Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - popsofctown

Filter to certain boards:

Pages: 1 ... 3 4 [5] 6
101
Other Games / Game rules and their depth
« on: January 04, 2013, 09:04:07 am »
Depending on how you define depth, chess is not as deep as Dominion.

I know several people who believe Go to be a deeper game because chess is so much more easily conquered by AI

102
Dominion General Discussion / Catacombs - as bad as Explorer?
« on: January 01, 2013, 10:52:58 pm »
I haven't gotten to spend anywhere close to the amount of time I want with Dark Ages, but I've played quite a bit with Catacombs.  It seems really bad, to be honest, and like it really has little to no niche.  Like it seems as weak as Explorer.

3 Situations

No trash - Catacombs is bad in notrash because you can't use the clause, so it's just an improved Smithy.  You can play it as a big money terminal, but after all our expansions there's fewer and fewer big money terminal boards, and you usually can find a better terminal than Catacombs too. 
Trash for no benefit - You don't want Catacombs at all because now you don't need to sift, your deck doesn't have many bad cards to discard off the top.  The when trashed clause is still nearly useless, except for a stray 1 VP in some corner cases.
Trash for benefit - Ok, now you can use the clause, sure.  But trash for benefit hits Estates, so it doesn't make much sense to play BM Catacombs.  Estates were the only thing you were dumping off the top besides other terminals (Coppers are not bad for dead draw), so now the difference between Catacombs and Smithy is diminished even further. 

So you say, ok, well I'll use the trash for benefit on Estates and then use Catacombs as an engine card, and I can dump Coppers off the top because now Coppers are bad.  And that's the most common use I can see.  But I'm rather concerned that even after you have trash for benefit and only trash for benefit, and you want an engine, some stars still have to align, because Catacombs is not at the engine-support-card cost.  It's at the engine-premiere-effect cost, 5$.  If the reason you want to build an engine on that board is Highway, then 5$ purchases are Highways, if your motivation is Torturer, that's what your getting.  And so on.  Bridge is a notable exception. 
If there is no powerful 5$ card that is making  you all excited about your engine, and you want play a "First Game" style engine, then Catacombs is an expensive Smithy, because the "First Game" deck draws all of its cards, sifting is irrelevant.  Ok, not totally irrelevant, it slightly decreases the odds you fizzle after the first Village into Catacombs, but mostly irrelevant.

I compare it to Explorer because it seems a similar quality BM terminal, and because it seems like it's main saving grace is alt VP, and even then it's tough.  Alt VP amps up both Explorer and Catacomb's quality as a BM+X terminal.  So Silk Road, Gardens, and Feodum, those could work.  Explorer Gardens definitely find boards it cannot dominate though and I think Catacombs would have a similar difficulty in consistently fulfilling the niche. 

103
I know Goko is tracking it now. 

Also, I told my friends that you only have to show the top card of your discard, so you can hide one of two cards you discarded to Militia.  This is correct, right?

So, Storehouse has a separate data point in between discard effects where your opponent can look at the top of your discard pile, right?

104
Other Games / Christmas wishlist help
« on: December 05, 2012, 09:32:11 pm »
My parents hate video games and think mtg is the devil, so I'm having trouble making a christmas wishlist this year.  Help me figure out the best thing to get -besides- Dominion: Dark Ages (I have trouble keeping people playing Dominion log enough to justify that expansion, so I definitely can't buy yet another expansion too)

Some details:
I like Dominion, MTG, and anything with strategy.  I even have a reasonably high tolerance for luck, as long as their is still plenty of strategy.  I dislike politics quite a bit.  I would rather lose a game to luck instead of politics (like, no one will play if I get a game where I win every time, and I would much rather lose games because I'm playing a variant boardgame rather than my family ganging up on me). 

In spite of my disdain for politics, I have managed to upgrade my extended family from Monopoly to Settlers of Catan, which is a great improvement.  Unfortunately, the game is so narrow sometimes there isn't even anything to strategize about besides politicking and pokerfacing that I'm not into, forming alliances and ripping people off in trades and whatnot.  Nonetheless, we play it over and over again, because my brother likes it and he is resistant to learning the rules of a new game (he only learned Catan because he lost a bet, then he got hooked).

