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Messages - BryGuy

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51
a strategy. first i see if an engine is viable, if not then big money.
to what degree is there to draw/filter.
to what degree is there to trash.

52
Variants and Fan Cards / Re: Fan Card Mechanics Week 82: Pupil
« on: January 20, 2024, 08:29:45 pm »
.          :)
Contest Closed
:)                  :)
I plan to post results in less than 24-hours.
.          :)

53
Variants and Fan Cards / Re: Fan Card Mechanics Week 82: Pupil
« on: January 19, 2024, 08:29:58 am »
.          :)
24-hour Notice
:)                  :)
Please get your entries in to be judged.
.          :)

54
Variants and Fan Cards / Re: Revised versions of published cards
« on: January 17, 2024, 10:19:59 am »
Anyone have some good ideas for these?

Rank   Name   Expansion   Cost Category
351   Library   Base   5-cost
353   Ducat   Renaissance   0-2-cost
354   Herb Gatherer   Allies   3-cost
355   Nomads   Hinterlands   4-cost
356   Merchant   Base   3-cost
357   Candlestick Maker   Guilds   0-2-cost
358   Innkeeper   Allies   4-cost
359   Moat   Base   0-2-cost
361   Guide   Adventures   3-cost
362   Duplicate   Adventures   4-cost
364   Caravan Guard   Adventures   3-cost
365   Workshop   Base   3-cost
366   Crystal Ball   Prosperity   5-cost
368   Tunnel   Hinterlands   3-cost
369   Island   Seaside   4-cost
370   Pawn   Intrigue   0-2-cost
371   Trading Post   Intrigue   5-cost
372   Fortune Hunter   Plunder   4-cost
373   Dismantle   Promo   4-cost
374   Scepter   Renaissance   5-cost
375   Armory   Dark Ages   4-cost
376   Kiln   Menagerie   5-cost
377   Hoard   Prosperity   6-cost or more
378   Galleria   Allies   5-cost
379   Druid   Nocturne   0-2-cost
380   Capital   Empires   5-cost
381   Acolyte   Allies   4-cost
382   Baron   Intrigue   4-cost
383   Pendant   Plunder   5-cost
386   Fairgrounds   Cornucopia   6-cost or more
387   Tactician   Seaside   5-cost
388   Graverobber   Dark Ages   5-cost
389   Oasis   Hinterlands   3-cost
390   Cellar   Base   0-2-cost
391   Prince   Promo   6-cost or more
392   Leprechaun   Nocturne   3-cost
393   Faithful Hound   Nocturne   0-2-cost
394   Rocks   Empires   4-cost
395   Contract   Allies   5-cost
396   Magnate   Prosperity   5-cost
399   Merchant Camp   Allies   3-cost
400   Sage   Dark Ages   3-cost
401   Tracker   Nocturne   0-2-cost
402   Farmland   Hinterlands   6-cost or more
403   Crypt   Nocturne   5-cost
404   Gladiator   Empires   3-cost
407   Monument   Prosperity   4-cost
410   Royal Blacksmith   Empires   6-cost or more
411   Cartographer   Hinterlands   5-cost
413   Mystic   Dark Ages   5-cost
414   Scholar   Renaissance   5-cost
415   Gardens   Base   4-cost
416   Treasury   Seaside   5-cost
417   Bard   Nocturne   4-cost
418   Secret Passage   Intrigue   4-cost
419   Poor House   Dark Ages   0-2-cost
422   Silver Mine   Plunder   5-cost
423   Tide Pools   Seaside   4-cost
424   Fool   Nocturne   3-cost
425   Miser   Adventures   4-cost
426   Scavenger   Dark Ages   4-cost
428   Death Cart   Dark Ages   4-cost
429   Treasure Map   Seaside   4-cost
430   Duke   Intrigue   5-cost
431   Night Watchman   Nocturne   3-cost
432   Harbinger   Base   3-cost
433   Vault   Prosperity   5-cost
434   Mine   Base   5-cost
435   Vagrant   Dark Ages   0-2-cost
438   Masterpiece   Guilds   3-cost
439   Farm   Intrigue   6-cost or more
440   Beggar   Dark Ages   0-2-cost
441   Feodum   Dark Ages   4-cost
444   Trader   Hinterlands   4-cost
445   Merchant Ship   Seaside   5-cost
446   Stash   Promo   5-cost
449   Harvest   Cornucopia   5-cost

55
:)
Quote
Smelting Pot • $4 • Action - Duration
+1 Action
+1 Card

Trash a card from your Hand. If you trashed … an Action, +$2; a card costing up to $1, +1 Buy
The next time you trash a card, gain a Spoils.

