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Messages - King Leon

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451
Variants and Fan Cards / Re: Braggart - a friendly Sea Hag
« on: April 15, 2016, 05:16:30 pm »
I realized that you could gain a Village, which turns Braggart to: +2 Cards +2 Actions, each player gains a village ... Should I drop the +1 Card effect from Braggart?

And what about changing it to: gain a card costing less than this to avoid awkward combos with Highway/Bridge/Princess similar to Band of Misfits?

My next idea would be dropping the Attack and Looter attributes. Attack creates bad interactions with Lighthouse and Moat and Braggart does not really need Ruins (In my very first version it was a Village which could only gain Ruins, but this restriction has been dropped eventually).

452
Variants and Fan Cards / Re: Braggart - a friendly Sea Hag
« on: April 14, 2016, 02:31:10 pm »
Neat. But I agree with Accatitippi, it will often be good to use it on good cards. If you consider just the "everyone gains 1" effect, then it balances out, such that you're playing more or less just a cantrip (obviously not by itself good for $4). BUT there are several other considerations that make it not just equal:

1. You get the card right away, into your hand.
2.  You can gain the card you need right then (a Village with a hand of multiple terminals, etc).
3. You are choosing to gain a card that fits your own strategy; it may not fit your opponent's strategy.
4. If you're playing multiples, then only the last card goes on your opponent's deck, the others are in the discard, so you get them much sooner than he does.
5. You can gain the last card in a pile this way.

I know, that this card is very strong for $4, but I have not tested it with $5. The problem with $5 is, that it might be unbalanced without Baker/Borrow/(Nomad Camp), because not every player can gain it in his first turn. But I'll try it. I never thought about that this is also a Lab variant ;)

453
Braggert (Action – Attack – Looter – $4)
+1 Card
+1 Action
Each other player discards the top card of his deck.
Gain a card costing up to $3; put it in your hand.
Each other player gains a card from the same pile, putting it on top of his deck.

Which cards would you gain from Braggert?
Copper
This is obviously a Peddler variant with a soft Sea Witch effect. Nothing special, but mostly a safe choice.

Curse
A mix of Familiar and Sea Hag. You need Trasher support, otherwise you gain a Curse. Bad choice, especially in 2P games, because the Curse pile is empty after 5 plays of this card.

Ruins
Its like a cross between Copper and Curse and heavily depends on the cards in the Ruins pile.

Silver, Woodcutter
Be careful. This may be very interesting, but could also support the other players.

Terminal Silver
Be careful with this. While you Woodcutter actually can . Remind, that Braggert gives you +1 Action. This makes Woodcutter . Embargo is also a great choice, because they mostly harm your opponent, while you norm

Estate
Very obviously. Quick emptying the Estate pile and messing your opponents' next turn up.

Chancellor, Duchess
An interesting one. Being similar to Silver/Woodcutter, but also cluttering your deck, if you have no Village support.

Lighthouse, Haven, Fools Gold, Sage, Trade Route, Chapel, Village, Wishing Well ...
Just never do this.

454
Rules Questions / Re: Overpay 0
« on: April 02, 2016, 09:05:10 pm »
Thank you.

455
Rules Questions / Overpay 0
« on: April 02, 2016, 09:00:18 pm »
Can be closed. I looked into the rules.



Hi there,

I have a small question: Is it possible to overpay 0? Let us say, I play a Princess and buy a Stonemason, overpay it for 0 and gain two Moats (which cost 0)? Thank you in advance.

Best regards

King Leon

456
Ok, new solution and more rules trouble...



In the following, would the Ventures be trashed in the moment after I played the Counterfeit, or it would, like I assumed, be trashed after everything is resolved?

Hand: Venture, Venture, Venture, Venture, Bank

Play Venture (1$)
   Reveal Venture *6 (6$)
   Reveal Counterfeit (1$)
      Play Venture (1$)
         Reveal Bank (10$)
      Play Venture (1$)
         Reveal Counterfeit (1$)
              Play Venture (1$)
                  Reveal Bank (13$)
              Play Venture (1$)
                  Reveal Counterfeit (1$)
                       Play Venture (1$)
                             Reveal Bank (16$)
                       Play Venture (1$)
                             Reveal Counterfeit (1$)
                                   Play Bank *2 ($36)
                                   Thrash Bank
                      Thrash Venture
               Thrash Venture
         Thrash Venture     

For a total of $90


Sorry for all the rules trouble, in the other time I was pretty positive I was right, in this one I´m kinda clueless

The text of Counterfeit is very clear: First play the Treasury card twice and then - after all on-play effects are resolved - trash it.


