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Messages - Adrienaline

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26
Dominion General Discussion / 4 player Dominion with 2 players
« on: July 12, 2012, 05:58:33 am »
I was hoping to hold off on this until I'd had a chance to test it out, but most of my gaming with actual cards has been 3 or 4 player over the past month or so.

It was an idea I'd first come up with for a 2-player Ticket to Ride variant, and I thought it would carry across well to Dominion.

The idea is to play with two decks/hands/discards/everything, as if you were playing a 4 player game. Your score at the end is determined by your highest point value minus your opponent's lowest point value (so you can't just elect to tank with one of your decks, they have to both do reasonably well).

What does everyone else think?

27
Puzzles and Challenges / Re: Most VPs in 4 turns (again)
« on: July 01, 2012, 01:47:43 pm »
I can get 12 from
Open Develop Potion
Develop Potion into Duchy Tunnel Buy Tunnel
Buy Tunnel


Edit: Actually, slightly better is
13 from
C C C C E Open Nomad Camp
NC C C C E Buy Develop Estate
E *reshuffle* NC D C C, Develop NC to Duchy Tunnel, Buy Estate (as can only have two coppers)
C C C C C Buy Duchy

28
Dominion General Discussion / Re: With my Dominion Time Machine...
« on: June 28, 2012, 12:26:09 am »
I guess I have to go back in time to right before you invented your time machine so that I can stop you from going back in time and changing Scrying Pool. I REALLY like Scyring Pool the way it is.

Maybe you've both already gone back in time then...

29
Dominion General Discussion / Re: The Best Designed Card
« on: June 26, 2012, 05:55:28 am »
Young Witch: How has this not been nominated yet? The strategy changes completely depending on what the bane card is, and it even acts as a partial defensive counter.
Apothecary: You think it's useless, but then you realise just what the combo potential can do. Needs the right board, but then what doesn't? Also plus for the art.
City: Yes, I like the upgrading mechanic too, and hope to see more of it.

30
Dominion General Discussion / Re: Dominion Abbreviation
« on: June 24, 2012, 09:08:47 am »
I voted for don't, but my friends do sometimes call it "Doms"

31
Game Reports / Re: Great Halls + Scouts = ????
« on: June 17, 2012, 12:59:39 pm »
Well, the best possible companion card for great hall would be ironworks or gardens, wouldn't it?

And the best possible companion card for scout would be tournament.

So I'm not sure which you're referring to.

32
Dominion Isotropic / Re: Cartographer on Isotropic?
« on: June 17, 2012, 11:02:35 am »
Ahhh, so that's what was happening. No problem, I've got it now. Didn't realise I was making new combinations all of the same card.

My apologies. If you like, lock this thread :) I'm satisfied.

33
Dominion Isotropic / Re: Cartographer on Isotropic?
« on: June 17, 2012, 08:29:38 am »
That is correct. As previously stated, I am using a PC with a Firefox browser, if that helps with diagnosis.

34
Dominion Isotropic / Re: Cartographer on Isotropic?
« on: June 17, 2012, 07:47:46 am »
I have not, though that's a funny thought :)

No, I get the check boxes, then it says "discarded these, putting the other ones back on the deck" No option to drag and drop comes up.

35
Dominion Isotropic / Re: Cartographer on Isotropic?
« on: June 17, 2012, 01:57:40 am »
Ok, I get that this is how it's meant to work (and I'm sure I've used it in the past with other cfards with no problems). But for me, playing on a PC (firefox browser, kept up to date), cartographer comes up with check boxes for ones to discard, and no option to reorder them. I have tried dragging the check boxes to no avail.

I'm sure it's probably still me, but I'm not sure how to fix this.

36
Dominion Isotropic / Cartographer on Isotropic?
« on: June 16, 2012, 02:30:10 pm »
I freely admit this may be me misunderstanding how to use the interface, but I don't seem to be able to use Cartographer's "reorder the cards in any way you like before returning them to the deck" mechanic.

Is this a bug, or am I doing something wrong? Does Navigator have a similar interface?

37
Game Reports / Re: Etiquette, or What did I do wrong?
« on: June 16, 2012, 01:33:47 pm »
Yo mamma so fat; Moat doesn't protect against her attack

Yo mamma so stupid: She wishes for a 2 of diamonds when she plays wishing well

Yo mamma so lazy: You can't take her off a Native Village Mat

38
Variants and Fan Cards / Re: Card Idea: Investment
« on: June 13, 2012, 11:32:22 am »
The idea is that you give up a province and a copy of that card to get it though, maybe you have to put aside two copies of that card?

It was intended to be a bit tongue in cheek, but I like the concept too.

39
Variants and Fan Cards / Re: Card Idea: Investment
« on: June 12, 2012, 05:57:07 am »
Then how about we modify this idea a little bit? I recognise there is too much text on this for an actual card, and the wording may be shot in parts, but in the same idea vein.

$8: Bribe
Action
Choose a card from your hand, deck or discard pile, trash this card and add the card you choose to your "Bribe" mat. If you choose to draw the card from your deck, shuffle your deck afterwards.
You get the effect below every time you play the selected card after this, in addition to the effects of the card
If it is a
Action: +1 card, +1 action
Treasure: +$1, +1 buy
Victory: Each other player gains a curse, and the type becomes Action/Victory
Curse: You may trash a card from your hand and gain a card costing $1 more, and the type becomes Curse/Action
If the card is a dual type, you choose which bonus you want each time you play the card, but you only get 1 per copy of the card played.

