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 ... 17 18 [19]
451
Variants and Fan Cards / Idea - way to make "Blood Money" balanced?
« on: February 12, 2012, 11:05:45 pm »
Most of us, once having discovered some of the more basic nuances to Dominion, try creating our own cards.  Almost invariably, we all come up with a Treasure/Curse card, inevitably called Blood Money.  It's usually something like $3/-2V, and it costs $3.  In our minds, we think "well, since the victory penalty comes with it, you'll think twice about buying it."  Then we realize that, with a trasher in almost every game, there will usually be a way to ditch the Blood Money before game end.  And $3 for $3 with no penalty during gameplay is just far too powerful.

Now, what if there were some additional penalty?  What I was thinking would be something like additional text, reading: "This card may not be Trashed."  So if you buy it, you're stuck with it.  Or instead of just a big $3 and a big -2V, have an upper text saying "Discard 1/2/3 cards.  (the amount discarded would be balanced in testing) If you do, this is worth $3."  Then a line, then the -2V.

Thoughts?

452
Puzzles and Challenges / Dominion Analogy
« on: January 19, 2012, 10:16:15 am »
Herbalist is to Scheme as Salvager is to...  what?

If you can think of any other analogies, post them.  :)

453
Dominion Articles / Combo: Steward/Scrying Pool
« on: January 03, 2012, 02:51:16 pm »
Look on my works, ye mighty, and despair!  Scrying Pool is nigh!  Now, I'll be the first to admit that in decks rife with Treasures, Victory cards and Curses, Scrying Pool is rather shitty, being a more expensive, slightly better Spy.  However, trashing away these aforementioned cards can allow you to draw your entire deck every turn with a single card.  With Steward, you can not only get rid of all those nasty non-Action cards, but also increase the likelihood that your Potion will meet with the two coins necessary to get your first Scrying Pool.  Once there, continue to trim your fat.  Hopefully, you will have bought some coin-yielding cantrips, or at least some villages and coin-yielding terminals.  The odds are pretty good that any given kingdom will have at least one of those.  Now, it is very important to only buy Actions - absolutely nothing else.  The only thing you want your Scrying Pool to trip on is your solitary Potion, which you can even trash once you feel you've gotten enough Scrying Pools.  You don't want just one, as tempting as that may be: you'll need them for the end game.  Once you've built up a nice action engine dripping with buying power, start to green.  With any luck, this will only take a turn or two: if you've emptied enough piles buying Actions, you can just go for Duchies or Estates, while your opponent scrambles to reconstruct their engine after you discarded half of it with your Pools.

Obviously, this strategy will not work by itself.  You can't get rid of all your Coppers too soon, or you'll just be left with a Steward, a Potion, and a whole bunch of useless Pools.  If you have the unfortunate luck to see Scrying Pool and Steward on a board with no good cantrips or villages or terminal coin-givers, it may be better to just give it a miss and go for BM.  However, this strategy shines like a supernova in two instances, and even makes one card a wee bit better, all of which happily come from the same expansion (who would have thought!  intentional synergy!).

University: When University is on the board with these two cards, feel free to trash all the way down to Steward and a Potion.  After that, alternate between Scrying Pool and University.  The University will fill your deck with delicious coin-yielding Actions, while your Scrying Pools let you draw them - usually on the same turn you gain them.  University a Festival, play a Scrying Pool, play the Festival!  I could go on about Universities, but I'll save that for another article.

Vineyard: This will require a slightly different strategy.  You will definitely need as many Scrying Pools as you can get, as well as any and all sources of +Buy.  You will also need more than one Potion (four should do).  When you feel your deck is bloated enough with Actions, and you have your four Potions and +Buys, take four Vineyards.  Next turn, if your Scrying Pools don't trip too hard on the Vineyards (you'll probably want at least eight Scrying Pools), you can do the same, ending it if it's a 2-player game, and making it ridiculously hard for your opponents to catch up in a 3- or 4-player game.

Possession: While generally a weaker card, this type of deck ensures that you can play your Possession every turn, severely annoying your opponent.

This combo will trip on anything that would gum up your Scrying Pool works.  If Ambassador or any Curser is in the kingdom, forget about everything said above.  You may still want some Scrying Pools to clear through the muck, but you would be better served getting your own Ambassador/Curser to try to muck their deck faster.  However, if Lighthouses are available, this combo can ensure that a Lighthouse is played every turn, letting you ignore deck-bloating attacks.