That's exactly the solution, I also have found. The key aspect is a chain of Counterfeiting Ventures. I also had a version with Ill-gotten Gains and Bank, but it never hit $90

And yes: Reserve/Duration cards, Prince and inherited Estates are not allowed here.

457
Prawn Shop


458
Puzzles and Challenges / Re: Strictly better than....
« on: March 28, 2016, 12:14:47 pm »
Quote
Artificer, Market, Treasury > Peddler
I disagree with that. You can Expand a Peddler to a Colony and Peddler is protected against Knights. It can also be converted to a Gold with Saboteur.

459
Puzzles and Challenges / Max amount of $ in Treasury-card-only deck.
« on: March 28, 2016, 05:23:41 am »
Assuming Philosopher's Stone is neither in the Kingdom nor in the Black Market pile. What is the maximum amount of $ I can play in one turn, when my deck contains only Treasury cards and I start my turn with 5 Treasury cards in my hand?

460
Dominion General Discussion / Re: Today I Learned...
« on: March 27, 2016, 09:10:27 pm »
In my German version of the Base Set, Chancellor's deck discarding is obligatory, making it even worse in the end game. This has been fixed in later versions, though.

461
Variants and Fan Cards / Re: Events enabling you to get coin/VP tokens
« on: March 20, 2016, 01:36:08 pm »
Invest into Curse, then Double Witch = gg
Invest into Copper is also very strong, if +Buy is available.

462
Dominion General Discussion / Re: German translation
« on: March 18, 2016, 04:40:14 pm »
On the one hand "Hexe" (witch) is never female in German
Sorry, I meant that a "Hexe" is always female in German.

Quote from: Asper
I'm not sure about the second one. Either you mean "It's wrong you use the male form if a female is clearly depicted" or "if the picture is female and you use the female form, that discriminates against men because they are not even implicitly included".
I meant nothing of both. If the picture shows a woman and the card's text explicitly refers a female profession description, it delivers the impression, that there are only female bakers and peddlers in the Dominion world. If the card has a generic name, it's more like: There are bakers of any gender and the art shows a female one for example. I remember somebody already noted exactly these thoughts in this thread.

463
Dominion General Discussion / Re: German translation
« on: March 18, 2016, 01:02:39 am »
This post confuses me. Could it be that you wrote "female" on several occasions where you wanted to write "male"?
Sorry, I am not a native English speaker. As far as I see, all instances of "female" are correct. Which part did you not understand?

464
Dominion General Discussion / Re: German translation
« on: March 17, 2016, 06:35:30 pm »
I understand the different opinions regarding the gender-specific translations. But I also feel, that it has to start with the English names. I always associate "Witch" with a female and "Wizard" or "Warlock" with a male person. For the next cards I expect more neutral names like "Sorcerer" or "Mage" which will make the translation much easier. On the one hand "Hexe" (witch) is never female in German and a "Hexer"/"Hexenmeister" (enchanter/warlock) is never female, on the other hand a "Magier" (mage) may be male or female, while a "Magierin" is explicitly female. Another example was already mentioned: A "Krankenschwester" is always a female nurse, male ones are "Krankenpfleger", while "Pflegepersonal"  (nursing staff) is gender-independent. (Out of topic: Is there actually a female counterpart to "Jack of all Trades/Traits")

As long the cards show that a person may be female, I am okay with the generic masculinum. However, the card only show a woman, I feel that it is even more discriminating to use the female form. Peddler's German name ("Hausierer") is also used for criminal doorstep agents which try to force people to subscribe newspapers or buy overpriced useless things. The card name "Hausiererin" would explicitly refer the female peddlers, only the female ones.


So what about the idea, to show either two persons (a male and a female person) on the SAME card or using two different images for a card (5 male and 5 female per pile)? The suggestion to drop persons entirely (e. g. Bäckerei/Bakery is no option, because persons definitely belong to Dominion.

