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Messages - Jack Rudd

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2376
I'm pretty sure Chapel, several Gold, and a couple of Warehouses would be much faster, but less fun than putting together a Goons engine.
Quite possibly, but not necessarily better. The point of Goons engines is - among other things - to slow your opponents down by reducing them to three-card hands. This means they don't have to build up as quickly to be effective.

2377
Variants and Fan Cards / Re: Curse Variants
« on: July 05, 2011, 12:56:15 pm »
What about a new type of cards that cannot be trashed?
They have the potential to cause all kinds of rules problems (such as when an Upgrade compels you to trash them).

2378
Variants and Fan Cards / Re: Really bad card ideas
« on: July 02, 2011, 09:59:24 am »
Miser
$2 - Action
+$4, -1 Buy

I'm not sure it's that bad of an idea, but it is kind of silly: Particularly because of how it's purely combo dependent and useless by itself. If it's in a 10-card setup without any +1 Buy's, it's wasting space.
And if it's in a 10-card setup with a +Action/+Buy card or any combo that gives that, it's grotesquely overpowered. Nice work.

2379
Variants and Fan Cards / Re: Make up your own card?
« on: June 30, 2011, 06:02:31 pm »
I'm not really sure how to word that last part as it is a "new" feature.  However, I think the meaning gets across.  I've always wanted a more "aggressive" reaction card, but it needed to be balanced so that people would still want to play attack cards.  This, like most reaction cards, works better against some attacks compared to others.  Reflecting a Witch to give him a curse is nice, reflecting a Thief so he trashes his own treasure just to gain it back, not so much.
Donald X's notes on why this type of Reaction is not a good idea.

2380
Variants and Fan Cards / Re: Really bad card ideas
« on: June 29, 2011, 07:37:24 pm »
Roshambo $5
Action
+2 cards
You and the player to your left each secretly choose a card from the hand, then reveal them simultaneously. If you both reveal the same type of card, nothing happens. Otherwise, if you reveal...
a Treasure card, gain a Gold.
a Victory card, gain a Duchy.
an Action card, gain a Roshambo.
This could be a lot of fun in a game with Tournament and/or Black Market.

2381
Rules Questions / Re: Throne room/king's court
« on: June 29, 2011, 05:16:33 pm »
Could someone give a brief clarification on how throne rooming a throne room works.  I thought I had a good understanding of it.  But something I read recently confused me.  So, I need a different description.
Throning a Throne Room means you play it twice. Which in turn means that you pick an action card from your hand and play it twice, and then pick another action card from your hand and play that twice.

2382
Puzzles and Challenges / Re: My Dominion Logic Puzzle
« on: June 29, 2011, 12:59:53 pm »
Don't 4 piles need to be empty to end a 4 player game on piles?
No; that's the rule for a 5-player game.

2383
Rules Questions / Re: Outpost + Possession interaction
« on: June 28, 2011, 04:25:14 pm »
Mind you, there are at least three good reasons to play Outpost on an Outpost turn.

The only reason I can think of is to get rid of a card for a forthcoming Library/Watchtower play.  What are the others?
Lowering the number of Outposts in your hand to 1 in order to play Menagerie for +3 Cards.
Incrementing the number of Actions played in the turn by 1 in order to lower the cost of Peddler by 2.

Any others?

2384
Variants and Fan Cards / Re: Vanilla Cards
« on: June 28, 2011, 02:13:07 pm »
A +1 Action, +2 Coin card is essentially Silver-As-An-Action.

Apart from it's possible to draw it dead. Therefore Silver is strictly better than it and so it should be costed at $2. But then in most cases it's just a cheap Silver. That's why such a vanilla card is not 'possible'.
Silver's not strictly better than it: there are situations where you can draw this card live where Silver would be dead - hands with Tactician in, for example.

2385
Variants and Fan Cards / Re: Vanilla Cards
« on: June 28, 2011, 01:42:49 pm »
A +1 Action, +2 Coin card is essentially Silver-As-An-Action.

