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1601
Variants and Fan Cards / Event Deck
« on: January 29, 2013, 07:37:49 pm »
Donald X said that intrigue originally had an Event Deck, which had some things that affected all players. I think it's a good idea.


THE EVENTS:

There's a deck of cards. If a card asks you to "resolve an event", then you reveal the top card of the event deck and resolve the text on it. After you've resolved it, put it on the bottom of the event deck.



Bring Out Your Dead!:
Each player may trash a card

Meeting!:
Each player draws a card

Silver Rush!:
Each player gains a Silver

Excavation!:
Each player may discard any number of cards from his hand. +1 card for each card he discarded this way.

Exhibit!:
Each player may look through his discard pile, and put a card from it on top of his deck.

Forecast!:
Each player looks at the top 5 cards of his deck, and either discards them all or puts them back.



Alms!:
Each player gains a copper, putting it in his hand.

Riots!:
Each player reveals the top 3 cards of his deck, discards the actions and treasures and puts the other cards back in any order

Inquisition!:
Each player may discard 2 cards from his hand. If he doesn't, he gains a Curse, putting it in his hand

Inspection!:
Each player puts a Victory or Curse card on top of his deck (or reveals a hand with no such cards).


The following cards can trigger events:

Town Crier:
Action - $5
+$3
Resolve an event

Scribe:
Action - $4
+2 Cards
Put an Event face down on your Scribe mat
---
In games using this, at the start of your turn, you may reveal and resolve an Event from your Scribe mat. You may look at the events on your mat at any time.

Master of Ceremonies:
Action/Duration - $6
Put your deck into your discard pile
Now and at the start of your next turn: Each player gains a Gold. Put yours in your hand.
---
While this is in play, when a player gains a Province, resolve an Event.


EDIT: Got rid of the coloured backs and rouser, got rid of the Witch and Knight events and added the Navigator and Scavenger events, and Scribe/MoC.

1602
Variants and Fan Cards / Re: Iron Maiden (an Iron family attack)
« on: January 29, 2013, 06:57:35 pm »
Discarding a victory card is a benefit to the opponent that offsets the curse, so you're looking at an attack that's never as "harsh" as Witch. eHalcyon is right about the silver gain being extra valuable in slogs though.

I still think it should be a Sea Hag variant, with the junk going on top of the opponents deck.

1603
Variants and Fan Cards / Re: Grifter: A workshop/vault attack
« on: January 29, 2013, 06:49:24 pm »
I changed it to a $5 card with an on gain penalty. This card still seems very powerful for 5: It can guarantee you a King's Court every turn, and it's a +3 cards attack that can gain its own Villages.

1604
Variants and Fan Cards / Re: Grifter: A workshop/vault attack
« on: January 29, 2013, 06:41:06 pm »
It seems like a pretty weak attack though.  If you play this, I can just discard my hand and gain a power $5.  Maybe my hand had some junk and I wouldn't have been able to afford it otherwise!

A valid point, but then if another one gets played you are gaining a Ruins. But yes it is a weak attack; it both creates a slog and helps you get out of it.

It may be a weak attack sometimes, but that's good, because it has a pretty strong action part. Better than Hunting Grounds. Also, if you play this in multiples, your opponents are forced to gain ruins after their power $5.

It's not necessarily better than Hunting Grounds because if you don't discard a healthy number of cards, you're gaining a Ruins. True, you can get a $5 card by overall discarding a card, which makes it similar to Altar with sifting instead of trashing.

I originally wanted it to be +3 cards and $5, but I didn't want you to be able to easily gain a copy of this outside your turn. I guess I could make the bottom: If you gain this and did not buy it/with no treasure in play, gain a Ruins. It would solve the Looter issue as well.

1605
Variants and Fan Cards / Re: Grifter: A workshop/vault attack
« on: January 29, 2013, 08:54:36 am »
It just doesn't feel right putting Looter on the card without having Ruins in the wording somewhere. When Trash effects (except Fortress and Rats' +1 card) seem arbitrary so why not.

1606
Variants and Fan Cards / Re: Grifter: A workshop/vault attack
« on: January 29, 2013, 08:15:08 am »
Ohhh, I read that as, for each card he discards, he gains an action card costing $0 or $1.  So like, if I discard three cards, I would gain 3 Ruins, unless Poor House is available or Highway shenanigans.  I guess you mean, I pick a numer X, then discard X cards and gain an action costing up to $X.

That's correct. Is there a better way to word this? The pick a number wording means that you can pledge to discard 7 cards when you're empty handed and still gain the King's Court.

1607
Variants and Fan Cards / Re: Clasic_Cards #48 - Tower
« on: January 29, 2013, 08:07:28 am »
What are the worst possible situations for On-Gain? I guess you could get kingmaking whenever a cursing attack is played.

