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.

Messages - werothegreat

Filter to certain boards:

Pages: 1 ... 313 314 [315]
7851
Hmm.  I'm just going to do the best from cost 2-5 from each of the sets I own.

Base:
$2 - Chapel - obviously.
$3 - Village - more useful than the other three, which can be more powerful, but only in specific situations (Workshop with Gardens, Woodcutter when there are no other +Buys, etc)
$4 - Moneylender/Throne Room - Smithy close second - there's quite a lot of $4 from this set, but Moneylender is able to boost you up from the Copper doldrums so efficiently.  Given that it becomes almost useless in late game (unless you have a Remodel or Remodel variant), I tie this with Throne Room, which is amazing in late game, though rather useless early game.  Anyone who buys a Throne Room first is an idiot.  The reason why Smithy is not at the top in my opinion is the lack of +Action.  Smithy either needs to be couple with Big Money or lots of +2 Actions cards to be useful, though it becomes very useful in those situations.
$5 - Laboratory - Witch/Mine in second - I don't think I need to justify Laboratory.  Witch and Mine are both cards you have to get early, the Mine because you want to start ramping up money as early and often as possible, and the Witch because you want to screw your opponents deck before they can screw yours, and before the Curses run out.  But both are extremely powerful cards, though neither can quite top Laboratory.

Intrigue:
$2 - Meh?  These are really all well-priced - they're shitty cards.  They do something decently, but you'd rather have something more expensive.  Please feel free to disagree.
$3 - Steward/Masquerade - Steward is delightfully versatile, able to function as a Chapel early game, or as a drawer/coin-provider in mid- or late game (provided you have +Actions).  And Masquerade can fuel a host of nasty tactics when played correctly.
$4 - Bridge - I don't think I need to say anything for this.
$5 - This one's a toughie.  While I recognize Minion is probably most powerful, I really, really like Trading Post.  It sort of neatly combines what I like about Chapel and Mine, though you may want to couple it with a Mine or Remodel for late game.
$6 - Harem - duh.

Alchemy:
Here's where it gets interesting.  I'm not sure how you want to handle Potion cards.  Herbalist and Apprentice are both great cards for their price.  Herbalist combined with Alchemist is a rather obvious combination, but it has its uses elsewhere.  But the Potion cards are all just so powerful, and there's only one or two at each of their "prices," so there's no real point in discussing this?  They're all good cards (except maybe Transmute), just hard to get to.

Prosperity:
$3 - Watchtower - I've never liked Trade Route - it's too slow, and it mandates that you trash.  And I'm still not quite sold on Loan - there are other, more effective ways of doing what it does.
$4 - Bishop - if you've ever played with Bishop on isotropic, and you let your opponent get most of them, you know why I'm saying this.
$5 - Mountebank/Vault - Rabble in second - Getting Mountebanks early can screw your opponents deck massively.  And if you get a 5/2 split, buying Vault ensures you will have a Grand Market between your first and second shuffle.  Vault's +2 Cards solves pretty much everything that sucked about Secret Chamber's action.  Rabble is more subtle.  +3 Cards is always great, but being able to make sure your opponent never gets to play his Grand Market or King's Court is very, very satisfying.  City, you say?  Sure, but you need to buy, let's see, ALL OF THEM for them to be useful.
$6 - Grand Market.  Sure, Goons means you don't need to buy Provinces or Colonies, but Grand Market means you can buy more than one every turn.
$7 - King's Court - need I say more?
Stop looking at me like that, Peddler!  You're the only one of your cost!

I recently got Seaside, but I don't think I've played it enough to judge the cards effectively.

7852
Dominion General Discussion / Re: Helping your opponent - that bad?
« on: December 10, 2011, 11:58:57 am »
And as for Bishop - when Bishop is on the table, you're not going to want to trash when your opponent plays one, because then you're wasting V chips.  You could be trashing that card on your turn and getting points for it. 

