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Messages - werothegreat

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7851
Variants and Fan Cards / Re: Fan Expansions - MYTHOLOGY and INDUSTRY
« on: November 02, 2011, 01:03:48 pm »
Just a couple of things. What do you do if you have some "Require 2 Actions" cards, but nothing that actually give you 2 Actions?

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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.

I'm a bit confused. How do they work with King's Court or Golem?


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$3 – Action – Railroad Workers - +2 Actions.  While this is in play, all cards cost $1 less, but no less than $2.

So after playing this Coppers and Curses now cost $2?

Hrrrmmm.  I could either make it really complicated and think up ways for this to work with Golem and King's Court, or just ditch the whole special rules for it and say Golem, Throne Room and King's Court play them like any other card.  If I were to go complicated, it would be like this: King's Court/King's Court/Play a 2-Action thrice, then play a 1-Action thrice.  If Golem found a 2-Action first, you'd stop looking and play only that, and if it found a 2-Action second, it would be unable to play it - you'd have to move on.

As for Railword Workers, I could either fix that so Coppers and Curses remain $0, or I could leave it as is.  Could create some interesting interactions with Remake, Develop and Upgrade.

7852
Variants and Fan Cards / Re: Fan Expansions - MYTHOLOGY and INDUSTRY
« on: November 02, 2011, 11:13:03 am »
As well, the intent for Locomotion is a "resource management" or "fueling" mechanical theme. Was that your intention for Industry?

My intended theme was cards that require 2 Actions to play.

7853
Variants and Fan Cards / Re: Fan Expansions - MYTHOLOGY and INDUSTRY
« on: November 02, 2011, 02:11:55 am »
P.S. I seriously only saw the Locomotion expansion down below after posting this.  Not trying to rip off anyone here!

7854
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.

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