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 - werothegreat

Filter to certain boards:

Pages: 1 ... 16 17 [18] 19
426
Variants and Fan Cards / Warlock
« on: August 05, 2012, 01:16:38 pm »
Warlock
Action-Reaction
$4

Discard a Curse.  If you do, +$3.

------

When another player plays an Attack card, you may set this aside from your hand. If you do, each other player gains a Curse.  At the start of your next turn,  return this to your hand.

427
Dominion Articles / Suggestion: Combo: Haggler/Quarry
« on: August 04, 2012, 05:33:39 pm »
Just had this thought (but don't feel like fleshing out a full article):

The problem with Haggler is you can't get VP with the second card.  If you buy a Grand Market, you can't pick up a Duchy.  Quarry allows you to get around that by making Actions cheaper, so you can buy the VP card instead.  Play Haggler, Quarry, needed Treasures, then buy a Duchy, Haggling a Grand Market.  This gets very nice with Border Village - Duchy/Border Village/Torturer, for instance.

428
Game Reports / Quickest win?
« on: August 02, 2012, 09:58:44 pm »
15 turns!  I don't think I've ever done it that quickly - though the board was very conducive to it.

http://dominion.isotropic.org/gamelog/201208/02/game-20120802-185733-936985ab.html

429
Game Reports / Quickest an opponent has resigned?
« on: August 02, 2012, 09:16:19 pm »
Props to bmw for being a good sport - on turn 15, in the face of my budding FV/Council Room/Goons engine, he resigned.

http://dominion.isotropic.org/gamelog/201208/02/game-20120802-181403-2d7f1833.html

What's the fastest an opponent you've been playing (or you yourself) has resigned?

430
Dominion Isotropic / Iso being down = preparing for Dark Ages?
« on: August 02, 2012, 12:38:54 pm »
Just had that thought.  Donald X has said (if I remember correctly) that Dark Ages cards will show up on iso concurrent with the previews, as long as FunSockets isn't officially released yet.  Could it be that the server trouble iso seems to be having is related to those forthcoming additions?

431
Game Reports / Baron/Crossroads FTW
« on: July 24, 2012, 01:41:08 pm »
http://dominion.isotropic.org/gamelog/201207/24/game-20120724-103853-aa6e7055.html

I was hoping to get more use out of my Apothecary, but I only saw it the once... my thought was to use the Crossroads to use my extra Estates as drawing power, use the Apothecary to draw all my Coppers, and use Baron for $$$$ and Buys.  I have no idea why he went Smithy, and he went Crossroads so late.

432
Other Games / Stock Market Game I'm trying to create!
« on: July 24, 2012, 12:37:37 pm »
And no, before you start asking, it's nothing like Pit, though that is a fun game.  It's more like Dominion than anything else, and that's where I started drawing my first ideas, but I like to think it's deviated substantially enough from the source material.

This has only been playtested once, and I was actually pleasantly surprised by how well it went - I managed to put in more depth and complexity than I realized at the time.

Given that my cards are currently crudely cut bits of card stock with marker scribbled on them, I'll just post the rules as they stand:

STOCK MARKET GAME

Objective – have most money at end of game.
Contents:
-150 Money cards: 40 $1, 20 $5, 20 $10, 20 $50, 20 $100, 20 $500, 10 $2K
-160 Shares cards: 10 each of MILK, APPLES, WHEAT, COFFEE, TIN, BIKES, COPPER, COLA, RUBBER, FAST FOOD, PORN, SILVER, SAFFRON, GOLD, OIL, TECH
-77 Event cards
-3 Bankrupt cards

Each player starts with 8 $1 and 2 MILK (supports up to 4 players).  They shuffle these together – this is their deck.  They place it face down to their left.  To begin, they draw 5 cards.  The player with only money in their hands goes first, if there is one.
During their turn, each player may play any number of Shares cards they have.  They then decide whether they want to TRADE, or pass an EVENT, or CONSOLIDATE their money. 