I got Seafarers of Catan to improve our experience, it was a bit of a disappointment though.  Definitely not a total loss though, everyone loves Fog Island.  Does anyone know whether Cities and Knights is a good idea?  From what I've heard, it's a good expansion that adds plenty of strategy, but I'm worried the lack of emphasis on politics will make everyone just prefer to play seafarers or default catan instead.  Does it add some fun factor too that will get people playing it?

Of course, if I could get the whole family playing a different game that I enjoy more that would be awesome. 
My little brother refuses to learn Dominion, but my mother played it and likes it and my cousin played it and likes it ok too, though I can tell it's not her favorite game she's ever played, she just likes to spend time with me anyhow she can.  My mother and cousin will try anything once, though my mother can't handle too much complexity. 

My mom hates anything dark or demonic, by the way - she even refuses to play with Witch and Ill-gotten gains... and she complains about the art in Haggler because he "looks scary" (lol).  So something like Betrayal at the House on the Hill is out. 

Smallworld I've played before, it's probably a bit too hard for my family. 

I tried to look for co-op games because that genre interests me, but I didn't find any that appeal to me.  Time limits seem too stressful for board gaming to me, that eliminated a bunch.

My mom and cousin happily play games 1v1, and my mom even prefers 1v1, so 1v1 games are good.  So I guess I'm looking at good 1v1 games, and games that are funner than Catan/Catan enhancement that could replace our 4 player and 5 player gamings.

That was really long but i appreciate any help you can give me.

105
I did that for the first time today.  I opened Wharf Embargo, my opponent had 3/4.  I had 5$ to spend after playing an Embargo, so I embargoed the Wharves and bought a Wharf with a curse.  Wharf is just that powerful, and I was ahead on Wharves, so it seems like the best move.

Anyone else done this?  What power card was it?

106
Forum Games / Forum Megaminion
« on: October 16, 2012, 02:35:56 pm »
I think it would be cool to play a forum game of Dominion with aaaaaaall the cards in play.  We could just trust the players to use a random number generator and play by correspondence here in the forum.  I would love to see what gets played, whether it's degenerate, and if it is degenerate what it actually degenerates to.  Please don't fill this thread with hints at what it is, that's like ruining a puzzle.

I'd rather watch two other people play and mainly want to inspire them, because I play Carte tcg all the time and I would feel like the time I spent on forum megaminion could have grinded me more experience points >_<. But if only one person volunteers I will play him.

Here are my suggestions for the rules:
There's lots of Trade Route tokens
Young Witch bane is always Moat.  Which is almost, but not exactly, like having no bane at all, which is why I think it's a good standard.
There will be a random first Ruins and random first Knights for every game so that megaminion is an unchanging format.  However, the rest of the stack is random and depends on die roll.
Black Market lets you do Tactician shenanigans and not much else.
No Colonies, no Shelters.

Who's in for the madness?

107
Rules Questions / Playing Remodel with nothing in hand
« on: October 10, 2012, 04:09:50 pm »
If you play Remodel with no cards in hand, can you gain a card costing up to 2$?

Because on Iso when I played a Forge trashing nothing, I expected to gain nothing, but gained a copper instead.

108
Mini-Set Design Contest / Playtesting: Astrolabe
« on: October 04, 2012, 04:14:45 pm »
So far I've managed to play 3 games with Young Nick so far involving this card.  Unfortunately my testing is limited by the sets I own.. Fool's Gold appeared in 2/3 games and Witch appeared in 2/3 games.

Young Nick used Astrolabe game 1 to assist his Witch/Fool's Gold/Chapel strategy, but lost to my deck that ignored Astrolabe (using the same key cards).  I think Astrolabe may not have been a correct purchase that game, and that even if it was, it didn't change the game so much that it makes me say, "hey this is why this card should exist".

