your left chooses a card in the trash. Gain it and $3

This ruins the Watchtower thing too!
Fortress
What about it?

I pay $1 to trash my Fortress. Then it returns to my hand.

I suspect that MJ misunderstood the if clause, interpreting that you get 3 coins either way.

Oh, I misunderstood like this.
Quote
+1 buy
Choose one: trash a card from your hand or the player to your left chooses a card in the trash.
Gain it and $3.

You meant to say,
Quote
+1 buy
Choose one:
trash a card from your hand;
or +$3, the player to your left names a card, gain it from the trash.
Right?

719
Rules Questions / Re: Summon and Lose Track Rule
« on: April 27, 2016, 09:21:59 am »
From official FAQ.
Quote
If you use Summon to gain a Nomad Camp, Summon will know to find the Nomad Camp on your deck, so you will set it aside in that case (unless you have moved it elsewhere via another ability).
Do I set aside Nomad Camp if I reveal Watchtower to topdeck Nomad Camp?
I mean, Summon lost track? Watchtower moved Nomad Camp?
I think it is true because I actually followed an instruction of Watchtower, which topdecks Nomad Camp.
Who wants to know?
I think this matters when you are in Mission turn and cannot buy Nomad Camp directly and you'd like to avoid playing it at the start of your next turn (for example, Transmogrify is on your tavern mat).

Thanks for your advice.

720
Rules Questions / Summon and Lose Track Rule
« on: April 27, 2016, 05:51:07 am »
From official FAQ.
Quote
If you use Summon to gain a Nomad Camp, Summon will know to find the Nomad Camp on your deck, so you will set it aside in that case (unless you have moved it elsewhere via another ability).
Do I set aside Nomad Camp if I reveal Watchtower to topdeck Nomad Camp?
I mean, Summon lost track? Watchtower moved Nomad Camp?
I think it is true because I actually followed an instruction of Watchtower, which topdecks Nomad Camp.

From old topic.
Silly exception: if, due to Nomad Camp or Develop or whatever, the gained card was going to your deck anyway, you could reveal Watchtower to redundantly top-deck it and then reveal the same Watchtower to trash it. I guess.
Is it correct?

721
Do you think the event would be more interesting if you could either trash a card or gain a card from the trash (opponent's choice) and get $?

Pact-$1
+1 buy
Choose one: trash a card from your hand or the player to your left chooses a card in the trash. Gain it and $3

This ruins the Watchtower thing too!
Fortress

722
Is there any way to get around the Watchtower hijinks? Sure, it's only once per turn, but...

Does "Gain a Curse, putting it into your hand. If you do..." work? In other words, the "if you do" clause is contingent on you putting it in your hand, which you can't if you react using Watchtower first? How about "putting it on top of your deck"? (a nastier drawback).
I don't think it works. You can react when your opponent plays Torture. "Gain. Put it." works.

723
Variants and Fan Cards / Re: Recycling cards
« on: April 23, 2016, 04:00:54 am »
I think infinite combos are easier with Inheritance than with Band of Misfits.  If you play a Band of Misfits, it becomes Recycle, and thus cannot discard itself from play.  However, if you inherit Recycle, then Estates are still called Estates, and can therefore discard themselves from play.

Consider: Inheritance + recycle + king's court + market
Play Market.
Play King's Court, playing Estate three times. Discard all cards from play and draw them again.
Repeat infinitely, buy the supply.
Exactly.
This is why I suggest the restriction "non-victory" in the op to avoid inheritance issues.
Well, this problem is similar to KC-KC-Goons-Masq. Infinite combo appears only 3 components (KC, RC, and Inheritance) are in board. That's ok.

724
Variants and Fan Cards / Re: Recycling cards
« on: April 21, 2016, 08:15:15 pm »
I like it, but there are some tracking issues with Durations, which would still give you their effect next turn even though they would not be in play.

Hireling+Recycle would be nuts.  Like Hireling+Bonfire+Graverobber, except way easier.

Still, I like the novelty of it.
Procession-Procession-Hireling-Rogue is another one.

Inheritance + recycle = infinite turns?
Nop. Outpost has a guard.
Although Recycle enables infinite combo!

King's Court, Procession, Band of Misfits, Rogue, Margrave
KC-KC-PC-3BoM(RC)-RG-KC-MG

725
Variants and Fan Cards / Re: Recycling cards
« on: April 20, 2016, 06:55:08 am »
I think this is too narrow. Just a cantrip until the reshuffle. You have to play non-terminal Action before playing this. Many Actions are terminal, and Villages are not always in Supply. Usually 9-card Kingdom.
It is OK writing a rarely-used card like Rats and Transmute, but I will devise this.
Quote
Recycle
cost $4 - Action
+1 Card
+2 Action
You may discard one of your cards other than a Recycle from play.
This doesn't break your idea and works in more Kingdoms.

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