7853
Dominion General Discussion / Re: Helping your opponent - that bad?
« on: December 10, 2011, 11:57:05 am »
Drawing four cards is an enormous benefit, and if Council Room is the only source of +Buy on the table, it's essential.  Amateurs will often see the "gives opponents a card" and shy away from it, but then get their asses handed to them because the other player is drawing FOUR CARDS WITH ONE ACTION.  With the right number of villages, you can draw your whole deck with Council Rooms.  Sure, your opponent will have a fairly large starting hand, but if you play it right, you can buy the last few provinces before he can even use those cards, making it all the more disappointing for him.

7854
Dominion General Discussion / Re: What expansion to get next?
« on: December 06, 2011, 12:58:21 pm »
I got Intrigue and Prosperity for my first two, but what I've noticed is that the lack of $2 cards in Prosperity makes the cheap side of the board sometimes really repetitive, so you may want Seaside just to retain some diversity on the cheap end.

7855
Dominion General Discussion / Re: Dominion Limericks!
« on: December 05, 2011, 01:25:57 pm »
Conflicting with this is the Baron
Who's most often sent on this errand:
Get Estates out of hand
Plus 4 cash I command!
Something about Charlize Theron?

Forget orange, nothing rhymes with chamber or errand!
I have this problem wherein
there's nothing that rhymes with "errand".
This lack of a rhyme
gives me a hard time
writing a poem about Baron!

The only other thing that rhymes with "baron" is "heron."  So far, there aren't any birds in Dominion.

7856
Dominion General Discussion / Re: Dominion Limericks!
« on: December 05, 2011, 12:46:23 am »
My chosen supply will often host
The remarkably useful Trading Post
Get rid of Estates
Hey, these Silvers are great!
And then, of Provinces, I'll have the most.

Conflicting with this is the Baron
Who's most often sent on this errand:
Get Estates out of hand
Plus 4 cash I command!
Something about Charlize Theron?

Forget orange, nothing rhymes with chamber or errand!

7857
Variants and Fan Cards / Re: Idea for Reaction card - needs name.
« on: December 02, 2011, 03:51:16 pm »
For instance, if you have your reaction and Ironworks in hand, you can immediately run out the Ironworks pile.

Well, that's why this would be expensive.  Maybe there's some wording that could limit this in some way - maybe if you've gained two of the same card, discard it?  Or just discard it after the reaction?

7858
I've thought about this before - have a persistent kingdom that you add to every turn - there's a little map of your kingdom that grows as you buy Woodcutters, Border Villages, Highways, Bazaars...  and then you would be able to use your entire kingdom each turn, provided you had the Actions for it.  Of course, you'd have to buy Estates, Duchies and Provinces to put all your stuff on...

7859
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?

7860
Dominion General Discussion / Re: Dominion Limericks!
« on: December 02, 2011, 01:12:56 pm »
As much as you may want to try-a-dem
With prizes, you have to be sly-wi'-dem
If you pass up Followers
You'll wish you were a wallower
In poo, because you went with Diadem.

Whenever in desperate need
We all seem to have agreed
While there might only be one
It's a steroid-ed Pawn
Can't go wrong with that Trusty Steed.

7861
Dominion General Discussion / Re: Dominion Limericks!
« on: December 01, 2011, 02:21:46 pm »
Loftiest of all Action targets
A card that promotes such largesse
To get one is hard
So try to discard
Your coppers to get the Grand Markets.

Much like the proverbial pringle
Grand Markets don't long stay single
For once one has popped
The fun can't be stopped
With ten, you'll have colonies for shingles.

7862
Dominion General Discussion / Re: Your nicknames for Dominion cards
« on: November 29, 2011, 01:14:40 am »
I always pronounce Duchy as "Dooky."  Which makes sense to me, because a Duchy is run by a Duke, so it should sound the same.  But of course, "Dookie" is juvenile slang for a unit of defecation, and the people I play with will give me varying amounts of flak for pronouncing it that way.  I just can't say "Dutchie."  We're not in Holland.

7863
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!