Game 3 I did feel like "hey this is why this card should exist", but man it had a lot of support.  Fool's Gold, Workshop, Smithy, Tactician, Ghost Ship, Merchant Ship, Pearl Diver, Duchess, Haven are what I remember of the kingdom.  And spy and Astrolabe.  I purchased an Astrolabe to go with Haven and Tactician to make it incredibly likely that it was used to purchase Victory cards.  It was used for Province/Duchy.

After playing these games I want to test the card at 2$ with Gardens/Silk Road to see if they form an unstoppable rush or not.  I think it may very well stay manageable.

Witch made it a lot harder to care about Astrolabe, I feel, and I'd like to give Astrolabe a reaction from hand so that it can block curses and be used with gainers.  The primary reason it doesn't have such a reaction is because the original contest prohibitted that, yet at this point I feel like it is best to do what is best for the card.

109
Dominion Isotropic / Isotropic never ceases to amaze me
« on: October 01, 2012, 06:11:42 pm »
I shuffled 3 Wharves into my deck.  Not Wharfs.  Wharves.

Why is isotropic so amazing?

110
Mini-Set Design Contest / Testing the mini-set
« on: September 28, 2012, 01:01:37 pm »
Anyone want to test cards by Skype?
You might have fun.

111
Dominion General Discussion / Spice Merchant improves IGG rush?
« on: September 25, 2012, 12:46:23 pm »
So I was playing a Colony game the other day against Happily, he, who is higher ranked than I am.  IGG was on the board, and I saw that IGG rush was probably the dominant strategy, but I tried something else anyway, because I didn't feel like being boring and wanted to learn something (I learned that my alternate strategy came close to the rush, and maybe I could have tuned it better and made it work.  Or maybe it got lucky, needs testing).

Anyway, Happily, He actually only let .021 seconds elapse in the game before he made Spice Merchant as his first purchase, and that's what this thread is about. He said it's an autobuy in IGG rush games, but to me I expect it'd be the opposite.  It trashes copper, don't you want copper to buy IGGs and Duchies?  I'd rather have Silver.

I would expect Spice Merchant to only slow down your IGG rush as it trashes your coppers.  It seems like Silver is better.  Right?

112
If you draw a cantrip and 4 non action cards in a deck with {1, 2, 3} KC's remaining in the reshuffle, do you play the cantrip?

On the one hand, you can't draw both KC and a good KC target with the cantrip, you might draw KC and separate it from a target you'd draw with it later, or draw the target.

But you also might draw copper, helping you line stuff up later.
"
Discuss?

113
Rules Questions / Cellar+Tunnel+Watchtower
« on: August 23, 2012, 12:43:50 pm »
If I play a Cellar, discard four Tunnels, and there is a Watchtower on top of my deck, will I be able to topdeck all the Golds?

114
Dominion General Discussion / Dominion by Skype thread!
« on: August 17, 2012, 09:37:01 pm »
Could it work well enough?  The reasons I'd be interested in the prospect personally is:
1. To avoid double paying for expansions that I want to play with my friends and family IRL
2. Still play highly skilled players that can give me a run for my money
3. Test fan cards and variants with little to no limitation coming from a software implementation
4. My family resents when I play computer games, but would discourage less or even encourage a more social, tactile way of playing the game online.

What seems to be immediate issues is messing with the camera, knowing what's going on, and managing a cloned board state with the paper cards on both ends of the line.

One thing is, if the voice quality is good, and skype usually is, you can communicate everything verbally.  Everything in the isotropic log can just be said, and then you have an exact accounting of the game.  That seems helpful.
Another thing is, you don't need to see the tableau with the camera, so that's nice.  Just look at your tableau.  The camera doesn't need to show your face either, it can just point at the discard pile (or not, iso style, I'm down for whichever), and the deck, and the play area.   
Another issue is the kingdom piles.  You have to remove a card from the kingdom pile each time one is purchased so you know when it is empty.  If you declare treasures to be infinite, that helps some.  They basically are if you play Intrigue rules.  You can also just decide for most or all piles to be ones that probably won't run out, and just let them drain normally on both sides of the line, then count the number of copies remaining on both sides of the line and make sure more than ten remain if you get the feeling an unusually large number of Outposts are being purchased
Of course, if you are a point tracker/game state tracker kind of person, like I am, you can actually take this as an opportunity to track the game, by removing your opponent's purchases from the pile and putting them face up in a row, and there's the contents of your opponent's deck and discard pile.  You can then count your copy of the supply pile and those cards and surmise how many copies you yourself have of any particular card.