Works well with:
-Any Action, particularly non-terminals, and givers of coin and Buys
-University
-Vineyard
-Possession
-Lighthouse

Conflicts with:
-Any Treasures
-Actions that give Treasures: Bureaucrat, Trading Post, Explorer, etc
-Non-Action Victory cards: Gardens, Duke, etc
-Ambassador
-Curse-giving cards: Witch, Familiar, etc
-Crossroads
-Tournament

454
Variants and Fan Cards / Auction - a new card
« on: December 30, 2011, 06:23:11 pm »
AUCTION
$5
Action-Attack

+1 Card
+1 Action
Discard a card.
Put any number of Treasures into play.  This does not require you to enter your Buy phase.  Each other player reveals a Treasure from their hand and puts it on top of their deck, or reveals a hand with no Treasures.

I wanted a card that deliberately does what Black Market does as a side effect - let you play Treasures before your Buy phase.  I made it a cantrip not so that it could be spammed, but so that you don't have to choose between playing it or some other Action.  I'm not sure why I put in the discard - it just felt right.

So as a whole, this card synergizes with:
Library
Minion
Tactician
Herbalist (with Tactician/Minion)
Alchemist (with Tactician/Minion)
Watchtower
Menagerie
Horse Traders
Hunting Party
Tunnel
Jack of all Trades
Mandarin

I'll admit that without any of these cards in the supply, this card is rather useless.  Perhaps there could be some sort of Menagerie-like self-synergistic effect?  Like, +Cards equal to number of Treasures in play?  Or +$1 for every Treasure in play, like an Action bank?  Though of course, either of those options would just make Auction/BM ridiculously powerful.  Thoughts?

455
Dominion Isotropic / Um... what's wrong with iso right now?
« on: December 28, 2011, 01:41:13 am »
It keeps coming up with some sort of problem...

456
Dominion Isotropic / Level?
« on: December 27, 2011, 06:58:56 pm »
How exactly is your level on iso determined?  I just won four games in a row (and I've been playing for a while now), and I'm still level 0.  Why is this?

457
I think the title says it all.  I know I only just got my copy of Hinterlands, but I'm already excited for what the next expansion might bring.

What I think can be assumed:
-It will be a small expansion.
-The box won't be purple, brown, grey, green, blue, orange, or yellow-green.

What new mechanics do we think (or do we hope) the next expansion will have?

458
Variants and Fan Cards / Dominion: Barracks - Three fan cards
« on: December 22, 2011, 12:47:52 am »
CARDS HAVE BEEN MODIFIED - SEE DISCUSSION.

So, I've tried my hand at creating fan cards before.  The first batch were kinda silly and filled with newbie mistakes, the next batch was a little better, but not overly remarkable.  So what I'm trying to do now is two things: 1) Try to make what the card does fit its name, and 2) Make a card that does something that hasn't been done before, would not be overpowered, and would be something you'd actually want to buy and play.  Please forgive the images - I don't seem to have the correct font for the cards, and don't know how to use MSE to change the font, and I don't know how to put in the little coin symbols into the text of the card.  Here we go:




$5 - Archery Range – +1 Action.  Look at the top five cards of your deck.  Put one in your hand.  Discard one.  Put the rest back on top of your deck in any order.


I wanted a card called "Archery Range," so I thought of what that would entail.  Well, archery means hitting a target at a distance, so that led to thinking of the distance into your deck.  So it would be like a mixture of Hunting Party and Scout, or rather, what you've always wanted Scout to be.  And it also lets you discard one card, so it works well with Tunnels.  Even without Tunnels, it lets you get rid of a card you don't want in your hand anytime soon.





$2 – Cadet – Action – Trash this card.  Gain an Action card costing $3 or $4 and put it on top of your deck.


Again, starting with the name.  What does a cadet do?  It gets promoted.  How can I get across an idea of promotion?  Well, we can make it trash itself and give you something better.  Hell, right away.  So it's an odd mixture of Feast and Golem.  Don't you hate those 5/2 splits sometimes?  Well, buy a Cadet, and you can pretend you got 5/4!  Also, Remodeling this card would be stupid.




$4 – Ballista – Action-Attack – Each other player reveals the top four cards of their deck.  They discard one card that you choose, and put the rest back in any order you choose.


