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Author Topic: Gauntlet of Fools Cards  (Read 1078 times)

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Insomniac

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Gauntlet of Fools Cards
« on: November 14, 2012, 05:10:22 pm »

Heroes
Adventurer
Defence: 15
Class Tokens: 2
Ability: After an encounter once per encounter you may spend a token to revisit that encounter (only you)
   
Alchemist
Defence: 14
Class Tokens: 2
Ability: If you kill and dodge you can spend a token to heal a wound

Armorer
Defence: 13
Class Tokens: 2
Ability: When you kill a monster instead of treasure spend a token to get a permenent +3 defense boost

Artificer
Defence: 15
Class Tokens: 2
Ability: After an encounter instead of treasure spend a token to get +1 die for the rest of the game.

Avenger
Defence: 16
Class Tokens: 2
Ability: After rolling spend a token to get +3 attack strength for each dead hero killed on previous turns

Barbarian
Defence: 19
Class Tokens: 0
Ability: None

Berserker
Defence: 14
Class Tokens: 2
Ability: Before rolling spend a token to get +1 die for each wound you have and if you kill the monster dodge it

Jester
Defence: 14
Class Tokens: 2
Ability: Before rolling spend a token to switch the monsters power and toughness

Knight
Defence: 16
Class Tokens: 2
Ability: Spend a token to prevent all damage to you but 1 wound of damage from a monster hitting you

Monk
Defence: 10
Class Tokens: 4
Ability: Before rolling spend a token to get +1 die for the turn and +4 defense this turn

Necromancer
Defence: 16
Class Tokens: 2
Ability: Hero has all class abilities of all heroes that have died on previous turns

Ninja
Defence: 17
Class Tokens: 0
Ability: Start with 2x as many weapon uses

Priest
Defence: 14
Class Tokens: 2
Ability: Spend a token at the start of the encounter to heal 1 wound and you can't use weapon tokens this turn.

Prospector
Defence: 15
Class Tokens: 0
Ability: After each encounter you survive, gain 1 gold

Thief
Defence: 13
Class Tokens: 2
Ability: Spend a token to dodge a monster

Trapper
Defence: 16
Class Tokens: 2
Ability: Once per encounter before rolling spend a token to make this encounter have +2 Gold for you

Warlord
Defence: 12
Class Tokens: 2
Ability: +1 dice
Ability: After rolling Spend a token to roll an extra die

Wizard
Defence: 15
Class Tokens: 2
Ability: Before rolling spend a token to skip an encounter completely. (Ignoring all of its text)

Zealot
Defence: 15
Class Tokens: 2
Ability: Spend a token before rolling to make defence 0 (for this encounter) and kill monster.

Zombie
Defence: 13
Class Tokens: 2
Ability: If any other player is alive spend a token to play this turn even though you are dead

Armsmaster
Defence: 14
Class Tokens: 0
Ability: Before boasting deal this hero an additional weapon, when rolling the armsmaster may use either weapon, but only the abilities of the weapon he chooses. (He can choose different weapons for different encounters)

Note: Wording changed slightly in most cases to reflect if token is used.

RollHero
1Adventurer
2Alchemist
3Armorer
4Artificer
5Avenger
6Barbarian
7Berserker
8Jester
9Knight
10Monk
11Necromancer
12Ninja
13Priest
14Prospector
15Thief
16Trapper
17Warlord
18Wizard
19Zealot
20Zombie
21Armsmaster
« Last Edit: November 14, 2012, 05:57:29 pm by Insomniac »
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"It is one of [Insomniacs] badges of pride that he will bus anyone, at any time, and he has done it over and over on day 1. I am completely serious, it is like the biggest part of his meta." - Dsell

Insomniac

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Re: Gauntlet of Fools Cards
« Reply #1 on: November 14, 2012, 05:10:40 pm »

Weapons
Axe
Dice: 5
Weapon Tokens: 2
Ability: Once per fight before rolling you may spend a token to double your attack this turn, your attack is 0 next turn
   
Bow
Dice: 4
Weapon Tokens: 2
Ability: Spend a token to dodge a monster you killed

Dagger
Dice: 3
Weapon Tokens: 4
Ability: Before rolling spend a token to kill a monster

Deadly Fists
Dice: 3
Weapon Tokens: 2
Ability: Before rolling spend a token to dodge and kill a monster

Demonic Blade
Dice: 4
Weapon Tokens: 0
Ability: Whenever you kill a monster gain a weapon token. Before rolling spend a token to roll 2 extra dice this turn

Flaming Sword
Dice: 5
Weapon Tokens: 2
Ability: Before rolling spend a token to take 1 wound and kill and dodge the monster

