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Messages - Kuraku256

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Dominion Articles / Re: Hinterlands: Fool's Gold
« on: April 16, 2012, 04:29:16 pm »
While reading this thread I had an unusual thought, "Would this work well with herbalist?"
The ability to stack your FG back on top of your deck should help them collide and it has +Buy, even the fact that it's only a terminal copper should be less of an issue than normal since you only need to hit $4 to pick up 2 FG. All that said, I imagine the cards mentioned in the original post are better.

2
Variants and Fan Cards / Black Market Variant
« on: April 02, 2012, 02:17:38 am »
From Donald X.
Quote
Black Market: This started in Seaside. Seaside involves your next turn; Black Market reaches into the next game.

Why not make a version that takes that a bit more literally?

Black Market
Type: Action
Cost: $4
+$2
+1 Buy
You may buy cards from the Black Market this turn.
覧覧覧覧覧覧覧覧
Setup: Select a second set of kingdom cards to use for your next game. During this game those cards are in the Black Market and are not in the supply.

3
Variants and Fan Cards / Re: Bunch of card ideas
« on: March 30, 2012, 02:28:25 am »
Edited the original post with some card updates:

Village Council: Added the +1 Card and +1 Action option to buff it a bit, I think the cost is still alright at $2, it feels very comparable to Pawn at least.

Pawn Shop: Other players that trash cards now get to draw a card so they get some immediate benefit.

Sawmill: I didn't realize that with the original wording that you could simply buy a copper and trash it to get the extra +$2 without having to split it between two cards, so now you have to buy a card costing at least $2.

Pickpocket: Changed the name to Tax Collector and tweaked how it functions a bit. Also took O's advice and added +1 Card, I like how that mirrors the other players getting to draw a card.

Servant's Quarters: Was definitely overpowered as Robz888 said, decided to make it skip itself rather than increase the cost and drop the Estate clause, might still be too strong though. I think now it may play more like a proactive version of Scheme than a super Hunting Party. If testing shows its too powerful I might try removing the +1 Card and +1 Action and drop the cost to $4.

4
Dominion General Discussion / Randomizing the kingdom cards with dice.
« on: March 30, 2012, 01:39:09 am »
This is a table I made for generating kingdom sets while my iPod was off for repair.  Just roll a d8 for the column and a d20 for the row.
Google Doc Link

5
Variants and Fan Cards / Re: Bunch of card ideas
« on: March 22, 2012, 12:07:33 pm »
I take it that if you got your Migrant Worker out of the Black Market, its on-discard text never triggers, yes?

I hadn't thought about that, but yes.  It should work the same as if you reveal a card you picked up from Black Market with Ambassador, it doesn't have a supply pile to return to so nothing happens.

6
Variants and Fan Cards / Re: Bunch of card ideas
« on: March 21, 2012, 04:41:58 pm »
Pawn Shop
Cost: $4
Type: Action
+1 Buy
You may trash a card from your hand. If you do, +$2
Each other player may trash a card from his hand. If any do, +$1.

Has the same drawback as Bishop, but with more coins and no VP token. It has +1 Buy simply because it seemed appropriate after I named it.

Do you get the +$1, or your opponents? I'm sure they would never trash if you get the +$1.

You get the +$1, though looking at it again it should probably have an immediate benefit for the opponents, maybe each opponent that trashes a card also draws a card.

Domain
Cost: $4
Type: Victory
Worth 6 VP
覧覧覧覧覧覧覧覧
Setup: Add an extra Kingdom card pile to the supply and remove the Province pile from the supply.
The game ends if this pile and the Duchy pile are empty.

This is more of a game variant than a card. I included the part about Duchies in case no kingdom pile gets emptied so you don't have to go through buying all the Estates. It also turns Tournament into a Market with no +Buy, ensures a pile will empty for City, and makes Explorer worse than it already is.

I'm confident this doesn't work at all. It's a Province that costs half as much. Why would I not just immediately rush this pile with reckless abandon? It doesn't matter that the game doesn't end with the pile is out, because there won't be enough points left for anyone to beat me. It would dominate absolutely every single game in which it appeared.

Wow that was a bad typo on my part, yeah Domain is supposed to cost $8, going to fix that.

7
Variants and Fan Cards / Bunch of card ideas
« on: March 21, 2012, 02:51:39 pm »
Here are a bunch of card ideas I've had, none have been playtested except for Migrant Worker.

Migrant Worker
Cost: $1
Type: Action
+1 Card
+1 Action
+$1
————————————————
When this card is discarded from play, return it to the supply.
When you buy this card, you cannot buy any more cards this turn.

I've already posted this card in another thread, but I've actually playtested it a bit now and it seems to work out ok.  It's nothing amazing, but it interacts with any cards with +Buy as well as Upgrade, Remake, Develop, Forge, and Sabotuer.

Village Council
Cost: $2
Type: Action
Choose one: +2 Cards; +2 Actions; or +1 Card and +1 Action.