2386
Puzzles and Challenges / Re: Places with Dominion card names
« on: June 27, 2011, 10:49:41 pm »

2387
Game Reports / Horns of Plenty run riot
« on: June 27, 2011, 07:52:07 pm »
Four Provinces and three Duchies gotten by the Horns on the last turn, yay.

http://dominion.isotropic.org/gamelog/201106/27/game-20110627-164914-ddb82683.html

2388
General Discussion / Re: Math Nerds...
« on: June 27, 2011, 07:03:09 pm »
I have a maths degree.

And as an IM with Grade 8 trumpet and Grade 7 piano, I have the holy trifecta: maths nerd, music nerd and board games nerd!

2389
Here's another solution to the puzzle: there is just one Silver left in the supply pile, and emptying that pile will win you the game.

2390
This is cool. "If your Village didn't do anything for you this turn, why not try again next turn?"

2391
Variants and Fan Cards / Re: Really bad card ideas
« on: June 21, 2011, 10:23:02 pm »
Isner and Mahut
Treasure - Duration
Cost - 3

This turn and next turn: +1 Coin
---
The game may not end while this card is in play.

2392
Puzzles and Challenges / Re: Reduce Opponents to 0-card Hands
« on: June 21, 2011, 01:33:20 pm »
King's Court - King's Court - Rabble - Minion - Bureaucrat has a decent chance of leaving your opponent with a useless one-card hand.

2393
Variants and Fan Cards / Re: Really bad card ideas
« on: June 21, 2011, 10:13:52 am »
Watchtower and Talisman can lead to some quick finishes as well ;)

And Hoard is nice if you ever wanted to see the Gold pile empty
I've seen the Gold pile empty. (In a game with Hoard and Mine, naturally.)

2394
Dominion Articles / Re: Combo: University/City
« on: June 20, 2011, 08:03:22 pm »
And I end up on the receiving end, this time with Torturer in play.

2395
Variants and Fan Cards / Re: Make up your own card?
« on: June 19, 2011, 07:11:11 pm »
I have an idea for a card:


(No Name Yet)
$6-7
Action
+ 2 cards, + 2 actions, + $1, and worth  -1vp




Still not sure about the cost, haven't tested it yet
Hmmm. This card + Great Hall = Bazaar + Laboratory, which suggests $7 might be the appropriate cost.

2396
Variants and Fan Cards / Re: Post an interesting set of 10
« on: June 19, 2011, 05:52:16 pm »
Possibly Transmute. That's quite good with hybrid cards.
I've never tried it, do you get two cards back?
You do. (It's the old "follow the card text in order" thing).

2397
Game Reports / Re: The Apothecary/Warehouse combo
« on: June 19, 2011, 05:20:46 pm »
Resistance is futile.

2398
Variants and Fan Cards / Re: Post an interesting set of 10
« on: June 19, 2011, 04:23:25 pm »
Harem
Nobles
Great Hall
Island
Scout
Tribute
Ironworks
Mint


and two others I that I can't think of right now


Bascially it's the let's abuse hybrid cards set.  Which two am I missing?

Possibly Transmute. That's quite good with hybrid cards.

2399
Game Reports / Pirate Ships of FAIL
« on: June 18, 2011, 09:40:19 pm »
Sometimes... you really need to start using your Pirate Ships for coin. I don't know when my opponent needed to do so, but probably before I'd bought all eight Provinces.

http://dominion.isotropic.org/gamelog/201106/18/game-20110618-183817-2d8473ea.html

2400
Dominion General Discussion / Re: Keeping track of turns...
« on: June 18, 2011, 08:56:26 pm »
It does, and for the same reason: you're not getting an extra turn through luck of the seating, you're getting one because you bought a card to get you extra turns.


Actually with possession you're getting an extra turn because your opponent bought a card to give (ok force you into) you that extra turn.
This is indeed the case, and is a very good reason why you don't track the extra turns.

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