I suppose it would suck to play a card like Explorer or Mine and have it be neutered by someone else's reaction

Worst case scenario?  Possibly a long Cultist chain culminating in a King's Courted Mountebank, and then buying an Ill-Gotten Gains.

In an IRL game I'd hold my Tower and cackle as my opponents next 6 turns are neutered.

At least in isotropic the clicking process can make it seem just as painful for the attacker.

1608
Variants and Fan Cards / Re: Grifter: A workshop/vault attack
« on: January 29, 2013, 07:58:12 am »
The gain isn't optional. So you can get +4 cards, but you will gain a ruins unless you discard enough cards to gain something else.

Meanwhile it's an attack. The opponent has to either discard some cards (at least 2) to gain something or discard nothing and gain a ruins.

The on trash effect is purely so I can justify making it a Looter. The card needs to be a looter to work as intended.

1609
Variants and Fan Cards / Re: Clasic_Cards #48 - Tower
« on: January 29, 2013, 07:53:40 am »
What are the worst possible situations for On-Gain? I guess you could get kingmaking whenever a cursing attack is played.

I suppose it would suck to play a card like Explorer or Mine and have it be neutered by someone else's reaction

1610
Variants and Fan Cards / Grifter: A workshop/vault attack
« on: January 29, 2013, 07:46:56 am »
Grifter
Action/Attack/Looter - $5
+3 cards
Each player (including you) discards any number of cards, and gains an Action card with a cost no more than the number of cards discarded this way.
---
When you gain this, gain a Ruins if you do not have any Treasure in play

A strange combination of Workshop, Vault and Torturer. You could create a massive draw engine easily but without discarding you'll probably gain some unwanted cards along the way. Meanwhile it's an "attack" that can guarantee you a $5 turn in slogs, but you will have to forgo your turn. If your opponent chains it you're going to end up with Ruins when you fail to discard any cards. The when trash is so it can reference Ruins and be a looter.

EDIT: Clarified the sentence about chaining.
EDIT 2: Changed the card to a $5 card, disincentivised self gaining. The original card was: Grifter

Action/Attack/Looter - $6
+4 cards
Each player (including you) discards any number of cards, and gains an Action card with a cost no more than the number of cards discarded this way.
---
When you trash this, gain a ruins in hand

1611
Variants and Fan Cards / Re: Savings
« on: January 25, 2013, 09:16:00 pm »
$5 with the treasure trashing from hand seems right. It's similar to a cost increase, makes the card less random and works thematically.

1612
The idea is that it's a good treasure for slogs, filling a similar niche to poor house and secret chamber, but it can also be a Trasher. I built it around the reaction, but I wanted the card's top ability to be somewhat counterintuitive to the reaction as to keep it in check.

I mean, a card that's "choose one; Chapel or Secret Chamber" probably wouldn't be much more powerful than either of the 2 cards.

1613
Once you can draw your whole deck it's as good as gold, but it's far worse than most cards to get you there (unless you can trash your starting estates, but then this card's even worse and needs momentum to build).

I suppose I could change it to "Discard up to 4 cards. $1 for each discarded card", and that would help it self synergise.

1614
Laurel Wreath
Treasure-Reaction
$4
Discard up to 4 cards. +$1 for each card you discard this way.
---
When you discard a card from your hand other than during clean up, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.

Note that the card has to be in your hand for you to reveal it, and when you discard more than one card at once they are discarded simultaneously. This means that you can't trash your hand when you play a Minion.

I think similar ideas have been thrown around, but I think the two contradictory ideas work together to limit the swinginess of either effect. The top half is good in bad decks, but the bottom half helps improve your deck if you have an enabling card (many of which exist). It can combo with sifters to really trash a lot of cards, but then you'll end up with 2 mostly dead cards (this and the sifter). The discard has to be from hand or else things like Golem can be used to trash or rearrange your whole deck.

EDIT: Changed it so it isn't uber powerful to get many copies in big drawing engines. It also self synergises now, which is cool.

1615
Dominion General Discussion / Re: Pet tricks you haven't tried yet
« on: January 19, 2013, 07:53:11 pm »
Having two players be Prize Fighters in the same game.

How would that be possible? Masquerade?

1616
Variants and Fan Cards / Re: Partition: Cheaper cards all around
« on: January 19, 2013, 07:05:03 pm »
Develop's real power is the top decking.

I think 3 differently named will work quite well in most kingdoms. Remember that this card will be woeful at trashing estates/shelters and very poor at trashing copper.

I made it $2 so you can gain another Partition instead of gaining a silver, but maybe that's too cheap. It will be very easy to pick up late game in kingdoms with +buy.

Edit: Also, with differently named, you will actually end up gaining cards you don't want more than likely. As an example, if you trash a rats in a kingdom with no $3s and no other $2s, you will have to gain a Silver, a Partition and a Copper. I think the cases where that 3rd card is a burden will be quite numerous.