Basically a cheap Nobles, could add an option for +1 Card and +1 Action if its too weak.

Edit: added "or +1 Card and +1 Action"

Carpenter
Cost: $3
Type: Action
+2 Cards
You may discard a card. If you do, +1 Card.

An attempt at good terminal draw priced at $3.

Pawn Shop
Cost: $4
Type: Action
+1 Buy
Each player may trash a card from his hand.
If you do, +$2.
If any other player does, +$1.
Each other player that trashed a card, draws a card.

Has the same drawback as Bishop, but with more coins and no VP token. It has +1 Buy simply because it seemed appropriate after I named it.

Edit: added "Each other player that trashed a card, draws a card."

Sawmill
Cost: $4
Type: Treasure
Worth $2
While this card is in play, when you buy a card costing $2 or more, you may trash this card.
If you do, +$2 and +1 Buy.

I came up with this card while attempting to create a Workshop type card that would work well for building a +Cards/+Actions engine.

Edit: added "costing $2 or more"

Tax Collector
Cost: $5
Type: Action - Attack
+1 Card
+$1
Each other player discards a Treasure (or reveals a hand with no Treasure), then if he discarded a Treasure other than Copper, he draws a card. Otherwise, he gains a Curse.

Originally this was just a Cutpurse that worked on any treasure. Of course that would be broken if played multiple times so I added the part about drawing a card and then I added the Curse so that it wouldn't help opponent's that discarded Copper.

Edit: Changed name from Pickpocket to Tax Collector, also changed the text so that players that discard Copper do not draw a card and players that do not discard a treasure gain a curse.

Servant's Quarters
+1 Card
+1 Action
Reveal cards from your deck until you reveal an action card other than Servant’s Quarters cards. Discard the other cards, then play the action card.
————————————————
In games using this, when you gain an Estate, you may gain a Servant’s Quarters.

A cross between Village and Golem. May need to have it ignore copies of itself like Golem does, but right now it stacks with itself a bit like Hunting Party or Venture. May need to increase the cost to $6. The part about gaining an Estate was a separate idea that I thought would work well with this card.

Edit: added "other than Servant’s Quarters cards"

Domain
Cost: $8
Type: Victory
Worth 6 VP
————————————————
Setup: Add an extra Kingdom card pile to the supply and remove the Province pile from the supply.
The game ends if this pile and the Duchy pile are empty.

This is more of a game variant than a card. I included the part about Duchies in case no kingdom pile gets emptied so you don't have to go through buying all the Estates. It also turns Tournament into a Market with no +Buy, ensures a pile will empty for City, and makes Explorer worse than it already is.

Edit: Fixed the cost on Domain.

8
Variants and Fan Cards / Re: Card Idea: Migrant Worker, a 1-cost card.
« on: February 22, 2012, 06:23:04 pm »
Added "When you buy this card, you cannot buy any more cards this turn" to the original post. That should get rid of abuse with Goons, though its still a good buy for a Goons deck. I don't like having to triggered effects like that on one card.  I could change the effect that returns it to the supply so that it return when played and thus is on the top of the card and it would be trashed normally but I prefer the current version.

9
Variants and Fan Cards / Re: Hidden Village: an after-the-fact village
« on: February 21, 2012, 05:05:15 pm »
How about:

+1 Card
+1 Action
__________
Hidden Village does not cost an action to play. (You may play it with no actions remaining.)"

This version would need to cost $4 though since its strictly better than Village.

10
Variants and Fan Cards / Re: Card Idea: Migrant Worker, a 1-cost card.
« on: February 21, 2012, 04:01:38 pm »
I think it's a bit like Tunnel in that the strategy for it is entirely dependent on the other kingdom cards, the big difference being that the cards that work well with Migrant Worker are the ones that help you buy/gain it, rather than cards that help you use it.  I just need to figure out if it has enough interactions to be interesting.  Also, I realized it could be an infinite source of cards to buy with Goons, which is probably an interaction I don't want.

The top of the card should probably less universally useful, might use the effect from Oasis, Warehouse, or Mine, or just make it a treasure worth $2.

11
Variants and Fan Cards / Card Idea: Migrant Worker, a 1-cost card.
« on: February 21, 2012, 03:19:29 am »
Migrant Worker
Type: Action
Cost: $1
+1 Card
+1 Action
+$1
________
When you buy this card, you cannot buy any more cards this turn.
When this card is discarded from play or trashed, return it to the supply.

Came up with this when trying to think of a 1-cost card that would work well with Upgrade, Remake, and Develop.  I decided to have it return to the supply rather than trash itself so that it will effect the entire game rather than just the beginning and it doesn't return until the end of the clean-up so that it can interact with cards like Horn of Plenty and Scheme.  I imagine it will increase the value of +Buy, particularly on turns where you have $7 or 9$ to spend or if you end up with one more than you need to buy an engine component.

I haven't playtested this so feedback would be much appreciated.

EDIT: Added "when bought" clause.

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