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Messages - A Drowned Kernel

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6401
Dominion: Dark Ages Previews / Re: Dark Ages Preview #1
« on: August 06, 2012, 07:21:51 pm »
Not sure if this has been commented on yet, but I like how the lower limit on Graverobber hints at things yet to come. I assume it's not on there just to stop us from picking up those sweet estates our opponents were foolish enough to trash, and I'm excited to find out what those reasons are.

6402
Does the card have to leave you with exactly one fewer card in hand before you played it, or at least one fewer card?

6403
For clarification, for Strawberry can a player choose to do neither?

Edit: Same for Huckleberry and Mango.

6404
Variants and Fan Cards / Re: Really bad card ideas
« on: July 28, 2012, 06:41:55 pm »
Tunneling Chancellor
$3- Action

+$2

Reveal every card in your deck, discarding them all.

-

Edareuqsam
$3- Action

You may trash a card from your hand. Each player passes a card from his hand at once to the player to his right. +2 cards.

6405
I feel great about second place- but man, I voted for Pawnshop! Congratulations :)

6406
Does a duration card that gives a single extra action on the next turn qualify?

6407
Okay, here's all the TFBs that I think are too powerful and some thoughts.

Mary- Might be fine, but maybe should cost five?

Theda- Doesn't feel like it needs all the automatic benefits, or even any of them.

Pola- Needs to cost 5, I feel.

Hedy- Chapel is already one of the best cards in Dominion. Raising the price to 4 doesn't justify making it unstoppable.

Janet- Seems borderline, another one that might need to cost 5.

Colleen- Super overpowered.

Joan- Powerful, and I feel like it would lead to unintersting games.

Patsy- Not as bad as Hedy, but still too powerful.

6408
Maybe I have a bad feel for this, but a lot of these trash for benefits look REALLY overpowered.

6409
Mini-Set Design Contest / Re: Mini-Set Design Contest, Part 2!
« on: July 19, 2012, 08:30:15 pm »
I'm surprised mine did so well compared to Raiders/Hyena, since they're so similar.

6410
Mini-Set Design Contest / Re: Mini-Set Design Contest, Part 3!
« on: July 12, 2012, 03:23:23 pm »
That's what I figured. I just wanted to make sure.

6411
Mini-Set Design Contest / Re: Mini-Set Design Contest, Part 3!
« on: July 12, 2012, 01:25:32 pm »
Does royal seal qualify for challenge 5? Also, I take from the fact that Chancellor is included to mean that "the top of the deck" can be extended to mean "the whole deck".

6412
Variants and Fan Cards / Re: Really bad card ideas
« on: June 25, 2012, 09:24:47 pm »
Jack of No Trades

Action- $2

Gain a copper. Reveal the top card of you deck, then put it back. Draw up to four cards in your hand. You may trash a non-treasure card from your hand; if you do, gain a copy of it.

6413
Dominion Isotropic / Why "isotropic"?
« on: January 28, 2012, 11:18:06 pm »
Just curious if anyone knows how and why the name got picked. I can't figure out what a state of constant entropy has to do with Dominion, unless there's another definition to the word that I'm unaware of.

6414
Dominion General Discussion / Conflicting Counters
« on: January 27, 2012, 10:16:22 pm »
So I just had an interesting experience. I played a game with Mountebank, Stables and Lighthouse. I bought some Stables, with the idea that it would put the coppers flooding my deck to good use. But I also bought Lighthouse, and it did such a good job of blocking my opponents Mountebank that I found myself drawing the Stables in the endgame with no treasure (the rest of my deck was based on Nobles-Crossroad).

I thought that it was interesting because the two "counters" to Mountebank actually ended up (slightly) conflicting with each other, which raises the question: faced with two counters to a powerful attack, when should one double up and when should one stick with the better one? In this case the engine I built (and the fact that I got to open Mountebank when my opponent didn't) led me to an easy victory anyway, but it's easily conceivable that two counters might conflict enough that a player who goes overboard and tries to do both ends up doing more harm to themselves than good.

6415
Variants and Fan Cards / Re: Really bad card ideas
« on: January 21, 2012, 01:28:39 pm »
King's Goonsquerade
$16- Action-Attack

+$6
+3 Buys
Each other player discards down to three cards in hand.
Do this three times: each player passes a card from his hand to the player on his left, then you may trash a card from your hand.

While this card is in play, whenever you buy a card, +1 VP.

6416
Variants and Fan Cards / Re: Fan Expansion- Justice and Piety
« on: November 30, 2011, 04:39:42 pm »
First off, thanks for the feedback! So here's the first round of revisions. I recently moved to a new city and don't currently have any friends nearby who are Dominion junkies like me, so it's unlikely I'll get a chance to playtest these anytime soon. But if anyone is inspired to try them out themselves, I'd be thrilled to hear the results!

Okay, first off:

Bounty Hunter and Inquisition- these seem pretty universally unpopular. I don't know what to do with them yet, but the more I think about it, the more Inquisition seems unsalvageable. Bounty Hunter might be rescued, though.

Guild Hall- $3
Action

$2
Choose one: Place a guild hall token on a kingdom card supply pile that does not have one OR Remove a guild hall token from a supply pile.
_
While a guild hall token is on a supply pile, that pile does not count toward ending the game.


There was some concern about Guild Hall leading to endless stalemates, but the wording is intended to indicate that only one token can be placed on a pile, and they can only be placed on the ten kingdom cards (eleven with YW). If I screwed up the wording, I apologize for the confusion.


