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Messages - Saucery

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26
Mini-Set Design Contest / Re: The Contest Set Card List
« on: September 27, 2012, 08:08:04 pm »
I would happily take the more expensive treasures out, because they're so desirable already. Other alt treasures you may or may not necessarily want three of, and could lead to some interesting decisions.

"Worth 1 VP for each set of treasures costing $5 or less in your deck"

So tailored for IGG rushes...
What's a set, in this case?
It would be 3 treasures of the same name. a set of 3 talismans, two sets of 3 coppers (6 total), a set of 3 ventures... maybe not so clear on that phrasing?

27
Mini-Set Design Contest / Re: The Contest Set Card List
« on: September 27, 2012, 07:35:52 pm »
I would happily take the more expensive treasures out, because they're so desirable already. Other alt treasures you may or may not necessarily want three of, and could lead to some interesting decisions.

"Worth 1 VP for each set of treasures costing $5 or less in your deck"

So tailored for IGG rushes...

28
Variants and Fan Cards / Re: Card That Name! -- An Introduction
« on: September 26, 2012, 09:08:58 pm »
A few names I think a card could be built around: Casino, Sheriff, Circus, Lemonade Stand, Tavern, Swashbuckler, Cauldron, Orchard, Crazy Cat Lady?

29
I want to throw this out there -- I really want to see a card named Cabbage Merchant.  It should probably have something to do with trashing or discarding.

Bonus points to everyone who gets the reference.

MY CABBAGES!!!

Maybe someone should Card That Name.

30
Variants and Fan Cards / Re: Card That Name! -- Episode 1: Assassin
« on: September 26, 2012, 06:23:45 am »
I've had a mechanic I've thought about before that might be suitable for this.

Assassin
$5 - Action-Duration
+1 card
+1 action
At the start of your next turn: +1 card.
While this card is in play, other players only draw 4 cards in their Clean-up phase.

It's less of a targeted attack and more of a thievery type card. On the other hand, its unblockable and the damage is only 'discovered' later. Here's one closer to what you guys have:

Assassin
$5 - Action-Attack
+2 Cards
Each other player reveals the top four cards of their deck, one at a time. They discard one of your choice, and put the other revealed cards back on top in their original order.

[Edit: attempt to fix clunky wording]

31
Mini-Set Design Contest / Re: Mini-Set Design Contest, Challenge #17: +Buy!
« on: September 24, 2012, 08:13:21 pm »
I had a card idea with +buy which was scrapped for exactly the reasons stated above; Not all that useful with a reduced hand size.

32
Man. My submissions are always in the middle of the road (with the ocassional bomb). Grats to pops that card is slick and simple.

33
Other Games / Re: Catan World
« on: September 05, 2012, 11:17:55 pm »
The board in that picture has some sides of length four and the others length three. Is that an expansion or variant? I've always played with a regular 3 length hexagon..

34
I suppose cultist would count for this contest, but what about venture?

35
#8 - Livestock by Saucery with 8 points (Foote)
$4 - Treasure-Reaction
Worth $0
Choose one: Trash a card from your hand, +$1; or trash this card immediately, +$2.
--
When you discard a card other than during a Clean-up phase, you may reveal this card from your hand. If you do, trash the discarded card.

I was surprised to hear people think this card was weak. I thought it was only weak with no discarding effects, very strong with certain cards (warehouse, cellar, storeroom, cartographer, navigator, embassy), and utterly broken with searching cards like adventurer, golem, sage. In fact, it might still be those things :P

36
Dominion General Discussion / Re: Homage to the Best Card
« on: August 09, 2012, 08:08:13 pm »

37
If you could ever sustain a pillage attack (such as with a +buys draw engine), you will completely shut down most decks i think. What type of deck could survive it? Maybe a wharf engine?

38
I want to see if rats/remake/duke is a strategy

39
Dominion: Dark Ages Previews / Re: The Feel of Dark Ages
« on: August 09, 2012, 07:18:47 pm »
not to mention use them or trash them for benefits!