If no one has any experience with this to the tune of "no, it doesn't work, it's terrible, you always get a miscount of the number of cards in the trash pile, and then the game falls apart", then I would be interested in giving this a shot with any interested party.  Preferably a 10+ ranked player, but I'm probably a begger that can't be a chooser.  I have Base/Hinterlands, so you'd need one of those sets to try this out with me.

115
Dominion General Discussion / Ambassador-C-C-C-E
« on: August 03, 2012, 07:09:40 pm »
Ok, so, I've read on these boards, for the second time now, that the hand in the title of this thread is usually best played as Ambassador hitting copper. Then buying nothing, not even a 2$ card.  And people are saying that like it's obvious to them and to everyone else and I feel like I'm wearing the Emperor's new clothes.

I have no understanding of this whatsoever, and have played virtually every one of these hands as Ambassador hitting Estate.  Why would you do otherwise?
I wrote some analysis here and deleted most of it because it was confusing, but the comparison came to (after attack is considered) is 2 estates, and 2 non-cards of empty space, compared to a Silver and 3 coppers.  Technically that is not a strictly better/worse comparison, but man I cannot wrap my mind around the estates being better, even for an engine because the engine needs to buy pieces.  Like, maybe in NV Bridge, if Bridge costed 2$?  Like really I don't get it.

At rank 36 I didn't think I could have disagreements with the community that seemed this massive.  Someone convert me to this other world religion, please.

116
Dominion General Discussion / Can I justify a Copper opening here?
« on: July 30, 2012, 11:40:39 am »
The board I played IRL was as follows:
6: Farmland
5: Witch, Ill-Gotten Gains, Library
4: Jack of All Trades, Noble Brigand, Thief, Bureaucrat, Gardens
3: Chancellor

My opponent, 11 year old, seasoned fifth timer Jon Jon, opened with a 2$ copper for the wrong reasons.  That sparked my attention about how this might be one of those rare (debatably nonexistent) copper opening boards.  In previous discussion on this board about opening Copper, the best argument for it was +2 cards 5$ openers, because if you buy a copper you can buy 2 cards during the second run through your deck instead of the usual 1 card because Witch or Ghost ship draw just enough cards to trigger a reshuffle.

On this board, Copper also later effectively buys IGG, Duchy, and Gardens.  Even though there's a curser on this board, the last few curses, maybe 4 or so, can be "IGG rushed", because buying a Witch would actually do little to help at that point and IGG is such a nice alternative to the Curse when it can fuel Gardens and buy Duchies heading towards the probable Duchy, Gardens, Curses ending.

Perhaps a copper is not a good idea though - Farmland trashing a Curse is a 10 card Fairgrounds with "This is Silver if you can use it to buy a province.  Getting at least a few Provinces and Farmlands could be enough of an edge..

What are general thoughts about this board?  I find it to be a very interesting board, which is synonymous with saying I have little to no idea how to play it.

117
Variants and Fan Cards / Interaction card - Exile Isle
« on: July 24, 2012, 10:54:40 pm »
I made this card for the design challenge, but realized that there's no way anyone votes for it.  But I felt it was worth sharing.  It is adventurous and game changing, like Possession.

Exile Isle
6$ Action - Attack
+2$
Gain a card costing up to 5$ to your Exile Isle mat.  Each opponent may gain a Silver to his Exile Isle mat.
You may trash a Province from your hand.  If you do, each player discards his hand, puts his deck in his discard pile, exchanges the contents of his discard pile and Exile Isle mat, and draws 5 cards.