Exchange Market- $4
Action

Choose one: Gain a card with cost up to the number of tokens on the Exchange Market mat, then place a token on the mat OR +1 action, +Cards equal to half the number of tokens on the Exchange Market mat, then remove a token from the mat.


This might be nuts, but I wanted their to be an incentive to removing tokens besides screwing over your opponents, and I thought it would be interesting if that incentive got better the more tokens their were. The card becoming a powerful cards/action engine at high number of tokens hopefully provides a counterbalance to players using it to gain Provinces.


Altar- $7
Action- Attack

Trash any number of cards from your hand. If the combined cost is $1 or more, +1 card, +1 action. If the combined cost is $5 or more, each other player gains a curse. If the combined cost is $12 or more, choose a kingdom card supply pile: trash all cards in that pile.


This is a little less extreme than the first version, and makes it a curse-giver, which I liked. I'm not giving up entirely on the "end the game" mechanic though.

Wilderness, Army, Holy Village: Without some playtesting or at least some more thought, I'm not ready to make any definite revisions to these ones.

New Card: Probably a replacement for Inquistion, although the role is drastically different.

Museum- $5
Action

$2
+1 Buy

Reveal the top card of your deck. If that card's supply pile is empty, +1 action and put it into your hand. Otherwise, either discard it or put it back on your deck.

6417
Variants and Fan Cards / Re: Fan Expansion- Justice and Piety
« on: November 29, 2011, 06:32:08 pm »
Guild hall can't target Province or Colony, so it just prevents a three-pile ending. Upon reflection, Inquisition might need to lose the +1 action.

6418
Dominion General Discussion / Re: Your nicknames for Dominion cards
« on: November 29, 2011, 06:29:32 pm »
I get the "masquerade" song stuck in my head every time i buy it, but at my friends' request have stopped singing it aloud. I also call duchy "ducky" and silver "sliver", along with: gold "glod", platinum "paltinum", and province "providence". And I pronounce nobles like "knob". This gets me some strange looks from my friends, so it's more a "me" thing than a group thing. :P

Mountebank is "that ****ing bastard."

6419
Variants and Fan Cards / Fan Expansion- Justice and Piety
« on: November 29, 2011, 05:37:58 pm »
This idea has been kicking around in my head for awhile. I developed it when I misinterpreted the "Kingdom Challenge" aspect of the contest to mean "design 10 Kingdom cards" and not "design a set of 10 pre-existing cards". Since the cards are hear, I thought I'd throw them out there for some feedback. Keep in mind I haven't playtested these at all yet, so their is almost certainly some pricing issues.

I got the idea for these cards when after I played a large number of games in succession where victory went to the player who could choose to end the game on their turn, and I became interested in this aspect of Dominion Strategy- that is, controlling when the game ends. As such, these cards are designed with that idea in specific, with a few cards that more generally are about controlling the flow of the game for other players. I suppose the over-arching them is "control".

Beggar- $2
Action

+1 Card
+1 Action

You may trash this card. If you do, return all cards in the trash to the supply (including this one).


Guild Hall- $3
Action

Choose one: Place a guild hall token on a kingdom card supply pile that does not have one OR Remove a guild hall token from a supply pile OR $2.
_
While a guild hall token is on a supply pile, that pile does not count toward ending the game.


Holy Village-
$3
Action

+2 Actions

You may trash a card in your hand.


(Side note: I guess this on doesn't really fit the theme. I just want this card to exist, and the set needs a village.)


Bounty Hunter- $4
Action- Attack

$2

Each other player discards an attack card or reveals a hand with no attacks.


Exchange Market- $4
Action

Choose one: Place a token on the Exchange Market mat OR remove a token from the Exchange Market mat OR gain a card with cost up to the number of tokens on the Exchange Market mat.


(Side note: in case the wording doesn't make it obvious, there is a single communal Exchange Market mat. Also needs a better name. I originally called it "Embassy" but...)


Inquisition-
$5
Action

+1 Action

Place the Inquisition Marker on an Action Card supply pile other than Inquisition, or set it aside.
_
While the Inquistion Marker is on an Action Card supply pile, copies of that card may not be played (the Inquisition Marker begins the game set aside).


Raiders- $5
Action

+3 Cards

Trash a card from your hand. Trash cards a number of non-victory cards from the supply equal to half of its cost rounded down, split between any number of piles. Then trash a non-victory card from the supply.


Wilderness- $5
Victory

At the end of the game, if one or fewer piles in the supply are empty, this card is worth 6 VP. Otherwise it's worth 1 VP.


Army- $6
Action- Attack

Each other player reveals any number of cards from their hand whose combined cost is $6 or less, then discards the rest of their hand.


(Side note: This is one of the pricings I'm least certain about. I originally had it at $7, and I'm still not convinced it shouldn't be.)


Altar- $7
Action

Trash any number of cards from your hand. If the combined cost is $1 or more, +1 card, +1 action. If the combined cost is $4 or more, $2, +1 Buy. If the combined cost is $20 or more, at the end of this turn, the game ends.


(Side note: Yeah, this might be unplayable. It definitely needs playtesting to determine what the right cost for ending the game should be. Also, the middle bonus was originally "each other player gains a curse", but if it's an attack card then the interaction with moat and lighthouse gets weird- ending the game clearly affects the other players, but "the game ends except for people who revealed moats" is clearly insane. Mixing an attack effect and a non-attack player interaction effect on one card doesn't really work.)

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