This is for Dark Ages.
:)

56
Variants and Fan Cards / Re: Revised versions of published cards
« on: January 16, 2024, 12:38:01 pm »
:)
So i was reviewing Glinko Dominion Card Rankings and contemplating improvements to the bottom 16%, if i don't find anything in old posts here. Below are a few ideas i had. Let me know what you think, especially those with multiple version. I pursued three paths for improvement: 1. remodel; 2. make into a split pile by developing a companion card; 3. Reduce its cost. I mostly want to maintain the original intent or at least not invade space another better card already occupies.

Cartographer Ranked 411/451
I modified this into a Peddler variant.

:)

Crystal Ball Ranked 366/451
So this one really surprised me. To me it seams like the Treasure version of Sentry. So i modified to make the first one provide additional value and allowed you to put a card into your Hand, helpful for Night cards.

:)

Duplicate Ranked 362/451
I modified this to allow more duplication.

:)

Feodum Ranked 441/451
I modified both versions to a Treasure-Victory.
Version-A: I modified this gain Silvers.
Version-B: I modified this provide basic economy with the potential to gain Silvers. Maybe this should also cost $4?

Version A                                        Version B
:)

Island Ranked 369/451
Since two cards are removed from your hand, i modified this by providing an additional card.

:)

Monument Ranked 407/451
Like Woodcutter, as an Action this is too week. I modified this to a Treasure, provided a choice, and added an exchange. This exchange idea is not too dissimilar to Capital City.

:)

Pendant Ranked 383/451
Version-A: I modified this to trash a Treasure for the benefit of a Coffer.
Version-B: I modified this to provide an alternative path to Loots.

Version A                                        Version B
:)

Sage Ranked 400/451
I modified this to allow conditional trashing.

:)

Scavenger Ranked 426/451
This an Harbinger both allow a card to be moved from the discard onto your deck. For both I modified this to two cards.
Version-A: I modified this include a Buy.
Version-B: I modified this to a choice, making the other option trashing and provide some benefit to certain trashing.

Version A                                        Version B
:)

57
Variants and Fan Cards / Re: Fan Card Mechanics Week 82: Pupil
« on: January 15, 2024, 05:08:02 pm »
The Pupil mat says:
"Pupil: Directly after playing an Action card, you may remove a token from here for +1 Card."

By contrast, the Coffers mat say "you may remove tokens from this for +$1 each" and the Villagers mat says "you may remove tokens from this for +1 Action each" (emphasis added).

Am I correct in presuming that this means that you can only spend 1 Pupil for each play of an Action card?
Yes. Up to one extra card per Action card played.

58
Variants and Fan Cards / Fan Card Mechanics Week 82: Pupil
« on: January 11, 2024, 11:32:25 pm »
:)
Howdy All,

This week's mechanic is Pupil, a mat that i found on Reddit. This is the best use of a +1 Card token i have found to date. The mat states:

"Pupil: Directly after playing an Action card, you may remove a token from here for +1 Card."
:)
Your task is to design a card that would use this mat well.

Here are two of the Author's cards:


:)
My main judging criteria is whether I would be excited to see the design in a Kingdom. Important factors:
* balance: is the card useful, but not overpowered (both in general and in a variety of Kingdoms)
* playability: the card is fun to play and works with more than one type of deck
* simplicity: this doesn't always mean fewer words; a card with lots of text that, once you understand it, can be easily and intuitively be played is better than one with four lines of text that is difficult to understand
* topicality: uses this mechanic in an interesting way

:)
Since entries seam to be in short supply as of late, I'll run the contest for a minimum of a seven days, but long enough to garner four entries. Then i'll provide a deadline notice.
:)
Have fun! I look forward to seeing your entries.
:)
So i was a little surprised i won the last contest. I was also not prepared, but this offered the opportunity to review other mechanics and now i have some ideas ready for next time. If you need some ideas, there are plenty here:

59
Dominion General Discussion / Re: Allies' split piles & Ally
« on: January 06, 2024, 11:31:42 am »
You do know that rotating moves more than one card, right?
Ohhh that is the missing information! Sadly the Allies instructions are the only one i can't find.
"To rotate a Supply pile with differently-named cards in it is to move all copies of one card on top of the pile to the bottom, so as to expose the next differently-named card in the pile." <https://wiki.dominionstrategy.com/index.php/Rotate>