If they TRADE, they first SELL any Shares they wish from their hand, gaining money into their hand.  They may then BUY any number of Shares, provided they have the money for it.  Bought cards go in their discard pile (to their right, face up).  Any cards left in their hand, or played in front of them, also go into their discard, and they draw 5 new cards.  If their deck does not have 5 or more cards left, they draw as many cards from their deck, then shuffle their discard, replace that as their deck, and draw the difference.

If they pass an EVENT, they draw an Event card from the Event pile, and either put it in the Boom/Bust spot, put it in their discard, or use it immediately, putting in the Event discard.  They do not discard their hand.

If they choose to CONSOLIDATE, they search through their deck, discard and hand for all of their money cards, and exchange lower bills for higher bills as much as they like, to try to slim their deck, and draw higher value money more often.  They then shuffle their deck and discard, and draw 5 new cards.  (This rule was added when we realized that our decks had too many $1 cards in them, and no way to switch them out for $5s and $10s)

Play continues until all the $2K cards have been taken.  The player who took it finishes their turn, then each other player, in turn order, takes one final turn.  The player with the most money wins. 

Bankruptcy: when a Share’s base price goes to $0, it goes bankrupt, and a Bankrupt card goes on top of the pile.  Bankrupt Shares cannot be bought or sold, and cannot be played.  A Bailout or Corruption card must be used to remove the Bankrupt card.  If the Share’s base price is not raised above $0 that turn, the Bankrupt card is returned.  If 4 or more Shares go bankrupt, the game ends.

The last card of a shares pile cannot be bought.  10 cards in each pile.
PRICE OF A SHARE = (10-number of cards left)*base cost – get your calculators out!  Use counters to tell how many cards have been taken.  When shares are bought or sold in bulk, use the price that the first share bought would use.  Make change when necessary – only return used money to the pile.

Shares and money are supply piles, face up.  The Events are shuffled in an Event deck, face down.  When money is spent or shares are sold, the cards go back to their respective piles.
On their turn, players may exchange money at any time – i.e., swap 5 one dollars for 1 five dollar, etc.


EVENTS:
Pension: Gives extra money or extra cards from your deck in hand each turn.  (Consider them permanent Merchant Ships or Caravans)
Bonus: Immediately gives money to discard.
Boom/Bust: Raises or lowers share prices – subtract or add using the number given on the share card.  For example, in a -2 Bust, use the 2nd number in on the lower row.  (Come in three flavors each: +1, +2, +3 and -1, -2, -3 - share piles have two rows of three numbers - use these to add/subtract)
Business As Usual: Cancels a Boom/Bust.
Bailout: Saves a company from Bankruptcy.  If the company’s share price is still $0, it will revert back to Bankruptcy at the end of that player’s turn.
ILLEGAL EVENTS: Dirty Business: Inflates or deflates the price of a specific share pile.  Use the numbers listed on the share cards, as with Boom/Bust.  DB and Boom/Bust inflations and deflations are cumulative.  DOWN DB can block a player’s pension.  UP DB can create a fake pension, yielding #*5 money each turn.
Corruption: Can instantly bankrupt a company, steal another player’s pension, instantly get $100 to hand (keep Corruption card in front of you), or bailout a company.
When Illegal cards are used, they remain on the applied pile or pension.
LEGAL EVENTS: Corporate Transparency: Cancels a Dirty Business.
Legal Action: Cancels a Corruption.   The cancelled player receives a Legal Action token.  Any player with 3 Legal Action tokens loses.
When an Illegal card is cancelled, or a Legal card is played, it is put in the Event discard.  Legal cards can be played even when it’s not your turn.

The game ends when any four companies are bankrupt, or when the highest value money pile is empty.  At this point, players count up their money (shares do not count as money).  The player with the most money wins.  If there’s a tie, the tied players spitefully congratulate each other.