I wanted to make a Shahrazad for Dominion.  This seemed like the best way to make it work.  There's two use cases here (or at least, intended use cases).  You can use Exile Isle to set aside awesome cards and build a deck that wrecks a simple stack of Silvers and thus can recoup the loss of the Province in the "new game".  Or, you can use it like a super Monument and sneak Duchies onto your mat, at the risk of your opponent trashing a Province so he can trounce your Duchy deck with his Silver deck.

Thoughts?

I think it might be necessary to pick up at least one in most games to threaten the super-Monument strategy with a game reset.  That can be a bad thing, but there's lots of powerful cards that create a new  kind of game, like King's Court, that make that space worth exploring even if some of your purchase decisions are a little bit more funneled.

118
Dominion General Discussion / Dilemma
« on: July 16, 2012, 10:58:49 pm »
I told my friend Dominion is a good game.  But now he just drew a Familiar's 2p, with his potion missing the reshuffle, and the only available trasher as Trade Route.

How do I convince him Dominion is a good game after this debacle ends?

And he's player 2.

119
I literally have no understanding or idea, I just guess at it.

120
I can't remember where theory put his New York thread, but anyway, I don't really have a place in the forum I feel like I can put up a topic without being a clog/spammer

121
http://dominion.isotropic.org/gamelog/201207/05/game-20120705-192805-dbe373bd.html - the board sparking the question
People talk about Goons/KC/Masquerade all the time, but I have never been on either end of that particular combo.  But are there other enablers for the strategy of trashing a large portion of your opponents deck?

In this game, I didn't notice the pin until I was way behind and looking for last ditch options.  I decided to try Minion->kc masquerade.  I do a sloppy job of it.  He gets knocked to a 4 card hand, and then must choose to trash 3 of them.  It's not a hard pin - and minion is a decent answer perhaps?  But it's hard enough. 
Can you use the pin strategy to ruin a deck  without any discard attacks at all?  Choosing 3 cards to trash out of a five card hand is pretty brutal I would think.

Is there a counter strategy I don't know of?  Because my opinion of kc-masquerade has gone up a lot as of today, and I have this impression that three fourths of boards with it will have a way to win with soft pinning. 

122
What are they?  It varies from person to person of course.  But much of the criteria must overlap because selection methods don't splinter much, fully random is highly popular.

Here's several criteria that might mean a nothing, a little, or a lot to you.

1. Multiple apparent viable strategies

2. Interactivity
2a. A rock-paper-scissors relationship involved in the strategies on the board

3. Low variance

4. Variance (usually in a kitchen table concept with players of varying skill)

5. Unique from other kingdoms you've played, at all.

6. The degree of uniqueness from other kingdoms you've played.

7. Has your favorite cards (this isn't the same for everyone, and even favorites tend to get overridden in favor of uniqueness.)


The most popular method, to my knowledge, is full random, and has been for a long time.  It's intended to maximize 5 and 6, which for many people is important.  Tinkering to improve the others endangers 5 and 5.

This thread isn't really about anything but 5 and 6, to be honest.  There is such a massive amount of variety in Dominion to start with, you could probably trim it with very limited damage to 5.  But  any such change would be very controversial, particularly if a favorite kind of board is removed for the sake of perceived variety.  If there are too many Jack boards, so one person argues that cutting Jack's probability to half improves the magnitude of uniqueness between games, but the other players who enjoy Jack games have a right to cry bloody murder.


So why did I make a thread about a change that can't happen?  I think there is a very narrow set of changes to full random people could agree on - ones that treat TOTALLY identical kingdoms as if they were one kingdom.  5 is important, no one wants to play the same kingdom twice. 

By an identical kingdom, I mean ones that contains X unbuyable, ungainable, not-even-feeling-blackmailed-by-its-presence, cards. 
Hold the flamethrowers, there is NO card in dominion that is unbuyable in every kingdom it appears in.  However, there are several weak cards or board combinations that can algorithmically be determined to make a weak card "obsolete" - reasonably skilled players will ignore the card, every time.