Holy Sword
Dice: 5
Weapon Tokens: 2
Ability: Before rolling spend a token to discard all penalty tokens and ignore all boasts this turn

Mace
Dice: 5
Weapon Tokens: 2
Ability: After rolling spend a token to roll an extra die

Morning Star
Dice: 5
Weapon Tokens: 2
Ability: After rolling spend a token to reroll all dice

Sack of Loot
Dice: 3
Weapon Tokens: 0
Ability: Start with 1 Gold. +Attack equal to the gold you have

Scepter
Dice: 4
Weapon Tokens: 2
Ability: Before rolling spend a token to kill a monster with attack less than it's defense

Scimitar
Dice: 4
Weapon Tokens: 2
Ability: After rolling spend a token to re-roll 2 dice

Sling
Dice: 3
Weapon Tokens: 2
Ability: Before rolling spend a token to kill and dodge a monster with attack 20 or more

Spear
Dice: 4
Weapon Tokens: 2
Ability: After rolling replace your roll with 14

Spiked Shield
Dice: 4
Weapon Tokens: 2
Ability: +1 Defence. Spend a token after rolling to kill a monster that damaged you

Staff
Dice: 3
Weapon Tokens: 4
Ability: Before rolling spend a token to get either +2 dice or +6 defence this turn

Sword
Dice: 4
Weapon Tokens: 2
Ability: Spend a token for +3 defence this turn

Throwing Stars
Dice: 2
Weapon Tokens: 20
Ability: Before rolling spend a token to get +1 die this turn.

Wand
Dice: 5
Weapon Tokens: 2
Ability: At the start of each turn look at the top 2 cards of the encounter deck, put them back in any order you choose. Spend a token to discard one of these cards

Whip
Dice: 4
Weapon Tokens: 2
Ability: After rolling spend a weapon token to dodge a monster you didn't kill

Cleaver
Die: 1
Weapon Tokens: 0
Ability: After rolling multiply the total by 4

Note: Wording changed slightly in most cases to reflect if token is used.

RollHero
1Axe
2Bow
3Dagger
4Deadly Fists
5Demonic Blade
6Flaming Sword
7Holy Sword
8Mace
9Morning Star
10Sack of Loot
11Scepter
12Scimitar
13Sling
14Spear
15Spiked Shield
16Staff
17Sword
18Throwing Stars
19Wand
20Whip
21Cleaver
« Last Edit: November 15, 2012, 12:16:48 pm by Insomniac »
Logged
"It is one of [Insomniacs] badges of pride that he will bus anyone, at any time, and he has done it over and over on day 1. I am completely serious, it is like the biggest part of his meta." - Dsell

Insomniac

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Re: Gauntlet of Fools Cards
« Reply #2 on: November 14, 2012, 05:10:46 pm »

Encounters
Sorry for ugly formating but the table doesn't allow borders so to get a decent amount of space to make it readable i had to add crap to the headers