Ballista!  Love these.  Being a weapon, I assume this would be an attack.  It's essentially a big bow and arrow, so it should work similarly to the Archery Range, just in someone else's deck.  So you spy at the top 4 cards of their deck, and discard one of the cards (selective oracle!).  But why let them choose the order it goes back?  Screw with them, and put the Coppers on top of the Gold, so their Laboratory won't find it this turn.  Should this have some effect for the player in case everyone reveals a Moat?  Or is this powerful enough in the vein of Thief and Sea Hag?

459
Dominion General Discussion / Black Market makes things weird... o.O
« on: December 20, 2011, 12:46:18 am »
This is the weirdest (and closest) game I think I've ever played on isotropic.  Getting a Sea Hag, a Harem and a Tactician out of the Black Market (and no villages at all) was just surreal.

http://dominion.isotropic.org/gamelog/201112/19/game-20111219-214238-ae554bfa.html

Anyone else had Black Market lead to Dali-esque matches?

460
Rules Questions / Another query - Cellar/Tunnel/Watchtower
« on: December 19, 2011, 04:30:10 pm »
This may have been asked already.  If I have a Cellar, Watchtower, and three Tunnels in my hand, and I play Cellar, discarding the three tunnels, am I allowed to Watchtower the three Golds to the top of my deck and draw them as my new Cellar cards?  I guess what I'm asking is, does the "do concurrent effects in any order" apply in cases where one effect takes place in the middle of another card's effects?

461
Dominion General Discussion / Prime example game for noobsters
« on: December 16, 2011, 02:25:15 am »
Not sure where to put this...

http://dominion.isotropic.org/gamelog/201112/15/game-20111215-231652-9b509cb5.html

I'm teaching a friend how to play online.  Notice Chapel, Grand Market, and two Cursers. 

Lessons to take from this:
1)Always Chapel away every Copper and Estate.
2)Buy Cursers early, and use them early and often.
3)Don't let your opponent monopolize the Grand Markets.  I was getting $30+ every turn.
4)With Grand Market and Platinum on the board, ignore Treasure Map and ignore Spice Merchant (unless there's no other trasher).

I was able to empty piles with all the money and plus buys, so I didn't buy any Victory cards until my last turn.  So I had little use for Warehouse - Witch was a much better drawer, which gave my opponent Curses as an added bonus.  So please, don't play like my friend.  And he can most definitely be excused - this was only his fourth game.  The previous one, he managed to get 3 out of 5 Provinces, so he's not totally hopeless.

462
Rules Questions / Query - Watchtower/Trader/Moat/Followers
« on: December 15, 2011, 03:51:06 pm »
Is it possible to block part of an attack?  For instance, let's say Bob plays a Followers, but Alice has a Watchtower, Trader, and Moat in hand.  Can she use the Moat to block the discard, but Trader the Curse into a Silver, then Watchtower it to the top of her deck?  Or would she have to choose between using Moat to block everything, or Trader/Watchtower but still have to discard?

463
Ok, Alice plays a Possession, ends her turn, draws a new hand, which has two Tunnels, a Watchtower, a Festival, and a Laboratory.  Bob's Possessed hand has a Militia and two Golds.  You probably know where this is going already.  Alice makes Bob play the Militia, and she then discards her two Tunnels, gaining two Golds, and Watchtowering them to the top of her deck.  She then makes Bob buy her a Province.  Then, provided Bob does nothing to wreak havoc with Alice's deck during his turn, Alice then plays her Festival, then her Laboratory, drawing her two Golds, and buying another Province.  Just thought of it while reading another thread. 

Feel free to post other combos that would be totally sweet but would probably never happen in real life.

464
Variants and Fan Cards / Idea for Reaction card - needs name.
« on: December 02, 2011, 03:15:22 pm »
$5 - ???? - Action-Reaction - At the start of Clean-up this turn, you may put a card from your hand on top of your deck.  |  When you gain a card, you may put it in your hand.

