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8101
Variants and Fan Cards / Re: Idea! with Curse pile
« on: January 08, 2013, 08:17:30 pm »
I had an idea that is similar to this,

Cursed Treasure Box
$5
Action
+1 card
+1 action
+1 buy
You may gain a Curse to your hand. If you do,
+1 card
+$2

It hasn't really been playtested, but that's what I've come up with.

8102
Variants and Fan Cards / Re: Really bad card ideas
« on: January 07, 2013, 04:54:48 pm »
Attic (Reverse Cellar)
+1 Action
Draw any number of cards. Discard that same number of cards from your hand.

My first thought was "There's nothing wrong with..."
My second was "Oh..."

I had the same experience. It takes a second to realize that this basically reads "Look at all your cards. Choose the four that you want in your hand and discard the rest."

I guess I'll take three golds and a Scheme again!  *chucks a pile of Provinces, Tunnels, Golds, Estates, and Coppers*

I had this thought when I was critiquing my old House elf card, which read something like this:

House Elf

+1 Card
+1 Action

You may discard that card. If you do, put House Elf back into your hand.

It cost $2. It took me a while to realize it was broken.

8103
Variants and Fan Cards / Re: Really bad card ideas
« on: January 06, 2013, 10:05:25 pm »
Attic (Reverse Cellar)
+1 Action
Draw any number of cards. Discard that same number of cards from your hand.

8104
So, Titan should be worded like this...

Titan
Action-Attack
$6
Reveal the top 3 cards of your deck. Choose 1:
Trash all of them, draw up to two of them and discard the rest, or discard all of them and each other player discards down to 3 cards in hand and gains a copper and a curse in their hand.

8105
Okay, okay, so I've made some changes (to the wording of Dragons Hoard and completely to Titan and House Elf)

Dragon's Hoard
Action
$5
+1 action
+$1
At the start of your buy phase, if this is your only action card in play, +$2, +1 Buy

Titan
Action-Attack
$6
Reveal the top three cards of your deck. Choose 1.
Trash all of them, draw up to two of them, or discard all of them and each other player discards two cards and gains a curse and a copper in their hand.

House Elf
Action
$2 (or should it be three?)
+1 Action
Look at the top card of your deck. You may either trash it, discard it, or put it back. Then,
+1 Card

I haven't playtested the new ones, because I really haven't had time to, so critique away! And, here's some more that I am thinking of for my set.

Wealthy Village (because every kingdom has to have a village)
Action-Treasure
$4
If played as an Action:
+1 Card
+2 Actions
--
If played as a Treasure:
Worth $2

And a card that's been playtested at least a little bit more than the others.

Unicorn
Victory
$6
Worth 1 VP for every Unicorn in your deck (including this one)
--
When you buy this card, reveal your hand. If there are any Victory or Curse cards in your hand, trash this card.

I think this is a pretty good card, because as some people have said that the top part is way to overpowered for any cost, with the "when you buy this card" cause and the higher price (should it even maybe be seven?) I think it's balanced.

8106
Just some ideas, these haven't been playtested very much, so feel free to say anything!

Dragon's Hoard
Action
$5
+1 Action
If this is your only action card in play this turn, +$3, +1 Buy, otherwise +$1

Griffin
Treasure
$5
Worth $0
Reveal your hand. Worth +$1 for every victory card in your hand.
--
Once per turn, while this card is in play, if you buy a victory card, +1 buy, +$1
--
When you discard this from play, if you bought at least 2 victory cards this turn, you may put this on top of your deck

Centaur
Action
$4
+$2
Each other player gains a copy of the top card of the Centaur pile. Then put the top card of the Centaur pile on the bottom.
--
Set-up: Shuffle together the Curse, Copper, and Estate randomizer cards and put them faceup on the board. This is the Centaur Pile

House Elf
Action
$2
+1 action
Look at the top card of your deck. You may either put it into your hand, or discard it and put House Elf back into your hand.

