Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: [1]

Author Topic: Old ideas that work better with Guilds rules  (Read 2008 times)

0 Members and 1 Guest are viewing this topic.

Asper

  • Governor
  • *****
  • Offline Offline
  • Posts: 4995
  • Respect: +5347
    • View Profile
Old ideas that work better with Guilds rules
« on: June 18, 2013, 08:20:07 pm »
0

I don't know about you, but i found the new Guilds rules were able to strongly improve some older card ideas i had. Am i alone?

For example

Old version:New version with Guilds rules:
Expedition
4$, Action - Duration
+1 Card
+1 Action
+2$
At the start of your next turn: + 1 Buy

While this is in play, at the start of each other players buy phase, he gets +1$         
Expedition
4$, Action
+1 Card
+1 Action
+1$
Each player (including you) takes a coin token.



Elf
3$, Action
+3 Actions
+1 Buy

When you buy this, you may put a card from your hand back in the supply.
If you do, gain a card costing at most the same.
(No name yet)
2$+, Action
+3 Actions
+1 Buy

When you buy this, you may overpay for it. If you do, for each $ you overpaid,
put a card from your hand back in the supply and gain a card costing at most the same.

PS: If you have a good name idea (or any idea at all) how to name a Village-y card-changer with a bit of guilds in it and that fits in a set named "modern times", let me know.

PPS: Hooray for Tables!
« Last Edit: June 19, 2013, 06:23:26 am by Asper »
Logged

mail-mi

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1298
  • Shuffle iT Username: mail-mi
  • Come play some Forum Mafia with us!
  • Respect: +1364
    • View Profile
Re: Old ideas that work better with Guilds rules
« Reply #1 on: June 18, 2013, 10:51:34 pm »
+1

Expedition: so much worse than tournament.
Logged
I currently imagine mail-mi wearing a dark trenchcoat and a bowler hat, hunched over a bit, toothpick in his mouth, holding a gun in his pocket.  One bead of sweat trickling down his nose.

'And what is it that ye shall hope for? Behold I say unto you that ye shall have hope through the atonement of Christ and the power of his resurrection, to be raised unto life eternal, and this because of your faith in him according to the promise." - Moroni 7:41, the Book of Mormon

jonts26

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2746
  • Shuffle iT Username: jonts
  • Respect: +3671
    • View Profile
Re: Old ideas that work better with Guilds rules
« Reply #2 on: June 18, 2013, 11:16:33 pm »
+2

One of my cards for the mini-set contest was:

$3* - Victory
2 VP
--
When you buy this card, pay any amount greater than or equal to its cost. Then, gain a victory card costing at most $2 less than that amount.

I'd probably rephrase it to

$3+  Victory
2 VP
--
When you buy this, you may overpay for it. If you do, gain a Victory card costing $2 less than you overpaid.
Logged

AJD

  • Cartographer
  • *****
  • Offline Offline
  • Posts: 3296
  • Shuffle iT Username: AJD
  • Respect: +4443
    • View Profile
Re: Old ideas that work better with Guilds rules
« Reply #3 on: June 19, 2013, 12:51:01 am »
+1


PS: If you have a good name idea (or any idea at all) how to name a Village-y card-changer with a bit of guilds in it and that fits in a set named "modern times", let me know.

PPS: Hooray for Tables!

"Shopping Mall"?
Logged

Asper

  • Governor
  • *****
  • Offline Offline
  • Posts: 4995
  • Respect: +5347
    • View Profile
Re: Old ideas that work better with Guilds rules
« Reply #4 on: June 19, 2013, 06:19:13 am »
0

Expedition: so much worse than tournament.

I bet you read "each other player" instead of "each player". Inserted "including you".
« Last Edit: June 19, 2013, 06:23:41 am by Asper »
Logged

Asper

  • Governor
  • *****
  • Offline Offline
  • Posts: 4995
  • Respect: +5347
    • View Profile
Re: Old ideas that work better with Guilds rules
« Reply #5 on: June 19, 2013, 06:43:53 am »
0

One of my cards for the mini-set contest was:

$3* - Victory
2 VP
--
When you buy this card, pay any amount greater than or equal to its cost. Then, gain a victory card costing at most $2 less than that amount.

I'd probably rephrase it to

$3+  Victory
2 VP
--
When you buy this, you may overpay for it. If you do, gain a Victory card costing $2 less than you overpaid.

If i paid 4$ for the first one, wouldn't i gain an Estate? 3 VP for 4$, but in two cards, seems balanced to me. Buying the second one is better than Duchy or Province only on (some) alt-victory boards or for 11$+ without Colony. In fact it's worse than an additional buy.
Logged

Graystripe77

  • Tactician
  • *****
  • Offline Offline
  • Posts: 421
  • 1.61803398874989...
  • Respect: +94
    • View Profile
    • Dreamkeeperscomic.com
Re: Old ideas that work better with Guilds rules
« Reply #6 on: June 19, 2013, 11:00:22 am »
+1

One of my cards for the mini-set contest was:

$3* - Victory
2 VP
--
When you buy this card, pay any amount greater than or equal to its cost. Then, gain a victory card costing at most $2 less than that amount.

I'd probably rephrase it to

$3+  Victory
2 VP
--
When you buy this, you may overpay for it. If you do, gain a Victory card costing $2 less than you overpaid.

I've had a similar idea to this, but you could gain any card type.
Logged
Pages: [1]
 

Page created in 0.04 seconds with 20 queries.