There's also the case when one strong card makes everything else in the kingdom obselete.  There's several Jack only boards, and Jack-assisted-by-X boards.  It's harder to build an algorithm for these cases, but maybe the brightest could eliminate the simplest cases where the lack of a village causes the board to be "pick the best terminals to go with your money".  In such a board, Fortune Teller/9 terminals is not unique from Woodcutter/9 terminals one of those terminals will be a Vault or Merchant ship or Rabble, and the value of an action point will render the weak terminal Silvers an unbuyable part of the kingdom in both cases.

An example of the sort of rules you could add to an improved random algorithm is to define Scout as a blank card whenever every kingdom VP card, Ambassador, Tournament, Wishing Well, Swindler, Baron, Hoard, Menagerie, Hunting Party, Horn of Penty, and Crossroads are all missing.  Counting House may happen to be a dead card some of the same kingdoms.  Thus, the 9 card kingdom of x1, x2, ... x9, Scout or Counting House, can be considered one unique kingdom.


123
General Discussion / Hypothetically:
« on: June 10, 2012, 01:28:20 pm »
If you were at a face to face Dominion tournament which had a ruleset specifically prohibiting coaching by outside parties, and your opponent played four coppers and hovered his hand over Sea Hag turn 1, and your opponent's friend said, "Hey, there's a Jack of all Trades dude", with a judge nearby, if you pointed it out to that judge, would you expect to be called a whiner, accused of being the only person asking that the coaching rule be enforced, and refuse to be offered any reparations ever at that tournament or future ones even as you proceed to lose the double Jack mirror?

Hypathetically.

Has nothing to do with nondominion events of my life.

124
Variants and Fan Cards / Fan expansion: The Delta (needs more 5's)
« on: June 01, 2012, 02:56:37 pm »
Full disclosure - unless I get a more active playgroup I'm not actually going to print out this fan expansion.  But I did enjoy coming up with a set and here it is for you guys to look at.


The theme is the Delta, and like so much trash thrown in the river there is lots of discarding in the delta.  Discard is the theme, the cards in the set try to have a good amount of synergy with that. 
There's also lots of reactions, because the Tunnel mechanic is good for this set so I wanted to use it in addition to other defensive reactions.
There's also lots of alt VP, because I love alt VP, and alt VP and Warehouse effects run hand and hand.


Guest Chamber
2$ Action-Reaction
+1 Action
If you have another action in play, +2$
If you have two other actions in play, +1 Buy
______________________________________
When another player plays an attack card, you may reveal this from your hand.  If you do, you may put any number of cards from your hand on top of your deck.

Fence
2$ Action-Reaction
+2 Cards
+1 Buy
________________________________________
When another player plays an attack card, you may discard Fence.  If you do, +1 card; you may immediately buy a card. Then discard all Treasures you have in play.

Raft
3$ Action
+1 Card
+1 Action
+1 Buy
Look at the top card of your deck.  You may move it to the bottom of your deck.

Shindig
2$ Action
+2 actions
+2$
Discard a card.

Pokerhouse
2$ Action
Choose a number.  Discard that number of cards.
+ Actions equal to the chosen number.
+1 Card
+1 Action

Farmer
2$ Action
+1 Action
Reveal cards from the top of your deck until you reveal an Action or Treasure card.  Put that card into your hand, discard the other revealed cards.

Jeweler
3$ Action
You may discard 2 cards. If you do, gain a Silver and play this again.

Enclosure
2$ Victory
Worth 2 VP if you have more Estates than Enclosures.
______________________________________
When you gain this, +1$ +1 buy.

Stowage - special backing
2$ Treasure - Reaction
+1$
When you shuffle, you may put this anywhere in your deck.
_______________________________________________
When you trash or discard this, you may reveal it.  If you do, put it anywhere in your deck.

Terrace
3$ Action
Choose one: +3 actions or +2 Cards.

Servant
3$ Action
+1 Action
+1$
You may discard your hand and draw 3 cards.

Collecting House
3$ Action
Look through your discard pile.  Reveal any number of non-Action, non-Treasure cards from it and put them into your hand.
+1 Card
+1 Action

Paladin
3$ Action-Attack
Look at the top two cards of your deck and put the back in any order.
Do this twice: You may draw a card, if you do, each other player draws a card.
Each other player discards down to 3 cards in hand.