House Elf FAQ: If played with KC or TR, and on the first play you put House Elf back into your hand, you still get the +1 action for the second play, and you look at the top card of your deck. If you decide to discard it, you cannot put House Elf back into your hand because it is already in your hand. With procession, you can still trash it from your hand, then you gain a card costing up to $3.

Titan
Action-Attack
$5
Reveal the top 4 cards of your deck. Trash any number of them. Draw up to 2 of the remaining cards and discard the rest. If you did not draw any cards, each other player gains a curse.





8107
Puzzles and Challenges / Re: 3 card magic
« on: December 31, 2012, 04:21:38 pm »
Well, my original answer was Poor House Poor House Moneylender And hermit you can't trash your coppers.

8108
Puzzles and Challenges / Re: 3 card magic
« on: December 31, 2012, 01:42:11 pm »
Yep

8109
Puzzles and Challenges / Re: 3 card magic
« on: December 31, 2012, 01:34:57 pm »
Almost my good friend. Almost. You got 2 right. What about the 7 coppers that will stop your Poor Houses?

Edit: Also remember that you're starting with the Shelters.

8110
Puzzles and Challenges / 3 card magic
« on: December 31, 2012, 12:51:55 pm »
Okay, so here's the set:

You're using Dominion and Dark Ages

The 10 cards are:

Witch
Moneylender
Village
Feast
Cellar
Adventurer
Rats
Poor House
Pillage
Hermit

And here's some things you might need to know

You're playing with 1 opponent, so that means 8 Provinces
You're starting with the Shelters

And here's the catch.

You can only buy or gain 1 card after the first 2 turns. So that means 3 cards other than the Shelters and 7 Coppers, unless of course you decide not to buy anything on one of the first 2 turns. After those 3 cards, you can only buy provinces. Oh yeah, and did I mention that other than Coppers, you can't buy money?

So this is how it goes. Your opponent buys 3 coppers for his cards, and strangely he doesn't get any provinces (I wonder why?)

So, what cards do you buy?

Edit: Removed the perfect shuffle clause

8111
Variants and Fan Cards / Re: Forfeit (Treasure)
« on: December 19, 2012, 08:42:41 pm »
Quote
Jack Rudd plays a Forfeit...
...trashing ShinKyo's Wharf from the play area.

Agreed. There should be some clause about this.

8112
Variants and Fan Cards / Re: Really bad card ideas
« on: December 18, 2012, 09:52:02 pm »
Village Idiot III
Action-Duration-Reaction
+1 card
+1 action
When any player plays an action card, you may reveal this card.
At the start of your next turn, discard this card

8113
Pay Day:
I think it is too strong. sure, on the first turn it is played, you only get $2 and everyone else draws a card, but then on the next turn you can get a gold? Maybe if, like Governor, if you got a gold, then everyone else got a silver? Or +1 or 2 cards? And if you got a silver, everyone else would get a copper, making getting a silver clog op the opponents hands, and getting a gold gives them a silver, but, again, it gives you a gold. 

8114
Variants and Fan Cards / Re: Mulligans in Dominion?
« on: December 09, 2011, 07:32:37 pm »
What if you made Mulligans a Duration-Action card? It does something on the turn it is played, then while it is in play, you can mulligan your hand for as many times as you want to.

8115
Variants and Fan Cards / Re: Create a card inspired by another game
« on: November 06, 2011, 09:59:24 pm »
Hearts
Action
Discard down to, or draw up to, 5 cards in hand. Each other player discards down to, or draws up to, 5 cards in hand.
Each player passes three cards to the player on his left
Play a card from your hand. Each other player, starting with the player on your left, plays a card of the same type (action, victory, or treasure). If he does not have a card of that type, he may play a card of any type.  The player with the highest costing card of the same type as the starting card takes every card and sets it aside. He gains a curse for each Action card that he took this way. If anyone played the Queen of Spades, the person who played it takes the cards instead of the person with the highest costing card of the same type as the starting card and gains thirteen curses plus one curse for every Action card they took.
Repeat this process, with the player that took the hands as the starting player, until every player is out of cards.
Each player discard the cards that were originally his, including the ones that he passed to the left. If anyone played Queen of Spades, the person who took the Queen of Spades gains it, not the person who played it.
Each player draws 5 new cards for his hand.
--
At the beginning of the game, if this is in the Supply and Queen of Spades is not, put the Queen of Spades into the Supply.
$5