40
Develop can lead to a cosmic explosion of cards in this set, from squire to feodum to cultist/border village. Even the existence of poor house will make develop more (or less?) interesting.

41
Ruined Treasure Map: Trash this and another Ruined Treasure Map. If you do, gain nothing. That didn't work out so well.

Q: If you develop a cultist into a border village and a smithy (gaining a cultist), do you draw 3 cards first or put the BV/smithy on top first?

42
Mini-Set Design Contest / Re: Renaming: Amulet
« on: August 07, 2012, 01:35:48 am »
Maybe you can base its name off the Trevi Fountain, people can throw spare coins in there?

43
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 10:40:00 am »
I predict that Saboteur will become a less awful possibly useful card due to DA

44
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 10:11:20 am »
I wouldn't be surprised if remodel decks became viable with these types of cards.

(hm, just noticed that mining village will consistently give you something worthwhile to graverob)

45
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 09:39:18 am »
Sage appears to be a very good companion to Counting House

46
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 09:32:26 am »
You could potentially remake coppers into poor houses and estates into villages if they're there (and then, Cities because poor houses would go quick). Then there's the combo with discarding effects and attacks; 2 poor houses and a village is a province provided you don't draw a copper.

Graverobber could lead to some nice two step combos like adventurer->platinum, or a way to exit out of sea hag/spice merchant, but the most apparent strategy seems to be turning graverobbers/peddlers into provinces/colonies.

47
#5 - Swashbuckler's Inn by Saucery with 13 points (Linder)
$4 - Action-Attack
+1 Card
+2 Actions
Each player (including you) reveals the top and bottom card of their deck. Choose whether they put the revealed cards back in the same place or swap their positions.

#5 (tie) - Museum by Saucery with 12 points (Pola)
$4 - Action
+1 Card
+1 Action
+1 Buy
You may trash a card from your hand. If the supply pile of the trashed card is empty, gain a Duchy. If the supply pile of the trashed card and another supply pile is empty, you may gain a Province instead.
Pleasantly surprised how well these did, especially the village since it's not something that has a big impact on a game. Congrats to the winners

48
Feedback / Re: Forum Theme
« on: January 30, 2012, 08:10:58 am »
I too would like a change of theme, mainly because dark backgrounds are easier on the eyes.

49
Variants and Fan Cards / Re: Fan Expansion: Proletariat v2.3a
« on: January 29, 2012, 06:49:19 pm »
Reply:
- Orchard works fine but I'm thinking of an additional action or reaction effect which generates fruit (without leaving your hand, so rancher/other cards can make use of it)
- Having playtested Goodwill a fair bit, it is a consistently strong purchase on many boards. Not convinced it should be bumped to 5 just yet. It has spiral out of control potential with +buys.
- City Planner, and some of the other cards, are designed to work well with spare (victory) cards in your deck. I agree with your point though, it probably should work on any card.
- Mulching Machine hasn't been tested much. The fact that multiple mulchers don't necessarily collide is probably a bigger problem. Regarding its effects, the first two can't occur together, limiting the total trashing you can achieve, and the third is quite difficult to pull off. Thinking of replacing the second effect with something similar to secret chamber (so you can rearrange the top cards of your deck and draw them using MM or cattle tokens)
- The others (Shepherd, Fruit Merchant, Cattle Farm, Plantation) have all been tested thoroughly and I'm happy with them as they are now.

Other thoughts:
- Rancher ranges from very strong to too expensive. Very often it will be too late in the game to buy one as the opponent is already working on provinces. Other times you can buy one and have 3+ cards in hand to gain another one.
-Refugee Camp strikes me as underpowered on many boards with niche strength vs discarding attacks.
- Predictably, the Botanical Gardens pile has a tendency to empty very fast. Not necessarily a bad thing.

50
funnily enough gardens rush was considered the overpowered strategy in my play group very early on.

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