Brookside Village
3$ Action
+1 Card
+2 Actions
Trash or discard a card from your hand

Oddity Merchant
4$ Action
Trash a card from your hand. 
If it's a Treasure, +2$
If it's an Action, +1 cards, you may choose a card in your hand and play it twice.
If it's a Victory card, +2 cards.
You may discard a card.  If you do, +1$.

Brewer
4$ Action
Reveal the top 4 cards of your deck.  Put all Coppers and Victory cards revealed this way into your hand.  Put the rest back in any order.

Rowboat
4$ Action
+2 Cards
+1 Action
You may gain an estate to your hand.
Discard a card.

Rubbish Pile
4$ Action - Reaction
+2 Cards
+1 Action
Discard a card
______________________
When you discard this, you may reveal it.  If you do, draw a card.



Bard - special backing, specifically, a small subtle symbol in the center of the back of the card.
5$ Action - Attack
+1 Action
+1$
Reveal a card from your hand.  Pass it to your player to your left.  Other opponents gain a copy of it, putting it in their hands.
______________________________________________________
When you discard Bard from your hand during Cleanup phase, trash it.

Magistrate - special backing
5$ Action
+2$
You may immediately put your deck into your discard pile.
______________________________________________________
When you shuffle, you may put this anywhere in your deck.

Almanac
5$ Action
If you have five or fewer cards, draw until you have 7 cards in hand.
Otherwise, discard any number of cards. +1$ per card discarded.

Patents of Nobility
5$ Action
You may trash a victory card from your hand.  If you do, gain a victory card costing exactly 3$ more.  If you don't, gain an Estate and +2$.

Banquet
5$ Action
Trash Banquet.  Gain two cards costing up to 5$.

Town Hall
6$ Victory
Worth 1 VP for each Worker card in your deck.
__________________________________________
Setup: Add a card to the supply.  That card is the Worker card.

Wanderer
6$ Action
Reveal cards from your deck until you reveal 4 Treasure cards.  An opponent chooses one for you to discard.  Put the other Treasures into your hand.  Discard the other revealed cards.




There's lots of intended synergies but I'll leave them to be found.
Can Brothel trash itself?  I don't care either way.
Can a trashing village be made right?
Is Shindig balanced with +buy added?  That was the original, but I worried about people buying multiples because 3 is a gold and 2 + Silver is a gold.  But if you bring your own +buy I think the card is ok.

Comments, flame, tennis anyone?

Older version:
Full disclosure - unless I get a more active playgroup I'm not actually going to print out this fan expansion.  But I did enjoy coming up with a set and here it is for you guys to look at.


The theme is the Delta, and like so much trash thrown in the river there is lots of discarding in the delta.  Discard is the theme, the cards in the set try to have a good amount of synergy with that. 
There's also lots of reactions, because the Tunnel mechanic is good for this set so I wanted to use it in addition to other defensive reactions.
There's also lots of alt VP, because I love alt VP, and alt VP and Warehouse effects run hand and hand.

Slum
0$ Victory
Worth 2 VP if you have more curses than Slums.

Guest Chamber
2$ Action-Reaction
+1 Action
If you have another action in play, +2$
If you have two other actions in play, +1 Buy
______________________________________
When another player plays an attack card, you may reveal this from your hand.  If you do, you may put any number of cards from your hand on top of your deck.

Fence
2$ Action-Reaction
+2 Cards
+1 Buy
________________________________________
When another player plays an attack card, you may reveal Fence.  If you do, discard it; +1 card; you may immediately buy a card. Then discard all Treasures you have in play.

Raft
2$ Action
+1 Card
+1 Action
+1 Buy
Look at the top card of your deck.  You may move it to the bottom of your deck.

Shindig
2$ Action
+2 actions
+2$
Discard a card.

Pokerhouse
2$ Action
Choose a number.  Discard that number of cards.
+ Actions equal to the chosen number.
+1 Card
+1 Action

Farmer
2$ Action
+1 Action
Reveal cards from the top of your deck until you reveal an Action or Treasure card.  Put that card into your hand, discard the other revealed cards.