Queen of Spades
-1VP
--
This card cannot be bought.
The first time someone buys a Hearts card, randomly shuffle this and the number of curses equal to the number of players minus one. Put one of the shuffled cards under each player's draw piles.
--
This supply pile has only one card.
--
At the beginning of the game, if this is in the Supply and Hearts is not, put Hearts into the supply
$22

EDIT: Added "each player draws new hand" to Hearts, removed "attack" from hearts

8116
Are we still giving village ideas? Becuase I have a couple.
Destroyed Village
+2 cards
+2 actions
Discard 2 cards. Only one can be a victory card.
Action, $4

Villager
+1 card
+2 actions
Look at the top and bottom cards of your deck. Discard one and put the other on top of your deck.
Action, $4

Basically an upgraded Pearl Diver that is actually worth buying.

Wealthy Village
If played as an action,
+1 card
+2 actions
--
If played as a treasure,
$2
Action-Treasure, $4

Village when you need actions, silver when you don't.

8117
Variants and Fan Cards / Re: Dominion Fan Card Contest
« on: November 02, 2011, 11:47:09 pm »
I'd still like that eternal glory that you were talking about...

8118
Variants and Fan Cards / Re: Dominion Fan Card Contest
« on: November 01, 2011, 08:02:00 pm »
PLEASE make another contest. I WANT MY CARD ON ISOTROPIC!  ;D $10 would also be nice...

8119
Sorcerer's Apprentice
Reveal the top card of your deck. If it is a...
Victory card, discard it, +1 card
Action card, put it into your hand, +1 action
Treasure card, put it on top of your deck, +$1
Curse card, trash it, +1 buy
Action
$2

What about Hybrid Cards like Harem or Island?
I didn't think about that.

Sphinx
Choose one: +3 cards, put a card from your hand on top of your deck; +3 actions, all other action cards played this turn do not give you +actions; +$3, all golds and silvers are worth $1 less; or trash three cards from your hand, +1 buy
Action
$2

Strictly superior to Courtyard.

True true. But I think that $3 is too high.

House Elf
+1 card
You may discard that card. If you do, play House Elf again.
Action
$3

Is it intended that you could repeat playing House Elf until you find a card you look for?

Pretty much.

Wealthy Village
If played as an action;
+1 card, +2 actions
--
If played as a treasure;
$2
Action-Treasure
$3

Strictly superior to Village.

Just my first thoughts...

It was originally $4, would that be better?

8120
It all started when you fell asleep reading your favorite fantasy book. Or perhaps it was merely a fiction. Anyway, when you awoke, you knew something was wrong. Your kingdom was in ruins and the dragon was about to finish the job. You kingdom destroyed, it is up to you to rebuild and conquer those enemies you call neighbors, all in the middle of a fairy tale.

This is my fan-expansion to Dominion, Dominion Fantasy, and here are the cards. (Stuff in parenthesis is "maybe I'll put it in there")


Sorcerer's Apprentice
+1 Action
Reveal the top card of your deck. Choose 1:
Put it back, discard it, put it into your hand, trash it.
--
If you reveal this from the top of your deck, you may put this into your hand. If you do, if it is your turn, +1 Action; and continue to reveal cards as if you handn't revealed this card.
Action-reaction
$2

Satyr
Choose one: +2 cards; +2 actions; +$2; or +2 buys
Action
$2


I think this one might need to be buffed up, but who knows?