Or, more realistically, I forsee a variety of types of investment, with different effects (+1 card, +$1, +1 action, +1 buy, everyone else discards a card, everyone else gains a curse, trash a card and gain a card costing up to $1 more) and different prices (obviously, the cursing effect will be more expensive). They wouldn't synergise well with each other, but only 1 or 2 in a kingdom could change things completely.

40
Fair enough

How about When the effects of a card you have played this turn give you at least one action, you may look at the top card...etc

41
Variants and Fan Cards / Re: Fire Ship
« on: May 27, 2012, 08:33:52 am »
Yes, yudan, that makes far more sense. Go with that :)

42
Cantripped Idiot : $3
Action-Duration
This turn and next
When you play a card that gives you at least +1 action, look at the top card of your deck.
You may do one of the following actions to this card
Discard
Trash
Put back on your deck


43
Variants and Fan Cards / Re: Fire Ship
« on: May 27, 2012, 05:53:42 am »
Maybe "reveal cards from the top of your deck until you reveal two different cards, then trash the lower value of the two?" Because otherwise if you reveal two provinces, trash one.
It reduces the swingyness, though still makes it really swingy.

And for the reaction portion, its a wording reword, "If you do, the player may trash the attack or the effects of the attack are reversed and the attack card is returned to the player's hand. Either way, this is highly un-dominion like. I'd make it cost 5 at a minimum to help with that, but it's more swingy than Saboteur, and most people who play dominion (myself included) won't like that as it radically changes the game.

44
Variants and Fan Cards / Re: Fan card idea: Vintner
« on: April 20, 2012, 08:13:47 am »
So like this?

Vintner - $4
Choose 2
+2 buys
+$2
+P

Which leaves room for
Artistian - $2
+1 action
+$2
When you gain this card, gain two cards costing less than this.

45
Variants and Fan Cards / Re: Fan card idea: Vintner
« on: April 20, 2012, 01:20:42 am »
It's actually intended that way, I like the idea of a cheap card that has this downside, but can be comboed easily with highway, bridge, peddler, quarry, watchtower etc to remove it. The card isn't good enough to break the game otherwise (it's cheap woodcutter plus) on purpose.

Maybe this card isn't the best one to chain this downside to. Something like +1 action +$2, gain two cards costing less than this when you gain it for $2 could work, and just price this at $4. But then it's a more expensive woodcutter if there are no potion cards, it becomes impossible to price.

Also, with the phrasing the way it is, does it allow you to gain curses if the curse pile runs out (similar to torturer)? Because that was the intent.

46
Variants and Fan Cards / Fan card idea: Vintner
« on: April 19, 2012, 01:00:50 pm »
I've been thinking about the wording of this, not too sure it works as priced or with the negative idea, but I like the ideas seperately.

$2: Action: Vintner
+1 Buy
+1 Potion OR +$2
When you gain this, gain two cards costing less than this.

Effectively it's a cheaper woodcutter with a Cache downside, but slightly more power in alchemy decks, particularly vineyards (hence the name).

Is it too broken in its current form with the combos available? Too cheap? Should it just be priced at $4 and remove the downside?

47
Game Reports / Re: Nice idea from Silverback
« on: March 24, 2012, 03:01:58 am »
Scheme + Village + Chancellor + Counting House would work. And/or fishing village would give you the extra action for next turn as well, reducing some of the luck. But it would still be too slow.

48
Puzzles and Challenges / Re: First puzzle of my career!
« on: March 18, 2012, 09:53:23 am »
yzcz6 has a really good answer. Except why would you buy 5 of the same terminals? In my mind they would be KCs.

There is still one more solution that I was thinking of I guess. Hint: No durations, and all the other cards in your hand are terminal actions and/or treasures. Not library, shanty, menagerie or any card that draws back up to a certain amount in hand.

If those five terminals were ghost ships, the answer would make sense...

49
The number of players should be included somehow, otherwise it can't be balanced properly.

The effects of Thief, Noble Brigand, Jester, and Pirate Ship aren't affected by number of players.  I don't think this card really needs to explicitly state number of players (or, in fact, should)

Perhaps if the hypothetical allowed you to keep tabs on cards only you trash, then it wouldn't need to address number of players.

In which case, why not?

Tallow Field: Victory
$6
When this is in the kingdom, every player has an individual trash pile that they may choose to trash cards to instead of the "communal trash pile". Cards that go to this trash pile are accounted for as if they had been trashed normally.
Worth 1 VP for every 4 cards in your trash pile
When you buy this card, you may trash up to three of your cards in play and/or in your hand.

Why 4? Because you want to trash coppers and estates (and curses if there is a curser out there), so it's to force people to make a decision to go for this card, otherwise at $6 it is worse than duchy unless you trash extra cards beyond your starting deck. It therefore combos less well with other trashers. Handsize reducers or sifting attacks are made more powerful, but cursers and replacers are less good as attacks with this card.

Thoughts?

50
How about this then?

Tallow field
$6 Duration-Victory
When you buy this you may trash up to 5 (minus the total number of players) of cards from your next hand before the action phase
Worth 1VP for every 8 cards in the trash pile at the end of the game [rounded down]

With two or three players and no other trashers this reaches 3VP if the effect is used completely each time, but there are so many other cards that trash that it could reach more if you built enough redundancy into your deck. Particularly as redundancy in decks has a hard time hitting $6, this could work without being overpowered.

Building a deck designed to be heavily trashed to go with this strategy could be difficult if it were priced at $6 though, maybe $5 might be a better price?

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