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 1 
 on: Today at 07:12:21 am 
Started by faust - Last post by Calamitas
What do you all think about making Dylan and/or mail-mi claim?

@Space,ADK,LaLight in particular

 2 
 on: Today at 06:20:56 am 
Started by Snyables - Last post by Snyables
Maybe try imgur.com instead?

Thanks for the suggestion Pubby! I tried and it definitely works, but posting the full size image in the forum is also unwieldy. I think haven't the imgur link below the smaller sized image, so people can open it in another tab/window will work well though. I have updated the original post to include that.


As for making cards easier to read, you can use the Kingdom tool in the f.ds browser extension

I will certainly look into using that extension if it can make these puzzles easier to read. Thank you for the tip Awaclus!



Would it be more proper to post further puzzle in this thread, or to make a new thread for each puzzle? I have 5 so far and plan to make more.

 3 
 on: Today at 05:46:41 am 
Started by Glooble - Last post by Joseph2302
By the way, who actually needed the bullet, and why?

 4 
 on: Today at 05:26:59 am 
Started by Glooble - Last post by LaLight
also who needed a pocket knife?

Didn't it break the rope? I think it made the knife-wielder immune to jailkeeping.

huh, makes sense

 5 
 on: Today at 04:09:01 am 
Started by Doom_Shark - Last post by faust
This may be crazy:
Quote
Way of the Hedgehog
Choose one: put this on your Tavern mat and +1 Action; or play a non-Reserve Action on your Tavern mat (which can't follow a Way), and if you did return this to your hand.

Your Actions can hibernate in the Tavern until their optimal time, and you only need to have an Action in hand to call them off (only not 'call' them). They're literally put in reserve, so the Tavern mat is the one to use for this effect over Exile, cleanly avoiding all the Exile interactions. Reserve combos, I think it's just Distant Lands and Teacher, and I'll let those slip by.

+1 Action on the move to the mat, or no +1 Action? That is my current question. It's not clever too often to terminally put an Action in reserve, but trashers you're done with, Ruins, terminal draw at a bad time... Adventures tokens working twice too, on the reserving and the call off (the Way use limitation is there to stop infinite Hedgehog-ing for infinite token boosts).
Overall the cases for keeping it there are strong enough, and these mentioned combos are safe in the light of some mousey and chameleonic combos we already have.
This Way could for the most part use the Exile mat (or the Island mat even) and be hardly different, so it's a bit of a stretch to say that it uses an exclusive mechanic.

Also it's probably too strong, in that it's not usually an interesting decision whether to play things in the Way of the Hedgehog, you just do when you're playing an engine. The only times it's interesting are the same times Way of the Turtle is interestng, when saving up for a future turn.

 6 
 on: Today at 01:21:14 am 
Started by Doom_Shark - Last post by segura
Animal Fair is most definitely about playing with costs. Whether it is about a secondary cost or reducing the variable seems trivial. But like Ways the card is also about doing other stuff with Actions. Menagerie basically has the best defenses against Looters.

http://forum.dominionstrategy.com/index.php?topic=20260.0

Donald X. in the topic above:

"Animal Fair: The premise was the alternate cost"

I think "alternate cost" there is what you are calling "secondary cost" here. So it's not a trivial difference, it's in the essence of the card.
Not in the general context, here Animal Fair is a card that plays around with costs and can very well be put into one category with Fisherman and Destrier. Thatís what Menagerie does, stuff with costs.

 7 
 on: Today at 12:24:52 am 
Started by faust - Last post by Dylan32
Sorry guys, I have an overnight work related trip this weekend and have been busy and will be VLA this weekend.  I'll try to keep up but no promises. Seems like not that much has happened since my last post anyways.

 8 
 on: Today at 12:24:01 am 
Started by faust - Last post by Dylan32
Vote: Dylan

Iíve been meaning to vote but wanted to see the vote count. I feel pretty sure scum is on that short list.

It very well might be, but it ain't me.

 9 
 on: May 28, 2020, 11:12:58 pm 
Started by Carline - Last post by Carline
Of the existing cards, I think Masquerade is the closest that exists. With Masquerade, the better player is more likely to be forced to pass away a good card than the worse player. It's random, but still slightly helps players behind.

Some ideas:

- Foo - Project - At the end of the game, if you do not have the most amount of VP, +6 VP.

And for 3P+ games:

- Valley Pass - Landmark - When you are the first player to gain a province, each player picks a player besides themselves to gain 3 VP tokens.

I think Valley Pass is a political card, a kind of feature which I think also isn't in the spirit of Dominion.

Foo is intersting. It is like to buy 6 conditional VPs. How much do you thing it would cost?

 10 
 on: May 28, 2020, 11:00:14 pm 
Started by sudgy - Last post by EFHW
/hammer

This doesn't have to be the hammer if others want to play too.  I'll limit the setup we pick to 13 people at most.

I'd play (/in)

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