I was thinking of what design space has not been covered yet - we have Reactions that trash cards, put cards on top of your deck, give you silvers, increase your hand size, mess with the top of your deck, and block attacks, but nothing that would put a card directly into your hand.  There are cards like Trading Post and Mine that, due to their nature, put a card in your hand, but wouldn't it be nice to Remodel or Workshop something and use it right away?  Better yet, Ironworks it so you're sure you'll have the Action with which to play it.  Imagine a turn where you go Village, Village, Bridge, Bridge, Ironworks - gain a Grand Market, and play it.  Of course, you can't have just a Reaction card (well, I guess you could, but that would be kind of silly), so the Action would synergize with this Reaction.  With two of these [unnamed] cards, you could play one, then use the Reaction of the other while in your buy phase to put it in your hand, then during clean-up put it on top of your deck, so you can use it next turn.  Or simply use the Action as a delayed Courtyard.  The problem with cards like Mandarin and Courtyard is that you have to decide then and there which card to put on top of your deck, and if you play more Actions, it may end up going right back into your hand - with this, you don't have to make a decision until the end of your turn.  What do you think?

465
Dominion General Discussion / Alternate Newbie First Board?
« on: November 21, 2011, 02:18:12 am »
I take it upon myself to introduce Dominion to as many people as possible, as I love the game and think lots of people should play it.  However, this leads to the problem that about half the time I play Dominion, it's with Cellar, Market, Mine, Militia, Moat, Remodel, Smithy, Village, Woodcutter, and Workshop.  I have the list memorized.  And while the games can still be interesting, and there are new strategies to try every time, it nonetheless gets a little redundant.  So I thought I'd ask this forum if they could conceive of any different sets of 10 to try on n00bs.  It doesn't have to be completely different - just different enough that I don't get deja vu every time.  Also bear in mind I only have Base, Intrigue, Prosperity and Alchemy at the moment, so while suggestions from other expansions are good, and helpful to other readers, they are perhaps not so helpful to me personally.  Thanks!

466
Variants and Fan Cards / Fan Expansions - MYTHOLOGY and INDUSTRY
« on: November 02, 2011, 01:50:39 am »
So, running with the idea that Donald makes a small and a big expansion every year, and next year will be the last two, I decided to guess what the themes of them would be.  I decided the small one should have more Potions cards, because it feels like there's not really enough Potions cards introduced in Alchemy to justify the existence of the new resource, and the big one should have a theme of Industry, because I'd love to see an Industrial Revolution/Steampunk-y thing in the Dominion Universe.  Here goes - tell me if I've got some good ideas, or if I'm just plain stupid!

Bear in mind I haven't really filled out Industry - I figured I'd put these in front of you now rather than just making up a bunch of junk cards.  These have also NOT been playtested - I don't have enough blank cards (or friends who play Dominion) to make that really feasible.


MYTHOLOGY
$2 1P – Treasure – Constellation – $? -  Worth $1 for every Action card played during your turn, to a maximum of $5.
   -Don’t get too many, or you’ll get hands with no Actions, and therefore no money.
$2 1P – Action - Potionmaker - +1P, +1 Buy  |  While this is in play, if you buy a card with a Potion in its cost, you may put it on top of your deck.
$3 1P – Action – Fairy – Trash a card from your hand.  Gain a card of a different card type costing up to $2 more, or gain a card of any type costing up to $1, 1P more.
   -This and Potionmaker help with my niggling desire to get free Potion cards.
$3 1P – Action – Valkyrie - +1 Action – While this is in play, every time you would trash a card this turn you may either: discard the card instead, while still receiving the benefits trashing the card would have given you; or +1 Action.
   -Mine a Gold into a Gold, keep the first Gold!  Remodel a Gold into a Province, keep the Gold!  Apprentice a Province, keep the Province!  Moneylend a Copper, get +1 Action!
$4 – Action-Attack – Epic Poet – Each other player discards a Treasure, or reveals a hand with no Treasure.  Gain a copy of each Treasure discarded, and put these in your hand.
   -Not sure on the pricing – in some ways better, some ways worse than a Thief…
$4 1P – Action – Leprechaun – Reveal up to two treasures from your hand.  Gain a copy of each, and put these in your hand.
   -Doesn’t replace Mint – remember Mint lets you get rid of Coppers, and you may not want Treasures in your hand for some reason.
$4 1P – Action – Wizard – Discard a treasure.  If you do, gain a Potion in your hand.  You may trash a card. If you do, +1 Card, +1 Action, +$1.
$5 – Victory – Elysian Fields – Worth 1V for every three cards in the Trash pile.
   -I know the whole “gain something from the Trash” has been done before, but has this?
$5 1P – Action-Reaction – Unicorn – You may put your deck in your discard pile.  +3 Cards, +1 Buy.  |  When another player plays an Attack card, you may reveal this from your hand.  If you do, ignore the Attack.  If the Attack would have made you discard, draw the same number of cards you would have discarded; if the attack would have made you gain one or more cards, you may trash a card from your hand.  You may only reveal this once per attack.
   -Please make sure I’ve covered every eventuality with the wordy wording.
$5 1P – Action-Attack – Cerberus – Choose three: +2 Card; +1 Action; each other player with 4 or more cards discards a card.  The choices do not have to be different.
   -It’s flexible!
$6 Action – Demigod - +1 Buy.  Reveal Cards from your deck until you reveal 3 Action cards.  Choose one, put the other revealed cards back on your deck in any order, then play the chosen card twice.  |  This card can only be played from your hand – it cannot be played directly from the deck, such as through a card like Demigod.  If this card is revealed from the deck in such a manner, discard it, and proceed as if it were not revealed.
   -So if you Golem and find a Demigod, it’ll be discarded, and you keep searching for Actions.  However, Scout/Cartographer would let you put this back on your deck.
$6 1P – Treasure – Apple of Discord - $4 – When cleaning up with this in play, trash all other treasures in play, except for other Apples of Discord.
   -Play this with Coppers, not Platinums.  Or just have a Valkyrie in play.
$7 2P – Action-Attack - Dragon – Each other player discards down to three cards, then gains a curse in hand.  Gain a Gold and put it in your hand.  While this is in play, all cards cost 1P less this turn, but not less than 0P.
   -Is the cost good?