GOALS:
-players can win through legal or illegal means, and are encouraged to try both.
-encourage players to draw from event deck

SHARES
-basic share – base cost $2 – never goes bankrupt - MILK
-base cost $3 – draw 1 card - APPLES
-base cost $3 – play two: +$1 to discard - WHEAT
-base cost $4 - +$1 this turn - TIN
-base cost $4 – return to stock, pass event - COFFEE
Base cost $5- draw 2 cards - BIKES
-base cost $6 - +$2 this turn - COPPER
-base cost $7 – +3 $1 to discard - RUBBER
-base cost $7 – draw 1 card, pass event - COLA
-base cost $8 – draw 3 cards – FAST FOOD
-base cost $10 – pass 2 events - PORN
-base cost $12 - +$6 this turn. - SILVER
-base cost $15 – draw 2 cards, +$5 to discard -SAFFRON
-base cost $20 - +$10 this turn, pass 2 events  - GOLD
-base cost $25 – pass 2 events, draw 3 cards, +$1, +$5 to discard - OIL
-base cost $50 – pass 2 events, draw 4 cards, +$10 this turn, +$10 to discard - TECH

UNTESTED POTENTIAL NEW CARDS:

+Card Pensions:  +1, +2, +3
You’re Fired! – lose a pension
Big Brother – cancel all DB and Cn – no LA taken
Speculate – All players pass hands to the left
Swiss Bank Account – Place Money card here.  Return it to your hand at any time.
New Stocks:
TOOLS - $9 – return to stock – search event deck for a card, and either put it into play, play it, or put it in your discard.  Shuffle Event deck.
SOLAR - $30 – Draw 5 cards
REAL ESTATE - $25 – Reveal top 4 events – for each different event, draw card.  Choose one of revealed Events to play – discard rest.
GUNS - $40 – Return to stock – target player’s pensions are ignored their next turn

433
Dominion General Discussion / Amazon?
« on: July 24, 2012, 10:37:15 am »
If memory serves correctly, Hinterlands had an Amazon listing a couple months in advance of Essen, though it wasn't actually available for purchase until December.  The Base Cards also had an Amazon listing beforehand.  Where's the Dark Ages listing?  I want to get it as soon as possible!  And I realize I've probably asked this before, but not sure if I got an answer: I realize that Dark Ages is officially released at GenCon, but when will it actually go on sale?  Hinterlands was "released" at Essen last year, but it didn't come to stores until December, as previously mentioned.

434
Game Reports / Winning with 4/3 against a 5/2 opening Torturer
« on: July 20, 2012, 01:52:43 pm »
Just played this nonsense: http://dominion.isotropic.org/gamelog/201207/20/game-20120720-104928-57b2a339.html

It took forever, but I managed to beat him, even though he got Torturer on his first turn.  I think it's mainly because opening Potion allowed me to start earlier on the Alchemists, and because I wasn't afraid to take a Curse - that's what Remake was for!

Anything I could have done differently?

435
Dominion General Discussion / $104
« on: July 18, 2012, 12:01:42 pm »
Using Pirate Ships, Villages and Council Rooms, I just threw out $104 in one turn over 6 Buys.  I win.

436
Variants and Fan Cards / Secret Agent
« on: July 16, 2012, 04:43:10 pm »
Secret Agent
Action - $4

The player to your left reveals his hand.  Choose one card in his hand.  Gain a copy of it, and put it in your hand.  Discard a card.

437
Variants and Fan Cards / Fan Card: Wildfire
« on: June 21, 2012, 03:28:12 pm »
Though of this in the shower:

Wildfire
$3 - Action

Trash a card from your hand.  Trash a card from a supply pile.

Ahead in Provinces, but don't want your opponent to catch up?  Trash it!  Don't want your opponent to get that last village?  Trash it!  Want to prevent an IGG 3-piling?  Trash an IGG!  Want to make your opponent's Cursers less efficacious?  Trash a Curse!  Dark Ages has some card that depends on variety in the Trash?  Trash something random!

Variants:

Trash a card from your hand.  Trash a card from a supply pile of cost equal to or less than the cost of the card trashed from your hand.
OR
Reveal a card from your hand.  Trash it, and a card from its supply pile.