Sphinx
Choose one: +3 cards, put a card from your hand on top of your deck; +3 actions, all other action cards played this turn do not give you +actions; +$3, All treasure (except Copper, maybe?) are worth 1 less; or trash three cards from your hand, gain a card costing up to 4
Action
$3

Basement
(+ 1 Action)
Reveal then discard any number of cards. +2 card per Treasure card discarded in this way, +1 card per other card discarded this way. You may trash this card.
--
When you trash this card, +1 card.
Action
$3

Wealthy Village
If played as an action;
+1 card, +2 actions
--
If played as a treasure;
$2
Action-Treasure
$4

Villager
+1 card
+2 actions
Look at the top and bottom card of your deck. Discard one and put the other on top of your deck.
Action
$4

Pegasus
+1 card
+1 action
You may reveal and discard an Action or Treasure card. If it is an Action card, +1 buy, +$1. If it is a Treasure card, +1 Card, +1 Action
Action
$4

Sorcerer
+1 card
+1 action
At the start of your next turn, +$1
--
While this is in play, whenever someone buys a victory card, +$1 more on your next turn. This cannot cause you to get more than +$3 on your next turn.
Action-Duration
$4

Centaur
+$2
Each other player gains a copy of the top card of the Centaur pile, then put the top card of the Centaur pile on the bottom.
--
Set up: Shuffle together the Copper, Curse, and Estate randomizer cards and place them face up on the board. This is the Centaur pile.
Action-Attack
$4


Time Machine
+1 action
Gain a copy of an action card that the player to your right played of their last turn and put it into your hand.
Action
$5

Dragon's Hoard
+$1, +1 action
During your Buy phase, if this is your only action card in play, +$2, +1 buy
Action
$5

Cursed Treasury
+1 Card
+1 Action
+1 Buy
You may gain a Curse card. If you do,
+1 Card
+$2
Action
$5

Area 51
+1 card
+1 action
Trash this card. If you do, put the top card of the Mystery Pile on top of your deck.
--
Set-up: Create a mystery pile at the beginning of the game with one copy of ten random, different kingdom cards not in the supply (that cost $4 or more). The Mystery Pile is not part of the supply.
Action-Duration
$5


Area 51 FAQ: Cards from the mystery pile are not gained. Therefore, on-gain effects of cards taken from the mystery pile do not apply.

Griffin
$0
Worth +$1 for every Victory card in your hand.
--
Once per turn, while this is in play, if you buy a Victory card, +1 buy, +$1.
--
When you discard this card from play, if you bought at least 2 Victory cards this turn, you may put this card on top of your deck.
Treasure
$5

Goblin
(+1 Action)
Trash a card from your hand. Gain a card costing up to $4 more than it. Trash this card.
--
(When you gain this, gain a Copper.)
Action
$5


Unicorn
Worth 1 VP for every Unicorn in your deck, including this one.
--
When you buy this card, reveal your hand. If you have any Victory or Curse card in your hand, trash this card.
Victory
$6

Titan
(+1 action?)
Reveal the top 3 cards of your deck. Choose 1:
Trash all of them, draw up to 2 of them and discard the rest, or discard all of them and each other player discards down to 3 cards in hand and gains a Copper and a Curse, putting them into their hand.
Action-Attack
$6


Please, remember that only a few of these have been playtested. Thanks and please give me feedback on how good/bad they are so I can not change them/change them

EDIT: Updated ALL cards.

8121
Servants' Village
Action         2
+2 Actions
+$1

Yeah, a basic village-variant. Probably it could cost 3. I'm fine with it costing 2. It's usually going to be a fair bit worse than village, probably usually a little better than native village, but when it's worse it'll be a good bit worse, and when it's better, it might not be much better.
With this one, it seems very similar to Fishers village, which is at three and does the exact same thing, except it also gives you +1 action and +$1 on your next turn. If you make it +1 buy, it makes it awfully similar to Worker's Village, which is +1 card, +2 actions, +1 buy. Maybe give it some other effect with the +2 actions, similar to native village but with a completely different effect.

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