-Roll----Name//////Attack......Defense,,,,,,Damage------Treasure//////Notes
1Bandit14141 Wound3 Gold ++: Recieve 1 Weapon Token
2Banshee2316X4 GoldX: Recieve 1 Wound or -3 Defence this game
3Bee Swarm1061 WoundXX: Recieve 2 Gold or 1 Class Token
4Behemoth20211 Wound4 GoldYou may spend a weapon token to skip this fight
5Brass Golem16151 Wound2 Gold ++: Recieve 2 Gold more if you both killed and dodged.
6Cache----Gain 2 Gold
7Carnivorous Plant10161 Wound1 Gold
8Dancing Sword2181 Wound3 Gold ++: Recieve +1 Attack strength this game
9Demon17171 Wound4 GoldClass Tokens and Weapon Tokens can't be used this fight
10Doppleganger14X1 Wound3 GoldX is your hero's defence
11Extra Bitey----The next monster does double damage
12Extra Scary----The next monster has +3 attack
13Extra Tough----The next monster has +3 defence
14Extra Wealthy----The next monster has +3 Gold
15Fire Elemental18141 WoundXX: 1 Gold per 3 Defence you have (round down)
16Gargoyle13191 Wound2 Gold
17Giant24201 Wound5 Gold
18Giant Cockroach11121 Wound2 Gold ++: Recieve -1 defence this game
19Giant Crab8181 Wound2 Gold ++: Recieve +1 defence this game
20Giant Scorpion19122 Wounds +3 Gold+: You won't die this turn
21Giant Spider1719X3 GoldX: Gain a poison token (Take 1 Wound each turn after this one)
22Giant Toad14121 Wound2 Gold++: Recieve 1 +1 die before rolling (use once) token
23Giant Turtle9141 Wound1 Gold
24Goblin13101 Wound2 Gold
25Gold Vein----Roll an Attack, gain 1 Gold per 5 attack strength (round down)
26Gopher670 Wounds1 Gold
27Griffin11131 Wound +3 Gold+: Lose 2 Gold
28Guardian10161 WoundXX: Turn over an encounter card, skipping and discarding modifiers. You may visit it if you want; no-one else can.
29Healing Pool----Either heal 1 Wound, or discard all Penalty tokens (not Boasts)
30Hellhound16101 Wound3 Gold ++: You may take 1 Wound for another 3 Gold
31Magic Pool----Recieve 1 Weapon Token or 1 Class Token
32Mercenary18202 Wounds5 GoldYou may pay 1 Gold to skip this fight.
33Minotaur20141 Wound4 Gold
34Mummy1814X3 GoldX: Take double damage next turn.
35Mushroom Man15142 Wounds2 Gold++: Heal 1 wound after combat
36Ogre16131 Wound3 Gold
37Ooze20111 Wound +3 Gold+: Lose 1 Weapon Token
38Pixie1411X2 GoldX: Lose 3 Gold
39Shadow129X1 GoldX: 2 Wounds if you have no more than 1 Wound, otherwise 0
40Side Passage----The next encounter is a choice of two Encounter; just visit one of them of your choice.
41Skelephant1381 Wound2 Gold
42Slime Monster22181 Wound +4 Gold+: Recieve -1 Die this game
43Spear Trap----Take 1 Wound
44Titan22241 Wound5 Gold
45Troll20151 Wound4 GoldIf you don't kill this fight it a 2nd time
46Unicorn1281 WoundXX: Recieve 1 before rolling +1 die (one use) token
47Vampire2118X4 GoldX: 2 Wounds if you have 2 or more wounds, otherwise 1 wound
48Will-o-wisp1915X2 GoldX: Lose 1 Class Token
49Witch15101 Wound +2 Gold+: Recieve -3 defence this game
50Wolf12111 Wound1 Gold
51Gladiator15151 WoundXBefore this fight secretly pay up to 5 Gold. X: Twice what you paid
« Last Edit: November 15, 2012, 01:16:28 pm by Insomniac »
Logged
"It is one of [Insomniacs] badges of pride that he will bus anyone, at any time, and he has done it over and over on day 1. I am completely serious, it is like the biggest part of his meta." - Dsell

Galzria

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Re: Gauntlet of Fools Cards
« Reply #3 on: November 27, 2012, 06:45:23 pm »

For slightly easier referencing:

Encounter Cards:

#1
Bandit
Attack: 14
Defense: 14
Damage: 1 Wound
Reward: 3 Gold +
Other: Recieve 1 Weapon Token

#2
Banshee
Attack: 23
Defense: 16
Damage: 1 Wound, or Lose 3 Defense
Reward: 4 Gold

#3
Bee Swarm
Attack: 10
Defense: 6
Damage: 1 Wound
Reward: 2 Gold, or Gain 1 Class Token

#4
Behemoth
Attack: 20
Defense: 21
Damage: 1 Wound
Reward: 4 Gold
Other: You may spend a weapon token to skip this fight.

#5
Brass Golem
Attack: 16
Defense: 15
Damage: 1 Wound
Reward: 2 Gold +
Other: Recieve 2 Gold more if you both killed and dodged.

#6
Cache
Gain 2 Gold

#7
Carnivorous Plant
Attack: 10
Defense: 16
Damage: 1 Wound
Reward: 1 Gold

#8
Dancing Sword
Attack: 21
Defense: 8
Damage: 1 Wound
Reward: 3 Gold +
Other: Recieve +1 to Attack

#9
Demon
Attack: 17
Defense: 17
Damage: 1 Wound
Reward: 4 Gold
Other: Class Tokens and Weapon Tokens can't be used this fight.

#10
Doppleganger
Attack: 14
Defense: X
Damage: 1 Wound
Reward: 3 Gold
- X is equal to the Defense of your Hero.