1617
Variants and Fan Cards / Re: Really bad card ideas
« on: January 19, 2013, 06:44:22 pm »
It's a Haggler because you will debate the other player about whether you can gain a certain card or not.

1618
Variants and Fan Cards / Re: Really bad card ideas
« on: January 19, 2013, 02:22:40 am »
Edge Case Haggler
Action - $5
+$2
---
While this is in play, when you buy a card, gain a card strictly worse than it (ignoring cost).

1619
Variants and Fan Cards / Re: Partition: Cheaper cards all around
« on: January 19, 2013, 01:18:05 am »
It's just something that's cool, like Rats/Fortress or Mandarin/Cultist/Watchtower/Horn of Plenty. I don't think it breaks the card. The biggest concern is that it would be a way for playing an attack to hurt the attacker, but you need 6 specific cards (Partition, Squire, Watchtower, Trader, Ill Gotten Gains and Goons/Sir Vander).

1620
Variants and Fan Cards / Re: Partition: Cheaper cards all around
« on: January 19, 2013, 01:06:10 am »
The reaction war isn't an endless loop because the squire pile is finite.

1621
Variants and Fan Cards / Re: Partition: Cheaper cards all around
« on: January 19, 2013, 12:59:48 am »
I really like the card, although it might need a bit of work to be balanced.

Perhaps the Action portion could be, "Trash a card from your hand. Gain 3 differently-named cheaper cards."

I'm not sure it needs the Reaction portion, but if you want it, it could require a discard to prevent an endless loop. "When you would gain a card, you may discard this. If you do, instead, gain a cheaper card, putting it on top of your deck."

It's no more of an endless loop than revealing the same Secret Chamber over and over. Eventually you're going to have to settle on a card. Even if you have a Trader in hand from a gained Copper, the choice will ultimately be a Silver, a card costing less than Silver, or nothing. My only concern is that it allows you to gain cards with on gain effects when you're "attacked" with the right combo of cards. It could be hard to remember whose turn it is when things start to get really silly.

Edit: Also Watchtower allows you to deplete piles. I think Squire is the only card that has an on trash effect that gains you a more expensive card (or Sir Vander, or Quarry+Hunting Grounds).  I think it's a cool novelty not worth changing the card over. Watchtower is already ridiculous with Squire, so being more ridiculous is ok by me.

1622
Dominion General Discussion / Re: Pet tricks you haven't tried yet
« on: January 19, 2013, 12:39:56 am »
Mint squire is not great.  It's too slow to get going again after lowering the total value of your deck to 3. And you cant squire a silver+ mint a silver in the same turn. and they will collide often.

Necropolis?

I just love all the "plausible" mint openings (even mint/pawn), and Squire seems like it would only fall behind Fools Gold as far as they go. Using it for the actions or buys will come in handy in this sort of deck.

I also keep thinking there's some way to make mint/beggar work, but I'll need to experiment. It'd have to be in huge games where someone's almost certain to play an attack.

Mint/Poor House also seems counterintuitive, but if there's another trasher on board it could work.

1623
Variants and Fan Cards / Re: Partition: Cheaper cards all around
« on: January 17, 2013, 10:49:55 pm »
One thing that I just realised that could break the card

Player X plays a Witch
Player Y gains a Curse
-Revealing a Trader to gain a Silver instead of a Curse
-Revealing a Partition to gain a Squire instead of a Silver
-Revealing a Watchtower, trashing the Squire
-- Gaining a Goons
-- Revealing a partition to gain an Ill Gotten Gains instead of a Goons
--- Player X gains a Curse
---Revealing a Trader to gain a Silver instead of a Curse
(etc.)

In Multiplayer you could get a war of the reactions.

1624
Variants and Fan Cards / Re: Partition: Cheaper cards all around
« on: January 17, 2013, 10:41:33 pm »
I picked 3 because 2 seemed far too weak to make the card ever worth buying.  Gold->3 Duchies might be too powerful and useful for every game though.

1625
Variants and Fan Cards / Partition: Cheaper cards all around
« on: January 17, 2013, 10:32:29 pm »
Partition
Action-Reaction $2
Trash a card from your hand. Gain 3 cheaper cards with different names.
---
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a cheaper card, putting it on top of your deck.

Note: You can reveal this when you gain a card costing $0 to gain nothing instead. Also you can trash a gold to gain 3 different Knights.

A reaction that can stop junkers and that breaks the rules of some cards like Haggler and treasure gainers. The top decking is to make the reaction potentially useful in all setups. The top part can be powerful in some setups (eg Trash an Ill Gotten Gains to gain 3 powerful $4 cards), but will usually be strategically complex.

EDIT: Added in "differently named".

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