465
Variants and Fan Cards / Re: New idea: Secondary deck
« on: March 10, 2016, 03:00:00 pm »
Thank you for all those nice suggestion.

I really like the idea of having a deterministic deck. This would require some changes. I tested some games and found out, that dropping Prosperity and New Year would be okay. Removing the first turn lock also worked well, after Prosperity has been dropped. I realized that Printery is a way too strong, especially with Gardens or other alternative VP strategies. So, Printery is now a regular Politics card costing $2.

Instead of Printery I created a new card for the starting deck: Trade Fair. It costs $0 and gives +1 Buy

Other cards needed small updates. Church is too strong compared to Junk Dealer, so I changed its costs to $4. Cloister now costs $4, but discards the top card of your deck and puts the Silver on top. Palace costs $4 now and it is no Victory card more, but gives +1 VP instead.

Because my time is limited I will post the changes some other day.

466
Solo Challenges / Re: Solo game: Thrash your last card in turn three
« on: March 06, 2016, 09:24:40 am »
Is this allowed?

draw 5 Coppers

Turn 1
play 5 Coppers, use a Coin token
buy Borrow, buy Inheritance to inherit Ratcatcher
draw 3 Estates, Copper

Turn 2
play 3 Estates to draw 3 Coppers
play 4 Coppers
buy Smithy
draw 4 Coppers, Smithy

Turn 3
play Smithy to draw 3 Coppers
play 7 Coppers
buy Mint to trash 7 Coppers to gain Mint
draw Smithy, Mint

Turn 4
call 3 Estates to trash Smithy, Mint
(at the start of Turn 4)

No cards in my hand, deck, discard pile, your Tavern or Island mat and no Duration cards in play. Just 3 Reserve cards!

This should be allowed. Didn't think about this. Well done!

467
Dominion General Discussion / Re: Dominion jokes/pick-up lines
« on: March 06, 2016, 09:22:59 am »
Come on, baby. I will buy an Island for us and trash our old Hovel.

Yeah? What if I want more action than that?

Well, then let's trash our Hovel and do it in a Tunnel - or should I ask Dame Josephine?

468
Variants and Fan Cards / Re: New idea: Secondary deck
« on: March 06, 2016, 08:52:47 am »
Boon, Prosperity, New Year and Printery are supposed to be bad cards, because you start with them. I know that there is the issue that Prosperity in your second turn can be very strong, that's why I made it that you don't draw a Politics card in your very first turn; making it much more difficult to calculate. I also moved the + Buy to New Year for balancing purposes.

Palace has the advantage of being a Victory card which does not clutter your regular deck. One Palace gives 1 VP, 2 Palaces 4 VP and 5 Palaces even 15 VP making them a decent alternative victory card.

469
Variants and Fan Cards / New idea: Secondary deck
« on: March 06, 2016, 07:39:01 am »
Recently I thought of the idea of a secondary deck next to your actual deck. What do you think about this?

I called it the Politics deck. At the begin of your turn (except your very first turn per game), you play the top card of your Politics deck. You can never draw cards from the Politics deck and it has its own discard pile. If the Politics deck is empty and you are required to reveal or draw a card, it is shuffled like your regular deck you just flip the discard pile over.

The Politics deck starts with the following cards:
Boon
Type: Politics
Cost: $0
You may discard 2 cards from your hand. If you do: + 1$

Prosperity
Type: Politics
Cost: $0
As long there are no cards in your deck, all Action cards cost $1 less. (This gives Chancellor a small buff.)


New Year Trade Fair
Type: Politics
Cost: $0
+ 1 Buy
You may immediately put your Politics deck into your Politics discard pile.

The next cards are Kingdom cards and when you gain them, you put them on your Politics discard pile:

Printery
Type: Politics
Cost:  $0$2
You may gain 1 Copper and put it into your hand.

The next cards are Kingdom cards and when you gain them, you put them on your Politics discard pile:

Housekeeper
Type: Politics
Cost: $2
You may discard 1 card from your hand.
If you do: + 1 Card
You may discard 1 card from your hand.
If you do: + 1$

Outrider
Type: Politics
Cost: $3
Reveal the top 2 cards of your deck. Put the revealed Victory, Curse and Shelter cards into your hand. Put the other cards on top of your deck in any order.