INDUSTRY
$2 – Action – Lightbulb – +1 Card.  Play all other lightbulbs in your hand.  Once there are no more lightbulbs in your hand, +1 Action for every two lightbulbs played, rounded down, but no less than 1 Action.
   -I just thought this was nifty and cute.
$3 – Action – Demolish – Trash up to three cards in your hand.  For each card, choose one: +$1; +1 Action.
   -Should this be more expensive?  Or should it be only two cards trashed?
$3 – Action – Railroad Workers - +2 Actions.  While this is in play, all cards cost $1 less, but no less than $2.
   -May or may not be good – just wanted a card called “Railroad Workers.”
$4 – Action – Steam Engine - +4 Actions
   -Used to power your 2-Action cards, get it?
$4 – Action-Victory – City Park – Trash a card from your hand.  |  2V.
$4 – Action – Bankruptcy – Reveal your hand.  If there are no Treasures, gain a Gold in hand.
   -Be careful: the more you play this, the less you’ll be able to.  Use in conjunction with a discarding card, like Cellar.  Throne Room-ing this would be silly.

2-Action FAQ – These cards can’t be Throne Room-ed.  You have to Throne Room a Throne Room, then these cards take up BOTH Throne Room slots.  So you can play Throne Room/Throne Room/Sawmill, but then you’re out of actions.  The doubly Throne Roomed Sawmill would yield +4 Buys and +$8.
$5 – Action – Locomotive - +2 Cards, +2 Actions.  |  This requires 2 Actions to play.
$5 – Action – Sawmill - +2 Buys, +$4.  |  This requires 2 Actions to play.
$5 – Action – Waterwheel - +2 Actions, +$3  |  This requires 2 Actions to play.
$5 – Action-Attack – Smog – Reveal the top card of your deck.  You may either play it, put it in your hand, or discard it.  Each other player reveals their hand.  If they have action cards in their hand, you choose which action they must play first on their next turn. 
   FAQ: If a player is attacked by more than one Smog, they only have to go by the choice made by the most recent Smog.
$6 – Treasure – Stock Market - $0 – Every time you buy a card during your buy phase, +$3.
   -Make sure you have lots of Buys!  Then you can get endless Silvers!  Watchtower those to your deck!
$6 – Action – Zeppelin – Look at the top seven cards of your deck.  Put two in your hand, then put the rest back on your deck in any order.
   -Is this too expensive?  Should this have plus Actions?
$6 – Action – Factory – Gain one card costing $5 or less, one card costing $4 or less, and one card costing $3 or less.  |  This requires 2 Actions to play.
   -Super workshop!  I think the price and the 2 Action requirement balances this puppy out.
$7 – Action – Metropolis - +2 Cards, +3 Actions.  If one or more supply piles are empty, +2 Cards, +1 Action.  If two or more supply piles are empty, +$3 and +2 Buys.  |  This requires 2 Actions to play.
   -Super City!  See above.

Pages: 1 ... 17 18 [19]

Page created in 1.989 seconds with 16 queries.