438
Dominion General Discussion / Ignore Saboteur at your cost.
« on: June 20, 2012, 01:36:21 pm »
Just played a game with Nobles, Silk Road, Fishing Village, Ghost Ship, and Saboteur.  We both opened Ghost Ship, of course (5/2), but in the course of the slog, I got tired of him GSing me every turn (he bought more than I did - I was focusing on the Fishing Villages), so I picked up a single Saboteur.  I trashed his Ghost Ships.  I trashed a Fishing Village, a Nobles, a Silk Road.  A single Saboteur was ripping holes in his deck, and his victory points.  But he didn't pick up one of his own.  If he had, he might have beaten me.  For all the bad press Saboteur gets, it's very effective.  Have any of you won using Saboteur, or been on the receiving end of it?

439
Dominion General Discussion / Council Room vs. Margrave
« on: June 15, 2012, 12:28:37 pm »
Was looking through the threads, and didn't see one like this.  Is Margrave inherently "better" than Council Room?  Checking councilroom.com (aha), the win rate for buying a Council Room at any turn is under 1.0, and the win rate for buying a Margrave on any turn is almost always above 1.0.  Is there any time you would favor Council Room over Margrave?  Is drawing 1 more card worth losing the discard attack?  Personally, the best combo I could see with this would be Council Room/Possession.

440
Dominion General Discussion / Dark Ages Reveal: Would you rather?
« on: June 14, 2012, 02:45:32 pm »
So while I can certainly wait another 8 weeks to find out exactly what Dark Ages has to offer, I think it would make for more interesting speculation if Donald X revealed a little more information, other than just that there will be 35 Kingdom cards, and they deal with the trash and upgrading.  I'm not asking for the content of the cards to be revealed - that would be what we speculate on.  What would be interesting to know would be a) some of the names of the new cards b) how many cards of each cost there are or c) how many cards of each type there are.  Surely knowing one of these would be harmless enough?  I seem to remember that well before the Hinterlands release, we knew that there would be 3 reactions, 3 victory cards, and 3 treasures.

441
Dominion General Discussion / Unique vs. Variant Cards
« on: June 13, 2012, 12:18:01 am »
What I find interesting about Dominion is that although the cards are released in discrete sets, they are really part of a larger whole, and we treat them as extensions, rather than separate games (and I realize this was intentional).  While a card may be from a certain expansion, it is thought of more as part of Dominion as a whole, rather than of that expansion.  But each expansion typically seems to be remembered most (at least by me) by cards in it that could be considered "unique" - these are cards that cannot be said to be variants of another, pre-existing card.  Let's take a look at each set, divying them into uniques and variants:

Base - since this is the first set, this has the most firsts, though there are even variants in here - for the most part, I try to name a variant group from its first instance, by cost, or in this set, if they appear in the "First Game" recommended Kingdom.

Uniques:
Cellar
Moat
Village
Woodcutter
Workshop
Militia
Remodel
Smithy
Market
Chapel
Chancellor
Bureaucrat
Feast
Gardens
Moneylender
Spy
Thief
Throne Room
Laboratory
Library
Witch
Adventurer

Variants:
Mine (Remodel)
Council Room (Smithy)
Festival (Village/Woodcutter)

Intrigue
Uniques:
Pawn
Secret Chamber
Great Hall
Masquerade
Steward
Swindler
Baron
Bridge
Coppersmith
Scout
Minion
Tribute
Harem

Variants:
Courtyard (Smithy)
Shanty Town (Village)
Wishing Well (Lab)
Conspirator (Market)
Ironworks (Workshop)
Mining Village (Village)
Torturer (Smithy/Witch)
Trading Post (Remodel)
Upgrade (Remodel)
Duke (Gardens)
Nobles (Village/Smithy)

Seaside
Uniques:
Embargo
Haven
Pearl Diver
Ambassador
Island
Treasure Map
Ghost Ship
Merchant Ship
Outpost
Tactician

Variants:
Lighthouse (Moat)
Native Village (Village)
Fishing Village (Village)
Lookout (Scout)
Smugglers (Workshop)
Warehouse (Cellar)
Caravan (Lab)
Cutpurse (Militia)
Navigator (Scout)
Pirate Ship (Thief)
Salvager (Moneylender)
Sea Hag (Witch)
Bazaar (Village/Market)
Explorer (Bureaucrat)
Treasury (Market)
Wharf (Smithy)