Subsidies
Type: Politics
Cost: $3
+ 1 Buy
Treasury cards cost 1 less in this turn.

Church
Type: Politics
Cost: $2$4
+ 1$
Trash this or a card from your hand.

Meteorologist
Type: Politics
Cost: $3
Reveal the top 2 cards of your Politics deck. Discard 1 of them. Play the other card.

Council
Type: Politics
Cost: $4
+ 1 Card. Each player (including you) may discard 1 card and if he does, draw 1 card.

Reconstruct
Type: Politics
Cost: $5
You may trash 1 card from your hand which is not a Treasury card. If you do: + $3 and + 1 Buy.

Demonic Pact
Type: Politics
Cost: $4
+ 1 Card
Discard 1 card from your hand. If it is a Curse, gain 1 card costing up to $6. Otherwise, gain 1 Curse.

Corruption
Type: Politics / Attack
Cost: $4
You may discard 1 Treasury card. If you do: + 1 Card + 1 Action.
Each other player with 4 or more cards in hand discards a Treasury or Action card (or reveals a hand without any Treasury or Action cards).

Palace
Type: Politics / Victory
Cost:$3$4
1 VP for each 3 cards in your Politics deck (round down)+1 VP

Cloister
Type: Politics
Cost: $3$4
While this is in play, when you buy a card, you may reveal the top card of your deck. If you do, discard it and gain a Silver and put it on top of your deck.

470
Let's Discuss ... / Re: Let's Discuss Adventures Events: Mission
« on: March 04, 2016, 06:40:25 pm »
This card can be very interesting with certain engines. I see a possible synergy with heavy trashing, VP and money token cards, good gainers and actions with delayed benefit. Just to name some of the cards: Chapel, Monument, Bishop, Horn of Plenty, Smugglers, maybe Explorer/Mint, Butcher, Tournament, Candlestick Maker, Upgrade, Rebuild, Buerocrat and Taxman. Interestingly Count fits in many categories, because it can trash the hand, topdeck a card for the next turn or gain Duchies.

471
Dominion General Discussion / Re: Dominion jokes/pick-up lines
« on: March 04, 2016, 06:20:09 pm »
Come on, baby. I will buy an Island for us and trash our old Hovel.

472
Variants and Fan Cards / Re: Incorrectly parsed cards
« on: March 04, 2016, 04:03:50 pm »
Misinterpreted Fairgrounds
Victory
Cost: 7
Worth 2 VP for each set of 5 different named cards in your deck. (round down)

473
Variants and Fan Cards / Re: Really bad card ideas
« on: March 04, 2016, 02:59:09 pm »
Dowsing Rod
Action
Cost: 3

+$2
When you gain, trash or play this card: Put it on the top of your deck.


This would be the most annoying card in the game.

474
We should also add any trashing effect to Salvage Yard, so that this event is not a dead card, when no trashers are in the kindom.

What about:
Salvage Yard
Types: Event
Cost: $1
Choose one:

Discard any number of cards from your hand. Gain a card from the trash costing up to $2 per card discarded.

or

Trash a card from your hand.
You may a card costing less, which is not a Victory card.

475
Masons was mine.  People seem to like my ideas so far, but I've yet to get the price right once.

I created Pledge. My first idea was a Silver+, which could be played as a cantrip, which trashes itself, when playing as Action card. So you could get rid of the Silver, when better cards are available.
But there was a big problem in pricing this card. Plegde was strictly better than Silver (just consider Noble Brigand and Ironworks), and so it required to cost more than Silver. But it still was not worth $4.

So I started with the price of $3, but added the restriction, that you cannot buy Pledge, as long you have other Treasury Cards than Copper in play. This was too weird and people were still buying two or three Pledges in their first five turns.

Then I changed the cost to $4, made the trashing optional and added a small benefit, if you trash it, making the card similar to Mining Village.

Obviously there is a huge lack of clarity how a mixed Action/Treasury card behaves in different situations (e. g. played by Prince). So this was an experiment and although it got only two votes, I am happy that the community has found an opinion regarding this type of card. Thank you a lot!

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