Dominion Strategy Forum
Dominion => Variants and Fan Cards => Topic started by: gambit05 on April 14, 2014, 11:13:16 am
-
A Village variant:
Mountain Village (Action)---(3)
+2 Actions
+1 Buy
You may reveal three Treasure cards from your hand.
If you do, choose one:
+1 Card
Or +2 Cards, and the player to your left chooses
one of your revealed Treasure cards that you discard.
-
This seems pretty interesting, but I think you can remove the +1 card option. If you have 3 treasures, chances are you don't have a good hand for that Village you'll be drawing as much as you can. On top of that your opponent Pillages you for your best treasure, which hurts. It would need playtesting, but my feeling is the +1card will rarely get taken (because that's just Worker's Village).
-
This seems pretty interesting, but I think you can remove the +1 card option. If you have 3 treasures, chances are you don't have a good hand for that Village you'll be drawing as much as you can. On top of that your opponent Pillages you for your best treasure, which hurts. It would need playtesting, but my feeling is the +1card will rarely get taken (because that's just Worker's Village).
I thought that the +1 Card option helps if there was a high value treasure card revealed.
-
This seems pretty interesting, but I think you can remove the +1 card option. If you have 3 treasures, chances are you don't have a good hand for that Village you'll be drawing as much as you can. On top of that your opponent Pillages you for your best treasure, which hurts. It would need playtesting, but my feeling is the +1card will rarely get taken (because that's just Worker's Village).
I thought that the +1 Card option helps if there was a high value treasure card revealed.
It does. Playtest it. I could be completely wrong.I think the reason everyone will take +2 cards is that if you don't have any actions in hand you'll want to try and draw them, even if it costs you a good Treasure.
-
It looks interesting. My first impression is that it has more going on than necessary. What is the core idea? The +buy probably isn't essential, and clutters an already wordy card. And I agree that you may consider removing the choice. Villages that draw will be chained often, so if each play requires two choices by two players that will really slow things down.
-
It looks interesting. My first impression is that it has more going on than necessary. What is the core idea? The +buy probably isn't essential, and clutters an already wordy card. And I agree that you may consider removing the choice. Villages that draw will be chained often, so if each play requires two choices by two players that will really slow things down.
There are no deep ideas behind this card. I created it to have a Village in my set, and the +1 Buy was added, since that opyion is rare in my set as well. Otherwise, I thought that a relative early Mountain Village might deal well with the many Coppers, especially when there is no trashing ability.
-
It looks interesting. My first impression is that it has more going on than necessary. What is the core idea? The +buy probably isn't essential, and clutters an already wordy card. And I agree that you may consider removing the choice. Villages that draw will be chained often, so if each play requires two choices by two players that will really slow things down.
There are no deep ideas behind this card. I created it to have a Village in my set, and the +1 Buy was added, since that opyion is rare in my set as well. Otherwise, I thought that a relative early Mountain Village might deal well with the many Coppers, especially when there is no trashing ability.
Then make a card that focuses on dealing with Coppers. But this card is pretty bad as a Village, because you want lots of actions. This wants lots of Treasures. By the time you use it as a village, it's essentially Necropolis+. Also it's close ot being strictly better than Shanty Town I think.
-
Then make a card that focuses on dealing with Coppers. But this card is pretty bad as a Village, because you want lots of actions. This wants lots of Treasures. By the time you use it as a village, it's essentially Necropolis+. Also it's close ot being strictly better than Shanty Town I think.
How can it be close to being strictly better than Shanty Town (same costs), but only worth a Necropolis+?
-
Then make a card that focuses on dealing with Coppers. But this card is pretty bad as a Village, because you want lots of actions. This wants lots of Treasures. By the time you use it as a village, it's essentially Necropolis+. Also it's close ot being strictly better than Shanty Town I think.
How can it be close to being strictly better than Shanty Town (same costs), but only worth a Necropolis+?
