Dominion Strategy Forum

Archive => Archive => Innovation General Discussion => Topic started by: ChocophileBenj on March 14, 2013, 07:19:09 am

Title: Dominion cards as innovation cards
Post by: ChocophileBenj on March 14, 2013, 07:19:09 am
Okay, let's try this... but some cards may really become weak. Or not.
Order of card icons : [top left][bottom left][bottom mid][bottom right]

-Police- (militia like)
[Crown][4][Crown][Crown]
<Crown> Draw a 2
<Crown>I demand, if you have more than 3 cards in hand, that you return cards from your hand until you have 3 cards in hand.

-?????- (remodel like)
[lightbulb][lightbulb][4][lightbulb]
<lightbulb> return a card from your hand. Draw a card with value 2 higher than the returned card. You may immediatly score it.

-?????- (wishing-well like)
[leaf][3][castle][leaf]
<castle>Draw a 1, then meld a card in your hand
<castle>I demand you to show me your hand face down. Then I name a card and reveal one of it. If it is the named card, I put it into my hand.

-Corruption- (possession like)
[10][clock][clock][clock]
<clock> I demand you to take an extra turn after mine, in which I can see all your cards and make all decisions for you. Any cards that you would score, I score instead. Any cards that are returned at set aside and returned at end of turn.

-Province- (monument like ; yes, monument is an achievement in innovation, like province is a huge victory card in dominion, so...)
[4][crown][crown][factory]
<crown> draw a 2
<crown> gain a Score token
(assume there are score tokens worth 1 score point each and once you gain them, they can't be taken back. If you don't like this, you can replace it with : "draw a 1 and score it")

-?????- (horn of plenty like)
[10][clock][factory][crown]
<clock> draw, then either meld or score a card of value equal to the number of your different colors on your board plus the numbers of resources you produce at least 3 copies of. (e.g. if you have 5 colors and produce 5 resources with at least 3 copies, you draw a 10 and choose to meld it or score it ; if you have 5 colors and produce all six resources at least 3 times... end of game, so you've got to score !)
Title: Re: Dominion cards as innovation cards
Post by: Thisisnotasmile on March 14, 2013, 07:45:34 am
King's Court
- Choose a top card on your board other than King's Court. Activate its Dogmas 3 times.

Goons
- I demand you return the highest card in your hand.
- Until the end of your turn, whenever you score a card (other than by this Dogma), additionally draw and score a 1.

Masquerade
- Choose a non-top bottom card on your board and transfer it to your left-hand opponent, who tucks it.
- I demand you choose a top card on your board and transfer it to your left hand opponent, who tucks it.
- You may score a non-top bottom card from your board.


I think that does the trick.
Title: Re: Dominion cards as innovation cards
Post by: Watno on March 14, 2013, 10:21:25 am
Scout
no symbols.
-Reveal 4 1s. Put all the green cards revealed in your hand.
Title: Re: Dominion cards as innovation cards
Post by: AngelKurisu on March 14, 2013, 11:46:24 am
King's Court
- Choose a top card on your board other than King's Court. Activate its Dogmas 3 times.


Oh look, King's Court is broken here, too :P
Title: Re: Dominion cards as innovation cards
Post by: theory on March 14, 2013, 12:52:25 pm
I'd like Envoy a lot.  Age 3, draw a 3 for every 2 castles, player to your left chooses one to return.  Heck you could rename Feudalism to that, keep the symbols, and nothing of value would be lost :)
Title: Re: Dominion cards as innovation cards
Post by: AJD on March 14, 2013, 02:03:11 pm
Hmmm...

Death Cart [5]
leaf, *, crown, leaf
Draw and meld two [1].
Return a top card from your board.
Draw and score a [5].
Title: Re: Dominion cards as innovation cards
Post by: theory on March 14, 2013, 02:23:07 pm
Ooh, what about something like Counterfeit? 

"Meld a 8.  Execute its non-demand dogma twice, then return it."

I think the consensus is that Dominion cards translated into Innovation are very strong.
Title: Re: Dominion cards as innovation cards
Post by: AJD on March 14, 2013, 02:27:01 pm
And on the flip side...

Agriculture
Action: $4
Trash a card from your hand. Gain a Victory card costing up to $1 more than the trashed card, setting it aside. Return set-aside cards to your deck at the end of the game.

Huh, that's... basically Bishop.
Title: Re: Dominion cards as innovation cards
Post by: popsofctown on March 14, 2013, 05:18:00 pm
Worse than Bishop, until you get up to trashing 5$ cards for Fairgrounds or 7$ cards for Provinces. 

I think you could get away with being more aggressive and saying 2$ more.  That makes it hit Golds better than Remodel, but that's okay since Remodel is so much more flexible.
Title: Re: Dominion cards as innovation cards
Post by: AJD on March 14, 2013, 07:04:49 pm
Worse than Bishop, until you get up to trashing 5$ cards for Fairgrounds or 7$ cards for Provinces.

Well, its effect is worse than Bishop, but unlike Bishop it doesn't give your opponent a free trash.

(Although, we could make it both more like Bishop and more like an Innovation card...

Each other player may trash a card from his hand. If any does, +1 card.)
Title: Re: Dominion cards as innovation cards
Post by: popsofctown on March 14, 2013, 07:11:33 pm
Yeah, I'm retarded, forgot about the drawback on Bishop.  Good as written.
Title: Re: Dominion cards as innovation cards
Post by: AJD on March 27, 2013, 10:10:13 pm
Apprentice could make an interesting Innovation card. Return a top card from your board, draw a number of 1s equal to the value of the returned card?