7864
Dominion General Discussion / Re: Dominion cards in haiku
« on: November 19, 2011, 01:17:17 am »
Grand Market
First one is hard, but
Once you pop the fun won't stop
Buy all Colonies.

Loan
Why would I buy this?
Needs no action - trash Copper.
Then Mine it for Gold.

Possession
Want to be a tool?
Play this ev'ry turn, then just watch
Your opponent cry.

Masquerade
Play "pass the copper"
Wonder why you bought this card
Then steal Province


7865
Variants and Fan Cards / Re: Create a card inspired by another game
« on: November 06, 2011, 06:18:20 pm »
Can you guess the game?  This is partly facetious - I doubt any of these would actually work in a real Dominion game.

Kerrigan
$6
Action-Attack-Duration

+$1
Each other player discards down to 3 cards in hand.
While this is in play, each other player must trash a card before playing any Action cards during their turn.
If no player blocks this card before the next turn of whoever played this card, this card stays out for another round.


Mengsk
$5
Action-Attack-Duration

+2 Actions
While this is in play, one of the cards gained during each other players' turn goes to the player of this card.

Tassadar
$10
Action

Trash this card, and all cards in play.  Gain two Province cards.

7866
Variants and Fan Cards / Re: Fan Expansions - MYTHOLOGY and INDUSTRY
« on: November 05, 2011, 09:00:28 pm »
Reworked a few cards:


$2 1P – Treasure – Constellation – $? -  Worth $1 for every Action card played during your turn, but no more than $5.
   Made it clear you can't get more than $5 out of this.

$1 1P – Action - Potionmaker - +1P, +1 Buy  If this is the only card with a Potion cost in the supply, +$2.  If there is only one other card with a Potion cost in the supply, +$1.  |  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.
       Made it more useful when there are fewer Potion cards, and dropped the cost a little.

$2 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.  |  When you buy this card, you may trash a Potion from play.  If you do, put it on top of your deck.
   Lowered the cost, and added a when-buy to give it a quicker turnover.

$3 1P – Action – Valkyrie - +1 Action – While this is in play, every time you would trash a card this turn you may either: set aside the card, and return it to your discard pile at the end of your turn; or +1 Action
   Put in the Possession wording - other than that, I like it how it is...  Not sure I want to go the Victory/Reaction route with this...

$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.
   Kept it the same.

$5 – Action – Leprechaun – Discard a card.  Reveal up to two treasures from your hand.  Gain a copy of each, and put these in your hand.  Discard another card.
OR --- Gain any Treasure card, put it in your hand.  Reveal your hand.  You must play the gained Treasure this turn.  At the start of Clean-Up this turn, trash all Treasures in play.
   As you can see, I changed the price, and also have a couple ideas as to how to rework it and not just make it a "better" Mint.  Let me know which you think is better.

$3 1P – Action – Wizard – You may discard a treasure.  If you do, gain a Potion in your hand.  You may trash a card. If you do, +1 Card, +1 Action, +$2.
      Added the "may" to the discard, and made it "better" than Oasis.

Thoughts?

7867
Variants and Fan Cards / Re: Fan Expansions - MYTHOLOGY and INDUSTRY
« on: November 05, 2011, 03:54:44 am »
Thanks for the input!  I'll definitely do some fiddling with prices, wording, and some abilities, but first: would Stock Market be better with a +Buy?  That would ensure you get to use its ability at least once.  The risk of that, though, is if you play more than one, then you get lots of buys and enormous amounts of money to go with it.  If you played three, you'd be able to pick up three free provinces.  Four would get you four colonies.  Maybe a Fool's Gold style wording of "If this is the first time you played a Stock Market this turn, +1 Buy."

7868
Variants and Fan Cards / Re: Fan Expansions - MYTHOLOGY and INDUSTRY
« on: November 04, 2011, 03:20:55 pm »
Does anyone have any thoughts on the rest of the cards?  I did post quite a few...

7869
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?

Quote
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?


Quote
$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.

7870
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.

7871
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!

7872
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 ... 313 314 [315]

Page created in 0.106 seconds with 18 queries.