#11
Extra Bitey
The next monster does double damage

#12
Extra Scary
The next monster has +3 attack

#13
Extra Tough
The next monster has +3 defence

#14
Extra Wealthy
The next monster has +3 Gold

#15
Fire Elemental
Attack: 18
Defense: 14
Damage: 1 Wound
Reward: X
- X is equal to 1 Gold per 3 Defence you have (rounded down)

#16
Gargoyle
Attack: 13
Defense: 19
Damage: 1 Wound
Reward: 2 Gold

#17
Giant
Attack: 24
Defense: 20
Damage: 1 Wound
Reward: 5 Gold

#18
Giant Cockroach
Attack: 11
Defense: 12
Damage: 1 Wound
Reward: 2 Gold +
+: Recieve -1 defence this game

#19
Giant Crab
Attack: 8
Defense: 18
Damage: 1 Wound
Reward: 2 Gold +
+: Recieve +1 defence this game

#20
Giant Scorpion
Attack: 19
Defense: 12
Damage: 2 Wounds +
Reward: 3 Gold
+: You won't die this turn

#21
Giant Spider
Attack: 17
Defense: 19
Damage: X
Reward: 3 Gold
X: Gain a poison token (Take 1 Wound each turn after this one)

#22
Giant Toad
Attack: 14
Defense: 12
Damage: 1 Wound
Reward: 2 Gold+
+: Recieve 1 +1 die before rolling (use once) token

#23
Giant Turtle
Attack: 9
Defense: 14
Damage: 1 Wound
Reward: 1 Gold


#24
Goblin
Attack: 13
Defense: 10
Damage: 1 Wound
Reward: 2 Gold


#25
Gold Vein
Roll an Attack, gain 1 Gold per 5 attack strength (round down)

#26
Gopher
Attack: 6
Defense: 7
Damage: 0 Wounds
Reward: 1 Gold


#27
Griffin
Attack: 11
Defense: 13
Damage: 1 Wound +
Reward: 3 Gold
+: Lose 2 Gold

#28
Guardian
Attack: 10
Defense: 16
Damage: 1 Wound
Reward: X
X: Turn over an encounter card, skipping and discarding modifiers. You may visit it if you want; no-one else can.

#29
Healing Pool
Either heal 1 Wound, or discard all Penalty tokens (not Boasts)

#30
Hellhound
Attack: 16
Defense: 10
Damage: 1 Wound
Reward: 3 Gold +
+: You may take 1 Wound for another 3 Gold

#31
Magic Pool
Recieve 1 Weapon Token or 1 Class Token

#32
Mercenary
Attack: 18
Defense: 20
Damage: 2 Wounds
Reward: 5 Gold
You may pay 1 Gold to skip this fight.

#33
Minotaur
Attack: 20
Defense: 14
Damage: 1 Wound
Reward: 4 Gold


#34
Mummy
Attack: 18
Defense: 14
Damage: X
Reward: 3 Gold
X: Take double damage next turn.

#35
Mushroom Man
Attack: 15
Defense: 14
Damage: 2 Wounds
Reward: 2 Gold+
+: Heal 1 wound after combat

#36
Ogre
Attack: 16
Defense: 13
Damage: 1 Wound
Reward: 3 Gold


#37
Ooze
Attack: 20
Defense: 11
Damage: 1 Wound +
Reward: 3 Gold
+: Lose 1 Weapon Token

#38
Pixie
Attack: 14
Defense: 11
Damage: X
Reward: 2 Gold
X: Lose 3 Gold

#39
Shadow
Attack: 12
Defense: 9
Damage: X
Reward: 1 Gold
X: 2 Wounds if you have no more than 1 Wound, otherwise 0

#40
Side Passage
The next encounter is a choice of two Encounter; just visit one of them of your choice.

#41
Skelephant
Attack: 13
Defense: 8
Damage: 1 Wound
Reward: 2 Gold


#42
Slime Monster
Attack: 22
Defense: 18
Damage: 1 Wound +
Reward: 4 Gold
+: Recieve -1 Die this game

#43
Spear Trap
Take 1 Wound

#44
Titan
Attack: 22
Defense: 24
Damage: 1 Wound
Reward: 5 Gold


#45
Troll
Attack: 20
Defense: 15
Damage: 1 Wound
Reward: 4 Gold
If you don't kill this fight it a 2nd time

#46
Unicorn
Attack: 12
Defense: 8
Damage: 1 Wound
Reward: X
X: Recieve 1 before rolling +1 die (one use) token

#47
Vampire
Attack: 21
Defense: 18
Damage: X
Reward: 4 Gold
X: 2 Wounds if you have 2 or more wounds, otherwise 1 wound

#48
Will-o-wisp
Attack: 19
Defense: 15
Damage: X
Reward: 2 Gold
X: Lose 1 Class Token

#49
Witch
Attack: 15
Defense: 10
Damage: 1 Wound +
Reward: 2 Gold
+: Recieve -3 defence this game

#50
Wolf
Attack: 12
Defense: 11
Damage: 1 Wound
Reward: 1 Gold


#51
Gladiator
Attack: 15
Defense: 15
Damage: 1 Wound
Reward: X
Before this fight secretly pay up to 5 Gold. X: Twice what you paid
Logged
Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20
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