Alchemy
Uniques:
Philosopher's Stone
Golem
Possession

Variants:
Transmute (Remodel)
Vineyard (Gardens)
Apothecary (Scout)
Herbalist (Woodcutter)
Scrying Pool (Lab/Spy)
University (Village/Workshop)
Alchemist (Lab)
Familiar (Witch)
Apprentice (Moneylender)

Prosperity
Uniques:
Trade Route
Monument
Talisman
Contraband
Counting House
Mint
Royal Seal
Hoard
Bank

Variants:
Loan (Scout)
Watchtower (Library)
Bishop (Moneylender)
Quarry (Bridge)
Worker's Village (Village)
City (Village/Lab)
Mountebank (Witch)
Rabble (Smithy)
Vault (Secret Chamber)
Venture (Adventurer)
Goons (Militia)
Grand Market (Market)
Expand (Remodel)
Forge (Chapel/Remodel)
King's Court (Throne Room)
Peddler (Market)

Cornucopia
Uniques:
Diadem
Tournament
Harvest

Variants:
Bag of Gold (Bureaucrat)
Followers (Militia/Baron/Witch)
Princess (Bridge)
Trusty Steed (Pawn)
Hamlet (Village)
Fortune Teller (Spy)
Menagerie (Lab)
Farming Village (Village)
Horse Traders (Woodcutter)
Remake (Remodel)
Young Witch (Witch)
Horn of Plenty (Workshop)
Hunting Party (Lab)
Jester (Workshop)
Fairgrounds (Gardens)

Hinterlands
Uniques:
Fool's Gold
Scheme
Tunnel
Jack of all Trades
Trader
Cache
Embassy
Haggler
Ill-Gotten Gains
Mandarin

Variants:
Crossroads (Village/Cellar)
Duchess (Spy)
Develop (Remodel)
Oasis (Market)
Oracle (Spy)
Noble Brigand (Thief)
Nomad Camp (Woodcutter)
Silk Road (Gardens)
Spice Merchant (Moneylender)
Cartographer (Scout)
Highway (Bridge)
Inn (Village)
Margrave (Militia/Smithy)
Stables (Lab)
Border Village (Village)
Farmland (Remodel)

Promos:
Uniques:
Black Market
Governor
Stash

Variants:
Envoy (Smithy)
Walled Village (Village)

You've probably noticed that certain variant families are very large, notably Market, Scout, Spy, Lab, Village and Remodel.  But the wonderful thing about Dominion is that although more than half of the cards we use are variants, the variations they have lend such depth to the game, that it's more a fond familiarity than annoying boredom when we see a variant card.  Just felt like putting this into writing.  What do you all think?  Do you agree?  Is this too simplistic?  Do you like that there are a lot of variants?  Would you prefer more unique cards?




442
Dominion General Discussion / Dark Ages Mint Mark?
« on: June 12, 2012, 04:19:10 pm »
You know, the little black picture in the bottom right corner of the card - the donkey for Hinterlands, potion for Alchemy, etc.

My money is on a little axe.

443
Dominion General Discussion / Farmland vs. Duchy
« on: June 12, 2012, 11:13:27 am »
If you were able to field $6 this turn, and had a Curse in hand, let's say in end game, would you buy a Duchy, netting a 3 VP increase over 1 card, or would you buy a Farmland, netting a 4 VP increase by turning a Curse into an Estate?

444
Variants and Fan Cards / Fan Card: Harlequin
« on: June 09, 2012, 12:54:14 pm »
Harlequin
Action-Attack
$5

+1 Buy
Choose one: Each player draws a card, then trashes 1 or 2 cards, +$1 per trashed card; or choose an Action card costing up to $5 in the Supply, each other player gains a copy, and puts it on top of their deck, choose a Treasure card costing up to $5 in the supply, gain a copy.