60
:)
Quote
Ruinous Route • $4 • Action - Looter
Gain a Ruin.
Review your Deck's top five cards, trashing up to three and returning the rest.
Choose one: +$2; or play up to two Ruins from the Trash, leaving them there.
:)
Sadly there are only three official Looters, but none of them allow you to use them as Actions - Death Cart merely uses them as fodder. Cultist and Marauder use Ruins like Curses. The last choice offers some use until there are enough Ruins in the trash to be more useful.
This uses Dark Age's theme of self junking, like Beggar, Death Cart; Count.
This would replace Beggar - a card i have never bought, nor have seen a kingdom where it would be of much use. Beggar is ranked 477 out of 488 Dominion cards. Only Feodum and Pillage rank lower amongst Dark Ages cards.
I would also toss-out Survivors.

Update-20240105: Changed both option: "+1 Action and +$1" to "+$2"; from two to three ruins in the trash.
Update-20240109: removed Ruin gain to Deck's top. Add deck inspect and potential trash, like Sentinel. return choice to play two Ruins

My other ideas include:
* adding a Treasure-Shelter
* replacing Necropolis, which i already do.
* adding a Night-Shelter
* modifying Mystic by adding its own Heritage which goes against the contest rules

:)

61
Dominion General Discussion / Re: Allies' split piles & Ally
« on: January 04, 2024, 01:01:59 pm »
Definitely sounds like you're not "rotating" the split piles. https://wiki.dominionstrategy.com/index.php/Rotate
Oh we rotate. But one player only uses Big Money strategy and never rotates if they even buy the first card. Me and the other two use the strategy best suited for that game. Maybe we just need more time with Allies.

62
Dominion General Discussion / Re: Buying decision
« on: January 04, 2024, 12:55:35 pm »
I'd review the contents. Here is a link to Adventures https://wiki.dominionstrategy.com/index.php/Adventures and one for Renaissance https://wiki.dominionstrategy.com/index.php/Renaissance

63
Dominion General Discussion / Re: Buying decision
« on: January 04, 2024, 09:27:24 am »
If you want to avoid attacks, avoid both Dark Ages and Nocturne? What do you have?
I generally recommend Seaside, Menagerie, Adventures, and Renaissance as highly fun sets.
Nocturne is nice for its Heirlooms and Spirits, but the Hexes can put-off some people. We had a bad game with Hexes and avoided Nocturne for a few months.

64
Dominion General Discussion / Allies' split piles & Ally
« on: January 03, 2024, 01:30:17 pm »
Context:
We got Allies about two months a ago and have used it about a dozen times. While initially i was excited to get this expansion, my interest after playing has waned.

Split Piles:
How often in games where you have a four-card split pile do you even have the opportunity to buy the fourth card? We have never had a game where the fourth card was available to buy. I even had one game where i used four of the six, while most games had one and maybe 1/3 had none. I wonder if part of the issue is the pile does not scale to player count. I wonder is part of the issue is that four different cards is too much for one pile.

Allies:
The consensus at our house seams to be "unimpressed". We have never used the same Ally, but they were fairly meaningless in all but one game.

65
Variants and Fan Cards / Re: Fan Card Mechanics Week 81: Season 8 Finale
« on: January 03, 2024, 08:25:26 am »
:)
Quote
Isle Trader • $4 • Action
+1 Card
+1 Action
Exchange a card from your Hand and your Tiny Isle.
Choose one: +1 Action; or +1 Buy.
-
Overplay: Gain a Horse onto your Tiny Isle per Action.
:)
This uses Week 73's Overplay and Week 74's Tiny Isle.
:)

66
:)
Withdrawn
:)
Quote
Copper Mine • $1 • Treasure - Shelter
Gain a Copper to your Hand. If you did, gain a Spoils to your Deck's top.
:)
I like Shelters and would like to see more. I'm currently using 20 with plans for another ten more - partially thanks to Weekly Design 22 and 158.
This uses Dark Age's theme of self junking.
My other idea would be to replace Necropolis, which i already do.
My other idea was a split pile using Beggar, but then it would be the only split pile in the box, so maybe not?
My other idea goes against the contest rules, modifing Mystic by adding a sentence and its own Heritage.