Jeweler
2$ Action
Discard two cards.  If you do, gain a Silver.  You may repeat this process any number of times.

Enclosure
2$ Victory
Worth 2 VP if you have more Estates than Enclosures.

Stowage - special backing
2$ Treasure - Reaction
+1$
When you shuffle, you may put Stowage anywhere in your deck.
_______________________________________________
When you trash or discard Stowage, you may reveal it.  If you do, you may put it anywhere in your deck.

Terrace
3$ Action
Choose one: +3 actions or +2 Cards.

Servant
3$ Action
+1 Action
+1$
You may discard your hand and draw 3 cards.

Collecting House
3$ Action
Look through your discard pile.  Reveal any number of Victory or Curse cards from it and put them into your hand.
+1 Card
+1 Action

Paladin
3$ Action-Attack
You may draw up to two cards.  Each other player draws as many cards as you did, then discards down to three cards in hand.

Brookside Village
3$ Action
+2 Actions
You may trash a card from your hand.  If you do, +1 Card

Thicket
4$ Action
+1 Card
+1 Action
+2$
Discard two cards.

Oddity Merchant
4$ Action
Trash a card from your hand. 
If it's a Victory card, +3 cards.
If it's a treasure, +2$
If it's an action, +2 cards, +2 Actions

Brewer
4$ Action
+1 Action
Reveal the top 3 cards of your deck.  Put all Coppers and Victory cards revealed this way into your hand.  Put the rest back in any order.

Brothel
4$ Action-Reaction
Gain a curse to your hand.
+4 Cards
+1 Action
Discard 4 cards.
______________________________
When a player plays an attack card, or when you discard Brothel, you may reveal it.  If you do, choose your hand or your discard pile, look through it, reveal a card from it, and trash that card.  Then discard Brothel.

Marsh Hag
4$ Action - Attack
Each opponent gains a curse to the top of his deck.
Each player may choose to gain a curse or an estate.  If he does, he reveals cards from the top of his deck until an Action or Treasure is revealed, discards the other revealed cards, and puts the Action or Treasure back.

Attorney - special backing
5$ Action
+3$
______________________________________________________
When you discard Attorney from your hand during Cleanup phase, trash it.

Magistrate - special backing
5$ Action
+2$
You may immediately put your deck into your discard pile.
______________________________________________________
When you shuffle, you may put this anywhere in your deck.

Patents of Nobility
5$ Action
You may discard a victory card.  If you do, gain a victory card costing exactly 3$ more.  If you don't, gain an Estate and +2$.

Banquet
6$ Action
Trash Banquet.  Gain two cards costing up to 5$.

Wanderer
7$ Action
Reveal cards from your deck until you reveal 3 Treasure cards.  Discard the other revealed cards and put those Treasures into your hand.





There's lots of intended synergies but I'll leave them to be found.
Does King's Chambers need the +buy?  Is it too good either way?
Can Brothel trash itself?  I don't care either way.
Can a trashing village be made right?
Is Shindig balanced with +buy added?  That was the original, but I worried about people buying multiples because 3 is a gold and 2 + Silver is a gold.  But if you bring your own +buy I think the card is ok.

Comments, flame, tennis anyone?
[/spoiler]

125
Forum Games / Apparently this is where people talk when it's night
« on: May 31, 2012, 09:04:17 pm »
Not because I'm itching to do anything immediately, but if I wind up modding Mafia IV soon the way I ended up modding Mafia I (for lack of a qualified volunteer), I want as much advance notice as I can get.

Content to watch Mafia II and III?  Eager to do another open setup, eager to do a closed, eager to do a large?  After you've played one mafia game I think you can pretty much play as advanced a game as you want to, though a good, balanced, fun, closed theme is harder to design than a more normal game.

Just probing interest here.  Now that there's a forum games section you can play Resistance or maybe a paper and pencil RPG here. 

Pages: 1 ... 3 4 [5] 6

Page created in 0.057 seconds with 16 queries.