445
Puzzles and Challenges / Why are THESE cards grouped together? :P
« on: June 03, 2012, 11:30:39 pm »
So you got that last one pretty easily.  Hopefully this one challenges you at least somewhat:

Cellar
Scout
Upgrade
Woodcutter
Steward
Moat
Crossroads
Chapel
Conspirator
Counting House
Chancellor
Tribute
Treasure Map

This is an incomplete list, but completing it would make it too obvious.

446
Puzzles and Challenges / Why are these cards grouped together?
« on: June 01, 2012, 11:03:33 am »
Witch
Trader
Duchess
Fortune Teller
Scrying Pool
Followers
Explorer
Oracle
Fairgrounds
Sea Hag
Farming Village
Harem
Princess
Young Witch
Possession

447
Dominion General Discussion / Expansions Ranked by Flavor Paragraph
« on: May 30, 2012, 05:36:17 pm »
By "flavor paragraph" I mean the "explanatory" text that comes on the box of each set.  I've always had a fondness for Intrigue's "The eggs are on the plate," but Seaside's gibbering about rivers is always nice, too.  Here's how I'd rank them, best to meh'st:

Intrigue - EGGS
Seaside - "The natives seem friendly enough, ... giving you spears ... before you are even close enough to accept them properly."
Prosperity - "You also have the world's smallest dog, and a life-size statue of yourself made out of baklava."
Dark Ages - "...when suddenly there's a plague, or barbarians, or everyone's illiterate..."
Alchemy - "They're looking for a way to turn lead into gold, or at least into something better than lead."
Hinterlands
Base
Cornucopia - this one just took "meh" to a whole new level.

448
I can't stop refreshing it - it puts up a new card every time!  -bounces around-

http://playdominion.com/thank_you

449
Dominion General Discussion / Alternate First Game Kingdom
« on: May 25, 2012, 11:16:57 am »
A few months back, I asked how to spice up the First Game kingdom recommended by the Base game, as I teach Dominion to quite a few people: http://forum.dominionstrategy.com/index.php?topic=1022.0

I think I finally have a good board that can effectively introduce the game to new players, utilizing Intrigue and Seaside (and maybe Prosperity/Hinterlands):

Courtyard - replaces Cellar and Smithy - easy enough to understand - take 3 cards, put 1 back!

Moat/Lighthouse - do you want to explain Reactions, or Durations?  your choice

Warehouse - replaces Cellar - while its existence does NOT make Cellar worse :P  it is a little easier to explain

Smugglers - repalces Workshop - a little more useful than Workshop, and about the same level of complexity

Village/Worker's Village - Village really is as simple as it gets for that kind of card, but if you really want to ditch every card in the First Game kingdom, Worker's Village is a simple step up, and adds a nice +Buy to this kingdom

Woodcutter/Conspirator/Nomad Camp - are you cool with keeping Woodcutter?  If not, Conspirator requires a little explanation (but not as much as Remodel, Moat, or Mine), or, if you have Hinterlands, Nomad Camp can introduce players to the when-gain mechanic

Cutpurse - replaces Militia - a littler easier to explain - most newbs I teach think Militia means to discard 3 cards

Salvager - replaces Remodel - it works how most newbs seem to want to think Remodel works, and is a little less confusing to explain

Bazaar - replaces Market and Village (to an extent) - nice vanilla card

Trading Post - as mentioned by Jorbles in the original thread, this makes the trash-for-benefit concept a lot clearer than Remodel or Mine

450
Dominion General Discussion / "Flavorful" and "Complex" - Donald X
« on: May 22, 2012, 02:27:17 pm »
According to this interview with Donald X:

http://meepletown.com/2012/02/game-designer-interview-donald-x-vaccarino-again/

Dark Ages is going to be about in line with Prosperity in terms of complexity, but will be the most "flavorful."  I'm taking that to mean wacky cards like Pirate Ship or Tournament or Fool's Gold.

He also said that Guilds will be the most complex of all the expansions.

Thoughts?

Pages: 1 ... 16 17 [18] 19

Page created in 0.126 seconds with 16 queries.