Both activate in hands essentially with no other actions (Shanty Town is with no actions, this with lots of Treasure). Shanty becomes +2cards +2actions, this becomes Worker's Village (a $4 card) OR discard your best Treasure and mini-warehouse. Plus if it doesn't activate its better than Shanty not activating. I dunno, I think its pretty close to being better almost always.
-
Then make a card that focuses on dealing with Coppers. But this card is pretty bad as a Village, because you want lots of actions. This wants lots of Treasures. By the time you use it as a village, it's essentially Necropolis+. Also it's close ot being strictly better than Shanty Town I think.
How can it be close to being strictly better than Shanty Town (same costs), but only worth a Necropolis+?
Both activate in hands essentially with no other actions (Shanty Town is with no actions, this with lots of Treasure). Shanty becomes +2cards +2actions, this becomes Worker's Village (a $4 card) OR discard your best Treasure and mini-warehouse. Plus if it doesn't activate its better than Shanty not activating. I dunno, I think its pretty close to being better almost always.
I don't think it is, because shanty town is a safe lab if you have no other terminals in your deck, which happens fairly often. I agree with most else what you said though.
-
Then make a card that focuses on dealing with Coppers. But this card is pretty bad as a Village, because you want lots of actions. This wants lots of Treasures. By the time you use it as a village, it's essentially Necropolis+. Also it's close ot being strictly better than Shanty Town I think.
How can it be close to being strictly better than Shanty Town (same costs), but only worth a Necropolis+?
Both activate in hands essentially with no other actions (Shanty Town is with no actions, this with lots of Treasure). Shanty becomes +2cards +2actions, this becomes Worker's Village (a $4 card) OR discard your best Treasure and mini-warehouse. Plus if it doesn't activate its better than Shanty not activating. I dunno, I think its pretty close to being better almost always.
I don't think it is, because shanty town is a safe lab if you have no other terminals in your deck, which happens fairly often. I agree with most else what you said though.
Yeah, you're probably right. It's a stretch to say it's strictly better.
-
I don't think it is, because shanty town is a safe lab if you have no other terminals in your deck, which happens fairly often. I agree with most else what you said though.
Only if you have just one ST. Otherwise, two ST are each a do-nothing cantrip if you have no terminals. Moreover, more than 2 STs in hand actually decrease your handsize.
-
Then make a card that focuses on dealing with Coppers. But this card is pretty bad as a Village, because you want lots of actions. This wants lots of Treasures. By the time you use it as a village, it's essentially Necropolis+. Also it's close ot being strictly better than Shanty Town I think.
How can it be close to being strictly better than Shanty Town (same costs), but only worth a Necropolis+?
Both activate in hands essentially with no other actions (Shanty Town is with no actions, this with lots of Treasure). Shanty becomes +2cards +2actions, this becomes Worker's Village (a $4 card) OR discard your best Treasure and mini-warehouse. Plus if it doesn't activate its better than Shanty not activating. I dunno, I think its pretty close to being better almost always.
I don't think it is, because shanty town is a safe lab if you have no other terminals in your deck, which happens fairly often. I agree with most else what you said though.
Moat is a safe lab if you have no other Actions in your deck.
-
Then make a card that focuses on dealing with Coppers. But this card is pretty bad as a Village, because you want lots of actions. This wants lots of Treasures. By the time you use it as a village, it's essentially Necropolis+. Also it's close ot being strictly better than Shanty Town I think.
How can it be close to being strictly better than Shanty Town (same costs), but only worth a Necropolis+?
Both activate in hands essentially with no other actions (Shanty Town is with no actions, this with lots of Treasure). Shanty becomes +2cards +2actions, this becomes Worker's Village (a $4 card) OR discard your best Treasure and mini-warehouse. Plus if it doesn't activate its better than Shanty not activating. I dunno, I think its pretty close to being better almost always.
I don't think it is, because shanty town is a safe lab if you have no other terminals in your deck, which happens fairly often. I agree with most else what you said though.
Moat is a safe lab if you have no other Actions in your deck.
ST is safe with non-terminal actions.