:)

67
Weekly Design Contest / Re: Weekly Design Contest #207: Vanilla on the Side
« on: December 23, 2023, 03:58:22 pm »


Oh yeah it's an event I forgot to add that in the mockup

I feel that this is kinda weak. It's rare to want to trash an action or treasure that costs $3 or more, so this becomes like a weaker ride. I think you can include the ability to trash victory cards and it becomes better.

Sometimes I want to trash a silver or another horse. Maybe it could be fine with +buy. Trashing an estate for 2 horses in the open feels busted.
How about:
"Once per turn, you may trash a card from your Hand, if it costs at least $3, +1 Horse per $1 it costs; otherwise, +1 Horse."

68
Weekly Design Contest / Re: Weekly Design Contest #207: Vanilla on the Side
« on: December 19, 2023, 05:18:54 pm »
:)
:)
Quote
Here is my card:
Bee Keeper • $5 • Action
Reveal a Hand with no H-Bee to play an H-Bee from its pile (leaving it there) three times choosing a different option each time. Otherwise trash an H-Bee from your Hand to play it four times.
-
Heirloom: Clover Honey


Here are cards i'm borrowing from Reddits's Lobster_Phil
H-Bee • $1* • Action - Cursed
Choose one: +1 Card; or +1 Action; or +1 Buy; or +$1
-
-1VP
In game using this all Curses become H-Bee.
(Not in the Supply)

Clover Honey • $2 • Treasure - Heirloom
$2
Reveal an H-Bee from your Hand for +1 Buy; otherwise gain an H-Bee.
:)
So i made this card after finding this Heirloom on reddit. I made some changes to Clover Honey and H-Bee. For practical purposes, i only print one copy of H-Bee as reference. I changed the village effect on the first line of Bee Keeper to comply with this contest's rules, which then necessitated it costing $1 more.
:)

69
:)
:)
Quote
Wild Plains • $5 • Action - Duration
+1 Card
+1 Action
+1 Buy

Now and at your next Start-up, reveal your Deck's top card, you may discard it. If it is a Horse, gain a Cavalry; otherwise gain a Hostelry.
:)
I started by reviewing the most powerful $4 cards. I first developed a card around Shepherd, then tried Calvary and liked it better.
:)

70
Weekly Design Contest / Re: Weekly Design Contest #206: Evolution
« on: December 14, 2023, 03:45:33 pm »
:)
:)
Quote
Field Mouse • $3 • Action - Traveller
+1 Action
Reveal your Deck's top card. If it … costs $1 or less exchange it for a Field Mouse; otherwise you may discard it.
-
At Clean-up, you may exchange this for a House Cat.

House Cat • $4* • Action - Traveller
+2 Actions
Reveal cards from your Deck until you reveal a Rats or a card costing $2 or less, trash it.
-
At Clean-up, you may exchange this for a White Wolf.
(Not in the Supply)

White Wolf • $5* • Action - Traveller
+1 Card
+2 Actions
+$1

You may trash a card from your Hand to gain a Field Mouse.
-
At Clean-up, you may exchange this for a Wild Jaguar.
(Not in the Supply)

Wild Jaguar • $6* • Action - Traveller
+4 Cards
+1 Action

Discard two cards.
You may trash a card for $2.
-
At Clean-up, you may exchange this for a Brown Bear.
(Not in the Supply)

Brown Bear • $7* • Action - Traveller
+3 Cards
+2 Actions

Review your deck's top five cards, discarding any.
You may exchange a Brown Bear from your Hand for a Wish.
(Not in the Supply)
:)
This traveller-series evolves from humble beginnings into a card that could give you a Wish.

:)

71
.            :)
Quote
Ornate Fountain • $5 • Victory - Memory
2VP
-
At the start of the next game, trash this for +1%.
.            :)
A Duchy variant split between the two games, but does not junk your deck in the future.
.            :)

72
Weekly Design Contest / Re: Weekly Design Contest #206: Evolution
« on: December 10, 2023, 05:00:15 pm »
Withdrawn
:)
:)
Quote
Field Mouse • $3 • Action - Traveller
+1 Action
Reveal your Deck's top card. If it … costs $1 or less exchange it for a Field Mouse; otherwise you may discard it.
-
At Clean-up, you may exchange this for a House Cat.

House Cat • $4* • Action - Traveller
+2 Actions
Reveal your Deck's top two cards. If one … costs $2 or less, trash it for +$2; is Rats, trash it; otherwise you may discard any.
-
At Clean-up, you may exchange this for a White Wolf.
(Not in the Supply)

White Wolf • $5* • Action - Traveller
+1 Card
+2 Actions
+$1

Reveal your Deck's top two cards. If one … costs $2 or less, trash it; otherwise you may discard any.
-
At Clean-up, you may exchange this for a Wild Jaguar.
(Not in the Supply)

Wild Jaguar • $6* • Action - Traveller
+4 Cards
+1 Action

Discard two cards.
-
At Clean-up, you may exchange this for a Brown Bear.
(Not in the Supply)

Brown Bear • $7* • Action - Traveller
+3 Cards
+2 Actions

Review your deck's top three cards, discarding any.
You may exchange a Brown Bear from your Hand for a Wish.
(Not in the Supply)
:)
This traveller-series evolves from humble beginnings into a card that could give you a Wish.

:)

73
Weekly Design Contest / Re: Weekly Design Contest #206: Evolution
« on: December 09, 2023, 09:32:29 pm »
Withdrawn
:)
Quote
Field Mouse • $3 • Action - Traveller
+1 Action
Reveal your Deck's top card. If it … costs $1 or less exchange it for a Field Mouse; otherwise you may discard it.
-
At Clean-up, you may exchange this for a House Cat.

House Cat • $4* • Action - Traveller
+1 Action
Reveal your Deck's top card. If it … costs $2 or less, trash it for +$1; is Rats, trash it; otherwise you may discard it.
-
At Clean-up, you may exchange this for a White Wolf (Not in the Supply)

White Wolf • $5* • Action - Traveller
+1 Action
Reveal your Deck's top card. If it … costs $2 or less, trash it for +$2; otherwise you may discard it.
-
At Clean-up, you may exchange this for a Wild Jaguar. (Not in the Supply)

Wild Jaguar • $6* • Action - Traveller
+1 Action
Reveal your Deck's top card. If it … costs $3 or less, trash it for +$2; otherwise you may discard it.
=
At Clean-up, you may exchange this for a Brown Bear. (Not in the Supply)

Brown Bear • $7* • Action - Traveller
+1 Action
Reveal your Deck's top card. If it … costs $3 or less, trash it for +$3; is Brown Bear exchange it for a Wish and a Field Mouse; otherwise you may discard it. (Not in the Supply)
:)
This traveller series evolves from humble beginings into a card that could give Wishes. I used Wish to save text.
For the first time i actually played a few games with a design. I used the Page-line as stand-ins, tweeking these each round until they worked well. For simplicity i used a Big Money strategy with a $4 Village and Patrol ($5). By game-5 i got my fifth Province on turn-16.

:)

74
Weekly Design Contest / Re: Weekly Design Contest #206: Evolution
« on: December 09, 2023, 04:30:59 pm »
Withdrawn
:)
:)
Quote
Moon Temple • $3* • Action
+$2
You may discard a card for +1 Action.
+$1 for every three tokens on your T-mat (round).
-
When you buy this, if your T-mat has less than five token, add a token. This cost $1 more per token on your T-mat.
:)
I changed this to an Action. It starts out very much like a Silver and progresses through Gold to more if you can buy enough, although the other players may prevent you. The following table demonstrates the evolution.

Purchase    Cost     Worth
 1st             $3       +$2
 2nd            $4       +$2
 3rd             $5       +$3
 4th             $6       +$3
 5th             $7       +$3
 6th             $8       +$4
 7th             $8       +$4
 8th             $8       +$4
 9th             $8       +$4
10th            $8       +$4

:)

75
Weekly Design Contest / Re: Weekly Design Contest #206: Evolution
« on: December 07, 2023, 12:06:46 am »
Withdrawn
.            :)

.            :)
Quote
Moon Temple • $3* • Treasure
+$2 and +$1 for every three tokens on your T-mat (round).
-
When you buy this, if you T-mat has less than five token, add a token. This cost $1 more per token on your T-mat.
.            :)
This is a simple Treasure that starts out very much like a Silver and progresses through Gold to more if you can buy enough, although the other players may prevent you. The following table demonstrates the evolution.

Purchase    Cost     Worth
 1st             $3       +$2
 2nd            $4       +$2
 3rd             $5       +$3
 4th             $6       +$3
 5th             $7       +$3
 6th             $8       +$4
 7th             $8       +$4
 8th             $8       +$4
 9th             $8       +$4
10th            $8       +$4

.            :)

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